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05-03-22 04:17:46 AM
Jul - Posts by ICEknight
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ICEknight
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Posted on 11-19-11 04:29:32 PM, in How do I rip Sega Genesis music? Link
Originally posted by paulguy
Well, that's pretty much all you can do. It basically makes a saved state with the bare essentials required to play the music. You can't really universally rip a game's pattern and sample data since different games will store things differently.

Not universally, but there's many Mega Drive sound drivers that have been documented to the point that it's possible to rip their music by extracting it from the ROM rather than logging it with an emulator.

It's something that sadly has never had much support from the communities, in favor of logged music formats like VGM but, for example,the "M1" player supports reading music directly from many Genesis ROMs (and arcade games, for that matter).
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Posted on 11-20-11 06:30:10 PM, in How do I rip Sega Genesis music? (last edited by ICEknight at 11-20-11 03:46 PM) Link
Originally posted by paulguy
.gym is the one that just records the data written to the ym data ports. As far as I know a .vgm is more involved, along the lines of a .nsf.

Both GYMs and VGMs are logged formats, while NSFs are made out of data directly taken from the ROM. It's just that GYMs don't loop, while VGMs do, after doing some trimming and manually setting the looping point.

VGMs are useful as smaller MP3s that require an emulator, but not for preservation or research purposes.


Some stuff you can find in music read from ROM data, but not in logged music:
  • Any music that's not referenced within the game's code (like Sonic 4's boss music in Sonic 3D Blast, I think).
  • Any undocumented behavior the music tracks might feature after a specific number of loops (Sonic 3's music getting out of sync, Totaka's song in any of the many games it's been featured).




EDIT: Kind of relevant, here's a topic at SMSpower where I had a go at comparing some Master System VGM rips with their respective ROM data. Unsurprisingly, I started finding tons of unused stuff that VGM rippers never knew about (nor seem to care much about, either).
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Posted on 11-20-11 07:07:16 PM, in How do I rip Sega Genesis music? Link
Originally posted by AttackedbyGlitch
It appears that Super Donkey Kong '99's sound engine is also used in other games. See here: http://forums.sonicretro.org/index.php?showtopic=26350


...You're linking to this very topic. =P


Here's a list of all the known sound drivers for the Mega Drive.
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Posted on 11-25-11 08:54:49 PM, in Unreleased Battletoads for GBA released (last edited by ICEknight at 11-25-11 05:55 PM) Link
...Is that a track from the voxel version of Banjo Pilot, in the last level slot?
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Posted on 12-10-11 05:04:46 PM, in Regarding the unused Bow-Wow in Four Swords (last edited by RahanAkero at 12-11-11 01:32 AM) Link
I've never been able to play the original GBA version, but if Vaati's Palace is the same than in the DSi remake, then I can confirm that it's indeed used outside of the Link's Awakening level:




In case that it's indeed different in the original, weren't they used in the remade ALTTP, in some extra room near the pyramid that you couldn't access without doing something first? I vaguely remember something like that.

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Posted on 12-20-11 05:18:11 PM, in The Cutting Room Floor: The Convention Panel (last edited by ICEknight at 12-20-11 02:19 PM) Link
To illustrate the relevance of finding unused content inside the games, you can show the hidden music in Sonic 3D Blast that SEGA ended up using at the boss fights in Sonic 4, and the contents of the SNCBNK files from the old Sonic CD beta, which were recently used to loop the music tracks in the new Sonic CD port.


All of these originally found by yours truly, by the way.
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Posted on 01-03-12 06:14:54 PM, in The Legend of Zelda: Wind Waker Findings Link
According to this site, the Jabun figurine you can get in the game does have a tail. No idea if both models are related.
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Posted on 01-15-12 04:10:28 AM, in Monster Party (last edited by ICEknight at 01-15-12 01:22 AM) Link
Regarding that wolf, I remember coming across it a while ago, and posting about it at the FEFEA forums.

And I have one of the replies from the original topic saved, so here's a relevant quote from March 20, 2004:

In Reply to: Re: Monster
Party lost enemy
posted by ICEknight on March 20, 2004 at 09:45:02:

> > > Nothing too exciting, but here it
is...
> > >
> > >
> > > I've just found this F-1 werewolf right after
the graphics for the nightmarish version of the first stage. I'm guessing
they removed it because it was too goofy and would have ruined the
atmosphere of that level.
> >

