NOTE: This page is Loaded with Images - Thus
full load time will take a few minutes.
Unless your like me and have a Cable Modem. :P
My name's Tron Bonne and i'm here with Liz to help you get the answers you need about
Megaman Legends! Every single question here'll be answered to the fullest
extent of our knowledge and maybe even some from viewers just like you. If you
have any questions that follow along the lines of things beyond the video game basic
playing structures then go ahead and send it in! i'm sure we'll be able to post it here
and help you out!
NOW! Let's get on with the basic questions okay Liz?
1. Is there anyway to
check out the Dirty Magazines at the Folio bookstore?
|3. What's up
with that "Don't Kick Us!" sign?
3a. Mmheheh... Oh, the idea of my sweet little Megaman being evil just tickles me up and down my entire body! *sigh* ... "The Don't Kick Us!!" sign is actually referring to what you can do in Rockman Dash alone. Though there arent any piggies on Kattelox Island, there are plenty of birds, dogs and cats to kick around.
|4. Can you
REALLY shoot down the poor birdies in Rockman Dash...?
4a. It's true, we wouldn't lie to you like that. Though the birds aren't very special at all. They seem to be more along the lines of triangle polygons... Check out this real movie to see what we mean. Ohh, look at my beautiful EVIL Megaman!
5. Okay, so you can shoot birds..but what about the mutts in Old City? Can you ONLY defend yourself?
5a. Eheh, Tron just zipped outta the room, she really DOES hate those dogs.. Anyhow, you can beat on 'em as much as you want!
6. And... and the kitties too...?
6a. Most definitely! Tron really didn't like this bit at all so she made me make it quick. *sigh*
|7. What about that YAG
Computer School in Uptown? Is there anything you can do around that place?
7a. Nope, Unfortunately theres no way to get into it. We have a theory that perhaps, much like it was going to be in Rockman Dash 2, that they originally were going to include a mini-game of maybe a Megaman (or Breath Of Fire IV, considering the credits) game or something. At first we believed that perhaps that was a 'code' in the Rockman Dash that the young girl says, but after translating it we discovered it was really just a phone number to the place. Unfortunately, due to the lack of currency, theres no way we can actually test that number. It'd be somewhat amusing if it turned out to be real and to an actual gaming school like STI (Sega Technical Institute).
||In this area
we'll be showing you all the wierd little things you can see in Megaman Legends using
stuff like Walk Through Walls Codes and "Air Walk" codes.
If your also intrested in seeing these things up close feel free to use these codes from the Game Shark Code Creators Club that were created by Thunder 2 and the one and only Code Master!
|NOTES: Please note that these Game Shark codes require at least Game Shark version 3.x. The Walk Through Walls code can be severely troublesome if you walk too far out of the playing field and fall off. Most of the time you can steer yourself back into a position where you can continue, while other times you'll find yourself falling infinitely and be unable to locate the field. For the Air Walk code i recommend you use a Game Shark Pro and download the psx utility from interact and use the code this way. You can often get stuck in areas where you must turn off the code. It also sometimes won't even work without you activating it directly in game.||"Walk Through
Entry Without Permission"
I've head that it's possible to actually enter into here without the use of a code. But i haven't been able to do it yet. This person told me you just need to do a roll into it. I think he's fulla hot air but if anyone else has done it and can give me a bit more details over it then let me know!
Entering past the counter allows you to speak to two men whom aren't normally able to be spoken to. They don't have much to say and repeatedly question you about how you got in and if that back door was open, but YOU'LL never tell! HA! Wanna see more? check out this Real movie.
Is ONLY a sample, If this had been a real Sub-ruin you would have been instructed to be
eaten by the nearest Karumuna Bash"
Here we have an image of a message you can only get if you have the Air Walk code on and do it before you repair the Flutter. I've snapped this during the battle with the Marlwolf. Apparently the americans translated every single bit the Japanese had, including the pieces that were never meant to be seen.
This of course, is not the only example of full translations that I have to show you. Please feel Free to check out this Real Movie.
Sleeping Buns Lie. (So that you have an excuse to beat the Energy Cubes outta 'em.)"
