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05-03-22 08:54:29 PM
Jul - Posts by TrebleTrouble
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TrebleTrouble
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Posted on 03-15-11 06:59:03 AM, in Roll in MegaMan 2? Link
Okay, I'll ask Henger for further informations.

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Posted on 03-15-11 09:05:18 AM, in MegaMan 3 Prototype Link
http://www.themechanicalmaniacs.com/articles/mm3mysteries.php
Looks like Beat was planned to appaer earlier.

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Posted on 03-15-11 05:47:34 PM, in MegaMan 3 Prototype Link
Originally posted by Teflon
Originally posted by TrebleTrouble
http://www.themechanicalmaniacs.com/articles/mm3mysteries.php
Looks like Beat was planned to appaer earlier.


I like how he adds a picture of an unused bird-type enemy under the text about Beat, trying to insinuate that the bird-thing is some sort of early version of Beat. Real classy.

...
You sir, are right.
Also, they have got the same "Revisited DocRobot version of MagnetMan's Stage"-theory.

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Posted on 03-16-11 05:23:24 AM, in Roll in MegaMan 2? Link
Yep, that's reasonable.
Anyway, Teflon, where did you read about it?
Or can you at least quote the information?

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Posted on 03-16-11 06:08:21 AM, in MegaMan 3 Prototype Link
Also there were also other stuff planned for this game:
-that big rocket-shooting robot from MM5
-a stationary version of Elecn (that flying plug robot from SparkMan's Stage)
-an exploding (?) panda
-a snail that looks like that mid-boss from Toadman's Stage
I could go on...

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Posted on 03-16-11 10:50:03 AM, in Sonic The Fighters Link
http://www.youtube.com/watch?v=JUjNwLEitww&feature=related
Title of this video says all.
I don't recall that green machine Eggman is riding.

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Posted on 03-17-11 09:47:07 AM, in Sonic The Fighters Link
Originally posted by TomoAlien
There's more unused stuff, as documented on X-Cult:
http://www.sonic-cult.org/dispgame.php?catid=4&gameid=2

Someone's gotta do the job of making a TCRF page for this game.

Great artwork, dude.
And you're absolutely right, this MUST be added to the TCRF wiki.

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Posted on 04-02-11 08:26:39 AM, in Roll in MegaMan 2? Link
Sorry for double-post, but I got an answer of Henger himself.
Henger83 said:
"Supposedly back then before the game was released, the development team wanted both Rockman and Roll as playable characters for RM 2. Due to artificial time constraints, Roll didn't make the cut. But who knows, I wouldn't be surprised if there is an internal build at Capcom that has her playable in the game (game companies do stuff like that). There is a remake of RM1 for the Japanese cellphones in 2007 which has her playable."
That really proves that YOU ARE RIGHT, Teflon!

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Posted on 04-08-11 01:35:36 PM, in MegaMan 3 Prototype Link
Sorry for double-posting, but I've found THIS:
http://www.youtube.com/watch?v=U7NmxTAOdUc&feature=watch_response_rev (06:07)
It's very possibly a unused tiletype that stunns MegaMan.

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Posted on 04-09-11 05:29:16 PM, in MegaMan 3 Prototype Link
Originally posted by Waffle Ryebread
You would do well not to trust anything you see in a corrupted ROM.

None of the unused tiles I found in Spark Man's stage last year exhibited such behavior, so it's probably just a glitch, unless there are unused behaviors not mapped to any tiles.

Can you tell more about these, please?
I think, I have seen them in my MM3 Editor...

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Posted on 04-09-11 06:07:32 PM, in MegaMan 3 Prototype Link
Originally posted by Rick
http://tcrf.net/Mega_Man_3



Well, I know about the Junk Pile already...
...someone tested the other tiletypes already?

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Posted on 04-24-11 02:27:23 PM, in Super Smash Bros. Brawl Link
http://www.youtube.com/watch?v=NY8WlJ3Iikg&feature=related
I posted this video, 'cause it shows something I definitely can't recall.
Petey Piranha ALWAYS start an attack BEFORE he can do his waiting animation. It's the one where he looks to the left & to the right and then shakes one of the cages.

http://www.youtube.com/watch?v=HUU8LO41ZQk&feature=related
Duon REALLY seems to be hard-coded...

http://www.youtube.com/watch?v=apD4wgIpuu8&feature=related
Ridley's henchmen are missing, so hard-coded is this battle.
Well, either that or he need some more time at 1:07 (you have to wait until 1:42).

And, of course, all the bosses have got a command to defeat themself.

Now we just need more unused textures & models.

And in terms of unused music, the "Yoshi's Cookie"-Track IS unused. It only can be found in the OST. I've checked the Sound Test.

This is also my comeback!

