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User talk:GoldS

From The Cutting Room Floor
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I give you SUPER AWESOME BONUS credit

because wow :D --Xkeeper 19:07, 15 February 2010 (EST)

hey uh let's put some of those unused files onto pages eh --Xkeeper 22:44, 11 March 2010 (EST)

  • I'm waiting until I'm done ripping everything. I have to assemble some of these things from individual tiles. --GoldS 22:52, 11 March 2010 (EST)
    • I guess, I was just waning to make sure they weren't abandoned; I hadn't seen any new uploads in a while --Xkeeper 22:53, 11 March 2010 (EST)

Hey, want me to throw up Mega Man X1-X3 here for you, and you can do as you wish with it from there? Rick 23:12, 31 March 2010 (EDT)

  • That'd be good, thank you.--GoldS 02:04, 1 April 2010 (EDT)

Right on then. I'll try to get to it this weekend, so long as there isn't any school bullshit. Rick 02:12, 1 April 2010 (EDT)

Design bibles?

Hey, sorry to bother you, but I wanted to ask an Admin and I couldn't find a Content Guideline anywhere. Are we to include things referenced in design bibles and concept art, but never appear in the actual game? Stuff like (for example) in the original Deus Ex design document outlining it all, it mentions a Moon mining colony and a sixth AI, which while never appearing in the game in any form, were clearly intended to be in at one point and were cut very early. Would those things be okay to be included as long as they're pure fact from design documents and not "fans think x was supposed to be y because of z", or is it only things that appear in the game code in some form? --TheBusdriver

Right now, please hold off on adding stuff that isn't actually present in game data. I've heard that there may be a game development subsection of articles in the future (like what Proto:Game is for prototypes), but presently it's beyond the scope of this wiki. --GoldS 13:36, 15 March 2011 (EDT)

Mega Man X stuff.

Alright, the pages are ported over. Go to town, yo. Rick 20:02, 11 April 2010 (EDT)


re the coin counter, the × is part of it too. --Xkeeper 19:27, 23 April 2010 (EDT)

Have I mentioned I love you? Because I do. Not in the creepy touchy-feely way, though. But god damn, you are the man. --Xk-sig.png Xkeeper (talk) 05:15, 16 June 2010 (EDT)

Hey, thanks! I figured that I should add all of the stuff I uploaded to their appropriate pages before I went on vacation. Sorry about the delay between uploading and actually adding things to articles. --GoldS 20:21, 16 June 2010 (EDT)

get off your golds and do something

guess what I added Awesome.gif --Xk-sig.png Xkeeper (talk) 04:04, 29 June 2010 (EDT)

Yay! Now to rip everything else...--GoldS 04:24, 29 June 2010 (EDT)


There's {{soundfile}} and {{rippedvideo}} for stuff that is not an image. Just so you know. -- Prince Kassad 09:09, 29 June 2010 (EDT)

Music standardization

I had a thought, and you seem like the right person to mention it to, since you were the one who pushed for support for the format... Should we standardize the music files on this wiki, converting MP3s to OGG? I like how they're playable right from the page in the latter format, and from what I understand (may not be completely accurate), they're smaller than MP3s and lossless, which would be ideal here, really. Basically, I'm wondering if we should have one standard here when it comes to music, rather than just allowing all formats. (Oh, and congrats on getting admin status. You deserve it, man. =P) -YK YK-sig.png 16:37, 19 July 2010 (EDT)

OGG isn't lossless, just higher quality for the bitrate on average. --Xk-sig.png Xkeeper (talk) 16:43, 19 July 2010 (EDT)
Theoretically, you could use FLAC, which is true lossless. They're uploadable as .fla files, but can't be played back inline (browsers don't support that format yet) -- Prince Kassad 17:11, 19 July 2010 (EDT)

Yes. For convenience of making the music playable from the articles, and for quality, we should probably standardize all music files as OGG when possible.

If you want me to go and convert the existing MP3 files to OGG I can do that.--GoldS 18:37, 19 July 2010 (EDT)

Sounds good to me. I know I can convert OGG to MP3, but I'm not sure I can do the reverse (probably can, though). Plus, you can just delete the obsolete MP3s immediately afterwards, whereas I can't. -YK YK-sig.png 20:56, 19 July 2010 (EDT)

Okay, does this sound good to everyone?

