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| Jul - Posts by Mattrizzle |
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 84/137 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 AoiAs far as I know, it never attempts to use them. There are actually two completely separate tilemaps for the top half of the map in the ROM--one with the cloud, and one without. The former is stored right before the bottom half of the map, while the latter is in a different bank. --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 85/137 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 Metal_Man88Right around the same time as me! ![]() A lot of things have changed in (almost) seven years, but my activity isn't one of them... ![]() Originally posted by StarkAccording to some source I found, it was the 22nd of December 2003. --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 86/137 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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| Been looking deeper into the graphics data of Kirby Super Star. So far, I've found these sprites: Four of them are of Kirby... ![]() These two are rather strange, especially the second! Both of them involve Kirby spitting out something, and only appear in the sprite set referenced when Kirby has no ability. The weird glow on the front of Kirby in the second sprite might suggest that he was supposed to use this when spitting out something hot. However, there's also motion lines... ![]() Wheelie Rider Kirby doing a victory pose. If you've played the game, then it's obvious that this should be used at the end of his dance, or when opening a treasure chest in the Great Cave Offensive. In the first of these cases, Kirby dismounts Wheelie; in the second, you either cannot open a treasure chest (if the first player is in control of Wheelie), or Kirby automatically dismounts Wheelie (if Player 2 is in control). An entirely different victory pose for the Wheelie Rider "ability" is used for both instances in Kirby Super Star Deluxe. ![]() Found among Mirror Kirby's sprites in the Beam/Mirror ability sprite set. The base sprite (minus the hat and palette) is identical to one of the Ninja ability's poses. This may be part of a scrapped aerial attack, as the Mirror ability doesn't have any unique ones. ...while the remaining ones are for Shotzo... ![]() ...and there's lots! Two-thirds of Shotzo's frames are unused! The cannon enemy normally faces left or right and aims forward, diagonally, or straight up. The unused sprites have it facing in many directions that aren't really suitable for a two-dimensional platformer. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 87/137 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 three unused icons were found in Kirby Super Star by changing the palette pointer and graphic pointer of Kirby's normal icon (three bytes each, at FE04 and FE8B, respectively): I've figured out (with the help of Wikipedia and Google translate) that the first two read "GOAL" and "CLEAR" (just like two of the icons in Kirby's Adventure!). I'm still unsure what the last one says, but it appears to be in Kanji. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 88/137 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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Found the correct palette (at 36E724)...![]() The palettes of just about every sprite in the demo version can be found in the address range 36C3C4-36F9C3. These are in the same order as the graphics, so I found this palette between Metal Guardian's and Leap's. (For the sake of comparison, the sprite palettes in the Japanese final version are at 49F218-4A2C77.) Also, here's another enemy not found in the released version: ![]() It appears to be an alternate version of an enemy that does exist in the both the demo and final version--Shooty--only this one has a propeller on its back and lacks projectiles. Other demo version differences I've spotted:
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 89/137 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'm not sure if you were being sarcastic, but I don't thing that's what he meant. The Pikmin article in the TCRF wiki didn't credit him for the discovery of this stuff, so he had to add his name to it. The Pikmin wiki didn't give him credit for it either. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 90/137 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 XkeeperIt would help to know how to take a screenshot that looks as clear as that one. With all of the plugins I've tried for Project 64, the text is either blurry, or there are stretched pixels. The latter is the case even at the native resolution of 320x240. (see my screenshots of the unused mini-game explanation screens in the Mario Party article) --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 91/137 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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| That's a rather unnecessary addition. It's actually impossible to get a Game Over on the intro level in the SNES version, as you have infinite lives there. I found these in the place of where two of the unused mushroom transformation sprites were in the SNES version of the game: ![]() They appear to be different versions of the message box. Could these be a secret for getting 100% in the game? (I never fully completed this version, so I'm not sure.) -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 92/137 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 am one of the "people at DKC Atlas" who Evan referred to in that article. From what I can tell from the non-corrupted portions, this is extremely similar, if not identical, to the final version of the competition cart (abbreviated CC from this point forward). The difference in text locations mentioned in the article is incorrect: the text location in the final version of the CC is no different than that of the prototype--12A99E. 3C03C8 is the location in the North American (U) versions 1.0 and 1.1. DKC CC is based on (U) version 1.2 of the original game, so you're unlikely to find anything that differs from the final version of the game, even if a clean proto of it does eventually surface. Well, other than incomplete competition-related changes to the game's engine, perhaps... -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 93/137 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 think I ever noticed until now that the ad banner is at the bottom of the page when logged in and viewing a forum or thread. This probably isn't the change, though. (If you picture me as my avatar, this mirrored layout makes it look as if I'm talking with my back turned...) EDIT: ...There, that's better. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 94/137 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 guess I can take partial credit for this, so you're welcome, xelloss. ![]() I spent lots of time with Mario Paint as a kid too. It was one of the first two video games I ever played (Super Mario World was the other). Aside from cycling through palettes in the opposite direction, the right mouse button is pretty useless, so it never dawned on me to try things out with it on the title screen. If you are indeed telling the truth, it is interesting that you found this by accident. The steps needed to access the hidden features are specific enough that it's no wonder it would take nearly two decades for someone to discover them again. Usually, for old memories people have about weird things in video games, there is either a lack of evidence to back them up, or evidence is eventually found which disproves them. This case is one exception! -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 95/137 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, I made mention of those unused palettes a long time ago here, and even came to some of the same conclusions you did. I noticed the Hollow signs and briar post then as well, but thought that they were some obscure props from the ending that I couldn't remember. Here's my attempt at reconstructing the palette for the signs: ![]() The post is the perfect size to be used as a perch for Dodo... coincidence, or not? As for the early Nimbus Castle graphics: I looked through all of the graphics sets in Lazy Shell already, and found nothing. Unless there's an off-chance that they still exist in the ROM, completely unreferenced by any tables, the graphics are probably long gone, just as the ones for Bowser's Keep. That is why garbled maps exist that use these palettes--they were once the rooms you see in those screenshots. Over time, the graphics and tilemaps were overwritten with data used in newer maps. EDIT: Another thing I noticed that isn't on the wiki yet: A few enemies have unused animations. Already mentioned on the Talk page are Chester's (where the Ameboid pops out) and Muckle/Leuko's attack animations, ![]() Lakitu has an animation where it uses an air pump (as seen in the V-Jump 95 video), and one with just its head and hands (Sequences 5 and 8). -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 96/137 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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Sprite Animation 48 is unused. It has all of the standard sequences of a monster (enemy) but there aren't any graphics that. It appears to have two legs (which I've colored orange and rose), a face which would have changed expression (colored white), and something that pops out of the top (colored yellow).![]() Standing (Sequences 0 and 1) ![]() Hurt (Sequence 2) ![]() Attack (Sequence 3) ![]() Special (Sequence 4). The animations are actually faster than this in-game--I slowed them down so that the tile numbers can be read more easily. Additionally, there's a different version of the Mario doll: ![]() Its frames are in Sprite Animation 279, while it graphics are a part of Sprite Image 290 (where the other characters' doll graphics are). For comparison, here's the one used in the game: ![]() Notice that the unused doll looks more like the Mario model used in the final game, while the used doll looks more like the model seen in early magazine screenshots and the V-Jump presentation. The darker shading/palette in general and the oddly-shaped hat on the back sprite give it away. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 97/137 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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| @ Peardian: Yes. @ Kargaroc: Here are some screenshots: Final Map Collision of Final Map The only intermediate design of the Mushroom Kingdom's exterior I know of that is featured in any publications is this one, mistakenly included in Nintendo's Player's Guide. A portion of this can also be seen in Nintendo Power Volume 77. It isn't very different from the final map, though. The path from Mushroom Way points northwest instead of southwest, and there are crates and a bit more land behind the Item Shop. Also, here are the "blocked hallway" and "dummied-out staircase room" mentioned the first post I linked to: ![]() -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 98/137 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 XkeeperAFAIK, no such place exists, which is a shame... ...and creating one would take a long time. While there is a "Save image as..." setting which saves the map of the currently selected level as an image, there isn't something similar for the solidity maps--I created those images with multiple screen captures of the editor. A feature that saves all maps as images in one click would make building a site like this much easier... It would definitely be more suited for that thread. Better yet, this discussion and the one The IT started should both be moved to this thread. --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 99/137 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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Lots of great discoveries here!Originally posted by Angry SunThat head graphic exists in the animation where he lifts his hat to use an item. You don't see the whole thing because his hat partially overlaps it, but it is present. No, there weren't steel cymbals in the original game. It isn't just the palette. All of Geno's sprites look slightly different in that video (look at the shading near the tip of his hat, and the shape of the cape). Anyway, the palette looks like it's intended for the scarecrow version of him. The initial palette of the scarecrow is 503, which is Mario's in that set. My guess is that they never bothered updating these palettes because they aren't used--being transformed into a scarecrow doesn't change the character's palette. The effect used when the Axem Rangers teleport has palettes for all five Axem Rangers, but you only see the red version in game: ![]() --------------------
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| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 100/137 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 didn't see The Rock raise an eyebrow in the intro as you mentioned, but I found more peculiar face textures. Rice's Video Plugin was used to rip these: 77: ![]() 78: ![]() 79: ![]() 7A: ![]() 7B: ![]() As you can see, there are actually four (or five, read the rest of this paragraph) alternate versions of The Rock's face, two of them with the raised eyebrow with slight differences in shading around the eyes. Face 7B is interesting in that it only has a proper palette for the brightest skin color, and no hairstyle works correctly with it. In spite of this, it looks like an early version of the Rock's face, and may have been used as a placeholder before all of them were finished. Here is a rip of the The Rock's normal face for comparison: ![]() ...and a rip of The Big Show's face: ![]() -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 101/137 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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| All I used was the "Dump textures to files" option of Mudlord's Rice Video Plugin, in conjunction with the CAW Face Modifier code you posted. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 102/137 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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| V1.0 means the same thing as R1.0, so you shouldn't have a problem applying the patch (V stands for version, R stands for revision). If the patch doesn't work, either there is a copier header on your ROM (in which case the file size would be 4,097 KB instead of 4,096 KB), or it is a bad dump. -------------------- ![]() |
| Mattrizzle 130 ![]() ![]() ![]() ![]() ![]() Level: 25 ![]() Posts: 103/137 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 hand out a patched ROM because it might be against the rules of my host. What have you tried so far? -------------------- ![]() |
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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. |
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