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Joan Jade and the Gates of Xibalba (Nintendo DS)

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Title Screen

Joan Jade and the Gates of Xibalba

Developer: CyberPlanet Interactive[1]
Publisher: Purple Hills[1]
Platform: Nintendo DS
Released in EU: November 16, 2011[1]


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.


A hidden object game in which archaeologist Joan Jade searches for her missing children while at the same time exploring some Mayan ruins.

Commented-Out Strings

The game's stage parameter files, which can be found inside of the folder data\ENG\SceneGamePlay, contain commented-out strings, listed as follows:

Stage1.txt

Contains an early version of Event 301, which is used for the tutorial. The final game splits this in two events; the final Event 301, and Event 307.

//#Event_[301]//Tutorial
//#Require	[-1&0]
//#Action		[10](In this game, you must search for \nitems, collect them and then \nuse them on other items until \nyou open a passage to another \nlocation. Touch on this \nitem to learn more about it.)	- [0]
//#Action		[4](5,R)	- [0]
//#Action		[10](Now you know the chest is locked,\nso you must find a key.\nPerhaps it fell into \nthe excavation.) 	- [2]
//#Action		[4](6,R)	- [2]
//#Action		[4](5,H)	- [2]
//#Action		[14]()		- [3]
//#End 

Stage2.txt

Contains what seems to be early versions of Events 328 and Events 329, which use different dialogue compared to the final game (Maybe I should put some kind of a crystal there.).

//#Event_[332]//àÁ×èÍ «èÍÁ Tooth àÊÃç¨áÅéÇ áÅéÇä» ¨ÔéÁâ´¹ ÊÑ­ÅѡɳìÊբͧ crystal
//#Requre		[23]
//#Condition	[PRESS]-EVENT[6-R]-USE[0x00]
//#Action		[10](Hmmm...  Could these symbols\nbe a clue as to what to\ndo with the crystals?) - [0]
//#Action		[14]() - [1]
//#Trigger	[-332]
//#End
//#Event_[333]//àÁ×èÍ «èÍÁ scale àÊÃç¨áÅéÇ áÅéÇä» ¨ÔéÁâ´¹ ÊÑ­ÅѡɳìÊբͧ crystal
//#Requre		[24]
//#Condition	[PRESS]-EVENT[7-R]-USE[0x00]
//#Action		[10](Hmmm...  Could these symbols\nbe a clue as to what to\ndo with the crystals?) - [0]
//#Action		[14]() - [1]
//#Trigger	[-333]
//#End

Stage4.txt

Events 331 to 336, while not completely unused, contain commented-out lines of code.

//#Action		[4](20,R)		- [0]
//#Action		[12](20,2,1)	- [0]
//#Action		[15](20,25,55)	- [0]
//#Action		[4](20,R)		- [0]
//#Action		[12](20,2,1)	- [0]
//#Action		[15](20,45,55)	- [0]
//#Action		[4](20,R)		- [0]
//#Action		[12](20,2,1)	- [0]
//#Action		[15](20,55,55)	- [0]
//#Action		[4](20,R)		- [0]
//#Action		[12](20,2,1)	- [0]
//#Action		[15](20,195,45)	- [0]
//#Action		[4](20,R)		- [0]
//#Action		[12](20,2,1)	- [0]
//#Action		[15](20,230,45)	- [0]
//#Action		[4](20,R)		- [0]
//#Action		[12](20,2,1)	- [0]
//#Action		[15](20,240,45)	- [0]

Stage5.txt

Event 383 is completely unused.

//#Event[383]
//#Require	[70&64&66]
//#Action		[9](BG_SUB_5,BG_SUB_WHEEL)	- [0]
//#Action		[10](These three wheels should\nhelp me unlock the gate\nto the corridor.) - [0]
//#Action		[14]()			- [1]
//#End

Stage6.txt

Event 303 is completely unused. Note that this event, barring the requirements, is identical to the aforementioned Event 383 in Stage5.

//#Event[303]
//#Require	[69&64&66]
//#Action		[9](BG_SUB_6,BG_SUB_WHEEL)	- [0]
//#Action		[10](These three wheels should\nhelp me unlock the gate\nto the corridor.) - [0]
//#Action		[14]()			- [1]
//#End

Stage7.txt

Events 73, 303 and 325 have commented-out strings. There's also an earlier version of Event 333, which has different dialogue compared to the final game (I need to make a rung to reach the vines.).