Compare with File:Bk-advent.mp3. --GoldS 21:31, 19 July 2010 (EDT)

Sounds pretty much the same to me. You may as well go ahead and begin replacing them. -YK YK-sig.png 22:14, 19 July 2010 (EDT)
If you'd like, you can focus on uploading and deleting, and I'll replace the files on the pages. -YK YK-sig.png 22:48, 19 July 2010 (EDT)
That sounds good, thank you for helping. --GoldS 22:51, 19 July 2010 (EDT)
My computer's incapable of playing OGG files, so anything I uploaded in MP3 format would have to be converted by someone else. --Fo-sig.gifFlying Omelette 21:44, 19 July 2010 (EDT)

All right, looks like we mostly got it taken care of... few things, though:

  1. You missed a few MP3s: Robin Hood: Prince of Thieves and Tactics Ogre.
  2. There're currently links to MP3s of the unused songs on the Perfect Dark page. Might be best to grab those, convert them to OGG, and upload them here. In fact, it might not be a bad idea to rip the music from the YouTube videos we have on a few pages, and just upload those here as well...
  3. Mega Man 3 is listed in Category:Games with unused music, but there's nothing music-related on the page itself.

Other than that... great job! -YK YK-sig.png 02:09, 20 July 2010 (EDT)

Atomic Bomberman sounds

This has been bugging me for a looooong time - how on earth do you open the .RSS sound files in Atomic Bomberman? I've never found a tool that can open them and the game makes no mention of a built-in sound editor/player or anything like that; I've only been able to play them back by replacing the main menu theme with the sound I want.--Ragey 17:59, 16 January 2011 (EST)

I used Goldwave and chose to open them as a raw sound file. --GoldS 18:10, 16 January 2011 (EST)

Atomic Bomberman sprites

I have the same question for the ANI files. I'm not used to sprite extraction nor even game development but I would like to try to "clone" Atomic Bomber. Sadly I'm stuck right from the start because I can't get the sprites. Could you, please, tell me how do you do ? Thanks

The only way I've found to get graphics from ANI files is with FREDIT. It's a program included with Atomic Bomberman (should be in the TOOLS folder). It probably won't work on newer versions of Windows, so you'll need DOSBox to run it. --GoldS 13:36, 15 March 2011 (EDT)
I tried but I could not find a way to extract the sprites. I succeed to view it but not to save it. I forget to mention that I'm on Mac OS ... --Liero 15:30, 16 March 2011 (EDT)
It's been a long time since I used a Mac but if you can get the sprites displayed on screen then screencapping your whole desktop then cropping it down in an image editor is always an option. --Abaxa 15:35, 16 March 2011 (EDT)
Good news (for me) !!! I finally manage to get sprites from ANI files thanks to the work of a developer. He tried to do a remake of Atomic Bomberban and, for this matter, did an AniFileReader in C# : [1]. Thanks for your very quick responses !

A Link to the Past monster

I was wondering, how did you manage to rip this ALTPBatS.gif particular monster from the Japanese ALttP? While I can manage to decompress the US version of the ROM using Zelda Decompress, my attempts to fool the program into doing the same with the Japanese ROM have been fruitless. Save of teaching me advanced hacking techniques, is there an easy way that you found this in the Japanese ROM? I really wish to dig into the ROM a bit deeper and find out more details but with no way to decompress the graphics myself I feel pretty stumped. I've attempted using vSNES, but without knowing the specific area that the sprites are loaded (if they are even EVER loaded) I can't find them using save states just yet. Fizz 07:10, 24 June 2011 (EDT)

I used this to extract the graphics from the game. Should be easy enough to figure out. --GoldS 14:37, 24 June 2011 (EDT)
Thanks massively, hopefully I should be able to work it fine. Fizz 15:56, 24 June 2011 (EDT)
I absolutely hate to do this, but after a night spent trying and failing with the program I'm going to have to bite the bullet and ask for some help. While I think I have the basics of the program down, I simply cannot figure out where the graphics offset is, and even when I think I have found it, all the program does is dump a minuscule file of no use whatsoever. If you are able, can you tell me the command line you used to decompress the graphics in the Japanese ROM? I am not sure if I am simply using the interface incorrectly or if I am going about it the wrong way entirely. I'm afraid I'm a newbie at programming and usually use simpler methods and purpose built programs where possible. Ironically, I managed to get Zelda Decompress to work on the Japanese ROM due to some editing of the header in hex, but it only decompressed some of the graphics, not all, so I'm assuming the Japanese ROM's graphics are at different offsets to the US one. Anyway, if you get a chance, let me know what I should be doing, because I'm surely just making elementary mistakes here. Thanks again in advance. Fizz 15:50, 25 June 2011 (EDT)
Sniff.exe romname.smc 200 FF0000 100 0 1 . --GoldS 15:59, 25 June 2011 (EDT)
Did the trick, turns out I had it right at one point except for the code after the offset range I think, thanks and apologies for the hassle. Found all the stuff I was looking for, fascinating bits and pieces. Fizz 16:21, 25 June 2011 (EDT)

