Eversion (2010)
Eversion |
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Developer: Zaratustra Productions This game has unused code. |
This page covers the HD re-release of Eversion. For the original freeware release, see here.
Princess is vanished, you must save princess. But not really.
Contents
- 1 Unused Graphics
- 2 Unused Music
- 3 Unused Code Strings
- 3.1 main.rb
- 3.1.1 Preload
- 3.1.2 class GameState < State
- 3.1.3 class StageEnd < Entity
- 3.1.4 class EvMap < Map
- 3.1.5 class BumpedBlock/BumpedBrick < Entity
- 3.1.6 class Flag < Entity
- 3.1.7 class DeathCloud < Entity
- 3.1.8 class BloodCloud < Entity
- 3.1.9 class DarkWallSpatter/DoomWallSpatter/RedWallSpatter < Entity
- 3.1.10 class Claw/WhatClaw < Entity
- 3.2 player.rb
- 3.1 main.rb
- 4 Hidden Development-Related Text
Unused Graphics
All of the following take in consideration the folder chrs.
Zee Tee
These are located in the file player.cha.
Blinking Animation
Blinking sprites, carried over from the freeware release.
Extended Jump Frames
Two extra sprites for Zee Tee's jumping movement, which, despite being unused, were redrawn.
Ghuliba Sprites?
The Ghuliba enemy sprites, also carried over from the freeware release.
Ghuliba
Stored within goomba.cha are sprites for Zee Tee, the player character. These are also carried over from the freeware release.
Claw
tclaw.cha contains a darkened version of the flying claw sprite from the freeware release.
Old Tile Graphics
tiles.cha contains all of the game's level tiles from the freeware version of the game, though they are left unused in favor of refurbished graphics, located at tiles_big.cha.
Unused Music
Curiously, the old "goal" tune, which was recycled from Cocoron and used in versions 1.4.0 and 1.5.2 of the freeware release, can be found in music/goal.s3m. It's worth to note that this file was completely absent from freeware version 1.7.3.
Unused Code Strings
Many of the unused code strings in scripts\main.rb and scripts\player.rb from the freeware version were carried over to here, though there are some new ones as well.
main.rb
Preload
# $img_status=loadImage("status.pcx");
class GameState < State
#$gemarray=nil; #$img_title.blit(0,0)
class StageEnd < Entity
# $gemarray[0][2][$mapno-1]=@time if ($gemarray[0][2][$mapno-1]==0 || $gemarray[0][2][$mapno-1]>@time);
class EvMap < Map
#$gemarray[$mapno] = $gemarray[$mapno][0..$maxgems-1] if ($mapno && $gemarray[$mapno].length>$maxgems)
class BumpedBlock/BumpedBrick < Entity
# self.ys=-3.0/16;
class Flag < Entity
# self.alpha=($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_big.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_big.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_big.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0); # self.map.spawnEntity(RedWallSpatter,"tiles_big.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_big.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_big.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
The block/eversion guide in scripts\main.rb was carried over as well.
# 0 1 2 3 4 5 6 7 # clouds - # # - - - - - # bushes # # - - - - - - # bricks # # # X X - - - # item bricks ! ! ! ! # # # # # flowers - - - - - ! ! !
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