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04-24-22 05:41:20 AM
Jul - The Cutting Room Floor - Leftovers in the Neptunia games New poll - New thread - New reply
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Sik

Level: 23


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Since: 12-07-12


Since last post: 3.3 years
Last activity: 1.2 years

Posted on 01-24-16 02:46:40 AM Link | Quote
OK I'm probably the only one here who cares about the series, but I thought I may mention all this stuff I checked with some other people long ago since this is stuff that should belong in TCRF. Also I hope you're ready to edit PS3 savegames. (note that we looked into this before Victory's release so really I don't know much about that one, let alone any of the Vita games)

So far what I recall correctly (I could be misremembering some stuff), and I'm not gonna say this is even remotely close to complete (especially in the case of the first game):

* All three games have a file in it with an antipiracy message. Nobody knows how the heck it's supposed to trigger, if at all, not to mention that HDN1 was released before the PS3 was cracked which means Compile Heart wouldn't have even known how to detect such a thing in the first place (maybe it was added there just for people to find, rather than actually being used?)

* HDN1 encrypts the savegames, but there are tools that can decrypt it (it's an encryption generic to the PS3). mk2 didn't if I recall correctly. You can interchange the savegames between the two regions (although I think in mk2's case you needed to change some bytes first), but I hope you don't plan to do this to continue playing on the other region because the IDs of everything in the inventory changed during localization (i.e. everything you had will change). Which brings me to the next point.

* There's just how much unused equipment in mk2?! And I'm not talking about DLC material, this includes some stuff that appeared in prerelease screenshots, and it's all fully functional from what I was told. Swapping regions is probably the easiest way to make them appear (hex editing the savegames coming next).

* The whole thing above came because a HDN1 prerelease screenshot shows a battle in a battle room that in the final game is only ever used for the intro (!?). Could have been just a remainder, but maybe there are leftovers of another level tileset, or even unused dungeons? Especially because honestly Celestia feels like it was meant to be much larger than just one dungeon. (unused dungeons probably could be checked through modified savegames, if one can figure out where the heck the dungeon number is stored)

* Somebody went around saying that mk2 had a debug menu and claimed that you could disable 3D models in cutscenes using it (which would show 2D portraits instead, albeit without animation), but I don't think he ever showed any proof of it. He once mentioned that it required adding a file to the disc but let's just say I never got ahold of it... Anyway, looked into the executable (hex editor, not disasm =P), so far didn't figure out what the filename would be (if this even exists) but at least I can confirm the existence of some debug strings (there are labels for a model viewer if I recall correctly).

PS: how did you do labels in this forum?
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Jul - The Cutting Room Floor - Leftovers in the Neptunia games New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

26 database queries.
Query execution time:  0.082795 seconds
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Total render time:  0.087540 seconds


TidyHTML vomit below
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Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 64 warnings and 0 errors!


The alt attribute should be used to give a short description
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You are recommended to use CSS to specify the font and
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the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

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Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

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