I tried loading directly through Homebrew and it progresses past the mem card screen, but the whole screen was red tinted. I can see from settings that Nintendont v.3.381 was set to NTSC video mode. This seems to be a video mode issue. I tried setting Nintedont back to PAL60 and it gets stuck on the same screen. I usually have USB loader GX set to force PAL60 so that seems to be the problem.
Keep in mind that older revisions of Dolphin had the 'Set As J-NTSC' by default (without a checkbox to set it). Later on, when the checkbox was added (and unticked by default), if you tried to load an mc file created in an older revision, your newer revision Dolphin wouldn't read it (saying it is corrupted) unless the checkbox is ticked.
I'm using an NTSC version of the game. Hash checksum matches that on Redump.org database. I don't usually have an issue with forcing PAL60 on NTSC games. It is usually first party titles like Luigi's Mansion, Mario tennis etc.
That give me problems, but they usually fail to load at all. Wiird debug, log and OSreport are all off. Mem card blocks aren't above 251. AFAIK all settings are default.
F-Zero GX Developer: Publisher: Platform: Released in JP: July 25, 2003 Released in US: August 25, 2003 Released in EU: October 31, 2003 Released in KR: 2003 This game has unused areas. This game has unused code. This game has hidden development-related text. This game has unused modes / minigames.
This game has unused graphics. This game has unused models.
This game has unused sounds. This game has debugging material. This game has a hidden sound test. This game has regional differences. F-Zero GX is the faster, prettier SEGA-assisted sequel to and boasted unique data sharing capabilities with its Triforce counterpart.
All the details on how to enter the debug menu and navigate it can be found here. Audio Many of the unused audio clips are flat-out remakes of classic dialogue. Things such as 'Too bad, you lost your machine!' And the screams when a player falls off the course were entirely remade. Other audio clips involve narrator interaction.
Sound Effect Pack 1 Sound bank 1 contains a lot of unused audio clips, a small yet substantial portion of which include F-Zero X remakes. It sounds like a variation on F-Zero X's 'Alright! You got first place!' MAGCARD Early AX License Design Final AX License Design Shorthand for 'Magnetic Card', the F-Zero AX license card used to store one's AX data. It is quite peculiar as each side of the model use its own texture. What's of great interest is the prototype card texture, which has F-Zero T RANS X written on it instead of F-Zero AX. MAGCARD is found in card, an older version of both operation and operationus, a file used in the AX advertise screen.
F-Zero T RANS X could be an earlier title preceding the 2002 F-Zero AC title which later became F-Zero AX. This card may only be used with F-ZERO AX.
This card is used to store your game data. If you fold, bend, soil, or expose it to a magnetic field, the data may be lost and become unusable, so please handle it carefully. Sega offers no restoration or warranty for loss or destruction of the data on this card. Please understand that Sega and stores offering F-ZERO AX are NOT responsible for any loss, theft, or destruction of this card or the data contained within. Cards with 'Expired Licenses' (cards used more times than the specified limit) may not be used. Please refer any questions relating to this card to the address below.
Sega AM User Support e-mail: [email protected] An, which reads the following. Stage 00 GX has an unused course named st00 in the stage folder of the ROM. It will call the assets from Sand Ocean with the track Screw Drive (Aeropolis) when unarchived or viewed through GX's model viewer debug option.
Strangely, though, when using either cheat codes to access the stage in-game or using the game's debug stage viewer, it will only load universal assets such as zippers and the starting gate, along with the collision data of Twist Road (Mute City). Its only purpose appears to be to prevent the game from crashing when starting up the stage viewer as it always loads st00 first. Translation Notes There exists a reference note called gamemsgjp.txt, which translates the English menu options and result texts to Japanese.
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. WHF Cup WHF stands for World Hobby Fair. In January 2003, Sega demoed F-Zero GX at the 17th World Hobby Fair. While this Cup setting was made specifically for it, unfortunately none of the the 12 track listings match with any stage slot remaining in either F-Zero AX or F-Zero GX. The Cup points to stages 82, 56, 57, 58, 59, 60, 81, 85, 86, 87, 88, 89, respectively. However, notes that there were only four playable stages at the 17th World Hobby Fair: Mute City Twist Road, Port Town Long Pipe, Green Plant Intersection, and Port Town Aerial Dive.
![]()
In other words, the E3 Cup lineup. Unused Track Names GX upholds a convention where each track has a venue and name. This includes Story mode and extra tracks. Story 1 and 2 have unique track names, but they do not get displayed. They're referenced in fze.story.rel. Venue Course Name Story 1 Mute City Virtual Circuit Story 2 Sand Ocean Under Construction Story 3 Casino Palace - Story 4 Big Blue - Story 5 Lightning - Story 6 Port Town - Story 7 Mute City - Story 8 Fire Field - Story 9 Phantom Road - Grand Prix Podium Mute City - Victory Lap Mute City.
Oddities and Obscurities While this data can be seen in the game, it is interesting to note as it is so very easily overlooked. Early Story 3 Course The backdrop for the mission 'High Stakes in Mute City' features a red-colored track as opposed to the green one that is playable, suggesting the course's color was changed very late in the game's development. Furthermore, Story 3's intro movie depicts the course as being purple, indicating that the track must have gone through multiple colour schemes before settling on green. F-Zero AX's version of Story 3 uses this red coloured texture.
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |