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| Jul - Posts by Mattrizzle |
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 63/137 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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| I don't have anything tremendously rare, but here are my least-common games according to Digital Press: Super Nintendo Kirby's Dream Land 3 (5; w/box and instruction manual!) Super Mario RPG (3; w/manual) Sega Genesis Game Genie (4; not really a game, though) NBA Live '98 (5; w/case and manual) Game Boy Kirby's Dream Land 2 (3) Nintendo 64 Clayfighter 63 1/3 (4) Lego Racers (3) NBA Hang Time (3) Paper Mario (3; w/box and instruction manual) Pilotwings 64 (3) -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 64/137 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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| Just realized I was beaten to the reply, but here's an archive of the original news post unveiling the code. However, this code is different. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 65/137 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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| Remember my Mario Party thread from a few years ago? Well, I just recently resumed searching for unused stuff in the first game, and excavated two unused mini-games not in the mini-game modifier list. These seem to correspond to the names "08:SAME GAME" and "11:YOSI NO SHITAAWASE" from the debug menu list. I found them using the game mode modifier code 800F09F7 00?? in the U version. #$06: Same Game #$08: Yoshi no Shitaawase But that's not all. Value #$83 leads to...the debug menu! Save for MAP and QUESTLVL, Mario Party 2's debug menu has all of the same functions as this one, so you can read my description of it for more information. Two other notable things to check out in this menu are "81@MOTION CHECK" and "90*RANDOM PLAY." I would elaborate on these, but it's late... EDIT: Oh, didn't realize you were moving the old thread, Xk. I could've just posted this in it! -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 66/137 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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Not really sure which thread I should have posted this reply in. If only there was a way to merge the two of them...Originally posted by GlitterBerri Yes, I do. These are constructed from my font rip, because the game freezes at a black screen in PJ64 when I try to access the mini-games. #$0A: ![]() #$19: ![]() #$1D: ![]() EDIT: Corrected a typo here, and it turns out that this is identical to the Japanese name for Tug o' War in Mario Party 1. #$22: ![]() #$2F: ![]() #$38:
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 67/137 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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Two different tests said my personality type is ISFP. Here's the specific results from the one linked in the original post:
..and from this test (indirectly linked from above), I received these results: Introverted (I) 86% Extraverted (E) 14% There are things in the profile that don't really fit me, though. For one, I don't see myself as a trendsetter... ![]() --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 68/137 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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| I can't really listen to the usfs as Winamp 5.61 keeps looping back to the setup screen on my machine after installation. However, I do know that the item fill-ups before the final battle in Banjo-Kazooie each have unique sounds. I wonder which one it is? -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 69/137 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 Cool TimpaniThis duplicate of Bobbing Barrel Brawl is used in one of the in-game demos, where only the portion of the level containing the objects in your screenshots are shown. It's a mystery why they didn't use 0x34 instead, though. As for 0x00, DKC also has a duplicate level with that ID (of Jungle Hijinxs, but with Reptile Rumble's object map). --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 70/137 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's a hack that I've been working on for over a month. It transforms Donkey Kong Country into a boss rush. Can you make it through all 7 bosses unscathed?![]() The title screen has been altered to make use of Mode 3 (256-color layer 1), just like in the Japanese version of DKC. Exiting the title screen leads you to... ![]() ...the Options Menu. In addition to some of the options you'd expect, you can choose the Kongs' colors. There are 8 palette sets, including the two in the original game. ![]() The stopwatch timer is based on code from Super Mario Kart (its functionality) and the DKC Competition Edition (its display). Your times and hits are recorded during game play. Beat all of bosses or lose a life, and you will be taken to... ![]() ...this results screen, which displays the recorded information. If you defeated all the bosses, your total time will also be here. A video can be found here: Donkey Kong Country: Boss Blitz (SNES Hack) - 4:35.87 ... and the download link is here: DKC - Boss Blitz.zip - 98 KB Note: This patch should be applied to the Donkey Kong Country (U) (R1.0) ROM. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 71/137 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 devinWasn't really planning on doing so right away, if at all. There's still a great deal unknown about the two sequels. --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 72/137 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 bump is oozing with good information. While working on DKC Boss Blitz, I found the portion of code responsible for displaying several of the game's counters (SNES $80:A1AB). Adding a jump to the subroutine mentioned in the previous post gave me this the instant I entered a level: ![]() So it happens that "DK's PROBLEM PAGE" is the heading of a debug display! Here's the meaning of the hex data: Lines 1 and 2: The first 8 16-bit words of Save RAM (the last two words on line 2 spell out "RARE" in ASCII) Line 3: Value of current level (RAM address $3E) Line 4: Value of last exit used when inside a level, otherwise it is 0000. (RAM address $40) Line 5: Various level-related flags (RAM address $1E15) Line 6: If the Continue Barrel is touched, this will contain the level value to return to after losing a life; otherwise, it is 0000 (RAM address $2E) DATE CODE: Probably displayed a build date at one point, in MMDD format. However, the code now just loads the constant #$0000 into the accumulator, not a memory address. If a jump to the subroutine at 389D6B (SNES $B8:9D6B) is added to this area instead, and $1E3B is set to a nonzero value, a different debug display will appear... ![]() ...the one seen in the DKC: Exposed video! Line 1 always displays 0000 (In the video, it displayed 0811, which is possibly a build date) Line 2: The current level's value, just like line 3 of DK's Problem Page Line 3: The first 2 digits display the number of bonus areas found; the last two show the total number of bonus areas in the level (note that completing a level counts as finding a bonus area) Notice that in the video, the display disappears after a certain amount of frames. RAM address $1E3B is the counter for this, which is why its value must be greater than zero for the display to show. Judging from the video, it should be initialized with #$0078. It doesn't end there! Here's two others to try: 38830E (SNES $B8:830E) (JSL) Sets the pause flag; displays the palette addresses of each object loaded into RAM, as well as which palette lines they occupy 3CB13A (SNES $BC:B13A) (JSL) Shows Donkey Kong's collision box, his coordinates, and a slew of other values... A quick way to see these for yourselves is to replace [29 B5 B8] at PC address A1B2 (the JSL to the Animal Token Counter display code) with the SNES address of the desired display. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 73/137 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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Sure. $B8:830E: ![]() Here's some additional info:
For the curious, here's what the palette values represent in the screenshot (all object palettes are in the range $BC:81CC-$BC:9037) 86F2: The global yellow palette used for the numbers on the counters, KONG letters, bananas, etc. 849A: Donkey's active player 1 palette 8440: Diddy's inactive player 1 palette 8BFC: The green hanging lamp 8512: The green Kritter 0000: Shown for the palette lines that aren't currently being used by an object I'm not sure what the 0000 to the right of the second column is for. $BC:B13A ![]() It's a little difficult to see the collision box boundaries in this screenshot, as they're thin black lines. Here's what most of the "slew of values" represent: 084A: Camera X-Coordinate (The reason this is so high near the start of the level is because all levels of the same type are stored together. This level (Millstone Mayhem) starts at X=#$0800.) 0118: Camera Y-Coordinate 0030: DK's current sprite ($0D13 divided by 4) 0042: Current level value (yet again) C000, 3274, 3288, ADFC, D225: Unknown FFF1, FFDD: X- and Y- coordinates of DK's collision box, relative to the coordinates of his object 0018, 0022: Width and height of DK's collision box 0016: Unknown --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 75/137 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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Bump with a few more unused graphics.![]() ![]() First, there's pipes that go into walls. These actually have metatiles defined for them in an unused version of the sewer tileset (L1/L2 tileset setting 59 in Lazy Shell). The used version of the tileset replaces these with the gargoyles from Belome Temple. ![]() Graphics, a palette, and metatiles are loaded in the Grate Guy's Casino lobby for what appears to be an early version of the blackjack table. This table is a lot less detailed than the one found in the final version, and has a more curved shape. The graphics set's assignment to the lobby could either mean that the main area of the casino once used the same graphics, or that this room was the main area at one point. And last, but not least: GFX set 074 (or graphicSet.146.bin when exported from Lazy Shell) is actually an early version of the sunken ship (the final version's is in GFX set 106/graphicSet.178.bin). ![]() Here are the differences:
