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05-04-22 06:40:07 PM
Jul - Posts by GoldS
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GoldS
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Posted on 07-29-16 10:11:39 PM, in Question on how to categorize a game (last edited by GoldS at 07-29-16 10:13:46 PM) Link
Let me list of a few differences:

Rally 2011: You only have one vehicle. You can press jump by pressing Button 1 and transform between a car and a motorcycle by pressing Button 2.
Mad Gear: You can choose one of three different vehicles at the start. Both Button 1 and Button 2 make the vehicle jump.

Both games share the same background / foreground tiles, but the sprite and tile banks have significant differences. The stage designs are the same but the layouts are greatly changed.

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Posted on 07-30-16 10:03:09 PM, in Any Japanese text need translating? (last edited by GoldS at 07-30-16 10:55:03 PM) Link

Me again. Sorry. These were hidden in the racing game Mad Gear / LED Storm Rally 2011.

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Posted on 09-05-16 05:27:12 AM, in Question on how to categorize a game (last edited by GoldS at 09-05-16 05:28:56 AM) Link
I think I've got the following chronology now:
* The game is location tested in the U.S. as Led Storm Rally 2011, but performs badly. The decision is made to extensively retool the game.
* The revamped game is released in the U.S. as just plain Led Storm.
* The game is then released in Japan and the U.S. again, and possibly other parts of the world, as Mad Gear. Note that the copyright date has changed from 1988 to 1989.

Now the question is how to name the main article: Use the early Led Storm title, or the final Mad Gear title?

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Posted on 12-26-16 11:58:31 PM, in Any Japanese text need translating? (last edited by GoldS at 12-26-16 11:59:21 PM) Link
Message found in Gulkave for MSX. Is there a better way to format this?

GULKAVE KONOMAE ROM O COPY SHITA YATSUGADENWA SHITE KITA KEDOCOPY SHITA YATSUO YOROKOBUSOFT MAKER GA DOKONIARUTOIUNDA BAKATARE.

SOUIU YATSUO MIRUTO NAGURITAKU NARUZE.
KOREMITA YATSUMO COPY WA SURUNAYO.
NANIKANGAETE IKITEYANDA.
COPY SURUYATSUWA.
BY PAC FIREE.G.K.


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Posted on 02-17-17 08:59:38 PM, in Prototypes! (last edited by GoldS at 02-17-17 09:03:07 PM) Link
There are a few prototypes that have been documented on TCRF but aren't yet mentioned on Hidden Palace:
Dynamite Headdy (Jun 14, Jun 16, and Jun 22 prototypes, as well as an earlier April prototype that was leaked ages ago but doesn't have a page on the Hidden Palace wiki yet)
Gunstar Heroes prototype (Not a Hidden Palace release, but still)
Ristar (Jul 1, 1994, Jul 18, 1994, Aug 12, 1994, and Aug 26, 1994 prototypes)
Rockman 7 Sample (I don't know when this was dumped)
Shining Force II (April 4, 1994 and May 30, 1994 prototypes)

There's also the World of Illusion prototype and an older build of Dynamite Headdy that don't seem to have Hidden Palace articles yet.

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Posted on 03-01-17 11:40:15 PM, in TCRF codebook dealie Link
So as I mentioned on Twitter, I've been thinking about a page or series of pages on TCRF that just detail all of the button codes / passwords found through TCRF research. Might be something people are interested in. Is this idea worth pursuing in any way?

Just as an example of the things I found. Pales in comparison to all the codes found throughout the NES / SNES / Genesis articles.

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Posted on 03-02-17 11:06:42 AM, in TCRF codebook dealie Link
It doesn't have to be an article - it could be its own standalone ebook or pdf or something. Just a condensed volume for people and maybe a way to get more attention for the site as a whole. Properly credited, of course.

