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05-03-22 08:55:25 PM
Jul - Posts by Afti
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Afti
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Posted on 11-22-10 10:01:53 AM, in Unused Pokemon Ruby/Sapphire text. Different contest system? Debug sound test? You got it! And more Link
Soundtrack's been dumped; I was noting that, assuming the numbers were continuous, there was a lot of battle music which was passed over entirely. It's not ingame, though.

Glad to hear it's been activated! Post the AR code/patch so we can get it onto the wiki?

FRLG stuff is interesting... Also, wow at the Vire cry.

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Posted on 12-02-10 12:03:28 AM, in The Cutting Room Floor Mascot Link
I still think SMG's DragonHeadFlower would be great...

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Posted on 12-17-10 08:20:06 PM, in Unused Pokemon Ruby/Sapphire text. Different contest system? Debug sound test? You got it! And more Link


It worked frighteningly
well.
It worked rather well.
It worked a little better
than usual.

Anticipation swelled for
@
's appeal next.
The JUDGE was very
satisfied.
The JUDGE 's views on
@
held firm.
@
's @
changed perceptions.
@
's appeal
effect wore off.
The special appeal's
effect wore off.
Everyone's appeals were
made to look the same.
@
's appeal was
cheapened.
It cheapened the appeal
of those ahead.
It stole attention away
from @
.
It cheapened
@
's appeal.
It severely cheapened
other appeals.
Anticipation swelled for
@
's appeal next.
It cheapened the appeal
of those ahead.
It cheapened the JUDGE's
favorite appeal.
The appeals of others
were cheapened by half.
It stood out to make up
for being jammed.
It can't participate in
appeals any more.
It touched the JUDGE for
a fantastic appeal.
Anticipation rose for
upcoming appeals.
It stood out as much as
special appeals.
It stood out as much as
@
.
Jammed appeals were made
even less noticeable.
Everyone's appeals were
made the same.
Its @
is full.
It worsened its appeal.
@
can't make an
appeal after this.=2
It settled down just a
little bit.=2
It became oblivious to
the other POKéMON.=2
It stopped caring about
other POKéMON much.=2
It tried to startle the
other POKéMON.=2
It tried to dazzle the
others.=2
The JUDGE looked away
from @
.=2
It tried to unnerve the
next POKéMON.=2
@
became
nervous.=2
The appeal tried to
unnerve waiting POKéMON.=2
It taunted POKéMON
doing well.=2
@
regained its
form.=2
It tried to jam POKéMON
doing well.=2
The standout @
hustled even more.=2
The largely unnoticed
@
worked hard.=2
It worked as much as
POKéMON before it.=2
@
's appeal did
not go well.=2
It worked as much as the
preceding POKéMON.=2
@
's appeal did
not go well.=2
@
's appeal
couldn't be shown well.=2
@
's appeal
went slightly well.=2
@
's appeal
went pretty well.=2
@
's appeal
went excellently.=2
@
's appeal was
a dud.=2
@
's appeal did
not work very well.=2
@
's appeal
went slightly well.=2
@
's appeal
went pretty well.=2
@
's appeal
went very well.=2
@
's appeal
went excellently.=2
It's the same type as the
POKéMON before - good!=2
It's not the same type as
the one before - good!=2
It stood out much more
than the POKéMON before.=2
It didn't do as well as the
POKéMON before.=2
@
's condition
rose above usual.=2
@
's hot status
made it a great appeal!=2
It moved up in line for
the next appeal.=2
It moved back in line once
for the next appeal.=2
It scrambled up the
order for the next turn.=2
The JUDGE looked at
@
expectantly.=2
The appeal combo went
over well.=2
The appeal combo went
over very well.=2
The appeal combo went
over excellently.=2
@
managed to
avert its gaze.=2
@
managed to
avoid seeing it.=2
@
isn't fazed
by that sort of thing.=2
@
became a
little distracted.=2
It tried to startle the
other POKéMON.=2
@
looked down
out of distraction.=2
@
turned back
out of distraction.=2
@
couldn't help
uttering a cry.=2
@
couldn't help
leaping up.=2
@
tripped over
out of distraction.=2
@
was too
nervous to move.=2
But it messed up.=2
But it failed to make
the target nervous.=2
But it failed to make
anyone nervous.=2
But it was ignored...=2
But it couldn't improve
its condition...=2
Its bad condition
resulted in a weak appeal.=2
@
was
unaffected.=2
@
disappointed
by repeating an appeal.=2
@
's @
went over great.=2
@
's @
didn't go over well here...=2
@
's @
got the crowd going.=2
@
can't appeal
next turn...=2
It attracted the crowd's
attention.=2
The crowd continues to
watch @
.=2
@
's
@
is ignored.=2


Started on sorting out used text from the contest block. If a line is removed, tell me WHERE, specifically, it's seen ingame.

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Posted on 12-18-10 12:51:03 PM, in Unused Pokemon Ruby/Sapphire text. Different contest system? Debug sound test? You got it! And more Link
Most of them are, but it's a huge block of largely obscure text and so I want proof that a line in fact appears ingame.

