Talk:F-Zero X
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Track Editor
The track editor code is not present in cartridge games. The image resources for the car and track editors are, with a caveat. The car editor reads these resources off the cartridge, and although that originally was the plan for the track editor, it continued development and new buttons were required. Besides several buttons requiring redesigns, more buttons were added so resources from the Joker Cup were available in the editor. There's a few HUD differences, as well as dedicated menus for certain features. Dumps of the differing track editor images.
I'd honestly propose with this and other expansion games it would make far more sense to link the expansion disk article to this article, with a subsection for it. It was very common to placeholder elements and embed resources later used by disk expansions as well, addressed below in Super Falcon et al.
64DD Connection
(NOTE: added to article by Jimmy130; sounds partly like speculation, needs to be verified and rewritten for clarity --BMF54123 16:09, 22 February 2012 (EST))
F-Zero X is compatible 64DD with the disk Expansion Kit, even USA and PAL version use 64DD. But with the Japan 64DD, F-Zero X USA (without Ram Pak) dispays the error message Is the Memory Expansion Pak inserted correcty?, PAL version shows nothing. With Expansion Pak, USA and PAL freeze at start, due to region protection with Japan 64DD.
Ok you want proof, all here in french, my blog: http://blog.gamekult.com/blog/jimmy130/142541/f-zero-x-64dd.html --Jimmy130 16:51, 22 February 2012 (EST)
- F-Zero X USA is still compatible with 64DD and can be modified to work with Expansion Kit japanese version. F-Zero X USA boot with Expansion Kit 64DD --Jimmy130 (talk) 17:56, 29 March 2014 (EDT)
Super Falcon et al
Super Falcon is not a prototype; it's one of the machines available from the Expansion Kit. There's also a Super Cat (analog of White Cat) with updated Jody Summer art, and Super Stingray (Fire Stingray) with updated Samurai Goroh. All of these are in the retail ROM, along with all the new graphics used in the Expansion Kit and apparently even the programming for the level editor.
The Expansion Kit seems to serve primarily as a means of "unlocking" these additional features, which were tucked away in the game for the sole purpose of having something for the Expansion Kit to unlock. |-:
The new tracks and musics, however, and the graphics used for the DD-1 Cup and DD-2 Cup on the cup select menu, come from the Expansion Kit disk. Musics in the Expansion Kit were stereo, too... --GuyPerfect 17:28, 18 April 2012 (EDT)
- Since the Expansion Kit only existed in Japan, wouldn't its presence in the US version still qualify it as used? --Nicole 11:42, 31 May 2012 (EDT)
iQue Ad
p[laying the iQue Version I found this: http://imgur.com/iwHg0Du Not sure if it's notable or not. -357A (talk) 13:47, 3 February 2015 (EST)
Translated Expansion Kit Content
As noted the original Expansion Kit disk only works in Japanese. Therefore, the English (and Chinese) versions of F-Zero X need to be datamined. Localized assets reserved for the expansion would be unused.Theclaw (talk) 21:18, 21 August 2019 (EDT)
iQue unused 64DD stuff is near-identical to USA release. Unsurprising, since it was built directly from it. Differences in shared editor resources (iQue1 15C040-169A80 vs USA 145B70-1535B0) lie in default colors for unused palette entries, invisible except under an image editor. In the unused, older track image set (iQue1 169A80-17CB30 vs USA 1535B0-166660) "tab/ground" 7 & 8 are both slightly different. The entire car editor portion is identical (iQue1 17CB30-182D70 vs USA 166660-16C8A0). All text is Engrish. iQue version has no 64DD support. It can't. Its memory controller hardlocks on any access in the IPL or ASIC address ranges (among a slew of others). All of these have been extracted before though. It's literally just images, all the code is on disk. Zoinkity (talk) 17:20, 3 October 2024 (UTC)