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User talk:Punk7890

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Debug Pause

I went and snooped around the executable for Naruto Gekitou Ninja Taisen! 4 and found some more debug text from the other menus that you mentioned being in other Eighting titles. I also checked the first Naruto: Clash of Ninja game on GameCube and the Debug Pause is in there too! This means that Debug is in multiple Naruto: Clash of Ninja/Gekitou Ninja Taisen! games on GameCube! I couldn't figure out how to access it in-game though. --DarthDub (talk) 06:10, 7 June 2019 (EDT)

The Legend of Spyro

First of all, thank you very much for discovering the stuff in A New Beginning. I knew it was there because of the previous games by Krome Studios. But I had no idea how to activate it. Could you also check out An Eternal Night as well? I assume that you were going to get onto it eventually, but it has a lot of the same stuff so it shouldn't be that hard to find. --I haha (talk) 09:14, 27 September 2017 (EDT)

No problem. Sure thing. I've added it to my list of things to do. --Punk7890 (talk) 18:05, 27 September 2017 (EDT)

The World Is Not Enough N64 Prototype

So I went to see your page and noticed stuff for The World Is Not Enough Proto, which led me getting the proto ROM (!). I played around with it for a while, was interesting. Need to actually play it through. Is it possible to have a level select GameShark, methinks there's some surprises to be found with it, like with the final game. (I can't seem to find the level values with the proto either.) Anyway, even as it is now it makes a great material for me own thingy. --Psxdriverplayer (talk) 05:29, 19 October 2017 (EDT)

Yeah, SubDrag already made one. Credit goes to him. Here is the code and known values:
8010ECDF 00??
06 castle
08 Crate Yard
0F Subterrenea

--Punk7890 (talk) 06:58, 19 October 2017 (EDT)

Some levels seem to have different values here (Subterranea being 0F instead of 12). Thanks for the code, I'll play around with this thing somewhat and try to do things. (Credit and source list increases again...) --Psxdriverplayer (talk) 07:22, 19 October 2017 (EDT)
Here is the source post where some information on what has changed compared to the final version can be read. --Punk7890 (talk) 21:21, 19 October 2017 (EDT)
Took a look, figured pretty much all seen there on me own and more. No clip would be nice just to see if King's Ransom could be completed that way. Just completed (I think) Masquerade and the emulator dared to crash. --Psxdriverplayer (talk) 09:18, 20 October 2017 (EDT)

Machine translations

Hello, thank you for your recent contributions to the Shin Seiki Evangelion 2: Evangelions page. However, we do not allow machine translations on the wiki. Please be careful not to add translations that have not been done in accordance with our guidelines. Thank you. Bast (talk) 05:08, 25 January 2018 (EST)

I have not done any machine translations. My Japanese may not be great, but I'll know for next time not to include them if they are that bad. For a bit more clarification, Athena was helping me with translations. I hardly did any translations on that page.--Punk7890 (talk) 05:33, 25 January 2018 (EST)
OK, I just saw passages like "Related to sprite" and "Related to primitive" (which at the very least should have an 's' on them to make "sprites" and "primitives") and assumed it was a machine translation because of that. Our only real rule is that translations must be done by a human, and that they be done in mind of one's fluency. Single words and short sentences are fine to do for someone without a high degree of fluency provided the overall meaning is understood, but please try to maintain natural sounding English as much as possible. I apologize for assuming that what you added was done by a machine, but considering the awkwardness of the above two things, I hope you can understand why I did so. Bast (talk) 07:09, 25 January 2018 (EST)
Sorry for my poor English. but, I didn't use machine translation. here and here is add transcription/translation by me. --athena/ユウリ マヤ (talk) 06:04, 25 January 2018 (EST)
Please don't worry about your English. We have a {{needsproofread}} tag that you can add to any pages that you want native English speakers to check for you. ところで、僕の日本語能力よりもAthenaさんの英語能力の方がペラペラですよw。たくさん翻訳してくれてどうもありがとうございました。実は昔このサイトのために僕はよく翻訳しましたが、最近忙しくて時間がありません。他人が僕の代わりに翻訳し始まって嬉しいですよ。どうぞ続いて下さい! Bast (talk) 07:09, 25 January 2018 (EST)

