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04-24-22 03:30:28 AM
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stag019

Red Koopa
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Posted on 09-28-12 04:06:19 AM (last edited by stag019 at 09-28-12 04:15:43 AM) Link | Quote
Originally posted by Tanks
... that Pokemon Red and Blue contain a routine to force the hero and rival names to Ninten and Sony?

This is worded poorly and is either based on or will lead to the misconception stated in the article's talk page.

They way you have it worded is that there is a routine that, if you jumped to it instead of the naming routines, would load those two values in its place and the immediately start the game. That's not how it works. The game, by default, loads those two values into the RAM, every time. Then, once the you select a name, it overwrites those names, so you never get to see them.

Edit: So it looks like, me, Xkeeper, and HyperHacker were wrong about this one. According to iimarckus, the game does in fact have code, which, if bit 1 of $D732 is set, will actually skip the intro sequence and force the default names to be used. However, this does not set the default names, that happens every time when the game initializes. It's just that when the intro is skipped, you can't select names to overwrite them.

You can see this in action by using the GameShark code 010232D7 and starting a new game.
Tanks

360? Yessum.
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Posted on 09-28-12 04:24:23 AM (last edited by Tanks at 09-28-12 04:36:37 AM) Link | Quote
Desperate to put a man down much? Also funny because I made the original entry there too... lol It's all good though. Just word it however it needs to be I suppose.

But yeah, those are a few from the articles I've worked on.

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Montas1992
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Posted on 10-02-12 03:09:40 PM Link | Quote
Maybe I'm a little bit late, but what about ...

... that the magic book was planned to be included in-game in Ninokuni DS, like in the PS3 version?
(I think Ninokuni DS also has 15 debug rooms, and i highly suspect the debug mode is left intact in the PS3 version)
... that a significant portion of Professor Layton puzzles were changed in overseas releases to remove language-specific riddles and... family unfriendly content? (murder PL3 51, adultery/gambling/frequenting cabarets PL1 66, and other things...)
... that Golden Sun Dark Dawn has all the unseen locations from the previous games fully modeled in extensive detail?
... that Kingdom Hearts Birth By Sleep Final Mix has unused models from... the 3DS game? (granted, it's not yet in the Wiki)
... that Monster World IV has a normally purchasable Debug Armor, if you know where to look?
... that most of the Tales games have debug modes, and voice clips for unused artes that always get dubbed in English when localized?
... that the army clothing in Advance Wars was far more liberal in the JP version?

Granted, they sound mostly uninteresting...
Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
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Posted on 10-21-12 06:04:13 AM Link | Quote
Post #4855 · Sun 121021 020413
Originally posted by stag019
Edit: So it looks like, me, Xkeeper, and HyperHacker were wrong about this one. According to iimarckus, the game does in fact have code, which, if bit 1 of $D732 is set, will actually skip the intro sequence and force the default names to be used. However, this does not set the default names, that happens every time when the game initializes. It's just that when the intro is skipped, you can't select names to overwrite them.

You can see this in action by using the GameShark code 010232D7 and starting a new game.
Huh, but what does that flag do, exactly? Is it a debug routine, or just the flag that tells whether you've gone through the opening sequence already?

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IIMarckus
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Posted on 10-21-12 08:30:32 PM Link | Quote
Originally posted by Rena
Originally posted by stag019
Edit: So it looks like, me, Xkeeper, and HyperHacker were wrong about this one. According to iimarckus, the game does in fact have code, which, if bit 1 of $D732 is set, will actually skip the intro sequence and force the default names to be used. However, this does not set the default names, that happens every time when the game initializes. It's just that when the intro is skipped, you can't select names to overwrite them.

You can see this in action by using the GameShark code 010232D7 and starting a new game.
Huh, but what does that flag do, exactly? Is it a debug routine, or just the flag that tells whether you've gone through the opening sequence already?


Its intention is definitely to skip the majority of the intro. It’s not a flag that is set after going through the intro. I have yet to find any code that actually sets the bit in question; the code may have been removed before release, or I just might not have found it yet.

____________________

[hax.]iimarck.us

Pokémon Red disassembly project

Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
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Posted on 10-22-12 04:22:48 AM (last edited by Rena at 10-22-12 04:23:40 AM) Link | Quote
Post #4861 · Mon 121022 002248
In that case, I wonder if it does anything else? If it's not a side effect from tweaking game state variables, it could be a debug flag... or I wonder if they intended to have demo sequences at some point, and that flag would skip the intro and (in conjunction with some other variables) go directly to a certain point in the game...

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IIMarckus
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Posted on 10-24-12 12:33:26 AM (last edited by IIMarckus at 10-24-12 12:33:54 AM) Link | Quote
Here is the code in question (loosely documented):


        bit 1,a ; XXX when is bit 1 set?

jp nz,Function61BC ; easter egg: skip the intro
ld de,ProfOakPic
ld bc,$1300
call IntroPredef3B ; displays Oak pic?
call FadeInIntroPic
ld hl,OakSpeechText1
call PrintText ; prints text box
call GBFadeOut2
call ClearScreen
ld a,NIDORINO
ld [$D0B5],a ; pic displayed is stored at this location
ld [$CF91],a
call $1537 ; this is also related to the pic
ld hl,$C3F6 ; position on tilemap the pic is displayed
call $1384 ; displays pic?
call MovePicLeft
ld hl,OakSpeechText2
call PrintText ; Prints text box
call GBFadeOut2
call ClearScreen
ld de,RedPicFront
ld bc,$0400 ; affects the position of the player pic
call IntroPredef3B ; displays player pic?
call MovePicLeft
ld hl,IntroducePlayerText
call PrintText
call $695D ; brings up NewName/Red/etc menu
call GBFadeOut2
call ClearScreen
ld de,Rival1Pic
ld bc,$1300
call IntroPredef3B ; displays rival pic
call FadeInIntroPic
ld hl,IntroduceRivalText
call PrintText
call $69A4
Function61BC: ; 0x61bc



It skips the entire first part of the intro, but not the entire thing (Oak still says “Ninten! Your very own Pokémon legend…”). Yes, I believe it’s an intentional debug flag.

____________________

[hax.]iimarck.us

Pokémon Red disassembly project

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Rusted Logic

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

32 database queries, 1 query cache hits.
Query execution time:  0.084878 seconds
Script execution time:  0.019644 seconds
Total render time:  0.104522 seconds


TidyHTML vomit below
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Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 142 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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