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12-09-18 11:04:08 PM

Jul - Posts by Captain Cupcake
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Captain Cupcake
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Posted on 07-01-11 10:14:57 AM, in Ogre Battle 64 - Pretty decent unused stuff Link
Basically exactly what the title says. Ogre Battle 64 has a lot of good unused stuff, and some oddities that aren't technically unused, but still fit into the TCRF theme nonetheless (being able to use more than 2 large characters in a unit without any problem, etc.)

Thought somebody could probably have a field day with this, and it would make for a good article. =P
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Posted on 07-01-11 01:02:16 PM, in Ogre Battle 64 - Pretty decent unused stuff Link
Fair enough!

Well for starters there are a few unused classes like a non functioning werewolf class. Its supposed to be human by day and werewolf by night, but as it stands the two are listed as separate classes. There is a unique character you can get that does that, but he has his own statistics and class. This one was supposed to be a generic class like the one from Ogre Battle on the SNES and PSX. There's also a completely broken giant class, also a remnant of the SNES game. While the werewolf works perfectly in battle, save the transforming bit, the Giant will crash your game and has the appearance of the witch who revives your characters for you. That's about all I know as I learned what I did from a gameFAQs gameshark guide, but I'd be willing to bet someone who knows more about that stuff would be able to find a lot more than I did.
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Posted on 07-02-11 02:12:54 AM, in Ogre Battle 64 - Pretty decent unused stuff Link
Originally posted by Liliana
Originally posted by Captain Cupcake
gameFAQs

original link

Is it really too hard to just post a link to the guide?

So yeah, anyone with knowledge of the game should check out the codes, to see if there's any unused content hiding.


I'm sorry. I wasn't thinking. My bad. ;
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Posted on 07-02-11 11:08:44 PM, in Ogre Battle 64 - Pretty decent unused stuff Link
Originally posted by The Red Snifit
Originally posted by Liliana
original link

My older brother is actually the author of that guide.

I'll see if I can get him to help us with this.


Wow, that's a pretty intense coincidence. So, aside from just getting the word out on it, is there anything else I should be doing to speed this up? Aside from that guide, I really don't have any other knowledge of the game that is immediately applicable, but if there is something I haven't thought of that needs doing I'd love to do it!
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Posted on 02-07-12 02:29:57 AM, in Ogre Battle 64 - Pretty decent unused stuff Link
So, nothing has really come of this thread, which is a shame. I'm still willing and able to help, though my technical knowledge is pretty limited. I can still at least follow instructions and I'm willing to learn provided some direction is given!
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Posted on 11-26-12 02:45:17 PM, in Ogre Battle 64 - Pretty decent unused stuff Link
Okay! Sorry for the super delay on this. Anyway, here's some screenshots with what information I've got. (Very little.)


This is the unused Giant. As you can see its in a very unfinished state. It doesn't have a proper battle sprite, no attacks (though it can do it 3 times in each row), and unbelievably high defenses though I think that's just the result of the game pulling info from some random location. However, what I find really interesting is its movement type, which is immobile, like the Vampire during the day.



And here's the Lycanthrope. He's in a much better state than our Giant friend. You may recognize him as the messenger that you occasionally see in cutscenes. He comes with his own set of default equipment, and has proper level ups as well. He won't transform into a werewolf, but he does function in battle completely fine.



And the Werewolf form! Again, perfectly functioning, save no equipment. I'm not sure how they would have handled that if it had been finished, though it may have been similar to Biske, the game's fully functioning Werewolf.



And a screenshot of those two in battle. I couldn't do the Giant because it crashes the game, but those two work fine.

I don't really have a lot else to say on the matter, though just for kicks I decided to check out the level bonuses for the Giant...



That's balanced, right?
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Posted on 11-26-12 10:13:50 PM, in Ogre Battle 64 - Pretty decent unused stuff Link
Originally posted by zoinkity
If you wanted to try them out you could just use my patch.
http://www.romhacking.net/hacks/561/

It's a few years old and limitted to the NOBE 1.0 version. I could probably cook up ones for 1.1 now, as well as the other regions. As a point of interest, the transformation cycles for leeches and puppies are different.

Unless they weren't tablified all the spells (including combos) and equipment is accounted for. Class 0x64 is an invalid special class, and besides the Giant there isn't anything else broken.


On a somewhat related note I'm coding out a resource extractor for the game. The compression types are done, and both archive wrappers. One point of interest is the game has a second LZ type that isn't used, or at least hasn't been picked up by the indexer, which really is a simpler and probably older version of the one that is used. Also worked out two specialized telemetry formats and some of the scripting engine, though not enough to do more than alter a bit of text and timing.