Tarzan N64 4:3 Mode

Dunno, that looks more like 16:9 Aspect Ratio Mode to me. You see, console games up to PS2 times usually are, in default, made for 4:3. If there's 16:9 Mode in them games, from 4:3 perspective, it has either shrinking effect or cropping effect, but when you set your TV to 16:9, it's like 4:3, but more on the sides or top and bottom cut off or something, but the proportions are correct. 2D is stretched in these cases, but anyways. Just a little piece of my mind here. But yeah, to me it looks more like 16:9 Mode than 4:3 Mode, it just makes more sense to me as the default is usually 4:3. --PSXDRIVERPLAYER OUT. (talk) 08:43, 28 February 2018 (EST)

Yeah, I wasn't exactly sure what to put there so feel free to change it if you think it's incorrect.--Punk7890 (talk) 20:02, 28 February 2018 (EST)
In fact I tested it myself, and with the help of screencaps, I got into a conclusion that it's Widescreen flag that's toggled as there was more on the sides of the image and when Widescreened the proportions were the same. -PSXDRIVERPLAYER OUT. (talk) 18:55, 28 February 2018 (EST)
I figured it to be a widescreen mode, however it just changes screen proportions, rather than changing internal resolution. In the European version, the cheat sets RAM spots at 0x8005A020 and 0x8005A024 to 0x00000010 and 0x00000009. --Punk7890 (talk) 20:02, 28 February 2018 (EST)
That's how widescreen works in these old console games, from what I've read about the subject, 3D proportions change, and aspect ratio needs to be adjusted manually which causes 2D to stretch, all while resolution being still the same (just like widescreen on DVD's and SD content on TV). --PSXDRIVERPLAYER OUT. (talk) 19:55, 28 February 2018 (EST)
I see. Thanks for the clarification. --Punk7890 (talk) 20:02, 28 February 2018 (EST)
No problem, I like to know about some things that won't interest people liek at all or a just a little. I have no idea why. This is probably one of them. (Though I've seen a few console games that scale the HUD too when 16:9'ing it.) --PSXDRIVERPLAYER OUT. (talk) 11:15, 1 March 2018 (EST)

Moon(psx) debug menu

Seen your postings on Twitter recently and you seem to be on fire with the findings. Was wondering if there's any chance you could check out Moon: Remix RPG Adventure for PSX? I wrote the page on TCRF years back and a friend that looked into the game found signs of an inactive debug menu laying in the code. Apparently these are the options available:

Flag Mode
Submap Jump
Timer
Flag Table
GV
Character
Save Data
Load Data
Set Palette
Memory Card Error Test

I dunno how much you've got on your plate so no pressure, thought it was worth asking. Thanks! The preceding unsigned comment was added by Barver2 (talk • contribs)

Either no$psx, Mednafen, or Bizhawk are the best debuggers, but they each have little quirks in them pSXfin's debugger crashes on 64-bit machines (on my end, at least). Punk largely sticks with PS2 and N64 games because of this, if I recall. --From: divingkataetheweirdo (talk) 00:00, 17 March 2018 (EDT)
I'll add it to my list, however, as Diving said, I haven't had a lot of luck with PSX debuggers.--Punk7890 (talk) 01:10, 17 March 2018 (EDT)
Yep, as I thought, no luck using these debuggers. The function for the flag text appears to be coming from this uncalled (assuming it's uncalled) function 80138574 if that helps at all. --Punk7890 (talk) 02:19, 17 March 2018 (EDT)
Thanks for trying, anyway. I've heard how finicky doing PSX debugging is. I'll see if there's anything I can do with that one area at least.Barver2 (talk) 04:39, 18 March 2018 (EDT)
I was able to restore this menu, you can read about it on the game's page, enjoy! For future reference, PCSX-Redux and Mednafen worked out fine for me. --QUFB (talk) 22:09, 16 June 2021 (UTC)
Nice work!--Punk7890 (talk) 00:55, 17 June 2021 (UTC)

Negima

Dude, you are awesome for covering these games!--DarthDub (talk) 05:16, 27 September 2018 (EDT)

Harry Potter and the Prisoner of Azkaban (PlayStation 2) Action Replay code

Debug Menu: Chapter Selection
TJBR-0019-T1NV6
ZMWJ-BEP4-UGMW7
Press L1 on the main menu screen
(Source: codejunkies)

--DarthDub (talk) 06:32, 25 August 2019 (EDT)

Billy and Mandy (GC) help

First, thank you so much for adding all the info on the debug menu! I'm clueless with hacking and whatnot and probably never would've found out how to enable it myself, so it was a big help for the page.

Second, do you know how to get the debug menu to work in the GameCube version? Whenever I try to play the game with the edited app.ini Dolphin throws a hissy fit. I ask because I want to investigate the "vistest" level that apparently isn't in the PS2 version. --SpongeBat1 (talk) 04:24, 20 March 2020 (UTC)

I don't know anything about GC hacking, however it's possible you deleted a parameter in app.ini by mistake. Try replace the // with two spaces instead. If that fails, in theory, you might be able to force the main menu cursor value to the debug menu. I'd imagine the cursor value for the main menu starts on 0x1 and increases when you move down the menu. --Punk7890 (talk) 05:37, 20 March 2020 (UTC)
I tried replacing it with spaces and it still didn't work. As for address values I'm completely clueless about that kind of stuff. Thanks for trying to help, though. --SpongeBat1 (talk) 16:01, 20 March 2020 (UTC)

DOA2 PS2 arcade test menu

Hey can you document the DOA2 debug mode you mentioned on twitter. My hope is to finally see hitboxes/colliders display information for the first time in the series

https://twitter.com/punk_7890/status/1204331098433392640

Dead or Alive 2 on PS2 had a leftover Arcade test menu which might still work properly in the Arcade version. The PS2 version has stubbed debug text printing + wrong controller offsets. I didn't look in depth to see if it still works, regardless of the above problems.

--JONI (talk) 03:41, 14 July 2020 (UTC)

Here's some stuff from my notes that work that doesn't have proper debug text rendering anymore.
In-game debug menus
202B4504 00000000
202B450C ????????


0C0B4DE8 Light edit / gravity edit + more?
0C0951B8 UV edit menu?
0C0A1804 ?
And here is one that does display.
UPS Editor After Logos (can't exit, wrong return address)
0027F568 00000038
1027F574 0000DC38
There's many more stubbed routines here and there but not sure what they do or if they have any collision rendering. The first two In-game debug menus stuff is active when R2 is held. I most likely won't work any further on the game considering most debug things seem to be in a bad state. --Punk7890 (talk) 07:28, 14 July 2020 (UTC)

Mega Man X Command Mission debug codes

Hi there, I wanted to message you on Twitter but could not find your account. This might be a dumb request, but I was wondering if you could make a debug menu code for the Japanese region version of Rockman X Command Mission (PS2) as well. Documentation on that version is scarce to nonexistent, plus it's the version I play so I thought it'd be convenient. I also wondered if there is a way to enable the debug menu on the Gamecube version too (if it even exists there), if that's even in your area of expertise. Easy access to the cutscenes running natively 60 FPS would be amazing. I own both console versions in Japanese if needed. --Windii (talk) 00:28, 5 November 2021 (UTC)

Sure. I'll looking into it sometime. Gamecube won't be doable by me since I don't know anything about that console.--Punk7890 (talk) 01:05, 5 November 2021 (UTC)
Awesome. Put it on the game's TCRF page if you manage to get it (so that everyone knows about it, haha). --Windii (talk) 01:55, 6 November 2021 (UTC)
Added to the page.--Punk7890 (talk) 01:11, 9 November 2021 (UTC)
It worked, thank you! It's actually pretty essential and useful since the Japanese version doesn't have broken fonts on the cutscene viewer menu, haha. This is a little more silly, but I also wondered if it's possible to create codes that unlock 60 FPS on the PS2 version, or disable cutscene subtitles for when debug mode is active... I'm super interested in the former, since the Gamecube version runs natively at that framerate. --Windii (talk) 22:00, 15 November 2021 (UTC)
That's not something I'm interested in looking into, sorry.--Punk7890 (talk) 01:13, 16 November 2021 (UTC)

