User:OKeijiDragon
OKeijiDragon |
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Tumblr: okeijidragon Twitter: OKeijiDragon YouTube: KeijiDragon Personal Website: Hole In The Wall |
Howdy. I'm just a gay guy who happens to like video games (both the hobby and subject, as well as the data-mining/prerelease research stuff), photography, and obviously dragons. I have a Masters on procrastination & A.A degree in Journalism and unusual priorities. I've made some stupid music mashups too. =P
I have: YouTube, Twitter, Tumblr, and my own blog a Hole In The Wall
Contents
- 1 Pages I Created or Significantly Contributed To
- 2 What I have to do left if I care to do at some point
- 2.1 Proto:Mega Man Legends 2/Rockman DASH 2 - Episode 1: Roll-chan Kiki Ippatsu
- 2.2 Proto:Mega Man Legends 2/Rockman DASH 2 Dengeki PlayStation D31 Demo
- 2.3 Proto:Mega Man Legends 2/Trial Version
- 2.4 ✓Proto:Resident Evil 2 (PlayStation)/November 5, 1996 Prototype✓,
- 2.5 Proto:Resident Evil 2 (PlayStation)/August 5, 1997 (Trial Edition)
- 2.6 Prerelease:Shenmue
- 2.7 Proto:Crash Bandicoot 2: Cortex Strikes Back (Interactive CD Sampler Disk Volume 5)
- 2.8 Prerelease:Mother 3
- 2.9 Prerelease:Mega Man Legends
- 2.10 Prerelease:The Misadventures of Tron Bonne
- 2.11 Prerelease:Super Mario RPG: Legend of the Seven Stars
- 2.12 Proto:The Misadventures of Tron Bonne/Nov 5, 1999 Version
- 2.13 DC Checker for MP (Jan 12, 2000 version)
- 2.14 Prerelease:Mega Man X3 ✓
- 2.15 Proto:Mega Man Legends/August 5, 1997 (Biohazard 2 Trial Disc)
- 2.16 ✓Proto:Mega Man Legends/May 8, 1998 (E3 Show Version) ✓
- 2.17 Development:The Misadventures of Tron Bonne
- 2.18 Graphics
- 2.19 Text Files
- 2.20 Mega Man 8
- 3 REFERENCES
Pages I Created or Significantly Contributed To
{{#cscore:OKeijiDragon|changes}} contributions among {{#cscore:OKeijiDragon|pages}} pages, scoring to {{#cscore:OKeijiDragon}}
What I have to do left if I care to do at some point
Proto:Mega Man Legends 2/Rockman DASH 2 - Episode 1: Roll-chan Kiki Ippatsu
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
"Debug Stage Select" To access different areas in the demo use this GameShark code:
8006C9AC 0000
Proto:Mega Man Legends 2/Rockman DASH 2 Dengeki PlayStation D31 Demo
This needs some investigation. Discuss ideas and findings on the talk page. |
This is a demo of Rockman DASH 2: Episode 2: Ooinaru Isan that was featured in a Japanese demo disc featured in an issue of the Japanese Dengeki PlayStation magazine. The .EXE date for this demo is 2/19/2000, almost one month before the final Japanese version was compiled (on 3/15/2000). The .XA (does this file extension mean Cross Audio?) file contains the same voice files as the Japanese final, as far as I can tell (I don't speak Japanese). The rest of the data is compiled as a binary file (.BIN), which is a dead end for me because I don't know a thing about cracking file formats. Maybe someone can check out that file?
Proto:Mega Man Legends 2/Trial Version
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
This needs some investigation. Discuss ideas and findings on the talk page. |
Unused Graphics
Leftovers from Mega Man Legends
To do: Get the correct palette for these if you can. |
Remnants of the first game's HUD, along with Data's facial textures and other elements, can be found along with the title screen's graphics in this build.
Uncovered File Location Routes
I found this in Sector View on IsoBuster 4.0. All the game data is compiled inside one single .BIN file called LEGENDS2.BIN. All this text shows is what's inside.
LBA: 249
03E0 : C0 81 0B 80 00 82 0B 80 44 3A 5C 50 53 58 5C 44 ........D:\PSX\D 03F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 0400 : 43 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 C.BIN...D:\PSX\D 0410 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 0420 : 42 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 B.BIN...D:\PSX\D 0430 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 0440 : 41 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 A.BIN...D:\PSX\D 0450 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 0460 : 39 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 9.BIN...D:\PSX\D 0470 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 0480 : 38 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 8.BIN...D:\PSX\D 0490 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 04A0 : 37 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 7.BIN...D:\PSX\D 04B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 04C0 : 36 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 6.BIN...D:\PSX\D 04D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 04E0 : 35 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 5.BIN...D:\PSX\D 04F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 0500 : 34 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 4.BIN...D:\PSX\D 0510 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 0520 : 33 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 3.BIN...D:\PSX\D 0530 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 0540 : 32 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 2.BIN...D:\PSX\D 0550 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 0560 : 31 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 1.BIN...D:\PSX\D 0570 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 35 ASH2\PROG\STAGE5 0580 : 30 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 0.BIN...D:\PSX\D 0590 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 05A0 : 46 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 F.BIN...D:\PSX\D 05B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 05C0 : 45 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 E.BIN...D:\PSX\D 05D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 05E0 : 44 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 D.BIN...D:\PSX\D 05F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 0600 : 43 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 C.BIN...D:\PSX\D 0610 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 0620 : 42 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 B.BIN...D:\PSX\D 0630 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 0640 : 41 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 A.BIN...D:\PSX\D 0650 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 0660 : 39 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 9.BIN...D:\PSX\D 0670 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 0680 : 38 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 8.BIN...D:\PSX\D 0690 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 06A0 : 37 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 7.BIN...D:\PSX\D 06B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 06C0 : 36 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 6.BIN...D:\PSX\D 06D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 06E0 : 35 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 5.BIN...D:\PSX\D 06F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 0700 : 34 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 4.BIN...D:\PSX\D 0710 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 0720 : 33 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 3.BIN...D:\PSX\D 0730 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 0740 : 32 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 2.BIN...D:\PSX\D 0750 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 0760 : 31 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 1.BIN...D:\PSX\D 0770 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 34 ASH2\PROG\STAGE4 0780 : 30 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 0.BIN...D:\PSX\D 0790 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 07A0 : 46 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 F.BIN...D:\PSX\D 07B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 07C0 : 45 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 E.BIN...D:\PSX\D 07D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 07E0 : 44 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 D.BIN...D:\PSX\D 07F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 0800 : 43 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 C.BIN...D:\PSX\D 0810 : 41 53 48 32 5C 50 52 4F 78 13 5F CD 72 24 81 F7 ASH2\PROx._.r$..