Trying to get a debug menu working

I found text for a debug menu in Game and Watch Gallery 4 a while back. So, I tried to enter all sorts of cheats and hex edits to get the menu to show up, but I ended up making the ROM unreadable in the process. Do you have any advice on how I could unlock it? Thanks. --From: divingkataetheweirdo 14:29, 7 February 2012 (EST)

I don't have the right knowledge to hack GBA games, sorry. --GoldS 15:07, 7 February 2012 (EST)


Just wanted to say that your descriptions of games are always really funny. Keep it up, your dry wit has me chuckling every time! --GlitterBerri 07:09, 9 March 2012 (EST)

Fake pages

A fake page for a game that doesn't exist has been created. I'm not sure what we should do with it, since the game in question doesn't exist. --From: divingkataetheweirdo 09:35, 26 March 2012 (EDT)

I also agree; seems rather self-promotional, and given his user page is just "I like to make pages on games not yet released." his presence seems noncontributing, so far anyway. HsienKo 11:15, 26 March 2012 (EDT)

C64 Hacking

Hi, GoldS, the person who tipped me off about the unseen ending in A Journey to the Centre of the Earth is looking to get in touch with you for help uncovering the ending on another C64 game. He says "I want to ask a favour of you... could you put me in touch with the person from the Cutting Room Floor website that provided you with the end screen of that game I made a walkthrough of (Journey to the Centre of the Earth)? Since this person seems to know about how to hack the C64 I have some questions for him/her. I'm working on another walkthrough but again need help with the ending and have had no luck in my attempts to find any codes."

He's writing a book, so you might get a mention, if you're interested. :)

GlitterBerri 12:42, 27 March 2012 (EDT)

Unfortunately I really don't know that much about C64 hacking. It was a pain just to get that other ending to work when the information was already given to me. Sorry. --GoldS 16:07, 27 March 2012 (EDT)
He says thank you anyway!
GlitterBerri 18:45, 28 March 2012 (EDT)


Whats the program do you use to find the unused graphics from arcade games? --From: Sledge3 20:40, 29 June 2012 (EST)

MAME has a built-in tile viewer. Press F4 to load it up during gameplay, Enter to cycle through the Palette, GFX, and Tile Map modes, [ and ] to switch between different graphics banks / tile maps, and Left/Right to cycle through palettes. Please be aware that this tile viewer does not work for every game. --GoldS 15:01, 29 June 2012 (EDT)

Thanks, i was testing it with one game, and yes it works. :) --From: Sledge3 21:26, 29 June 2012 (EST)

MK Initials Video

Hey...I posted a nice little video of the initials video and you apparently don't want it on there. Why can't it be on the page? Just wondering- not trying to get anyone mad. --Dr.MarioX

I appreciate the thought, but a video isn't really necessary since it's just a name entry screen. The screenshot works fine, and because it's hosted on the site, there's no threat of it suddenly becoming a dead link. Please do not add the video the page again. --GoldS 23:39, 4 July 2012 (EDT)

Okay- sorry. I thought it disappearing the first time was a glitch. --Dr.MarioX

Things to be deleted + a question for you

Could you delete this, this and this, please-and-thank-you-with-a-cherry-on-top?

As for the question I have for you, how would one go about becoming an admin here? I'm wondering about this simply because I'm the type of guy who has the patience to go through Special:UnusedFiles and do a full wiki search of each and every file to verify whether or not the file is used or unused, and subsequently delete the unused files. For example, I've already pinpointed two unused images (This and this)' that would have been on the Team Fortress 2 article, except I've already uploaded better, transparent-background'd versions which are on the Unused Weapons subpage.

