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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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Cuber456
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Originally posted by BMF54123 That Zelda II cart probably is a real prototype...but it's a prototype of the PAL version (and probably the final one at that), which makes it about as unique and exciting as a bag of rocks, and worth nowhere near $10K.
I can agree with this although I feel hard pressed to call it a real prototype. One can say it is an early PAL version of the game but I don't consider that an actual prototype of the game. A bag of rocks describes it pretty well .
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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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This is something I want a little bit of help with. I want to document all the unused levels in SMA2. I am guessing that most, if not all, of the unused levels in the game are going to be the ones from the SNES version but I still want to check it out.
Its cool that we can use glitches to access these levels but we need a more solid way to check out the ROM. When on the overworld, I tried to search memory to find a byte that corresponds to a level ID. I was hoping that if I changed the level ID I would change what level would be entered. The closest thing I found to a level ID (in the US ROM) was 0x0300558B. However, manipulate this byte as I might, I can never enter any other level besides the one Mario is standing on.
Is my logic flawed? Is there another or better way to go about this? If someone was willing to give me a little bit of help with this problem, I would be more than happy to rip this ROM apart and document all the unused level.
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Originally posted by Dark Linkaël It's more complicated to get into an unused room in this game because there are several things to change in a room (Level ID, Layer 1, Layer 2 and Sprites). Moreover, many unused rooms are not available in Level ID (000 to 1FF). To create code to access unused rooms is very difficult unfortunately. It is not enough to change a single value. I think it's the same for Mario 3.
Otherwise, it is a remake of the SNES version of the game. I do not think there are more unused rooms in this version.
Originally posted by Sukasa Overworld level bytes are not equivalent to the 000-1FF level numbers. Also yes, many of the unused levels are not accessible via the main level table anyways.
You could try messaging FuSoYa, as Lunar Magic did at one point contain beta support for some parts of SMA2.
Well it seems that both of you confirm the fact that changing a level ID in memory isn't sufficient enough to access other levels, let alone unused levels. That sucks but it makes sense.
@Sukasa
It sounds like a good idea to message FuSoYa. As far as I was aware, Lunar Magic(at least the later versions) didn't support SMA2 but I wouldn't be surprised if FuSoYa tinkered around trying to make LM compatible with SMA2. Honestly, all I need is some type of viewer to look into SMA2's data so if some earlier version of LM did that then I should be set.
@Dark Linkaël
Ya I am expecting that most of the unused levels in SMA2 will be the same ones from the SNES version but I am still curious. The fact that I don't know makes me want to know. I mean, to put it into perspective, I will probably be just as curious to see if Nintendo still leaves any unused maps in TWWHD. Considering the game isn't even out yet and there is no way to look inside a WiiU ISO, we will have to wait a long while before that question is answered .
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Originally posted by Rena
Originally posted by xdaniel it's limited to 3 starts (wtf?)
Yeah, apparently this functionality is built right into the system. I'd love to meet the genius who thought that's a good idea.
3 TRYS? TOO MANY. Y NOT MAKE IT 1!! :specialed:
Seriously though, I don't understand why any of the demos have a limited number of tries. Considering that, all the demos I have played, have some type of barrier to prevent playing the game in full, I don't see the point. Let the player play the demo as much as they want to get their fill so that they can decide whether to buy the full game or not.
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Originally posted by 2Tie I use an american 3DS, and all of the trials have had 30 uses..
I have an American 3DS as well. A lot of the demos on the eShop have 30 uses but not all. I have seen demos use less.
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Originally posted by Xenesis I've also heard rumblings that there may be a Master Quest style thing.
Whether it's just the Pyjama mode with more damage taken or it's an actual OoT style dungeon remix, no one knows.
Hey, pajama mode gave the magical ability to translate Hylian into English! Although, besides a few other minor changes, that is all it really did . But yeah, no one knows what this "New Difficulty Level", as Amazon calls it, really entails.
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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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This thread always dries up.
Here is my recommendation of an anime you shouldn't watch. I'm talking about Umineko no Naku Koro ni. A part of me is wondering if I am being too harsh and the other part of me is wondering what the hell happened in this anime.