LBA: 250
0000 : 00 FF FF FF FF FF FF FF FF FF FF 00 00 05 25 02 ..............%. 0010 : 00 00 08 00 00 00 08 00 47 5C 53 54 41 47 45 33 ........G\STAGE3 0020 : 42 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 B.BIN...D:\PSX\D 0030 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 0040 : 41 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 A.BIN...D:\PSX\D 0050 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 0060 : 39 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 9.BIN...D:\PSX\D 0070 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 0080 : 38 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 8.BIN...D:\PSX\D 0090 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 00A0 : 37 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 7.BIN...D:\PSX\D 00B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 00C0 : 36 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 6.BIN...D:\PSX\D 00D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 00E0 : 35 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 5.BIN...D:\PSX\D 00F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 0100 : 34 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 4.BIN...D:\PSX\D 0110 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 0120 : 33 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 3.BIN...D:\PSX\D 0130 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 0140 : 32 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 2.BIN...D:\PSX\D 0150 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 0160 : 31 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 1.BIN...D:\PSX\D 0170 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 33 ASH2\PROG\STAGE3 0180 : 30 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 0.BIN...D:\PSX\D 0190 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 01A0 : 46 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 F.BIN...D:\PSX\D 01B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 01C0 : 45 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 E.BIN...D:\PSX\D 01D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 01E0 : 44 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 D.BIN...D:\PSX\D 01F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 0200 : 43 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 C.BIN...D:\PSX\D 0210 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 0220 : 42 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 B.BIN...D:\PSX\D 0230 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 0240 : 41 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 A.BIN...D:\PSX\D 0250 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 0260 : 39 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 9.BIN...D:\PSX\D 0270 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 0280 : 38 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 8.BIN...D:\PSX\D 0290 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 02A0 : 37 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 7.BIN...D:\PSX\D 02B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 02C0 : 36 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 6.BIN...D:\PSX\D 02D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 02E0 : 35 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 5.BIN...D:\PSX\D 02F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 0300 : 34 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 4.BIN...D:\PSX\D 0310 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 0320 : 33 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 3.BIN...D:\PSX\D 0330 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 0340 : 32 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 2.BIN...D:\PSX\D 0350 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 0360 : 31 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 1.BIN...D:\PSX\D 0370 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 32 ASH2\PROG\STAGE2 0380 : 30 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 0.BIN...D:\PSX\D 0390 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 03A0 : 46 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 F.BIN...D:\PSX\D 03B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 03C0 : 45 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 E.BIN...D:\PSX\D 03D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 03E0 : 44 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 D.BIN...D:\PSX\D 03F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 0400 : 43 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 C.BIN...D:\PSX\D 0410 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 0420 : 42 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 B.BIN...D:\PSX\D 0430 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 0440 : 41 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 A.BIN...D:\PSX\D 0450 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 0460 : 39 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 9.BIN...D:\PSX\D 0470 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 0480 : 38 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 8.BIN...D:\PSX\D 0490 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 04A0 : 37 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 7.BIN...D:\PSX\D 04B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 04C0 : 36 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 6.BIN...D:\PSX\D 04D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 04E0 : 35 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 5.BIN...D:\PSX\D 04F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 0500 : 34 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 4.BIN...D:\PSX\D 0510 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 0520 : 33 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 3.BIN...D:\PSX\D 0530 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 0540 : 32 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 2.BIN...D:\PSX\D 0550 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 0560 : 31 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 1.BIN...D:\PSX\D 0570 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 31 ASH2\PROG\STAGE1 0580 : 30 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 0.BIN...D:\PSX\D 0590 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 05A0 : 46 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 F.BIN...D:\PSX\D 05B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 05C0 : 45 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 E.BIN...D:\PSX\D 05D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 05E0 : 44 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 D.BIN...D:\PSX\D 05F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 0600 : 43 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 C.BIN...D:\PSX\D 0610 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 0620 : 42 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 B.BIN...D:\PSX\D 0630 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 0640 : 41 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 A.BIN...D:\PSX\D 0650 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 0660 : 39 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 9.BIN...D:\PSX\D 0670 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 0680 : 38 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 8.BIN...D:\PSX\D 0690 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 06A0 : 37 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 7.BIN...D:\PSX\D 06B0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 06C0 : 36 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 6.BIN...D:\PSX\D 