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HyperHacker Posts: 478/5072 |
Pardon the bump.
Originally posted by SantOkadaOriginally posted by HyperHacker If you insist. This is actually 2 glitches 1) You know when you talk to that old guy, it starts a battle with him catching a Pokémon? In a battle, it always shows your name, but they needed it to say 'OLD MAN' instead. Their solution was to copy your name to an unused part of memory, change it to 'OLD MAN', and then change it back when you were done talking to him. Rather than reserve 8 bytes just for this, they decided to use the bytes that determine which Pokémon should appear in the grass. This seemed a perfect solution as there's no grass there, and once you enter a map where there is, it'll load the proper Pokémon set. Except... 2) In what appears to be a mistake, the game designers made the 'edge of land/water' tiles a tile on which you can encounter Pokémon... problem here is it uses the same set as grass, not the water set. Since these maps don't have any grass in them, they didn't specify what Pokémon should be in the grass, so it stays set to what it was last. (This is why if you fly there after being in grass elsewhere, you find the same Pokémon as in that grass... even from the Safari Zone. ) What do you think happens if you fly here after talking to the old guy? Yep - your name is still in the wild Pokémon list. Since a lot of the unused Pokémon IDs are Missingno (internal IDs in this game don't correspond to their number, they're all mixed up), and it's likely that one of the letters of your name is an unused Pokémon ID, there you go. (Yes, this means the letters of your name determine what you fight... I had a list of it at one point, dunno where though. No, you can't fight Mew unfortunately, because none of the letters match his ID. But you can fight Mewtwo, the 3 legendary birds, and the 3 starters. ) Interesting side note... You know at the beginning, when you can choose from the 3 default names or enter your own? The names are laid out like this in ROM: RED|ASH|JACK|BLUE|GARY|JOHN | is the 'end of string' character; the game will stop printing text when it hits this. I haven't confirmed this, but it looks like when you choose a default name, it actually copies 8 letters no matter what you choose. So if you choose JACK, your name is actually 'JACK|BLU', but the game stops printing at the |. This has an effect on the Pokémon you fight as well. (Yes, your name is 8 letters; normally the 8th is always the end-of-string character, because if you actually used 8 letters, there'd be no room for it and the game would crash.) Originally posted by VL-Tone Have you tried moving it, like putting it on the ground? Maybe it's supposed to be a sign or some such, but you can't read it where it is because you have to be standing still. Or maybe it's the exit from Big Boo's Haunt. Originally posted by Proto K So do some Zelda games; OoT and LA, I know for sure. OoT only has Japanese and English, but you can switch them with a GS code. I've heard the PAL version shows a language select screen if the save files get completely wiped too. |
purplebridge001 Posts: 2/15 |
Super Mario World has some unused things.
Sprites in level - Classic Piranha Plant - Bat ceiling (same effect as boo buddies one) - Long orange platform - Flying yellow 1UP mushroom - Flying red coin Objects in level - Blue coins - Small door - Turn block with "nothing" inside - Unbreakable turn block with a side feather inside - Bottom right midway point tile Sprites in overworld - Piranha Plant - Lakitu - Blue Bird - Koopa Kid Others - "TEST" levels - "No Yoshi" sign - Layer 3 "Cage" thing (Yoshi master already posted about this) |
Proto K Posts: 4/37 |
The SNES Addams Family (U, North American) has text for the entire game also in French, and another language that I can't remember, but with no way to access it in-game to change it. |
Ailure Posts: 165/2602 |
Originally posted by HyperHackerWhen some games are devoloped, they translate as they devolop things. Or maybe they started with the European version first or something. I know for usre that there was a German option in the European version, but i'm not 100% sure. |
Decamail Posts: 2/3 |
Originally posted by MathOnNapkins thanks, that thing is just huge (well for a few minutes, but still) i love those beta and unused stuff !! |
NetSplit Posts: 17/144 |
Yeah, I mentioned that earlier in the thread, but not in such great depth. The autoscroll is also used in the Wily battle in Wily 4 - it just only appears to move Wily back and forth, rather than the whole screen.
But yeah, the remnants of Wily 5 are why there's a gap between Wily 4 and the ending. They use Wily 5's data space for the title screen and such now. Oh, and I take back the balloon thing in Milon's Secret Castle. Turns out it can be collected in the well by killing an enemy I didn't know could be killed. |
Proto K Posts: 3/37 |
Megaman 1 has an unused level in it that -sort- of works, but has garbled graphics, no enemies, and no way to beat the level (and no way to get past the first few rooms unless you change/edit them in an editor). The boss room is pretty interesting though, the screen autoscrolls left and right, back and forth. Whether this is just a bug or intentional I don't really know. |
MathOnNapkins Posts: 67/1106 |
Go into a dungeon or overworld edit window and select the sprite option. Then double click on an existing sprite (or insert one if you have room). That should bring up a dialog box with a long list of choices. The one you want is CannonSoldier, which has sprite index 6B. I was sort of ecstatic when I found it a few months ago independently, only to find out the Hyrule Magic makers already knew about it when I checked the editor. |
Decamail Posts: 1/3 |
Originally posted by MathOnNapkins i tried looking for it through hyrule magic but couldn't find a way to get it. could someone give me further informations? |
VL-Tone Posts: 5/156 |
Originally posted by Risio Unfortunately, this is a recurring problem in Mario 64 hacking: the MIO0 (compressed) file containing the Yoshi egg is not loaded in every level so the game will crash if it has to show a Yoshi egg and the MIO0 file is not loaded. The blue Thwomps are in the same file, so it would ony work in levels that have blue Thwomps. It maybe possible though to move the egg data into a MIO0 file that is always loaded, but it would require more than a GS code... Anyhow, I don't want to turn this thread into a M64 thread. I'll try to keep that in mind as an interesting hack to do. |
Risio Posts: 1/3 |
Hey would there be a way to replace the power stars in Mario 64 with that beta egg through Game Shark?? |
ShadowSonic Posts: 2/41 |
I made a site for Super Mario RPG unused beta stuff. The site is
http://smrpgsecrets.tripod.com/ There's also a debug menu that can be accessed by using a Pro Action Replay. If anyone is interested I'll look for the code to access it. |
Deleted User Posts: 16/-7750 |
Well, for those interested in getting to that debug Menu here's a game genie code made by Ugetab at GSHI.