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Posted on 03-03-17 02:50:22 PM, in TCRF codebook dealie (last edited by GoldS at 03-03-17 02:51:26 PM) Link
So a few possible guidelines for this:
* The code / password has to be originate from the site (obviously), so no codes that were previously published in magazines, GameFAQs, etc.
* Game Genie / Game Shark / PAR / MAME cheat engine codes probably shouldn't be included, but maybe...
* Codes that were designed to be entered via a special peripheral (like the Super Game Boy debug functions and the Super Bomberman unlockable battle maps) should not be included.
* Not sure how to handle codes that require buttons that are normally inaccessible to the user (like any of the Arcade cheat that require pressing the Service button or have to be entered in a test mode), but they should probably be excluded as well.

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Posted on 04-30-17 08:51:06 PM, in Any Japanese text need translating? Link

Intro message from 1941: Counter Attack.


Filler tile in the same game.

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Posted on 05-04-17 09:48:55 PM, in Any Japanese text need translating? (last edited by GoldS at 05-04-17 09:49:08 PM) Link

Message from the shoot 'em up game UN Squadron / Area 88.

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Posted on 07-12-17 04:46:21 AM, in Sega Channel development disc (last edited by GoldS at 07-12-17 04:46:35 AM) Link

I think this is right. Didn't include sprites that were already in Sonic Crackers.

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Posted on 09-21-17 02:22:53 AM, in Any Japanese text need translating? (last edited by GoldS at 09-21-17 02:23:01 AM) Link


Text at the end of the FG/BG graphics ROM in S.P.Y. - Special Project Y. Not sure if this is unused, since the Japanese version hasn't been dumped yet.

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Posted on 10-09-17 08:05:15 PM, in Any Japanese text need translating? (last edited by GoldS at 10-10-17 11:00:25 PM) Link
Need to double-check something in Phantasy Star IV:

This is the original Japanese text.


This is how it was translated in the earliest localization prototype. Is this accurate?


EDIT: Another check if you please. First is the Japanese line, second is the first localization prototype, third is the final script.


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Posted on 10-14-17 10:31:22 PM, in Any Japanese text need translating? (last edited by GoldS at 10-14-17 10:46:21 PM) Link
Thank you! I was wondering because I thought it might have implied that they got drunk and jumped in the fountain. There are a few alcohol references that were already written around at this point, like cabinets stocked with cheap wine changed to cheap soda.

This is how the fountain conversation appears in the final game:


Other suspect text...

JP:

May prototype:



JP:

May prototype:


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Posted on 11-08-17 12:11:00 AM, in Any Japanese text need translating? (last edited by GoldS at 11-08-17 12:12:30 AM) Link

So late in the game, an illusion of Alys (Ryre) appears at the top of the Anger Tower (Which you can only get to if you have the Elsydeon sword equipped). Does this text imply some relation between the Elsydeon and the illusion? The text in the May script is "What? Ryre...You're here at Elsydeon..." which obviously isn't right but it seems close.

The rest of the text before the fight is just Chaz repeating her name and saying "Hey, answer me" and "Yikes" so that doesn't help.

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Posted on 11-16-17 11:23:40 PM, in ST II Turbo (weird Genesis SFII beta...) Link
Originally posted by Reverend Crush
Minakuchi Engineering


Hmm...

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Posted on 11-20-17 02:54:35 AM, in Any Japanese text need translating? (last edited by GoldS at 11-22-17 02:35:51 AM) Link
Originally posted by Paul Jensen
You're close. Chaz's line is more like, "No way... Lyla was... inside Elsydeon." As in, her soul is contained inside the sword, just like the other heroes of the past.

Also, I think it's more proper to just call the sword Elsydeon (no "the") in the script, since AFAIK other named/legendary swords never use "the". We don't say "The Excalibur", "The Narsil", or "The Sting", for instance.


Thank you!

I have another troublesome bit of dialogue here:

In the May prototype, this guy's line is: "Here at Gumbious Temple, we not only guarded the 'Eclipse Torch,' the object of the Dezolisian belief, but also we are the core of the governmental system."

Is this accurate? I'm worried there may be some subject confusion going on here.

EDIT: Another line from later in the game: "わしは、二千年の時を生きる ガンビアス大寺院の大僧正…。" Is this saying that the bishop / high priest has lived for 2000 years, or that the Gumbious Temple had stood for 2000 years?

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Jul - Posts by GoldS


Rusted Logic

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