User:7HeroesForceBattle

Rough to-do list v1+
I mean, if I have an account here, I might as well note these things I am probably never going to get around to. If you see any you feel like doing, be my guest. I'm certainly not going to get anything done that requires actual effort (especially any file hacking or deep investigation). Good luck.

-The DS port of the original (SNES) Shiren the Wanderer has what is almost certainly an event select (or possibly flag toggle) menu in one of the dialog files, and I guess I should figure out if it can be enabled.

-The original Shin Megami Tensei (III): Nocturne has an extensive and quite possibly data-dangerous debug menu that is enabled if you perform a simple disc swap trick detailed in Ian Kelley's FAQ. Notably there's a few unused scenes, some of which use test models of characters from previous Megaten games, but there doesn't seem to be any full documentation of the options anywhere. The debug menu was apparently removed in the expanded Maniax version, which all subsequent releases were based on, but it might still be in there somewhere.

-It looks like Dynasty Warriors Advance has some debug stuff in it (like a list of various tests), as well as what I think is some decompiled code? I dunno.

-Gunstar Super Heroes has an apparently unused track that I don't think is featured on the OST, but doesn't seem to be one of the unused Sega cameo tracks either. The track was found via GBAMusRiper ("song501") and seems like it could be an alternate ending theme. Unlike most GBA games, GSH uses more than a single 256 value bank to index the SFX/music, and this is why this track (and a track that is actually used by the game) didn't turn up in GSF rips. Uploading to TCRF might be tricky, as the track as played via GBAMusRiper isn't as it would sound from actual hardware, and at this moment that is the only easy way to hear it.

Come to think of it, the GSH page need cleaning up in general. There's also some weird bio data for Red and Blue in the ROM but not on the page.

-Azure Dreams (Game Boy Color) needs a serious looking-at. A while back HG101 released some internal WIP translation documents featuring all the text in the game, and while I haven't gone over them thoroughly, at the very least there seem to have been items dummied out of both the Japanese and English versions of the game. While the veracity of the documents might be questionable, I have at least confirmed that the "Alcohol" item had its name blanked out for the final English release, even though a matching description remains (I have no clue what it does or if it can be obtained in the JP version). I got pretty frustrated trying to learn a little memory hacking just doing that much, though, and I'll have to make a JUL topic to present my findings and soliciting help.

Speaking of findings, some might even explain current mysteries, like "Garlic" being an item that apparently repelled monsters, which would explain the "Bell" status portrait (related but much less substantiated theory: the game originally had a system whereby the ringing of the returned bells would occasionally affect Kou/the tower somehow, and when this was scrapped some of that data got mixed up with the related concept of status effects).

-SHOGO:MAD has a bunch of unused voice clips that I remember finding in the game data back in the day (with Game Audio Player). Some seemed to present alternate mission scenarios, unused story/flashback sequences and I think even some outtakes. These have to be documented somewhere, right?

-Daggerfall has a number of NPC portraits that, as far as anybody can tell, are never used in the game. More than currently on TCRF, I mean. I think. And I guess it's more accurate to say that nobody knows where to find the people those portraits are associated with. There has to be some way to verify whether they actually appear anywhere in the game's gloriously/stupidy huge world. Right? Right. I hope. I don't understand anything. Blood blood blood.

-When the graphics for Castlevania: Order of Ecclesia were ripped from the files over at The Spriter's Resource, there turned out to be a few interesting little unused things, mainly early villager designs. Oh yeah, I guess all those voice clips need to be sorted through as well.

-Sometime somebody needs to do a side-by-side comparison of the Japanese and Western versions of Astro Boy: Omega Factor. The TCRF page already lists some of the changed stuff. The boss theme when you fight Pook had a short intro added to the song, and for whatever reason, the sound engine data was moved somewhere it couldn't be detected by Saptapper (and this relocation was kept for AGH and GSH). Also what is that damn thing, what is it.

-I'm actually making some slow progress on a comparison of the Japanese and US versions of The Twisted Tales of Spike McFang. So far it's mostly unexciting stuff except for Dowson - difficulty tweaks, religious symbols removed, title graphics change, etc. After that the debug menu needs to be gone over, and then a comparison of the prototype versus the final Japanese release.

-The game may not be anywhere near as good as it should have been, but the Tao's Adventure: Curse of the Demon Seal debug menu is neat and I wrote up a few notes on it and they are....somewhere. Hm.

-Deus Ex 2 is...okay, I'm not here to talk quality. There's a demo to compare with, a few unused things basically sitting out in the open (like a conversation with someone apparently in a museum looking at a JC Denton exhibit), some boring oddities like the unreachable weapon hidden in the last area, and of course the huge, cryptic and nearly unusable debug menu that can be enabled.

-There's some kind of Judge Dredd SNES prototype from CES. It's buggy and probably not very interesting but I unjustifiably love the game so. Oh thanks. Okay. Someday.

MISCELLANEOUS GAMES WITH UNUSED MUSIC:
 * Lufia: The Legend Returns - 6 songs - CONFIRMED (by OST release)
 * Macross Scrambled Valkyrie - 3 songs 2 jingles - unconfirmed

-hungry