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04-24-22 07:52:16 PM
Jul - Posts by Fuzn
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Fuzn
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Posted on 02-23-11 06:10:13 PM, in Gunstar Super Heroes (last edited by Fuzn at 02-23-11 06:30 PM) Link
Just digging around the game's tiles. Found these.


In the middle of Blue's tiles, a sequence of these sprites can be found. A whole animation of them, actually. This was the only one I could put together before I got incredibly confused, because the tiles around this are a mess.


Just Red rolling around. Or somersaulting. These were pretty easy to grab, all of them were 32x32 blocks.


Early designs of Red, Blue, and I assume Yellow found directly before the stage select pictures. They depict early designs, and even a different art style! I don't know if fitting palettes remain for these.

Here's the relevant tile map if anybody else wants to take a shot at assembling Yellow:


EDIT:


Considering that there's sprites for a Tiger and Bear form, the "Altered Beast" boss was probably a form-changing thing. I bet the palette's still lurking around in the ROM somewhere, but I don't know if it can be loaded into memory by force.
Fuzn
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Posted on 02-25-11 07:14:24 PM, in Gunstar Super Heroes Link
If there was anything of it, it was never made public.

Anyway, didn't want to post without new content:



I captured this setof the obj colors from in-game. The 5th, 6th, and 7th rows are important: They're the player palettes that always load with the exception of when cutscenes are active.


I took this from the stage select. Strangely, the player palettes load here, too, even though they're never used. Even more: Blue's palette is totally different, and looks more like Red's. Seems that there was a completely different sprite altogether for Blue as well.
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Posted on 03-06-11 06:50:52 PM, in Gunstar Super Heroes (last edited by Fuzn at 03-07-11 12:14 AM) Link
Got them all together after some messing around.


These remain in the international versions untouched.

The hole in the tiles seen in one of the sprites is something of an oddity: Some of the tiles were meant to overlap others, for some reason.

But that's not all, looking through the used sets I found yet more unused sprites!

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Posted on 03-09-11 05:53:06 PM, in Gunstar Super Heroes Link
Nice find. Sifting through that... I bet those profile images I found went with the text. "Body Fist" is especially strange, perhaps they meant melee? It'd explain the extra attacks Blue has lurking in his sprites. In the end, it makes me wonder how many times the sprites had to be redone from the ground up.

Speaking of profile portraits, I think I've constructed a proper idea of a palette for Blue's portrait I posted at the top.


Just an idea of what to look for, if anybody else wants a go at it.
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Posted on 04-05-11 12:20:39 AM, in Any Japanese text need translating? Link
Forgive the large post. I dug into Space Griffon VF-9 and found a bunch of what I think are placeholder images. Placeholders for what, I don't really know.

CMN:

This one was found in the middle of item graphics.

L1A:



L4A:


L5A:

This one has multiple variants, the number on the bottom goes up to six.



L6A:


L8A:



A lot of these popped up following cutscene images.
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Posted on 04-05-11 12:54:33 AM, in Any Japanese text need translating? Link
That seems on the money, context-wise. Nothing special, then. As far as I can tell, there isn't much else that could be found unless a walk-through-walls code existed. There's some areas on maps you can't get to. Ever.
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Posted on 05-26-11 04:35:30 PM, in Weird Discoveries (last edited by Fuzn at 05-26-11 02:32 PM) Link
In Onimusha: Blade Warriors, there's two sets of audio for cutscenes.

In SYSTEM \ SOUND \ ADE10 and ADE11 are the original Japanese audio tracks for the brief cutscenes that were shown throughout the game. ADE20 and ADE21 contain the English versions of these tracks.

Interestingly, a folder named TEST exists on the same level as the SYSTEM folder, and it's contents are the Japanese audio voice banks for players.

I checked, there's no option to switch to Japanese voices. So maybe these are leftovers of a feature that was never completed?
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Posted on 06-06-11 06:21:04 PM, in Weird Discoveries Link
So I was making glitches happen in Megaman X6, and I ran into this sequence of frames:



The Shadow Armor uses the Z-Saber for it's charged shot, not the buster.
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Posted on 07-01-11 01:44:45 PM, in Weird Discoveries Link

This is the thing that's loaded into VRAM for all of the HUD graphics in the original Armored Core.

It's a layered image, certain bits are colored certain ways to produce up to 4 different results:




Everything but the radar display (the square graphic, it's used when you have no radar available) from the second image on is unused. This makes me think that the contents of Project Phantasma and Master of Arena were originally supposed to be in Armored Core from the get-go.
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Posted on 07-08-11 11:46:15 PM, in Weird Discoveries Link
I hate to randomly bump in, but, I was digging around in X6 again, and I think I got an idea where those Shadow Armor charge shot poses came from.