06D0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 06E0 : 35 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 5.BIN...D:\PSX\D 06F0 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 0700 : 34 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 4.BIN...D:\PSX\D 0710 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 0720 : 33 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 3.BIN...D:\PSX\D 0730 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 0740 : 32 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 2.BIN...D:\PSX\D 0750 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 0760 : 31 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 1.BIN...D:\PSX\D 0770 : 41 53 48 32 5C 50 52 4F 47 5C 53 54 41 47 45 30 ASH2\PROG\STAGE0 0780 : 30 2E 42 49 4E 00 00 00 44 3A 5C 50 53 58 5C 44 0.BIN...D:\PSX\D 0790 : 41 53 48 32 5C 50 52 4F 47 5C 50 4C 5F 53 48 4C ASH2\PROG\PL_SHL 07A0 : 31 30 2E 42 49 4E 00 00 44 3A 5C 50 53 58 5C 44 10.BIN..D:\PSX\D 07B0 : 41 53 48 32 5C 50 52 4F 47 5C 50 4C 5F 53 48 4C ASH2\PROG\PL_SHL 07C0 : 30 46 2E 42 49 4E 00 00 44 3A 5C 50 53 58 5C 44 0F.BIN..D:\PSX\D 07D0 : 41 53 48 32 5C 50 52 4F 47 5C 50 4C 5F 53 48 4C ASH2\PROG\PL_SHL 07E0 : 30 45 2E 42 49 4E 00 00 44 3A 5C 50 53 58 5C 44 0E.BIN..D:\PSX\D 07F0 : 41 53 48 32 5C 50 52 4F 47 5C 50 4C 5F 53 48 4C ASH2\PROG\PL_SHL 0800 : 30 44 2E 42 49 4E 00 00 44 3A 5C 50 53 58 5C 44 0D.BIN..D:\PSX\D 0810 : 41 53 48 32 5C 50 52 4F 7A FB F4 80 60 03 23 52 ASH2\PROz...`.#R
LBA: 251
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✓Proto:Resident Evil 2 (PlayStation)/November 5, 1996 Prototype✓,
Done (?). What was worked on has been moved to its formal page (against what I had planned and when I wanted it ready with). Have fun. Below are just assets to be placed there at some point:
DEBUG MENU-ROOM SELECT
POLICE STATION
Room | Floor | Internal Name (romaji) | Translated Name | .BBS file exists? | Accessible? | Notes |
---|---|---|---|---|---|---|
102 | B1 | OFFICE B | — | Yes | Yes | Marvin's desk |
103 | B1 | LOBBY | — | Yes | Yes | — |
104 | B1 | LOBBY ROUKA | Lobby Corridor | Yes | Yes | — |
106 | B1 | KAIDAN | Conference Room | Yes | No | — |
107 | B1 | OFFICE A | — | Yes | Yes | — |
109 | B1 | SOTO B | Outside B | Yes | Yes | Area where van is on fire |
10A | B1 | KAIDAN 2 — | Conference Room 2 | Yes | No | The — is at the end of the entry, for some reason. |
10B | B1 | SOTO A | Outside A | Yes | Yes | Path outside the RPD that leads to the manhole. |
110 | B1 | SIRYOUSITU MAE | Reference Room (Way to) | Yes | No | — |
115 | F3 | SHOCHO ROOM | Chief's Room | Yes | Yes | Irons |
116 | F3 | HELI PORT MAE | Heliport (Way to) | Yes | Yes | Stairs to heliport |
117 | F3 | OKUJYOU | Rooftop | Yes | Yes | — |
118 | B1 | B1 ROUKA | B1 Corridor | Yes | No | — |
119 | B1 | SHOOTING RANGE | — | Yes | Yes | — |
11A | B1 | BUKI SOUKO | Weapon Storage | Yes | Yes | — |
11B | B1 | CHIKA CYUU B | Parking Garage B | Yes | Yes | Where you first find Sherry. |
11C | B1 | CHIKA CYUU A | Parking Garage B | Yes | Yes | The parking lot where the mutated bamboos are fought (Leon). |
11E | B2 | B2 ROUKA | B2 Corridor | Yes | Yes | — |
11F | B2 | BOIRA SHITSU | Boiler Room | Yes | No | — |
120 | B2 | SHITAI OKIBA | Morgue | Yes | Yes | — |
121 | B2 | RYUUCHI SYO | Jail Cell | Yes | Yes | — |
122 | B2 | DOKUBOU 1 | Prison Cell 1 | Yes | No | — |
123 | B2 | DOKUBOU 2 | Prison Cell 2 | Yes | No | — |
124 | B2 | DOKUBOU 3 | Prison Cell 3 | Yes | No | — |
125 | B2 | DOKUBOU 4 | Prison Cell 4 | Yes | No | — |
126 | B2 | DOKUBOU 5 | Prison Cell 5 | Yes | No | — |
127 | B1 | L B1 ROUKA | Light B1 Corridor | No | No | Lit Up B1 |
DRAINS
Room | Internal Name (romaji) | Translated Name | .BBS file exists? | Accessible? | Notes |
---|---|---|---|---|---|
200 | L TSUURO | Passage | Yes | Yes | — |
201 | UNKNOWN | — | Yes | No | — |
203 | UNKNOWN | — | Yes | No | — |
207 | UNKNOWN | — | Yes | No | — |
208 | UNKNOWN | — | Yes | No | — |
209 | UNKNOWN | — | Yes | No | — |
20B | UNKNOWN | — | Yes | No | — |
FACTORY
Room | Internal Name (romaji) | Translated Name | .BBS file exists? | Accessible? | Notes |
---|---|---|---|---|---|
300 | SHIKICHI A | Grounds A | Yes | Yes | |
301 | SHIKICHI B | Grounds B | Yes | Yes | |
303 | WATARI ROUKA | Transit Passage | Yes | Yes | Overpass to the factory |
304 | KOUJYOU LINE | Assembly Line | Yes | Yes (JUMP ONLY) | |
306 | SHIKICHI D | Grounds D | Yes | Yes | |
307 | SOUKA | Warehouse* | Yes | Yes | *Romaji is likely misspelled for "SOUKO" because SOUKA literally means, among other wildly unrelated different meanings, "flower" in Japanese [1]. |
308 | SOUKA ELEVATOR | Warehouse* Elevator | Yes | Yes | See * above. |
309 | ROUKA | Corridor | Yes | Yes | Sherry's puzzle |
30E | FORKURIFUTO | Forklift | Yes | Yes |
LABORATORY
Room | Floor | Internal Name (romaji) | Translated Name | .BBS file exists? | Accessible? | Notes |
---|---|---|---|---|---|---|
400 | B1 | LABO ENTRANCE | Laboratory Entrance | Yes | Yes | |
401 | B1 | GUARDHOUSE | — | Yes | Yes | |
403 | B1 | MEINSYAFUTO | Mainshaft | Yes | Yes | |
404 | B1 | MIGITSUURO | Right-side Passageway | Yes | No | Does not load for some reason. |
409 | B1 | JIKKENSHITSU | Laboratory | Yes | Yes | Also known as the Freezer Room. One of the very few rooms carried over into the final Resident Evil 2, untouched. |
40A | B1 | KENSASHITSU | Examination Room | Yes | Yes | CT Scan / Enter from Room 512. |
501 | B2 | GUARDHOUSE | — | Yes | Yes | |
503 | B2 | KANSEISHITSU | Control Room | Yes | Yes | |
504 | B2 | CORRIDOR 2-A | — | Yes | Yes | Manspider Encounter |
505 | B4 | DENSANSHITSU | Computer Room | Yes | No | |
506 | B2 | P4 LABORATORY | — | Yes | Yes | |
50A | B2 | 2-C TSUURO | 3-B Passage | Yes | Yes | Hangar |
50C | B3 | 3-A TSUURO | 3-A Passage | Yes | Yes | |
510 | B4 | 3-B TSUURO | 3-B Passage | Yes | Yes (JUMP ONLY) | End lead to 3-A |
511 | B2 | F KANSEISHITSU | Fire Control Room | Yes | Yes | |
512 | B2 | F CORRIDOR 2-A | Fire 2-A Corridor | Yes | Yes | Manspider encounter but up in flames. |
514 | B2 | F 2-C TSUURO | Fire 3-B Passage | Yes | Yes | Hangar |
SUBWAY
Room | Internal Name (romaji) | Translated Name | .BBS file exists? | Accessible? | Notes |
---|---|---|---|---|---|
603 | UNTENSHITSU | Operator's Room | Yes | Yes | Room made it to final Resident Evil 2. |
604 | DOURYOKUSHITSU | Power Room | Yes | Yes | In the final, as... |
Proto:Resident Evil 2 (PlayStation)/August 5, 1997 (Trial Edition)
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
The Japanese trial version is dated five months before the game came out. There exists a plethora of rooms in their rough draft forms, with the last half of the final game consisting of backgrounds taken directly from what seemed to be the last half of the backgrounds of Resident Evil 1.5. They were apparently being sequentially overwritten by sector.
Insert shots of areas here:
This room is likely the Tiger Taxidermy area leading up to Chief Irons. The BG room files of that time lead me to believe that RE2 final was developed in an adrenaline rush.
- This: https://twitter.com/OKeijiDragon/status/928171379131691009
- That: https://twitter.com/OKeijiDragon/status/928173829737758720
- That too: https://twitter.com/OKeijiDragon/status/928185423825739776
Prototype Music Tracks
Proto:Resident Evil 2 (PlayStation)/Progression of Backgrounds
JIKKENSHITSU (Room 409)
November 5, 1996 prototype (internal .BSS file dated October 24, 1996) | |
---|---|
Trial Edition (internal .BSS file dated November 7, 1996) to Final | |
One of the very few areas — and background slides, in fact — retained wholesale for the final Resident Evil 2 (!). The room's final ID# becomes ROOM 60D.
