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Talk:F-Zero GX

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Anti-Piracy Sound?

This is quick. So, I play F-Zero GX a lot in Dolphin, but during menu screens, this weird sound starts playing. It begins with a beep and then goes into some crashing noises. It's the same every time, so I don't think it's a glitch.

It's probably an emulation bug. Anti-piracy features are generally a lot more game-breaking than that. --BMF54123 02:21, 19 February 2013 (EST)

Triforce Graphic is Used

I didn't notice it until I played the game in Dolphin, but it's in the game - right at Mute City. However, it's shown off to the side of the track and it rotates, so it's understandable to miss. I used Dolphin to zoom just in front of my machine at Sonic Oval (I took this in November 2012): http://machriderz.deviantart.com/art/F-Zero-GX-Triforce-338256736 --Dr.MarioX 20:05, 18 February 2013 (EST)


Booting into F-Zero AX

Hmmm...
To do:
Test out these codes on the appropriate region.

Thanks Theclaw for testing out the code. The posts I got the code from are here: (NTSC/US?/JP?) [1]. Code:

61TA-AXPK-UAV9E
EHJV-6U30-2DTVE
NBCW-U1NV-0JDJG
HK7K-0RFW-FNQ8Y
PF4U-P5D0-862X1
7HUZ-2PJY-J5TTU
Q7PM-1678-XE7FW
YW2J-AUVE-R79V8
T6UV-03PE-1H26C
R91R-1A6J-ZXN30
1GHM-VQ7W-7HBWW

I beleive this one is the NTSC version (I hate it because I can't test out any code :|) If someone could please test this. The forum pages are awfully un-specific as to what region these codes are for.

As for the other code, I got it here: (PAL, right?) [2]. Code:

Z60V-MZG0-VRAQ2
3DFJ-55T9-J5J7P
NBCW-U1NV-0JDJG
HK7K-0RFW-FNQ8Y
PF4U-P5D0-862X1
9D4X-PVXV-R3FNV
Q7PM-1678-XE7FW
UAB4-HZ2F-AW6X5
T6UV-03PE-1H26C
BN71-WCD5-DYDNW
FHW5-F3D3-B2UZ5
NJR5-FE19-GQ851
5FRQ-P6M4-096F3
85KV-QPJD-4U999
VXM8-U9Y8-URZPR
VZFH-H43M-5N6E3
G71V-JPGY-BPDDZ
GUZD-V5KT-UBKA8

As for the widescreen (thus the background images not displaying correctly during AX boot via GX) is simple due to the widescreen option being set on while playing GX. Then the setting is saved an used during AX via GX play. AX machines monitors are 4:3, hence the odd cutoff being visible.

Also, (I believe) that the hard to obtain/secret characters are available to use even if they are not unlocked simple because the code forces the Gamecube to open a separate boot file (that of AX), and in turn loads all of AX data as you would see in the Arcade version.

The reason the narrator's audio (Aeropolis! and Green Plant!) don't match is because AX has Sonic Oval set as stage #1 (on the select menu) and GX has it as #6. Due to this, the icons and audio clips in AX (via GX) are offset by one. The case: [3]. *Coloured paths indicate the same stage icons, and the arrows show what AX (via GX) is actually loading. --Stark Nebula 17:01, 29 January 2013 (EST)

Not for me. I've tried both the NTSC and PAL versions with Dolphin. Neither game's respective code makes any hidden characters appear on the select menu. All I see by default is the four original SNES racers (Blue Falcon / Golden Fox / Wild Goose / Fire Stingray) and one custom machine. Unless I'd have to unlock characters in GX for more to appear? Theclaw 19:48, 18 February 2013 (EST)

I converted the NTSC-U code into Gecko/Ocarina and used Neogamma R9 b56 (d2x56v8final) (249)). It works "flawlessly" (the code), though going into 'settings' will give you a black screen with the music playing. I should be putting a video up on TCRF server sometime soon. --Stark Nebula 15:31, 7 March 2013 (EST)

I just thought of something - according to the ARtoWiiRD code translator, the first line of code (sometimes) has a verifier line. With it, Gecko doesn't work. Without it, it does - AKA the code has a verifier line (line 1 of the code). Perhaps removing the first line will enable AR 1.06 to work? It's worth trying.

Also, @Theclaw, you're absolutely right, it does load all data from GX, such as the widescreen preference and vehicle data. --Stark Nebula 09:40, 8 March 2013 (EST)

Now, what about running multiple GX->AX conversions on GameCubes with LAN adapters? AX supports LAN but GX does not. Could there be any way to run in LAN mode? Official AX manual: [4] Discussion: [5] --Knowingest 18:22, 10 March 2013 (EDT)

From Ralf:

There is a reference to a "Test Mode" ASM overlay code module (and some other modules) in the game:

fzp.testmode.rel
fzp.acsetup.rel
fzp.advertise.rel
fzp.test.rel

But unfortunately these overlay code modules are definitely not on the GX disc! Also, I couldn't find any SDK BBA/LAN
specific assembly routines in the game. So I think it's safe to say that F-Zero GAX has no hidden BBA/LAN mode.

