divingkataetheweirdo
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Originally posted by m64m
予備2
ダミー
(未使用予定)
効果:
リザーブ
貴重品リザーブ
港アイテム34解説文
アザー578
Preliminary 2 (could also be translated as "Reserve 2")
Dummy
(Unused Plans)
Effects:
Reserve
Treasures Reserve
Port Item 34 Explanation Text
Other 578
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divingkataetheweirdo
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No wonder the 3DO Doom was crap. Clearly, someone who was managing Data Art did not take into account the porting procedures. Ten weeks is simply not enough, no matter what one does (unless it's a very simple game you're porting). Shame, because it seems Becky did a good amount of work on it.
As for things commented out or plain unused, there are a couple more things to add to the article (if they still are in the final game).
There is a screenshot function commented out in ".../source/threedo.c".
There's also an EA logo that went unused, since it was Data Interactive who published it. EA was supposed to publish the game, but ultimately didn't. The files for that EA logo are ".../movies/ealogo.aiff" and ".../movies/ealogo.mov".
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divingkataetheweirdo
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Originally posted by Foxhack A Youtube comment thread mentioned a couple of unused songs, and they're in the archive, in AIFF format.
Those two are already on the page though. The two are in the source code too, unsurprisingly, and we get to see their internal names (before the titles were generalized to "Song 1", "Song 3", etc.). I find it funny how they skipped a ton of songs. However, this is also unsurprising, given that they had little time to work on their parts.
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divingkataetheweirdo
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Originally posted by ICEknight
Originally posted by dormonid Here´s a side by side video comparing both on youtube:
https://www.youtube.com/watch?v=DBOWhWkQleo
That's a side-by-side video all right, but both videos are showcasing different things, so... well, they're comparing nothing. =|
Agreed. It should have been edited to show the stages side by side. The only comparison I can see is the title screen, but I think it would have been more effective to show the two versions back-to-back. (For each part of the video, I would have done it to show the prototype first, then the final version.)
I have to scroll between parts of the video for any effective comparison (e.g. For Zangief's stage, I have to jump from 5:07-6:39 for the prototype to 22:28-23:53 for the final version).
A quick note about Zangief's stage: I did note that in the prototype version, they drew the exit sign in such a way that it can be easily misread (It's supposed to read "выход" ("exit"), but in the protoype, it looks like it's "выхоя" (which is gibberish). This was obviously corrected for the final version.
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divingkataetheweirdo
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Originally posted by Foxhack Woohoo, someone saved the Dark Souls debug build!
http://www.neogaf.com/forum/showthread.php?p=143912461
Glad to hear about this! More games should have their debug builds preserved. Also, definitely mention that Review Menu stuff.
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divingkataetheweirdo
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Originally posted by TCRFDude45 I have the ROM file for the Banjo Pilot Prototype with the Voxel Engine
Banjo Pilot Voxel
Got it from a friend who has access to Betaarchive's FTP server
I have it too from when Rare Witch Project just uploaded the ROM. The debug stuff has been bothering me. I saw from that Rare dev it was functioning, but yet the controls for it do not seem to work all that well.
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divingkataetheweirdo
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Originally posted by Peardian So, I have a question about the way pre-release files are managed. Why are they only tagged with the name of the game rather than the system? I'm okay with the game tags being there, but why not the system?
GlitterBerri thought that it would be tougher to navigate when all the prerelease stuff was combined by system. As in, tens of thousands of images filling up a whole section, since several games can have thousands of images and stuffing them all into a section is tedious to navigate.
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divingkataetheweirdo
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Originally posted by GoldS
Text found in Mutant Night. Probably some developer names based on all of the other hidden text in the ROM.
七條敬重 is Shichijo Keicho and 林高志 is Hayashi Takashi.
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divingkataetheweirdo
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Originally posted by GoldS
Thank you! Hayashi Takashi is in the credits, but the closest match for the first name is Takashige Shichijyo.
Oh, 七條敬重 can be read as Shichijo Takashige too and was likely intended to be read that way (Japanese names can be read a lot of different ways). Whoops, should have checked a little more.
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divingkataetheweirdo
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Hey guys, want to try this out? Looks funny, but still.
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divingkataetheweirdo
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Originally posted by GoldS Me again, sorry. Anyone want to try reading this text scribbled in the Time Soldiers sprite graphics ROM?

しゅりんく
Looks like it's "shrink", but transliterated into Japanese (and in hiragana).
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divingkataetheweirdo
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Originally posted by dbg_01 i need your help
はトヨタセリカだ── そこそこのオッサンなら バツグンに味わい深い車だろう
...is a Toyota Celica. If there was a decent man, it would be an exceptionally very tasteful car.
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divingkataetheweirdo
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Originally posted by dbg_01
This is the correct translation? Because I don't see any sense in these words 
Fixed it. (See the above post I made)
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divingkataetheweirdo
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A very rough drawing of something that came into mind after a brain fart. Enjoy.
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divingkataetheweirdo
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Originally posted by GoldS This is an unused power-up icon in Time Soldiers:

敵 - Enemy
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divingkataetheweirdo
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Originally posted by Khaz Found some more stuff in the ROM!
While in retrospect I don't think that sign I mentioned earlier is a foreign language (the more I look at it the more it just looks like "ANAL"), I'm pretty certain this bit CAN be translated from japanese.
Indeed, it can. アイテム転送 translates to "Item Transfer". As for that sign, I'd say it's a fictional alphabet based loosely on a real runic alphabet. Finally, as for that monkey, it looks quite a bit like Abu from Disney's (TM) Aladdin (note the hairstyle, the hat, and the vest). It could just be me though.
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divingkataetheweirdo
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Originally posted by Foxhack ........ what?
How in the hell did Abu end up in the game?
It's possible the EPROM used to burn the final game onto once had Aladdin on the SNES. A dump of the Simon Wai Sonic 2 beta had stuff from Chiki Chiki Boys on the MD/Genesis. Curious to know where it was found within the game. Specific hex addresses would be nice.
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divingkataetheweirdo
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Sounds a little suspect, to be honest. Which version of KidPix were you using for Windows? I tried it with Mac KidPix 1.1, the earliest version I can think of that was released by Broderbund, but nothing happened. I tried every modifier key with no results. I'd probably guess it would be in either KidPix 2 or Studio, since both of those came after the versions programmed solely by Craig.
If you want to look inside, there's Super ResEdit, a modified version of ResEdit which can search through the 68k code of a Mac program. This does require knowledge of the 68k assembly language.
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Originally posted by Khaz I don't honestly know what version I have, I've long since lost the one I had as a kid. I found it downloadable online somewhere on a CD-ROM image, it doesn't have anything that seems to indicate a version number that I can find but it says "C 1992 Broderbund Software, Inc." on the title screen.
I myself suspected KidPix 2 and Studio but I was completely unable to find a copy of either one at the time, for download or sale...
Probably Kid Pix Companion then. Both titles can be found on the Mac Garden, but they do need a Mac emulator like Sheepshaver or Basilisk II. You can find tutorials on the internet, if you're clever with a search engine.
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Originally posted by xdaniel
Haven't tried the files out yet in any way, but considering the archive's filename and the text "pokemon ruby sapphire timer bugfix 2003.1208" in both of the files, I guess it's related to the Ruby/Sapphire berry glitch.
Indeed, it is. It's one of the demo discs that patches the glitch for those two games.
@dbg_01 We mentioned this already on the wiki, but it's nice to see the files themselves.
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