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12-09-18 11:57:43 PM

Jul - Posts by KingMike
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KingMike
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Posted on 05-09-13 12:04:56 PM, in Deep Dungeon III Famicom Link
Not sure how much of this qualifies for TCRF.

A couple price discrepancies from the manual. Possibly last minute changes to the game.
Iron Shield: listed at 160 Gold in the manual, 300 in game.
Magic Shield: 15,000 Gold according to the manual, 10K in game.

A few significant bugs, but I guess those don't qualify as TCRF.
- Using a key while facing a wall runs the paralysis-cure item routine. Probably meant to use the "can't use" routine.
- Good thing that the paralysis-cure item (Solun nut) isn't removed after use. Probably meant to be one-time use. But the escape-dungeon item (Circlet) has a random change of breaking after use, so I'm not certain (better than the first two games "it'll randomly warp you to safety or it will immediately kill you" effect. )
- Using a spell on a party member in battle will nullify the caster's armor AC bonus. Because battles use a separate AC stat, it won't immediately take effect unless a stat-changing spell is used on the character or in the next battle, if you don't make the game recalculate the armor AC stat by going to the stats window.
- What causes the above is because the game nulls the droppable item from a living enemy after every action in battle, which itself is probably a bug. But the game doesn't even first verify its pointing to an enemy's stats block.
- The Shield spell boosts one character's AC, the Resist spell boosts the hidden magic Resistance stat for one character, the Armor spell casts both on the entire party. But the game prints the same string for both spells (for both player and enemy characters).

I have no evidence, but the ROM structure strongly hints that this game was developed for the FDS before being released on cartridge. (and also explains why the battle music is so much worse than the previous)
Like the map files in the second game, it devotes a single ROM bank for the map and event data for each pair of floors. Significant parts of the code (including item effect routines and window operation, though not window drawing routines) are repeated in every map bank. Corresponding map data (like floor-specific text blocks and enemy data) are at the same offset within each bank.
The cartridge DD4 is programmed different and (as I recall) did not have such a repetitious data structure.
And probably not a hint, why is the title screen date still 1987 when it was released in May 1988, a little late into the year for them to not update it.
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Posted on 06-13-13 02:39:54 PM, in Outrun 2019 Developer's/Cheat Menu Link
Originally posted by Mr.Tickles
Originally posted by Mezmorize
Using the following Game Genie code, you can access a hidden Title Screen in OutRun 2019 (U) [Genesis]
J2ET-DEZ2

After booting the game and getting to the Title Screen, press Up three times, then press Start.
You will then be greeted with the following image.


Normal Title screen where you press Up 3 times.





That's hilarious with the dragon quest title screen.
That's even the proper caption.


Actually, it's not the same subtitle, the second kanji is different.
It's 天和の花嫁 (tenwa no hanayome?. Google Translate says "Bride of heaven's blessing"
The proper subtitle is 天空の花嫁 (tenkuu no hanayome, "Bride in the Sky")
I don't know if there's a significant difference, although the DS subtitle "Hand of the Heavenly Bride" suggests the former.
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Posted on 07-25-13 12:32:54 AM, in Bubble Symphony (Saturn) Link
Text files visible by putting the CD in a computer.

BS_ABS.TXT


 セガサターン専用ソフト「バブルシンフォニー」は、アーケードゲーム「バブルシン
フォニー」の移植版です。




I'm guessing it's like "This software 'Bubble Symphony' for Sega Saturn is a port of the arcade game 'Bubbly Symphony'."

BS_BIB.TXT


移植元ゲーム:「バブルシンフォニー」(株式会社タイトー 1994)




Original game "Bubble Symphony" (Taito Corporation 1994)

BS_CPY.TXT


Copyright VING 1997.



And the big one, I'm assuming a big list of cheat codes for several games.
OMAKE.TXT


■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
★ VING presents OMAKE.TXT ★

このテキストファイルには、「ビング株式会社」が開発を行った
セガサターン専用ゲームの耳寄りな情報が記載されています。
なお、この文章を各種BBSやインターネットのホームページ等
に転載することを固く禁じます。

■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
---------------------------------------------------------------------
「○○○ー○○○○○」

