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Eversion (2008)

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Title Screen

Eversion

Developer: Zaratustra Productions
Publisher: Zaratustra Productions
Platform: Windows
Released internationally: December 29, 2008


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
Carts.png This game has revisional differences.


This article covers the original freeware release of Eversion. For the HD re-release, see here.

Princess is vanished, you must save princess. But not really.

Sub-Page

Eversion-stony.png
Revisional Differences
Now with 100% more moving rocks.

Unused Player Graphics

Blinking Animation

Graphics for a blinking Zee Tee can be found in the player's sprite file, located in chrs\player.cha. It is easier to see this by swapping the names of this file and of the Ghuliba's sprite file, goomba.cha.

Eversion-zeeteeblink1.png Eversionclassic zeeteeblink 2-3.png Eversion-zeeteeblink2.png

Extended Jump Frames

Graphics for Zee Tee reaching the peak of their jump before falling and said fall reaching its terminal velocity. This would have smoothed out the otherwise two-frame animation of a jump.

Eversionclassic zeeteejump 2-4.png Eversionclassic zeeteejump 4-4.png

Ghuliba Sprites?

Ghuliba graphics appear within Zee Tee's sprites. The inverse also exists (seen further down).

Eversionclassic zeeteegoomba 1-2.png Eversionclassic zeeteegoomba 2-2.png

Unused Enemy Graphics

Ghuliba

Zee Tee graphics appear within the Ghuliba's sprites. Interesting to note is that while the graphic may look identical to the used player sprites, the actual sprite uses the same bounds as the rest of the Ghuliba's sprites.

Eversionclassic goombazeetee 1-4.png Eversionclassic goomba 85.png Eversionclassic goomba 86.png

Claw

This unused version of the flying claw can be seen within the game's files from v1.4.0 onwards, found at the end of the tclaw.cha archive. It is very similar in appearance to the flying claws seen in the game, however it lacks a tail.

Eversionclassic tclaw 4.png

Unused Level Tiles

Layer X-0

Eversion-zero.png

Layer X-0's tileset, which can only be seen through the use of glitching or hacking. Unlike X--1 (seen below) or the other in-game graphics, these sprites bear little resemblance to the tiles they represent.

Eversion-X0sheet.png

Layer X--1

Eversion-minusone.png

Much like X-0, this layer is inaccessible without hacking. Its tile graphics offer the same visual aesthetic as layer X-0, however it more accurately depicts the tiles it represents.

Eversion-X-1sheet.png

Other Placeholder Graphics

Placeholder graphics used during the development of the game. They cannot be seen in the game itself and are only present within the tiles.cha archive. They represent the various eversion points as well as the flag goal.

Eversion-PH1.png

From v1.7.3 onwards, additional placeholder tiles can be found in the tiles.cha file, however the tiles they are associated with are currently unknown.

Eversion-PH2.png

Blank Sprites

In most, if not all, .cha archives, there are plenty of sprites filled with only the sprite background. This causes them to be rendered as transparent. Otherwise, in cases like the Stony, sprites get filled with a solid, non-background color such as white or black.

Unused Code Strings

Several unused code strings can be found in scripts\main.rb and scripts\player.rb.

main.rb

Preload

#	$img_status=loadImage("status.pcx");

class MainState < State

		#$img_title.blit(0,0)

class BumpedBlock/BumpedBrick < Entity

#		self.ys=-3.0/16;

class Flag < Entity

#		self.alpha=($darkness==0)?255:0;

class DeathCloud < Entity

#		self.ys=+1.0/16;

#		if (self.counter>50 && @spatters<100) then
#			@spatters+=1
#			self.map.spawnEntity(DarkWallSpatter,"tiles.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0).parent=self
#		end
#		if (self.counter>100 && @spatters<150) then
#			@spatters+=1
#			self.map.spawnEntity(DarkWallSpatter,"tiles.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0).parent=self
#		end

class BloodCloud < Entity

#		self.ys=+0.75/16;

#		self.map.spawnEntity(RedWallSpatter,"tiles.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0);
#		self.map.spawnEntity(RedWallSpatter,"tiles.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0) if (self.counter>50);
#		self.map.spawnEntity(RedWallSpatter,"tiles.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0) if (self.counter>100);

#		if (self.counter>50 && @spatters<60) then
#			@spatters+=1
#			self.map.spawnEntity(RedWallSpatter,"tiles.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0).parent=self 
#		end

class DarkWallSpatter/DoomWallSpatter/RedWallSpatter < Entity

#		self.destroy() if (self.counter>100)

class Claw/WhatClaw < Entity

		 #self.ys=self.y-(self.y0-7.75) if (self.ys<self.y-(self.y0-7.75));

player.rb

class Player < Entity

#		a=2.0; b=0.8; c=2.0;


		# (air?@airaccel:@runaccel)


#			setButton(0,0) if ( @jump<=0 && ys>=0)
#		else
#			setButton(0,0) if @jump>0;
#			@jump=0;


#      if (ys>=@fallspeed) playSFX(6);


#        for (int i=0; i<10; i++)
#        objects->NewObject(x+5/16,y+1, (-64+(rand()%128))/2048.0, (128+(rand()%128))/2048.0, FLAG_OBSTRUCTABLE | FLAG_FADEOUT, 30, stuff, 4);


#  e->seq=e->seq%4;
#  if (gunflag>0) e->seq+=4;

class PlayerShot < KillsEnemies

	#	@power+=1 if $shot_speed > 1

Hidden Development-Related Text

In scripts\main.rb, a guide containing block/eversion info can be found.

#               0 1 2 3 4 5 6 7
# clouds        - # # - - - - - 
# bushes        # # - - - - - -
# bricks        # # # X X - - -
# item bricks   ! ! ! ! # # # #
# flowers       - - - - - ! ! !