So yeah, I'd love to be an admin here, except I don't know of any requirements, or how the general admin-hiring process works here. I do have around 6 or 7 years of experience in wiki-editing;

1. I used to edit Wikipedia for a few years (was never an admin there though) until I eventually left because I felt Wikipedia was too big, and there were way too many vandals.
2. I also was a frequent editor on a few videogame-related Wikias (though I'd prefer not to name the specific Wikias), and eventually became an admin on one of them. However, due to the more recent change to the Wikia's skin (when they ditched Monaco and went for the currently-used ad-heavy skin), I ended up requesting to be de-adminned, and then left Wikia altogether.
3. Finally and most recently, I edited over at the Official TF2 Wiki for over a year before running into issues with an admin over there named Lagg who wrongfully banned me twice. I ended up soapboxing on my userpage, calling for him to be de-adminned, which ended in me being permanently banned from the TF2 Wiki. I admit that soapboxing wasn't the best choice, but at the time I honestly felt that Lagg was by far the worst wiki-admin I'd ever seen, after seeing him constantly make horrible decisions regarding bans/deletion of content, which usually ended in other admins undoing his actions.

So yeah, holla back when you got some free time :) 404 User Not Found 23:36, 6 July 2012 (EDT)


I was trying to do something good, by blanking the page, I am sorry, I will try not to do it again. Chaossy - The Computer Geek 09:33, 10 October 2012 (EDT)

Just leave all administrative stuff to the administrators, please. We have specific policies for dealing with things like this. --BMF54123 14:38, 10 October 2012 (EDT)

Sorry for trying to follow this wiki's etiquette

And no, I don't have the demo discs, I was just being nice and posting sources. Also the Videos were there to help others rip stuff, my computer is so old it can't run a lot of newer stuff, like PS1 ISO's, and I don't have a capture card. Sorry for trying to help others. Sorry for trying to contribute. If you want me to post links to ROM's of the games I shall. I can probably find them. but who else is going to give a flying. The page would never have existed if I hadn't made it. Teraunce 14:42, 24 November 2012 (EST)

Actually, we do give a flying fuck (this is the Internet, dear, no one cares if you curse or not). That's why we're asking you AND EVERYONE ELSE to rip the stuff out directly, rather than just putting up videos. If everyone just put up videos, nothing would ever actually get done. Please try to understand that. Again, if you are unable to rip the stuff out yourself, register for an account on Jul and post on the forum, and I'm sure someone will assist you. I'm sure Gex has enough fans as it is. - Andlabs 14:51, 24 November 2012 (EST)
Moving to his talk page instead - Andlabs 14:55, 24 November 2012 (EST)


RIP bigtext :( --Xk-sig.png Xkeeper (talk) 16:10, 8 December 2012 (EST)

How did you rip that test level from Plok?

--Reversalmushroom 01:16, 3 February 2013 (EST)

More gifs that need cropping.

Mortal Kombat 2 Arcade and Mortal Kombat Mythologies (PlayStation) also have gifs that need cropping. Just letting you know if you wanna fix them.--MathUser 19:47, 23 February 2013 (EST)

How on earth did you get the laughing virus sprites in virus?


How did you get the laughing sprites in virus? If I recall correctly, the viruses don't laugh if you lose a game of Virus. They just stand still with the Miss box. Like shown on the left--TheDoc (Talk) 16:05, 10 September 2013 (EDT)

Erm...I just used a tile viewer. The graphics aren't compressed or anything. --GoldS (talk) 17:34, 10 September 2013 (EDT)
Ok thanks, I'm gonna move it under the "unused graphics" part of the page cause I can't get the animation to play normally. --TheDoc (Talk) 18:26, 10 September 2013 (EDT)


I wonder who is behind all this spamming? Mario Weaboo (talk) 19:03, 7 October 2013 (EDT)

Spambots. --BMF54123 (talk) 19:09, 7 October 2013 (EDT)

A venture

Do you have a more complete list of Kirby's Adventure object numbers handy? --Devin (talk) 05:59, 30 December 2013 (EST)

Unfortunately, the hard drive I had that information on died. Sorry...--GoldS (talk) 18:01, 30 December 2013 (EST)

Just a Pikmin 2 question

Where did you get the treasure parameters from? I mean, the final treasures, not the early ones. I tried searching through the entire disc, but I can't find the parameters for the early treasures, much less the final ones! {EspyoT} 16:55, 31 January 2014 (EST)

It's been a while, but it should be in the file "otakara_config.txt" under /user/Abe/Pellet/(Region) --GoldS (talk) 19:12, 31 January 2014 (EST)
Aww, it was right there looking at me, hidden amidst all the .szs files. Thanks a million! {EspyoT} 20:00, 31 January 2014 (EST)

I've got a few more questions... I hope you can answer them. Would you happen to know...