Prerelease:Shenmue
To do: Everything. |
The Multiple Phases of Development
The nature of Shenmue's development and story-line enabled Sega to unveil several significant content that would later be seen as far into the story as Shenmue III. Screenshots and trailers would show plenty from Shenmue II predominantly before even Shenmue I was released in 1999. Just Shenmue I alone has a confusing development history. In this prerelease page, we will be referring Shenmue & Shenmue II as one whole game, as Yu Suzuki and Sega AM2 were originally developing Shenmue I & II (not to be confused with the 2018 HD port releases) simultaneously with the intention of making it one game, that later got split into later installments based on their locales. There's a lot of unfold here:
[[File:| center | | 80px]] | Project Guppy The game's conception in 1993 to 1995. |
Virtua Fighter RPG: Akira's Story From 1996 to presumably early 1998. Just how many chapters did they plan to tell the story and were they even consistent? |
[[File:| center | | 80px]] | 1998 So much that was unveiled that wouldn't be seen until Shenmue II. Or in some cases, Shenmue III. In 2019. |
[[File:| center | | 80px]] | 1999 Just Chapter 1: Yokosuka was delayed several times throughout the year. |
[[File:| center | | 80px]] | 2000 What was going on for Shenmue II during this time? |
[[File:| center | | 80px]] | 2001 Apparently some (relatively) last-minute decisions were made for Shenmue II? |
Voice retakes and etc.
Wong's Japanese voice actor sounds completely different in this clip. It has not been known why, but he might have been recast presumably because the actor may have been a child actor and may have become too old to continue playing the role to accommodate the constant changes done to all the chapters featured in Shenmue II.
Proto:Crash Bandicoot 2: Cortex Strikes Back (Interactive CD Sampler Disk Volume 5)
This needs some investigation. Discuss ideas and findings on the talk page. |
Playable prerelease versions of upcoming PlayStation games were a common practice in the 32-bit era. Sony Computer Entertainment America employed the same strategy for all the self-published Crash Bandicoot games post-Crash 1 by featuring single level demos in they're non-finalized state in various bundled console samplers, public demo kiosks at retailers, and PlayStation Underground subscription discs, promotional discs, etc.
This particular prerelease demo, featured in Interactive CD Sampler Disk Volume 5, which includes the second level "Snow Go," is dated August 22, 1997, about one month prior to the final build and two months before its release.
Bonus Round Glitch
The Bonus Round section of the level recommences outside the entrance after dying and the Bonus HUD stays on-screen until either you fall back down the area and/or you dies. You are able to traverse to the right or left outside the entrance until you die, but you won't go far.
Prerelease:Mother 3
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Holy fuck, I've gone bonkers. Yeah, I've decided to turn THIS:
...into a TCRF article. Not that fundamentally different from how Itoi took M3 from 3D to 2D, from video to text. lol Let's fucking do this.
Old Essay
The following text is (was) an essay I composed on March 1, 2009 (!) that chronologizes in detail the development of MOTHER 3, before TCRF was invented for pages and subjects like these (!!). All the text seen in my failed documentary was based (copied) from this. Obviously, about ten years have passed since the essay was written and new information about the development of MOTHER 3 has surfaced so some of the facts here might be underrepresented, unmentioned, or just wrong. I'd like to think my writing ability improved too. For now, I'm copy-pasting the essay here as-is. In time, I'll make the proper edits, adjustments, elaborations, etc. I'm happy to use it as a basis for the eventual prerelease article of MOTHER 3 on TCRF.
(I've begun to assign certain paragraphs of my old essay to certain sections in the development timeline phases. Now work in progress. =))
Even after the long and brutal development life that EarthBound endured, Shigesato Itoi, creator of the popular Japanese MOTHER video game series, where EarthBound is the western localized name for MOTHER, still decided that it was time for a new entry. MOTHER 3 was conceptualized even before MOTHER 2 was released in Japan as a title for the then-announced but cancelled CD-ROM add-on for the Super Nintendo video game console before. Within the game, there existed a post sign in a town called Fourside that alleged that a ‘MOTHER 3 was “under planning”, and the game’s final scene had suggested that the story would continue. According to an interview with Itoi at the time, MOTHER 3 would see store shelves as a next generation product within the next two years. Unfortunately, the project would not escape its long, “development hell” for the next twelve years.
Soon after the game’s release, Itoi admitted at a public launch party that he had no plans to create a fourth entry whatsoever, claiming that “he would rather be the player” and that if anyone was interested in making a sequel, he could give them his approval. Itoi had admitted this before even during the N64 era when it was said that it already difficult enough developing MOTHER 3. He also stated at the time that not only would "the development team hang the"selves","but that a "MOTHER 4" was out of the question at that point. Soon after, the soundtrack for the game, named MOTHER 3+, had been released in November 2 of that same year in Japan.
Months had passed since the game was finally released, and while fans were grateful for its release to the world, the fact that Nintendo’s North American branch (Nintendo of America) had not gone up in translating MOTHER 3 for American audiences didn’t sit too well with some fans at the time, particularly the now-well established Starmen.Net. When President of Nintendo of America, Reggie Fils-Aime, was asked about a possible release outside of Japan, he claimed “Not Yet”.
In response, for a duration of nearly two years, Starmen.Net launched the PK Siege, in an attempt to convince Nintendo to bring MOTHER 3 to the western world, and to bring its predecessor EarthBound to Virtual Console. While the campaign had receive a considerably amount of attention from the gaming press, the gaming community, and even in Japan, it didn’t even actually faze Nintendo to give an official statement about MOTHER 3, aside of the “bombarding” Fils-Aime had received about the series from fans. In the end, it didn’t really do much of anything, except enforce the fan base‘s well known love and persistence for the series.
Not having to put up with experiencing MOTHER 3 in Japanese only, the MOTHER 3 Fan Translation project had commenced to bring a professional quality translation, and localization of the game to English-speaking users worldwide. This project would bring even more attention from many gaming press outlets and the internet then the Siege, apparently. Behind the translation project were professional translator and hacker Clyde Mandelin (Known as Tomato, in the EarthBound community), who’s professional works include FUNimation licensed properties such as Dragon Ball, Crayon Shin-Chan, and Case Closed/Detective Conan. Mandelin was also responsible for the fan-translation of such Japanese-exclusive video games such as Bahamut Lagoon, Live-A-Live, and Star Ocean. Also, to give credit were fellow Fangamer forum members Jeffman, and Chewy, who were both also in charge of translation and hacking, respectfully.
The Fan Translation team cited difficulties in its two-year translation cycle. The strong Japanese cultural barrier that MOTHER 3 had instilled caused some headaches on deciding how to localize any particular part of the final game. Another is barrier was the game engine, the software system designed to how to handle the game's game-play mechanics (how it functions, how it handles the graphics, how it assigns events, etc.). The game engine was particularly difficult for the team as it was later found out that the game was not coded or designed to display any foreign written characters in proper grammar structure such as the English Alphabet, or any accent letters. To paraphrase Tomato, the game "showed an 'unwillingness' to be translated into another language." It was primarily designed only for Japanese text, grammar, and rōmaji (the Latin alphabet that the Japanese use to write the Japanese language, actually different). This posed a "nightmare" for the team, which would have meant that the game would have to be completely disassembled and recoded from the ground up to display proper English text in proper grammar and format. The objective was eventually overcome later.
