| Nanashi πΎΒ΄π ππΆπ Level: 27 ![]() Posts: 1/166 EXP: 103293 For next: 12866 Since: 12-04-15 Pronouns: she/her Since last post: 28 days Last activity: 18 hours |
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| Sorry for necroposting, but I've been looking into the game and there is a lot of stuff that probably is better to explain...? (and compressed stuff that someone else should probably look better into and/or piece together) First of all, about unused backgrounds... (address CEBF) Most of them have two variants, for 1P modes and VS. You can't play as boss pokΓ©mon outside stage clear, so three of the elite 4 and the two stage clear bosses are unused. (Those use an unique layout) ![]() ($0A, $0B, $08, $06, $0C) (Also note that Cyndaquil and Magby are only playable, so the Fire VS screen is only used in 2P mode which is unused in VC releases.) And then the entire Panel de Pon cast has all its stages perfectly working right afterwards ![]() ($0E-$1A in order; The cloud, forest and water stages are mostly the same, but have a different background than the used ones) To a lesser extent, player characters $1A-$30 (CEC0, CEC1, $1A pictured above) are all technically valid but seemingly "blanked out". They all use Chikorita's picture and Seel's ice blocks, share a set of otherwise unused sounds (that sound distinctly from PdP), and use unused palettes (that may as well just be glitched). Everything after that is just invalid, different data. Also other few bytes are different from ones shared with the rest of characters, but I haven't quite figured the full format of the character data yet. (It's 40 bytes starting at 001011CA(?) for Chikorita) (do note that playing as characters not normally playable for some reason crashes the game, even if they're just boss characters) Similarly, along the music indexes there is a large gap of empty values, just like the blanked characters. The gap is large enough to have at least two songs for every panel de pon character, which fits with how the character data is arranged (two separate bytes determining each bgm, even though most used ones share themes). Anyways I extracted these with xdaniel's tool ![]() The pokemon character portraits and the panel de pon character portraits are compressed in the same way and in the same format. It's apparently pointed at by the first three bytes for each character... So to get them in-game it'd be a matter of repointing that. I just don't know to where nor how. (Chikorita's picture is at... 13c000? with this being 00404f) Other things include a lot of cutscenes and character art from PdP, and uh, what seems to be the layout of a "final" stage...? ???...which unlike the other ones I don't think is possible to get in-game at all. It doesn't even really resemble any game mode. It also looks a lot like the (semi)final stage in what would much later be the Game Cube version (which was supposed to be for the N64, I think?), which I guess makes sense with the other unused overworld portrait of Kain. |





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