User:Divingkataetheweirdo/Sandbox

Hidden Message
BEING OF SOUND MIND I, JOHN PICKFORD, HEREBY DECLARE THAT THIS IS MY FIRST AND LAST MSX GAME

Scorched Earth
The self-proclaimed mother of all games, Scorched Earth consumed many people's time with its addicting strategy gameplay.

Unused Items
In all known versions of the game, there are strings for some weapons and accessories never seen through the course of the game scattered throughout the executables. Teleporter Jump Jets Popcorn Bomb Dirt Charge Dirt Tower Plasma Laser Warp Shield Teleport Shield Flicker Shield

Intelligent Qube
Found in the sample version, but there's no proper code yet for the final. The text is definitely there though (find the file). JUAN M..KENJI...%8d.X...PLAYER..BLOCKS..CAMERA..DEBUG...STAGE...SECTION.SOUND...SPEED1..SPEED2..PERSONS.SE TEST.XA TEST.GROUP...SPEED...WAIT....TEX_1...TEX_2...TEX_3...X SIZE..Y SIZE..Z SIZE..TYPE....SYNC....PACKET..CLEAR...FRAME...WINDOW..TIME

= Super Famicom Debugging Codes =

Dragon Quest I & II:

Romancing Saga 2:

Romancing Saga 3:

LOTR: FOTR Debug


The Lord of the Rings: The Fellowship of the Ring Debug Mode Code: 83001540 4501 83001542 0801 74000130 00FF 83001540 7CFD 74000130 00FF 83001542 0800

ODIN SPHERE TEXT
With an Action Replay MAX, one can enable a debug mode in the UK version of the game:

Then, hold down Select and press Start to access a debug mode. In the menu, press circle to confirm choices.

Daggerfall Stuff
STUFF TO IMPROVE ON BEFORE MOVING TO THE GAME PAGE

Unused City Name
At, a city name never used in the game can be seen: Miletus. It's unknown where it would have been.

Unused Spells
A few unused spells exist within the game, which are not mentioned in the manual. Lycanthropy is a disease in the final game, not a spell. However, it can be acquired using the cheat menu in the demo version. Note that all of these have exclamation marks in front of their name.

Removed Spell Effects
Wall of Frost Duration: %bdr + %adr per %cld level(s) Chance: N/A + N/A per N/A level(s) Magnitude: %1bm - %2bm + %1am - %2am per %clm level(s) "Caster creates a wall of ice, %1bm to %2bm square meters for every %clm level(s) of the caster. Wall lasts %bdr round(s) plus %adr additional round(s) for every %cld level(s) of the caster.

Wall of Poison Duration: %bdr + %adr per %cld level(s) Chance: N/A + N/A per N/A level(s) Magnitude: %1bm - %2bm + %1am - %2am per %clm level(s) "Caster creates a wall of poison gas, %1bm to %2bm square meters for every %clm level(s) of the caster. Wall lasts %bdr round(s) plus %adr additional round(s) for every %cld level(s) of the caster.

Alternate NPC Graphics
Within the game's graphics data, there are earlier, bigger versions of some of the used NPC graphics within the game. These bigger graphics can be found in TEXTURE.185 and TEXTURE.186, while the used graphics are in TEXTURE.182 and TEXTURE.183. Also of note is that the early graphics are also for TEXTURE.182 and TEXTURE.183 in the prototype demo version.

The skin was darkened and bottles wee placed all around him. There's also a pouch on the apron that was removed.

More bottles were placed.

As with the other innkeeper sprites, more bottles were added.

The early sprite has her carrying a basket, not a plate with drinks. Her left hand was changed to carry a bottle and her feet were spread out a little more.

The straws were replaced with more liquor.

This old man's tin pot was replaced with liquor. The former makes more sense, however.

He's not handcuffed in the final game.

Her hair was redrawn and her belly button became a little more pronounced.

TEXTURE.186 also contains a unique sprite that wasn't updated for the final game. It's likely this was another generic NPC sprite.

