F-Zero GX

From The Cutting Room Floor
Revision as of 14:31, 9 March 2013 by Stark Nebula (Talk | contribs)

Jump to: navigation, search

Title Screen

F-Zero GX

Developer: Amusement Vision
Publisher: Nintendo
Platform: GameCube
Released in JP: July 25, 2003
Released in US: August 25, 2003
Released in EU: October 31, 2003
Released in KR: 2003


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
RegionIcon.png This game has regional differences.


F-Zero GX is a faster, prettier Sega-assisted sequel to F-Zero X.

Contents

Unused Material

F-Zero GX contains an abundance of unused data. However, since all of the leftover F-Zero AX code is perfectly usable, the following will contain assets that are not used by either F-Zero GX or F-Zero AX.

Unused Images

Template:NeedsTranslation

Hmmm...
To do:
Scan and upload image of released F-Zero AX License card to compare with "F-ZeroGX-AX_early_license.png"


Parental Advisory Warning

FZeroGX ParentAdvise.png
Hmmm...
To do:
Check to see if the authentic Arcade version uses this upon startup. AX boot does not trigger this image.


This warning is found in the same folder as the Nintendo, SEGA, and Amusement Vision logos, and would have been displayed upon startup, but goes unused.

Powered by Hardware R&D

An odd little message found with the titles for the pilot movie endings. Its purpose is unknown.

FZeroGX-R&D.png

Warning Message

A message warning that there is not enough memory to render "this" (unspecified) model. Its 3D model is named WARN_MES_OVER.

FZeroGX-japanese-warning.png

MAGCARD

Quite peculiar is the MAGCARD object found within 'CARD'. Each side of MAGCARD uses its own texture. What's of great interest is the early F-Zero AX card texture (left) has F-Zero T(RANS)X written on it, instead of F-Zero AX, as seen here [1]. At the moment, the right image remains untranslated.

F-ZeroGX-AX early license.png

FZeroGX-MAGCARD-back.png

Unused 3D Models

FLAG

This object is referred to as 'FLAG', and is bundled along with other, far less detailed cones. It also appears with WARN_MES_OVER.

FZeroGX-Common.png

GameCube Memory Card

A rather large and fairly detailed 3D model of a Gamecube Memory Card that is never used.

FZeroGX-gc mem card.png

Unused Tracks

Stage 00

FZeroGX-unused sand ocean(st00).png

F-Zero GX has an unused course named 'st00' in the 'stage' folder of the ROM. When unarchived, it calls the assets from Sand Ocean with the track Screw Drive (Aeropolis). However, when using cheat codes to access the stage in-game, it only loads universal assets such as zippers and the collision data of Twist Road (Mute City).


Hmmm...
To do:
Find AR code that enables access to 'st00' and provide evidence of it working.


Leftover F-Zero AX Code

Hmmm...
To do:
  • Check AX content for region differences. The US version appears to have minor bits of Japanese text blanked out in PAL.
  • Find and add Japan code. Test PAL code using real hardware (US Action Replay 1.06 considers it invalid).
  • Test AR codes without the first line of code with any AR that doesn't work with the code already (AR 1.06). (It might just work).


Curiously enough, F-Zero GX contains all the code required to play F-Zero AX on the GameCube, though not without a few hiccups. Using the Action Replay or Gecko/Ocarina code below, F-Zero GX will boot into F-Zero AX. The game will still load all save data from GX when possible, and will only allow the player to select Bahamut (Custom Machine), Blue Falcon, Golden Fox, Fire Stingray, and Wild Goose, plus any unlocked AX machine. The game will also load the player's Time Attack data, which creates hilariously slow records for any map using more than the F-Zero GX 3 lap standard such as Sonic Oval, where the player must complete 8 laps while in AX boot. It will even load GX's 16:9 aspect ratio preference, allowing the player to view objects outside the AX menues (the arcade game used 4:3 monitors).AX boot in GX also uses the C-stick to change the player's colour, rather than the L and R buttons.