On October 20, 2008, the English version was finally released in the internet in the form of a ROM patch, to much fanfare and critical acclaim from the gaming press and gamers around the globe. It was so well-received that it even gained the attention of many industry professionals such as even employees from Square Enix and Nintendo. After experiencing their decade-long wait for the game, they could at last experience Shigesato Itoi’s MOTHER 3 in proper English, albeit in the grey zone. Translations in other languages are in the works as well.
On January 20, 2009, President of Brownie Brown, Shinichi Kameoka claimed that if Nintendo Co. Ltd requested them to work on a Nintendo DS version of MOTHER 3, they would be more then delighted to do so. If it could mean officially export the title outside of Japan, they would be happy do so. END
Italian article about Mario Artist connection
The first RPG to be available on 64DD will be compatible with the programs of the Mario Artist series. As such, you will be able to take a picture of your own face with a camera and replace it with the game protagonist's. The problem is that the video-grabbing cartridge will only be compatible with NTSC signals.
That means managing to use it with italian cameras and VCRs will not be simple, that is for those of us who do not who don't possess multi-standard devices. The newest images that we received also show the possibility to use locomotion services to move faster across the game map.
The release date of Mother 3 has yet to be announced accurately: it should, however, happen in the second half of this year.
— Italian article translated by Kristopher and Nep.
N64 Enemy Design
UI in the top left corner (from left to right): "Strength", "Magic", "Check", "Items", "Guard", "Strike" (in yellow).
UI in the top right corner: "What to do?"
UI at the bottom: "23 Flint".
Speech bubble at the top: "A Dragon's Kid attacks".
UI at the bottom: "10 Salsa".
UI at the bottom: "196 Flint".
Speech bubble at the top: "1 Damage!".
UI at the bottom: "21 Flint".
Red circle on the far left: "ENEMY".
UI in the bottom center: "25 Wes".
UI in the bottom right corner: "0 Nusuta".
"Swampwalk" by ころか (Koroka).
Since the game had the subtitle "Fall of the Pig King," I assume that Pokey was set to appear in the 64 version, too. Were you involved in any of Pokey’s design in the game? Was the spider mech he’s laying in also part of the 64 version? Since Pokey was to appear in the 64 version, too, I designed Pokey, his team, and the place he lived in. The spider mech was in the 64 version, too, but since I haven’t played the GBA version, I’m not sure if the design was the same in the end.
— N64 Version Enemy Designer Toshinao Aoki https://earthboundcentral.com/2011/01/earthbound-64-enemy-designer-interview/
Development Timeline
Oh boy. There's a lot to go over.
Pre-1996
1996
MOTHER 3 was teased as a title for the Nintendo 64DD add-on in Japan, which was an expansion attachment for the Nintendo 64 game console. Footage of other games were shown for many upcoming games including The Legend of Zelda 64, and Super Mario Kart R for both the N64 and the enigmatic 64DD. Among those games was MOTHER 3. However, footage of the game was so scarce and sudden that it soon made the game fell into obscurity and equally as enigmatic as its ever-delayed platform.
1997
Early in 1997, the first subtitle of game, out of few more to come, would be unveiled as "キマイラの森 (Forest of the Chimera, or Chimera Forest)". Late in the year, it was changed to "奇怪生物の森 (Forest of Strange Creatures)" due to trademark issues.
Itoi revealed in another interview that the base story had already been completed by the time the game was first announced. It was to be about two twins named Lucas and Claus (or at this point Ryuka and Kraus), their dog Boney, and their father Flint. The story would have centered on more characters as the game progressed. It was to have at least twelve chapters, while the final product only had eight. In those chapters, time would have passed much longer then its final incarnation. Whether four of the game chapters were merged or removed in its eventual re-incarnation is unknown. Another addition that was to be included for the game was the implementation of a clock system. This system would allow the player to, for example, plant a seed and after a certain amount of time (in real time), it would grow into a tree. Finally yet importantly, was the implementation of the musical battle system. With the N64’s control stick, the player can play along with the beat of the tune that plays in the background during battle.
The then-current staff was unveiled on MOTHER 3 TIMES page of the Dengeki Nintendo 64 around this time:
Role | Staff Member |
---|---|
Director | Atsushi Kakuta (角田敦) |
Sound | Shigenobu Kasai (葛西重忍) |
"Window" | Masakazu Ebihara (海老原正和) |
Tool Development | Seiji Otoguro (乙黒誠二) |
Map and General Topography | Isao Takahashi (高橋功) |
"Pal" | Shimei Tei (鄭志明) |
"Player" | Yoshiya Taniguchi (谷口祥也) |
Main System | Satoshi Mitsuhara (三津原敏) |
Mother 3 would provide at least 40-60 hours of gameplay, Art Director Benimaru Itoh estimated, while offering an exuberant amount of replayability unlike other RPGs.
"In the case of [the multi-million-selling role-playing game] Final Fantasy VII, there are a million people playing exactly the same game. If we sell a million copies of Mother 3, Mr. Iwata wants there to be a million different games out there. I'm not sure I will be able to make everyone's game that different, but Mother 3 will surely be a step in the right direction. Most RPGs have a straight path that takes a short time to get through. In this game, we will make players spend time off the main street. This will make it feel more like the real world."
— Art director Benimaru Itoh, (Hang on, I'm looking for source)
Meanwhile, in North America, the game had received a lot of attention from the gaming publications, especially from Nintendo Power. At this point, the N64 incarnation would become known as EarthBound 64 in the western hemisphere, and it was expected to come overseas eventually, following the Japanese launch.
1998
Around this time, the project had encountered many major problems. First were the platform’s hideously constant delays. While the 64DD was first announced in late November 1995 along with the Nintendo 64, it was not really heard from again until near its December 1999 release in Japan, and due to 64DD’s potential failure in the market place. Around this time, the game was being redeveloped as a cartridge title for the N64. Not to mention, that despite assistance from HAL Laboratory, the challenges the development team faced in creating the 3D worlds were too great to overcome, not just because of the way the N64 handled 3D graphics but also due to the constant changes made to the game throughout its entire development span. However, towards the end its development span these issues were later resolved after receiving additional assistance from the Pokémon Stadium development team.
In E3 1998, Nintendo of America would feature MOTHER 3 (titled EarthBound, in the clip on the left) in some of their promotional material.
French Planet 64 Akihiko Miura interview circa May 1998
Under the screenshot with the carriages: Here is the ancestor of France's F1 Grand Prix: carriages pulled by pigs... Gruik! Gruik!
Next to it: Your little stroll seems to have taken a bad start… you better run fast!
Against the screenshot of the village: If it wasn’t for the sign in English, we would think we’re in the high plateaus of South America...
Under it: Two hippos in a lagoon, how cute is that? Undoubtedly one of the instances of platforming in this RPG.
Beside Akihiko’s picture: During the entirety of the interview, Akihiko Miura was obstinate to deny the devastating effects of Mother 3. However one only has to give a look at his colleagues (page 39) to be convinced of the opposite!
Under it: We have found a group picture of the protagonists of Mother 3. In the lower-left corner is the dog that accompanies you throughout your quest.
X64: Regarding Mother 3, has the transition to the N64 changed anything for you as a designer?
