Proto:Star Fox Adventures/Dinosaur Planet
This is a sub-page of Proto:Star Fox Adventures.
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
A prototype build of Dinosaur Planet for the Nintendo 64 was released by Forest of Illusion on February 20, 2021. Dated December 1, 2000, it appears to be one of the final builds of the game in its original form, and represents the state of development at the beginning of its transition into Star Fox Adventures.
- 1 Sub-Pages
- 2 General Differences
- 3 Sabre
- 4 Unused HUD Elements
- 5 Opening Demo Cutscene
- 6 Unused Model Elements
- 7 Unused Options Menu
- 8 Crash Handler
| Comparison to Star Fox Adventures|
Two sides of the same coin.
| Unused Models|
All the dev purpose markers, unused planets, and catching those hands!
| Unused Areas & Maps|
Back when Walled City and Earth Walker Temple still were two separate areas.
| Unused Text & Development Text|
Early localizations, early scripts, and lots of placeholders.
| Unused Sounds & Dialogue|
Unused sounds found within the game files.
- In a bit of a surprise, Fox McCloud has already begun replacing Sabre, the original male protagonist, by this point. This said, there are still numerous references to Sabre present, including his model, implying that the change was rather recent.
- Krystal is fully playable throughout the game, rather than only being playable in the prologue.
Although Sabre has been partially replaced by Fox in this build, two of his character models are thankfully still present! One can be seen without hacking just by using the Illusion Spell.
|Protagonist Character Models|
|Gameplay Low||Cutscene||Gameplay High
Krystal has five character models:
- 0x0: Gameplay Low-Quality (501 tris) - a lower-poly model (compared to her cutscene model 0x1), using the same textures as 0x1 and 0x2 except on her arms, legs, and the back of her head, which are untextured and vertex-shaded
- 0x1: Cutscene (693 tris) - a higher-poly model with face blendshapes
- 0x2: Gameplay High-Quality (unused) (501 tris) - an identical model to 0x0 except textures are applied to her arms, legs, and the back of her head
- 0x3: Shadow (193 tris) - the lowest-poly model, untextured, used to generate projected shadow textures
- 0x4: Illusion Spell (501 tris) - the same model as 0x0 and 0x2, but with different half-resolution multi-frame textures that are used to blend her disguise in/out
Assuming Sabre originally had the same collection of models it seems likely that his Gameplay Low-Quality and Cutscene models were overwritten by Fox's two models, and his surviving meshes are:
- 0xA: Gameplay High-Quality (unused) (705 tris) - likely identical to his missing Gameplay Low-Quality model, except Sabre's LQ model may have had some untextured vertex-shaded polygons like Krystal's does
- 0x9: Illusion Spell (unfinished) (705 tris) - the same model as 0xA, but with different half-resolution textures that would be used to blend his disguise in/out
Sabre's shadow model is a duplicate of Krystal's (causing it to animate bizarrely because of Sabre/Krystal's different joint hierarchies). His Illusion Spell model is partially set up for multi-frame texture blending like Krystal's (the textureID datablock has duplicate entries for storing the extra frames, just like Krystal's), but the SharpClaw texture frames had yet to be created. Judging by Krystal's models, Sabre's missing cutscene model would likely have used all the same textures as the High-Quality Gameplay model but with some extra polygonal detail, particularly around the face to provide appropriate topology for his expressions.
Sabre's models each have some issues: his pupils animate properly in both, but he doesn't blink despite the frames for this animation being referenced in the model. The models also have a bug that causes Sabre's sword (which is a separate model) to turn white most of the time, occasionally flickering back to normal under unpredictable circumstances.