  1. ...what file specifies the chance of nectar coming out from a petrified enemy?
  2. ...what the enemy numbers in the cave files mean? Like, Bomb 10 could either mean 1 or 10 bomb-rocks. (I hope you still remember.)
  3. ...where the file setting.ini is? As far as I know, it contains, at least, a table that gives each enemy a numeric ID. (I found this file at one point, but for the life of me, I can't find it any more.)

If you could answer these questions, that'd be superb! I'd really need the info for Pikipedia and TCRF. {EspyoT} 18:29, 6 August 2014 (EDT)

It's been an even longer while.
  1. I don't think I ever found it.
  2. It's...complicated.
    If the number is a multiple of 10, then that floor will ALWAYS have that number divided by 10. So if it says RandPom 10, there will be exactly 1 Queen Candypop Bud.
    Numbers smaller than 10 are more complicated, the only thing I know is that if it's a "1" then that object will fill the remaining available object slots. The Spectralids use this behavior (Qurione 1 ) to fill up floors.
    Numbers larger than 1 and smaller than 10 are mostly used by the various flowers in the game, and I think that the higher the number is, the less chance it has of filling an object slot.
    Numbers greater than 10 that aren't a multiple of 10...I'm not sure about.
    For the unused floor info, I had to count everything manually.
  3. Never found that file.

--GoldS (talk) 19:30, 6 August 2014 (EDT)

Well, any little bit that helps understand the mysteries of the game helps. Thanks! {EspyoT} 15:47, 12 August 2014 (EDT)

Kirby's Adventure bank 50

Did some playing with my editor last night and found out that there is exactly one usable set of graphics banks that includes the unused one, and it's the one numbered one higher than the one used by the dark rooms.

Also, both of them are clearly meant for the same 16x16 tile set, though each set of graphics uses different tile numbers within the set. That, plus the way the unused graphics look with both the dark and lit palettes, seems to confirm that they probably would have been used as another set of dark room graphics.

I made some GIFs to compare both sets of graphics with the light and dark palettes:

--Devin (talk) 18:43, 31 January 2014 (EST)

Strong Bad / Telltale stuff

Just wondering, are you planning on adding stuff from other Telltale Games products or is that going to be the only game you're working on? I ask because I don't want to step on anyone's toes, I was working on Back to the Future some time ago and didn't want to do stuff someone else had been working on already. // Foxhack 22:26, 9 May 2014 (EDT)

That should be the only Telltale series I work on. --GoldS (talk) 09:48, 10 May 2014 (EDT)
Damn. Guess I'll have to stop being lazy and finish my stuff then. XD Thanks. // Foxhack 13:51, 10 May 2014 (EDT)

Super Mario World Lost Levels IPS patch

What ROM of Super Mario World is File:SMWLostLevels.ips even for? Any file I try ends up as a bad rom while the bloated version works on pretty much any file, regardless if it's even a ROM. KIPdeKIP (talk) 08:50, 28 June 2015 (EDT)

World of Illusion prototype

I personally think that may have been from the 1992 Summer CES, as it was indeed shown there. Footage of it being shown there is hard to find though. That said, I don't have much else to offer. It does put the "Coming Soon" graphic into a bit more context, so it's also possible the prototype was made after the 1992 Summer CES. --From: divingkataetheweirdo (talk) 20:13, 8 September 2015 (EDT)

Yep, looking at the two screenshots that were in the Mega Play coverage of 1992 Summer CES, they seem to be identical to the prototype. Thanks for the tip! --GoldS (talk) 22:40, 8 September 2015 (EDT)

Binding of Isaac: Rebirth 3DS/Wii U buttons

Why did you remove this from the page dedicated to the Windows version? The point was that they're unused in that version specifically. --AquaBat (talk) 14:16, 31 October 2015 (EDT)

Buttons from all consoles are in the Windows version. Actually, each console version seems to share the same button graphics. It was only worth noting because the 3DS and Wii U versions had yet to be released or even announced. --GoldS (talk) 14:21, 31 October 2015 (EDT)

Screenshot of Japanese Super Bomberman


I hoped you could help me since you're the one who originally uploaded that screenshot. I'm looking for the exact MD5 hash of the ROM it's taken from. The only Japanese ROMs I find do not include the TM symbol above the logo, so this screenshot must be from another version. My physical copy of the game is the same as the screenshot, but I don't have any dumper. Thanks!

