Originally posted by Dickson Any chance we can see/hear the MMAC unused content? I'm very curious.
One of the quickest way to show you is to show you a promotional video and some screenshots for Rockman Complete Works, and single out parts of interest that are hidden away in MMAC.
http://www.youtube.com/watch?v=mcv10gKQF9A
0:37 to 0:45 - That menu still has assets remaining, and some of it has even been localized to say "Megaman" instead of "Rockman". This lets you access (from top to bottom), the original game, the enhanced navi mode of the game, options, database, Pocketstation, and Boss Attack.
1:04 to 1:17 - That's a viewer/database for enemies, profiles, art, etc., and each of the games have one. It's supposed to be like a bestiary from RPGs where you get to read about an enemy after you destroy on. Everything form the menu graphics to the enemy pictures to the concept art is there.
I took a shot of the folder where I dumped all of the files; the pics are in thumbnail form, but clearly they're assets to the database; there's more assets not pictured.
You can also see some PocketStation and PS1 stuff there since I was too lazy to crop it down.
The part of the video where they show off the PocketStation stuff is describing a mode with a bunch of minigames, one of which actually allows you to not only "level up" Megaman and make him more powerful, but also level up the bosses as well You can also do stuff like increase his jumping ability, and each of these has icons that go unused in MMAC.
Some of the aforementioned art:
One of the title screens. This one is to Rockman 1, and is missing the actual logo because it's a seperate graphic. Take note of where it says "ROCKMAN COMPLETE WORKS" in the background:
One of the backgrounds, this time for Rockman 2 (there's one of these for 1-3; 4-6 use a different graphic):
Contrast that background with this screenshot frp, Rockman Complete Works. Also, every menu graphic in the screenshot are among the files I dumped from the MMAC disc:
Here's something that's related to the PocketStation function; every one of the bosses from MM1-6 has a simplified black-and-white sprite like that:
Since MMAC seems to just be the Rockman Complete Work ports from PS1 all assembled on one PS2 disc, there's some graphics leftover for the animates icon that would have appears on the PS1's internal memory card menu. There's icons for RM1-6. Here's a screencap of the files in my folder, to save time:
In Rockman 4, 5 and 6 in Rockman Complete Works, there are eight power-up parts that can be unlocked by obtaining enemy data for the game's database. They can only be used in Navi Mode and Mission Mode, and Megaman can equip two at a time. They're stuff like Hyper Jump, Auto Charge, things to make Megaman run after. Stuff like that. Here's a screenshot of that, and all of these graphic assets in this Rockman Complete Works screenshot were found in MMAC:
Some PS1 and PocketStation stuff:
In Rockman Complete Works, Rockman 4, 5 and 6 have unlockable soundtests. Here's a graphic from it.
Remember that Rockman Complete Works was released as 6 separate PS1 discs, meaning that they had Capcom logos in stead of the loading screen that MMAC has. This served as the Capcom logo for Rockman 1-3:
And this was for Rockman 4-6:
Anyways, that's the gist of it. Keep in mind that this is a very small sample of what's in there; there are more assets and files not pictured but I have dumped, like all of the enemy art for the database, the other comics/art, and other parts of the Rockman Complete Works stuff for the other games like each of the games' title screens, leftover Japanese menu assets, and stuff like that. The reason there's so much is because each game has it's own version of stuff like that.
EDIT: Used a hex editor to dig around in the file that houses the captions for the in-game hints, and there's lots and lots of developer chatter.
Originally posted by Developer chatter
Playstation text
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the only playstation text captions that scroll on are the mainmenu ones, so that is handled ok with the
newmenua pac file. the other ones need to be replaced with text strings using the database functions.
this can be done with the flags system, and using a generic trigger in the sprite drawing part, because
the sprites are only set up once, and all the sprites are drawn with a generic routine.
in the pause window
Just things like that, telling programmers how things work. There's tons of it in there.
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