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User talk:Nensondubois

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Monster Rancher

Here's the .sav right before the last boss. I also included save states at different parts of the game and the VBA version I used so that you can load the states. After you beat the last boss you have to select "YES" to get the ending. Apparently you have to beat the game a couple of more times to get all the cards. Hopefully that will get me another ending. I'll let you know what I find.

http://depositfiles.com/files/0r5nkmkit

ReyVGM 17:27, 19 August 2012 (EDT)

Ok, I found all the cards. Here's a .sav before the last boss, but this time you'll just get the ending. I included save states before the last dungeon just in case.

http://depositfiles.com/files/gxhvl7uny

ReyVGM 17:27, 19 August 2012 (EDT)

Thanks for the saves! I'm still looking though the game using your saves. I still am unable to find the object in gameplay while you can view it by setting SNES mode in a tile editor/viewer and looking right below the border tiles. I'm also mystified by the presence of the SOU_TRN command since there is also a SOUND command that plays song 2 suggesting that if the two are connected, there is a custom Super Game Boy song somewhere within the game in some form. This is extremely interesting. Nensondubois 20:54, 19 August 2012 (EDT)

Are you sure you aren't looking at the graphics shown in the Mural found in the town's Shrine? ReyVGM 21:22, 19 August 2012 (EDT)

All I see is a big black hole in the mural. Nensondubois 22:11, 19 August 2012 (EDT)

There are 3 mural graphics. One when you haven't collected any mural pieces and there is a huge graphic very similar to the Super Game Boy border. The second one is after you have collected most of the mural pieces and you see a Disc with a design on it. The third one is the big black hole you see, you get that after collecting all mural pieces and you are able to retrieve the Disc. ReyVGM 18:21, 20 August 2012 (EDT)

I have manged to collect all 18 mural pieces and now it shows a roughly 90% completed picture and I'm unable to grab the disk. I also found an item named Dummy accessible via Gameshark code 01347ED0. Still investigating this item though nothing interesting seems to happen when it is used. Star symbols are displayed when viewed. Hmm Nensondubois 20:17, 20 August 2012 (EDT)

Hmm. I'm still having trouble displaying the Disk. Do you happen to have the save right before you take the disk and the special SGB tiles are displayed? Nensondubois 21:26, 1 October 2012 (EDT)

Source

Hey there.

I see that in all the pages you created you list yourself as the source near the bottom of the page. Just letting you know that you don't need to do that if you are the one creating the page or editing the info. That should only be used when you are posting information found by people other than yourself.

I know the SGB project is important to you (I even helped out a little a few years ago) and I know you want people to know it was you that discovered most of that, but in here, there's no need to mark your spot by listing yourself as the source since the history page keeps a record of everything that was added ;) -- ReyVGM 14:02, 14 August 2012 (EDT)

Never knew there was an explicit rule about not sourcing yourself. I'll consider not sourcing myself in the future when other people complain. Sourcing myself isn't important to me as it is habitual per say. Just saying that this isn't a pressing issue nor a priority so I don't understand why you particularly care. *shrug* Nensondubois 14:19, 14 August 2012 (EDT)
There is no such rule, and there never was. I've personally been crediting myself for stuff I found since the beginning. It's not a big deal. --BMF54123 15:55, 14 August 2012 (EDT)
I never said it was a rule. But I thought it was frowned upon since it's irrelevant to credit yourself if you are the same one that's adding all the info. Carry on. ReyVGM 16:07, 14 August 2012 (EDT)

SMB1 unused music

I was reading the discussion page for Super Mario Bros. 1 and I noticed you made reference to having located unused music tracks besides the two that got listed in the article. Would you be interested in doing rips of them for upload to the article, or showing me how to locate and do them?

Also, I'm rather experinced at lurking tcrf, but extremely new at editing tcrf and using it to communicate with other users. If you don't want to be communicated with thru your "user talk:"-page let know, and my apologies in advanced if that gets on your nerves (I couldn't find a way to send messages thru the page and the Help section discussing communication with other users was no help, lol).

First thing: @Pharmakon please use a timestamp (called "your signature with a timestamp" and insert it after your final sentence. The signature markup button is located as the second to last right editing button) so I can keep track of the messages.