・クレジット増加

タイトル画面で「L,R,左,C」を押しながら「S
TART」を押してゲームを始めると、クレジットが
8に増えます。


---------------------------------------------------------------------
「メタルブラック」

・クレジット増加

タイトル画面で「L,R,B,Y」を押しながら「S
TART」を押すと、クレジットが9に増えます。

・ボーナスステージ1の敵増加

ラウンド1終了後のデモ中に「上,上,下,下,左,
右,左,右,B,A」の順に入力すると、敵が60機
に、制限時間が60に増えます。

・ステージ1のビルの映像が変わる

自機の発進デモをスキップすると、ステージ1の廃虚
ビルに映っている映像が変わります。スキップのタイ
ミングは2種類あり、それに対応する映像も2種類あ
ります。

・ネームレジストで謎のアクション

ネームを入れるときに、「SEX」、「TRB」、「M.B」、
「AGA」、「WEP」、「UME」、「YAC」、「TEN」をそれ
ぞれ入れるとそれに対応したアクションが起こります。


---------------------------------------------------------------------
「エレベーターアクションリターンズ」

・クレジット増加

「スタート/オプション選択画面」で「L,R,Z,
C」を押しながら「START」を押すと、クレジッ
トが8に増えます。

・旧エレベーターアクションがプレイ可能

「スタート/オプション選択画面」で「左,右,左,
右,A,B,C,A」の順に入力すると、通常は「リ
ターンズ」をクリアしないとプレイできない「旧エレ
ベーターアクション」がプレイできるようになります。

・リターンズのオプション項目追加

「スタート/オプション選択画面」で「左,右,左,
右,A,B,C,B」の順に入力すると、「オプショ
ン」内に、「残機数」と「サブウエポン個数」の項目
が増えます。

・旧エレベーターアクションのオプション項目追加

旧エレベーターアクションの「スタート/オプション
選択画面」で「左,右,左,右,A,B,C,C」の
順に入力すると、「オプション」内に、「残機数」、
「ゲームスピード」、「サウンドスイッチ」の項目が
増えます。

・リターンズのメインBGMを変える

ステージストーリーデモ中に、1Pと2Pの「A」と
「START」を押しっぱなしにすると、メインBG
Mが変わります。これはプレイしているステージ間の
み有効なので、ステージ毎に入れなければなりません。

・旧エレベーターアクションのメインBGMを変える

旧エレベーターアクションの「スタート/オプション
選択画面」で1Pの「A」と2Pの「A,START」
を押しながら1Pの「START」を押してゲームを
始めるとメインBGMが変わります。これはプレイヤー
が死ぬか、ステージクリアすると無効になります。


---------------------------------------------------------------------
「はるかぜ戦隊・Vフォース」

・デバッグメニュー

シミュレーションゲーム中にフリーカーソルモードに
し、「L,R,X,Z」を押しながら「START」
を押すと、デバッグメニューが出現します。
この中の「ステージクリア」は経験値が入らないので
注意してください。

・隠し壁紙

CD1:「\WALL」ディレクトリ>「VF_BMP01.LZH」
CD2:「\WALL」ディレクトリ>「VF_BMP02.LZH」
CD3:「\WALL」ディレクトリ>「VF_BMP03.LZH」
この3つのファイルが壁紙集です。サイズは320*
240でフルカラー無圧縮のBMP形式です。ゲーム
中のムービーから選りすぐった絵を集めました。
なお、このデータ類は個人で使用する目的以外での利
用は法律で禁じられています。


---------------------------------------------------------------------
「バブルシンフォニー」

たくさんの裏技が入っていますが、ここではオリジナル基盤に
あった裏技のヒントを紹介します。

・ヒント1

ネームレジストで、前作「バブルボブル」の隠しコマ
ンド、

「SUPER」
「POWERUP」
「ORIGINAL」

を入れると.....?

・ヒント2

ある条件でゲームをクリアすると表示される謎の壁画

・ヒント3

L = レバー左
R = レバー右
U = レバー上
D = レバー下
S = スタートボタン(セガサターン版ではCボタン)
J = ジャンプボタン
B = バブルボタン

・ヒント4

コマンドはタイトルデモ中に入力


この他にもセガサターン版の裏技もあります。頑張って見つけ
ましょう!


■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■

それではまた、次回作でお会いしましょう!



KingMike
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Posted on 09-29-13 11:53:16 AM, in General information about the GB/GBC Codebreaker Link
I had wondered if it would have been possible for someone to write a GB dumper that could work with only a Transfer Pak and a N64 controller USB adapter.