Here we have proof positive that Capcom goes out of it's way to display things that'll never really be seen by people unless they're cheating like I did. Using the Walk Through Walls and Air Walk code I snaped this picture of our impossible to reach Kobun chatting away with Megaman while he tries in vain to keep him from entering the dreaded warehouse that holds our beloved Bruno.
Pretty Interesting yes? Follow the next sample as we continue to see Capcom's strange acts of weirdness.
Knocked, But Apparently They Aint Home!"
This one I've gotten before by sheer accident and without the use of any codes. This is what got me inspired to actually sit down and see if there was any other stuff that could happen that was similar to this.
This is the inside of the Warehouse before the Bonnes enter it and construct the dreaded Bruno. You'll need the walk through walls code and you'll have to be able to not care about resetting your game - cause theres no way outta this place! Theres a few unused textures laying around that can only be seen inside here if your curious. Pretty neat eh? Check out this Real Movie.
Hidden Area? What the HELL?!"
THIS! I feel really special in discovering. I came across this while I was writing up this entire section. Using one of the many codes at the Game Shark Code Creators Club (This one gave me the Red Refractor early in the game ) I ended up freezing the system for a short period of time when I spoke to Roll and she insisted we get it hooked into the Flutter. I started pressing buttons in hopes of maybe jogging it back into reality (my PSX fails to load up things or loads really slowly. It's a modded system and those tend to die after 5 or so years.) and I sent myself into the Status Screen. Unpausing it I found myself back on Kattelox Island, but trapped in what looked like the Flutters Landing site. I don't remember where exactly i've seen those Rocks before, but i know they were NEVER in the final release of the game! They're blocking the path to the Cardon Forest Ruin. It wouldn't have done much good anyway since the area hadn't been loaded into memory yet and all that was there was a blank area. The path to Apple Market is also the same. Out of strange curiousity i ended up talking to the "To Town" sign post and got 00"The Yasmar Woods are this way. instead of the regular message!
"Yasmar Woods" ... I like that name, but obviously this was either a mistranslation, or perhaps some small remains left over from the games early developments got translated by accident. Hm, i don't think we'll ever really know... Anyhow, Check out this Real Movie I created for more stuff on it. You'll notice there's also no music and when looking at the map, your WAYYY off the area!
||You've seen some of the things that can be offered through the help of a GameShark, now it's time to go beyond what the gameshark can give you and dig nice and deep inside the actual textured files themselves. If you've ever looked at the Megaman Legends CD through your system (Like, in DOS or something) you'd probably see something like this:|
