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10-16-14 02:58:31 AM

Jul - Posts by LocalH
Pages: 1 2
LocalH
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Posted on 06-06-13 12:31:36 AM, in The Cutting Room Wiki Link
Well, that depends on what you think "licensed" implies. If you are referring to the licensing procedure to make a game for a console, then I agree. If "licensed" is intended to refer to any usage of trademarked characters, then in a sense games like SMBC are in fact "unlicensed" - I would be very surprised if the use of the various characters was indeed properly licensed. Perhaps there should be another name for such a category? "Games with unlicensed characters"?
LocalH
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Posted on 06-06-13 01:19:40 AM, in Prototypes! Link
Originally posted by divingkataetheweirdo
On that note, that Premiere intro seen in Sonic Spinball's prototype was re-used for a prototype of Ren & Stimpy: Stimpy's Invention. Speaking of which, that was quite different from the final game, with many of stages not even present in the final game and the art of some of the stages is completely different.

X-Cult has a section on that, although the pictures are unusable, since they are largely .jpegs.

Many groups used the same intros across multiple releases, it was sorta their "branding" back in the day when crack intros were commonly accepted.

andlabs: Luckily, there's probably not too much damage on these types of ROMs outside of the header. All of the actual game code and data is likely 100% intact, usually they would append their intro onto the end of the ROM, change the start vector to jump to the intro, and when pressing whichever button they chose to go on past the intro, it would jump to the original start vector. I know that means you can't be 100% sure that reversing those changes will give you a pristine ROM, but outside of the game title that's probably all that was changed (I doubt they even changed the ROM size field in the header). This is only really an issue with protos, as most retail games that had an intro'd ROM at one point now have a verified good dump (and there are more potential cart dumpers in the world than ever before due to the Retrodes).
LocalH
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Posted on 07-13-13 12:57:46 PM, in New pseudocategory: Trivia?/Mechanics Link
Originally posted by Xkeeper
There's one hidden 1-up per World, in one level. (W-L)

I always treated it as "get all the loose coins in X-3, then 1UP appears in Y-1" where Y equals X+1. Not sure if the game's table for the 1UP coins equals the number of coins present in the level or if there's wiggle room. It only applies to loose coins, not coins inside blocks. The count also resets when you die, so if you die past the halfway point then you won't get the 1UP.
LocalH
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Posted on 07-14-13 02:06:57 AM, in New pseudocategory: Trivia?/Mechanics Link
At a very minimum I would say that such trivia should be backed by at least a basic technical explanation, not just "hey this is cool cause X". Most ideally, it would include a code breakdown.
LocalH
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Posted on 07-26-13 07:15:57 PM, in Zelda: 1, 2, 3. Link
That video also shows the Darknut shields seen in the manual and "Tips and Tactics" book that you could buy as opposed to the cross found in the final game.
LocalH
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Posted on 05-28-14 02:03:44 AM, in Shifters PS2 debug features Link
Harmonx Guitar Hero (and, I believe, Rock Band as well) games on the PS2 have functions in the .dta scripting to handle several debug-related keyboard commands, but I have never been able to get the game to activate them. There seems to be a missing USBKB.IRX (that I'm not sure whether it's a Sony-provided library or not), and I believe some settings would have to be changed. I have successfully made GH2 load a USB driver and power the keyboard, however, but have not gotten it to actually accept keyboard commands.
LocalH
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Posted on 05-30-14 05:45:14 PM, in Shifters PS2 debug features Link
Thanks, Phug. I'm under the impression that the specific driver needed relies on the version of the SDK that the game was developed on (which can be gleaned from the IOPRP*.IMG file). I also don't know if USBKEYBD.IRX is the same driver or not, I found one of those on a prototype revision of Frequency and had no luck with it. Of course, my issue may not be with the driver itself, but with merely making the game load it. It's worth searching through other games that don't normally support keyboards for evidence of debug keys.
LocalH
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Posted on 05-30-14 09:28:59 PM, in Shifters PS2 debug features Link
I think I have all of that except maybe one of the SDKs, I'll have to check when I get back to my computer. Thanks again, Phug.
LocalH
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Posted on 06-11-14 02:44:59 PM, in Shifters PS2 debug features Link
Not yet. I'm going to further study the .dta scripting to see if I missed something before when I tried to enable it.
LocalH
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Posted on 06-14-14 01:20:12 AM, in Shifters PS2 debug features (last edited by LocalH at 06-14-14 01:25:52 AM) Link
I do when there's something really interesting. Otherwise, it's mostly just parsing the scripting format when detokenized/decompiled/de-whatever-the-fuck-you-want-to-call-it, which would be better served by a short guide explaining the syntax and a list of file locations and non-wrapped line numbers). Since it's a Harmonix-specific format (as best as I can tell, it's only used in GH series before GH3, RB series (of which the PS2 version of RB1 only actually mistakenly contains the pre-tokenization .DTAs with original dev comments) and possibly other HMX-developed games like Frequency or Amplitude (although being earlier games, tool support is much more sparse)).

That reminds me, I still have to get back to the work I was going to do on the GH2 page, and should probably at least make a basic RB1 page to dump some of the .DTA files on the Notes page). Although I'm not sure if I still have any unmodified copies of the GH2 demos (the copies on my PS2's HDD are hacked to expose more of the menu flow than the unmodified copies let the user access, like video options or even career mode). Plus my hack to the "10-song" store demo adds an unlock all code, making it possible to access all 31 songs without the old hacky way which consisted of downloading (or patching) the original ISO to make three different ones, each with a different 10 songs on the setlist, and which also left one song (which, I forget) inaccessible at all even with the hack. My hack, you boot the game, press YYY (or triangle three times on DualShock) to unlock all, then go into the setlist. It even shows the placeholder songs they "left" in which refer to existing files (so no unused songs like in GH1 aside from Bang Your Head). I'll do some work on that when I get back from Indiana, I'm on a working trip at my uncle's military reunion (shooting video).

Probably should also make sure others have the tools I'm using with GH/RB games in case they want to dig around.
LocalH
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Posted on 06-23-14 12:29:47 PM, in Weird Discoveries Link
I couldn't remember the circumstances, but I knew I remembered getting a steep discount once and wondering for years if I had hallucinated it. I need to go back by Tracy's with Marin
Pages: 1 2
Jul - Posts by LocalH






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.
bargaining-tycoon
25 database queries, 25 query cache hits.
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Info: Document content looks like HTML Proprietary
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The table summary attribute should be used to describe
the table structure. It is very helpful for people using
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to each table cell, enabling non-visual browsers to provide
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longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
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