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04-24-22 01:14:49 AM
Jul - The Cutting Room Floor - MegaMan/RockMan Oddities, Scraps and Oversights New poll - New thread - New reply
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Dickson
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Posted on 07-16-12 09:02:03 PM Link | Quote
Any chance we can see/hear the MMAC unused content? I'm very curious.

Dr. Ether
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Posted on 07-16-12 09:45:59 PM (last edited by Dr. Ether at 07-18-12 12:56:54 AM) Link | Quote
Originally posted by Dickson
Any chance we can see/hear the MMAC unused content? I'm very curious.




One of the quickest way to show you is to show you a promotional video and some screenshots for Rockman Complete Works, and single out parts of interest that are hidden away in MMAC.

http://www.youtube.com/watch?v=mcv10gKQF9A

0:37 to 0:45 - That menu still has assets remaining, and some of it has even been localized to say "Megaman" instead of "Rockman". This lets you access (from top to bottom), the original game, the enhanced navi mode of the game, options, database, Pocketstation, and Boss Attack.



1:04 to 1:17 - That's a viewer/database for enemies, profiles, art, etc., and each of the games have one. It's supposed to be like a bestiary from RPGs where you get to read about an enemy after you destroy on. Everything form the menu graphics to the enemy pictures to the concept art is there.

I took a shot of the folder where I dumped all of the files; the pics are in thumbnail form, but clearly they're assets to the database; there's more assets not pictured.

You can also see some PocketStation and PS1 stuff there since I was too lazy to crop it down.

The part of the video where they show off the PocketStation stuff is describing a mode with a bunch of minigames, one of which actually allows you to not only "level up" Megaman and make him more powerful, but also level up the bosses as well You can also do stuff like increase his jumping ability, and each of these has icons that go unused in MMAC.



Some of the aforementioned art:

One of the title screens. This one is to Rockman 1, and is missing the actual logo because it's a seperate graphic. Take note of where it says "ROCKMAN COMPLETE WORKS" in the background:

One of the backgrounds, this time for Rockman 2 (there's one of these for 1-3; 4-6 use a different graphic):

Contrast that background with this screenshot frp, Rockman Complete Works. Also, every menu graphic in the screenshot are among the files I dumped from the MMAC disc:

Here's something that's related to the PocketStation function; every one of the bosses from MM1-6 has a simplified black-and-white sprite like that:

Since MMAC seems to just be the Rockman Complete Work ports from PS1 all assembled on one PS2 disc, there's some graphics leftover for the animates icon that would have appears on the PS1's internal memory card menu. There's icons for RM1-6. Here's a screencap of the files in my folder, to save time:

In Rockman 4, 5 and 6 in Rockman Complete Works, there are eight power-up parts that can be unlocked by obtaining enemy data for the game's database. They can only be used in Navi Mode and Mission Mode, and Megaman can equip two at a time. They're stuff like Hyper Jump, Auto Charge, things to make Megaman run after. Stuff like that. Here's a screenshot of that, and all of these graphic assets in this Rockman Complete Works screenshot were found in MMAC:


Some PS1 and PocketStation stuff:

In Rockman Complete Works, Rockman 4, 5 and 6 have unlockable soundtests. Here's a graphic from it.


Remember that Rockman Complete Works was released as 6 separate PS1 discs, meaning that they had Capcom logos in stead of the loading screen that MMAC has. This served as the Capcom logo for Rockman 1-3:

And this was for Rockman 4-6:


Anyways, that's the gist of it. Keep in mind that this is a very small sample of what's in there; there are more assets and files not pictured but I have dumped, like all of the enemy art for the database, the other comics/art, and other parts of the Rockman Complete Works stuff for the other games like each of the games' title screens, leftover Japanese menu assets, and stuff like that. The reason there's so much is because each game has it's own version of stuff like that.

EDIT: Used a hex editor to dig around in the file that houses the captions for the in-game hints, and there's lots and lots of developer chatter.

Originally posted by Developer chatter

Playstation text
--------------------------------------------------------------------

the only playstation text captions that scroll on are the mainmenu ones, so that is handled ok with the
newmenua pac file. the other ones need to be replaced with text strings using the database functions.
this can be done with the flags system, and using a generic trigger in the sprite drawing part, because
the sprites are only set up once, and all the sprites are drawn with a generic routine.

in the pause window


Just things like that, telling programmers how things work. There's tons of it in there.


