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Acmlm's Board - I3 Archive - ROM Hacking - Unused Sprites and betas? | New poll | | |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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Yup, I made those codes. All it really is is codes to remove the Relics from the inventory. Strangely Richter comes with all Relics. If you wanted you could use the code to remove Alucards Relics too. But yeah, Richters game is lacking in content. | ||||
Yoshi Master Shyguy Since: 11-18-05 From: That one place. Last post: 6445 days Last view: 6442 days |
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A few of us Super Mario World hackers were talking about some Super Mario World beta things on the archive a while back. I'm even making a hack based on everything recoverd. Here you go. | ||||
PSlugworth Red Paragoomba Since: 11-18-05 Last post: 6437 days Last view: 6431 days |
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Originally posted by kuja killer In the spirit of seeing that rather cool screenshot and being inspired also by this, I have started work on reimplementing as many of the Mega Man 3 betas/different versions/etc., back into the original game. So far, I have finished Top Man's level (and improvised a lot of it; but I think it looks pretty decent):
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kuja killer Rope Since: 11-17-05 From: Lake Havasu City, AZ Last post: 6476 days Last view: 6431 days |
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That's cool man! I know that'd not be very hard to do for top man's stage since it's level specific and you could easily edit the graphics in tile layer pro, then use a level editor to straighten out the tiles in the TSA and structure data. But hey, I like it. I was trying to edit the PPU myself which is much more complicated...but I'm not too well on figuring that all out yet. Oh, and I've managed to already control how to get the song on the dr wily preview screen to play for longer than just a couple of seconds. (edited by kuja killer on 12-07-05 08:58 PM) (edited by kuja killer on 12-07-05 08:59 PM) (edited by kuja killer on 12-07-05 09:00 PM) |
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PSlugworth Red Paragoomba Since: 11-18-05 Last post: 6437 days Last view: 6431 days |
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Originally posted by kuja killer Heh, very awesome. That was on my list, but I wouldn't even know where to begin doing something like that. Now, if you're up for a REAL challenge, try totally reprogramming Breakman's AI to utilize those unused shooting sprites! |
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kuja killer Rope Since: 11-17-05 From: Lake Havasu City, AZ Last post: 6476 days Last view: 6431 days |
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Gosh I should try sometime. But I just know that won't be easy really even though both the normal and unused breakman/protoman sprites are in the same bank. Plus, I have no idea how to edit the breakman mini area after beating the 4 doc robot stages, since it's coded into the hardman stage data. :| I'm a little afraid about that since I don't want to start doing the hardman stage on my hack yet until I know how to deal with the breakman extension because I will be editing my stage to be longer than the original. I found a mm3 hack just recently on a japanese site that the person actually to put those unused sprites to use. I'd sure be interested in knowing how eventually. http://pikopikokun.hp.infoseek.co.jp/siryou/kasouken.html i believe it was this site. I'm still having trouble trying to know how to work with the darn boss doors too on MM3. (edited by kuja killer on 12-07-05 09:34 PM) |
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HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6432 days Last view: 6432 days |
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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! |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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What did the Zelda sound sound like? |
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HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6432 days Last view: 6432 days |
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It's just the sound from Zelda 1 when you find a secret. | ||||
Someguy Tooky Since: 11-17-05 From: West Virginia-USA Last post: 6437 days Last view: 6431 days |
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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... (edited by Someguy on 12-07-05 10:36 PM) |
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sp Micro-Goomba Since: 11-25-05 Last post: 6775 days Last view: 6775 days |
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http://www.the-interweb.com/serendipity/index.php?/archives/22-Faxanadu-Sprite-IDs.html | ||||
VL-Tone Paratroopa Since: 11-18-05 Last post: 6622 days Last view: 6622 days |
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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. (edited by VL-Tone on 12-08-05 04:34 AM) |
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The Kins Hoarder Since: 11-18-05 From: Hurf. Last post: 6446 days Last view: 6432 days |
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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!) | ||||
Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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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 (edited by iamstillhiro1112 on 12-08-05 12:46 PM) |
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ShadowSonic Red Goomba Since: 11-20-05 From: Minnesota Last post: 6431 days Last view: 6574 days |
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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. |
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Risio Newcomer Since: 12-08-05 Last post: 6630 days Last view: 6436 days |
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Hey would there be a way to replace the power stars in Mario 64 with that beta egg through Game Shark?? | ||||
VL-Tone Paratroopa Since: 11-18-05 Last post: 6622 days Last view: 6622 days |
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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. |
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Decamail Newcomer Since: 12-10-05 Last post: 6866 days Last view: 6866 days |
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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? |
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MathOnNapkins 1100 In SPC700 HELL Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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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. | ||||
Proto K Gator Since: 11-17-05 From: New Brunswick, Canada Last post: 6436 days Last view: 6431 days |
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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. |
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