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| Jul - Posts by Rick |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 340 341 342 343 344 345 346 347 348 349 |
| Rick Competition Steamroller Level: 128 ![]() Posts: 1/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| Heh, so I actually just caught wind of the wiki today, which I find pretty cool. I actually have my own wiki of the exact same kind of content, and I was considering seeing about helping out with it, or putting stuff together, or doing some general helpful what-have-you with it, 'cause well, The Cutting Room Floor is what really got me interested in that kind of stuff. Who should I direct it to, necessarily? (Link to wiki: http://debugunused.wikia.com/wiki/Debug_Modes_and_Unused_Stuff) |
| Rick Competition Steamroller Level: 128 ![]() Posts: 2/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| There's also those crap-ton of unused levels in SMB3 as well that never really got talked about on The Cutting Room Floor originally. I know TMK's got the info on it, including maps. It'd be a nifty thing to post up. And what about the SimCity debug mode? Surprised that isn't up there yet. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 3/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| I'm pretty much porting over whatever I have from my Debug Modes & Unused Stuff wiki at the moment. Personally, I'd like to see a bit more digging around in some of the Mega Man X titles. Aside from GoldS doing stuff, I've never seen anyone else even bother. Perhaps that's just me not getting around the scene that much. Got a few things for Duke Nukem 64 that I'm going to post up eventually. I originally threw it on X-Cult, then decided to get out of there. I think it'd be fun to look into that one a little more. Another game I'd be interested in digging around in? Some of the SNES/Genesis WWF titles. Probably avoided because it's professional wrestling and is avoided like an elderly hooker, but with the discrepency of rosters between the SNES and Genesis titles of the same name, I'd be curious to see if something pops up. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 4/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| Yeah, that's pretty much part of the reason why I left. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 5/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| If this game isn't considered rife with unused stuff, then I don't know what game can be considered that. A lot of stuff has been found here, but has been discontinued since the old Cutting Room Floor stopped. Kind of interesting, though I'd love to see whatever they've found since then up there too. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 6/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| For the most part, there's some debug modes listed for Super Pang, Final Fight, SimCity, and I think a couple of other things that BMF unveiled. I have an account there, so I can relay it in a shell fragment. I'm just kind of lazy right now since I have to go soon, otherwise, I'd go take screenshots and place them together. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 7/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| Nice! I always did wonder a little if there was something unused in the game, and now I know! Funny enough, I don't know if sports games, unless they're something associated with something popular, are ones that are normally looked at. Kudos. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 8/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| My personal thought is that if different platforms of the same game have different unused things in it, I don't see what the problem is with it. I know sometimes that games receive changes from platform to platform (check the rosters from the SNES and Genesis WWF Royal Rumble games, for example), so it might not be out of the question at all. I'm not sure how to go about notating it properly though. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 9/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| Is there a way to call up those ads during regular gameplay using a code, or is that code long gone, do you know? |
| Rick Competition Steamroller Level: 128 ![]() Posts: 10/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| I got a couple things here and there that I've been posting up to Link's Awakening. I'll try and hurry it up with those now, though with a test coming up, no guarantees that I'll be able to get to it right away. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 11/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| Final Fight 2. Final Fight 1 and 3 have been looked into. Why not get the last remaining one? I know there's unused women's scream sprites in the U.S. version, and Won Won's cleaver is left out of the American version. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 12/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| "Holy Diver" - Killswitch Engage |
| Rick Competition Steamroller Level: 128 ![]() Posts: 13/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| This is copied from my wiki, which is hence copied from another source: ---- Enable Debug Mode 808004FF -- Debug Mode This enables a whole mess of debugging features. This is actually the same as the code listed in the GGCCC's Super Metroid GG FAQ as "Another version of Galoob's 'select any area when loading a saved game'". In addition to selecting which region of the planet to start in, you can also pick a spot within the region using select on controller 2. Various debugging features can be unlocked during normal gameplay via button combos on controller 1. Holding Select + L and pressing X will get you sprite tile viewer. Continue holding Select + L and press A to view the tiles with different palettes, or press X again to view the second set of sprite tiles. Hold Select + L and press A for a (buggy) palette viewer. Hold Select + R and press A to turn off the layer 3 stuff(status bar, liquids/fogs). [Select + R + B = set missiles, super missiles, and power bombs to 0.] [Select + L + Y = gray the bottom portion of the screen (why?).] There are other Select + [shoulder button] + [other button] combos, but their uses aren't as apparent. Try some and see what I mean. Also, the standard Select + Start + L + R reset combo is enabled now. Pretty boring, to be honest. The real fun is to be had over on controller 2. Here's a rundown