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Posted on 12-21-10 04:43:37 AM, in Unused Pokemon Ruby/Sapphire text. Different contest system? Debug sound test? You got it! And more Link
Most of it is used- but there's a line referring to moves which raise your condition, and one referring to moves based on your condition; neither of those are used as far as I know.

Combine that with the negative attributes proving that Contests got a ton of shit cut out, and I'm a mite suspicious. So, I'd like to comb over this block very carefully.

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Posted on 03-26-11 12:32:17 PM, in Pokemon Black (and white?) findings Link
Pretty sure about the fonts, and I'm absolutely certain the sound test is unused.

(...now I'm wondering if there's code...)

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Posted on 03-30-11 01:09:19 PM, in Pokémon Diamond/Pearl map shit Link
https://spreadsheets.google.com/ccc?key=0Au_i8p-5f46FdGNZMW4wNkNUMkhYV3BQd3VRcjFjclE&hl=en&authkey=CL23jd8O

I've been cataloging the maps- there are a handful of unused ones. Mostly houses. Will screenshot those and the Great Marsh map later.

This isn't nearly finished. I'm just getting started here.

Now, for a question: anyone know how I can go about checking map IDs which are part of the overworld? At 0,0, you wind up in the Mystery Zone. I'm fairly certain all of these maps are used because of just that fact, but it'd still be ideal for this document if I didn't have to manually save on each map and check its ID.

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Posted on 03-30-11 07:30:31 PM, in The Cutting Room Wiki Link
So...

I'm working on documenting Pokémon Diamond's maps, and I've already found a decent number of unused ones in just the 50 or so I've gone through so far.

So, I think it'd be a good idea to work on a subpage layout- there are easily as many unused maps as in Gold and Silver, though most are less dramatic- just houses and the like, even unused floors of existing houses.

How should I handle the work on the layout? Don't want to take up the entire sandbox with it- would it be Sandbox/whatever (as a subpage of Sandbox) or do I create it in the intended destination and not "open" the page until it's finished, or what?

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Posted on 04-07-11 10:52:57 PM, in Pokémon Diamond/Pearl map shit Link
Oh, no- manually entering each map isn't the problem. It's annoying, yeah, but that's all.

Problem is dealing with the Mystery Zone maps- namely, the fact that the way the overworld is handled makes EVERY overworld map Mystery Zone, if you're at 0,0.

ex: I've confirmed the Pokémon League/Victory Road map's ID manually, but overworld maps use a global coordinate system for synchronizing positions with the Underground. So, if you enter the map at 0,0 you get no usable information on it. It's impossible to tell that way if a map is actually empty or an overworld area. Or, for that matter, an unused area on the overworld grid- THAT is something which I have no idea how to identify.

Probably, I'll just get a list together and then check the ID of every single overworld area in the game. Fun!

I could probably automate the movement between areas if I looked into it, but I haven't. No clue on any of the internal structures; I've just been changing the map ID in the save and reloading the graphics manually.

More to the point: that bot couldn't identify anything else. There's a TON of unused indoor maps here.

So, pretty sure there's not much room for useful automation, unfortunately.

Yeah, I need to get back on this- haven't done anything here in a couple days.

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Posted on 04-22-11 07:39:21 AM, in Game Gear version of Mega Man: Help requested discovering potential unused boss Link
Originally posted by Pharmakon

Are there any other viable options for viewing the inside of the unused boss chamber besides what's already been brought up?


Not a big MM fan, but if the engine supports teleportation to arbitrary coordinates you could modify the metadata for one instance of a teleport object somewhere in that level to land you inside the room.

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Posted on 05-19-11 11:54:26 AM, in Some server updates Link
Getting a lot of timeouts now. Page-independent.

Anyone else?

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Posted on 07-22-11 10:01:36 PM, in Anyone have the Metroid Prime 2 bonus disc? Link
I'd like to do a page on that; it has some fairly substantial differences from the final, I understand. But in order to go about this I'd need to be able to get an ISO to comb through. Have gone through the usual channels trying to find one; no luck.

So- before I go buying one off some shady eBay seller to rip myself, does anyone have a copy of the bonus disc and the means to rip it?

I'm assuming that, this being an out-of-print free demo, this thread isn't crossing any boundaries. If it is, feel free to close it; no hard feelings.

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Posted on 07-23-11 08:01:07 PM, in Metroid Prime 2: Echoes dismantlement (last edited by Afti at 07-23-11 05:23 PM) Link
I've been back at this, in case you haven't noticed the wiki page doubling in size.

