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04-24-22 07:46:32 AM
Jul - The Cutting Room Floor - Metroid Fusion + Metroid Zero Mission Prototypes released New poll - New thread - New reply
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Cuber456

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Posted on 07-31-13 03:41:32 AM Link | Quote
Here is a question for the MF proto, should I upload USED tracks from the sound menu that are similar to unused tracks so that others can hear and compare differences?

Here is another question. The tracks that go unused on the final MF page are also found in the Proto. I listed them on the Proto page but should I record what is heard in the Proto and upload the new files? What about if what I can record higher quality audio files than what is on the page currently?

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Posted on 08-02-13 07:01:16 PM Link | Quote
If it's higher quality than what's already there, then I'd say go for it. As for the ones for comparison purposes, I'd say go ahead too. I've never played through the whole game and wouldn't know what the used tracks sound like either.
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Posted on 08-03-13 12:13:11 AM Link | Quote
Originally posted by Emoluvjd2
If it's higher quality than what's already there, then I'd say go for it. As for the ones for comparison purposes, I'd say go ahead too. I've never played through the whole game and wouldn't know what the used tracks sound like either.
Sounds good to me. I will add the higher quality tracks as well as the used tracks for comparison if I can get the formatting on the page right.

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Cuber456

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Posted on 08-03-13 05:17:37 AM (last edited by Cuber456 at 08-03-13 05:24:30 AM) Link | Quote
Originally posted by Cuber456
Originally posted by Emoluvjd2
If it's higher quality than what's already there, then I'd say go for it. As for the ones for comparison purposes, I'd say go ahead too. I've never played through the whole game and wouldn't know what the used tracks sound like either.
Sounds good to me. I will add the higher quality tracks as well as the used tracks for comparison if I can get the formatting on the page right.
Done and done.

Here are two other things I will mention here since I am posting. If you load Test 0 or Test 1 (It doesn't matter) and mess around with the byte at address 0x3000170, you can change the motion of the placeholder bomb in the room. You can change that byte to several different values which correspond to several different movements. Just an interesting fact.

Here is the other piece of information worth mentioning. I compared the two Protos of MF in a hex editor. They are actually not too different from each other despite the fact that one proto is 2x the size of the other. You could almost say that they are the same ROM image which makes sense since they were built 5 days apart from one another. What I am trying to say is that it probably isn't worth having 2 separate pages for these 2 prototypes. Let me explain. There are 3 locations/address where the protos differ and are listed below:

0xB5
0x592B77
0x7A0FC0

The first address is a minor change to, what I would call, the header of the ROM. I can't say what exactly this change is or how it affects either ROM. The second address lists the build date of each ROM which is displayed on the title screen. The third address is a chunk of crap data. It is nothing more than a bunch of hexadecimal F's or 0's. The only other difference is that the 0916 ROM cuts out all the crap data (F's) after 0x800000.

The MZM protos, on the other hand, appear to have many differences when comparing them in a hex editor. No idea what these differences entail.

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Posted on 08-08-13 10:37:11 AM (last edited by Hiccup at 08-15-13 09:09:21 AM) Link | Quote
So... are these going to be hosted on TCRF?

I mean the ROMS.

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Cuber456

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Posted on 08-14-13 03:36:31 AM (last edited by Cuber456 at 08-14-13 03:39:51 AM) Link | Quote
I found some unused text within the 0911 MF proto ROM and listed them on the page. I haven't checked to see if the unused text is also within the final ROM but whatever. The text within the 0911 ROM isn't stored in ASCII and needs a custom character table in order to read it. I was able to put together a basic character table that can reveal a lot of text in the 0911 ROM. I don't know whether it will work with the other protos or the final ROM. Here is the character table below:

8100 = A
8200 = B
8300 = C
8400 = D
8500 = E
8600 = F
8700 = G
8800 = H
8900 = I
8A00 = J
8B00 = K
8C00 = L
8D00 = M
8E00 = N
8F00 = O
9000 = P
9100 = Q
9200 = R
9300 = S
9400 = T
9500 = U
9600 = V
9700 = W
9800 = X
9900 = Y
9A00 = Z

