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Foxhack
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Posted on 10-11-19 11:22:05 PM Link | Quote
Originally posted by iniche
If anyone's interested, the ROMs to all the games in the Contra and Castlevania Anniversary Collections have been extracted. Don't know if this was already known before.
Only 1 game is identical MD5 when compared to the No-Intro information.

Presumably they've all been modified to remove the Nintendo copyrights.

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sammyrms1
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Posted on 11-18-19 08:59:28 PM (last edited by sammyrms1 at 11-18-19 09:01:20 PM) Link | Quote
While I was playing Azur Lane on the bus, I accidentally triggered a debug log during gameplay:


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Foxhack
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Posted on 02-15-20 04:33:04 AM (last edited by Foxhack at 02-15-20 04:33:39 AM) Link | Quote
satsu, the person behind the Eien no Filena fan translation, posted some unused text in his Twitter.

https://twitter.com/satsuargh/status/1228562203785084928

This will disappear in 2 weeks so uh, someone please add it. There's some comments about this in his account.

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rabidabid
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Posted on 02-15-20 01:56:15 PM Link | Quote
I dropped it in the internet archive fwiw

http://web.archive.org/web/20200215155404/https://pastebin.com/eQAVhsuH
Dwedit
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Posted on 03-01-20 03:47:24 AM (last edited by Dwedit at 03-01-20 04:52:32 AM) Link | Quote
I managed to find something really weird in the NES version of Family Feud.

This is not properly decoded yet (probably some kind of RLE), and I don't have the correct palette.




EDIT: Figured out how to get the real image to appear. Stick a breakpoint at A307, change register A to 0x13.
You get this:



Now I need to figure out if there's a way to trigger this in-game.

EDIT: No way to trigger it normally in game, but you can see it on your own NES with a game genie: LPLKYY (Replaces Title Screen)


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Foxhack
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Posted on 04-21-20 01:18:41 AM Link | Quote
I was poking around the Sega CD version of Sherlock Holmes Consulting Detective Volume 1, trying to find credits, and apparently the text for the game is just... there, in the \TEXT\ folder (it's encoded with binary data in between but can be opened in a text editor.)

There's a line in TINHOLMES.TXT that says the following:

"This young man has never done an honest days work in his life (sic), and was irresponsible for CDTV Sherlock

P.S. Hello mum!"

I have no idea if this is used, but it's definitely someone at ICOM Simulations making fun of themselves. I could find no other site that documents this, other than one site that has a text dump for some reason.

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JillCrungus
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Posted on 05-04-20 11:10:55 AM Link | Quote
I've been digging around TimeSplitters Future Perfect and stumbled across something that's kind of funny.

The TS games don't really use traditional "button cheats" that are entered as sequences on a controller, as all the cheats are unlocks you get through challenges and such.

However! TSFP has one button cheat in it that still works to unlock everything. (technically it has more, but they'd require patches to make them work and I think they're only there to unlock different categories of things individually. The one I'm talking about would theoretically work on an untouched, retail console copy of TSFP.)

The code is very obviously a debugging leftover as it shows this message in the top left screen when it's entered:

(The cheat is a toggle between unlocking everything and unlocking nothing. Entering it again will lock everything and show the same message with 0 instead of 1)

So how come no one has ever found it?

Well, that's because it'd basically require TAS-level inputs to enter it due to an oversight(?) in the way the cheat inputs are processed. Every frame it checks if you are pressing something and if you are it puts your input into a buffer. If the last X buttons in the buffer match the buttons needed to activate a cheat then it does so.

