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10-16-14 12:32:23 AM
fortyfive-antelope

Jul - Posts by SGR
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SGR
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Posted on 10-27-11 06:04:55 AM, in Weird Discoveries Link
Originally posted by Tanks
Opened up Kirby's Return to Dreamland today. Checked out the streams. Most of them are labeled KbyW (Aka Kirby Wii) but I happened upon this little gem... fanfare_GCK.brstm. (Aka Gamecube Kirby for those not catching the drift).

There are a few similar streams along side it as well. I have not had a chance to play the game. (Probably going to hold off until I buy it.) I don't know if any of said streams are used or not. Seeing as Nintendo confirmed, via "Iwata Asks," that Kirby Wii underwent several drastic changes from the GC version all the way to the final we have now, I would not be surprised if there were any assets left in this game.


I'm sure there are a few other streams that are unused too. One in particular is a copy of a song that uses completely different instrumentation, probably from DS Kirby games. There seem to be duplicate songs as well. Interestingly, the boss music is labelled "Battle Dedede," and of course you don't battle him at all in this game.
SGR
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Posted on 10-31-11 06:15:21 AM, in Weird Discoveries Link
Here's what I was talking about regarding the Kirby's Return to Dreamland streams. Compare:
http://www.youtube.com/watch?v=mrPp67I1bmQ - final
http://www.mediafire.com/?fykokrbp7jfb9sj - stream found in the disc, presumed beta

As I mentioned, there are a lot of duplicates like these. However, the duplicate streams just lack post-processing effects like reverb, echo, etc. and may have some minor differences. This is one exception to that, because additionally, the "beta" stream is lower pitched as well as having entirely different instrumentation. My guess is that they wrote songs using DS Kirby instruments and then overhauled them. The odd thing is, the final castle stream is labeled "st castle 1" whereas the "beta" stream is "st castle 2", which implies it came later. I'm not sure why this is.
SGR
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Posted on 11-01-11 10:04:59 PM, in Weird Discoveries Link
Originally posted by Tanks
Honestly, I think this only goes to show how long this game's been through development hell... Heck, it went from 3D side scroller, to 2D adventure, to a full on 3D free roamer, back to a 3D side scroller. We're pretty much looking at streams from each stage this game has gone through. I'd put my money on that particular piece being used in the 2D phase, but of course that's just a hunch.

I really ought to start asking around and see if we can get this damn compression on the map files cracked. I'm almost certain its the same stuff used in Epic Yarn, but of course no hacker really touched that game so eh.


I think there are a few more like it, but that one's the easiest comparison because a lot of the streams have strange naming patterns. There's Iuk LP, Kirby World, St Kirby World... it's really jumbled and weird. What I'm interested in most are the models and textures. I bet the original textures for HR-D3 are in the game somewhere...
SGR
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Posted on 11-03-11 12:34:47 AM, in Nintendo DS NTR Debug Cartridge Findings Link
Originally posted by Tanks
Hey, can I get a get a link of this? I think I might be able to get us some 2sfs and/or midis, for one at least.


http://www.megaupload.com/?d=4QP6PKZA
SGR
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Posted on 11-04-11 02:10:41 AM, in Nintendo DS NTR Debug Cartridge Findings Link
Originally posted by Peardian
I have no idea, really. I don't know how to use it, and the startup test fails for me.


Hold start+select at boot-up.
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Posted on 11-04-11 06:53:10 PM, in Kirby's Return to Dreamland Link
Originally posted by koolaidman
I noticed that this game includes a gigantic mapping file (iuk.MAP) for debugging purposes. This might help map the memory regions with symbols so hacking can be made easier. I know Dolphin can take advantage of these when run in debug mode, but I'm not sure if it's helpful.

Speaking of debugs, I wanted to look at the game's executable for one but I couldn't extract it from the disc. I should dump the memory later and take a look at it that way in search of some debugger strings. In HAL's previous games, they always seem to leave a debug of some kind in their games (except for Brawl but that wasn't exactly developed entirely by HAL). So I'm curious if they left something in here for this game.


A bit off-topic, but I've seen "iuk" pop up a lot in the game's stream names. Maybe it's a codename?
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Posted on 11-06-11 06:48:43 AM, in Kirby's Return to Dreamland Link
Originally posted by Tanks

EDIT 2:

Holy shit. They really left a lot of stuff in here didn't they... I just happened upon some leftover textures of various levels from the GC iteration...

\g3d\step\map\

gckbeach, gckcanyon, gckcanyon2, gckcloud, gckcloud2, gcksnowmt

All of these names match the brstms we found with the GCK labels so I really think we're on to something here.


Jeez, it's like they left an entire undeveloped section of the game. I wonder why they did that? It makes absolutely no sense. Maybe for reference?
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Posted on 11-11-11 03:46:50 PM, in Weird Discoveries Link
Originally posted by gabrielwoj
Originally posted by oaa
Originally posted by gabrielwoj
Okay, 2 stuff from Pikmin 2...
In the Purple Pikmin files, the name is "Black"...
So yeah, watch this:
http://www.youtube.com/watch?v=ssxpb_84KA0&feature=relmfu
The Black Pikmin Icon

2- Look at the end of the same video, what is THAT placeholder object anyway?

I also found a thing that I will upload soon


I think it's a barrier that the pikmin can knock over.

Pretty weird for Nintendo to show off something so blatantly unfinished even for a demo.


No kidding, but that trailer actually scares a bit. First, there is no sound. Second, the graphics are similar to Pikmin1. Third, the only sound at the end in "suddenly". And fourth, that placeholder image. Also Fifth, for the Debug thing at the top.

Probably the numbers are the proportion of that object...

Here goes my video:
http://www.youtube.com/watch?v=THdz07IcWek&feature=youtu.be


Here's a theory: Maybe "sound_test" isn't a sound test in the traditional sense, but instead, used to test sounds that play during a cutscene.
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Posted on 03-23-14 04:24:29 PM, in Mega Man X5 prototype dumped! Link
Not sure if it's been asked yet, but has there been anything possibly relating to this unused track in the proto?
SGR
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Posted on 03-24-14 05:48:09 PM, in Mega Man Legends 2 Debug Prototype (last edited by SGR at 03-24-14 05:49:14 PM) Link
I took a quick look at this, but I am so stuck. Can someone give me an idea of what the controls are for controlling the debug stuff? I know you use a Player 2 input controller and how to activate the debug tools, but after that I'm lost.
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Posted on 03-27-14 11:12:27 PM, in Mega Man X5 prototype dumped! Link
I'm almost positive all these impasses regarding walls are simply due to sprites not existing; I'm willing to bet beyond them, the full stage lies. We might need to get a camera control code working in order to see the rest of the stages. We've already got part of the equation - position modifiers.

Additionally, has there been no traces of debug functions whatsoever in this proto? Has no one tried messing about with buttons on the player 2 controller?
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Posted on 04-24-14 04:55:58 PM, in Kirby's Super Star debug mode Link
Kirby's Super Star apparently has a debug mode as well as other debug functions still left in, at the very least, the Japanese ROM. I've already posted about it on the talk page on the wiki, but I thought I'd post about it here to get a bit more attention. Masterjun's latest TAS efforts with this game seems to have discovered it: https://www.youtube.com/watch?v=AF1YvqvFZBs

It's a VRAM viewer. According to the talk page, there's even more debug functions left in the ROM that need to be (re)discovered. Just thought I'd bring it up since I think it would be a pretty nifty discovery if we find it.
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Jul - Posts by SGR






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.
bargaining-tycoon

25 database queries, 28 query cache hits.
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Total render time:  0.102074 seconds


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