Action Replay Code [PAL]
Version 2 (February 2013)

DK4T-GJMA-9FMCT
3DFJ-55T9-J5J7P
NBCW-U1NV-0JDJG
X0WG-PD5B-F3EWD
0GDY-3EZ7-HED8C
9RBT-R77P-Y2PN5
Q7PM-1678-XE7FW
CFWG-WFQV-GXM47
HZW1-J7MY-UAE5Q
973N-9B88-4XR6R
7Q0B-CQ6G-Y77QU
KTC0-HDXH-GZY1H
G4RR-W2QZ-62D26
8KZF-GH6V-R8YCU
9G5T-12XV-RXBYB
2EAM-27V7-1166W
PUJR-YM27-C5X3Y
JT7V-AVJV-W1HQJ
WCCK-8H0Q-Q12VP
1T31-BWBE-R04B7
3NTG-TAFB-XWEGX
G71V-JPGY-BPDDZ
Y0Y4-YP9X-CY4ZF

Gecko/Ocarina Code [PAL]
Version 2 (February 2013)

04004930 806D8364
04004934 28030000
04004938 41820028
0400493C 3CA30019
04004940 80857E44
04004944 64844001
04004948 90857E44
0400494C 3C63000B
04004950 38630640
04004954 3883000C
04004958 38A0000C
0400495C 4BFFEBE5
04004960 7FE3FB78
04004964 48016F98
04004968 28050000
0400496C 4082000C
04004970 3CA08000
04004974 38A54970
04004978 7CBA2B78
0400497C 4807D9CC
0401B8F8 4BFE9038
04082344 4BF82624

Action Replay Code [NTSC-U]
Version 2 (February 2013)

ZUCK-5HTR-KANK2
EHJV-6U30-2DTVE
NBCW-U1NV-0JDJG
X0WG-PD5B-F3EWD
0GDY-3EZ7-HED8C
4U17-ZXJH-XQD0H
Q7PM-1678-XE7FW
5DYT-468W-JQ2DU
HZW1-J7MY-UAE5Q
57FT-7B2P-31EG4
7Q0B-CQ6G-Y77QU
KTC0-HDXH-GZY1H
G4RR-W2QZ-62D26
8KZF-GH6V-R8YCU
BUHV-B01W-V3B6Y
1GHM-VQ7W-7HBWW

Gecko/Ocarina Code [NTSC-U]
Version 2 (February 2013)

04004930 806D831C
04004934 28030000
04004938 41820028
0400493C 3CA30019
04004940 8085D550
04004944 64844001
04004948 9085D550
0400494C 3C63000B
04004950 3863FADC
04004954 3883000C
04004958 38A0000C
0400495C 4BFFEBE5
04004960 7FE3FB78
04004964 48016638
0401AF98 4BFE9998

(Source: Ralf (code), CosmoCourtney (video))

Oddities

Early Story 3 Course

F-Zero GX Story3 backdrop.png

The backdrop for the mission 'High Stakes in Mute City' used in game features a red coloured track as opposed to the green one that is playable, suggesting the course colour was chosen very late in the game's development. (Another bizarre aspect is that the alpha of the left Clown's hand clips both some of the track's red texture and most of the 'K!' of the 'GOOD LUCK!' sign.)

F-Zero GX Story3moviea.png

Further support for this theory comes from Story 3's intro movie, which depicts the course as purple.

Version Differences

English Prototype Remnants

Its Japanese release loads an incomplete translation when region lock is broken to let foreign consoles run it. This includes missing menu graphics and some "Engrish".

This also defaults English subtitles for story mode scenes. Different from either Japanese mode (which normally uses Japanese subtitles), or the final US version played on a US console (no subtitles unless Z is pressed).

Hmmm...
To do:
Pictures.


Casino Palace

Vegas Palace in Japan was renamed Casino Palace overseas.

Exclusive Custom Parts

The Japanese version of F-Zero GX had an additional 15 unlockable custom parts which are not normally available in the US and PAL release, though they can be obtained through the use of cheat codes.