Harvest Moon 64 text

Hi, thanks for your work! I'm darn new to ROM editing but I'm interested in editing script/dialogue in Harvest Moon 64 to fix up some errors and make the text a little smoother. I'm having trouble even finding text strings in whatever hex editor I try to use, though. Can you provide some guidance? I feel like I'm overlooking something obvious. Thank you! --Pyth (talk) 04:55, 13 December 2021 (UTC)

I haven't looked into the text encoding in that game, but you can try MadEdit's various text encoding options. Worse case is it being a custom format like Flying Dragon was. I did take a quick look, but didn't see any common encoding.--Punk7890 (talk) 11:49, 13 December 2021 (UTC)
Great, thank you. No immediate success, I'm going to do some research about reversing custom encodings. Were you able to work out Flying Dragon? --16:53, 13 December 2021 (UTC)
Flying Dragon had the following strings in hex which probably won't be found in any other game:
0102 = A
0103 = B
0104 = C
0105 = D
0106 = E
0107 = F
0108 = G
0109 = H
010A = I
010B = J
010C = K
010D = L
010E = M
010F = N
0110 = O
0111 = P
0112 = Q
0113 = R
0114 = S
0115 = T
0116 = U
0117 = V
0118 = W
0119 = X
011A = Y
011B = Z

--Punk7890 (talk) 01:24, 14 December 2021 (UTC)

Help Regarding Dynamite Deka Debug Menus

Hi there.

This is a complete crapshoot message, so hopefully you find this.

I'm trying to use the debug model viewer for this page: https://tcrf.net/index.php?title=Sega_Ages_2500_Series_Vol._26:_Dynamite_Deka&oldid=1092264.

I've managed to access the menu, thanks to your codes, but I can't cycle through the various models. I noticed that you were able to do so, judging by the picture of the mop bucket, so I was hopping you remember how to properly navigate it?

I would greatly appreciate any help. -- The preceding unsigned comment was added by Melior49 (talk • contribs)

I don't have the game on me, but like in the twitter response, it's likely with the directional pad (or analog stick). If that doesn't work try Circle, or some other buttons. I do recall that menu not displaying some models at all which may be the cause of confusion. --Punk7890 (talk) 22:37, 7 May 2022 (UTC)

Star Fox 64 Randomizer: How It's Done

Hello, Punk7890! I am a big fan of your Star Fox 64 Randomizer, and I was wondering how you managed to make it. I've been curious why there haven't been any full hacks of Star Fox 64 ever since the game released, and I feel like this Randomizer could be the first step! I've also been interested in trying to make a hack or edit of my own, but I don't really know where to start.

Thanks! MrMartley64

This was purely coded in MIPS ASM by hand in Notepad++. Sadly there isn't any tools that I know of that allow easy game editing. All of the code in the current randomizer is on my Github page which allows one to get a glimpse as to how it works (which also contains instructions to modify and test the code). Thanks for your interest in the randomizer. It's a steep learning curve if one doesn't know assembly already. Punk7890 (talk) 06:05, 30 April 2023 (UTC)

Love Hina Gorgeous: Chiratto Happening!!

I checked your post about this ps2 game and I want to ask you how you managed to extract the CG's? The reason for this is because I am working on a translation of this game and there are many, many images that need to be translated since the vast majority of the minigames and the UI are in Japanese.

the filesystem is:

0000287 , \MODULES\IOPRP255.IMG 0000417 , \MODULES\LIBSD.IRX 0000431 , \MODULES\MCMAN.IRX 0000478 , \MODULES\MCSERV.IRX 0000482 , \MODULES\MODHSYN.IRX 0000512 , \MODULES\MODMIDI.IRX 0000523 , \MODULES\PADMAN.IRX 0000545 , \MODULES\SDRDRV.IRX 0000549 , \MODULES\SIO2MAN.IRX 0000553 , \MODULES\TT_MUS.IRX 0000624 , \STR\END.STR 0026747 , \SLPM_652.92 0027376 , \APHRO.IDX 0027540 , \APHRO.IMG 0779942 , \SYSTEM.CNF

How i can accomplish the same? we have like 5-6% but honestly we are extracting the sprites and cg's via dump pcsx2 and it's very very slow..