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- Cgi Cutscenes Final Fantasy Where Did They Go
- Final Fantasy Cgi Cutscenes
- What Is A Cgi Cutscene
- Cgi Cutscenes Sonic Adventure 2
- Cgi Cutscene
Kingdom Hearts: Chain of Memories |
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Developers: Square Enix, Jupiter Publisher: Square Enix Platform: Game Boy Advance Released in JP: November 11, 2004 Released in US: December 7, 2004 Released in EU: May 6, 2005 This game has hidden development-related text. This game has unused enemies. This game has unused graphics. This game has unused music. This game has debugging material. This game has a hidden sound test. This game has a hidden level select. This game has regional differences. This game has revisional differences. |
To do: More regional differences, such as different sound effects for leveling up and change in difficulty between the Japanese and international versions.
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It's the same with Deus Ex Human Revolution. The in-game cutscenes actually looks much better than the 'CGI' cutscenes. It's crazy that developers can't get a clue. Render your scenes with in-game footage! It will still look good in 10 years, because it will use the in-game resolution. Yeah but then the consoles would overheat and blow up.
The Longest Journey (1999) All CGI Cutscenes. Bailey 340 دنبال کننده 112 بازدید. The audio quality throughout the AC series has been progressively getting worse. This post analyses Origins, Odyssey and Valhalla, exposing the fact that heavily compressed low bitrate 24,000 Hz audio is utilized across all three titles. Follow GLP on Instagram: GLP on Twitter! GLP on Facebook! The introduction CGI cutscene plays perfect with a small amount of stutter on the sound. The menu lags and the sound is choppy, so listening to music via the options menu is a pain. The game itself is playable at about 15-20FPS, and the cutscenes aren't TOO bad, but the sound on them plays faster than the cutscene itself, causing half of the.
The first in a long line of portable Kingdom Hearts games, where Sora ends up losing his memories after unexpectedly stepping inside a mysterious castle and is forced to play a tactical card game to fight his way out. It was remade for the PlayStation 2 as Re:Chain of Memories, and then ported to the PlayStation 3 as part of 1.5 HD ReMIX.
- 6Unused Graphics
US/JP Debug Menu
To do:
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Second Page |
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The CodeBreaker code 3203493C 0006 will enable quite an extensive debug menu in the US and JP versions, accessible following the opening cutscene. The options are as follows:
- MAIN: Resets the game.
- OBJECT: Graphics Test.
- MAP: Map Select. It also allow you to generate a map using certain specifications.
- EFFECT: Battle Effect GFX viewer.
- SOUND: Sound Test.
- EVENT: Battle and Non-CGI Cutscene Selector.
- LINK: Goes to the multiplayer setup screen.
- BATTLE: Battle debug menu, allows you to fight boss battles and individual enemies, while it also allows you to toggle health.
- POOH: Warps to the One-Hundred Acre Wood, during the scene when you guide Pooh.
- FLAG: Flag editor, containing toggles for invincibility (Muteki), max level, all abilities, all cards, and more.
- LOGO: Area intro viewer.
- DEL SAVE: Deletes saved games.
- OPE SAVE: Opens saved games.
- MOVIE1-5: It displays CGI cut-scenes, but the codebreaker code messes with its normal behavior.
Additionally, a build date (04/10/01) formatted with the year coming first can be found at the top. The Japanese version, although being a slightly later version of the game, features the same date.
(Source: Sanmuri (discovery/code))
EU Debug Menu
The CodeBreaker code 320348DC 0006 will enable a much more sophisticated debug menu than the US/JP versions, with the following options being added:
Third Page |
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- MOVIE: Selects CGI sequences to display.
- ENDROLL: Displays rolling credits.
- LANGUAGE: Sets the game's language.
- JOURNAL: Lets you browse a complete version of Jiminy's Journal.
- WORLDSEL: You can start any world card.
- CONTINUE: Displays the Game Over screen.
Dummy Cutscene
Actual dialog |
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There is an unused Riku related cutscene, labeled 'Dummy Crossroads', you can access in the EVENT section of the debug menu. After playing it, the game locks.