of the keys for controller 2: Start --- Save prompt. Save and reset or (likely) crash. Your choice. Select --- Displays the room's enemy set data(needs the debugger font). A --- Toggle Samus <-> enemy interaction(you can't hurt each other). L --- Disable framely processing of enemies(all enemies stop). R --- Enemy Mover(and what loads the enemy debugger font) The enemy mover is what's important here. It shows you the enemy's name, X/Y position, current HP, the enemy set name, and lets you move enemies around with the pad on controller 2. Press Select to select the next enemy, B + Select to go back one(somewhat buggy). Pressing A will summon the enemy to a spot on Samus's right and holding X while moving the enemy around will move it much faster. Pressing R will bring us to... ...the enemy room population entry editor. This edits the enemy's entry in the room population data in RAM. Use the pad to move the cursor, X to increase the value, and B to decrease it. Select will move the enemy to the X/Y pos that you've set while A does the opposite, setting the X/Y pos to the enemy's current position. Pressing R will exit, but pressing L takes us to... ...the enemy spawner. It gives you a list of enemies in the current enemy set. You pick your enemy with down. You spawn the enemy with L. You cancel with R. You know where the Kraid's Hideout energy tank is? Go try it out there. [edit] Extended Enemy Debugger B495D69C -- Extended Enemy Debugger This will make the R button in the enemy spawner take you to the extended enemy debugger instead of exiting. Here you can watch all kinds of enemy animation and AI variables. Press R to move to the next page. After a few pages of four variables per page, you'll be dumped into the enemy set display, where you can press Select to exit the debugger. [edit] Miscellaneous Debugging Enablers 808000FF --- Bypass country and NTSC/PAL check 808002FF --- Enable what I'm fairly sure is the demo recorder. It tries to record what appears to be the current button presses, button holds, Samus's X/Y position, and the X/Y position of the top-left corner of the visible area. That was off the top of my head, so question its accuracy. Either way, it does exactly nothing at the moment due to the fact that it tries to write these values to ROM(which would have worked fine on Nintendo's development systems, but not on current emulators or the SNES). 808006FF --- Lets X on controller 2 toggle scrolling on and off. Pretty annoying. You have to use this with the main debug code(which enables reading of the second controller) in order for this to work. 808008FF --- Something for the audio man, I'm guessing. Start up with this code and you'll crash when you go through a door. Turn the code on during gameplay and the music won't change(actually, I think it still changes for the item room/elevator music and some other special tracks). There are a lot of other little debugging and development features hiding throughout the game's code. Here's an example: A2AAF000 --- Hold B on controller 2 to make Samus's ship lift off when you enter it. 84B33360 --- Display Scrolling Trigger Extensions 84B36660 --- Display Scrolling Triggers ( Sources: deskjockey_, JathyS's site, Kejardon ) [edit] Even More Stuff? According to Kejardon, there are also some more debugging options, such as a way to enable invincibility while on elevators, but as of the moment, the code is not available. --- I haven't ported it yet because one, I don't remember how to mess with all this stuff and two, there's still more stuff to be found and toyed with yet. Has more stuff been found with this or something? |
| Rick Competition Steamroller Level: 128 ![]() Posts: 14/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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![]() Really, nobody else thought of this good fellow? Gentlemen...BEHOLD!!! Anyway yeah, welcome, yo. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 15/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| I am proud to say that as of this Saturday, I am now officially a college graduate. I have graduated from the University of Maine in Orono with a degree in English, and a concentration in Creative Writing. Now if only I could find an audience for my poetry...oh wait, that's what getting a Master of Fine Arts is for, so I can bore people to death with it in college classrooms. :p |
| Rick Competition Steamroller Level: 128 ![]() Posts: 16/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| I agree, it's neat that they left all this stuff in there. I'll have to frig around with it some more and then post up what I know works. I don't like to put stuff up on the wiki unless I believe it's true. What I'm more curious about, however, is the fact that there's more stuff to be found still. And as for the counter switching, perhaps it was a way for the programmers to collect the items, but yet if they wanted to use 999 missiles, 99 super missiles, and 99 power bombs for testing purposes, they could do that too. It's just a guess, but doesn't seem too farfetched if they're using it to make sure they have all their items via a true count too. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 17/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| Just an iPod and nothing more. Yes, I seriously can't afford one. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 18/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| Thanks a bunch for the congrats! It's appreciated. Now, to go forth into the strange world of the future. Which I don't know what'll happen in a year's time. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 19/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| I have him on AIM and I've seen him around, but I've not bothered to prod him as of late. No reason, really. I should probably ask him sometime if he's found more or whatever. I figured sticking this here might start a little bit of a hunt for stuff if he hasn't though. |
| Rick Competition Steamroller Level: 128 ![]() Posts: 20/6985 EXP: 24093123 For next: 288577 Since: 02-15-10 From: Maine Since last post: 7 days Last activity: 1 day |
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| "I don't have opinions, I just have a gun to the back of my head" - Myself |
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| Jul - Posts by Rick |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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