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04-24-22 02:18:09 PM
Jul - Posts by Torchickens
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Torchickens
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Posted on 10-09-11 08:19:33 PM, in Any Japanese text need translating? (last edited by Torchickens at 10-09-11 05:40 PM) Link
I know that this is likely a fake, supposedly prototype Pocket Monsters Red/Green sprites (or perhaps Pocket Monsters 2) dated "1997, 12", and found on 2ch though I am curious. Can anybody translate this image?

In the concept art for Pocket Monsters Red and Green/Capsule Monsters there were actually a handful of entirely different prototype/unused Pokémon. Some were shown in concept art for Capsule Monsters like Papyo~. More about that here.



They do not remain in the coding of Pocket Monsters Red and Green; but there are a few Missingno. (9/39) with unique cries instead of blank data filled with pitch 0 Nidorino (base cry 0) cries. http://tcrf.net/Usertag019/Pok%C3%A9mon_Red_and_Blue_sandbox.

Stag019 thinks that one of the cries are reminiscent of Togepi. Two of these Missingno. 0x5E and 0x5F also have cries resembling Dragonair and Dragonite respectively. While 0x51 sounds a little like Pidgey/Poliwag, etc.

I found a website (see Red/Green section) with information about other unused Pokémon like a mock-up Poliwrath and Dragonair, and a family replacing Weedle/Kakuna/Butterfree (Kokana/Kosanagi/???) where the mock-up evolved into a giant beetle with four arms instead. These sketches apparently appeared on Game Freak's official website at one time, though I haven't been able to find the original page. You can find the sketches hosting on that website though, like these three (the Dragonair prototype, giant beetle Pokémon and Nyosuka, the Poliwrath/Toad? prototype):


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Posted on 10-10-11 07:07:45 PM, in Is this unused? Link
Originally posted by AttackedbyGlitch
I was looking through the Game Boy Camera for unused content and I found the bird's flag from Run! Run! Run! To my knowledge the bird never gets 1st place, so I'm pretty sure it's unused.



Could someone tell me if it's used or not?


The bird can indeed get first place. Occasionally, for some reason or another the bird will outrun the mole instead of the mole outrunning the bird.
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Posted on 12-19-11 07:45:53 PM, in Weird Discoveries (last edited by Torchickens at 12-19-11 04:48 PM) Link
The unused track in Pokémon Yellow was probably based on the boss battle music with Madake in BUSHI Seiryūden: Futari no Yūsha for the Super Famicom, a game which Game Freak also developed, and released in January 1997. (I know there's the possibly it isn't, but I thought they sound very similar.)
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Posted on 02-20-12 07:59:17 PM, in Any Japanese text need translating? (last edited by Torchickens at 02-20-12 05:31 PM) Link
Originally posted by GlitterBerri

It's not fake, I actually translated this on Reddit for lulz, but I can't find it anymore. Here you go again:

Gathered from Gamefreak's official website in Dec. 1997:

Picture 1: From left to right, we see Kokaana, Kasanagii, and Name Unknown.

Picture 2: From left to right, we see Nyoromo [Poliwag], Nyoroppi, and Nyoosuka.

PIcture 3: Hakuryuu's [Dragonaire] final form?!

"Could these be some of the new Pokémon appearing in Pokémon 2?!" ...is what the authors of this magazine exclaimed, jumping to conclusions. (Sorry about that!)

They're actually early designs for Beedle [Weedle] (the first picture), Nyoromo [Poliwag] (the second picture) and Hakuryuu [Dragonaire] (the third picture). It seems that these characters that appeared in the initial Pokémon game were once planned to look like this.

Why were they changed...?!

"We wanted Beedle's [Weedle] final evolution to be cool, so that's why we decided on Spear [Beedrill]. It was the same with Nyoromo's [Poliwag] final evolution, Nyorobon [Poliwrath]. Nyoosuka, in the second picture, doesn't look very strong, so players who did their best to evolve their Nyoromo [Poliwag] wouldn't have been too happy if we'd used him.