There are and I'm surprised nobody pointed them out earlier; the best way to access them is by using Game Genie codes like PPPPPP, EPPPPP and so on. You could also use PAR codes to modify the music. I haven't added them to the article yet because I'm actually quite lazy/busy/blahblah. I will make some Youtube videos of them soon, but I'm not sure about ripping them for TCRF on the same day, but I will when I do.

I also see your lack of experience when it comes to spelling, which could be the first problem when it comes to editing for TCRF. Oddly my userpage gives a lot of other contact info, though use this talk page for TCRF material-related stuff only. --Nensondubois 20:21, 8 September 2011 (EDT)


Alright, I'll have to experiment with that when I get time, and yeah, you're right, I haven't really seen anybody else mention that either despite sounding relatively simple. Btw, it's not really so much lack of experience spelling that's coming through (which I'm better than average or excellent at), it's more lack of experience typing. I didn't actually read back through what I wrote like I typically do to see that it was free of typos, and it shows, lol. Thanks for your assistance, I greatly appreciate it. --Pharmakon 18:17, 10 September 2011 (EDT)

Pokemon Card GB2 SGB

Somethings looks wrong with your start address (0x098b) for the unused sgb data. I know very little about the sgb, but I'm doing a partial disassembly of this game and 0x098b is right in the middle of a very important function used by rst $18 for calling code between banks. Unused code appears to start at 0x09d8... I had no idea what it was for. --Drenn 21:02, 27 January 2013 (EST)

I may have accidentally included something extra; the last 21???? ,ld was somewhere around that address... I'll take a look tomorrow to rectify this entirely while I'm adding the rest of the SGB material that somehow made it's way into this game. nensondubois 21:06, 27 January 2013 (EST)

Super Game Boy Screenshots

Hello there. If it wouldn't provide too much trouble, would you be able to tell me how you were able to get the Super Game Boy screens so it's possible to view the menus), and which emulator you used? Superjustinbros 20:40, 8 March 2013 (EST)

Sorry for the late reply. There are three methods I use to capture elusive Super Game Boy screenshots. 1: Capture Card. 2: bsnes. 3: VisualBoyAdvance. Whichever I have available at the moment is the method I will use to capture the images. nensondubois 15:38, 10 March 2013 (EDT)

How can I configure bsnes to run in Super Game Boy mode, i.e. load both the Super Game Boy ROM and a standard Game Boy ROM, and run them with menus enabled? Superjustinbros 23:10, 10 March 2013 (EDT)

Setting up bsnes to play Super Game Boy games using the Super Game Boy program frame (ei: 90 percent of the enhancement features will work. Speed settings and a few other things will not because the way the Super Game Boy is emulated. Read elsewhere for more info on this... might be fixed in the newer versions of bsnes.) is quite easy. As you said, set the BIOS in the first slot of the "Load Super Game Boy Cartridge" menu, select the desired Game Boy Game in the second box labeled "Load Game Boy Cartridge". nensondubois 09:12, 11 March 2013 (EDT)

I can't find anything alike what you're describing, in that bsnes is not prompting me to select the BIOS file; I can only pick the SGB rom via the "Super Famicom" menu, followed by attempting to load in a Game Boy cart with the Super Game Boy option. Whenever I attempt this, it always unloads the SGB ROM. Superjustinbros 13:27, 11 March 2013 (EDT)

I do not know why. Maybe you are using a newer version than I am. Let's say, try using an older version like 058 and maybe higher. nensondubois 17:04, 11 March 2013 (EDT)

I'm using v0.87, and I can't find downloads for any older versions. Superjustinbros 19:24, 11 March 2013 (EDT)

You are likely using byuu.org for searching. Try using Gibiru.com to find the older version; you may not find a decent version offering user-friendly profiles, so please ask if you cannot locate a copy. nensondubois 19:13, 12 March 2013 (EDT)

I use plain old Google for my searches. Any search I've performed thus far has come up unsuccessful; in other words, I cannot find a download for an earlier bsnes. Superjustinbros 20:14, 15 March 2013 (EDT)

