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04-24-22 03:27:06 AM
Jul - The Cutting Room Floor - Super Robot Wars Alpha Gaiden New poll - New thread - New reply
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Mr.Tickles
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Posted on 10-18-12 03:28:57 AM Link | Quote
So I had this big long post and then lo and this forum ate it. Bad forum.

To say concisely: This game has a lot of unused robots. Some are dummied out, some just never appear. There's two version of Sazabi, for instance. And Grungust Kai. And all of the originals robots except non-MP Nishiki dummied out.

See here --> http://www.gamefaqs.com/ps/580758-super-robot-taisen-alpha-gaiden/faqs/14461

This has been tested (and there's apprently a save editor out there, too), and work. You can use even the dummied out robots if you have a pilot that can go into them (so Amuro can pilot the dummied-out Jagd Doga), except if the robot can transform or if it's an original (so Ryusei can't pilot any of them), you can't without hacking. The dummied out robots have their Alpha 1 animations.

That so many originals are in the game might suggest that at some point they intended to have the SRX and the other originals robots be playable. A lot of robots from Alpha 1 were cut, probably to remove clutter or save on space or something (there's no F91, for instance).

Banpresto reuses graphics and voice clips across a lot of its series, so I wouldn't be surprised if there wasn't an incredible amount of unused graphics in some of these games. Sometimes the difference in quality is a bit jarring, really. Like having Impact graphics show up in SRWA Portable. Or Alpha 1 graphics in Impact. All of these games were build on top of each other.

To sum:
Alpha series: All new everything in Alpha. Huge reuse in Alpha Gaiden. Huge reuse in Impact. Alpha 2 redrew a lot of the sprites but map sprites are the same. If it had graphics in Alpha 2, they were carried forward to Alpha 3.
GBA: A lot of sprite reuse from A to J, though I think J redrew most stuff. OG2 mostly kept OG1 sprites but updated animations to look less early-GBA-y.
Ditto for the DS series.
Foxhack
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Posted on 10-18-12 03:39:38 PM Link | Quote
You sure some of those dupe robots aren't used in cutscenes or other story related stuff?

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Mr.Tickles
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Posted on 10-18-12 04:22:48 PM Link | Quote
There's very few robots that appear in this game that only appear in cutscenes. The skullrook might be one.

100% guaranteed all of the dummied-out robots don't appear.

Also: How do I post this game in the wiki? I are teh noob.
Foxhack
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Posted on 10-18-12 08:01:18 PM Link | Quote
I asked because some games like Final Fantasy III / VI have unusable player characters with stats and everything that are only used during cutscenes. I thought something like that might be the case here.

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Mr.Tickles
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Posted on 10-21-12 07:09:19 PM Link | Quote
And wherein I realized that the only playstation 1 emulator I have doesn't support cheats.
What do people use for TAS-ing and digging around PS1 games around here?
xdaniel
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Posted on 10-21-12 08:24:39 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


The pSX emulator can be used with cep, which hooks into pSX's process and allows usage and creation of cheat codes. It's not ideal and a bit cumbersome at times, but it works; used it for some Rockman DASH demo stuff before myself.

pSX: http://psxemulator.gazaxian.com/
cep: http://drhell.web.fc2.com/labo/index.html


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Mr.Tickles
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Posted on 11-03-12 04:20:18 AM Link | Quote
So I poked around and there is indeed a lot of unused robots, more or less all carryovers from Alpha that never got used for some reason. Some are fully functional with some hacking, some crash on load. I don't know how to poke around PS1 games to figure out if there's anything left, though.

That said, how do I post a page on the wiki?
Mr.Tickles
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Posted on 11-23-12 03:40:01 AM Link | Quote
Copy-pasted from another forum so slightly awkward, but hey:

There's a save editor that's ten years old and incredibly picky about what save files it will give the time of day. I got it working in an incredibly inconvenient, roundabout way. It's at least more convenient than PAR codes to cheat robots into the bazaar or into the roster.

- - - -

I'm trying to work out which unused robots are fully playable. Looks like both Jagd Dogas and both sazabis, Hucky mk3 and Hucky boxer yes. SRX and SRX + R-Gun no. You don't even get the option of launching it in any game screen. Don't know if anybody knows how to force the game to spawn it. Possibly it's incomplete or missing some quality that allows it to launch. Or, likely, it's still coded like it was in Alpha 1 where you have to manually combine R1/R2/R3/RGun. Which is impossible unless R-1 Kai really is just R-1 with different name (which it likely is). I wonder if the game engine allows combining based on unit ID or if its based on unit name. If it's name, then no SRX for me.

Haven't tested R-2 to see if it works.

It's also really badly balanced for this game in that it's far too weak. Regular SRX maxes out at 4400 damage with full upgrades. SRX + R-Gun maxes out at 5000. Isn't this way less than it's SRWA1 stats? It could one-shot the last boss of Alpha 1. Seem to recall full upgrade T link cannon was more like 9000 in SRWA1. In any case, SRX is officially worse than pretty much any normally playable super robot in the game except R-1 or Diabolo.

The other originals that were cut seem like they could be balanced for late-game play, like the Huckebein Boxer. So probably at some point they were in. Possibly at some point one of the Alpha originals was a pilot as well - who else would pilot this stuff? Viletta?

Giant Sharkin also works. Pretty sure he's unused in this game. He's balanced like a boss from SRW Alpha 1 (waaay too weak; damn that was an easy game).

Also, the Vanishing Trooper song doesn't exist. One of the intermission dialogue themes plays instead for Hucky mk3 (default song, I'm guessing).
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Jul - The Cutting Room Floor - Super Robot Wars Alpha Gaiden New poll - New thread - New reply


Rusted Logic

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

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