Images are rather complex, enough so producing Gimp xcf files might be the best way to handle them. Static images and animation frames use a base canvas size, and individual images are added and positioned as layers on this canvas. The layers don't need to be the same size, each is an indexed image, and each has an independant alpha channel so they can have 15-256 levels of depth. Plus, they're all encoded from darkest to lightest so if the palette is ignored (rendered greyscale) they still appear properly and, best of all, can be colorized via the BG/FG color set in the scripting. Heck of a piece of work.
Storage is funny too. Statics are usually within a B5 file, which is self-contained. Other statics and all animations use a table file which loads a series of other binaries that assemble everything.
Can't make heads or tails of the YUV images though. Looks like YUYV or something like that.



Well that's neat as all get out! I tried out the Gameshark codes in the link you posted, and sure enough they work! (Not that I doubted you, of course.) Sadly, I can understand very little of everything else you said. I have...very little experience with delving for unused content and the like. I love it, and its certainly a passion, but like most sports fans I don't actually have the talent to actually do it. But when I saw that there was no Ogre Battle 64 entry on TCRF, I really wanted to contribute what I knew.
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Posted on 01-15-13 01:20:27 AM, in Breath of Fire 1: New cheat codes found? Link
Holy cow! This is incredible! Brilliant find. Just toyed around with each of the save files. Seems like in each of them the characters always have their starter equipment, and there's assorted stuff in your inventory to equip, though its not nearly enough. VEGA is easily the worst of those names though. Having to play as Gill by himself makes me want to tear my hair out every time I play this game.
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Posted on 12-08-13 11:30:12 PM, in Ehrgeiz: God Bless the Ring - Illgoga skin? (last edited by Captain Cupcake at 12-08-13 11:50:43 PM) Link
Ahoy ahoy all. I was considering playing Ehrgeiz again and trying to finally beat the dungeon mode, when I found an odd FAQ that caught my eye. This claims that Illgoga, a character from Tobal 1 and 2 is in the game. Well I followed the steps, and sure enough there is an (incredibly broken) skin that get's haphazardly pasted onto the final boss during his victory pose.

http://www.gamefaqs.com/ps/197216-ehrgeiz/faqs/10387

For those of you who don't want to read the FAQ, just use the gameshark code: 800F69FC 0005 To change player 1 to the final boss (named '?'). When selecting a character, hold up to select the 2nd skin, and you'll play a textureless version of him. After you win, which shouldn't be hard since he comes hardcoded with infinite health, you'll see a jacked up Illgoga going through the dog character's motions. The backround also seems to glitch up, but I don't have any idea what causes that.





So there ya go! Any speculation on this? And think there's any chance of restoring Illgoga as a partially playable character?

Edit: I decided to go ahead and record a video of it too. Here ya go!

http://www.youtube.com/watch?v=YlOXAv85um4&feature=youtu.be
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Posted on 03-25-14 01:22:47 AM, in Claymates Proto (SNES) (last edited by Captain Cupcake at 03-25-14 01:52:43 AM) Link
I haven't seen anything on the forum, and there's not a page on the wiki yet. Has anyone done any digging through this yet? I remember touching on it a few years back before I found out about TCRF.

The game is similar to the final version, but there are several key differences that jumped out at me. First is the hud is WAY different from the final. It's really rough, and frankly it's ugly. The sprites for the gems you can pick up are also very different, and again quite ugly. Also there's no sound at all. It's possible that's an emulation error, as I've only tried it in a few different versions of SNES9x, and I wouldn't know what settings to change to see if I could get anything to work, but from what I've seen it's completely silent. One of the bigger things that stood out to me is in the final game after you pick up a form blob if you're already in a form, you get this little floating blob of clay that boomerangs out and acts as a projectile, and also an extra hit. In the proto you get this little fairy that floats about and just disappears if you get hit, similar to Sparx from the Spyro series. In the top-down sections, you can't seem to punch just yet, and I may not be remembering correctly, but I believe in the final you couldn't move diagonally, but you can in the proto.

The first and 2nd level layouts are VERY different, and the game handles a bit differently too. Your base blue form has some crazy momentum, and it's incredibly easy to fling yourself over platforms and into death. There are a lot of power-ups scattered about, but that may be to show off things/test them. I haven't tested the 2 bonus games yet, but at the end of the 2nd level is something really strange. There's this odd pinball game style layout, but if you touch anything in it the game immediately sends you to the credits. If you can make it to the bottom without touching anything, there's a sideview of the robots you use in the puzzle sections, which again I may be wrong, but I don't think were in the final version. But you get stuck in a hole that's too deep to get out of, and near as I can tell there isn't a proper trigger to end the level, so you're just stuck there.

Anyway, that's all the info I've got. I may do up some screenshots later, or possibly a video if you guys want.