- Atsuko Nishida (Designer)

Dragonaire didn't undergo a large transformation, but its final design is stylish and refined. They really poured a lot of love and attention to detail into each individual Pokémon, and ended up creating the cool and much-loved characters of today!



Thanks for your efforts GlitterBerri! Sorry, I should have posted this earlier, but not too long after I posted that, I later rediscovered the sprites on a thread on TGBUS, thanks to Google Image search. I had previously erroneously assumed that the sketches were real and the sprites were fake. In fact, the sketches were nothing more than The Lost Pokémon's fan art, while the sprites were real.

I got in touch with Redstar; who is the moderator of a site about Pokémon's early history (specifically Pokégod rumours) which is affiliated with Lost Pokémon. He told me that an associate of his had translated the image before (wimscoot, unless that's you?), and he linked me to this. However, it was only a partial translation.

Thank you so much again for your more thorough translation of the image! I'm actually a fan of your website, and read your translated version of the Pokémon 2 Staff Interview.

I was intrigued by this, as it noted that there were over 200 Pokémon designed for the first games. This is supported by Capsule Monsters designs annotated with numbers greater than 150 and the fact that Shigeki Morimoto apparently confirmed to Zog on Smogon that there were 190 Pokémon planned. I believe that the Missingno. were deleted Pokémon, because as IIMarckus notes, not only do nine of the 39 Missingno. have unused cries, but all of them have data telling them not to evolve or learn any moves as if they were real Pokémon and I was thinking that possibly these sprites were remnants of the original 190 programmed (or left to be added later).

The former translation on Tumblr seemed to confuse the text as suggesting the sprites were planned for Pokémon 2, but now thanks to your translation I know that this isn't the case without further proof. Then in your translated interview Tajiri notes 'they' already had over 350 designs when developing Pokémon 2. I wonder if some of these were prototype Pokémon from Nintendo Spaceworld 1997 and other places? It would probably be a good idea if somebody did a text dump of the Japanese Gold/Silver, to see if the prototype Pokédex data still exists (there was definitely some 'yet to be discovered', or something along those lines filler text in the Spaceworld 1997 demo).
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Posted on 02-20-12 08:25:17 PM, in Weird Discoveries (last edited by Torchickens at 02-20-12 05:29 PM) Link
Originally posted by GlitterBerri
You're awesome, xdan! I've actually messaged the author of the site about it as well, so we'll see if they're able to shed any further light on the situation. Thank you very much for checking, I can rest eas(ier) now.


Not sure if you already know about this, but here's a brief explanation of what the unused items/ invalid items are which I added on to Bulbapedia last month.

I also came across the page you found (and several others, just by typing the unused strings from IIMarckus' Pokémon Red and Blue disassembly on Google), but I didn't bother trying to interpret what it says because I can't understand Japanese. It's interesting they say they all have descriptions on Pocket Monsters Stadium, maybe the author made a mistake and knew the Safari Ball had a description so wrongly assumed that the other items, and "items" do.

@xdaniel:

Did you check the original Pocket Monsters Stadium (where only 42 Pokémon are selectable), or the Japanese Pocket Monsters Stadium II (with working animations for all 151 Pokémon)?
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Posted on 02-20-12 09:08:12 PM, in Any Japanese text need translating? (last edited by Torchickens at 02-20-12 06:10 PM) Link
Originally posted by GlitterBerri
No, I'm not wimscoot.

I'd be surprised if there weren't a Pokémon Gold dump already, I'm sure it would be easy to do, being a GB game. Try using this, maybe, and report back if you succeed.

Are you sure the other sketches on that thread are someone's fanart? I couldn't find them on the Lost Pokémon page among their art.

I knew I used a larger version of that picture to translate from originally...


Thanks for the advice, I've used ROMJuice before, but for some reason it won't boot up anymore. I can't remember what the problem is but I'll try and get it working.

