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| Jul - Posts by Mattrizzle |
| Pages: 1 2 3 4 5 6 7 |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 43/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Yeah, sports games can potentially contain quite a few unused elements due to real life roster changes and big-name athletes who are too expensive to license. For the latter, the developers may want these players in the game so badly, they implement them anyway despite the fact they'll have to be removed for the final release. As I said in my last post, I'm not finished yet. Here's some more: Courtside Advertisements17 different ads exist in the game, but five are unused. Here's the rundown on each one: ![]() This mock shoe ad stars Willie "Air" Morris Jr., who was one of the body models for the original arcade version. Air Morris doesn't appear in the home versions, so it wouldn't make sense to keep this. ![]() I wonder why this was removed...could it be the improper grammar? (Dont instead of Don't) ![]() ![]() ![]() These three ads are related to Mortal Kombat II, another game developed by Midway. These were scrapped because the NBA did not want to be associated with the controversial levels of violence in the Mortal Kombat games. --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 44/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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| These ad graphics aren't referenced in the pointer table because the pointers were replaced by repeats. My proof is in the way the table is are organized. Here is said pointer table. The first three-byte pointer on each line is for the ad on the left side of the announcer's booth, while the second is for the right side. Notice how the pointers appear to be in increasing order except for these repeats, which are displayed in bold and italicized: 1FD418: 00 80 58 A0 85 58 (NBA logo, Jam logo) 1FD41E: 40 8B 58 E0 90 58 (Acclaim logo, Iguana logo) 1FD424: 40 8B 58 20 9C 58 (Acclaim logo, NBA Jam Session logo) 1FD42A: C0 A1 58 60 A7 58 (Midway logo, "Recycle") 1FD430: 00 AD 58 A0 B2 58 (Basketball with motion blur, "I love this game") 1FD436: 40 B8 58 E0 90 58 ("Don't Smoke," Iguana logo) 1FD43C: 40 8B 58 20 C9 58 (Acclaim logo, "Please handle with care") 1FD442: C0 CE 58 E0 90 58 (NBA Jam T.E. logo, Iguana logo) Fortunately, all this means is that the pointers to the unused ads must be placed back into these spots (save for the 17th icon). The changes can either be made directly to the ROM or a PAR code can be used. For the former, change these addresses as follows: 1FD424: Change to 80 96 58 (Pairs the MKII logo with the NBA Jam Session logo) 1FD439: Change to E0 BD 58 (Pairs the shoe ad with the "Don't Smoke" ad) 1FD43C: Change to 80 C3 58 (Pairs "Winners don't use drugs" with "Please handle with care") 1FD445: Change to 60 D4 58 (Pairs the Mortal Kombat logo with the NBA Jam T.E. logo) If you want to see the ad with Liu Kang from Mortal Kombat, you'll have to replace one of the left-side ad pointers that isn't duplicated. Its pointer(in SNES format) is 58DA00. These are the codes for the latter method: 3FD42580 3FD42696 3FD43ABD 3FD43C80 3FD43DC3 3FD44560 3FD446D4 In short, there's too many bytes that need to be changed. There aren't any RAM addresses that can be modified to make the ads appear, as they are sent to VRAM by DMA. Should I just make a patch? -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 45/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Prerelease MapsThere are even more unused maps in addition to the early Tadpole Pond I discovered. As with that map, these were discovered using Lazy Shell. The code tags denote the settings required to view these maps in the editor. Test Map![]() This map is a simple rectangle featuring 5 exit paths, 2 raised platforms, a patch of dirt and what currently appears as part of an Item Shop sign. Judging by the tileset, the latter was originally a different 2x2 object. The item shop sign merely occupies the bottom right tile.
Mountain Areas (2 levels in one)![]() This group of levels shows that the significant changes were made to the Mountain tilesets. Many of the tiles in the tilesets were shifted around (and in the case of the signposts, removed), so there are many glitched or blank tiles.
