(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-19-24 06:29 AM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - Unused Sprites and betas?
  
User name:
Password:
Reply:
 
Options: - -
Quik-Attach:
Preview for more options

Max size 1.00 MB, types: png, gif, jpg, txt, zip, rar, tar, gz, 7z, ace, mp3, ogg, mid, ips, bz2, lzh, psd

UserPost
HyperHacker
Posts: 478/5072
Pardon the bump.
Originally posted by SantOkada
Originally posted by HyperHacker
I won't go into details because I'm sure not many people care.

I myself would love to hear!

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
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.

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
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.

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 HyperHacker
Diddy Kong Racing
  • Although only English and French can be selected, German text is in the ROM too, as well as 'Japanese'. The Japanese language option does not contain Japanese text, but rather, every piece of text just says "Japanese". Most likely this is because the Japanese fonts were removed.
  • When 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
    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.

    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
    Legend of Zelda LTTP has the cannon soldier, which is also fully functional, but just sucks. You can add one through Hyrule Magic.

    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
    Hey would there be a way to replace the power stars in Mario 64 with that beta egg through Game Shark??


    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 won't go into details because I'm sure not many people care.

    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
    • Beta objects include a different, really-cool-looking heart container and - get this - a fully-functional Arwing. It flies around and shoots at you, and you can kill it with the Boomerang which blows it up. It even has a shadow. I'm guessing it was used as a test object.
    • CRAPLOADS of beta maps and text, including 64DD-related text.
    • It's possible (not sure how) to mark a save file as requiring a 64DD disk. All this seems to do, however, is add an icon.
    • Debugging features include a highly-detailed display of CPU usage, graphic effects, etc, and an error report screen that is displayed when the game crashes.

    How to activate the error report screen:
    1. Crash the game, best done via Gameshark. A yellow line will appear in the top left corner. (If no line appears, you can't view the error report.)
    2. Press the following buttons:
      1: L button + R button + Z button
      2: Control Pad Up + C-Down
      3: C-Up + Control Pad Down
      4: Control Pad Left + C-Left
      5: C-Right + Control Pad Right
      6: A button + B button + Start button
      You have to press and hold each button in order, then release them all. For example, in step 1, hold L, then press R while still holding L, then press Z while still holding L+R. Then for step 2, release all the buttons and press Up, then press C-Down while still holding Up, etc.

    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
    • Includes a sound effect from Zelda


    Pokémon GS series
    • Some beta maps, at least one fully functional (though incomplete)
    • Various beta text
    • A colour debugger
    • Some other debug stuff I haven't figured out (may not be fully functional)
    • Crystal has most of the maps and menus for the cell phone link (the menus are almost fully functional but crash in some places; most aren't translated and there's a few spelling mistakes. )
    • Crystal also still contains the intro sequence, music and all, from G/S. (Unverified: The music is there, but I have yet to find the actual intro. I haven't worked with Crystal much.)
    • 'BIRD' is still a valid type, as it was in R/B. In R/B it appears to have been created early in development, then replaced with FLYING but never actually removed. (Missingno is BIRD in R/B, which may or may not be intentional.) G/S were (most likely given the code similarities) built from R/B sourcecode, and this was never removed.


    Pokémon RB series
    • Missingno - though generally regarded to be a glitch, analysis shows that in fact, this is most likely a test Pokémon created early in development. It glitches because certain things such as its image were never implemented. (No need once they got real Pokémon working.) The actual access method, however, is purely a glitch, or more specifically, a programming oversight. I won't go into details because I'm sure not many people care.


    Mario Kart 64:
    • In addition to the standard 50/100/150cc modes, there is an unused Super Easy mode. This mode appears to be identical to 50cc except that the AI drives very slowly.
    • There is debug menu on the title screen which can be used to start a race with any parameters (including an unused 2-player mode where the screens are split vertically), and if you press Down a few times, a secret option appears that gives you Gold trophies in every cup. Also, you can change the sound mode to 'xxx', which shows up blank in the Options menu - not sure what this does.
    • Other debugging features include a CPU usage display, 'mile markers' (not actual scale miles) and a compass, and the ability to jump to lap 3 at any time.


    Super Mario 64
    • Debugging features include a level select, CPU status display, and readout of Mario's speed, status, and angle and the game's memory usage. There is also a lot of debug text in the ROM which was probably intended to be printed to some sort of console.


    Diddy Kong Racing
    • A test map, with all the characters - even Wizpig - driving around aimlessly.
    • Although only English and French can be selected, German text is in the ROM too, as well as 'Japanese'. The Japanese language option does not contain Japanese text, but rather, every piece of text just says "Japanese". Most likely this is because the Japanese fonts were removed.
    • Other beta text, in each language.
    • Leftover debug cheats that are actually accessible without a Gameshark!
      • EOLAOBFENRLONE - Balloons appear in various places in Adventure mode.
      • DODGYROMMER - Display ROM checksum
      • EPC - Activate error reporting (if the game crashes, an error report is displayed next time it starts up)

      Also, there are 3 more that can only be used via Gameshark: Mirrored Tracks, High Speed Racing, and Print Coords. (Their codes contain numbers and are thus unenterable.) Mirrored Tracks does the same as Adventure 2. High Speed Racing, unfortunately, doesn't seem to do anything. Print Coords displays your location on the screen. Also, Control TT and Control Drumstick are cheats (also with numbers in them) - strangely enough they're added to the cheat list when you unlock these characters, and can be turned on and off.


    Beta stuff is fun!
    This is a long thread. Click here to view it.
    Acmlm's Board - I3 Archive - ROM Hacking - Unused Sprites and betas?


    ABII

    Acmlmboard 1.92.999, 9/17/2006
    ©2000-2006 Acmlm, Emuz, Blades, Xkeeper

    Page rendered in 0.004 seconds; used 391.34 kB (max 459.05 kB)