> > I'm not sure, bit I may have
found the enemy itself, using incorrect graphics. The Game Genie code
GPAYPT will change the first enemy of the game to ID #14 (normally #02).
It looks like one of those dog enemies, but it sits perfectly still until
you come near it, at which point it starts vibrating left and right. Move
a little closer, and it drops from whatever platform it may be sitting on
and zooms around on the ground, trying to hit you. You can play around
with the code a bit to make different enemies appear; try changing the
first two letters. Enemy values above 24 seem to freeze the
game.
> >
> > I haven't played much further than the first
level, so I don't know for sure if this enemy is actually unused or
not...its actions seemed to fit the sprite, though.
>
>
> That certainly doesn't sound like any enemy I've come
across in the whole game, but it's strange that the graphics don't look
properly since they're actually located between some of the other enemies
from that stage, so they should be already loaded into the VRAM. Perhaps
they're only shown correctly in the second half of the stage... or
not.
>
> Anyway, do you know where in the ROM is that value the
code you posted is changing? It would be easier for me to hex edit the ROM
than use an emulator with GG support...

It's at $1F611 in
the ROM.

As for the graphics not loading correctly, Monster Party
uses some weird system for its sprite mappings...the data seems to be
level-specific, so enemies that don't belong in a particular level will
use mappings and animations from other enemies in the level, even if its
tiles are loaded. Either the F-1 werewolf had its sprite mappings replaced
with the dog's, or it wasn't meant to appear in the first
level.

- BMF





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Posted on 01-23-12 05:43:36 PM, in Zelda: 1, 2, 3. Link
Does that apply to the Japanese GBA version, as well?
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Posted on 02-11-12 07:06:19 PM, in ST II Turbo (weird Genesis SFII beta...) (last edited by ICEknight at 02-11-12 04:07 PM) Link
I find it quite hard to believe that this was a pirate original, since it shows a bit too much quality to what you'd see in an official prototype. Perhaps both this version and the final were just developed by different teams?

You know that, sometimes (Shinobi III comes to mind), a game that isn't showing a good enough progress in its prototype stages just might get redone from almost scratch (by a different team?), so perhaps this was a similar case?


Also... Why is this particular topic pinned?
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Posted on 02-13-12 09:46:05 PM, in Earthworm Jim 1 and 2 - Debug Mode - GENESIS Link
The Freezability option lets you make a "clean pause" (without the screen darkening), which was probably used for taking screenshots for the magazines.

Those cheat screens have been known since the good ol' days, but I didn't know about the 81 worms thing...
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Posted on 03-04-12 01:14:30 PM, in Any Japanese text need translating? Link
Originally posted by GlitterBerri


This game contains violent scenes and depictions of gore.

That's not a complete translation... I'm reading the word "grotesque" in there.
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Posted on 03-04-12 01:47:32 PM, in Any Japanese text need translating? Link
Originally posted by Torchickens
In fact, the sketches were nothing more than The Lost Pokémon's fan art, while the sprites were real.

Gotta love the sources that site has:

The story goes that a friend of mine discovered this piece of artwork in an old Japanese web archive a year or so ago. Its origins are entirely unknown excepting for the fact that the name ‘Kage no Mushi’ is in its file name.
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Posted on 03-27-12 05:34:16 PM, in "Mario" Prototype "found" on NES Player! Link
Guys.

Historic Mario prototype.

Mario's Time Machine.

Geddit.
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Posted on 04-03-12 11:49:27 AM, in "Mario" Prototype "found" on NES Player! Link
They should refund the money in these cases, though, since that's clearly not what the buyer wanted...
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Posted on 06-03-12 12:55:06 AM, in Weird Discoveries Link
Overwritten? How did you retrieve them, then?
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Posted on 06-06-12 10:08:51 PM, in Weird Discoveries Link
Oh... They're not overwritten then, just renamed/left there.
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Posted on 11-12-12 07:08:06 PM, in Weird Discoveries (last edited by ICEknight at 11-12-12 07:57:28 PM) Link
I don't think so. Sounds to me like they just made all weapons compatible for making it possible to add whatever they wanted in the extra game.
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Posted on 11-26-12 03:09:28 PM, in Hey You, Pikachu (N64) Help Link
...Perhaps it uses waveforms instead of written words for that?
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Posted on 12-10-12 07:07:07 PM, in Weird Discoveries Link
Originally posted by Fuzn
Power Quest also includes a "1P" option, which is a standard fighting game Arcade mode deal, Power Modeller only has an option for Link Cable battles.

Wikipedia also mentions that the game's script was somewhat modified in the localized release, and that the game's original developer, Japan System Supply, was given credit in the localized release. I can note that there certainly is a lot of scripting, as the game opens to a language select, though the game was apparently never released in European territories (Wikipedia does not list a EU release date).

It was, I remember seeing it in stores and almost buying it.
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Jul - Posts by ICEknight


Rusted Logic

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

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