Akihiko Miura: Yes. On the SNES, regarding ideas, many were hard to materialize. Therefore, we gave up on quite a few things, unlike on the N64. So I’m happy that we moved to the N64. But then again, it’s not always easy to materialize what we have in mind on the N64 either.
X64: Any details?
Miura: The map is in 3D, whether on a flat surface or on a hill, and the speed of the character changes. It is thus hard to apply a logical variation to the character’s speed. To make the character move on the N64, we first have to create the basic algorithm that corresponds to the sequence. For instance, when the character tumbles down a hill, we have to decide what the speed of their fall should be. Once the rules are established, no matter if the angle of the hill is 30 or 45 degrees, the equation does the rest. As such, the way to create a game, in comparison to the SNES, is completely different.
X64: So, the hardest part is to design the basis?
Miura: Yes. Once this basis is finished, we can finally start working on the scenario. But, the process leading to that step is very laborious. So, before starting the development of Mother 3, I bought books of mathematical equations and of physics to improve and polish my knowledge.
X64: For Mother 3, you had to restart everything from the beginning?
Miura: Exactly. But, while discussing with the Mother 2 team, we brought back old ideas.
X64: What is the advantage of using the 64DD in Mother 3?
Miura: As a designer, I can't reveal too much information at this point of development. Its very important for me to keep the element of surprise when you play Mother 3. But not only have we used the writing (saving) abilities of the 64DD, I also integrated things that will only by possible with the 64DD. I can't say more about it.
X64: Very well. We’re impatiently waiting for the game. What exactly does your job consist?
Miura: I give directives to the programmers, and I approve or disapprove the result. It is very hard to communicate one’s thought to programmers, and I would often like to connect my brain directly to the programmers’.
X64: Right now, at what level of the development are you, in comparison with the level you wished to reach?
Miura: My job consists in submitting ideas. And as long as the ideas flow, there is no ending. But, after a while, the chief of the project tends to ‘bridle’ me.
X64: As a designer, what do you think of your game, Mother 3?
Miura: I like games that communicate with people. Mother is a video game, but it also teaches you the importance of communicating with others. All the games from Mr. Itoi, general chief of project, revolve around this concept.
X64: And if you wish to modify a detail at the last moment, do you have the possibility to do so?
Miura: It's on a case-by-case basis, but it’s possible. I would go and cry at the programmer’s place, if I had to. The programming part is done by HalKen. They materialize things that no one else could do.
X64: Are they a strong ally?
Miura: I thank them very much for their help. And I want to insist on that at this point.
Beside the sketch of the woman: Is the head against the wall a hunting trophy or a fountain? Beside the sketch of the castle: This looks like the legendary basement where the Beatles began…
In the black box in the bottom half of the page: Looking at these pictures, there’s something you can’t miss: working on Mother 3 is not entirely good. To be convinced (if needs be), one only has to look at the mindless expressions plastered on these famous faces. This sad spectacle begins with the sketchy face of Mr. Ito, art director of Mother 3. We'll intentionally forget to mention his hat… which seems to delight Masayuki Miura, scenarist of M3. One thing is certain, you have to be crazy to write such a wacky game. Then comes (to top it off), a fine selection of crazies: Shigesato Itoi, a genius in its purest form. Designer and chief of project of the Mother series. It's thanks to him that we can play those extraordinary creations. It seems, however, that the honorable and honored Itoi might have fallen victim to the pressure… To relax, he hasn't invented found anything better than to invite his friend Miyamoto (you know, Shigeru) in his flat to play “Cross and Circle,” a classic in the world of Japanese games. Only one thing bothers him: Miyamoto always plays the circle, and accompanies his every moves by a long contended chuckle... Nothing's more annoying, isn't it?
In the long vertical box: The wise words of Yi Xua San Kat If you’ve never had the pleasure to play Mother 2 on the SNES (in the form of EarthBound), then you have no idea what bizarre things to expect. Or at least that’s what Yi Xua San Kat thinks. Based on appearances, and by looking at the images on these pages, Mother 3 might seem like a rather traditional adventure-fantasy game which vaguely resembles a cartoon. But scratch the surface a bit and you'll see some rather weird things happening. This professor obsessed with donuts? Is that really normal? And those video game celebrities chuckling stupidly while putting up signs marked with a cross or a circle... Strange, isn’t it? And that’s just the beginning! There’s also all this excitement regarding the personalization function of the NDD (Nintendo Disk Drive, ex-64DD). Additionally, most of your actions and decisions are saved on the disk and shape your adventure throughout the game. Yi Xua San Kat had never seen a game offer such a feature. Mother 3 could be the pioneer of a new type of RPGs. What reinforces this conviction is that one does not simply start in Mother 3 like in any other soft There are initiatory steps: gulping down an entire jar of raspberry jam being one of them! If it really is jam, of course. To sum it up, while Mother 3 isn't as awaited as The Legend of Zelda, it's still as much as Quest 64... Which, far from being a baseless observation, gives this game all its value! And its strangeness...
1999
Producer Satoru Iwata unveiled of a management style made specifically for the development of MOTHER 3 that didn't suit the project in the end.
Speaking of Mother, it looks we won’t be seeing Mother 3, will we? (laughs) Mother 3, well… (laughs) For Mother 3, we tried a whole new process for the development, and I don’t think it went over very well… to be frank, it was a management mistake on my part. If we hadn’t cared about the quality, we could have released it right away. And the core of the game engine was actually completed very early on, when the N64 was still new.
— Producer Satoru Iwata, 1999 Used Games Magazine. Translation by Shmuplations.
Then in fall of 1999, MOTHER 3 had shown up at Space World '99 as one of the last and most anticipated Nintendo titles soon to be released. The project had seemed to progress quite steadily. At least by this point, a playable demo and trailer of the game were made available to the Japanese public. The game’s demo had received so much attention from the attendances that players there were willing to wait in line for hours just to experience at least ten minutes of the game. Announced that same day, were a release date of May 2000, a ¥6800 price tag, and a new subtitle: 豚王の最期 (Fall of the Pig King).
Mention of a MOTHER 3.5 was mentioned by IGN. According to Akihiro Miura in 2011, "I think there might be a plan about releasing add-on product for miserable 64DD platform, but no specific action was done" [2].
Despite the hard luck it had gone through, it seemed that MOTHER 3 would finally see the light of day after all.
2000
Development of the game had kicked the bucket.
On August 21, 2000, instead of announcing about the game's future release, Shigesato Itoi had announced the game’s cancellation. This news had not only disappointed and shocked many Nintendo fans worldwide, but it had sent shock waves to fans and consumers across the land of the rising sun and across the Pacific Ocean, to say the least. Especially devastated and fatally wounded by this news was the by-then minuscule Starmen.Net, which had actually prepared themselves with a petition to Nintendo Co. Ltd to prevent such cancellation to no anvil. Many percentages were made to calculate the games progress. According to Shigeru Miyamoto, the game’s development had progressed 30% by Nintendo’s standards, while Itoi felt that it was around 60%. Satoru Iwata (the game’s producer, as well as the main programmer for MOTHER 2) on the other hand felt that there was no point to give a percentage when, regardless of what was completed, there was still work to be done. There was so much that they wanted to add in the game, it became a mammoth of its own. According to Iwata, the game “needed a special kind of energy” to finish the project. It was not cancelled because of a lack of interest, or because it would not sell. It was not cancelled just because the next-generation was just around the corner. They just did not have enough resources, and ironically enough, time to complete the project.