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 76/137 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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| MrMark0673's details about the SNES Yoshi's Cookie prototype made me curious about what could be lurking in the final version, so I did some spelunking. What I found is that there were two extra calls to the music loading subroutine with the title screen's music value as an argument. Tracing backwards from one of these, I found a table at $00:82E7 containing the pointer to each menu/game mode's code, indexed by RAM address $44. Further investigation revealed that the very first byte in the ROM contains the game mode value to go to after leaving the Bullet Proof Software logo (when is anything ever this simple?). Changing this to 80 gave me the following... ...an early version of the copyright and title screens; the latter of which is a perfect match for the last three screenshots at the page linked above! tl;dr: Just watch the video. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 77/137 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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Perhaps they were testing out different background placements, or it could just be an Easter egg.Originally posted by Super Salami ManBeats me. We can rule out Super Tetris 2 + Bombliss, though. They may not have followed this convention in their earliest SFC/SNES games. What category does an unused title screen fall under, anyway? Unused game type? --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 78/137 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, this is a big coincidence! Less than a week after I found the early title screen in the final version of Yoshi's Cookie for SNES, an individual who goes by Atamos posts this on the Digital Press forums. It's not the prototype that mrmark0673 is selling for a "not even remotely" cheap price; this one's an even earlier version! The prototype, as well as an article comparing it to the final version, can be found at his website, which I indirectly linked to above. However, the website is in French, so here's a Google-translated link (the download link is at the bottom of the page). Here are some notable differences:
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 79/137 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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| Since he isn't being specific enough about how to access the debug menu, I did some investigating. In the title screen, press L and R simultaneously on a second controller to access it. The unused music track was present as early as this prototype--as BGM 11 in the debug mode--although you still don't actually hear it anywhere in the game. Also, the track that plays when the map is shown in Puzzle Mode is present (BGM 03), despite Puzzle Mode's lack of existence. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 80/137 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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| I did mention it--in the description of the YouTube video. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 81/137 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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Figured out the purpose of the purple bars underneath Yoshi in action mode. These keep track of how many cookies have been eliminated in the current round. For each cookie you get rid of, 1/64 of the bar on the left fills up. After 64 are gone, 1/16 of the bar on the right fills up. Once you reach 1024 cookies, both bars are emptied, and the cycle begins again with differently colored bars. What's the point of knowing this? Well, for every 1024 cookies you eliminate, the beginning of the cutscene played after completing a round changes slightly. This is the case in both the prototype and the final version, although the results differ. PAR Codes 7E03F6 and 7E03F7 will let you set the low and high bytes, respectively, for the number of cookies cleared.
Edit: I've been informed by nensondubois on YouTube that you can freeze/unfreeze the game anytime by pressing A and X simultaneously on the second controller. --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 82/137 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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My FTP's on the fritz yet again. Time to use ImageShack! Another discovery in Super Mario Land 2. Not only to the tiles for the top of Mario's Castle exist, but there's an unused tilemap at 0x47000 in the ROM which makes use of them. ![]() It appears to be the top of an early version of the main map. There are a few other differences aside from the castle.
Here's the final version's (located at 0x37000 in the ROM) for comparison: ![]() Perhaps only the top half exists because it was supposed to use the bottom half of the final tilemap. It wouldn't seem too farfetched for the cloud to disappear on the map after defeating Wario, as that's what happens in the ending. The developers probably didn't update the pieces because they knew they wouldn't be used. If they were, continuity problems would result unless they rendered the castle was inaccessible after completing the game (and why wouldn't Mario be able to enter his own castle?). |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 83/137 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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| I tried looking for tilemaps in Wario Land using the same method as I did with SML2, but couldn't find any. They're either compressed or use a different format. I'm assuming it's the former. Here is the method, for those interested: I opened the ROM in TiledGGD, opened a palette file with 256 distinct colors, switched the graphics format to 8 bits per pixel, and set the width to 32 pixels. Since only 256 tiles are used in a Game Boy tilemap, this will give each a distinct color, like so: ![]() |
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| Jul - Posts by Mattrizzle |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.042422 seconds |
| Script execution time: | 0.107829 seconds |
| Total render time: | 0.150251 seconds |