The problem comes from the fact that the function that puts inputs into that buffer is called every frame with no duplication checking. This means that if you hold a button down for more than one frame, then it'll be entered into the buffer for however many frames you held it. This means that without frame-perfect inputs, the button cheat is almost impossible to enter.
rabidabid
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Posted on 05-07-20 05:01:05 PM Link | Quote
^That's incredible. I actually made a thread on here several years ago about potential TimeSplitters cheats. Free Radical's old website actually hinted at their existence.

http://jul.rustedlogic.net/thread.php?id=13270

Shame it's almost impossible to enter. Maybe it's less broken on PS2/Xbox?
JillCrungus
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Posted on 05-09-20 08:47:18 PM (last edited by JillCrungus at 05-09-20 08:51:30 PM) Link | Quote
Originally posted by rabidabid
^That's incredible. I actually made a thread on here several years ago about potential TimeSplitters cheats. Free Radical's old website actually hinted at their existence.

http://jul.rustedlogic.net/thread.php?id=13270

Shame it's almost impossible to enter. Maybe it's less broken on PS2/Xbox?


I tested on my Xbox copy and wasn't able to enter the cheat, I'm assuming it'll be the same on PS2.

I believe all 3 ports of the game were developed simultaneously so I doubt the code will be any different. Most of the differences that exist between versions would be performance/rendering/platform-specific stuff.

The only difference would be that apparently the Xbox version received a small update. I have no idea if my copy has that update or not, it's entirely possible that they could have fixed the button codes in that version assuming that my copy is 1.0 and not 1.1
Rick
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Posted on 07-06-20 12:54:48 AM Link | Quote
I don't think it's anything at all, but I was peeking around Holy Diver's graphics a bit and in the 4th level boss' graphic set, there's some crudely drawn numbers from 1-8 kicking around.

Don't really have a pic to post quite yet, but I'm guessing it's simply just some quick numbers or dev notes or something to help assemble the boss or animate it or something.

Didn't see anything unused otherwise on a quick pass, but I'd love to see someone poke around the game a bit. :O

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ExitDoor62
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Posted on 12-14-20 11:25:48 AM (last edited by ExitDoor62 at 12-14-20 12:25:25 PM) Link | Quote
Not sure whether to make a new thread, but...

So a while back, I posted about some weird stuff in Evolution Worlds' data, such as music from the first game's dungeons which were all cut from the Gamecube port. But I recently found something even more interesting.
The Gamecube port removed various cutscenes from the first game, as well as a few areas. However, in the data, there exist dubbed voice clips for those scenes and areas! Even for the NPCs!

Keep in mind, in the first game there was no voice acting outside of battles and what little there was wasn't dubbed. While I haven't checked the JP version, the fact that they'd have to voice act the first game (as well as redo the second, I believe) as well as the very existence of these dub clips imply that they do exist. This seems to be a smoking gun to the possibility that the first game wasn't meant to be cut down as hard as it ended up being.

I will likely make a page in due time.
Peardian

  
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Posted on 12-17-20 10:39:38 PM Link | Quote
Noticed something in Paper Mario: The Thousand-Year Door. The model for Goombas and Bob-ombs have a lot of extra polygons in the feet, arranged in a curved pattern that seems to follow the contour of the feet. It's not as many as you'd expect for animation, so I'm thinking it was meant to be for some kind of scrapped vertex lighting. Maybe they were going to try and imitate Paper Mario 64's lighting effect?

Also, a number of character models have reference images built into their character model, disabled. Professor Frankly is an example, and his reference has slightly different colors in some places.

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Hiccup
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Posted on 05-26-21 01:04:36 PM Link | Quote
Originally posted by dbg_01
resident evil revelations e3 2011 demo decrypted romfs
https://mega.co.nz/#!6R0CWKwT!LFqyFiYcLl5yrBSDyeO6S4WKIsm-1FOCgIWw-OlY3Qc

I hope you will help to find interesting things inside


script seems very similar to the final https://mega.co.nz/#!XQ9BjAjB!AXHHSMGd3Ob7QspUbWopxxqXjjyRdccKQU8xkmaP6Ow

Does anybody have a mirror of this, or know how to contact dbg_01?

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Rusted Logic

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