In the end, the project had become so huge that the original N64 development team had spent far too much time and money in the game. The game's development had simply dragged on far enough; the team's members had to stop working on MOTHER 3 and instead, had to start work on projects for the then-upcoming Nintendo GameCube. It was time to move on.
2001-2005
For quite a while after its cancellation, Itoi had desired to complete and release MOTHER 3 in whatever form it could possibly be released on, whether as a novel or even a feature film. Soon later, however, during QA sessions of MOTHER 1+2, Itoi concluded that perhaps it could be released as a Game Boy Advance title. After receiving positive feedback from other workers from Nintendo and from Satoru Iwata (who now became President of Nintendo Co. Ltd) for the idea, it was decided to recommence development of MOTHER 3.
On April 23, 2003, the day MOTHER 1+2 was released in Japan, commercials for the compilation were aired with an enthusiastic message at the end, featuring a Mr. Saturn saying:
“WE’RE MAKING MOTHER 3 FOR GAME BOY ADVANCE TOO! DAKOTA!”
— Commercial tagline.
Soon after, the fans worldwide rejoiced with excitement and fanfare, and many gaming publication around the globe took notice for this groundbreaking development. After years of waiting, they would soon finally experience MOTHER 3. However, the game would not be presented in 3D as it was originally intended, it would soon be released in the same graphical style as its predecessor.
For another three years, nothing ever came out of the GBA version of MOTHER 3. Not one screenshot, or any preview of any sort whatsoever. It was ever more secretive and enigmatic then before, so much as other video titles that been developed in absolute secrecy and security such as the ever-elusive Sega Saturn version of Shenmue or Duke Nukem Forever, to name a few. It was not until September 22, 2005, that ramblings of Shigesato Itoi had been working on “it” over in Kichijoji, Japan. Around the same time, a flash page had appeared over at the Brownie Brown website that featured a battle screen very similar to MOTHER 2. It would be revealed that Itoi had being working over at Brownie Brown in Kichijoji for these past two years working on the very long awaited MOTHER 3, and that fans should expect an announcement concerning the game very soon. And how soon it was, on November 4 of that same year, Itoi announced on his personal website that MOTHER 3 is very close to completion and that QA testing is now in session. Three days later, Nintendo Co. Ltd had officially created a website for MOTHER 3. Effectively announcing the game. Information in the website included a price tag of ¥4800, and the original N64 logo that had been around since the original 1996 announcement of the game, and a slogan "Strange, funny, and heartrending”.
2006
On the first day of 2006, Itoi confirmed in his blog that MOTHER 3 would arrive in Japanese store shelves by Spring of 2006. In fact, and the end of that same month, Itoi revealed the game’s final release date: April 20, 2006 in Japan. Soon the entire gaming community and media anticipated and hyped the release with open arms and fanfare. It had even ranked first as the Most Wanted Game in Japan by Famitsu, Japan's most famous gaming publication about video games, just weeks before its release.
To market the game, Itoi opened a website specifically for weekly updates that in the form of "presents" that featured preview content. It was also revealed that it the game would feature the same general story, characters, and even locations as its original N64 incarnation, but all presented in 2D.
On April 20, 2006, MOTHER 3 had finally been -- after twelve long, grueling years of its development life -- released to the world. The game sold around 205,914 units in the first 72 hours of its release in Japan. The same had received critical acclaim and reception in Japan. The Japanese gaming publication Famitsu, rewarded the game a 35 out of 40, citing it as "a rare piece of art."
Prerelease:Mega Man Legends
This needs some investigation. Discuss ideas and findings on the talk page. |
Stuff to input on the page:
Capcom Nation Issue 1
Capcom 1997 Press Kit 1
"The design work was divided, roughly, between the above-ground and underground levels. I had two separate teams work on them, because I wanted a distinct atmosphere between the two areas. The above-ground world—where both Mega Man and the Bonne family live—has a unified mecha design, and when you enter the underground areas, I didn’t want the player to feel there was a resemblance between the mechs there and those above. I gave the underground design work to the designers who were good at creepy, unsettling stuff. They made it a kind of mix of creepy+cute."
— Keiji Inafune, Producer
Prerelease:The Misadventures of Tron Bonne
Concept Art
More too be added and prepped.
Prerelease:Super Mario RPG: Legend of the Seven Stars
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Will add anything of note here first for preparation.
Proto:The Misadventures of Tron Bonne/Nov 5, 1999 Version
The Nov 5, 1999 Version of The Misadventures of Tron Bonne is a debug build of the English version with most of the localization work done. This version does grant the user the ability to access levels through the Level Select, freezing the action during gameplay, and even being able to disable the music as shown in the video above.
Despite the five-month lead before its April 30, 2000 release date, this prototype strangely doesn't have much left to be finalized. The sizable gap suggests that marketing wanted a later release to bundle an English demo based on the actual then-upcoming Rockman DASH 2 instead of localizing the "demo" Japan got.
DC Checker for MP (Jan 12, 2000 version)
DC Checker for MP is a piece of development hardware for the Sega Dreamcast, used by Sega of America (and possibly other regions). It is one of several Check-GD discs and is used as a way of testing the Dreamcast hardware - it runs a diagnostic check on the system and identifies any problems with the console.
Prerelease:Mega Man X3 ✓
Ah fuck it. That's what I've got.
Proto:Mega Man Legends/August 5, 1997 (Biohazard 2 Trial Disc)
Plenty to be uncovered in the disc as shown in my video.
Unused Servbot Tank Enemy
Found hidden within is a flat-shaded polygonal model of a small tank with a Servbot head attached. Concept art exists for this model in page 57 of the Rockman DASH Daibouken Guide.
✓Proto:Mega Man Legends/May 8, 1998 (E3 Show Version) ✓
...I mean there's really not much noteworthy to bring up anyhow.
Development:The Misadventures of Tron Bonne
To do: Take everything I've reported on Twitter, with this as a reference, and "formally" compile them all here. Complete with re-rips of the images and presented in full pieces. I will be throwing them all here in my workspace for now. |
This page details development materials of OKeijiDragon.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
On November 1, 2020, CAPCOM was targeted by the infamous hacker group RagnarLeaks in a ransomware attack, resulting in source code, assets, materials, and other private data of a few select Capcom games being leaked to the dark web. The entire source for the creation of The Misadventures of Tron Bonne -- for its Japanese, English, and PAL revisions -- being among them.
The original modification dates for most of every file in the source material was tampered with upon the theft (except for certain .zip files that contain .txt files with original dates in them, as well as certain separate folders named after the date of the material in them), meaning establishing an exact chronology of development creation would be quite hard.