--LIJI (talk) 07:13, 19 December 2015 (EST)

So I looked at the ROM I used...and it doesn't have the trademark symbol either. I have no idea how it got in the screenshot, I must have screwed something up. MD5 hash is CBEF5F02304A2B821A0E1642A6307564 which is the standard dumped JP ROM. --GoldS (talk) 16:58, 19 December 2015 (EST)
I guess I have no choice but dumping it myself :P --LIJI (talk) 13:02, 20 December 2015 (EST)

How do you rip Arcade music/sounds?

Hello dude, im trying to contribute to pages, and i was wondering how do you rip your (Unused, obviously) music and sound effects from Arcade Roms?, talking about games that dont have Sound tests. (like R. Islands or Gradius 3) what program or method do you use? --LegitimatePride (talk) 17:51, 28 November 2016 (EST)

Rainbow Islands and Gradius 3 actually do have sound tests (You have to press the Service button on the color bars screen in the service mode for Rainbow Islands, and you have to cycle through tests by pressing 1P Start in Gradius 3), but other than that you can use a program called M1 to rip files. It's outdated but it should work for most games. For games with sound tests I put -wavwrite Filename.wav in the run command for MAME and let the music play until it's done, then edit it and convert it to OGG. --GoldS (talk) 21:24, 28 November 2016 (EST)´

Excuse me but, another question, how did you rip the unused music from Gradius 3? the sound test does not have every sound and i wanna try to search for other stuff, how do you get those and the ID numbers? --LegitimatePride (talk) 00:43, 8 January 2017 (EST)

If you put this cheat in MAME's gradius3.xml cheat file, the sound test should start playing every song in the ROM starting at 00:
  <cheat desc="Fix Sound Test">
    <script state="run">

The actual table starts at 0x0031FC in the ROM. The game takes the number from the sound test, adds the number from the offset table, then plays that song by ID. For example, song 49 in the sound test is actually song 84. To get that, the game adds the 49th entry in the offset table, which is 3B, to get 84.

True ID|Test ID|Offset|Context
80:	XX	XX	Stage 1 Intro
81:	XX	XX	Stage 1
82:	XX	XX	Stage 9
83:	XX	XX	Main Boss Theme
84: 	3B	49	Stage 4
85:	XX	XX	Stage 2
86:	XX	XX	Stage 3-1
87:	XX	XX	Game Over
88	3A	4E	High Score Entry
89:	XX	XX	Weapon Select
8A:	XX	XX	Stage 10-2
8B: 	3C	4F	Stage 8
8C:	XX	XX	Intro Song
8D:	XX	XX	Stage 10 Intro
8E:	XX	XX	Stage 10-1 Boss
8F: 	3E	51	Stage 3 Secret Song
90:	XX	XX	Gradius Stage Intro [UNUSED]
91:	XX	XX	Gradius Stage 1
92: 	3F	53	Salamander Stage Boss
93:	XX	XX	Salamander Stage 1
94: 	40	54	Gradius II Stage 6 [UNUSED]
95:	XX	XX	Stage 10 Boss 2 / 3
96: 	44	52	Gradius Stage Boss
97:	XX	XX	Stage 4
98: 	43	55	Stage 3 / 6 / 8 Intro
99: 	41	58	Stage 3-2
9A: 	42	58	Stage 10 Escape
9A: 	4A	50	Stage 10 Escape
9B:	XX	XX	Stage 5
9C:	XX	XX	Stage 10 Boss Rush
9D: 	45	58	Stage 7
9E: 	46	58	Credits
9E: 	48	56	Credits
9F: 	47	58	Beginner Mode Ending
A0: 	49	57	Stage 2 / 4 / 7 / 9 Intro
A1:	XX	XX	Ending [UNUSED]

--GoldS (talk) 15:17, 8 January 2017 (EST)


are you direct-linking images because the thumbnail creation failed?

if so i can try upping the limits for you --Xk-sig.png Xkeeper (talk) 18:25, 10 July 2017 (EDT)

did it anyway. fuck it. it's my wiki. --Xk-sig.png Xkeeper (talk) 18:28, 10 July 2017 (EDT)


Sonic2InvincibilityMainEarly.gifGreat Sonic pages, I give you free invincibility stars.Sonic2InvincibilityMainEarly.gif--Robossnik (talk) 10:09, 2 September 2017 (EDT)

How to decompress BIN files in Sonic Mania?

