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06-03-24 01:02 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Unused Sprites and betas? New poll | |
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Since: 05-08-06

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Posted on 12-06-05 07:08 PM Link | Quote
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: 6327 days
Last view: 6324 days
Posted on 12-07-05 01:07 AM Link | Quote
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: 6319 days
Last view: 6314 days
Posted on 12-07-05 06:40 PM Link | Quote
Originally posted by kuja killer
http://geocities.com/garnet86404/test.PNG
My attempt at trying to implement some of the unused graphics for the dr wily intro. ...but a few people told me I'd have to do more than that to get it to be permanate


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):

The Top Man level from the beta version.
My version.
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6358 days
Last view: 6314 days
Posted on 12-07-05 09:56 PM Link | Quote

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):



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)
PSlugworth

Red Paragoomba








Since: 11-18-05

Last post: 6319 days
Last view: 6314 days
Posted on 12-07-05 10:06 PM Link | Quote
Originally posted by kuja killer
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.


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!
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6358 days
Last view: 6314 days
Posted on 12-07-05 10:30 PM Link | Quote

Now, if you're up for a REAL challenge, try totally reprogramming Breakman's AI to utilize those unused shooting sprites!


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)
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: 6314 days
Last view: 6314 days
Posted on 12-07-05 11:02 PM Link | Quote
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!
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6314 days
Posted on 12-07-05 11:20 PM Link | Quote


What did the Zelda sound sound like?
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: 6314 days
Last view: 6314 days
Posted on 12-07-05 11:27 PM Link | Quote
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: 6319 days
Last view: 6314 days
Posted on 12-07-05 11:30 PM Link | Quote
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...


(edited by Someguy on 12-07-05 10:36 PM)
sp

Micro-Goomba


 





Since: 11-25-05

Last post: 6657 days
Last view: 6657 days
Posted on 12-08-05 03:26 AM Link | Quote
http://www.the-interweb.com/serendipity/index.php?/archives/22-Faxanadu-Sprite-IDs.html
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6504 days
Last view: 6504 days
Posted on 12-08-05 05:05 AM Link | Quote
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)
The Kins

Hoarder








Since: 11-18-05
From: Hurf.

Last post: 6328 days
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Posted on 12-08-05 09:17 AM Link | Quote
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: 6314 days
Posted on 12-08-05 01:45 PM Link | Quote
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)
ShadowSonic

Red Goomba


 





Since: 11-20-05
From: Minnesota

Last post: 6314 days
Last view: 6457 days
Posted on 12-09-05 12:06 AM Link | Quote
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.
Risio
Newcomer


 





Since: 12-08-05

Last post: 6512 days
Last view: 6319 days
Posted on 12-09-05 01:41 AM Link | Quote
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: 6504 days
Last view: 6504 days
Posted on 12-09-05 02:25 AM Link | Quote
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.
Decamail
Newcomer


 





Since: 12-10-05

Last post: 6748 days
Last view: 6748 days
Posted on 12-10-05 10:23 AM Link | Quote
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?
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6314 days
Last view: 6314 days
Posted on 12-10-05 10:46 AM Link | Quote
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: 6318 days
Last view: 6314 days
Posted on 12-10-05 05:02 PM Link | Quote
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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