I'd guess if it was, someone would've done it by now?
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Posted on 11-24-13 12:08:01 AM, in Placeholder tiles and unused fonts Link
Originally posted by nensondubois

Now that we mention padded 00 in games, there is one specific GB game where 00 comprises more than 3/4 of the ROM. I do not recall the name of the game right now.


Pong: The Next Level. That games is just over 64KB (512kbits) but Nintendo required GBC games to be at least 1MB (8mbit).
I know one game is covered that said pretty much "this is really only a 2mbit game, but Nintendo decided to print only 8mbit at the smallest, so what do we do with the remaining 6?" and had a ton of filler graphics.
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Posted on 03-31-14 01:22:26 PM, in Monster in my Pocket (Early Prototype) Link
Originally posted by OKeijiDragon
Bummer, I thought the name was an internal in-development/localization name for the western Pokemon R&B gameboy games.

You're close those.
MiMP was a toy line that was the reason Pokemon was renamed in the west.
KingMike
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Posted on 04-02-14 05:10:16 PM, in Unused tracks in BS F-Zero Grand Prix 2? Link
I know nicovideo uploads were commonly VHS recordings from actual broadcasts... but this lacks the artifacts one would expect in such a recording. So maybe it is privately dumped and running in an emulator.
KingMike
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Posted on 04-10-14 08:32:00 PM, in Unused tracks in BS F-Zero Grand Prix 2? Link
Originally posted by MathUser
There's actually 4 F-Zero hacks on romhacking.net if you guys want new tracks in your F-Zero. I submitted them myself and they are fun and weird. Some of them you need a infinite Turbos code tho cause it's impossible to pull off some jumps on the first time around the track, before you get a turbo.


The point is we are looking for OFFICIAL tracks.
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Posted on 04-28-14 04:12:29 PM, in About Donkey Kong Country Anti-Piracy screens (last edited by KingMike at 04-28-14 04:14:14 PM) Link
The only AP I've ever seen was most likely from corrupted SRAM. Years ago I bought a cart on ebay and I put it in my console and got the error. A few rapid resets to try to wipe the SRAM, and the cart worked normally.

(I think what I got is a variation to disconnect any unauthorized device, like the copier or Game Genie that I don't own, and try again.)
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Posted on 08-02-14 11:46:36 PM, in NES Strider: Japanese Prototype released! Link
Congratulations!

If we're asking for miracles here, I'd like to see that Famicom Love Quest actually.
(we're probably not going to get more than the 20 minute video that has been released)
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Posted on 08-18-14 02:43:55 PM, in Weird Discoveries Link
I'm guessing this probably doesn't fit because it's only in the prototype version but

Ninja Gaiden II prototype says its prayers for you, you cheating thief viewing the final cutscene!
http://www.nintendoplayer.com/prototype/ninja-gaiden-ii/
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Posted on 08-18-14 02:48:27 PM, in Weird Discoveries Link
Also with it is another article that is I think a new Ninja Gaiden 1 prototype, which reportedly uses the uncensored text found in the final.
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Posted on 09-03-14 11:39:11 AM, in Weird Discoveries Link
Is that a common thing in NES games, though? (especially as multi-direction scrolling with graphic HUD was kind of pushing it for the NES)

Little Nemo is another popular game with the same problem.

Another thing I'm not sure about... I know we can document obscure things in game that might seem hidden but I'm not sure if this is obscure enough: in Breath of Fire 1, after the second boss (in the Nanai Dungeon), the room starts to shake after you remove the key from the machine. If you stay in room for about 10 seconds (more than enough time for the average player to walk to the escape teleporter to continue the game), the machine tells you to get out.
After the message it will repeat if you stay another 20(?) seconds. And if you continue to stay for another minute, it will repeat a third time after you which you will get (the game's only?) non-combat Game Over.
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Posted on 11-15-14 01:44:30 AM, in yogi bear great balloon blast Link
I'm shocked to learn this game exists.
Who thought mixing Bust-A-Move with Space Invaders was a good idea?
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Posted on 11-29-14 12:35:53 PM, in Adventures of lolo series Link
The HAL logo is changed in the US versions because it's actually H A I for "HAL America, Inc.".