Aether
Aether Studies
Annhilator Beam
Annhilator Bomb
Armor
Beacon Crystals
Beam Combo
Beam Expansion
Beam Weapons
Biology
Bladepods
Bloatsac
Blue Eyes
Blueroot
Bomb Systems
Bombslot
Boost Ball
Charge Beam
Charge Combos
Cliff Key 1
Cliff Key 2
Cliff Key 3
Cliff Keys
Cocoons
Combat Visor
Crystals
Dark Aether
Dark Beam
Dark Bomb
Dark Lift Crystal
Dark Portal
Dark Suit
Dark Temple Key
Dark Visor
Dark Webbing
Dark World
Darkburst
ETM
Echo Visor
Energized Beacon
Energized Crystal
Energy Tank
Engineering
GF Bridge
GF Gate 6
GF Gate 7
GF Lock
GF Shield
GF Ship
Generator
Grapple Beam
Grapple Point
Gravity Boost
Imploder
Inactive Beacon
Ing Ball
Ing Breather
Ing Breather Ambient
Lift Crystals
Light Beacon
Light Beam
Light Bomb
Light Crystal
Light Crystals
Light Lift Crystal
Light Portal
Light Suit
Light World
Lightblast
MB Cannon
Metroid Hive
Miscellaneous
Missile Expansion
Missile Launcher
Missile Systems
Morph Ball
Morph Ball Bomb
Morph Ball Systems
Morph Balls
Movement Systems
Nullified Beacon
Nullified Crystal
Phazon
Piggy Plant
Pirate Skiff
Plant Lift Crystal
Plantforms
Power Beam
Power Bomb
Power Bomb Expansion
Red Eyes
Research
Samus Ship
Sand Crate
Sand Grass
Sand Key 1
Sand Key 2
Sand Key 3
Sand Keys
Scan Visor
Screw Attack
Security
Seeker Missile Launcher
Shatterglobe
Space Jump Boots
Spider Ball
Spiderball Track
Spinner
Splinter Cocoon
Storage Plants
Suit Expansions
Super Missile
Supercharged Beacon
Supercharged Crystal
Swamp Crate
Swamp Key 1
Swamp Key 2
Swamp Key 3
Swamp Keys
Systems
Technology
Temple Key 1
Temple Key 2
Temple Key 3
Temple Key 4
Temple Key 5
Temple Key 6
Temple Key 7
Temple Key 8
Temple Key 9
Temple Keys
Temple Keys Agon
Temple Keys Fortress
Temple Keys Temple
Temple Keys Torvus
Umos
Utility Crystals
Varia Suit
Vehicles
Visors
Wall Jump Surface
War Chest
War Wasp Cocoon
Weapon Systems
Webbing
Xenobiology

Oh, look. Another old scandata list. Stored in exactly the same way the one full of creatures was. This seems to be full of Research and Inventory entries. Including some unused weapons...

Annihilator Bomb
Dark Bomb
Light Bomb

...huh. Those would have been interesting.

They're also on the used list, but everything else on it appears ingame. In the used list, they're included right after the Power Bomb, in the same order as the beams. I have no fucking clue how they would have worked. Both lists associate these with the beams- and the Power Bomb with the Power Beam.

EDIT: Menu once contained an Extras tab like Prime 1. This is where Prime 1 had NES Metroid and the Fusion Suit...

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Posted on 07-23-11 09:49:36 PM, in The Cutting Room Wiki Link
Re: spambots- why not ask for the nth word of a random article to register a user? Not hard to circumvent, but we aren't high-profile enough to get custom bots; these are more likely than not generic MediaWiki ones.

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Posted on 07-28-11 05:35:18 AM, in Metroid Prime 2: Echoes dismantlement Link
Plausible, but we don't know anything about them.

Only reason the Anni/Light/Dark bombs have any more info is because the structure of the list gave something away. Those were in separate strings; no such luck there.

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Posted on 08-01-11 12:19:42 AM, in Catherine Link
You could see those on primetime television. They're fine; don't worry about it.

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Posted on 09-03-11 10:14:58 PM, in Anyone have the Metroid Prime 2 bonus disc? Link
Once you've extracted them in GC-Tool, you can dump the .paks with mpakdump; mpxviewer kinda-sorta works for Echoes models, but the support is haphazard at best. Strings can be read without any work in a hex editor; they're not compressed until Prime 3.

Able to get videos of these things or the rip out here?

Inactive portal collision coming relatively late isn't surprising; it's actually possible to get stuck behind one in the Dark Torvus Bog in the final.

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Posted on 09-06-11 09:22:11 AM, in Anyone have the Metroid Prime 2 bonus disc? Link
http://sourceforge.net/projects/vgmstream/

Use vgmstream to handle the DSP files.

Pickup tweaks and the Wall Jump wall texture are indeed new to me.

My machine can handle Dolphin well enough- Phenom II 1055T overclocked to 3.6 GHz, 4GB DDR3 1600, and a Radeon HD 5770. Can try to help you figure out where you're lacking?

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Posted on 09-07-11 10:26:11 AM, in Anyone have the Metroid Prime 2 bonus disc? Link
Ack.

Guess I'm back to square one, then.

To eBay with me!

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Posted on 09-08-11 01:24:24 PM, in Behind the scenes (last edited by Afti at 09-08-11 10:24 AM) Link
So- Cave Story WiiWare and Mother 3 (or EarthBound, but the former needs the work more) pages? Neat.

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Jul - Posts by Afti


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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