Graphics
Development Material
screenshot_x.pict
In four .PICT files titled "screenshot_X" are in-development TV capture snapshots of The Misadventures of Tron Bonne 𝘢𝘴 it was being localized into English on August 24, 1999. The third cannot be opened for some reason.
Internal Screens of Development Tools
These appear to be screens of the development tools they used to adjust and make character models, animation and textures. Stuff like MOTION, SPEED, ROTATE could be toggled. Note again that these are actually .TIMs under the same name "disp0000" but on different folders.
北米版\disc1\mviewer
"QOO"
Not a clue what this is. 北米版\disc1\mywork
GAME00.TIM
There is a GAME00.TIM, in low-res 256x256px using 58 colors, that seems to show an EXTREMELY early version of the game, likely using a test map.
SIREI.TIM & "SEISAKU0"
Under the name SIREI in \PS_トロンにコブン\国内版\psx\scr\bg, appears to be an early concept sketch of what they show for a map of Ryship Island. Maybe for the Mission Debriefing/MTG Room?
Duplicates can be found in \PS_トロンにコブン\北米版\disc1\scr\bg and \PS_トロンにコブン\PAL版\TRON_CD1\PSX\TRON\SCR\BG
Ryship Island
北米版\disc2\matsuda\mydata\bg\gzp\samp
北米版\disc2\matsuda\mydata\bg\gzp\samp\a
北米版\disc2\matsuda\mydata\bg\gzp\samp\b
北米版\disc2\matsuda\mydata\bg\gzp\samp\c
early drawn map illustrations of Ryship Island. The map appears to be consistent with what was peeked through in early screenshots.
Gesellschaft
Bridge
Numerous drafts for GZM00.TIM & GZM01.TIM
北米版\disc2\matsuda\mydata\bg\gzm
北米版\disc2\matsuda\mydata\bg\gzm\a
北米版\disc2\matsuda\mydata\bg\gzm\b
Speaking of the MTG Room... these appear to be numerous rough drafts / test renders of the room, showing off the different color, shadow, lighting, etc. ideas they had for it. Variants of GZM00. It seems that they split the pre-rendered background in two with the right sides of them residing in their own file names, for whatever reason.
Numerous drafts for GZ000000.TIM & GZC00.TIM
The 3D modeling team's favorite area in the Gesellschaft was probably the bridge because they had a lot of rough draft / test renders made of it. It's a signature area in the series after all. One slide shows a slightly different angle in them. ("GZ000000" / "GZC00" .TIMs)
these particular WIP 3D renders were actually featured in some early 1999 V-Jump articles dating back several months before its Japanese release.
Deck
The Deck can be accessed in the final game, but here we're seeing it from a different angle -- and in twilight. Again, like the last example, this view goes unused in the final. Perhaps they planned for time to pass in the game?
Again, like the Laundry Room, there is a .BMP render of the deck. But while the setting is similar enough, the angle is quite different, being projected from behind the tower on the right.
another angle of the Deck.
Considering it's absence, perhaps that tower was to sit superimposed on that "stump" and be rotated around it. Either it was rendered in real-time polygons or as mask sprites/textures, I can't say. Just a theory.
And in BMPs no less.
BUUUUUUUT, you can see that the Laundry Room would have been stationed at a pit at the Deck! I just noticed that myself! Now how would that work in the rain though...?
Engine Room
Definitely some different takes on the angles, but the last one looks to be the roughest.
Torture Room
I don't know about that red area on that wall there, but that spike ball looks quite nasty, and is that a saw on the left side there? DAAAAAAAAAAAAAAAAAAAAAAAAAAAAMN
Tron's Room
北米版\disc2\matsuda\mydata\bg\gzo
北米版\disc2\matsuda\mywork\bg\gzt\a
北米版\disc2\matsuda\mywork\bg\gzt\b
北米版\disc2\matsuda\mywork\bg\gzt\c
北米版\disc2\matsuda\mywork\bg\gzt\d
These appear to be early renders of Tron's bedroom in multiple angles.
I kinda like the monochrome look of the second slide; gives it that nice nostalgic look. Was that deliberate, I wonder...
These renders resemble much more of the final version than the last set, being in the general angle. The piano was probably a later addition, to give a Servbot the ability to change the background music theme inside the Gesellschaft.
Appraisal Room
THIS unknown room looks *almost* like it came straight from an early Resident Evil game (maybe its the lighting?). It might be an early render of the Closet / Appraisal Room.
Here's the file labelled XXX.TIM to compare it too... which isn't the final render, but one that looks dimmer.
Mess Hall GZD00A.TIM
Multiple things going on here:
samples
北米版\disc2\matsuda\mydata\bg\gzd\samp
Kitchen / Mess Hall area as it was being made. Seems like the ship's signature color was to be prominent throughout the room. Or perhaps it was just a color template to start from.
Scrapped Rooms
Gesellschaft Underbelly?
Nothing like this is in or remains in the final version whatsoever. I don't know where this could have taken place at, except maybe the belly of the ship? Note the clouds in the background.
Unused Laundry Room
Judging from where I found this along with the other renders in neighboring folders, it might've been some of the first rooms started. Evidently, it became the last scrapped because the "final" render is still in the game.
For whatever reason, the 3D modelers decided to make uncompressed .BMP files of certain rough renders of some of the rooms I'm about to report more of. The benefit? No apparent compression artifacting, color bleeding or noise in them.
Mission 1
RMA00T.TIM
This is a pre-rendered overview of one of the houses you break into in the action/shooting stages!
Ryship Police Dept. with Jumping Flash! cameo
The Police Department only has a few little differences peppered here and there. Oddly enough, the second slide looks to have been rendered blurrier than the one before it.
Most intriguingly, a MuuMuu figurine from Jumping Flash! is placed against the glass window in the dead center. Either the modelers were fans of the character, and/or there was a tie-in deal in the making at one point. Robbit Mon Dieu would release three months after Tron ni Kobun's release in Japan.
Lex Loath's office
Some objects are missing and the same "sharp/blurry" situation as last time.
Oddly enough, despite being an early render, it would seem that this room was being redeveloped after the point that pre-release screenshot was published, if the chandelier is any indication.
Miscellaneous
Tron
北米版\disc1\obj\effect
PRET1.TIM
this is Tron Chan, an adorable manga-style illustration of Tron Bonne and her Servbot saying "thiiiiiiiis is temporary."
Text Files
Denise's Name To Be Changed
According to credits.txt (under the same file name in different dated folders), presumably written by one of the game's scenario writers Shin Kurosawa, it's implied that Denise was to undergo a name change before they later changed their minds. The ★ icon is placed under her name in the proposed English credits to denote being subject to change. They would remove the star by August 18.
/* Ver 99/06/10 Kurosawa */ /* 海外版用新規作成 */ /* Ver 99/07/01 Kurosawa */ /* 予定している声優名を入れました */ /* スタッフ等の名前を「かな」にして、要変更箇所に「★」を入れました*/ /* ロースのつづりを「Loath」に変更しました */ /* Ver 99/08/18 Kurosawa */ /* 「★」削除しました
E3 1999
Mega Man 8
Saturn exclusive animations
REFERENCES
Because citing sources are important!