The passwords were replaced in the western versions because NoA had a password-censorship policy to keep swear words (whether intentional or not) out of games. (maybe they found out about Metal Gear's FUCK YOU... password?)
(I don't know if NoE also explicitly censored passwords, but I'm going to guess yes, since the PAL version of Castlevania II had "censored" passwords but the NTSC version didn't.)
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Posted on 02-04-15 02:43:42 AM, in Link's Awakening DX, fixing SRAM corrupted by the heart glitch (last edited by KingMike at 02-04-15 02:45:05 AM) Link
In the non-DX version, you can fix the SRAM within the game as the menu still functions but is just unreadable.

On the DX versions, though, I think you can only repair the SRAM (such as on a cart) with Game Genie codes.
(overwrite current HP reading code with ld a,(4B00) to read default. That is replace offset+1 with 0 and offset+2 with 0x4B,
and overwrite heart count ASM instructions with ld a,(4B08) in the same way)
The easiest way seems to be to overwrite the lines of code that load the individual files HP and heart counts with the default.
I wonder if repair instructions is necessarily the sort of thing we should add (since it's caused by a glitch).
My guess is maybe post that on DataCrystal and then link to that, instead of cluttering the TCRF page?

Even then, this is only enough to stop the freezing on the file secret, to make accessing the game's Delete option possible. It'll still freeze if you try to load the bad game.

I did find the offsets at least, for the above.
I did a SRAM compare and it seems the only information it saves at minimum is the name and current health (actual value at 8 HP per heart) and number of heart containers. If number of heart containers is too high OR current HP is not a sane value, then it crashes, it seems.

Load current HP:
Slot 1 HP: ld,($A45F) hex FA 5F A4
German: $4579
French, English 1.0: $4585
Japanese 1.0: $458F
Japanese 1.1: $4592
English 1.1, 1.2: $4588

Slot 1 hearts: ld,($A460) hex FA 60 A4
German: $4582
French, English 1.0: $458E
Japanese 1.0: $4598
Japanese 1.1: $459B
English 1.1, 1.2: $4591

Slot 2 HP: ld,($A80C) hex FA 0C A8
German: $45CA
French, English 1.0: $45D6
Japanese 1.0: $45E0
Japanese 1.1: $45E3
English 1.1, 1.2: $45D9

Slot 2 hearts: ld,($A80D) hex FA 0D A8
German: $45D3
French, English 1.0: $45DF
Japanese 1.0: $45E9
Japanese 1.1: $45EC
English 1.1, 1.2: $45E2

Slot 3 HP: ld,($ABB9) hex FA B9 AB
German: $461B
French, English 1.0: $4627
Japanese 1.0: $4631
Japanese 1.1: $4634
English 1.1, 1.2: $462A

Slot 3 hearts: ld,($ABBA) hex FA BA AB
German: $4624
French, English 1.0: $4630
Japanese 1.0: $463A
Japanese 1.1: $463D
English 1.1, 1.2: $4633
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Posted on 02-05-15 01:45:02 AM, in Weird Discoveries Link
It was leftover from a Celebi distribution?
But the Japanese text says Jirachi.
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Posted on 05-13-15 09:30:37 AM, in Super Robot Taisen Endless Frontier: SRW A GBA slot bonus Link
特典アイテム
"Aマークグラブ"を手に入れた
I don't know the terminology. Something like "Special item A-Mark Grab" obtained.
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Posted on 06-04-15 11:20:33 AM, in Weird Discoveries Link
Is it just me or does Image Fight for the Famicom have a different palette than the NES version?
The version of FCEUX I have doesn't seem to want to run the Japanese version, so I took the screens with Nestopia, though Japanese and US games SHOULD be using the same palette.

Japanese version has reds that were seemed to be changed to orange on the NES. (sprites such as the player ship, bullets and the speed icon)
Also, the fight seems to have moved from space to the ocean.




Also, when beginning a stage the Japanese version has an additional image.


Also, only the NES version also allows you to hold the shoot button for auto-fire.
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Posted on 06-20-15 01:21:05 AM, in Korean Pokemon Gold & Silver Link
I think the event enabling the Time Machine was removed from Korean Gold & Silver.
Bill is supposed to talk to you as soon as you enter the Pokemon Center in Ecruteak.
I just spent about 3 hours playing Korean Gold, without being able to read a letter of Korean, to reach that point and nothing.
Just to make sure I went back to Bill's family or whatever in Goldenrod, then came back to Ecruteak. Nothing.
I can upload the save (bgb) if you'd like.
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Jul - Posts by KingMike




Rusted Logic

Acmlmboard - commit 220d144 [2018-11-04]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

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