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| Jul - Posts by Sik |
| Pages: 1 2 3 4 5 |
| Sik Level: 16 Posts: 1/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| Tune #15 from here (both NSFs seem to be identical): http://nsf.joshw.info/l/Lunar%20Pool%20%5bLunar%20Ball%5d%20(1985-12-05)(Compile)(Pony).7z I don't recall that jingle playing anywhere in the game. When you lose a life, it just fades off immediately. If you lose all your lives it plays #7 instead. There isn't any mention of the game at all in TCRF. I assume this jingle is unused (especially having had this game since almost two decades ago =P) but I'd like to know if anybody ever got this jingle to play? Also does anybody know where it is located in the ROM, or a way to get it to play within the game (e.g. through hacking)? |
| Sik Level: 16 Posts: 2/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| The game advanced past Shao Kahn instead of triggering the ending and was trying to read garbage (i.e. whatever was in memory after Shao Kahn). It crashed whenever it tried to fight against an invalid character. The Mega Drive version of UMK3 (and possibly MK3) has a similar bug. If you're in 1P mode and press Start in the second controller (to start a 2P match) and win that match, you will advance in the tower - always. Even if you were fighting Shao Kahn. The main difference is that if the game tries to cope with an invalid character it will be replaced with Kano instead, which means most of the time you will fight Kano and occasionally some other character (and of course the game will never crash due to this failsafe). Not sure if the game will finish if you happen to stumble upon Shao Kahn in the process. I remember some Mortal Kombat magazine listing this as a cheat XD |
| Sik Level: 16 Posts: 3/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| Or the mapper in the original cartridge had different timings and the game relied too strictly on those. I seriously doubt that text glitch on the title screen is caused by a bad dump - I mean, how do you explain this? The characters that are glitched look different in other places of the screen, so unless they repeated the characters in VRAM I really doubt that's the result of a bad dump - that'd result in different characters being shown instead. |
| Sik Level: 16 Posts: 4/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| CPU crashes (e.g. invalid instruction or memory access or something like that). The "trap" is the code that handles the error when it happens. Here "error traps" pretty much means how many times a crash happened, basically. So yeah... only counts crashes though, not the game hanging =P |
| Sik Level: 16 Posts: 5/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| ...how did you manage to read that 説明? o___O |
| Sik Level: 16 Posts: 6/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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Correct URL:![]() And it could be a build date, if you read it as "04/12 19:55" (year would be missing though). Just wild guessing though. |
| Sik Level: 16 Posts: 7/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| Does anybody know what resolution is that supposed to use? I imagine 320 pixels wide, but what about the height? 480? (can happen if interlaced) I really doubt it's 525 because that's the height of NTSC including blanking period (meaning a good chunk is completely gone). Either part of it wasn't supposed to be shown (and it does seem to get cut at the bottom) or it was meant to scroll or something like that. |
| Sik Level: 16 Posts: 8/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| That's PRG-ROM, not CHR-ROM (more specifically, it's right at the end of PRG-ROM). |
| Sik Level: 16 Posts: 9/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| The PS2 doesn't have layers, those are just triangles being rendered. Don't assume the GPU can only do 3D graphics, it can do 2D graphics too (the last major console to feature dedicated 2D layers was the Saturn, handhelds aside). The upside is that most likely you can attempt to rip the 2D graphics as textures. |
| Sik Level: 16 Posts: 10/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| I doubt you can, they wouldn't be any different from any other textures. The best you could do is hunt down those textures (either in the game files or a savestate) and then replace them with something that'd be effectively like blanking them. Kind of hackish but should give you the same result as disabling them. May want to leave the background fully opaque though. You probably don't want trails from the sprites getting drawn over whatever was before in the framebuffer. |
| Sik Level: 16 Posts: 11/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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Originally posted by omega59 I think he meant "unreleased" as in "not dumped yet" =P |
| Sik Level: 16 Posts: 12/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| He means you should be looking for 1 byte or less per pixel (try either 8-bit or 4-bit). |
| Sik Level: 16 Posts: 13/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| Just set the palette colors to rand() and see what comes out =P |
| Sik Level: 16 Posts: 14/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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Originally posted by Mezmorize ![]() I suppose those codes are related? |
| Sik Level: 16 Posts: 15/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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Originally posted by Joe What if it decompresses directly to the framebuffer? (especially if it's a format made specifically for sprites) Corrupting ROM seems a safer thing ^^; |
| Sik Level: 16 Posts: 16/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| Oi, I knew we're talking about something with a hard drive but I thought that part was in ROM (as far as I know it's part hard drive and part ROM). Nevermind what I said then. |
| Sik Level: 16 Posts: 17/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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![]() Well, that was unexpected XD In case you wonder, the HUD is broken because the arrangement of the tiles of the window plane is directly tied to the horizontal resolution. In this case it means pretty much it's skipping every other row. Moreover, also which addresses are allowed are tied to the resolution, and in this case it just happened that the HUD ends up in the bottom half of the screen (otherwise it'd be much worse garbage down there). No idea why stuff like the counters and the speed meter aren't affected though... Are those sprites, by any chance? EDIT: bit 0 in MODE toggles collision against cars, bit 3 toggles the screen resolution. I think bit 0 in CONTROL toggles whether the normal or the debug HUD is shown, need to check again to make sure (or more specifically, see what the other bits do as well). |
| Sik Level: 16 Posts: 18/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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Originally posted by andlabs It doesn't even come bundled with the camera. Not like anybody cared... |
| Sik Level: 16 Posts: 19/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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| I'd be surprised if there's any difference at all between the regions besides the speed meter (who thought that wasting time changing the speed meter was a good idea, anyway?). |
| Sik Level: 16 Posts: 20/81 EXP: 18975 For next: 1281 Since: 12-07-12 Since last post: 21 days Last activity: 24 min. |
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Originally posted by Rena What they said is that it'll be pretty much the same as it is right now with the PS3, honestly. Heck, it's pretty much the same as PC, really. Actually no, it's apparently a bit less restrictive than the PS3. On-line passes aren't going to be allowed. Rather important thing actually. Actually somewhere else they apparently said publishers won't be allowed to impose any extra restrictions on the off-line functionality, period, but I can't get to the link so I can't confirm =/ (the link wasn't working for me) Originally posted by Xenesis I bet the PSN accounts are though... Really not different from the current situation. On the other hand, XBox One will be available only on 21 countries at launch (i.e. the system will only work on those countries). Note that this does not cover all of the countries with XBox Live support. They mentioned some Asian countries getting support next year, but Japan is not included in those, so... (not like they ever sold anything there for starters) Also catch with the PSN Plus requirement for on-line multiplayer: as long as there's at least one account with PSN Plus on the console, all of the accounts in it will be able to access on-line multiplayer. In other words, no need to pay a separate fee for each user. Also they said F2P games won't have the requirement either (it's up to the developers), but I doubt many people who would get a PS4 would care about that =P |
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| Jul - Posts by Sik |
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