I should note, I know absolutely jack all about digging through games code, or finding unused stuff and all that, so I wouldn't begin to know how to look through it. But I imagine there's probably a lot that can be found. Especially with the sound being disabled as it is.

Edit: Holy crap, I just found something awesome! The house doesn't actually have a hitbox. You can walk through it, and there's a cannon above it. Load yourself into the cannon, and you'll be shot back at the beginning, but it changes the stage you can go to. It looks like it takes you to a different stage set each time you load into the cannon. I've only been able to get to the 3rd set, because the 3rd stage, Tea Garden, is completely broken. Still, something worth looking at. The 2nd set, Atlantis, is also pretty borked. There's a spectacularly broken exit in the top right corner of the stage that you can just sort of phase through, and that ends it.

Oh, and I messed around with the bonus levels. Getting 25 gems takes you to the same 16 square bouncing game as before, except your palette is messed up, and winning the game gives you "2ZZZZ" points. Getting all 4 letters takes you to the pinball type bonus level, and it's not completely broke there. Really weird that it's at the end of the 2nd normally playable level though. Even weirder that touching it glitches and goes to the credits. No idea about that.

Oh, and one last thing. Just found this. You can find a few other puzzle sections that are unfinished. Certain walls can be clipped through so you can play with the other stages. Sadly, they all have pretty broken layouts too. Stage 4, Park, in particular. No backround, and all there really is, is some dirt and the gopher form to dig in, but it doesn't lead anywhere. All the enemies and gems are places in the walls/floors, and there's no boundaries on the sides so you can just fall into nothingness. Haven't toyed around with stage 3 much. Also, if you use the cannon to go to Atlantis, then try going to the portals for stages 2, 3, or 4 it takes you to the overworld, but treats it as an actual sidescroller stage. Weirdly enough, all the hit detection works! You can jump on top of things, roll off them, and the game even kills you if you fall off, which is more than I can say for the Park.
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Posted on 05-21-14 12:11:08 AM, in Saga Frontier unused Despair event Link
Not much to it, but it seems interesting. May be more there than what's shown in the video.

https://www.youtube.com/watch?v=qmb1UHc7Fig
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Posted on 07-28-14 10:39:25 PM, in Shantae - Playstation proto/footage? Link
So I've been on a Shantae kick as of late, and I wandered onto the Wikipedia page for the game, and saw the following there under the development section:

http://en.wikipedia.org/wiki/Shantae
---
The game was considered for development by WayForward Technologies as far back as 1997. An archived version of the company's official website showcases a very different approach to the game, which was at the time considered for development on PC or PlayStation, in full 3D with traditionally animated characters moving before a 3D background. Shantae was presented as a troubled genie born without magic powers, who had to save the world from the Jins, powerful beings once sealed who escaped at the beginning of the game and planned to drain all magic from the world. Back then, her magic was capable, as in Erin's view, to summon animals, but transformation was already planned as Shantae could turn into a harpy. Her dances could also launch attacks and she had different outfits with different characteristics.[12]

In Matt Bozon's idea at the beginning, the game was planned for the Super NES or PC. He and Erin pitched the game with help from veteran programmer Jimmy Huey, who worked with WayForward at the time. After the completion of Xtreme Sports, Voldi Way, the founder and owner of WayForward, greenlit a Game Boy Color version of the game. As Huey had already built a graphics engine for Xtreme Sports, this engine was adapted to suit Shantae's needs. This allowed the game to showcase rare effects on GBC games, like parallax scrolling and transparency effects. In the first four months of development, the team created most of the animation, and Huey programmed an art-capturing tool that allowed to take full-colored animation frames, turn them into three-colour chunks and reassemble the whole on the GBC's screen
---

Now unfortunately I have no idea how to go about checking for an archived version of the Wayforward site, but I think this is worth persuing by someone who's more adept at this sort of thing.
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Posted on 07-29-14 12:30:37 AM, in Shantae - Playstation proto/footage? (last edited by Captain Cupcake at 07-29-14 12:34:23 AM) Link
Oh, excellent! I could only check the top link so far. I'm at work, most websites are blocked (tcrf is, jul is not which is weird) so I looked on my phone at break. Aside from Shantae's ribcage being made of nightmares the art was really pretty, if a bit 1990's for my taste. Reminded me of the art style you saw in a lot of point and click adventure games from that era. The hud looks familiar too, but I can't quite place where I've seen it or something similar before.