Volume in drive D is MEGAMAN_LEG Volume Serial Number is 7F33-5A69 Directory of D:\
CDDATA <DIR> 03-13-98 2:13p CDDATA ROCK_NEO EXE 825,344 08-16-98 12:35p ROCK_NEO.EXE SLUS_006 03 305,152 08-16-98 12:35p SLUS_006.03 SYSTEM CNF 69 03-13-98 2:47p SYSTEM.CNF 3 file(s) 1,130,565 bytes 1 dir(s) 0 bytes free
|Not much to look at is it? Well, I don't blame you for not being interested, but it's the basic foundation of the happy little CD. Upon going into the CDDATA directory we find:|
Volume in drive D is MEGAMAN_LEG Volume Serial Number is 7F33-5A69 Directory of D:\CDDATA
. <DIR> 03-13-98 2:13p . .. <DIR> 08-16-98 9:00p .. DAT <DIR> 08-14-98 7:39p DAT STR <DIR> 03-13-98 2:13p STR XA <DIR> 03-13-98 2:14p XA 0 file(s) 0 bytes 5 dir(s) 0 bytes free
|Boy! we're getting into some exciting new areas here aren't we?! Your main concern isn't really anything beyond the DAT Directory and the XA directory. You can ignore the STR one because basicly, theres nothing of interest in there. (one single file that's the Capcom logo movie. *yawn*) - Let's go into the DAT Directory first shall we?|
|Volume in drive D is
Volume Serial Number is 7F33-5A69
Directory of D:\CDDATA\DAT
. <DIR> 08-14-98 7:39p . .. <DIR> 03-13-98 2:13p .. ARM00L BIN 18,432 08-16-98 12:54p ARM00L.BIN ARM00R BIN 18,432 08-16-98 12:52p ARM00R.BIN ARM01R BIN 47,104 08-16-98 12:52p ARM01R.BIN ARM02R BIN 45,056 08-16-98 12:52p ARM02R.BIN ARM03R BIN 43,008 08-16-98 12:52p ARM03R.BIN ARM04L BIN 22,528 08-16-98 12:53p ARM04L.BIN ARM04R BIN 22,528 08-16-98 12:53p ARM04R.BIN ARM05R BIN 49,152 08-16-98 12:53p ARM05R.BIN ARM06R BIN 47,104 08-16-98 12:53p ARM06R.BIN ARM07R BIN 47,104 08-16-98 12:53p ARM07R.BIN ARM08R BIN 45,056 08-16-98 12:53p ARM08R.BIN ARM09R BIN 45,056 08-16-98 12:53p ARM09R.BIN ARM10R BIN 45,056 08-16-98 12:53p ARM10R.BIN ARM11R BIN 45,056 08-16-98 12:53p ARM11R.BIN ARM12R BIN 38,912 08-16-98 12:53p ARM12R.BIN ARM13R BIN 47,104 08-16-98 12:53p ARM13R.BIN BS16VAB1 BIN 147,456 08-16-98 12:53p BS16VAB1.BIN DEMO_DAT BIN 823,296 08-16-98 1:22p DEMO_DAT.BIN EXIT_MAP BIN 83,968 08-16-98 12:53p EXIT_MAP.BIN EXIT_SUB BIN 40,960 08-16-98 12:53p EXIT_SUB.BIN EXIT_SUP BIN 307,200 08-16-98 12:53p EXIT_SUP.BIN FONT BIN 36,864 08-16-98 12:53p FONT.BIN GAMEOVER BIN 327,680 08-16-98 12:53p GAMEOVER.BIN GAUGE BIN 43,008 08-16-98 12:53p GAUGE.BIN HEAD00 BIN 14,336 08-16-98 12:53p HEAD00.BIN HEAD01 BIN 14,336 08-16-98 12:53p HEAD01.BIN INIT_DAT BIN 204,800 08-16-98 12:53p INIT_DAT.BIN KAIFONT BIN 36,864 08-16-98 12:53p KAIFONT.BIN LEG00 BIN 8,192 08-16-98 12:53p LEG00.BIN LEG01 BIN 8,192 08-16-98 12:53p LEG01.BIN MAP_A1 BIN 69,632 08-16-98 12:53p MAP_A1.BIN MAP_A2 BIN 69,632 08-16-98 12:53p MAP_A2.BIN MAP_B1 BIN 69,632 08-16-98 12:53p MAP_B1.BIN MAP_B2 BIN 