These are frames ONLY used by the Shadow Armor, which also completely covers up these sprites. These frames, regardless, exist in VRAM. A similar set of frames exist for the Blade and Falcon armors, regular X layered underneath his armor.


But in X5, Capcom had made it so the only bits of X that would be "underneath" simply did not exist. What you see here is literally how X's sprite is in memory, with a composite just for the sake of how it looks put together. Notably, Capcom didn't do this for the Fourth\Ultimate Armors, which retain their unarmored sprites underneath. In addition, the Fourth Armor's Giga Attack is still in the game's memory, it's just been disabled. It can be called by glitching out the game, making it read the Fourth Armor's graphics data but the Ultimate Armor's "skillset".


And here, X's Falcon Armor is even subject to this weirdness. By all accounts, the Falcon Armor should've been the exact same as it was in X5, since it shared the same poses. But regardless, Capcom made new unarmored frames for X in poses the Falcon Armor in X6 would never use. I got lucky and glitched these frames out (Falcon Armor graphics, Blade Armor skillset)

I also noted that, while ripping these from VRAM, there were 6 duplicates of X's X4 palette loaded, though they are never used. It may have been part of a new Armor parts handling method. In X4, the Fourth\Ultimate Armor always had unarmored sprites underneath, probably just in case. It also had an Arm part that had a different palette from the rest of the armor that you could acquire, that also had it's own unique abilities. Therefore, I speculate that these unused frames were originally intended to be part of a new Armor system: Swapping out parts at will. The duplicates could've easily been used for the palettes for the separate armor pieces.

Though, if the above is true, it was either cut for three reasons:1. Too difficult to code in properly - 2: Time restrictions - 3: Too difficult to code within time restrictions. X6 was so rushed that the intro stage gained a new instrument on the international releases.
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Posted on 07-09-11 12:18:38 AM, in Weird Discoveries (last edited by Fuzn at 07-08-11 09:36 PM) Link
No, the Japanese and US releases. The Prototype version's intro stage music was unfinished altogether.

Here's a YouTube upload of the intro stage music from the official OST, and was the version of the song that X6 owners in the US and EU got. The difference is a guitar track added in the latter.
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Posted on 07-10-11 06:09:00 PM, in Any Japanese text need translating? Link
I think these are just the same as the final's choices, but I've got to be sure. Grabbed these from the X6 Prototype:



The playables in X6 are X, Zero, Falcon, Blade, Shadow, and Ultimate in the final. Probably not in that order, though.
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Posted on 07-19-11 10:42:35 PM, in Judge Dredd Music/SFX menu Link
Some notes just from fiddling around with this:

CHANGE TUNE goes up to 21.
CHANGE SFX goes up to 111, the counter visually wraps back to 00 after 99, but will continue up to "11".
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Posted on 08-30-11 11:39:26 AM, in Rockman X4 demo/proto dumped. Link
I can note this from trying the X4 demo/proto here:


Zero has an all-around rougher version of his regular sprite set. At times, his hair borders on being flat white. The saber is also equally unfinished, lacking it's final palette and, in fact, using Zero's colors instead! As well, most of the frames that are used here were touched up for the final.
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Posted on 09-16-11 04:32:40 PM, in Vectorman 2 (Prototype) (last edited by Fuzn at 09-16-11 01:32 PM) Link
I found a Beta-labeled version of Vectorman 2 a while back from a ROM site. Turns out it's more aptly labelled a proto. However, I'm no expert at all things Vectorman-related. Almost none of the final's music is in this prototype, since it was being built off of Vectorman 1 directly. A lot of references likely still exist, the game still tallies TVs even though they were completely replaced by this point.


Final - Beta

They added and re-did Vectorman's shading, as well as tweaked the logo and added a background.



The options screen shown here isn't really the final's options screen. No, it's nowhere near close to it. It's actually a level select and sound test! All of the levels can be played, though in varying stages of completeness. I'm sure someone who knows Vectorman 2 can get more in-depth with this than I can.


I did look at some gameplay footage from the Tank levels in Vectorman 2, and compared it to this prototype:


This stage (the only one that exists out of the two) is vastly incomplete, lacking platforms, enemies, and even a general level design. It's even out of Scene order, and was originally called "Tanked". This is as far as you can get without glitching (shooting and then quickly hit jump to jump indefinitely here as the Tank). The tank itself, clearly, is also unfinished, shooting out Vectorman's usual shots rather than the explosive tank shots.


The level can be completed, but completing it as the tank produces this... Error? Level editor description?