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Posted on 04-25-11 10:46:02 AM, in Super Smash Bros. Brawl Link
Originally posted by Peardian
I don't think hacks to control the bosses really count, and I know I've seen Petey rattle the cages before. You can see him do it for a moment in this video, just before he attacks.


Yoshi's Cookie A interests me, though. They put it on the soundtrack? I know for a fact it isn't in the game's streams. Do you have a link to it? I'm curious to here how it was remixed for Brawl.

OK, just tell me how to upload it on Mediafire WITHOUT registering.

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Posted on 05-03-11 01:24:40 PM, in Super Smash Bros. Brawl (last edited by TrebleTrouble at 05-03-11 10:25 AM) Link
Originally posted by Peardian
If it's on the soundtrack, I imagine it should be uploaded to Youtube already. If you can't find it there, use sendspace instead.

Yep, some people had uploaded some of them to Youtube. Here's the list:
http://www.youtube.com/watch?v=nGKUfDb6ZtM&feature=related (Earthbound: New Age Retro Hippie)
http://www.youtube.com/watch?v=Hjed8WdGSyk&feature=related (Earthbound: Smiles and Tears)
http://www.youtube.com/watch?v=L8j5pC6hPbQ&feature=related (Sonic CD (JP): Opening (You can do anything)) (my favorite of the Sonic Tracks)
http://www.youtube.com/watch?v=xDVTen1l2A8&feature=related (Earthbound: Eight Melodies) ([tornado fang] it)
http://www.youtube.com/watch?v=TcxMzWvG-jA&feature=related (Super Mario RPG: Forest Maze) (the most popular of the unused tracks)
http://www.youtube.com/watch?v=IB7BV1ewsZk&feature=related (Link Awakening: Ballad of the Windfish)
http://www.youtube.com/watch?v=rTf8lHK377A&feature=related (The Loner Falco Lombardi)
http://www.youtube.com/watch?v=LSU9icL-8_A&feature=related (Yoshi's Cookie: Type A) (IT'S YOURS, MAH FRIEND!)
List will be updated!

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Posted on 05-03-11 05:22:03 PM, in Super Smash Bros. Brawl Link
Originally posted by @
Originally posted by Peardian

Note that these are at best guesses as to what the songs would've actually sounded like if they were in the game. Since it is not possible to hear them, the song selections are only educated guesses based on the filenames.

Yeah, I don't think these are the actual tracks. These are just approximations put together by fans.

Those are reuploads of reuploads of uploads of mostly OCRemix music. So yes, none of those are actually in the game.

Ya'know, I have checked the OST, and they ARE there, but not in the ACTUAL game.
I even have compared them!

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Posted on 05-03-11 05:45:42 PM, in Super Smash Bros. Brawl Link
Originally posted by Peardian
Originally posted by TrebleTrouble
Ya'know, I have checked the OST, and they ARE there, but not in the ACTUAL game.
I even have compared them!

As far as I can tell, there is no official Soundtrack. Any "Soundtrack" or "OST" you find (especially anything like "Soundtrack + Lost Tracks") is most likely just MP3s of the streams from the game that were ripped as soon as the game came out. Just look at the meta data.

...well, looks like we probably have to wait, until a Prototype of SSBB appaers. Only THEN we know what's going on here.

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Posted on 06-15-11 02:13:58 PM, in Can't register - Fatal error Link
Originally posted by Nixitur
When I try to register on the forum, I get the following error message:


Fatal error: Call to a member function failsfscheck() on a non-object in /home/xkeeper/wiki.rustedlogic.net/extensions/CheckSpambots/CheckSpambots.php on line 119



And yes, I deactivated NoScript, it still doesn't work. Which is rather sad since I wanted to add some stuff to the Cave Story page.

Well, in terms of registering, I can't help you, BUT in terms of Cave Stroy Stuff, I could try.
Just tell me the stuff you have found, and I'll try to check them...

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Posted on 06-16-11 09:35:37 AM, in Can't register - Fatal error Link
Originally posted by Nixitur
Well, I haven't found anything, but I wanted to verify some stuff.

YES, flag 1030 is the "Rocket Ready" flag.

The relevant script parts in Momo are

#0200

<KEY
<FLJ1103:0212
<ITJ0027:0211
<FLJ1102:0206
<ITJ0029:0210
<ITJ0028:0209
<FLJ1101:0208
<FLJ1106:0204
<FLJ1100:0201
[...UNIMPORTANT STUFF...]

