GoldS
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Originally posted by Abystus Since when are codes that access hidden/unused content not allowed on the wiki? I posted a code to access the hidden text in Castlevania II : Simon's Quest on the wiki and it was removed by YK. I see several other additions to the wiki where a code is used to access hidden content so why wasn't my addition allowed? The response on the removal was "This ain't a cheat code site.". If I was in error by posting codes that unlock these hidden features then please let me know before I attempt to submit anything else.
Codes that access hidden content are absolutely allowed on the wiki. However, please only post the relevant values to the article. Your revision included all dialogue values. A complete list of dialogue IDs should be added to the Notes: page of an article. I went ahead and edited the page to include your contributions.
YK was a little jumpy in reverting the page.
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GoldS
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Originally posted by Rick You know what, that is kinda funny that they're all spin attacks. I can understand Goro's being unused because honestly, it makes him look really silly in those sprites and less menacing. It would be as if Michael Myers from Halloween decided to go romp around in a clown outfit. Baraka's I remember they took out because that move gave him too much of an advantage. Didn't know about Kano's though. What I'd like to find out is if those graphics are still in the appropriate ROMs.
I wish I could forget that out. I have no idea what compression MK uses, or where the graphics are stored. It doesn't help that there's no tile viewer for those games in MAME.
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GoldS
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Hey, nice!
Interesting that the test room is still using the block graphics from The Great Circus Mystery.
From what I've gathered of the debug flags...
Any non-zero value: Displays Sample date on title screen, gives players all costumes at the start.
$01: Enables stage select. If any other flag is set, this enables room select.
$02: Displays coordinates of players.
$04: Disables music.
$08: Taken to debug menu at the start.
$10: CPU Usage Meter - Objects.
$20: Enables free movement mode -- Press X to toggle. Pressing Select tries to bring up a debug menu, but text won't show up on screen (see below post)
$40: CPU Usage Meter - Layers.
$80: Enables slow-motion features -- Hold R to enable. Press L while enabled to freeze action on screen
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Originally posted by Waffle Ryebread I only decided to check this game out last night because I wasn't having any luck with The Great Circus Mystery. It seems most of the good stuff was removed from that one, probably due to lack of ROM space. They just left the text in there to taunt us.
[edit]
Try pressing Select during the game. What do you suppose it's trying to do? 
I think I know what it's doing. It's trying to bring up another debug menu, but I think whatever code was used to draw the text was changed.
Check this text from the ROM:
# V-ram Dump #
# Color check #
# Map Atari #
# Map Write #
# Shori Disp ON #
# 1p Damege ON #
# 2p Damege ON #
# Posi Hyouji ON #
# Shori Obj ON #
# #
# Exit #
If you press Select, press down 5 times, then press Y, you'll disable 1P Damage. "Map Write" brings up a sort of level editor. Shori Disp brings up the black usage bars. Posi Hyouji displays coodirnates. Shori Obj brings up the coins.
The other options don't seem to work properly (not that I would expect the VRAM Dump to work)
EDIT: Luckily, you can exit the VRAM Dump screen by pressing Select again.
EDIT 2: BMF discovered that the game needs SRAM to display the debug menu properly. Change $FFD8 to 05 and all of the options will work!
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GoldS
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So I made a date template that can autocat games (ex. Games Released in [YEAR]). Categorization can be turned off.
However, I don't know which years to categorize and which to not. Say, for example, Super Mario World. Should it be the earliest year (1990)? Should it use 1990, 1991, and 1992? Should one country be favored above others? Need some input on this.
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GoldS
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Okay, every game on the wiki has been converted to the new date format. And articles without dates have had them added.
Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuck.
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GoldS
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Looks like we've been Reddited again. Batten down the hatches, everyone.
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I just checked the Game Gear version of MKII, and all of the non-playable characters can be used without freezing. They can all punch, kick, jump, and block. Pressing Down will give control of the character to the computer. When either player is successfully hit, control is given back to the player. There doesn't seem to be any way for the actual human player to use special moves.
In other Kombat kontent, where is this used in Mortal Kombat? It should be used in Goro's Lair (at least that's where it's placed in the game data), but I haven't got it to play anywhere.
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Just played the two Mortal Kombat prototypes, and that music does indeed play when Goro first appears! Guess they decided it wasn't needed and removed it before the first real version of the game.
Another difference: Prototype 8.0 doesn't have the character clone palettes.
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They're PAR Codes, sorry about that.
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Not sure if this is obvious or not, but the music in Wire Sponge's stage is supposed to represent various weather effects.
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Combed through a dump of the decompressed graphics in A Link to the Past. I'm pretty sure these are all unused, but verification would be nice.
ALL VERSIONS:
JAPANESE ONLY:
   
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Oh hello.
<object width="425" height="349"><embed src="http://www.youtube.com/v/XTp82rt8QPc?fs=1&hl=en_US" type="application/x-shockwave-flash" width="425" height="349" allowscriptaccess="always" allowfullscreen="true"></embed></object>
<object width="425" height="349"><embed src="http://www.youtube.com/v/tYUVRSbjehA?fs=1&hl=en_US" type="application/x-shockwave-flash" width="425" height="349" allowscriptaccess="always" allowfullscreen="true"></embed></object>
<object width="425" height="349"><embed src="http://www.youtube.com/v/JP3Rh1utD9o?fs=1&hl=en_US" type="application/x-shockwave-flash" width="425" height="349" allowscriptaccess="always" allowfullscreen="true"></embed></object>
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