Dickson
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Posted on 07-17-12 03:39:06 AM (last edited by Dickson at 07-17-12 06:53:47 AM) Link | Quote
Intriguing. I'm a sucker for dev text... is it too daunting to add it all to the wiki?
MUGEN-tan
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Posted on 07-17-12 09:43:15 AM Link | Quote
I have updated the first post with the unused "NOW PRINTING" text in MegaMan 8's Weapon Get.
Foxhack
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Posted on 07-17-12 06:11:54 PM Link | Quote
Dr. Ether, half of your images refuse to load. Please use an image host that allows in-line embedding.

____________________
My Video Game Collection
Dr. Ether
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Posted on 07-17-12 11:39:45 PM (last edited by Dr. Ether at 07-18-12 01:12:13 AM) Link | Quote
Originally posted by Foxhack
Dr. Ether, half of your images refuse to load. Please use an image host that allows in-line embedding.


Fixed, added a couple of more pictures.

Originally posted by Dickson
Intriguing. I'm a sucker for dev text... is it too daunting to add it all to the wiki?


I've never made a wiki page before. I can add some more here though, and eventually get around to making a page. Oh, another thing to add: the file this chatter was taken from isn't just for Navi text, but in-game text for the actual games!

Originally posted by More Developer Chatter


LATEST
------

MM1: FLAGS USED
------------
FLAGS 100 + ARE USED TO TRIGGER THE CORRECT NAVI TEXT STRINGS. DONT USE THEM

FLAGS 40-47 ARE USED FOR PAUSE MENU OPTIONS AND MESSAGES, DONT TOUCH THEM

FLAGS 48-55 ARE USED FOR THE WEAPON SELECT SCREEN, DONT TOUCH THEM EITHER


FLAGS BELOW 40 WERE PREVIOUSLY USED FOR NES TEXT BUT DISABLED

RE-ENABLED: FLAG 2 NORMAL PRESS START FLAG 3 FLASHING PRESS START




Originally posted by Even MORE Developer Chatter


there is also a function to test for a flag being set, so that in the original game,
the display can be paused until all the text needed has been displayed( e.g. with CUTMAN/GUTSMAN etc CLEAR POINTS, all the text has appeared before the numbers start counting)
if it happens the other way round doesnt matter, as the text will all appear and then there will be just be a little pause
as the NES code finishes making appear the now invisible original text.

NB. if ALIGN:BOXLEFT is used, width and height must be supplied along with X and Y.
The # character can be used to force a newline. [/fontsize]




mountainmanjed
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Posted on 07-19-12 03:18:18 AM Link | Quote
Ah the pac files used commonly on psx and sometimes on the DC/Naomi.
Dickson
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Posted on 10-22-14 04:35:04 AM Link | Quote
http://www.gamefaqs.com/ps/575618-rockman/faqs/30644?page=1#section42

Rockman Complete Works seems to have a ton of unused graphics not seen in the original NES games. It's almost as if they were really remastering them?

Can anyone have a look?
MUGEN-tan
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Posted on 10-22-14 04:43:18 PM Link | Quote
Sound interesting.
It definitely needs more investigation, though.
However, I am positively suprised that Capcom once planned to not just copy-paste their old games, but actually UPDATE them slightly.
Also, with the new Smash Bros (which has MegaMan as a playable) being already avaible for 3DS, maybe we could check out, if there is anything unused or an oddity regarding MegaMan content in that Smash.
Dickson
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Posted on 02-01-15 04:42:07 PM Link | Quote
Anything new, folks?
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Posted on 04-29-15 02:20:44 AM (last edited by *67 at 04-29-15 03:08:17 AM) Link | Quote

'Eyyy.

I posted all that stuff as Dr. Ether back in '12. Did anyone see if code remains for the extra Complete works functions that have leftover graphics remaining in MMAC?

All I really know how to do is extract graphics and sound, and how to take a look at obvious things in hex. So doing anything like the thing I mentioned earlier is out of my scope.
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Jul - The Cutting Room Floor - MegaMan/RockMan Oddities, Scraps and Oversights New poll - New thread - New reply


Rusted Logic

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

33 database queries, 5 query cache hits.
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Script execution time:  0.017470 seconds
Total render time:  0.104364 seconds


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Tidy found 205 warnings and 0 errors!


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