#0211
<MSG<FL+1103<FAC0022Welcome back.<NOD<CLRDid you find Itoh?<NOD<CLR
<FAC0000<GIT1027<IT-0027Handed over the =Controller=.<NOD<CLR<FAC0022This is it, all right.<NOD
This is the Controller
he's so proud of.<NOD<GIT0000<CLRHmmm...<NOD<CLRThe analysis would be
a lot easier if only he
were actually here.<NOD<CLRWell, I'll manage
somehow.<NOD<EVE0212


#0212
<KEY<MSG<FAC0022Thank you very much.<NOD<CLRIt'll take quite a while
before I'm finished,<NOD
so why don't you rest
over on that bed?<NOD<END

#0280
<KEY<MSGDo you want to rest?<YNJ0000<FAO0004<CMU0000<WAI0020<CLR.....<NOD<CLO
<WAI0050<FLJ1103:0281
<LI+1000<SOU0020<MYD0002<MSGHealth restored.<NOD<CLO<CMU0002<FAI0004<END

#0281
<FL-1103<FL+1105<FL+1030<FL+1031<FL+1032<FL+1033<FL+1004<FL-1038<FL+1039
<FL-1026<FL+1036
<MSG.....<NOD<CLO<DNP0200<DNP0350
<LI+1000<SOU0020<MYD0002<MSGYou awaken after a long sleep.<NOD<CLO<CMU0002<FAI0004<END


200 is the event that gets called when you talk to Momorin, that has an item jump to 211 (that in itself contains an event jump to 212 which isn't really important for now) if you have the controller. Event 211 sets flag 1103 to true.

280 is the event that gets called when you try to use the bed. It performs a flag jump to even 281 if flag 1103 is true. In event 281, you get the "long sleep" message and it also sets flag 1030 to true.
Furthermore, in cent, the rocket has FlagID 1030 (meaning that it only shows up when 1030 is true) and the event to the rocket is simple since it's just the "Do you want to flip the switch?" question.

Also, the booster part is definitely correct. I just checked, you get item 0023 when the game says "Got the =Booster v2.0=." and you get 0018 when you talk to Booster in MazeB.

So, yeah, that's basically it for now.

Edit: WAIT! I got something else!
Looking through MazeB's script, I find that there's an item jump to event 503 (where he simply says "Ooh...") before the whole dialogue with Booster giving you the Booster 0.8. That item is the tow rope.
Booster has FlagID 741 with Flag 6000, meaning he's invisible when flag 741 is true.
741 is set to true if he gives you the Booster 0.8 in MazeB or the Booster 2.0 in Pens1. That means that he's not available in MazeB when you have any Booster.
However, it is impossible to get to Maze B with the Tow Rope, but without a Booster. Meaning that this event never gets called and this dialogue never gets displayed!

Well, MazeB's script sounds interesting. To check that out, I need a code with that you can enable and disable some items and/or upgrades so I can disable the booster and enable the Tow Rope. A Room Warping code could be useful, too.

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Posted on 07-27-11 06:24:52 AM, in Metroid Prime 2: Echoes dismantlement Link
Originally posted by Afti
Multiplayer was to have a powerup called the "Dark Shield", and a matching "Light Shield".


Dark Shield lost!

Dark Shield acquired!
Light Shield lost!
Light Shield acquired!




I think, these shields were based of the matching beams.
"Light Shield" would block "Light Beam", while "Dark Shield" would block "Dark Beam"...
...heck, these would even make sense!

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Posted on 07-27-11 06:49:11 AM, in Wonder Boy in Monser World Beta (Game Gear) (last edited by TrebleTrouble at 08-02-11 05:10 AM) Link
Well yeah, I have got a Beta Version of "Wonder Boy in Monster World", and it has indeed some differences.

Misc.:
-The title screen doesn't use an animated color palette in the proto. The copyright is also slightly different.
-Instead of the screen, where you could start a new game or put a password, you get to a weird "stary" screen with an red gem. That gem also has got some similarities with the Choas Emeralds.
-Almost EVERY track is slowed down in the proto.
-The shops aren't functional in the proto.

Levels:
-The intro message doesn't show up, but it DOES exist.
-Some doors doesn't work, despite playing the door sound and giving Shion the "Enter a door"-Animation.
-There is a weird structure in the Beach section. The enemy placement is different, too.
The hole in the tree, that can be found in the room where you meet Queen Eleonora for the first time is already there. You can also see her sprite clearly.
-The Ice section has got non-functional doors.
-There are some debug warps, leading to various places.
-The door to Pulprit Castle (or how was it called) can be entered right at the begining.
-

Objects:
-You start with a ALL hearts. Only the first three are filled though.
-Every monster gets a knockback if you hit it.
-NPCs loading random messages, INCLUDING the intro message (which only has got a different break).
-The monsters in the Ice section and the Underwater section are missing their graphics.

This is everything, what I can point out at the moment, because I could NEVER complete the game (I don't know how to use the Ocarina... ).

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Jul - Posts by TrebleTrouble


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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