Edit: Do you think it would be worth approaching Wayforward about this in some manner? They did that really awesome livestream of the Shantae Advance gameplay, so they seem to be pretty open to the prototype community. They might even be interested in getting the GBA proto to us in some manner.
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Posted on 08-11-14 05:31:23 AM, in Excellent Youtube channel with tons of good info. Link
I stumbled upon this great Youtube channel with unused characters from, well, basically every 2D fighting game ever. She even goes through the trouble of showing every movement and attack methodically for easy study, with details on how to use them in most of the video descriptions. Highly, highly recommend giving this channel a look if you don't already know about it.

https://www.youtube.com/user/Krizalid99v2/videos
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Posted on 04-17-15 07:48:42 AM, in Freedom Planet Link
I'd like to get some good video footage and screenshots of Torque and Spade, but I can't seem to get past the loop that restarts the game when you force a character id that shouldn't be there. I'm not much of a cheat engine expert unfortunately. Any ideas on what I could do?
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Posted on 04-17-15 03:02:34 PM, in Freedom Planet Link
Er...sorry, I'm kinda stupid myself. This is my first delve into the realm of PC games and literally the first time I've ever used Cheat Engine. In addition to that, I haven't heard of Sonic Worlds until just now when you mentioned it, so I'm not quite sure what you're referring to. Basically you used to be able to just change the character id to whatever value you wanted and be done with it, but the game's been patched and now if it gets changed to a character id the game doesn't want you playing it just restarts. I found a method that involves using a Windows restore point, but being as I just bought the game last night I don't have a restore point so that's out for me, and other than that I'm out of ideas altogether.
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Posted on 04-25-15 04:22:50 AM, in Freedom Planet Link
Originally posted by Zerovii
Originally posted by Captain Cupcake
Er...sorry, I'm kinda stupid myself. This is my first delve into the realm of PC games and literally the first time I've ever used Cheat Engine. In addition to that, I haven't heard of Sonic Worlds until just now when you mentioned it, so I'm not quite sure what you're referring to. Basically you used to be able to just change the character id to whatever value you wanted and be done with it, but the game's been patched and now if it gets changed to a character id the game doesn't want you playing it just restarts. I found a method that involves using a Windows restore point, but being as I just bought the game last night I don't have a restore point so that's out for me, and other than that I'm out of ideas altogether.


You'll have to dig for either the early beta version of it when it was still a sonic fangame, or go diving to find an early patch version somewhere.

I doubt the final game will let you get to play at torque/spade but maybe someone more clever than me with cheat engine can do something, but you might have an easier time finding an earlier version.

PS Im dying to see torque/spade so pls OP deliver.


So the good news is I managed to get an older version of the final game, so we can see what they play like. Torque is all kinds of unfinished, and it really shows. He's still fun, but super buggy. Spade is, like, 95% finished. Proper animations in pretty much every place except his end of stage stance which uses an older version of him still. According to the FP page he plays vastly different in the beta, which is super frustrating because I managed to snag the beta, but the same method for swapping character IDs doesn't work at all in the beta. I'll get working on a video of Torque and Spade soon really demonstrating what they're capable of soon. In the meantime enjoy some footage I found on youtube.

Torque: https://www.youtube.com/watch?v=7QmED9MJTN0

Spade: https://www.youtube.com/watch?v=0ny-d2svIdQ

Note that this is even older than the version I'm working with, so Torque is quite a bit different in mine.

If anyone is able to work out the menu fiddling method mentioned on the FP page on TCRF I'd be much obliged. I really want to show the world what they were like then.
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Posted on 03-06-16 01:22:48 AM, in Fighter's History copy protection? Link
I was playing Fighter's History for fun, because I have a very loose definition of fun, when some odd stuff started happening. At the start of the fight with Clown, the 2nd to last fight, MAME started flashing something akin to, "Accessed Copy Protection port 0248". Then when the fight started, Clown wouldn't fight back at all. He just blocked and jumped a bunch.

Once I got to Karnov, the final boss, it flashed another port which sadly I can't remember off the top of my head. The fight seemed pretty normal for a while until this happened to me and I had to close the emulator because it soft locked.

https://youtu.be/US6suJvRi9o

I've tried Googling around about the copy protection in this game but I haven't managed to find anything at all. There's nothing online. Does anyone know anything about this? Is that glitch actually a glitch or do you think it's related to the copy protection?
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Posted on 03-06-16 01:38:07 AM, in Fighter's History copy protection? Link
I'm not 100% sure where to find that. My MAMEUI says MAMEUI32 .122u1, but that may not be right. The game version though is World ver 43-07.
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Posted on 03-06-16 02:19:19 AM, in Fighter's History copy protection? Link
Alright, cool to know. I haven't updated because I've had issues running certain games on newer versions of MAME that require some files that weren't in older versions for some reason. Well glad that mystery was solved. Much obliged!
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Jul - Posts by Captain Cupcake




Rusted Logic

Acmlmboard - commit 220d144 [2018-11-04]
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