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05-03-22 03:45:30 AM
Jul - Posts by Celice
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Celice
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Posted on 10-24-10 04:10:35 AM, in Final Fantasy VI quirk (last edited by Celice at 10-24-10 01:14 AM) Link
I was just reading around the wiki in the FFVI article, and I was at the part about unused rooms. The first gibberish rooms looks a lot like the room Locke's old love is housed in the the world of ruin. Dunno if it was noticed before, so I thought I'd throw a word out just in case not.

The Colossus enemy entry also makes me think perhaps he was meant to be an enemy you run away from, if his HP isn't some fluke. Countering the techniques and targeting, high HP--makes me think of "oh shit get away" like some Final Fantasy battles throughout the series.
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Posted on 11-18-10 06:44:41 PM, in Donkey Kong Country Unused song help Link
Is there a place to hear the rest of these songs? I like all this nifty stuff
Celice
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Posted on 02-19-11 12:58:38 AM, in Mario Kart Wii - demo track? Link
http://www.youtube.com/watch?v=yHQDE8vzfFw

Isn't this the track that was shown in early scans?
http://www.mariowiki.com/File:MKW_Screenshot_1.png

I didn't see this on the wiki, but I'm sure it's been noticed before... :o Anyone know anything more, like any older textures for the track?
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Posted on 04-16-11 05:16:14 AM, in Weird Discoveries Link
There are. I haven't messed around with a ton games, but I have noticed that you can find out what things aren't used by seeing whether the game references a set of data at all.

For example, in a game called Fire Emblem, there would be a pointer table listed where the text for names was actually located. This table would be used as a short-hand, so that, rather than referencing the address every time, you just reference the pointer ID.

Now, what would happen, if you didn't know what was actually used or unused, is you can compare the pointer table with the text actually listed. There could be some text that was left with the rest of the names, but they never were assigned an ID. This seems less likely to ever happen to me, but it is one way. This method is basically seeing whether the game actually ever used a resource it has included in it, or if there's just an unused resource sitting around in the game.

Sometimes, you'll also see graphics or text or data which is stored in a different way than most of the other text. Sometimes this irregular storage of graphics is actually left-overs from a different point of development. Sometimes people find graphics or 3D models stored in a format entirely different from the rest of the stuff that's been located--this can indicate data which may have been used at one point, but has just been left in the game and not updated.

These examples may not be common at all, but if you absolutely have no context for knowing what is and isn't used, this might help a little. Things which seemingly don't work properly in game might also give away them as being unused. In one of the Fire Emblems, there are staves which are coded in and usable, but their effects crash the game or work as unintended--for example, one staff steals money from enemy units. It still has the proper animation for the overworld map, but in battle, the game crashes. This is probably because the animation data for in-battle graphics has been erased and replaced with other data. The map data just happened to survive. So the staff is functional, but the missing battle animation (and it never being given to the player at all in the game normally) can help indicate it being unused as well.
Celice
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Posted on 05-21-11 05:25:22 AM, in Weird Discoveries Link
Originally posted by sister miyagi
I think I'm in over my head here.

I was looking through Osu! Tatakae! Ouendan with Console Tool. I've played the hell out of it and I don't remember a bicyclist (Go-kart racer?):



or softball players:



Which brings up a problem. Each of these consists of a .NCLR palette, a .NSCR screen resource file, and a .NCER cell Resource apparently for animation. As far as I can tell, the .NCER acts as a sort of tilemap for the image created with the other two. Tihaxan doesn't read .NCERs, and I can't get CrystalTile2 to work with them either. I used a program called Console Tool to get these, and sort of pieced them together like jigsaw puzzles (which is probably why the one girl's face is so derp). I have no idea why the palettes won't display right. The two shots of the biker that are properly colored were from a different file, and while they didn't display right either, they at least had correct palettes.

I know nothing about DS programming and hacking; is there a better tool to use? Am I going about this all wrong? I'm really loathe to declare this "unused content" when I can barely see it clearly.