C100 = a
C200 = b
C300 = c
C400 = d
C500 = e
C600 = f
C700 = g
C800 = h
C900 = i
CA00 = j
CB00 = k
CC00 = l
CD00 = m
CE00 = n
CF00 = o
D000 = p
D100 = q
D200 = r
D300 = s
D400 = t
D500 = u
D600 = v
D700 = w
D800 = x
D900 = y
DA00 = z

4000 = "SPACE"
4E00 = .
1F04 = ?
4100 = !
4700 = '

5000 = 0
5100 = 1
5200 = 2
5300 = 3
5400 = 4
5500 = 5
5600 = 6
5700 = 7
5800 = 8
5900 = 9

I put together a TBL file (character table) of this data for Translhextion that can be downloaded here so that other people can check my work and realize that I'm not full of shit. There could be more unused text as well that I missed and, if this character table is expanded, more text may be revealed.

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Posted on 08-15-13 12:51:09 AM Link | Quote
To elaborate on what I said in my previous post, the character map also works with the US prototype of MZM which probably means it will work for all the prototypes we have plus the final games. Here is what I found in the US version of the ROM which I found worth noting.

0x044A9BA
DUMMY MESSAGE

0x044A9D8
Cell B1

0X044AE18
Weapons system resupply complete.

0x044AE60
Energy Tank recharge complete.

0x044B386
RESEARCH ROOM

0X044B3E2
UNUSED OBJ 7UNUSED OBJ 8UNUSED OBJ 9UNUSED OBJ 10UNUSED OBJ

11UNUSED OBJ 12UNUSED OBJ 13UNUSED OBJ 14UNUSED OBJ

15UNUSED OBJ 16UNUSED OBJ 17UNUSED OBJ

0x044F594
Analysis is impossible
There could be more unused text but that is what I was able to find.

Putting the protos aside, am I the only one who didn't know that MZM has a Time Attack mode? It is a simple button combination to activate it but it was something I never knew about.

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Posted on 08-16-13 08:13:47 AM Link | Quote
Hello guys. I've been messing with the EU zero mission ROM a lot over the past week (as far as I can tell all my findings are identical in both versions). While I didn't find any obvious differences in the main game, I found a way to access dozens of test versions of finished rooms that were left in the code (and indeed, are still present in the release version of the game). While most of them are nothing special, there are a few anomalies, such as a version of crateria labeled "planet zebes", a map station that gives a strange error message, and even one room that was removed entirely from the final game. Unfortunately I wasn't able to find crocomire, but the event flags in the debug make clear reference to him, as well as what might be another removed boss.
I apologise for the spottiness of these details, but I hope to make a video soon properly explaining the stuff I found. I am not a rom hacker, and I don't have methods anywhere near as sophisticated as you guys, so the stuff I found is pretty surface-level. But still maybe interesting.
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Posted on 08-16-13 09:29:49 AM (last edited by Cuber456 at 08-16-13 09:31:42 AM) Link | Quote
Originally posted by mobiusman
I apologise for the spottiness of these details, but I hope to make a video soon properly explaining the stuff I found. I am not a rom hacker, and I don't have methods anywhere near as sophisticated as you guys, so the stuff I found is pretty surface-level. But still maybe interesting.
First off, welcome to the Jul .

Honestly, it doesn't matter if what you find is surface level or waist deep. If you have found something unused (or think is unused) in the protos, or final versions, don't hesitate to share your findings. The sooner we can confirm what is unused then the sooner we can pool together information to create a new page on TCRF for the MZM protos.

I look forward to see and hear what you have found .


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MitchZer0

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Posted on 08-18-13 03:16:16 AM (last edited by MitchZer0 at 08-18-13 03:59:50 AM) Link | Quote

Playing around with the level selector, I happened to easily find the alternate ridley map, set event to 95, did qsave, kill samus, load up qsave. Sadly the only thing that happened was that the door locked right behind samus.


As usual, you have one bomb in the center and another floating around the place, but overall the room is pretty much dead with "beep, boop" as the bgm. It does exit outside the entrance to ridley's room, but re entering leads you to his usual room instead of the alternate

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interdpth
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Posted on 08-18-13 08:01:15 PM Link | Quote
If someone wants to poke me a few times outside of this site, I can release my "support all GBAtroids" support version of dh just needs to be fixed up and I need motivation for it
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Posted on 08-20-13 03:49:18 AM Link | Quote
Originally posted by interdpth
If someone wants to poke me a few times outside of this site, I can release my "support all GBAtroids" support version of dh just needs to be fixed up and I need motivation for it
Releasing a version of DH that supports all the GBA Metroid games could be useful. If you have the time and energy for it then I say go for it.