This anime is the third title in the "When They Cry" series although it isn't a sequel or prequel to the first two titles. Since it is apart of the same series (assuming you have seen the first two titles), its uses the same formula of multiple story arcs that the first two titles did. That isn't a bad thing and was something I enjoyed from the first two titles. The problem is that, after the first story arc, for lack of better words, this anime becomes confusing as fuck. Honestly, that is the best I can describe it without going into detail. If someone wants me to talk about the finer points in detail, I won't say no but for now I will leave it at that.
From what I understand, the manga and visual novel of this title explain the story much better than the anime although I haven't read the manga or played the VN so I can't confirm that. This anime was rather disappointing considering how good the first two titles were .
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Originally posted by Dark Linkaël I do not know if SMA1 (SMB2) is in the same genre, I'll try to see if it's easier for this game. For SMA3 (SMW2) and SMA4 (SMB3), they are like SMA2.
Even if one day we can play Wii U games on an emulator, I'm pretty pessimistic about the existence of unused rooms of TWW HD, especially since we have well researched the original game in recent years. Nintendo hates our research unfortunately... In 10 years, things have changed a lot. I would have liked to know for OOT 3D, it could be an indication for TWW HD.
Actually, OoT3D contains at least some of the unused rooms from the N64 version that can be accessed using glitches. Although, that doesn't mean that TWWHD will keep any unused rooms.
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My apologies. I was using loose language there. I meant to say that OoT3D has some of the unused scene setups that the N64 version did. They can be seen by using the wrong warp glitch.
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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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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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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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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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Originally posted by Lunaria RPG games are a lot more grindy in structure than most FPS and sports games are, so to me, there is not really a big surprise that people who enjoy those game just play a match or two and then stop, where as an RPG player could sit for quite a few hours before stopping.
I personally don't feel that that point is relevant to the study in question as different types of games are played in different ways. What would be more interesting to study, on the other hand, is why those groups are specifically attracted to RPG games. But really, the whole point over specific genres kinda falls flat in another way if you ask me, and that's due the span of people looked into is way too small to judge this. (And probably not even world-wide.)
(Not that it would really be feasible to have as large span of people as I would like. :V )
But yeah, interesting study I suppose; Not sure if it really amounts to anything since I'm not really well read on the subject of autism and ADHD.
You basically stated my point of view on this subject.
Honestly, it isn't fair to compare two different genres of games since they have two different play styles. I'm wondering what exactly defines gaming addiction as, unless I just overlooked it, I don't see a solid definition for it here. Just because it takes more time to progress through a game doesn't nessisarily mean that someone is addicted to the game in order to achieve that progress. If the defintion of gaming addiction is simply playing for longer periods of time compared to the average play time then I reject the definition.
As Lunaria already mentioned, it would be interesting to figure out why people with these disabilities like RPGs compared to other genres.
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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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Originally posted by mobiusman 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.
Your methods seem to work. I was able to load the rooms you mentioned without problems. Here are two pictures for those that are curious. I ripped the first image using the map viewer in VBA so that is why it looks a bit sloppy.
Speaking personally, I don't remember a room like the one in the first image. The doors don't work. The second room, while used, has the unused text that mobiusman has mentioned.
Good stuff mobiusman !
Edit: mobiusman, you can change the numbers that appear in the level select in the US MZM proto by going to address 0x03000055 and 0x03000056 in the memory viewer in VBA. So if you want to access numbers not normally available, this method would do it. You should still list your method you use to access values above 244.
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Originally posted by Cuber456
Originally posted by Xenesis I've also heard rumblings that there may be a Master Quest style thing.
Whether it's just the Pyjama mode with more damage taken or it's an actual OoT style dungeon remix, no one knows.
Hey, pajama mode gave the magical ability to translate Hylian into English! Although, besides a few other minor changes, that is all it really did . But yeah, no one knows what this "New Difficulty Level", as Amazon calls it, really entails.
Expanding this, according to IGN, the new difficulty is a hero mode like the one in SS where you take more damage and you can only get health back using potions. It doesn't sound like a MQ but I will gladly take that increased difficulty since I rarely came close to dying in the original. The cool part is that, unlike SS, this game mode is available from the beginning of the game and you don't need to beat the regular mode to access it.
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