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/vr/ - Retro Games


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File: 13 KB, 320x224, Woodzone.png [View same] [iqdb] [saucenao] [google]
10287252 No.10287252 [Reply] [Original]

Can we have a beta /pre release content thread?

>> No.10287260
File: 87 KB, 1280x720, MARIO.jpg [View same] [iqdb] [saucenao] [google]
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>> No.10287267
File: 101 KB, 384x119, ds-huitzil-ex-mockup.gif [View same] [iqdb] [saucenao] [google]
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Unused super move for Huitzil in Darkstalkers 1. If you use hacks on the arcade version to play as him, you can perform a glitchy, unfinished version of it with QCF+PPP.

>> No.10288024
File: 23 KB, 320x240, Mega Man X4 (USA).2023-09-30 02.14.14.png [View same] [iqdb] [saucenao] [google]
10288024

I'm not sure if it is beta or pre-release, but I recently uncovered something in the PS1 Mega Man X series games that might hint to an abandoned idea.

There is an Address in MainRAM in X4 that has an odd effect when altered. When playing as X, this value is set to 00, and it is set to 01 for Zero.
Swapping the values seems to swap what code each character executes. X attempts to use a saber he doesn't have and can't hit anything, and Zero throws out hitsparks for buster projectiles while gaining all of X's charge shot functionality.

I'm actually wondering if this isn't some leftover from the port of X3 on the PS1. Further research on that entry is required.

>> No.10288061
File: 99 KB, 640x480, Sonic the Hedgehog (Prototype)001.jpg [View same] [iqdb] [saucenao] [google]
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>> No.10288091
File: 307 KB, 640x480, Alphamoon.png [View same] [iqdb] [saucenao] [google]
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>>10287252
In Halo 2, there was originally a campaign mission called "Alpha Moon" that was going to take place after The Oracle. It was cut around mid development, part of the level was used for the multiplayer map Burial Grounds. The level was going to take place on the moon outside of the gas giant station, and would have continued the arbiters fight against the heretics, ending with the fight against the heretic leader, but it was scrapped and the boss fight was moved to the end of The Oracle.

>> No.10288346

>>10288024
That's fascinating. How do you find stuff like this?

>> No.10288521

For me? It's gotta be Genocide City, baby. Gotta love that Genocide City.

>> No.10288524

>>10288091
Explains why that shitty boss fight was so abrupt and anti-climactic

>> No.10289262
File: 5 KB, 320x240, MMX5.2023-09-25 23.57.44.png [View same] [iqdb] [saucenao] [google]
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>>10288346
Observation, and experimentation. Everything in a game relies on things that are set up in RAM.

This finding was coincidental, I was looking to find a debug menu since a later prototype of X5 featured a fully functional one.

>> No.10290876

>>10288024
>>10289262
Huh. Wonder if that meant X could've had a full saber moveset. Or, I guess that could've meant X and Zero were gonna play exactly the same.

>> No.10290936

>>10290876
There's a far simpler and much more likely explanation. For basic movement, the two likely share the same code. That address is then set when a character is selected to determine which offensive code to use. That would eliminate redundant duplicate code on each character, saving a bit of space.
But that's just a guess.

>> No.10290946

>>10289262
MMX4 has both a PSX prototype and a Saturn prototype. See if anything is different for them regarding your discovery if you can, please.