Contact the author of the program over at ROMhacking dot net. He's always updating his program to make sure it's compatible with any game. Let him know what you found and your problem and he'll probably look into it for you and get some nice, clean images available for everyone
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Posted on 07-11-11 11:03:08 AM, in Perfect Dark Link
There actually is a Perfect Dark editor out now too, just like the Goldeneye Setup Editor. At least, SubDrag was posting YouTube videos of it some time back.

Celice
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Posted on 07-18-11 12:45:08 PM, in Perfect Dark Link
Also, that DLL site isn't that big a threat. I used it on and off before. Just don't get confused with the ads trying to trick your download, like every other download site.

And yeah, just drop them alongside the EXE. But as someone posted, here you only really need to install DirectX it looks like.
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Posted on 07-28-11 03:36:59 AM, in Wonder Boy in Monser World Beta (Game Gear) Link
ooooh nifty. I always liked this game a lot. Hopefully some more info on these differences can be shown
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Posted on 07-31-11 03:29:50 AM, in Poll: Interest by category (not an actual Acmlmboard poll) Link
Unused Stages/Areas/Levels/Places/Locales/Synonyms
Unused Playable Characters
Unused Graphics
Unused Enemies/Bosses
Regional Differences
Revisional Differences
Unused Music/Sounds
Unused Items
Unused Text (Cut Dialogue and such)
Unused Development Text (Hidden developer messages, build dates, code, etc.)
Hidden Sound Tests
Debugging functions
Anti-Piracy Measures (As in stuff built into the game to hinder you)


For me, but honestly almost all of those are, like, 1% total difference between the other. I love all the little tidbits of information--but things like unused or scrapped levels and characters have the biggest impact, because they have the biggest impact for me as a player. I interact with that stuff more. To know something may have changed or was different at some time means I could have experienced the game (and still could should a leak somehow occur miraculously) differently.

I really find text, debug stuff, leftovers, and developer messages truly interesting though. It's just of a different nature compared to that other stuff. If I had to pick and choose which of these I preferred over the others, I'd probably refuse and demand to have all of them
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Posted on 08-25-11 07:30:42 PM, in Left 4 Dead early Quakecon footage Link
http://www.gametrailers.com/user-movie/left-4-dead-quakecon-07-cam/90556

I was just randomly looking around and noticed this older video with the early character designs for the biker and black dude. I'm not much of a fan to notice what's all else might be different, but I didn't see this on the wiki, so I thought I'd link to it here for those with better familiarity to see what's up.

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Posted on 08-25-11 07:37:07 PM, in River City Ransom questions Link
Originally posted by rabidabid


Question 4: What is this thing?


It was removed from the Japanese version of the game. It is found with the graphics for Sherman Park and the area just outside Sherman Park.

It actually looks like a wall podium thingy to me. Like the columns that would appear at a section of a wall that's opened for people to pass through, or where a wall has a staircase to climb up (like if the wall is against a hill side.
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Posted on 09-13-11 06:35:19 AM, in Donkey Kong Country - DK's Problem Page? Link
I second that! I always find it amazing that these old secrets are uncovered and sometimes even work exactly as they did in the older versions. It's like a miniature time machine
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Posted on 11-07-11 03:25:03 AM, in Mass Effect 3 private beta leaked Link




Hello everyone!

As most of you know by now, this evening an accidental leak occurred of some early Mass Effect 3 beta code. Microsoft has advised us that through human error at their end, content which was meant for internal beta testing was flagged incorrectly and released to individuals who had signed up for the beta of the Xbox Live dashboard update. It has since been taken down and deactivated.

We’d like to stress that the leaked code is in a rough, unfinished state and was not meant for public release. The content is not final, and is not reflective of the quality of the finished, polished game due for release on March 6, 2012 (March 9 in Europe).

One feature that was present in this early build is a set of game play modes that are in development. In the beta code they are referred to as “action mode”, “story mode” and “RPG mode”. We want to stress that these features are still in the early stages of development and will receive considerable iteration and refinement. These modes are designed to give players an even finer degree of control over their game experience than ever before. Whether it be someone who finds the combat difficult but wants to experience the amazing story, someone who wants to focus on the action and combat game play, or fans who want the rich, story-driven RPG Mass Effect experience they’ve come to love – Mass Effect 3 will support all of these options. We’ll have more info in the days ahead!