On another note, a lot of the debug text (such as in the debug config menu) in the 0911 MF proto is stored in plain ASCII compared to the regular in-game text. There is definitely some interesting ASCII text in here such as what is shown below which appears around address 0x0582C30.



Met4AGB_BackUp01SAVE_END\<\<\>>_0816\<\<\>>_0816MetroidNIPPONVerE003AGBMetroid_USVerE003MetroidAGB-EUVerE003

It looks like text referencing different versions of MF. It may just be me but that 0816 looks like a date. Perhaps it is a reference to earlier MF prototypes built on August 16 of 2002?

Here is another interesting piece that is found around address 0x0582DC0.


DEBUG CONFIG (R-TITLE)PAUSESECTIONSAMUSBLDCNTSCROLLSoundDEMOetcRESETMODE1ST2NDEVBEVAEVYBO3210AlphaBLDKidoUp KidoDown---- STOPGRADATION BD W-BCIRCLE TestPOWER BOMB A1POWER BOMB A2POWER BOMB BCenterFrontWide ASR388TEST 0TEST 1TEST 2TITLESAVE(A)SAVE(B)SAVE(C)SelectKeyLevelGetMapH-SHOT-SHOTL-ButtonR-ButtonSTART SELECTBGMTESTDEMO SWMonoPlayDemoPlayMODENUMMain-End OBJ L-RSTAFF ROLLON OFF

This text comes from the debug config menu. There are a few strings of text mentioned here that don't appear on this menu in game such as PAUSE and the line STOPGRADATION BD W-BCIRCLE TestPOWER BOMB A1POWER BOMB A2POWER BOMB B. Some of these are probably tests that, when they were completed and passed, were removed from the debug config menu. I have no idea if they can be, somehow, reloaded into the debug config menu and even if so, who knows if those tests still function.

One last note is that the text used for the name of events on the status screen in game is not too far from address 0x0582C30 but that has been pretty well documented on the main page of MF.

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Posted on 08-20-13 04:06:19 AM Link | Quote
I can never just get something posted....

Perhaps I'm stupid and others figured this out but I found a little mini menu on the section screen.



I know it says SELECT on this screen but for some reason, I never pushed select......

I thought it meant "SELECT section"....

The MZM protos have this little menu as well. I don't have a clue what this menu actually does. Trying to select those options makes the 0911 MF proto buggy most of the time .

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Posted on 08-20-13 07:13:22 AM Link | Quote
in the mzm debug that menu lets you choose where to spawn. h ("heya") is the room id and g ("gate") is a value associated with a place in the room you can spawn (one for each door, elevator, etc).

sorry I haven't followed up my previous post, I'm on holiday so won't be able to put a presentation together for a week or so.
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Posted on 08-20-13 07:51:32 AM (last edited by Cuber456 at 08-20-13 07:55:24 AM) Link | Quote
Originally posted by mobiusman
in the mzm debug that menu lets you choose where to spawn. h ("heya") is the room id and g ("gate") is a value associated with a place in the room you can spawn (one for each door, elevator, etc).

sorry I haven't followed up my previous post, I'm on holiday so won't be able to put a presentation together for a week or so.
Once again I feel like an idiot. I never pressed up or down.....

That does explain things though. It seems that you can use this to access any room in the ROM. I wonder if the unused rooms can also be accessed this way as well. I guess I will try to find out.

Take your time putting together your findings. No rush and you don't have to kill yourself either .

Edit: Ya you can access unused rooms with this as well. For example, if you select SR388, press select and scroll to the last thing on the list (h:54 , g114) then you can load Ridley's unused boss room.

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Posted on 08-20-13 04:26:54 PM Link | Quote
Cuber, isn't that what Mitch showed off a few posts earlier..?

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Posted on 08-20-13 05:02:57 PM (last edited by Emoluvjd2 at 08-20-13 05:05:51 PM) Link | Quote
Originally posted by Cuber456


Met4AGB_BackUp01SAVE_END\<\<\>>_0816\<\<\>>_0816MetroidNIPPONVerE003AGBMetroid_USVerE003MetroidAGB-EUVerE003

It looks like text referencing different versions of MF. It may just be me but that 0816 looks like a date. Perhaps it is a reference to earlier MF prototypes built on August 16 of 2002?