Lastly, In-game, using a six-button controller allows you to access debug options:
- Pressing X in the middle of a level will either reset it to the opening credits or reset it straight to the stage select depending on the level.
- Pressing Y mid-level allows you to switch Vectorman's current weapon type, and sets his health to 10 units (or orbs, whichever). There seem to be a lot of placeholder weapons, including one that kills anything in one shot.
- Pressing Z on some levels enables a free movement mode where SOME objects can also be placed, but it is more likely to crash the game. Pressing Z while in free movement mode moves (or attempts to move) Vectorman into the spot.
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Posted on 09-22-11 01:28:08 AM, in Any Japanese text need translating? Link
I presume that this is just a bunch of marketing garble:



From the Rockman X4 Special Trial Version.
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Posted on 10-05-11 09:36:07 PM, in Yoshi's Cookie SNES Prototype Dumped and Released! Link
In Action mode, pressing R lets you skip the current board. Pressing L lets you skip the entire round, ending it instantly.

Must have been a good way to test the cutscenes.
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Posted on 11-22-11 12:51:50 AM, in Gunstar Super Heroes (last edited by Fuzn at 11-21-11 09:52 PM) Link
Bump because update:


Found those palettes I was looking for, and reassembled Yellow's portrait.

With how vastly different they are in art style in comparison to the final, there must've been a serious art shift during development. I wonder if this was even a Gunstar Heroes game at the start.
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Posted on 12-12-11 01:11:59 AM, in MegaMan/RockMan Oddities, Scraps and Oversights Link
Is Megaman X stuff allowed here? I know of some pretty big oversights in X5 that're worth noting.
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Posted on 12-19-11 04:36:36 PM, in Weird Discoveries Link
X's Ultimate Armor does not have it's own unique palette file in X4 and X5. It uses a slightly modified Fourth Armor palette in X4, and just flatly uses the Fourth Armor palette in X5, giving credibility to my idea that the Ultimate Armor was just the Fourth Armor as a whole sprite (all armor parts as one sprite) at one point in development, brought on by this:


This is a glitched up ladder frame with the Fourth Armor's parts active in the X4 Demo. But regardless of the glitches, all of the armor parts are loaded as separate pieces in VRAM, as they are in the final.


On the left is the X frame without armor. The middle frame is the demo's Fourth Armor graphics assembled properly, and on the right is the final for comparison. These graphics were taken directly from the VRAM data of the same frame as above.

The only way to find out if any other armor abilities (or any of Zero's other techniques) exist is to crack open the game's file formats and decompress all of X and Zero's graphics somehow.
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Jul - Posts by Fuzn


Rusted Logic

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

26 database queries, 50 query cache hits.
Query execution time:  0.069333 seconds
Script execution time:  0.029160 seconds
Total render time:  0.098493 seconds