I'm not familiar with that yet, I wish I could rip some maps and objects to study them. Is there any program to open these BIN files? Level editor? :3 --Porcino (talk) 09:46, 14 September 2017 (EDT)

For maps, I used render_scene_view, which you can download on this page. Put that EXE in whatever stage folder you want, then drag and drop the scene BIN file onto the EXE. It should generate all of the foreground and background layers as PNG files. --GoldS (talk) 12:42, 14 September 2017 (EDT)
Thanks, there are a lot of new tools, I think a level editor should take a while to get out. :P --Porcino (talk) 14:22, 14 September 2017 (EDT)

Action 52: Alternate Version of French Baker?

On Action 52’s article, someone documented that there was a second version of French Baker. It is said to be glitchier than the normally accessible version. Could tell me if there is a way to hack the ROM to play this version? -SultanofSwag89 (talk) 00:21, 24 Septemberl 2017 (EDT)

I'm not sure on that - I don't know that much about Action 52. You might want to try asking Cheetahmen92. --GoldS (talk) 01:02, 24 September 2017 (EDT)

Questions and Zelda LA

  1. why have you blocked yourself? and how can you still edit when you blocked? maybe you should unblock yourself?
  2. how did you figure out old room designs at The Legend of Zelda: Link's Awakening/Room Design Changes?
  3. should I convert the scans at Prerelease:The Legend of Zelda: Link's Awakening to black and white? or should we keep the original scan color?
  4. has anyone managed to find the memory address the cut-scene ID for photos? so we can use any ID and maybe view unused ones?
  1. I think you're referring to my user page being protected? I'm not blocked.
  2. Viewed the rooms in this editor. Rooms are made up lines of tiles layered over a blank room template. Sometimes there are older room elements buried under newer tiles.
  3. Probably keep the scans the same color as you found them.
  4. No idea on this one. I haven't found it, at least. --GoldS (talk) 21:16, 20 October 2017 (EDT)

How do you view Arcade roms' text?

Hi, it's been a while, I have another question: What method do you use to view through the text of Arcade games? For example, the unused english hints you put in the Mega Twins page, and the lottery text in Forgotten Worlds. How do you do it? The preceding unsigned comment was added by LegitimatePride (talk) • (contribs)

To find text in arcade games I usually use MAME's debugger - put "-debug" as a parameter when running the executable. From the debug console, click "New memory window". This should open a new window with the main CPU. From there you can view the text in the darker gray column, assuming it's using the normal ASCII chart. Both Mega Twins and Forgotten Worlds do, but if the game doesn't...
You'll have to save the contents to a text file by using the "save" command in the debug console. Type "help save" in MAME's debug console for more information. From there you'll want to look up how to do a custom character table.
If you want to find a specific string, you can use the "find" command. Type "help find" in the debug console for more on that.
You can also try searching text by directly opening the game's chip files in a hex editor, but be warned that most later games either interleave chips or have some kind of encryption on the chips.--GoldS (talk) 15:07, 11 February 2018 (EST)

Return of the Invaders

Hello GoldS. Just wondering, is that "NAKAMURA AKIRA" a typo? --Pissanini (talk) 20:05, 30 March 2018 (EDT)

Yeah...whoops. Just fixed it. Thank you! --GoldS (talk) 20:36, 30 March 2018 (EDT)
Here as well, I believe: https://tcrf.net/Pengo_(Arcade) - "SNO-BEE DISPLAY BY NAKAMURA AKIRA". Thanks. --Pissanini (talk) 22:39, 30 March 2018 (EDT)
Done! --GoldS (talk) 22:50, 30 March 2018 (EDT)

MMX + X2 oddity

Hi GoldS! Big fan of your work on the Mega Man series, especially recently with the X3 and X2 prototypes. I've been researching and breaking X1-X3 a bit, and I think I found something unusual by changing the index of X's current weapon in X and X2.

MMX unused object.png MMX2 unused object.png

Using PAR code 7E0BDBFF in MMX to set the weapon index to 255, X will shoot out an explosion that will travel in a circle. Its hitbox is accurate compared with its graphics. It makes no sound effect, and X will not change animations when he fires. It can be used to damage invincible objects, including Hoganmer's shield, Ray Traps, and the igloos in Chill Penguin's stage. I should note that in MMX, other "glitch weapons" also do this.

Using PAR code 7E0A0BC8 in MMX2, the same object can be fired! It again uses no sound effect, but will not damage invincible objects in this game. It has moved to weapon index 200, and is a little glitchy: The game will softlock if you enter a boss door after firing it.

My hunch is that this is either an unused weapon or unused object, but I'm leaning towards "unused object that I just happen to be able to fire as a weapon." I've played through both games extensively, and I don't remember ANY enemy or object that explodes using a ring of explosions. Explosion rings are more common in the Classic series.