I did a Super Mario Land text-dump once out of boredom, using the hex editor HxD and Notepad++'s text replace tool. I figure I'm spending far much more time than I need to. Either my computer or HxD fails when replacing values with Japanese text; a solution for me would probably be to replace the text with "mojibake" and view it in a different encoding. (I tried doing a text dump of Trade & Battle: Card Hero to find the cameo references to Pokémon which apparently exist in that game, but it froze my computer when text replacing integers into Japanese)

RE Sketches: No, I meant that these sketches confused me, because I came across Lost Pokémon's sketches of the Game Freak blog artwork before seeing the actual sprites, and confused them with the real ones.
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Posted on 02-20-12 09:27:02 PM, in Weird Discoveries (last edited by Torchickens at 02-20-12 06:31 PM) Link
Originally posted by GlitterBerri
The person from Nulog said they'd make a video for me and would get back to me when they finished, so I'll not say anything and hope that they know something we don't and aren't mistaken about the rest of the objects having more to them.

As for the TMs being listed as items, I found it interesting that in this video, the glitch Pokémon used by your rival once you screw with the game to take all 3 starter Pokémon before your first battle with him uses several TM moves as attacks. Just the game grabbing random data to use as attack names? Or does it point towards attacks once being called TM03 and such?


The HMxx and TMxx moves are known glitch attacks (ranging from index number C4-FF). I don't think those names as attacks are valid. As expected, there are "HM01" to "HM05", but the TMxx strings extend up to TM55. There are actually some pretty cool TM moves (they all have invalid effects) which use unused effects like +2 evasiveness. The other glitch attacks have inconsistent names/effects, and can throw things out like "(PLAYER) used GARY!""

The item index numbers (you can change 0xD2A2 in Red/Green to change the first item) for the HM and TMs are the same (C4-FF), with TM51-55 acting like HMs (though I've heard that the numbers in TMxx are just generated by the game anyway).
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Posted on 06-30-13 02:18:41 PM, in Any Japanese text need translating? Link
Originally posted by GoldS

Another Shining Force II one. This one is (presumably) the Harpy talking to the other monsters about what to do with the player characters.


I'm not very good at Japanese, so this is just an educated guess.

みんな! しまつして おしまい!

Everyone! Dispose of the players/protagonists. Terminate (them)!
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Posted on 08-31-13 10:45:46 AM, in Connection between EX Jinsei Game II (PS2) and Sonic Mega Collection (GC) Link
I'm guessing that there might be shared developers.

There is something similar with Densetsu no Starfy 4, which shares some graphics relating to Galaga. On a closer inspection, it turns out that Yasuhiro Minamimoto of TOSE and Morihiro Iwamoto; a composer for every Starfy game, who is very likely from TOSE as well worked on Namco Museum Battle Collection for the PSP.
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Posted on 11-09-13 11:04:38 AM, in The Legendary Starfy "Helpful Stuff" (last edited by Torchickens at 11-23-13 02:25:53 PM) Link
I found some strange unused text in the Japanese version of The Legendary Starfy referencing a concept called 'おたすけグッズ' (Helpful Goods). The text unfortunately doesn't seem to appear in the North American version, but there are placeholder entries for Abilities after Super Bugawk and Super Vanish called "Helpful Stuff 9" and "Helpful Stuff 10" even though according to the text there were supposedly only meant to be eight Helpful Stuff.

Note that there are eight of Bunston's Powers including the upgrades, so these may have been Helpful Stuff at one point in development.

Here's a basic explanation about what they are from what I could gather from the text. Apparently in some form of cooperative play, which may have became Team Play you were able to battle against bosses with the Helpful Stuff and the Helpful Stuff would account for several elements like Fire, Ice and Poison.

Edit: Here is the relevant Japanese text, translated. (thanks Joe!)

It's interesting that there are sprites of Starly under Bunston's transformations, supporting the idea that they may have been Helpful Stuff, but then again these sprites could have been added simply for compatibility.