This is getting old. Here's bsnes 0.73; it supports SGB and doesn't require ROM folders or special formatting or any of that crap.
Please reply once you've downloaded it so I can delete the link. --BMF54123 21:01, 15 March 2013 (EDT)
Alright, I have it downloaded. All I'd like to know thus far is where snapshots taken of the emulator's screens are located by default (and perhaps how to set a shortcut key), and then I'll have everything I need to know.Superjustinbros 17:44, 16 March 2013 (EDT)

Nettou Real Bout

Hey, just wondering, do you know how to get that SGB sound test to work? I fiddled around with it in VBA, but couldn't get it to do anything. The game appears to use the same engine as the Nettou KOF games, so maybe I'm doing something wrong... // Foxhack 23:45, 1 April 2013 (EDT)

Visual Boy advance, along with most emulators do not emulate the SNES CPU or APU required to play back the Super Game boy sound effects. Either use bsnes 0.58, or buy an actual cartridge (I have a CIB copy :D) nensondubois 23:49, 1 April 2013 (EDT)

Oh, okay. Well, I trust you'll fill in that stuff if needed later on. Thanks! // Foxhack 23:56, 1 April 2013 (EDT)

What stuff? nensondubois 23:58, 1 April 2013 (EDT)

... Uh, I meant if there's any stuff. :P I have no idea if there's anything special about that SGB audio test, so if you know or learn something about it, I trust you'll add it later. ;) // Foxhack 00:14, 2 April 2013 (EDT)

Ok... thanks? nensondubois 00:25, 2 April 2013 (EDT)

Game Boy (Color)

If a game was released during the Game Boy era, there's no need to list it as being for the Game Boy Color as well. -WarioBarker 16:02, 15 June 2013 (EDT)

BS Magazines

Instead of having a separate page for every single BS magazine issue, which mostly have the same unused content in them, why not create a single page for the magazines as a whole? Not only would it remove a lot of redundant articles, but you would be able to easily make comparisons between the versions and track changes in the unused content across time. --Peardian (talk) 17:57, 19 September 2013 (EDT)

I went that route except on magazines that are clearly different. Creating pages for every numbered issue would be a nightmare and a hellish waste of time for me and readers alike. -nensondubois (talk) 19:02, 19 September 2013 (EDT)

Chat Archives

To create an archive for your talk page, create a new page called http://tcrf.net/User_talk:Nensondubois/archive_1 and put the posts there.--Chpexo (talk)

Music code request

Hey Nensondubois, thanks for updating the GB Memory page. I have a request if it's fine with you. As you seem to like making Game Genie music codes and you're good at it, could you look into the software "Mobile Trainer" for Game Boy Color, please? I'd like a Game Genie code to modify the music on the title screen or a GameShark code to modify the music anywhere. The soundtrack isn't well documented due to the fact the Game Pak had the Game Boy Color connecting to the Mobile System GB. Normally you're required to plug in a Mobile Adapter to get to the title screen, but you can work around this with the Game Genie code 064-C09-E6E (Apparently the cursor position address double serves as an address that tells the game where to take you if the Mobile Adapter isn't inserted properly. If you modify it from 01 to 06 it takes you to the title screen) I tried lots of value different searches and never found a memory address to modify the music. Thanks in advance. Torchickens (talk) 15:53, 14 April 2014 (EDT)

I could definitely look into it I S'pose. -nensondubois (talk) 21:53, 14 April 2014 (EDT)

Cool, looking forward to it if you do. (sorry for the late reply) Torchickens (talk) 08:48, 25 April 2014 (EDT)

Unused DKL2 music?

Hey. I noticed that you edited the DKL2 page, claiming that Swanky's bonus music from DKC2 is unused. While it's not used at all for bonuses in DKL2, it's still used nonetheless -- during the credits.

Also, you imply that there are other unused songs. What might these be? --Blaziken257 19:06, 18 May 2014 (EDT)

Ah, It has been a long time since I completed DKL2. Also need to figure out how the game banks music in order to create Game Genie codes. I'll upload the unused songs and work on this tomorrow if I have the time. so far, I made a code for the title screen that only plays a handful of songs, (??1-399-F7E). I'd like to create at least one more code to set the proper bank allowing the rest of the songs to be selectable. -nensondubois (talk) 23:20, 18 May 2014 (EDT)