While this cutscene is available in every version of the game, only the Japanese prints out readable text, which is placeholder dialogue translating to 'Crossroads scene movie.'
While this cutscene is available in every version of the game, only the Japanese prints out readable text, which is placeholder dialogue translating to 'Crossroads scene movie.'
TEST Enemy
In the BATTLE section of the debug menu you can fight this stationary barrel which has a lot of HP to spend.
Song Oddity
The song The Force In You has a wrong volume event which causes the first channel to be muted, leaving you with one less audible track. You can force that channel's volume not to mute and the music will play as it should.
Fixed |
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Unused Graphics
Inside the ROM, there are several unused sprites which are likely placeholder graphics or were later changed.
New Icon
A simplistic icon, which was most likely used in the Journal section. This graphic would be later replaced by a even more simplistic icon, which was merely white text on a red background. The correct palette for this graphic is unknown, but it could have used the same palette as the final 'New' icon.
Used |
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A quick mock-up showing the differences in the two icons.
OK Icon
An unused 'OK' icon in both unfocused and focused states. Menus in the game never ask you to confirm an action, so it is difficult to know exactly where this icon would have been used. Correct palette is unknown.
Debug Geometry
These appear to be floor tiles used during testing. The tiles are marked '0,0', '256,256' and '512,512' respectively to show field size. It appears a good portion of the tiles have been removed. Correct palette is unknown.
Unused Font
A simplistic block font with shading. Purpose is unknown, as is the palette.
Card of Spades Graphic Oddity
United States | Japan | Europe |
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When modifying your deck in the debug menu of the American version, a red (Attack) card with Captain Hook's icon and a map card description appears, titled 'Card of Spades'. Taking this card doesn't add it to your deck, however, it does still increase the number of cards you're holding. It also uses a lot of CP and crashes the game if you're curious enough to look at your deck after adding it. Looking at the other default decks also makes the game crash.
In the Japanese version, this card becomes a simple Kingdom Key card, although its effects are the same as the one above (minus the crashing). The other default decks don't make the game crash, but you can't really see their content.
In the European version, this deck menu correctly features all of the game's cards (allies included), so the odd, former one went unused.You can also check the actual cards inside the other two default decks, which are confirmed to be used for testing sleights.
Regional Differences
To do:
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Cgi Cutscenes Final Fantasy Where Did They Go
The Japanese version has voiced dialogue, which was replaced with English voices in the international versions.
The Kingdom Hearts series | |
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PlayStation 2 | Kingdom Hearts • Kingdom Hearts II • Re:Chain of Memories (Prototype) |
Game Boy Advance | Chain of Memories |
Nintendo DS | 358/2 Days • Re:coded |
PlayStation Portable | Birth by Sleep |
Nintendo 3DS | Dream Drop Distance |
Retrieved from 'https://tcrf.net/index.php?title=Kingdom_Hearts:_Chain_of_Memories&oldid=850075'
Final Fantasy Cgi Cutscenes
The big picture: overview of Timeline and Cinemachine
Timeline is Unity’s first native multi-track sequencer, built to be performant, fast and extensible.
What Is A Cgi Cutscene
You can create trailers, cutscenes, in-game sequences and more. Drag any object into Timeline and add animations, audio and more; it’s even got experimental support for the new 360 degree video player (available from version 5.6). It provides a full keyframing workflow and more:
- Standard non-linear (NLE) workflows
- Drag and drop track and clip creation
- Support to add existing animations, audio and more
- Full API to integrate Timeline into your existing games
Timeline is available in Unity 2017.2.
Cgi Cutscenes Sonic Adventure 2
Cinemachine is fully integrated with Timeline. It’s a smart camera system (think of it as IK for cameras) that makes it easy and natural to craft shots, build camera rigs, tune and save properties in play mode. It puts industry-leading camera behaviors, and the ability to create with procedural cinematography, in your hands. Ultimately, it frees you to focus on the best ways to tell the story, instead of grappling with complex camera code.
Cgi Cutscene
It’s not just for cinematics either: it supports a number of gameplay camera components. Learn more and download Cinemachine from the Asset Store.