Some people may remember that redblueyellow ripped sprites for unused transformations, two of which, the Mermaid and Frog were made into some of the Stuff. Perhaps these were Helpful Stuff at some point in development? By the way, I don't know why a Stuff version of the Cockroach was never made. Maybe it was a later addition before the concept was abandoned? Something to note is that redblueyellow didn't rip versions of these transformations for Starly so that weakens the theory that they may have been available in cooperative play.
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Posted on 11-22-13 11:31:49 AM, in Any Japanese text need translating? Link
Hey Joe, could you have a go at translating this, please? It's a little long, though. I hope this is OK.

It's unused text from the Japanese version of The Legendary Starfy. It seems to talk about wireless multiplayer and an unused concept called Helpful Goods, which is localized in the English version as Helpful Stuff even though it is unused.

I previously talked about it in this thread, but didn't get a response.

オッス!キョロスケさまだ! 1作目2作目と 40まんぼん ちかくうれた うれっコの キョロスケさまだ! え?さいきん? さいきんのことはきくんじゃねえ かこのえいこうに ひたってればいいんだよ! 今回は こうやって 下がめんで いろいろ ブツブツと ひとりごとを いっていくんだけどよ・・ ここまでに こなした ストーリーのせつめいなどを おもに ブツブツ いっていくんだゼ! たまに かくしべやへの ヒントとか いうかも しんねーから 見のがすんじゃ ねーぞ!おけー? とりあえず いろんな なかまを見つけたら かたっぱしから はなしかけて・・・ イベントを ガンガン こなしていけ! ぶんきへやも 見のがすな! ま めんどくさがりさんは ぶんきなんか むしして ガンガン先すすんでも いいんだけどよ あとあと キツく なってもしらねーぞ・・今回 はつとうじょうの 通信2人プレイへやだ ワンカートリッジとマルチ カートリッジに たいおう! こんなかんじで きほん ...... 『1人でも ちょいがんばれば クリアできるけど 2人でやれば もっとかんたん』......な作りに・・おスすけグッズで すすむ へやだ .....x...... ま 今まででいう 『のりもの』アクション ってとこだな うんうん 今回は 8しゅるいも!の おたすけグッズがあり とくていの へやや なんと!ボスせんでもつかえるぞ! とくていの へやでは 炎や氷など ぞくせいを つかった いろんな しかけがあるんだが・・ そのぞくせいに ゆうこうな おたすけ グッズをつかえば らくに つうかできたり・・ ぎゃくに ふりなものを えらんでしまうと むずかしくなって しまったりするわけだボスせワえの へやだ このへんは 今まで通り ボスとの かいわなどを やるぞ まだ 作ってないけど ここでおたすけグッズに きがえて ボスにいどんだり 通信で2人で いどんだりを せんたくできるようになる もちろん せっかちさんは 1人で タイマンしょうぶを いどむのもおっけーだ!ボスせんの へやだ 今回のボスは 今までとちがって ......炎氷毒・・・などの ......ぞくせいがある......から・・ おたすけグッズで ......ぞくせいを ......こうりょした たたかい方を ......すると ゆうりになったり ......ふりになったりする あと ......通信2人プレイも ......できるから へたくそさんは ......ゲームのうまい人に ......てつだってもらうのもいいな!

Thanks in advance!
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Posted on 11-22-13 01:53:09 PM, in Any Japanese text need translating? (last edited by Torchickens at 11-22-13 01:54:09 PM) Link
Originally posted by Joe
Do you have the original binary file that text is from? I'd like to be able to see where each section of text should be split.


Yes. In the extracted ROM, the text is stored in a file called talk.bin (download here). According to CrystalTile2, the text I quoted begins at offset 0x8EE6E (it's encoded in SHIFT JIS, like most of the text in the game) and I was under the impression that it was the beginning, since there are "MESGbmg1", "INF1" and "DAT1" tags above it and the text above it seems to be unrelated (in fact, I can recognize some used text up there).

The text might be separated by garbage エ and ソ, though I don't know for sure. The relevant text (well from the same group at least) seems to end at 0x8F8CA because this is where a new DAT1 begins.

