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Author Topic: Weeeeird stuff inside this NES ROM.  (Read 1 times)
Dragonsbrethren
Guest
« Reply #15 on: October 12, 2009, 04:19:14 pm »

Quote from: reyvgm on October 12, 2009, 04:03:32 pm
Yeah I exaggerated a bit, it's not hentai. But it does show the succubus bare breasted, which still is kind of strange.

See the pics here in the bottom:
http://www.castlevaniadungeon.net/Games/nitm.html


That's her official artwork; the same one her in-game portrait was made from.
BMF54123
Guest
« Reply #16 on: October 12, 2009, 07:27:15 pm »

Several other Japanese HAL games contain interesting filler data as well. Strangely, none of their US releases contain such data. "Eggland - Meikyuu no Fukkatsu (J).nes" doesn't seem to have any source code, but it does list the files the game was compiled from. It seems the ASM code was stored in .X65 files. Anyone know what compiler those might correspond to?

Also, while technically not "filler" data, a number of Japanese games contain title screens (or at least the CHR) for their unreleased US versions, complete with "LICENSED BY NINTENDO OF AMERICA" text. Smiley
frantik
Guest
« Reply #17 on: October 12, 2009, 07:42:32 pm »

Quote from: BMF54123 on October 12, 2009, 07:27:15 pm
Several other Japanese HAL games contain interesting filler data as well. Strangely, none of their US releases contain such data. "Eggland - Meikyuu no Fukkatsu (J).nes" doesn't seem to have any source code, but it does list the files the game was compiled from. It seems the ASM code was stored in .X65 files. Anyone know what compiler those might correspond to?

Also, while technically not "filler" data, a number of Japanese games contain title screens (or at least the CHR) for their unreleased US versions, complete with "LICENSED BY NINTENDO OF AMERICA" text. Smiley

yeah i discovered that when I did the title screen translation for coinheaven on Jack and the Giant Slayer

http://www.thenesdump.com/screen%20shot%20pages/prototypes/jack%20the%20giant%20slayer.htm
BRPXQZME
Guest
« Reply #18 on: October 12, 2009, 08:59:42 pm »

Quote from: BMF54123 on October 12, 2009, 07:27:15 pm
Several other Japanese HAL games contain interesting filler data as well. Strangely, none of their US releases contain such data. "Eggland - Meikyuu no Fukkatsu (J).nes" doesn't seem to have any source code, but it does list the files the game was compiled from. It seems the ASM code was stored in .X65 files. Anyone know what compiler those might correspond to?
Assemblers don’t generally give two hoots about the extension you use for a filename.

The NES didn’t have an official dev kit, so many assemblers were in-house tools. Now, it’s possible they used a C64 or Apple II assembler or something, but it’s more likely they just wrote something for DOS (or whatever; Japanese PC’s were a bit different back then, and for the most part, they sucked) and developed using that.
tomaitheous
Guest
« Reply #19 on: October 13, 2009, 12:25:56 am »

Quote from: BRPXQZME on October 12, 2009, 08:59:42 pm
Quote from: BMF54123 on October 12, 2009, 07:27:15 pm
Several other Japanese HAL games contain interesting filler data as well. Strangely, none of their US releases contain such data. "Eggland - Meikyuu no Fukkatsu (J).nes" doesn't seem to have any source code, but it does list the files the game was compiled from. It seems the ASM code was stored in .X65 files. Anyone know what compiler those might correspond to?
Assemblers don’t generally give two hoots about the extension you use for a filename.

The NES didn’t have an official dev kit, so many assemblers were in-house tools. Now, it’s possible they used a C64 or Apple II assembler or something, but it’s more likely they just wrote something for DOS (or whatever; Japanese PC’s were a bit different back then, and for the most part, they sucked) and developed using that.

 Hudson wrote an assembler for NES (which NESASM is based on syntax wise). I've read somewhere that Hudson did dev tools for Nintendo directly (I know they did for some other companies as well, NEC, Sharp, etc). So it's possible that Hudson's assembler was one of a few out there for commercial developers to use (although I assume not for free).
I.S.T.
Guest
« Reply #20 on: October 13, 2009, 12:45:44 am »

Quote from: reyvgm on October 12, 2009, 04:03:32 pm
Yeah I exaggerated a bit, it's not hentai. But it does show the succubus bare breasted, which still is kind of strange.

See the pics here in the bottom:
http://www.castlevaniadungeon.net/Games/nitm.html

A. I'm saddened there is no hentai.

B. Ayami Kojima art is almost always win. Cheesy
SC
Guest
« Reply #21 on: October 13, 2009, 10:47:10 am »

lol

There is commented sourcecode too in a D.Gray-man game for the DS.
SPennLUE
Guest
« Reply #22 on: October 13, 2009, 04:25:50 pm »

There's a whole mess of hidden music in the NES version of Galaxian.

http://www.youtube.com/watch?v=28lDju8UC1Y

The diferent text over a blue background is not part of the ROM itself, but rather a Lua script running alongside the emulator.
KingMike
Guest
« Reply #23 on: October 13, 2009, 04:54:12 pm »

There's the dev in Erika and Satoru's Dream Story that pretty much drops a few F-Us in a hidden cutscene.
There's also some ASCII text (though it's romanized Japanese) in a really early Famicom pachinko game. Tells one how to replace a sound effect while ripping on sorta-unnamed comapies (probably Nintendo (for the somewhat underpowered FC hardware) and Toshiba (=Toemiland?, the publisher) for making him put crappier sound effects in. I think they actually said something like "Who's going to play this crappy game, anyways?" Cheesy ).

EDIT:
I forgot I was going to comment on that Jack the Giant Slayer. For anybody who doesn't know, the tileset to the title screen of the unreleased US version was in the released Japanese version's ROM.
But the tilemap was not.
I tried to implant it once, but I think I gave up at the attribute table part.
I wasn't really interested in the game to continue it.
I also realized that Jack drops down on the screen and is programmed to stop when he collides with a certain tile. If that tile is changed to a different value, he just falls forever, wrapping around to the top of the screen. Cheesy
Again, I didn't really care enough to track it down and fix it.
But good job frantik. Smiley
« Last Edit: October 13, 2009, 09:13:56 pm by KingMike »
Koetsu
Guest
« Reply #24 on: October 15, 2009, 06:30:21 pm »

This sounds like something I discovered a while back in another game.  They always compress text that has attached commands on them for what I assume were to test the game.

Here are the text files.
http://willhostforfood.com/?Action=download&fileid=66002
frantik
Guest
« Reply #25 on: October 15, 2009, 08:24:56 pm »

Quote from: KingMike on October 13, 2009, 04:54:12 pm
But good job frantik. Smiley

cheers Smiley
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