|Grand Theft Auto Body Harvest is a 3D sandbox linear 3rd person shooter game where you do missions for gangs and kill random pedestrians shoot giant bugs.
If you name the third save slot "GRIMLN", build information will be displayed at the Start screen.
In early versions of the game, the icons that appear on the HUD were different from those used in the final builds. These original icons can still be found loaded into RAM in the released game, though.
The game features a number of cheat codes which can be entered during gameplay. There are 6 cheats which have been disabled in the final game by putting an unmapped letter (z) in front of them, but can be re-enabled with a hacking device. To make them work, your save file must be named ICHEAT, the GameShark code has to be enabled, and the button code must be entered during gameplay. One of these cheats is visible being used in a pre-release screenshot.
|Cheat Name||GameShark Code||Button Code||Description|
|Press A, C-Left, A, Right, D.||Not sure what effect this has.|
|Press Down, C-Right, Z, C-Right, C-Up, Down, C-Right, Right.||Adam is surrounded by a small blue shield which makes him invincible, sort of! |
It's still possible to be killed by some attacks.
|Press Z, A, Right, C-Right, C-Left, C-Right, Left, Left.||Ends the current level and takes you to the next one.|
|Press Z, Right, C-Right, C-Right, Down.||If Snared cheat is active, this will deactivate it, releasing all aliens.|
|Press C-Down, C-Up, A, Right, C-Right, Down.||All aliens in the level are frozen in place.|
|Press C-Left, A, C-Up, Down, C-Right, Right.||Adam floats in the air and you can very quickly move him around the map with |
the control stick, press Z to fall to the ground.
Unused Vehicles & Buildings
- The Java level data includes an untextured model and data for a WWII-esque landing craft, also there is a variation of the Japanese Zero fighter plane which is incomplete and crashes the game.
- The America level has an Alien vehicle called the Alien Tank, it handles like a half helicopter/half hovercraft and seems to get stuck in the ground a lot while being driven, it has twin lasers. In the official DMA guide to the game it is mentioned that you can receive an "Alien Tank" from the Man in Black, however in the final game the Man in Black gives you a UFO, not the tank. This level also has a model of a green fighter jet that is not assigned to any vehicle data.
- The Siberia level has an incomplete variation of the APC vehicle in its data.
- There are a couple of building models which are not used in the final game, and some damage models for buildings which are used but can never be damaged - therefore it is not normally ever possible to see them.
The game had a debug menu during development, but the main function, which is still called from the gameplay loop, has been nulled in the release builds (800959dc (US)). These are the major menu headings:
MAIN MENU Vehicles Aliens Requests Global variables Timing bars Keys Terrain CutCam
You can activate one debug feature which appears to be the Timing Bars by changing to something greater than 0000. The two bars appear to measure how long it takes to draw a frame, or something similar, as they grow in length as the game gets busy and slows down.
Although the main debug menu function has been nulled, two helper functions (80095530 & 8009594c (US)) have survived. 8009594c is for displaying the sub-menu items and can still be successfully called with some parameters. 80095530 may have to do with navigation of the menus.
Setting the halfword at 80047710 (US) to FF9D allows a function, referred to as "DisplayForces" by some debugger text, to run in its entirety. It draws bounding boxes around some objects.
There is an indoor object debugger still in the game and active with no hacks or button codes. While inside a building, the controller in port 2 controls the debugger. If you have a hack in place to view the debugger console output mentioned below, you will see useful messages about the current mode, selected object, and changes you make to its state. Buttons L & R are used to choose the active object from those in the current room. The A button cycles through the available debug modes, when you first enter a building it will always start off.
- Only L, R, and A do anything while no mode is active.
- This mode shows the "pad" of the current object (if it has one) as a solid red rectangle. Pads appear to be the region you can stand in and press A to interact with the object.
- Start button will reset the pad to its original size and position.
- D-Pad Up and Down change the pad's X position.
- D-Pad Left and Right change the pad's width.
MAIN BOX COLL
- Shows the current object's collision as a green rectangle.
- D-Pad Up and Down change the collision depth.
- D-Pad Left and Right change the collision width.
SUB BOX COLL
- Shows the current object's sub collision as a blue rectangle. E.g.: Filing cabinets have a sub-collision for the drawer that extends when you open them.
- D-Pad changes the collision's width and depth.
- C-buttons change the collisions X and Z offset.
GFX Off change
- If the selected object has an associated graphics effect, you can move it. Graphics effects are, for example, a fire-place's flames or a candle's flame.
- C-Up and C-Down buttons change the effect's Y offset.
- D-Pad changes the effect's X and Z offset.
CHANGE DOOR WALKTO POS
- The selected door's walkto position will be indicated with a yellow square.
- D-Pad changes the X and Z position of the walkto. Moving this doesn't appear to have any effect on the door, however.
CHANGE OBJ WALKTO POS
- The selected object's walkto position will be indicated with a yellow square.
- D-Pad changes the X and Z position of the walkto. Not sure what effect, if any, this has.
There appears to be a debug camera mode also, although how it is activated properly is uncertain. Set the byte at 800E73DF (US) to 2 or 5 while indoors and you can move the camera around with the buttons on controller 2.
If you hold Z on controller 2 while changing weapon to the pistol, the game will select gun model 0 instead of gun model 1. However gun model 0 appears to be part of Adam's armor and not a valid weapon model, so as long you hold Z Adam will just attempt over and over again to draw the pistol without success.
Pressing R on controller 2 will open the shield wall portal to the next part of the stage, allowing access to it without killing the current processor.
There are also a lot of debugging messages still in the game which are sent to a nerfed debugger print function, they look something like this when working correctly:
Both the US and European releases feature two levels of difficulty, Hero and Zero (PAL)/Easy (US). On the US version's Easy difficulty, you can complete the entire game. However, the European version's Zero only lets you play the first three levels. After completing America, you receive the following message:
Well done, trooper!...%C.. You saved Earth's past from the... alien threat. Now return to... the past to free the future and... become a HERO! Good luck!
The first message you receive from Daisy is different in each version:
MISSION DIRECTIVE ! Let's see if we can find out what's been happening here... Try the village ahead. Check your MAP to fix your position. And remember, I'm always here for you in ALPHA COMMAND. Good luck !
MISSION DIRECTIVE ! Let's see if we can find out what's been happening here... Try the village ahead. Check your MAP to fix your position. You should re-enter Alpha Command for important instructions on how to operate your equipment. Good luck !