It seems to be referencing the three main releases. "0816 Metroid NIPPON (Japan) Ver E003" "AGB (Advanced Gameboy) Metroid_US Ver E003", and "Metroid AGB - EU Ver E003."

Strange that only the Japan one has a date, but since they all seem to be version "E003," Maybe they're all built on the same date? That would be feasible if E003 had something to do with E3 or the likes. But probably not since the date is in August.
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Posted on 08-20-13 07:49:34 PM Link | Quote
Originally posted by 2Tie
Cuber, isn't that what Mitch showed off a few posts earlier..?
Mitch did show off the same room, yes. However, from what I can understand from Mitch's post, the room was loaded by messing with the options on the status screen. I don't think Mitch pressed select and scrolled through the list because you can load the room without going to the status screen.

At any rate, if I misunderstood, then I apologize.

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Posted on 08-20-13 09:48:23 PM Link | Quote
To add to the list, the "Zombie Hangar room" can be accessed by selecting the main deck and selecting h 3 g 5.

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Posted on 08-20-13 11:16:03 PM Link | Quote
it looks like the room select works the same way as zero mission; the h-value doesn't really matter, as it is tied to the g-value (so for h3g5, gate 5 is the door on the left of the hangar room, and it is impossible to choose a h-value other than 3 for this gate). the method I used to find test rooms in mzm doesn't seem to work for fusion, but clearly there are a few that are much less well hidden anyway. If I knew fusion in as much depth as I know mzm I would comb the g-values to try and find interesting stuff, but I'll have to leave this to someone else.

In fact, since I'm not going to get to make a nice video anytime soon, I may as well try and explain some stuff about selecting levels in mzm. Each area has a certain number of gate values associated with actual doors - tourian has the fewest with 0-42, and chozodia has the most with 0-244 - but the full range from 0-255 exists for each area. I found a simple way to make the game load most of the unused values:

say you want to load gate 96 in crateria (and I recommend that you do). load any room in crateria from the debug menu, then soft reset. crateria should be highlit in yellow. Now hover over chozodia and press select to bring up the room menu. scroll down to gate 96, then press b to cancel the menu. If you now load crateria, the game will remember that you were looking at gate 96 and load that gate.

The majority of these unused values just put you in random places in normal rooms, but some of them put you in test rooms, which are identical copies of finished rooms in other areas of the game (but without any loading zones). I've already checked every value (although it's possible I missed something), and the list of interesting rooms is very short. Crateria 96 is definitely the best one - that's the room that was completely removed from the final game. I also recommend using the map station in tourian 219 and seeing what happens.

this method only works for gate numbers up to 244, because that's the highest you can select from the debug menu, but there is another way to get the rest of the values. I'll explain that later though, I'm tired.
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Jul - The Cutting Room Floor - Metroid Fusion + Metroid Zero Mission Prototypes released New poll - New thread - New reply


Rusted Logic

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

35 database queries, 13 query cache hits.
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Script execution time:  0.028243 seconds
Total render time:  0.185343 seconds


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line 152 column 17 - Info: <table> previously mentioned
line 609 column 9 - Warning: missing <tr>
line 627 column 13 - Warning: missing <tr>
line 628 column 102 - Warning: unescaped & or unknown entity "&postid"
line 643 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 645 column 9 - Warning: missing <tr>
line 663 column 13 - Warning: missing <tr>
line 664 column 102 - Warning: unescaped & or unknown entity "&postid"
line 671 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 673 column 9 - Warning: missing <tr>
line 691 column 13 - Warning: missing <tr>
line 692 column 102 - Warning: unescaped & or unknown entity "&postid"
line 705 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 707 column 9 - Warning: missing <tr>
line 725 column 13 - Warning: missing <tr>
line 726 column 102 - Warning: unescaped & or unknown entity "&postid"
line 733 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 735 column 9 - Warning: missing <tr>
line 753 column 13 - Warning: missing <tr>
line 754 column 102 - Warning: unescaped & or unknown entity "&postid"
line 757 column 200 - Error: <key01> is not recognized!
line 757 column 200 - Warning: discarding unexpected <key01>
line 757 column 219 - Error: <key02> is not recognized!
Tidy found 318 warnings and 6 errors!

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md