//#Action		[2](20,2)		- [0]
//#Action		[16](20,5,0)	- [0]
//#Action		[4](20,R)		- [1]
//#Trigger		[-303]	
//#Action		[16](20,7,0)	- [0]
//#Action		[2](20,2)		- [0]
//#Action		[4](20,R)		- [0]
//#Event_[333]
//#Require	[73&-80]
//#Condition	[PRESS]-EVENT[5-R]-USE[0x00]
//#Action		[10](I need somthing heavier)	- [0]
//#Action		[14]()	- [1]
//#Trigger	[-333]
//#End

Stage8.txt

Event 92 contains some commented-out strings.

//#Action		[16](6,2,0)		- [0]
//#Action		[2](6,2)		- [1]

//#Action		[4](6,R)		- [1]

Stage12.txt

Events 342 to 344 are completely unused.

//#Event_[342]
//#Require	[-135]
//#Condition	[PRESS]-EVENT[9-H]-USE[0x00]
//#Action		[10](This figure is where it should be.) - [0]
//#Action		[14]()	 - [1]
//#End

//#Event_[343]
//#Require	[-136]
//#Condition	[PRESS]-EVENT[10-H]-USE[0x00]
//#Action		[10](This figure is where it should be.) - [0]
//#Action		[14]()	 - [1]
//#End

//#Event_[344]
//#Require	[-137]
//#Condition	[PRESS]-EVENT[11-H]-USE[0x00]
//#Action		[10](This figure is where it should be.) - [0]
//#Action		[14]()	 - [1]
//#End

Stage13.txt

Event 401 is completely unused.

//#Event_[401]//§Ñ´
//#Require		[144]
//#Condition		[PRESS]-EVENT[8-R]-USE[0x00]
//#Action			[2](10,12)	- [0]
//#Action			[2](11,13)	- [0]
//#Action			[4](9,H)		- [0]
//#Action			[4](8,H)		- [0]
//#Action			[4](10,R)		- [0]
//#Action			[4](11,R)		- [0]
//#End

Stage17.txt

Event 304 has a commented-out line which refers to a different condition for it to happen.

//#Condition	[PRESS]-EVENT[12-R]-USE[0x00]

Stage18.txt

Event 402 has three commented-out lines of code:

//#Action		[16](6,0,0)		- [0] //TYPE_MOVE_EVENT_TO_EVENT
//#Action		[2](6,2)		- [1] //TYPE_REPLACE_ANI

//#Action		[4](6,R)		- [1]

Stage19.txt

Contains a completely unused event, numbered 324, as well as several commented-out lines in 325.

//#Event_[324]
//#Require	[203&204]
//#Action		[10](That should be enough to carry me.) - [0]
//#Action		[14]()	- [1]
//#End
//#Action		[16](7,2,0)		- [0]
//#Action		[2](7,2)		- [1]

//#Action		[4](7,R)		- [1]

Stage21.txt

Contains three unused events, numbered 259 to 261:

//#Event_[259]//à¡çº Water Essence
//#Require	[254&-258&-260&-261]
//#Condition	[PRESS]-EVENT[7-H]-USE(0x00)
//#Action		[6](7,0x24e)	- [0]
//#End

//#Event_[260]//à¡çº Air Essence
//#Require	[254&-258&-259&-261]
//#Condition	[PRESS]-EVENT[9-H]-USE(0x00)
//#Action		[6](9,0x254)	- [0]
//#End

//#Event_[261]//à¡çº Earth Essence
//#Require	[254&-258&-259&-260]
//#Condition	[PRESS]-EVENT[10-H]-USE(0x00)
//#Action		[6](10,0x245)	- [0]
//#End

Stage24.txt

Contains a commented-out parameter in Event 278:

//#Action		[4](6,H)		- [0]

