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04-24-22 08:52:39 PM
Jul - Posts by omega59
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omega59
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Posted on 04-10-13 09:01:11 PM, in The Simpsons: Hit & Run - Unused Music + MUSIC.RCF oddities (last edited by omega59 at 04-10-13 09:06:38 PM) Link
THANK YOU! I never got anything to play Kotor's sounds before, try digging a bit more on your files though. Also, consider that it may be like Unreal Engine 1-2 packaging, and that's the file for the engine's audio file type, rather than any known file, and it may be through an import system.
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Posted on 04-11-13 04:21:02 AM, in How do people crack into PS1 Isos? Link
Try Uniextract, it may or may not work. Even after that, there's not much hope for reading the files unless you're lucky. But that's what this site's for, right?
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Posted on 04-12-13 04:07:23 AM, in Wii demos Link
Uhh... mind actually posting the link? Anyway, nice job, for Skyward Sword and Twilight Princess there will probably be one or two things more left than the retail copy.
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Posted on 04-13-13 04:10:27 AM, in Wii demos Link
You know, it was seriously not too obvious that "Link" was actually the link. Thanks though, there'll be plenty to do with such rare ROMs.
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Posted on 04-14-13 03:32:18 AM, in Wii demos Link
Try something alternative or just pirate it if you really want to. Your choice.
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Posted on 04-15-13 06:53:47 PM, in DS demos Link
If it's like Star Wars Republic Commando's demo, which just had a few maps and edited .INIs, but contained stock material, it shouldn't count. However, if it does contain unused content that the stock doesn't, I'd say it counts.
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Posted on 04-17-13 02:34:43 AM, in DS demos Link
No idea. TCRF is for games and relations in the system hardware, so perhaps...
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Posted on 04-19-13 09:06:10 PM, in Compiling source code Link
UnrealEd compiles all source code on its own for instance, so likely not on one's own.
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Posted on 04-22-13 02:58:02 AM, in Weird Discoveries Link
Speaking of the Dreamcast, someone should crack into Soul Calibur and see what's in there. I'd imagine there'd be a test level somewhere at least.
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Posted on 04-23-13 07:15:42 AM, in UnrealEd Engine 1 and 2 games Link
So I noticed while reading about the PC version of Harry Potter and the Chamber of Secrets on the wiki that Entry.unr was unused and empty. That is 100% untrue, and I'll explain why. With UnrealEd Engine 1 and 2, entry is used to initialize menu systems, and it is ALWAYS running during a normal startup of an Unreal Engine game. It contains on average: A light, 2 or more scripted triggers, and a few triggers. The light is useless, and the reason it is mapped out is if you're stuck in collision in UE 1 & 2, you immediately die. In some cases you may even be able to play or look at entry in such games as Star Wars Republic Commando by moving maps and renaming them so they cannot load, which dumps you in Entry, since menus become deactivated while loading, and reactivate as the level starts, which triggers the event "LevelStart", scripting for gameplay menus to be used. Just thought you people should know this.
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Posted on 04-25-13 02:34:01 AM, in MegaMan X/RockMan X Oddities, Scraps and Oversights Link
Originally posted by MUGEN-tan
I dunno.
However, I will NOT dig into that proto. I hate MegaMan X7.
MegaMan X7 is one of the worst MegaMan games and the worst MegaMan X game.

Come on, we've got Sonic '06 on the wiki, and X7 is at least a playble, decent-ish game.
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Posted on 04-25-13 10:04:22 PM, in MegaMan X/RockMan X Oddities, Scraps and Oversights Link
Originally posted by MUGEN-tan
Originally posted by omega59
Originally posted by MUGEN-tan
I dunno.
However, I will NOT dig into that proto. I hate MegaMan X7.
MegaMan X7 is one of the worst MegaMan games and the worst MegaMan X game.

Come on, we've got Sonic '06 on the wiki, and X7 is at least a playble, decent-ish game.

Decent-ish? Don't make me laugh.
Even MegaMan Legends is better then that shit, and MegaMan Legends is very mediocre.