'Use' the Town Map to get to the Higher-Tier Debug Menu 1782-ED05 4382-ED65 AF82-EDA5 Choose 'Apple' to get to the same menu as the first debug menu code. Note that you can still access the town map by pressing X with the town map in your inventory. or 'Use' the Town Map to get to the Highest-Tier Debug Menu 6B82-ED05 3182-ED65 3E82-EDA5 Note that this will warp you to tenda village or reset the game, depending on the option you pick, and will make you unable to speak to people until you save and quit, then reload the save. You can find other variations of this code at http://www.thegshi.org/?s=v2&sys=6&gid=64 And Castlevania Dungeon contains some pics of unused stuff found in Castlevania SOTN. http://castlevania.classicgaming.gamespy.com/Games/sotnweird.html I myself found Text in the game that said "greater demon". It isn't used in the game, but I'm guessing that the boss version of lesser demon was gonna be called this. I also found an unused animation for Fire Demon. It seems like he busts out of the ground. From what I could tell it was gonna do that when you first met him. It looks like it was gonna just show his head then he would bust out of the ground. I'm not sure but perhaps it was trying to trick you into thinking it was a Pungachi from Castlevania Adventure. I also fournd the english translations of the 2 unused familiars in the US version. So their official names were Pixie and Nose Devil. Oya, the secret room at GSHi shows some data for the unused selectable character in Resident Evil 2. http://www.thegshi.org/id121.html |
The Kins Posts: 46/352 |
Earthbound has two debug menus - the japanese one, which seems to use the normal game's menu/gui stuff, and an English one, which is a seperate screen (which inexplicably uses a Kirby sprite for a cursor!) |
VL-Tone Posts: 1/156 |
I love beta stuff! Too bad there is not much of it left inside SM64. Like HH said, there is a lot of cool stuff in Zelda OOT. I found a lot of jpeg files in Zelda, some I think are unused, but I'm not sure since it's been a long time since I played the game trough from start to finish.
This is the Yoshi beta egg in Mario 64. And here is the normal and "metallic" wings textures. The metallic wings can only be seen if you take a wing cap when you are metal Mario, which is not possible in the original game. You need a GS code or a level editor to do this: Aside from that and the debug stuff there is an unused animated flower which I'm too lazy to find now, but that's about it, I didn't find any unused level parts or enemies. There is an invisible 0x24 object over the "Luigi is Real 2041"/"Eternal Star" sign in the castle courtyard, but as far as I know it doesn't do anything. For those who still don't know, you cannot find Luigi in an unmodified Mario 64 ROM! This SMB3 beta stuff made me think about the infamous "Super Mario Bros. 3 Lost Levels" http://www.themushroomkingdom.net/smb3_lost.shtml, which I feel should be more publicized since some of them are really neat, yet only a few people know about it among the millions who played the game. The levels are in the ROM, and you can see them in a level editor, but you need a patch to put them on a map. Oh well, first post since the "Game Aver". How is it going in here guys? I'll try to post a new thread soon to tell you about the status of my Mario 64 level editor etc. |
sp Posts: 1/11 |
http://www.the-interweb.com/serendipity/index.php?/archives/22-Faxanadu-Sprite-IDs.html |
Someguy Posts: 7/124 |
Originally posted by HyperHacker I myself would love to hear! While I am here, I may as well give quick mention to the only beta thing I know off the top of my head not mentioned(I think) here. In Kirby's Adventure, there are unused sprites of a tiny 8x8 Kirby! Somewhat recently, in Amazing Mirror, there was an ability that makes Kirby tiny too! Perhaps it worked the same back then as it does here! I oh so love beta stuff! EDIT: OH! I can't believe I forgot this! In the game Feel the Magic: XY/XX, which for some odd reason has become my "hobby" to love and research and such, there is an unused ending! I haven't seen any cutscene images in the rom that go with it, but the text it'sself is there in English, and assumedly Japanese. The text may or may not spoil things, but it gives a different look on how the ending could have been, as well as what they may of planned in the beginning, though the real ending as well as many of the "stunts" done in the game countradict it. It could be said it was changed to set up for a sequal, but the next game is not a direct one story wise... |
HyperHacker Posts: 151/5072 |
It's just the sound from Zelda 1 when you find a secret. |
Deleted User Posts: 117/-7750 |
What did the Zelda sound sound like? |
HyperHacker Posts: 145/5072 |
Replying to a one-day-old post is not a bump.
Anyway, here's some of the beta things I know of off the top of my head: Zelda: OoT
How to activate the error report screen:
Many games actually contain such a screen, though most hide it like this, not sure why. Paper Mario doesn't. Note too that this only works on a real N64 - emulators don't emulate the console's debug ROM for some reason. Super Mario Advance
Pokémon GS series
Pokémon RB series
Mario Kart 64:
Super Mario 64
Diddy Kong Racing
Beta stuff is fun! |
This is a long thread. Click here to view it. |