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line 479 column 22 - Warning: <img> lacks "alt" attribute
line 479 column 63 - Warning: <img> lacks "alt" attribute
line 479 column 112 - Warning: <img> lacks "alt" attribute
line 479 column 162 - Warning: <img> lacks "alt" attribute
line 480 column 11 - Warning: <img> lacks "alt" attribute
line 490 column 15 - Warning: <img> lacks "alt" attribute
line 499 column 228 - Warning: <img> lacks "alt" attribute
line 502 column 569 - Warning: <img> lacks "alt" attribute
line 505 column 1234 - Warning: <img> lacks "alt" attribute
line 518 column 22 - Warning: <img> lacks "alt" attribute
line 518 column 63 - Warning: <img> lacks "alt" attribute
line 518 column 112 - Warning: <img> lacks "alt" attribute
line 518 column 162 - Warning: <img> lacks "alt" attribute
line 519 column 11 - Warning: <img> lacks "alt" attribute
line 529 column 15 - Warning: <img> lacks "alt" attribute
line 546 column 22 - Warning: <img> lacks "alt" attribute
line 546 column 63 - Warning: <img> lacks "alt" attribute
line 546 column 112 - Warning: <img> lacks "alt" attribute
line 546 column 162 - Warning: <img> lacks "alt" attribute
line 547 column 11 - Warning: <img> lacks "alt" attribute
line 557 column 15 - Warning: <img> lacks "alt" attribute
line 566 column 200 - Warning: <img> lacks "alt" attribute
line 576 column 22 - Warning: <img> lacks "alt" attribute
line 576 column 63 - Warning: <img> lacks "alt" attribute
line 576 column 112 - Warning: <img> lacks "alt" attribute
line 576 column 162 - Warning: <img> lacks "alt" attribute
line 577 column 11 - Warning: <img> lacks "alt" attribute
line 587 column 15 - Warning: <img> lacks "alt" attribute
line 605 column 22 - Warning: <img> lacks "alt" attribute
line 605 column 63 - Warning: <img> lacks "alt" attribute
line 605 column 112 - Warning: <img> lacks "alt" attribute
line 605 column 162 - Warning: <img> lacks "alt" attribute
line 606 column 11 - Warning: <img> lacks "alt" attribute
line 616 column 15 - Warning: <img> lacks "alt" attribute
line 625 column 133 - Warning: <img> lacks "alt" attribute
line 625 column 225 - Warning: <img> lacks "alt" attribute
line 634 column 22 - Warning: <img> lacks "alt" attribute
line 634 column 63 - Warning: <img> lacks "alt" attribute
line 634 column 112 - Warning: <img> lacks "alt" attribute
line 634 column 162 - Warning: <img> lacks "alt" attribute
line 635 column 11 - Warning: <img> lacks "alt" attribute
line 645 column 15 - Warning: <img> lacks "alt" attribute
line 654 column 494 - Warning: <img> lacks "alt" attribute
line 654 column 547 - Warning: <img> lacks "alt" attribute
line 659 column 726 - Warning: <img> lacks "alt" attribute
line 666 column 1226 - Warning: <img> lacks "alt" attribute
line 669 column 1740 - Warning: <img> lacks "alt" attribute
line 683 column 22 - Warning: <img> lacks "alt" attribute
line 683 column 63 - Warning: <img> lacks "alt" attribute
line 683 column 112 - Warning: <img> lacks "alt" attribute
line 683 column 162 - Warning: <img> lacks "alt" attribute
line 684 column 11 - Warning: <img> lacks "alt" attribute
line 694 column 15 - Warning: <img> lacks "alt" attribute
line 703 column 138 - Warning: <img> lacks "alt" attribute
line 713 column 22 - Warning: <img> lacks "alt" attribute
line 713 column 63 - Warning: <img> lacks "alt" attribute
line 713 column 112 - Warning: <img> lacks "alt" attribute
line 713 column 162 - Warning: <img> lacks "alt" attribute
line 714 column 11 - Warning: <img> lacks "alt" attribute
line 724 column 15 - Warning: <img> lacks "alt" attribute
line 741 column 22 - Warning: <img> lacks "alt" attribute
line 741 column 63 - Warning: <img> lacks "alt" attribute
line 741 column 112 - Warning: <img> lacks "alt" attribute
line 741 column 162 - Warning: <img> lacks "alt" attribute
line 742 column 11 - Warning: <img> lacks "alt" attribute
line 752 column 15 - Warning: <img> lacks "alt" attribute
line 761 column 102 - Warning: <img> lacks "alt" attribute
line 761 column 186 - Warning: <img> lacks "alt" attribute
line 772 column 22 - Warning: <img> lacks "alt" attribute
line 772 column 63 - Warning: <img> lacks "alt" attribute
line 772 column 112 - Warning: <img> lacks "alt" attribute
line 772 column 162 - Warning: <img> lacks "alt" attribute
line 773 column 11 - Warning: <img> lacks "alt" attribute
line 783 column 15 - Warning: <img> lacks "alt" attribute
line 798 column 22 - Warning: <img> lacks "alt" attribute
line 798 column 63 - Warning: <img> lacks "alt" attribute
line 798 column 112 - Warning: <img> lacks "alt" attribute
line 798 column 162 - Warning: <img> lacks "alt" attribute
line 799 column 11 - Warning: <img> lacks "alt" attribute
line 809 column 15 - Warning: <img> lacks "alt" attribute
line 818 column 453 - Warning: <img> lacks "alt" attribute
line 821 column 765 - Warning: <img> lacks "alt" attribute
line 842 column 25 - Warning: <img> lacks "alt" attribute
line 847 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 131 - Warning: trimming empty <font>
line 149 column 235 - Warning: trimming empty <font>
line 827 column 17 - Warning: trimming empty <tr>
line 830 column 235 - Warning: trimming empty <font>
line 832 column 131 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 220 column 27 - Warning: <nobr> is not approved by W3C
line 255 column 27 - Warning: <nobr> is not approved by W3C
line 290 column 27 - Warning: <nobr> is not approved by W3C
line 321 column 27 - Warning: <nobr> is not approved by W3C
line 373 column 27 - Warning: <nobr> is not approved by W3C
line 399 column 27 - Warning: <nobr> is not approved by W3C
line 431 column 27 - Warning: <nobr> is not approved by W3C
line 461 column 27 - Warning: <nobr> is not approved by W3C
line 495 column 27 - Warning: <nobr> is not approved by W3C
line 534 column 27 - Warning: <nobr> is not approved by W3C
line 562 column 27 - Warning: <nobr> is not approved by W3C
line 592 column 27 - Warning: <nobr> is not approved by W3C
line 621 column 27 - Warning: <nobr> is not approved by W3C
line 650 column 27 - Warning: <nobr> is not approved by W3C
line 699 column 27 - Warning: <nobr> is not approved by W3C
line 729 column 27 - Warning: <nobr> is not approved by W3C
line 757 column 27 - Warning: <nobr> is not approved by W3C
line 788 column 27 - Warning: <nobr> is not approved by W3C
line 814 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 300 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
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.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md