If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Talk:Beyond Oasis

From The Cutting Room Floor
Jump to navigation Jump to search
This is the talk page for Beyond Oasis.
  • Sign and date your posts by typing four tildes (~~~~).
  • Put new text below old text.
  • Indent replies by prefixing with a colon :
  • Add new sections with the 'Add topic' button at the top right.
  • Be polite.
  • Assume good faith.
  • Don't delete discussions.
  • Be familiar with the talk help page.

"Interestingly, the song names and codes are the same as in Crusader of Centy. "
This is very interesting because Crusader of Centy's US final, SK final, and prototype have data chunks from Beyond Oasis, despite that game having been developed, completed, and released months before (by a different developer, Nextech/Nex Entertainment, no less). I'm going to make a page on this, but later, as I've been asked to see if the prototype has music data left over (the sound driver it loads does nothing, so this will be hard)
Would the sound effects really be from Streets of Rage 3? The other two use different sound drivers.
The demos desynching is a result of timing errors, but that only the first attract screen shows is interesting. Does something like that happen with Phantasy Star IV, which uses the same SRAM mapper? - Andlabs 15:16, 2 October 2011 (EDT)

I really wish I knew more on this matter, but I just got the info from this guide. I'm really looking forward to see what's the deal with the shared contents between the 2 games. The sound effects seem to be from the original SoR, not either of the sequels. But then again, I played SoR3 for about 5 minutes, and only completed SoR2 once. I played a lot of SoR1, so I know the sounds are familiar. If they're used in SoR3 or not, I can't say that for sure. As for the demos, I'll check. For Beyond Oasis, regardless of version, I know that in Gens only the first plays, and on Kega every demo plays. The JP and US version desync, and at different times on each emulator, and the EU version runs everything just fine. (BTW, a demo can be forced on BO by holding down+right and pressing Start on the main menu, though this has no effect on the issues.) {EspyoT} 16:59, 2 October 2011 (EDT)
OK. What I can tell you is that the Soleil prototype has the credits (I think) and the Crusader of Centy US/Ragnacenty South Korea final has the Best Records screen code. - Andlabs 18:48, 2 October 2011 (EDT)

About that Debug Mode

Apparently, an early prototype contained at least a map teleporting feature (Click this and go to 2:23). I recall there some other proto versions of this released by drx, but I think those were localization prototypes. --From: divingkataetheweirdo 23:51, 31 March 2012 (EDT) Well, the strings for those locations are in the final game, that's for sure. I wonder if it's possible to re-enable it... Anyway, I think drx' protos are different from the one in that video. {EspyoT} 06:48, 1 April 2012 (EDT)

Memory address of the weapons menu.

I tested these memory addresses that may be useful to investigate the contents of the Demo. Slot 1 is the default sword.

  • 00FF0D82 Item Slot 2
  • 00FF0D83 "Ammo" Slot 2
  • 00FF0D84 Item Slot 3
  • 00FF0D85 "Ammo" Slot 3
  • 00FF0D86 Item Slot 4
  • 00FF0D87 "Ammo" Slot 4
  • 00FF0D88 Item Slot 5
  • 00FF0D89 "Ammo" Slot 5
  • 00FF0D8A Item Slot 6
  • 00FF0D8B "Ammo" Slot 6
  • 00FF0D8C Item Slot 7
  • 00FF0D8D "Ammo" Slot 7
  • 00FF0D8E Item Slot 8
  • 00FF0D8F "Ammo" Slot 8

I needed a list of values ​​for the weapons, I know that 02 is Sword and 06 is Bow. --Porcino (talk) 09:08, 23 February 2014 (EST)

A little bug with the Shadow spirit

Sorry for mah bad eng, not even sure if it's needed here, but anyway, here is a little bug I've found a year ago by myself: If you will hold that button "A" while you have the Shadow spirit (sorry forgot the name) and in that time when the MP bar will start blinking, unhold button "A" and also press and hold the button "B" (the jump button, to crounch). If you guys make this right, the result will be: Ali is crunching and you can control him AND hit the enemies with the Ali's knife. Try that, guys. The preceding unsigned comment was added by ZarkonR (talk • contribs)

That's pretty cool! Although we don't really cover glitches in TCRF. For anybody having trouble understanding, you must get the shadow spirit with you, hold A, and just as you release A, hold C (not B). You'll then control the spirit while it's crouching, and you'll be able to use the knife. Also, ZarkonR, remember to sign your posts with four tildes: ~~~~ {EspyoT} 06:52, 12 April 2014 (EDT)
Not to seem contradictory, but we now have a "Bugs" namespace to put bugs/glitches on. West (talk) 09:16, 12 April 2014 (EDT)
Oh right, that thing. How many articles are there even in that namespace, 4? We should probably wait until it's richer. It's also still a bit experimental, isn't it? {EspyoT} 09:21, 12 April 2014 (EDT)
When I'm not swamped in Prerelease work I'll try and make a good one to "set the standard" as it were. West (talk) 09:41, 12 April 2014 (EDT)