Stage/Minigame Templates

Numerous template files and guides for some minigames can be found within the game's filesystem, as follows:

data\ENG\SceneGameplay\StageTemplete.txt

//@0 [1/0x33]-[R/H]-(x,y)-@2
#INITIAL
@0	[0x33]-[R]	
@1	[0x34]-[R]
@2	[0x34]-[R]
@3	[0x34]-[R]
@4	[0x34]-[R]
@5	[0x34]-[R]
@6	[0x34]-[R]
@7	[0x34]-[R]
@8	[0x34]-[R]
//@16 [1]-[H]-(24,80)		Param(Ani|Cell)-[H]-(x,y)
#END

//#Event_[id]
//#Require	[10&12&13...]&[14|15|16|...]
//#Condition	[TYPE]-EVENT[IDX_EVENT-(U/R/H)]-USE[0x01, 0x03, ...]
//--Condition---[TYPE] = [PRESS],[WAIT_EX]
//#Action	[TYPE](Param1, Param2, ...)-[Priority]
//#Trigger	[10,11]
//#End
//---Action---
//	1	= TYPE_REPLACE_CELL			Param(IDX_EVENT, CELL_EVENT)
//	2	= TYPE_REPLACE_ANI			Param(IDX_EVENT, ANI_EVENT)
//	3	= TYPE_ADD_ITEM				Param(CELL_ITEM)//+ = Add, - = Remove
//	4	= TYPE_SET_RENDER			Param(IDX_EVENT, (R/H))	//R - Render, H - Hide
//	5	= TYPE_MOVE_ITEM_TO_EVENT	Param(IDX_EVENT, MOVE_TIME)
//	6	= TYPE_MOVE_ITEM_TO_SLOT	Param(IDX_EVENT, CELL_ITEM, MOVE_TIME)
//	7	= TYPE_MOVE_EVENT_TRAN		Param(IDX_EVENT, TRANS_X, TRANS_Y, MOVE_TIME)
//	8	= TYPE_NEXT_SCENE			Param(sSCENE, nStage)
//	9	= TYPE_FADE_BG				Param(sPathOri, sPathFade)	//change to PROCESS_BG
//	10	= TYPE_SHOW_TEXT			Param(sText)			//change to PROCESS_SHOWTXT
//	11  = TYPE_REMOVE_ITEM			Param()
//  12  = TYPE_PLAY_EFFECT			Param(IDX_EVENT, ANI_EFFECT ,PLAYTIME )
//	13	= TYPE_MOVE_EVENT_TO_POS	Param(IDX_EVENT, POS_X ,POS_Y, MOVE_TIME )
//	14	= TYPE_CLOSE_TEXT			Param()	//Close Text and change to PROCESS_INPUT
//	15	= TYPE_SET_POS				Param(IDX_EVENT, POS_X ,POS_Y)
//	16	= TYPE_MOVE_EVENT_TO_EVENT	Param(IDX_EVENT, IDX_DEST, MOVE_TIME)

#Event_[11]
#Require	[10]
#Condition	[PRESS]-EVENT[2-R]-USE[]
#Action		[]
#End

data\ENG\SceneMiniGameMaze\Maze.txt (within)

//Dimension 24x14
//0=Wall, 1=Empty, 2=Key

data\ENG\SceneMiniGameSliders\Pattern1.txt (within)

//V2 = Vertical 	length : 2
 //H3 = Horizontal	length : 3
 //id:0 = key

data\ENG\SceneMiniGameTrap\TrapTemplete.txt

This also doubles as an unused level for the Trap minigame, as the pattern seen here does not match any of the ones actually called by the game.

//0 = Empty
//S = Stone
//E = Statue Hand Empty
//H = Statue Hand Stone
//> = Fire Right
//< = Fire Left
//^ = Fire Up
//v = Fire Down
//Player [POS]-DIR
//Lightning Pillar [PILLAR_1]-[PILLAR_1]|[PILLAR_2]-[PILLAR_2]

#STAGE_111
00v>0L
0E0000
0HL00L
0S0S0L
0EL000
0S000L
#PLAYER [0,2]-U
//------|---0---|---1---|---2---|
#MOVABLE [1,1]-E|[1,2]-H|[1,4]-E|
#LIGHTNING [5,0]-[5,2]|[2,2]-[2,4]|[5,3]-[5,5]|
#HINT_0	@0->[2,1]
#HINT_1 @1->[2,2]
#HINT_2 @2->[4,4]
#HINT_3 @2->[4,0]
#END_111

//HINT_[Prior] @[IDX]->[DestX, DestY]

References