Joan Jade and the Gates of Xibalba (Nintendo DS)
Joan Jade and the Gates of Xibalba |
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Developer: CyberPlanet Interactive[1] This game has unused areas. |
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
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused code
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by CyberPlanet Interactive
Games > Games by platform > Nintendo DS games
Games > Games by publisher > Games published by Purple Hills
Games > Games by release date > Games released in 2011
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 16