I've also noticed that some of my warez sites have the Jtag version uploaded, so go looking around if you want to try the beta and have a jtag, though for right now you can only get to the splash screen .




original thread - http://gbatemp.net/topic/312988-mass-effect-3-beta-accidentally-hits-xbox-live-bioware-responds/


A little reversed, since we still don't have the final product. But it should certainly be interesting to see what we can find in the leak to compare with the final product.

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Posted on 11-27-11 05:54:45 AM, in Behind a horrible Game : Fun n Games on the SNES Link
Man, I wish we had more conversations like these available. It's all really interesting and really true.

Celice
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Posted on 12-02-11 07:10:39 PM, in Foreign sites like TCRF? Link
I visit a few niche sites centered around hacking specific games, and I've noticed a few upload interesting unused things, like dialogs and items and levels and stuff. I'm now wondering if anyone's familiar with any foreign sites which also seek to document and preserve some of the unused stuff in games? Especially any Japanese sites.

It just seemed strange to suddenly realize that there's a few resources in English, but I've never seen many of these resources mention sites that aren't primarily English. I know Unseen64 has a few Italian fans, and some articles are only available in a language that isn't English, but overall it's still an English site with fans who have only played internationally-released games.
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Posted on 12-23-11 07:32:33 AM, in The Cutting Room Floor: The Convention Panel (last edited by Celice at 12-30-11 06:41 PM) Link
I had a nice large reply, but then it got ated somehow

Skip all the boring summary stuffs, and go straight for the interesting, applicable changes and things left in the game. Things which the audience can relate to in their own experiences--like the unused bike thing, or the colisieum in Chrono Trigger. Things which could have altered their way of playing the game, that they can relate to. Also exciting potential interest, like the Blarg in Super Mario 64. The old level information in Super Mario RPG is especially interesting because you can match the data still in the game with old scans, which show an entirely (yet still similar) game, involving knights and Mario and Peach in a prison.

Goldeneye has tons of this potential. Perfect Dark too, and all the Rare games pretty much. Go for big games that everyone's played and can relate to.

EDIT: Gametrailers has a small series called PopFiction which sometimes explores unused content that is rumored to be available, but normally unattainable in various games. It's usually high-rated by fans. You can take a look at them if you want to see how some people respond to how GameTrailers exploers unused content.

http://www.gametrailers.com/video/episode-19-pop-fiction/725398
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Posted on 12-26-11 09:41:49 PM, in Glory of Heracles - beta stuff documented Link
http://dvdtranslations.eludevisibility.org/glory_of_heracles.html

A translation of this game was recently released, and along with it is some information about how the game changed from a direct DQ ripoff into the game it is today. Or was then This site links to another Japanese site which has a lot of details sketched out, but I don't understand moonspeak. Maybe someone else can make use of the pages and make a nice article for the wiki?

http://fcs.main.jp/hercules/hr_kaihatu01.html
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Posted on 01-03-12 06:53:47 AM, in The Legend of Zelda: Wind Waker Findings Link
That's pretty interesting... by the way the yellow thing moves, I get the feeling that this animation would play underwater... maybe during a cinematic? I haven't played the game since it first came out so I don't know what the normal animation looks like in comparison maybe that's how he always looks.
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Posted on 01-07-12 07:26:06 AM, in Weird Discoveries Link
Is there a birdo in the final game? I get the feeling maybe she (he) says it or was meant to say it...
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Posted on 01-15-12 05:29:23 AM, in Weird Discoveries Link
Originally posted by Angry Sun
Hi, I'd like to share something I found in the graphics in Super Mario RPG. Can anyone figure what this thing is?

The graphics can be seen in the Lazy Shell editor. The image is set to 280, the graphics offset is to 306F40.

I can't figure out for the life of me how to put it together correctly. My guess is that it was a placeholder enemy or something. What is interesting is that the graphics are placed right after the first form of Smithy. Maybe they were graphics used to test Smithy's second form?


I put it together pretty easily :p Maybe you weren't taking into account that some tiles can repeat? The blank areas can reuse the fully-red tile, for example.

Doesn't look like anything notable even when it's assembled though
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Jul - Posts by Celice


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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