The Illusion Spell model uses the wrong textureID for the back of Sabre's head, applying a similiar-looking ShadowHunter dinosaur texture (#2300) by mistake. It should probably use this texture instead (#3032), which is half-resolution like the rest of the Illusion models' textures and matches the dimensions the model's texture datablock expects for this material (32x64px):
|TID 2300||TID 3032|
Sabre's high-detail gameplay model has some animation issues: he stays in one pose during gameplay and wiggles his ear when his jaw should be moving. This happens because the model's animation list (in MODANIM.bin) and joint remap list (in AMAP.bin) only contain data for one animation ID. Sabre's Illusion Spell model also occasionally plays the wrong animation, for example during the item pickup cutscene, because he seems to have outdated animation and joint remap lists with data for 33 fewer animation IDs than his gameplay/cutscene models' lists.
Sabre's face doesn't change expression during cutscenes because his gameplay models contain no blendshapes. Dinosaur Planet stores blendshapes inside characters' cutscene models, so Sabre's facial expressions were sadly erased when his cutscene model was overwritten with Fox (who also lacks blendshapes of his own). Sabre's missing expressions are still called during his cutscenes however, which is why Krystal emotes when brought into scenes that are supposed to feature Sabre.
The following GameShark code will replace Fox's gameplay and cutscene models with Sabre's Illusion Spell model:
81021780 0C02 81021782 6CC1 81021784 0000 81021786 0000 8109B304 240E 8109B306 0007 8109B308 108E 8109B30A 0003 8109B30C 240E 8109B30E 0008 8109B310 148E 8109B312 0002 8109B314 0000 8109B316 0000 8109B318 2404 8109B31A 0009 8109B31C 0800 8109B31E 5F57 8109B320 0004 8109B322 2023
Unused HUD Elements
The game contains a Scarab counter which is normally disabled. It can be re-enabled with the following GameShark code: 805C4D66 0008.
Krazoa Language Icons
The game contains 26 16x16px glyph icons grouped with the rest of the HUD graphics. Higher-resolution versions of these symbols also appear in the Krazoa shrines' entry corridor wall murals, making it clear that they're stylised alphabetical characters based closely off their Latin alphabet counterparts.
It's unknown if any programming is implemented that makes use of these textures, but it's likely they were intended for the Krazoa Translator item used by Krystal in the later acts of her story outline. A model exists for this object, which would have allowed her to decipher ancient text hidden throughout the planet's landscape. There appear to be some placeholder locations for such translatable text in Cape Claw, where the letter "T" is marked on several cave wall tiles.
Bytes 030E to 0342 in TEXTABLE.bin seem to be used for storing the textureIDs to be used by each alphabetical glyph, but it's currently unknown if any code references these bytes.
The Krazoa shrine murals spell out the names of the 8 Krazoa Tests, and appear to reveal early names for some of these challenges.
|Krazoa Shrine Murals|
|Left Wall||Right Wall|
An unused Krazoa shrine map with minor model differences also includes numerical glyphs under these murals.
The Krazoa glyphs even make a very minor (and previously indecipherable) appearance in the final Star Fox Adventures, spelling out "KEITH" (likely an Easter egg left by artist Keith Rabbette) on Krazoa Palace's wall textures.
The HUD icons are difficult to parse at their tiny 16x16px resolution, but it's still possible to discern their details based on the larger Krazoa mural textures and the commonalities in the characters' design choices. For clarity's sake, here are recreations of the glyphs at a higher resolution. The symbols for 0 and 9 are speculative and extrapolated from the other symbols, but it's possible that the Krazoa language is supposed to have a Base 8 number system (in this case the single-dotted symbol could denote 0 instead of 1) considering how the number 8 recurs in Dinosaur Planet's story (8 planets/spirits/shrines).
Remnants of an earlier user interface seen in the press video and several teasers for the game. The head icons are prerendered images of the characters' high-poly models, the same models which were used for the higher resolution rendered artwork seen on the leaked character biographies. Sabre's icon is missing (it would also be a prerender of the model seen in the character bios, and is seen in teasers). It is unknown if Kyte ever had one in the first place, but an icon for her is missing as well. Also missing are most of the item icons and the font for the magic and food counters, along with the base health bar, which this blue one would overlay and be cut off as your health lowered.
E3 HUD Leftovers
Unfortunately, little remains of the HUD shown off at E3.