Baroness Dh'emka
Although she has an entry within the game's political factions file, she doesn't actually appear in the game.

Gameplay

 * The spellmaker removed the polymorph and diminution effects
 * Versions 2.12 and newer have the player turn into a werewolf, instead of a wereboar, when getting bitten by a werewolf
 * Trying to use the Wabbajack in versions 1.04.191 and earlier will crash the game. Later versions fixed this crash.
 * Only one temple and one knightly order may be joined in Daggerfall since patch 1.04.191.
 * A wagon in the original release could carry up to 1000 kg. Early patches reduced this to 500 kg, but later patches bumped it back up to 750 kg.

Quests

 * Version 1.01.175 and later make sure the Dark Brotherhood don't give the same quests as the Fighters Guild
 * A zombie in the Soul of A Lich quest didn't spawn properly, but it was fixed in a later version.
 * A Special Mixture - In the original retail version, the player's contact at the Mages Guild cannot be found and this will prevent you from completing the quest successfully. This error was probably corrected by one of the later official patches, but a fixed version is only confirmed for the latest patch.
 * Versions 1.06.200 and later fix a glitch in the main story, where the quest could suddenly shut down and prevent the player from lifting Daggerfall's curse when putting King Lysandus's soul to rest.
 * A few quests were accidentally overwritten in patch 2.13 and now function identically to A Special Substance. The quests affected are The Mad Slayer, The Mad Ripper, and The Mad Butcher.

Miscellaneous

 * Versions 1.04.191 and later include a program called "Fixsave", allowing the player to fix corrupted save games.
 * z.cfg has some new commands added to later versions; "MAGICREPAIR", which repairs magic items with an item maker, "TEXTUREMEMORY", and the aforementioned "CHEATMODE". The latest patched version also removed "CHEAT".

CONTROLS FORMAT (Daggerfall - Betaplyr.dat)
DATA:
 * 0x36 - Controls forward movement
 * 0x37 - Controls reverse movement
 * 0x38 - Turn left
 * 0x39 - Slide left
 * 0x3A - Turn right
 * 0x3B - Slide right
 * 0x3C - Float Up
 * 0x3D - Float Down
 * 0x3E - Jump
 * 0x3F - Crouch
 * 0x40 - Slide
 * 0x41 - Run
 * 0x42 - Rest
 * 0x43 - Transport
 * 0x44 - Steal Mode
 * 0x45 - Grab Mode
 * 0x46 - Info Mode
 * 0x47 - Talk Mode
 * 0x48 - Activate Center Object
 * 0x49 - Activate Cursor
 * 0x4A - Look Up
 * 0x4B - Look Down
 * 0x4C - Center View
 * 0x4D - Look Around
 * 0x4E - Logbook
 * 0x4F - Notebook
 * 0x50 - Automap
 * 0x51 - Travel Map
 * 0x52 - Cast Spell
 * 0x53 - Recast Spell
 * 0x54 - Abort Spell
 * 0x55 - Use Magic Item
 * 0x56 - Ready Weapon
 * 0x57 - Swing Weapon
 * 0x58 - Switch Hand
 * 0x59 - Status
 * 0x5A - Char Sheet
 * 0x5B - Inventory

VALUES: Any other key combination will cause the game to glitch out weirdly or outright crash