--Knowingest 14:30, 12 March 2013 (EDT)

@Knowingest I went through both AX and GX (J/U) ROMs for just such a reason a few days ago. Now, while no US release (and, I assume PAL), there is no LAN connection. HOWEVER, it is interesting to note 2 things; 1) The Japanese GX ROM DOES in fact include "fz.ext_func_module.rel" in the root of the ROM, a component only found in AX's ROM and no other GX version (U/PAL). I'd assume this has to do with LAN/BBA connection, though I cannot confirm. (It also contains "fz.window.rel", "fz.testmode.rel", and "fz.test.rel" though I have no idea what they do.) 2) F-Zero AX has copies of files that start with "fzD" rather than "fz", such as "fzD.ext_func_module.rel", so I do not know if it is a better revision of "fz.ext_func_module.rel", though I'd find it unlikely since older data was scrapped from the J ROM - if "fzd" were to be newer data, it would be in the ROM (*assumption). Hope this proves useful. --Stark Nebula 02:01, 14 March 2013 (EDT)

Having looked at the manual, I'd say that "fz(D).test.rel" and "fz(D)testmode.rel" are for testing purposes used by F-Zero AX. ~Page 92 onwards. --Stark Nebula 02:18, 14 March 2013 (EDT)

JPN & emulation

Hey. The reason I didn't put up screenshots of the Japanese version run in English mode, is I couldn't find a Dolphin option to do that. From what I can tell it only lets US/PAL games be played in JPN mode. Not the opposite of playing JPN games in US/PAL mode. Theclaw 17:27, 22 January 2013 (EST)

Regional differences

There are some regional differences that CrazyGameNerd on Youtube told me:

- The timer after you clear a story mode chapter doesn't show up in the Japanese version, only on the other versions.

- Some signs haven't been translated from Japanese to English(?). A "GO FAST" sign in Mute City was translated(?).

- On chapter 5 you can complete the course slightly after the time limit of 40 seconds on PAL & US whereas J makes your machine explode when you surpass 40 seconds.

- In Time Trial, if you complete a course under 20 seconds on PAL & US, you will not be able to see your lap splits like you normally would. Your record won't be saved. J on the contrary behaves normally when you finish under 20 seconds (you see splits and can save the record).

--Mugg1991 14:29, 4 July 2012 (EDT)

Debugging Leftovers?

I found this txt in the iso called "game_msg_jp.txt" and it sounds like it could be debugging text...

RANKING:ƒ‰ƒ“ƒLƒ“ƒO
POINT:ƒ|ƒCƒ“ƒg
RUNNING:‘–s’†
CODE:ƒR[ƒX
VIEW:ƒrƒ…[
RESULT:‚¯‚Á‚©
RESET:ƒŠƒZƒbƒg
(LATER):(‚æ‚Ä‚¢)
RANK:ƒWƒ…ƒ“ƒC
TOTAL:ƒg[ƒ^ƒ‹
BEST LAP:ƒxƒXƒgƒ‰ƒbƒv
PUSH A or MENU BUTTON:A‚Ü‚½‚̓ƒjƒ…[‚ð‰Ÿ‚µ‚ĉº‚³‚¢
MAX SPEED:‚³‚¢‚±‚¤‚»‚­
LAP:ƒ‰ƒbƒv
GOAL:ƒS[ƒ‹
REPLAY:ƒŠƒvƒŒƒC
RETRY:ƒŠƒgƒ‰ƒC
DISQUALIFIED:ޏ‚©‚­
YES:‚Í‚¢
NO:‚¢‚¢‚¦
OK:‚Í‚¢
EXIT:I—¹
CANCEL:ƒLƒƒƒ“ƒZƒ‹
NEXT STAGE:ŽŸ‚̃Xƒe[ƒW
RETRY:ƒŠƒgƒ‰ƒC
REPLAY:ƒŠƒvƒŒƒC
GHOST:ƒS[ƒXƒg
SAVE:•Û‘¶
LOAD:“Ǎž
STATUS:ƒXƒe[ƒ^ƒX
EDIT:‚Ö‚ñ‚µ‚イ
DESTROY:‚Í‚©‚¢
CAR:ŽÔ
SETTING:ƒZƒbƒeƒBƒ“ƒO
FORCE:‹­§
WIN:Ÿ—˜

--Dr.MarioX 17:48, 14 August 2012 (EDT)

While fehking around with text encodings I managed to open the text correctly. 'Japanese (Mac OS)' works for this. The result was this.
RANKING:ランキング
POINT:ポイント
RUNNING:走行中
COURSE:コース
VIEW:ビュー
RESULT:けっか
RESET:リセット
(LATER):(よてい)
RANK:ジュンイ
TOTAL:トータル
BEST LAP:ベストラップ
PUSH A or MENU BUTTON:Aまたはメニューを押して下さい
MAX SPEED:さいこうそく
LAP:ラップ
GOAL:ゴール
REPLAY:リプレイ
RETRY:リトライ
DISQUALIFIED:失かく
YES:はい
NO:いいえ
OK:はい
EXIT:終了
CANCEL:キャンセル
NEXT STAGE:次のステージ
RETRY:リトライ
REPLAY:リプレイ
GHOST:ゴースト
SAVE:保存
LOAD:読込
STATUS:ステータス
EDIT:へんしゅう
DESTROY:はかい
CAR:車
SETTING:セッティング
FORCE:強制
WIN:勝利
Now I'd like to know if this is worth documenting (other than 'This game has hidden development-related text' tag). It's clearly a reference sheet and is literally translated for us. I tested some text in Google Translate. Despite it being Google Translate, it gives out pretty exact translations. --Stark Nebula 01:12, 27 January 2013 (EST)