69,632 08-16-98 12:53p MAP_B2.BIN MAP_B3 BIN 69,632 08-16-98 12:53p MAP_B3.BIN ST00 BIN 1,024,000 08-16-98 12:53p ST00.BIN ST00_00 BIN 161,792 08-16-98 12:53p ST00_00.BIN ST00_01 BIN 225,280 08-16-98 12:53p ST00_01.BIN ST00_02 BIN 221,184 08-16-98 12:53p ST00_02.BIN ST00_03 BIN 188,416 08-16-98 12:53p ST00_03.BIN ST00_04 BIN 333,824 08-16-98 12:53p ST00_04.BIN ST01 BIN 331,776 08-16-98 12:53p ST01.BIN ST02 BIN 952,320 08-16-98 12:53p ST02.BIN ST02_00 BIN 946,176 08-16-98 12:53p ST02_00.BIN ST02_01 BIN 581,632 08-16-98 12:53p ST02_01.BIN ST02_02 BIN 491,520 08-16-98 12:53p ST02_02.BIN ST03 BIN 643,072 08-16-98 12:53p ST03.BIN ST03B BIN 718,848 08-16-98 12:53p ST03B.BIN ST03_00 BIN 716,800 08-16-98 12:53p ST03_00.BIN ST03_00B BIN 567,296 08-16-98 12:53p ST03_00B.BIN ST03_00C BIN 608,256 08-16-98 12:53p ST03_00C.BIN ST03_00D BIN 569,344 08-16-98 12:53p ST03_00D.BIN ST03_03 BIN 88,064 08-16-98 12:53p ST03_03.BIN ST03_05 BIN 419,840 08-16-98 12:53p ST03_05.BIN ST03_06 BIN 665,600 08-16-98 12:53p ST03_06.BIN ST03_07 BIN 743,424 08-16-98 12:53p ST03_07.BIN ST03_08 BIN 485,376 08-16-98 12:53p ST03_08.BIN ST04 BIN 538,624 08-16-98 12:53p ST04.BIN ST04B BIN 436,224 08-16-98 12:53p ST04B.BIN ST04_00 BIN 780,288 08-16-98 12:53p ST04_00.BIN ST04_00B BIN 641,024 08-16-98 12:53p ST04_00B.BIN ST04_00C BIN 698,368 08-16-98 12:53p ST04_00C.BIN ST04_00D BIN 698,368 08-16-98 12:53p ST04_00D.BIN ST04_00E BIN 712,704 08-16-98 12:53p ST04_00E.BIN ST04_00F BIN 778,240 08-16-98 12:53p ST04_00F.BIN ST04_01 BIN 331,776 08-16-98 12:53p ST04_01.BIN ST04_02 BIN 315,392 08-16-98 12:53p ST04_02.BIN ST04_03 BIN 235,520 08-16-98 12:53p ST04_03.BIN ST04_04 BIN 311,296 08-16-98 12:53p ST04_04.BIN ST04_05 BIN 387,072 08-16-98 12:53p ST04_05.BIN ST05 BIN 716,800 08-16-98 12:53p ST05.BIN ST05_00 BIN 835,584 08-16-98 12:53p ST05_00.BIN ST05_00B BIN 772,096 08-16-98 12:53p ST05_00B.BIN ST05_00C BIN 473,088 08-16-98 12:53p ST05_00C.BIN ST05_00D BIN 813,056 08-16-98 12:53p ST05_00D.BIN ST05_00E BIN 770,048 08-16-98 12:53p ST05_00E.BIN ST05_00F BIN 780,288 08-16-98 12:53p ST05_00F.BIN ST05_00G BIN 868,352 08-16-98 12:53p ST05_00G.BIN ST05_00H BIN 882,688 08-16-98 12:53p ST05_00H.BIN ST05_00I BIN 864,256 08-16-98 12:53p ST05_00I.BIN ST05_00J BIN 821,248 08-16-98 12:53p ST05_00J.BIN ST05_01 BIN 868,352 08-16-98 12:53p ST05_01.BIN ST05_01C BIN 284,672 08-16-98 12:53p ST05_01C.BIN ST05_02 BIN 698,368 08-16-98 12:53p ST05_02.BIN ST05_04 BIN 690,176 08-16-98 12:54p ST05_04.BIN ST06 BIN 393,216 08-16-98 12:54p ST06.BIN ST06_00 BIN 1,105,920 08-16-98 12:54p ST06_00.BIN ST06_00B BIN 1,140,736 08-16-98 12:54p ST06_00B.BIN ST06_00C BIN 1,130,496 08-16-98 12:54p ST06_00C.BIN ST06_00D BIN 1,177,600 08-16-98 12:54p ST06_00D.BIN ST06_01 BIN 583,680 08-16-98 12:54p ST06_01.BIN ST06_01B BIN 364,544 08-16-98 12:54p ST06_01B.BIN ST06_02 BIN 1,136,640 08-16-98 12:54p ST06_02.BIN ST06_02C BIN 86,016 08-16-98 12:54p ST06_02C.BIN ST06_02D BIN 661,504 08-16-98 12:54p ST06_02D.BIN ST06_03 BIN 305,152 08-16-98 12:54p ST06_03.BIN ST06_04 BIN 583,680 08-16-98 12:54p ST06_04.BIN ST07 BIN 139,264 08-16-98 12:54p ST07.BIN ST07_00 BIN 641,024 08-16-98 12:54p ST07_00.BIN ST07_05 BIN 530,432 08-16-98 12:54p ST07_05.BIN ST07_05B BIN 546,816 08-16-98 12:54p ST07_05B.BIN ST08 BIN 342,016 08-16-98 12:54p ST08.BIN ST08_00 BIN 1,040,384 08-16-98 12:54p ST08_00.BIN ST08_00B BIN 1,026,048 08-16-98 12:54p ST08_00B.BIN ST08_00C BIN 1,003,520 08-16-98 12:54p ST08_00C.BIN ST08_01 BIN 790,528 08-16-98 12:54p ST08_01.BIN ST08_02 BIN 778,240 08-16-98 12:54p ST08_02.BIN ST08_03 BIN 415,744 08-16-98 12:54p ST08_03.BIN ST08_04 BIN 432,128 08-16-98 12:54p ST08_04.BIN ST09 BIN 935,936 08-16-98 12:54p ST09.BIN ST09_00 BIN 407,552 08-16-98 12:54p ST09_00.BIN ST09_02 BIN 153,600 08-16-98 12:54p ST09_02.BIN ST09_03 BIN 477,184 08-16-98 12:54p ST09_03.BIN ST09_05 BIN 471,040 08-16-98 12:54p ST09_05.BIN ST0A BIN 288,768 08-16-98 12:54p ST0A.BIN ST0A_00 BIN 958,464 08-16-98 12:54p ST0A_00.BIN ST0A_00C BIN 862,208 08-16-98 12:54p ST0A_00C.BIN ST0A_00D BIN 849,920 08-16-98 12:54p ST0A_00D.BIN ST0B BIN 700,416 08-16-98 12:54p ST0B.BIN ST0B_00 BIN 706,560 08-16-98 12:54p ST0B_00.BIN ST0B_00B BIN 516,096 08-16-98 12:54p ST0B_00B.BIN ST0B_00C BIN 608,256 08-16-98 12:54p ST0B_00C.BIN ST0B_00D BIN 108,544 08-16-98 12:54p ST0B_00D.BIN ST0B_00E BIN 94,208 08-16-98 12:52p ST0B_00E.BIN ST0B_01 BIN 350,208 08-16-98 12:54p ST0B_01.BIN ST0B_01B BIN 38,912 08-16-98 12:54p ST0B_01B.BIN ST0C BIN 919,552 08-16-98 12:54p ST0C.BIN ST0CB BIN 1,046,528 08-16-98 12:54p ST0CB.BIN ST0CC BIN 739,328 08-16-98 12:54p ST0CC.BIN ST0D BIN 569,344 08-16-98 12:54p ST0D.BIN ST0D_00 BIN 466,944 08-16-98 12:54p ST0D_00.BIN ST0D_00C BIN 483,328 08-16-98 12:54p ST0D_00C.BIN ST0D_00D BIN 477,184 08-16-98 12:54p ST0D_00D.BIN ST0D_01 BIN 342,016 08-16-98 12:54p ST0D_01.BIN ST0D_02 BIN 448,512 08-16-98 12:54p ST0D_02.BIN ST0D_03 BIN 96,256 08-16-98 12:54p ST0D_03.BIN ST0E BIN 1,236,992 08-16-98 12:55p ST0E.BIN ST0F BIN 114,688 08-16-98 12:55p ST0F.BIN ST0F_00 BIN 704,512 08-16-98 12:55p ST0F_00.BIN ST0F_02 BIN 561,152 08-16-98 12:55p ST0F_02.BIN ST0F_02B BIN 579,584 08-16-98 12:55p ST0F_02B.BIN ST0F_02C BIN 579,584 08-16-98 12:55p ST0F_02C.BIN ST0F_02D BIN 563,200 08-16-98 12:55p ST0F_02D.BIN ST0F_03 BIN 647,168 08-16-98 12:55p ST0F_03.BIN ST10 BIN 577,536 08-16-98 12:55p ST10.BIN ST10B BIN 587,776 08-16-98 12:55p ST10B.BIN ST10_00 BIN 462,848 08-16-98 12:55p ST10_00.BIN ST10_00B BIN 389,120 08-16-98 12:55p ST10_00B.BIN ST10_00C BIN 454,656 08-16-98 12:55p ST10_00C.BIN ST10_01 BIN 133,120 08-16-98 12:55p ST10_01.BIN ST10_02 BIN 133,120 08-16-98 12:55p ST10_02.BIN ST10_03 BIN 169,984 08-16-98 12:55p ST10_03.BIN ST10_04 BIN 215,040 08-16-98 12:55p ST10_04.BIN ST10_05 BIN 104,448 08-16-98 12:55p ST10_05.BIN ST11 BIN 522,240 08-16-98 12:55p ST11.BIN ST11B BIN 532,480 