 * 0x00 - "%d out of %d identified" (Glitch string)
 * 0x01 - ESC
 * 0x02 - 1
 * 0x03 - 2
 * 0x04 - 3
 * 0x05 - 4
 * 0x06 - 5
 * 0x07 - 6
 * 0x08 - 7
 * 0x09 - 8
 * 0x0A - 9
 * 0x0B - 0
 * 0x0C - - (Minus sign)
 * 0x0D - =
 * 0x0E - Backspace
 * 0x0F - Tab
 * 0x10 - Q
 * 0x11 - W
 * 0x12 - E
 * 0x13 - R
 * 0x14 - T
 * 0x15 - Y
 * 0x16 - U
 * 0x17 - I
 * 0x18 - O
 * 0x19 - P
 * 0x1A - [
 * 0x1B - ]
 * 0x1C - Enter
 * 0x1D - Control
 * 0x1E - A
 * 0x1F - S
 * 0x20 - D
 * 0x21 - F
 * 0x22 - G
 * 0x23 - H
 * 0x24 - J
 * 0x25 - K
 * 0x26 - L
 * 0x27 - ;
 * 0x28 - '
 * 0x29 - Graphic of an arrow pointing to the right
 * 0x2A - Left Shift
 * 0x2B - \
 * 0x2C - Z
 * 0x2D - X
 * 0x2E - C
 * 0x2F - V
 * 0x30 - B
 * 0x31 - N
 * 0x32 - M
 * 0x33 - ,
 * 0x34 -.
 * 0x35 - /
 * 0x36 - Right Shift
 * 0x37 - *
 * 0x38 - Alt
 * 0x39 - Space Bar
 * 0x3A - Caps Lock
 * 0x3B - F1
 * 0x3C - F2
 * 0x3D - F3
 * 0x3E - F4
 * 0x3F - F5
 * 0x40 - F6
 * 0x41 - F7
 * 0x42 - F8
 * 0x43 - F9
 * 0x44 - F10
 * 0x45 - Num Lock
 * 0x46 - Scroll Lock
 * 0x47 - Home
 * 0x48 - Up Arrow
 * 0x49 - Pg. Up
 * 0x4A - - (Underscore?)
 * 0x4B - Left Arrow
 * 0x4C - 5 (?)
 * 0x4D - Right Arrow
 * 0x4E - Plus Key
 * 0x4F - End
 * 0x50 - Down Arrow
 * 0x51 - Pg. Down
 * 0x52 - Insert
 * 0x53 - Delete
 * 0xCA - 1st/Left Mouse Button
 * 0xCB - 2nd/Right Mouse Button
 * 0xCC - 3rd/Center Mouse Button

STUFF
(also look at more SFA stuff; taken from Starfox Online's rips of the dialogue)

Dinosaur Planet
The game began development as an original property for the Nintendo 64. Development started in 1999 and would continue until around the end of 2000. Had the game been completed and released for the Nintendo 64, it would have most likely come out in at least Q1 2001 (somewhere between January and March). It also would have required an Expansion Pak and be released on a 64 MB (512 Mbit) cartridge.

The game's two protagonists were Krystal and Sabre. In the final game, Krystal is only playable for the first 20 minutes of the game. Afterward, she is entrapped in a crystal for almost all of the game. She was to have her own sidequest, with many of her tasks being rewritten for Fox.

The E3 2000 demo was bugged to point Nintendo's employees had to reset the N64 as it crashed frequently. The game's impressive visuals also meant the game ran no faster than 15 fps. It was also demonstrated at ECTS (European Computer Trade Show) 2000

It's unknown how far the game's development got before getting cancelled, but lead programmer Phil confirmed that no ending was written for the game before getting reworked. Only enough, Rare's own website for the game said the game was in its last year of development.

No builds of this iteration exist in the wild and the ones that do exist are largely inside Rare's headquarters. Rare did however release a few MP3s of the game's music, as well as screenshots and wallpaper.

Star Fox Adventures
The shift to SFA began around the same time the crew starting development on the GameCube. Miyamoto noted the protagonists were similar to Fox and wanted the game to be refocused on the Star Fox characters. The game's code was completely rewritten. Initially, the game's name was "Star Fox Adventures: Dinosaur Planet", but the Dinosaur Planet subtitle was later dropped. Due to an oversight, the memory card file uses the subtitle.

Originally, the game was to be a launch title. Development issues caused the game's release to be pushed back. By the time of the game's release, it was in Fall of 2002.

During this iteration's development, Rare were in negotiations with Microsoft and were planning to drop their deals with Nintendo. Because of this, development was rushed to get it out on the GameCube before Rare completely moved to doing XBox games. The hurried development toward the end caused several things, such as the Battle with Scales, to be cut out of the game.

The game's reception was largely positive, even if the gameplay was largely relegated to the adventure mode.