I could go into elaborate descriptions for the remaining maps, but I'm too lazy to do it at the moment. I'll just give you the images for now: Map 02: Town (exterior) (tilemaps no longer exist) Map 04: Alternate Mushroom Kingdom (exterior) Map 0A: Alternate Mushroom Kingdom (house interiors) Map 10: 3 Sewer areas (tilemaps no longer exist) Map 15: 4 Forest areas (collision data no longer exists) Map 25: Bowser's Keep area (graphics/collision data no longer exist) Map 26: 4 Bowser's Keep areas (graphics/collision data no longer exist) Map 28: Town (house interiors, probably corresponds with Map 02) (tilemaps no longer exist) Map 2B: 4 Bowser's Keep areas (same tilemaps as Map 26, graphics/collision data no longer exist) Map 34: 4 Grassland area with 3 square shadows Map 3A: 4 Cave areas Map 3C: 2 connected Grassland areas with glitched pipes Map 48: 5 Mountain areas (tilemaps no longer exist) Map 4D: 4 Sewer areas Unused PalettesThere are other unused monster palettes aside from those seen on the unused monsters: Even the first form of Smithy has one! --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 46/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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| Looking at scans from the November 1995 issue of Video Games Magazine (found here), I believe I've found a match for one of the maps with missing tilemaps. Compare this screenshot to the upper left portion of Map 10: ![]() There are other interesting things in this screenshot as well. The knights and the character facing Mario don't appear at all in the final version. The cell bars and doors aren't used either, but their graphics still exist in the ROM. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 47/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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| Well, I know that SMW2's Mushroom transformation was partially implemented. PAR code 7E0C88??, found by Hacc, determines what Yoshi transforms into when touching a bubble. Here are the values: 02: Car 04: Mole Tank 06: Helicopter 08: Train 0A: Mushroom 0C: Submarine ![]() Aside from the code that morphs Yoshi into this sprite and transforms him back after the time limit, everything appears to have been dummied out. Thus, you're stuck the air until time is up. At this point, Yoshi uses this sprite when spiraling toward Baby Mario: ![]() There are also unused backgrounds and background palettes. Every background palette/graphic combination, used and unused, is documented here. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 48/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Originally posted by SailsMight want to take a peek at this. --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 49/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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The images are fixed now. Imageshack ate those two for some reason. I do have a few more things to add to this, but feel free to add what you already have to the wiki! Here's more: Stud Muffin![]() ![]() Strangely, a secret player called Stud Muffin requires a button code be entered in addition to the usual initials before he can be unlocked. VampX, a user at the Streets of Rage Remake Community Forums, quoted a post which describes how to unlock him in both the SNES and Sega Genesis versions: Considering the Sega 32X version has a dummied out player named Fischbach in the place of Stud Muffin, he is presumed to be Greg Fischbach. Fischbach is the founder and former CEO of Acclaim Entertainment, the game's publisher. (secondhand source: VampX; original source unknown)Starring Screen NamesAmong the player name text appearing in the starring screen are the names of 29 of the game's secret players. As no secret players appear in this screen, this text is unused. Also of note, Carol Blazejowski's name is misspelled.
I could also mention some more about the prototype. Here's a list of known differences:
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 50/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Here are numerous links to DKR info already posted elsewhere: Vehicle modifier code (by amato (at) pathcom.com) - There is an unused Pterodactyl boss in the digits. Video: Beta/Debug Track Options, Part 1 (by runehero123) Video: Beta/Debug Track Options, Part 2 (by runehero123) - The most notable thing here is the Horseshoe Gulch track. (0:38) Video: Beta Objects (by runehero123) Video: some beta stuff found? (by wwwarea) - In this video, the intro level is explored and differences between it and the actual hub level are pointed out. Early text, list of sound effects (by runehero123)* 2D image modifier code (by runehero123 and wwwarea) Unused HUD map, ProAM64 logo (former found by Spyke4995, latter found by runehero123)* Two more unused HUD maps (map 0x0007 found by runehero123)* Internal music track names Early character icons, Taj character select music * = Some attachments in these posts can't be viewed by non-RWP members. I'll have to download and upload them elsewhere. The two links without credits next to them contain info found by me. (under the alias Mattress87)--------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 51/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Originally posted by RickJust checked the values of $060B when each cheat is enabled, and here's what I got: 01: No DK Barrels, start with both Kongs in every level (BARRAL AX cheat) 02: Start with 50 lives (YA SAD LAD cheat) 03: BARRAL AX and YA SAD LAD cheats enabled 03 isn't unused because entering both button combos enables both cheats. Bits 0 (0x01) and 1 (0x02) are set, yielding 0x03. However, bit 2 (0x04) is unused; you start with both Kongs in every level and DK Barrels are present. This might be a side-effect of how the game is programmed, though. So far those are the only unused sprites I've found in the game. Unlike the first game, Rare did an excellent job of removing all of the unused sprites from the ROM, which is unfortunate. Here is the original source page for my sprite sheets. If I find any more unused sprites, they will posted at this link first. There's a clearer version of the Mr. X image here. Additionally, I know of these things:
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 52/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Originally posted by AftiActually, you're thinking about green+orange. This one doesn't look at all like any of the SSB color schemes. There is a brown costume in those games, but it has an off-white shirt and blue shoes. Just speculating, but white+blue may have been the early costume for Ice Mario, before they decided on the icy appearance. --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 53/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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| This should come in handy for the unused layer 2 backgrounds and palettes. I never made one for layer 3, though. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 54/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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| Sorry... I forgot to mention that I altered some of those screen captures just so that every part of the background could be seen in a small image. As far as I know, the trees are always rendered that tall in the game. Also, some tips: The header bytes can be changed using PAR codes prior to entering a level. 7E0134?? Background Color/Gradient 7E0136?? Layer 1 Tileset 7E0138?? Layer 1 Palette 7E013A?? Layer 2 Image 7E013C?? Layer 2 Palette 7E013E?? Layer 3 Type 7E0140?? Layer 3 Palette 7E0142?? Sprite Set 7E0144?? Sprite Palette 7E0146?? Layer/Ordering Properties 7E0148?? Tile Animation (upper 4 bits of Special Effects) 7E014A?? Palette Animation (0-14) (lower 4 bits of Special Effects) 7E014C?? Layer 2 Scrolling? EDIT: And if you don't have it already, vSNES makes ripping the full backgrounds loads easier. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 55/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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A routine that loads this text starts at 389B3F in the (U) 1.0 ROM, but I haven't figured out much more than that. All I know is that there aren't any jumps to this code in the ROM. Also, prior to "DATE CODE" is another text string with three slashes, each separated by five spaces:
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 56/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Variants of that string can be found in several other games as well:
Of course, this is by no means an all-inclusive list. For most of the games, the digits after the version number oddly resemble a date in yymmdd format. Build dates for the program, perhaps? --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 57/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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| It doesn't work that way. $021A is for level numbers accessed from the map, not area numbers. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 58/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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| The pointer table to the sprite graphics in DKC is at 3BCC9C-3BF78F. Each pointer is 4 bytes long, meaning there are a total of 2,748 referenced sprites. DKC uses the C00000-FFFFFF mapping for this table, so subtract C00000 to get the actual PC address. However, there are approximately 150 additional sprites (all unused) that aren't referenced in this table, which is what "(No pointer, but graphics are stored in ROM)" means. This reminds me, there are still many more to add! The sprite format itself, which all three DKC games use, is as follows: Byte 1: Number of 16x16 tiles in Group A Byte 2: Number of 8x8 tiles in Group B Byte 3: Start of Group B 8x8 tiles relative to start of graphics (Measured in 8x8 tiles) Byte 4: Number of 8x8 tiles in Group C Byte 5: Start of Group C 8x8 tiles relative to start of graphics (Measured in 8x8 tiles) Byte 6: Start of Group D 8x8 tiles relative to start of graphics (Measured in 8x8 tiles) Byte 7: Where to place Group D in VRAM upon the display of this sprite. (Measured in 8x8 tiles) Byte 8: Number of 8x8 tiles in Group D Bytes: Tile coordinate data, in order by Group (signed; 1 byte X, 1 byte Y) Bytes: Sprite graphics for Groups A, B, and C Bytes: Group D graphics, if present. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 59/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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The early boss tune isn't referenced in the song pointer table, so it can't be found by a music modifier. This isn't the only track not in the table, either. Early versions of the map screen, title screen, and credits tracks exist in the ROM as well. You have to directly modify this table in order to hear them. Keep in mind that the early tracks only exist in the 1.0(U) and 1.1(U) versions. From giangurgolo's DKC Offsets document: Knowing this, the pointer to track #$15 (Bad Boss Boogie) begins at 0AB159 + (15*3) = 0AB198. Unfortunately, none of these tracks play the correct instruments, which may be evidence that the sample values were shifted at some point in development. However, by using the code above and modifying the sample pointers in an SPC dump, I was able to partially fix the beta boss music. One problem still exists though: a percussion channel is missing. Link(uploaded to the Wiki): File: DKC-BossUnused.ogg --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 60/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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| The values of the character modifier do indeed follow that list: 811A2B2E 00?? Character Modifier, Player 1 00: Bad Mr. Frosty 01: Blob 02: Bonker 03: Boogerman 04: Dr. Kiln 05: Earthworm Jim 06: High Five (removed) 07: HoboCop (removed) 08: Houngan 09: Icky Bod Clay 0A: Kung-Pow 0B: Lady Liberty (removed) 0C: Lockjaw Pooch (removed) 0D: Sumo Santa 0E: Taffy 0F: T-Hoppy 10: Zappa Yow-Yow Boyz (removed) Setting it to a removed character even makes the appropriate character's name appear on the screen in the menu! ![]() Unfortunately, all of them default to the green-hatted Bad Mr. Frosty, with the question-marks portrait (what appears in the secret character slots before they're unlocked). Some of the sprites may still exist, though. Remember that Lockjaw Pooch appears in the ending. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 61/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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Originally posted by RickI have that issue (and pretty much every consecutive issue from Volume 92 to the present, barring 185)! In Volume 95 (two issues prior), there was an interview with Jeremy Airey, the game's producer/director. There are a few more screenshots of Hobocop in the article, but no mention of him in the actual interview. That isn't the only secret option that's different. There's a "Game Speed" option with the choices "NORMAL," "WHOA," and "ARE YOU NUTS?", which is even mentioned in the article in NP Volume 97. Additionally, the "Move Camera with Fourth Pad" option is absent. --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 62/137 EXP: 82351 For next: 7269 Since: 07-27-07 From: United States Since last post: 2 hours Last activity: 6 min. |
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The others don't seem to have any significant differences from the used versions aside from the altered instrument numbers. Also, as nensondubois has discovered for himself, they're a pain to get working correctly. ![]() -------------------- ![]() |
| Pages: 1 2 3 4 5 6 7 |
| Jul - Posts by Mattrizzle |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.077853 seconds |
| Script execution time: | 0.098407 seconds |
| Total render time: | 0.176260 seconds |