08-16-98 12:55p ST11B.BIN ST11_00 BIN 389,120 08-16-98 12:55p ST11_00.BIN ST11_00B BIN 327,680 08-16-98 12:55p ST11_00B.BIN ST11_00C BIN 372,736 08-16-98 12:55p ST11_00C.BIN ST12 BIN 491,520 08-16-98 12:55p ST12.BIN ST12_00 BIN 530,432 08-16-98 12:55p ST12_00.BIN ST13 BIN 303,104 08-16-98 12:55p ST13.BIN ST13_00 BIN 964,608 08-16-98 12:55p ST13_00.BIN ST13_00B BIN 839,680 08-16-98 12:55p ST13_00B.BIN ST14 BIN 1,216,512 08-16-98 12:55p ST14.BIN ST14_00 BIN 249,856 08-16-98 12:55p ST14_00.BIN ST14_00B BIN 223,232 08-16-98 12:55p ST14_00B.BIN ST15 BIN 69,632 08-16-98 12:55p ST15.BIN ST15_00 BIN 493,568 08-16-98 12:55p ST15_00.BIN ST16 BIN 186,368 08-16-98 12:55p ST16.BIN ST16_00 BIN 534,528 08-16-98 12:55p ST16_00.BIN ST16_00B BIN 675,840 08-16-98 12:55p ST16_00B.BIN ST17 BIN 1,366,016 08-16-98 12:55p ST17.BIN ST17B BIN 106,496 08-16-98 12:55p ST17B.BIN ST17C BIN 296,960 08-16-98 12:55p ST17C.BIN ST18 BIN 139,264 08-16-98 12:55p ST18.BIN ST18_00 BIN 569,344 08-16-98 12:55p ST18_00.BIN ST19 BIN 589,824 08-16-98 12:55p ST19.BIN ST19B BIN 55,296 08-16-98 12:55p ST19B.BIN ST19C BIN 309,248 08-16-98 12:55p ST19C.BIN ST19_00 BIN 753,664 08-16-98 12:55p ST19_00.BIN ST19_03 BIN 626,688 08-16-98 12:55p ST19_03.BIN ST1A BIN 929,792 08-16-98 12:55p ST1A.BIN ST1A_00 BIN 651,264 08-16-98 12:55p ST1A_00.BIN ST1A_01 BIN 548,864 08-16-98 12:55p ST1A_01.BIN ST1A_01B BIN 241,664 08-16-98 12:55p ST1A_01B.BIN ST1A_01C BIN 296,960 08-16-98 12:55p ST1A_01C.BIN ST1A_02 BIN 823,296 08-16-98 12:55p ST1A_02.BIN ST1A_02B BIN 301,056 08-16-98 12:55p ST1A_02B.BIN ST1A_02C BIN 393,216 08-16-98 12:55p ST1A_02C.BIN ST1A_02D BIN 192,512 08-16-98 12:55p ST1A_02D.BIN ST1B BIN 309,248 08-16-98 12:55p ST1B.BIN ST1B_00 BIN 894,976 08-16-98 12:55p ST1B_00.BIN ST1B_00B BIN 966,656 08-16-98 12:55p ST1B_00B.BIN ST1C BIN 839,680 08-16-98 12:55p ST1C.BIN ST1D BIN 325,632 08-16-98 12:56p ST1D.BIN ST1D_00 BIN 739,328 08-16-98 12:56p ST1D_00.BIN ST1D_01 BIN 813,056 08-16-98 12:56p ST1D_01.BIN ST1D_02 BIN 815,104 08-16-98 12:56p ST1D_02.BIN ST1E BIN 845,824 08-16-98 12:56p ST1E.BIN ST1E_06 BIN 350,208 08-16-98 12:56p ST1E_06.BIN SUB_KEY BIN 55,296 08-16-98 12:56p SUB_KEY.BIN SUB_WPN BIN 55,296 08-16-98 12:56p SUB_WPN.BIN SUPPORT BIN 333,824 08-16-98 12:56p SUPPORT.BIN SUPPORT2 BIN 333,824 08-16-98 12:56p SUPPORT2.BIN 205 file(s) 97,239,040 bytes 2 dir(s) 0 bytes free
Eh? Inside these files lurks the millions of textured skins you see on each
character and each object. Of course, each one is ecrypted in it's own special
format. Accessing them without the aid of a program of knowledge pretaining to
the format is pretty much impossible. However, Though the Megaman Legends
PLAYSTATION version is protected even from such programs as Yu_Ri, there's always the -PC-
version. And this my friends, is how you get what you need.