I think it's notable, especially the fact that whatever it is, it's in both X and X2, but I thought maybe I'd leave it for you to look into further. I know you know more about the inner workings of these games than anyone else! --Schyfis (talk) 17:56, 24 July 2018 (EDT)

  • I've stumbled onto this before, I think... from what I can tell, it is an unused weapon, although the way you're accessing it is causing bugs. If you open the ROM in a hex editor and search for "00 01 02 02 03" (I think this is at 0x33A76 in the (U) 1.0 ROM) and replace the first 00 with an 05, you'll replace the normal X-Buster shot with the exploding shot.
Again, I think this is (or was) a valid weapon, because the enemy's damage tables reserve a slot for it. The first 6 entries in those charts as as follows: Normal shot, Semi-charged shot (Green), Supercharged shot (Pink), Charged shot (Blue), Hadouken, and then this thing. For normal enemies this weapon does 4 times as much damage as a normal buster shot, while bosses usually take 2 HP. Sigma only takes one, and Sigma's second form takes no damage from it.
I didn't know it was in X2, though, but it makes sense. Thanks for the kind words, by the way! --GoldS (talk) 19:11, 24 July 2018 (EDT)


Nice work finding the hidden message in Karateka, which I just saw mentioned on the homepage. Though I'm left wondering if "subliminal" is the correct description, as that implies it will somehow influence the player? Maybe if it was shown on screen at some point it could be described as such, but just being in the data I think it is better simply described as "hidden"? Thoughts? Matt (talk) 11:10, 26 October 2018 (EDT)

You're right. I just went back and changed that.
I didn't actually find it either - the message has been known about since at least 2001 on DigitPress, possibly earlier. I went ahead and added the probable finder to the page too. --GoldS (talk) 00:16, 27 October 2018 (EDT)

Super Mario Advance 4: Number Block

I can't seem to get it to show up what am I doing wrong? could you help me with this? Thanks, Greg

Are you playing a different version of the game? If so, do a search in a hex editor for the string 19 27 0B. Replace the 0B with 54 to see the blocks in 1-1 (Go to the right until you see it.) Same thing with the mushroom blocks, but use 51 instead of 54. --GoldS (talk) 16:49, 12 December 2018 (EST)
Ok, it works but what values would I need to replace to make the unused blocks override the first set of small bushes in 1-1? --GregoryTheGamer 08:28, 14 December 2018 (CTS)
  • Unfortunately, you can't. There are two different type of terrain blocks in SMA4: 4-byte objects and 5-byte objects. 4-byte objects make up most of the game's object and include bushes, those multi-colored blocks including the white one you can pass through, ? blocks, etc. 5-byte objects are used for terrain, like the floor pieces in 1-1. The mushroom blocks and number blocks are 5-byte objects so they can only replace another 5-byte object in the code, and the offset I give you is the earliest 5-byte object in 1-1. --GoldS (talk) 11:36, 14 December 2018 (EST)


Hi this GIF has 10 frames, frames 3, 6 and 9 have have delay of 0.04, all the rest are 0.03. Shall put them all to 0.03, or is that how the game stored it?--Robossnik (talk) 20:37, 12 June 2019 (EDT)

I did that because the CNZ barrels animate every other frame in a 60 FPS game. I don't actually know if it would have moved that fast in Sonic Mania, though. Anyway, gif frame delays are measured in 1/100th seconds, so I had to convert it - 2/60 = 3.333~/100...but GIFs only do whole numbers, so to try to match that up better I alternated between doing two frames at 3/100 and one frame at 4/100. --GoldS (talk) 22:03, 12 June 2019 (EDT)

Also, shall I photoshop the gold handle over a silver one for a screenshot at Sonic_Mania/Unused_Graphics#Oil_Ocean_Zone? Then the reader can see how it would have looked, if used.--Robossnik (talk) 20:37, 12 June 2019 (EDT)

Sure, go nuts. --GoldS (talk) 22:03, 12 June 2019 (EDT)

Username change

Apologies for bothering you with this, but could my username be changed to "Sapphics", please? --periaster (talk · contribs) 15:06, 22 July 2019 (EDT)

I don't have the power to do that. Please either ask on Discord or check in with Xkeeper or one of the other people listed here. --GoldS (talk) 15:27, 22 July 2019 (EDT)
Ah, okay, thank you, my apologies. --periaster (talk · contribs) 16:25, 22 July 2019 (EDT)