After that is some more unused text, which I think is unrelated, that appears multiple times and says 'キョロしゃべりまくりモード' (something about a talking too much(?) mode?). Kyoro probably doesn't refer to Kyorokyoro, because there is an important character called Kyorosuke, who also has three siblings called 'Kyorosuke Siblings' but are shortened to 'Kyoro Siblings' on the Zukan.

I hope this helps.
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Posted on 11-22-13 02:41:56 PM, in Any Japanese text need translating? (last edited by Torchickens at 11-22-13 02:47:14 PM) Link
Originally posted by Joe
That download link is private and I don't have a MediaFire account.

Thanks for that info, that should be all I need.


Thanks, hope you're able to translate it. You're welcome. Not sure if you've decided to extract it yourself, but does this link work? (sorry, I'm unfamiliar with upload services anyone can use freely after Megaupload went down. Also, I renamed the extension to .dat when experimenting with what files Minus allowed but forgot to change it back to .bin)
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Posted on 11-23-13 11:38:32 AM, in Any Japanese text need translating? (last edited by Torchickens at 11-23-13 11:38:53 AM) Link
That was very helpful. Thanks a lot Joe. It seems like something that would appear in a trial demo. I know that there was a The Legendary Starfy trial version in North America but never heard of a Japanese one.

Also, I'll make sure to use MEGA from now on. Thanks again.
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Posted on 01-01-14 01:32:42 PM, in Weird Discoveries (last edited by Torchickens at 01-01-14 01:39:58 PM) Link
Originally posted by Celice
Rhythm Tengoku has some off-screen notes for one of the minigames:


This was hidden in the part of the Cat Machine / Meow Mixer that is normally off screen and not visible. I have no idea what it means, but it looks neat.



I had a go at translating it. Note that I don't understand much Japanese. In practice, I can only really recognize the kana and I only know a few basic sentences. I haven't played Rhythm Tengoku either, so I don't know of the context in which it appears, sorry about that.

ボタンはOBJにします - Use the button on the object (or something like that)
耳はスピーカー - It literally means 'as for the ear, speaker', so it might mean to listen to the speaker.

I hope this helps.
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Posted on 04-24-14 07:27:32 AM, in Unused dialogues in Pokémon RBY (last edited by Torchickens at 04-24-14 12:11:23 PM) Link
In Japanese Red/Green/Blue, but not Yellow, pressing A on the bottom-left chairs in rest houses 2, 3 and 4 (the prize house doesn't count) brings up three hidden texts. They remain in the English versions, translated, including Yellow, but you can no longer press A on the chairs to see them, possibly leaving them unused.

The fact that you have to press A on a chair with no one on is strange, and these messages don't fit in with the situation (i.e. nothing like 'it's a chair'). To me, it gives the impression that maybe deleted NPCs used to say these texts before.

The messages are:


"ぼくも ポケモンとり したいなー" (rest house 2)
"はしゃぎすぎて つかれちゃった……" (rest house 3)
"シルフのチーフが サファリゾーンの
どこかに かくれてるんだって!" (rest house 4)


Thanks to Tomato (Clyde Mandelin), here are literal translations of the original Japanese versions. He told me not to take them as definitive as he doesn't know the context:



"I wish I could catch Pokemon too!"
"I'm tired out from having so much fun/being so excited/getting too carried away."
"I heard that a/the Silph Chief is hiding somewhere in the Safari Zone!"


The official translations, in the same order (rest house 2, then 3, then 4) are:


I wish I could
catch POKéMON.


I'm tired from
all the fun...


SILPH's manager
is hiding in the
SAFARI ZONE.


シルフのチーフ (Silph Chief) is the Japanese name of the unused Chief Trainer class.
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Posted on 05-06-14 10:54:06 AM, in Unused dialogues in Pokémon RBY (last edited by Torchickens at 05-07-14 01:11:56 PM) Link
In Red/Green, pressing A on a certain position in the Seafoam Islands' right island entrance causes an empty text box to appear then immediately close itself. In Japanese Blue a blank text box appears too but in this case the music stops and the game hangs; you can't close the box. Itemfinder does not detect an item here.