Thanks to a friend of mine who got me the chinese version (E-mail me! i lost alot of stuff when my internet and system went down!) I was able to check out alla this stuff long before the Japanese and American versions came out. Not only that, but my friend Stealth created a private program for me to use to correct the offsettings on the pcx files.
Let's take a closer look at some of this stuff, okay?
The Init_dat.bin contains the entire skin of Megaman. This is automaticly placed into memory before the game even fully starts up. Since your always gonna see Megaman it's only the logical area to be in Yes?
This of course is the image. Megaman's scattered in many pieces and has to be built back together by the program. Wondering where his face is? That's an entirely different file all together.
The files such as the ST*_*.bin ones contain graphics around the area and skins of the characters. Some pieces are never used in the game, and remain there simply because the programers never bothered to remove them. Let's take a look at them, shall we?
Cola Despensing Machine Plus More!"
This is a nice little piece of stuff that never appeared before. It's located in St05.bin The Dynamo Cola was never seen before except in the Rockman Dash Beta.
I don't believe ANYTHING in this image was used in the final version except for maybe the flower bed, the rounded trash cans and the bus sign.
I guess i can sorta understand. alot of these images aren't up to the same status as what we see in the final. But i DO like the Dynamo Cola Machine myself...
This is one of at least two images i've seen with mysterious faces on it. Maybe it's some Capcom character.. or maybe one of the workers who helpped with Rockman Dash, i'm not quite sure.
Yet another mystery in the old Dash world.
This was located in the St06.bin pretty cool eh?
Kobuns With Teasel"
This ones kinda cute. It has an image of a badly sketched Teasel sitting down with a Kobun looking over his shoulder. Sorta like how the Marlwolf battle ended.
Located in the St0a_00.bin file.
Remember him from Star Gladiator and Marvel Vs Capcom 2?
Sure looks like him don't it? In fact..
The Katakana at the bottom reads "Funya!" ..doesn't he say somethin' like that?
Located in the St10_00c.bin file.
Heheh, Trons getting angry since i didn't cut out the Crotch area of her picture and thinks the perverts're gonna get to it.
This is the only skin of Tron that has those chibi images of her inside it. The translated words mean "Too much!" which makes sense. :P
This image was located in the St06_00.bin file.
astrange facial profiles"
|There's a few things that'll never be used in the final product of the Megaman Legends CD. Most are in the XA directory that was shown above. We'll be showing you a bit about what's inside. To the best of my knowledge, this is all unused parts.|
these things always chase me?" .wav
Tron Bonne complaining about Paprika giving her a chase.
Could this have been a mistranslation?
"Shoo! Don't come over here! SHOO! go away!"