![]() Register - Login |
||
| Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies |
||
| Jul - Posts by SGR |
| Pages: 1 2 |
| SGR Member Level: 12 Posts: 21/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
Originally posted by Tanks 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 Member Level: 12 Posts: 22/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
| 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 Member Level: 12 Posts: 23/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
Originally posted by Tanks 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 Member Level: 12 Posts: 24/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
Originally posted by Tanks http://www.megaupload.com/?d=4QP6PKZA |
| SGR Member Level: 12 Posts: 25/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
Originally posted by Peardian Hold start+select at boot-up. |
| SGR Member Level: 12 Posts: 26/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
Originally posted by koolaidman A bit off-topic, but I've seen "iuk" pop up a lot in the game's stream names. Maybe it's a codename? |
| SGR Member Level: 12 Posts: 27/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
Originally posted by Tanks 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? |
| SGR Member Level: 12 Posts: 28/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
Originally posted by gabrielwoj 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. |
| SGR Member Level: 12 Posts: 29/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
| Not sure if it's been asked yet, but has there been anything possibly relating to this unused track in the proto? |
| SGR Member Level: 12 Posts: 30/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
| 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. |
| SGR Member Level: 12 Posts: 31/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
| 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? |
| SGR Member Level: 12 Posts: 32/32 EXP: 7224 For next: 697 Since: 06-06-10 Since last post: 174 days Last activity: 57 days |
|
||
| 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. |
| Pages: 1 2 |
| Jul - Posts by SGR |
![]() |
Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.050700 seconds |
| Script execution time: | 0.051374 seconds |
| Total render time: | 0.102074 seconds |