Opening Demo Cutscene
Replace the video with a better one in the native resolution.
An unused opening demo. It doesn't appear to be finished given how rough the animation looks in some areas. It can be viewed in-game by using the following GameShark code and pressing D-Pad Up after starting a new save file.
815C5048 C538 815C504A 1BC8 815C504C 4092 815C504E 73A3 815C5050 4694 815C5052 F18A D10A7DC0 0800 800B4A58 0001
Unused Model Elements
Cutscene Krystal Eyebrows
Krystal's cutscene model references a transparent eyebrow texture which isn't used by any of her polygons. This suggests that an earlier version of her character model had her eyebrows as separate pieces of geometry from the rest of her face.
Randorn's character model has three unused joint chains intended for a cape, which was seen in early footage of the game but deleted by the time of this build (possibly because Randorn spends a lot of his screen-time either sitting or sprawled on the ground, and counter-animating his cape's floor intersections could have been nightmarish). Despite this, many of his animations still contain movement for the cape! The texture for his cape is also referenced in his model, and luckily it still exists:
Glowing SharpClaw Eyes
Early footage showed that Scales and the GuardClaws once had glowing eyes, but the effect is missing in this build. Despite this they still have the glowing effect partially defined in their models: their pupil verts' offsets are all zeroed out within the vertexGroup Offset datablock (the block with its four-byte offset at 0x14 in the decompressed model). The SharpClaw footsoldiers' glowing eyes still work in this build because their pupil verts also aren't referenced within their model's vertexGroup datablock (the block with its offset at 0x18, decompressed), as well being zeroed out in the vertexGroup Offset datablock. Vertices' colours will only be updated by the lighting system if they're referenced in the vertexGroups block, which is why the unreferenced pupil vertices appear to glow.
While Scales' eyes could be made glow by removing all references to his pupil verts in his vertexGroup datablock, this method would unfortunately also break his face blendshapes since the verts excluded from his vertexGroup block would no longer have their positions updated. With that in mind, it's possible that Scales' glowing eyes had to be removed when blendshapes were added to his model midway through development. Scales' model doesn't make use of any blendshapes during the entire opening Galleon sequence (the only scene where his glowing eyes were seen), whereas cutscenes from a more recent point in development like the CloudRunner Race sequence do make use of them, suggesting they're a later addition.
Krazoa Spirit Animated Texture
The ghostly Krazoa heads found in the Test Shrines seem to be intended to use an animated texture for the wisps that trail behind them, but only a single frame from the animation is used. Variations of this texture exist for each of the different Krazoa ghost models.
Unused Options Menu
Almost none of the options work, however. Enabling the below code will bring the game here upon booting, instead of the save file menu. Exiting this menu with B will crash the game; the game appears to load segment ID 0x3E, which was likely an old menu screen that no longer exists.
Main Menu = Unused Options Menu 8008C857 0041
To exit the menu without crashing, apply the below codes and disable the above code to exit back into the logo screens from this menu. This makes the menus slightly glitchy, however.
Return Out of Options Menu 8008C853 003C 8008C857 003F
Allows for adjustments to screen settings. The Ratio option is always set to 16:9 by default, but the game still appears in 4:3.
Allows changing of music, sound effect volumes, and speaker setup settings. Setup appears to take no effect, but the Music and SFX sliders work as intended.
Allows toggling of subtitle text, though subtitles still output regardless. The "instruments" option hides HUD elements, for example the minimap.
Allows changing of the Z button functionality. Also shows the controls.
A cheat menu with no functionality. "BIG HEAD" is set to On by default and can't be turned off, though it has no effect. The rest of the cheats are below:
GIANT HEAD BLANK 1 BLANK 2 BLANK 3 BLANK 4 BLANK 5
There's two pages of cheats. Attempting to scroll down to a third page will crash the game.
Doesn't work. Was possibly intended to be used to view all cutscenes currently encountered in a save file's playthrough.
If the game ever crashes, it'll display this crash handler.