At least the game moves forward correctly. Give it that much.
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Posted on 04-26-13 11:12:36 PM, in MegaMan X/RockMan X Oddities, Scraps and Oversights Link
I'm sure it'll be fine for emulation. Typically rushed/terrible games aren't too hard to play anyway. Either way, there's gotta be something interesting in X7, so who knows, maybe an unfinished section of the story even exists.
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Posted on 04-27-13 05:44:45 AM, in MegaMan X/RockMan X Oddities, Scraps and Oversights Link
Well, I never knew that was possible, but it seems reasonable. That's pretty damn creative.
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Posted on 04-28-13 05:45:50 AM, in Weird Discoveries Link
So, I recently got a version 1 US Twilight Princess disc (Wii) so I could fix a file, cheat, etc. Anyway, I was playing with cheats on a file created by the "Back in Time" or otherwise known as the Title Screen Control Glitch. So anyway, I was at a point where the Eldin province connects with whichever one Castle Town is in, and I found Illia's bag. I was playing as regular Link, so I was curious of what I could do with it, so I walked up to it and it told me I could pick it up. Now, here's where things get odd, when I picked it up, it didn't rotate to match the angle of Link's hand, it stayed at the same exact angle the whole time, plus it was pushing me to Link's left side, making it hard to manually move. Now, you can throw it too, it acts like small pieces of a cut up sign. What I'd like to know is, why can you pick it up? And especially, why do you get pushed to the left while holding it?
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Posted on 04-29-13 04:37:42 AM, in A few debug things (last edited by omega59 at 04-29-13 06:19:33 AM) Link
Anyone want to help me out here? Borderlands 2 has a debug menu, with quite a few true/false settings stating options about a debug screen, but even as I try, nothing happens. There's even an option for debug feedback in the settings of the game. Is it possible that there's commands that need to be entered for the menu to be activated? Also, it may have been leaked in a pre-release video, possibly one where the customization system is showcased.
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Posted on 05-03-13 09:52:39 PM, in Weird Discoveries Link
Originally posted by Foxhack
I got Back to the Future: The Game via the current Indie Royale. Of course I couldn't resist peeking around the game files, and I've found quite a bunch of unused things in Episode 1 of the series, including leftover newspaper vending machine graphics from one of the Sam and Max seasons (I'm not sure which one, but there's six, which means the all come from one six-episode season in particular), an unused inventory graphic for a Tommy Gun (which you never find)... and TONS of unused audio files that reference bits of story and a couple of puzzles that were left out of the final game. (These puzzles involve Marmalade. Marmalade? Yes, marmalade. And peanuts. Long story.)

Plus there's a message from Marty to the devs saying something about giving the audio guys some slack and not overwork them, some alternate takes, and unused stuff. And a really, REALLY creepy bit involving the Statler-DeSoto dealership that likely got cut off because it was in very poor taste.

There's also an interesting bug with Episode 2. In Episode 1, you choose an alias from a list of names, and the later games remember your choice, so everyone refers to you by that name. EXCEPT for one place at the start of Episode 2 - you get called by the default name, not the name you chose. Apparently, earlier builds of the episodes didn't remember your name, but later builds fixed this. I only stumbled upon this particular one so they may have forgotten to fix it. Then again the game still has quite a few issues that were never fixed, even now.

Anyway the episode does have the voice and written lines that never play due to the bug. I have to double check this to be sure.

I haven't finished the series (I just started Ep. 4) so I haven't looked at the rest of the episodes yet but it appears that there isn't that much unused stuff in them.

Nice, you should make an article if you haven't already.
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Posted on 05-03-13 11:25:48 PM, in Weird Discoveries Link
Alright, but it's easier to edit instead of make entirely with all of the info.
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Posted on 05-06-13 04:21:51 AM, in Weird Discoveries Link
Originally posted by Foxhack
I finished Back to the Future tonight and I think I'm gonna have to go around the series of articles a different way.

All episodes have separate resource files, but several of the textures are in all the archives, even if they're not directly referenced or used (for example, the inside of a room that can only be accessed in one episode is in the files for five of them.) There'd be no point in mentioning them all several times.

I may just make one -main- article with subpages for every episode.

They are after all just parts of the game. I consider the whole thing kind of just one entire game anyway. That's pretty interesting though. I wonder if you were going to return to some of those places... I'll see if there's an editor to mess with and see if there's any differences between the files.
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Posted on 05-06-13 06:12:08 AM, in Zelda: 1, 2, 3. Link
Possibly, though it'd be mostly older gamers that probably got the GBA version.
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Jul - Posts by omega59


Rusted Logic

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

29 database queries, 48 query cache hits.
Query execution time:  0.101505 seconds
Script execution time:  0.019048 seconds
Total render time:  0.120553 seconds


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line 359 column 27 - Warning: <nobr> is not approved by W3C
line 385 column 27 - Warning: <nobr> is not approved by W3C
line 411 column 27 - Warning: <nobr> is not approved by W3C
line 437 column 27 - Warning: <nobr> is not approved by W3C
line 466 column 27 - Warning: <nobr> is not approved by W3C
line 498 column 27 - Warning: <nobr> is not approved by W3C
line 524 column 27 - Warning: <nobr> is not approved by W3C
line 550 column 27 - Warning: <nobr> is not approved by W3C
line 576 column 27 - Warning: <nobr> is not approved by W3C
line 602 column 27 - Warning: <nobr> is not approved by W3C
line 637 column 27 - Warning: <nobr> is not approved by W3C
line 663 column 27 - Warning: <nobr> is not approved by W3C
line 694 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 250 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md