The position is the tile Red is looking at here:



In Pocket Monsters Pikachu and the English localizations you can no longer get a text box to appear in this position.

Why does this happen?

Here's the webpage that taught me this glitch.


Edit: There's not just one tile like this, in the other Seafoam Islands entrance there's one here that causes glitchier effects:



See also, this.

I would guess they were signs that were 'removed'. Maybe they were removed since there is already a sign outside each cave. After a cursory Google search I found this documentation of the two.
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Posted on 05-17-14 03:12:42 PM, in Weird Discoveries (last edited by Torchickens at 05-17-14 03:13:38 PM) Link
Originally posted by nensondubois
I think I might have found an unused song in Pokemon Yellow:
019C5AD3
0120EFC0
0120F0C0

A missing incomplete segment of the unused song
019C5AD3
011FEFC0
0120F0C0

A missing segment of the printing theme
019B5AD3
011FEFC0
0120F0C0


That first 'unused song' isn't unused, because it's used for when you encounter Jessie & James, unlike 9F in the same 'banks' that isn't used anywhere.
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Posted on 03-01-20 11:10:37 AM, in Any Japanese text need translating? (last edited by Torchickens at 03-01-20 11:12:39 AM) Link
かく しとびら の おくには、 ルースたちが、
あちこちから うばってきた、ざいほうと ともに、
にぶい いろに ひかる、 ぶきみな にんぎょが、
かざられていた。ところどころ に のこる

かがやきで、もとは、きにろだったことがわかる。
いく ども かさねられた、ざんぎゃくな ぎしき に
よって、にんげんの ちをそそがれ つづけた せい
で、 あかがね いろとも、 なまり いろ ともつかぬ

ぶきみな いろに そめあげられたのだ。
この、 きみょうな にんぎょうこそ、 その むかし、
テンプルきじたん に よって、すうはい されて
いたと される、 でんせつ の バフォメット ぞう

なのである。 イスラムきょう と キリストきょうの
りょうほうの やみ の せかい を つかさどる、
バフォメットーー このぞう を めざめ させた
このは、 せかい を しはいできると いわれている

ルースの どりょくにも かかわらず、 バフォメット
の まぶた は とじたままだ。
そのことを かくにんした ボンドは、ぞうを もち
かえるうと、うでをのばした。

そのとき、 バフォメットの あたまに きざまれた、
じょうじかの もようが、 いっしゅん、 かぎじゅうじ
に へんか したことに、 また、 その しゅんかん、
とじていた はずの まぶたが、 うすく ひらき、

よこしまな ひかりを やどした ことに ボンドは
まったく、きづかなかったーー


Hi, I can transcribe. Hope this helps for now.
Torchickens
User
Level: 12


Posts: 20/24
EXP: 7295
For next: 626

Since: 10-09-11

Pronouns: She/her

Since last post: 129 days
Last activity: 129 days

Posted on 08-01-20 04:26:33 PM, in Tips on byte comparisons for games with different revisions? Link
Hi, with certain games (namely the Game Boy Pokémon games and Stafy 3) I've wanted to look for changes in the code between different revisions (like v1.0, v1.1 etc.). The trouble is the command prompt's fc.exe seems to provide too many changes that aren't changes in the program/text per se but things like where the code/data/pointers to functions are stored.

So in that sense fc.exe isn't always the best option (that and the way I'm currently using it means it's listing bytes one by one; so if a subroutine was moved the adjacent bytes would change with it printing loads of changes).

Does anyone have any tips on how to do this? I have a few ideas but I still suck at datamining.

*For things like text the answer seems relatively easy; make two text dumps and see if there are any typos that were fixed or other text changes.
*Disassemblies (and source code) may help; I guess if you assembled two versions the SYM file would tell you which pointers had changed to eliminate those. Unfortunately not every game has one.

Thanks.
Pages: 1 2
Jul - Posts by Torchickens


Rusted Logic

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

27 database queries, 50 query cache hits.
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Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 276 warnings and 0 errors!


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