Proto:Star Fox Adventures/July 2002 Demo
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.
This demo of Star Fox Adventures is an earlier build found on the USA July 2002 Interactive Multi-Game Demo Disc. This version of the game has numerous significant differences despite being built only a few months before the retail release in September 2002. Lots of the map models, level setups, and cutscenes had yet to be fully finalised at this point, suggesting that the team were under heavy time pressure in the final weeks of development. Dragon Rock is particularly different in this version, and it seems the team were left with little option but to cut large portions of it in their struggle to polish the game ahead of the looming Microsoft buyout.
Though the filename of the image contains "E3" and there are references to "E3" in the code, the game that boots is not the actual E3 version. However, there are many, many leftovers from the E3 version, such as the intro movie, logo, bootloader, and perhaps more. It is currently unknown if all files that are necessary to make the E3 version work are present on the disc.
As well as providing a glimpse into an earlier part of SFA's development, the kiosk disc also notably contains many leftover assets from the N64 Dinosaur Planet! These include a huge amount of unreferenced models, music, sound effects, speech, code, text, and more - some of which appear to be in a very slightly more complete state than the December 2000 build. These files are not present in the retail version of Star Fox Adventures.
A few files also seem to contain remnants from either a very early version of Diddy Kong Racing or a proposed sequel to it! Several hundred textures from this project can be found in "TEX.bin" and it's possible that "TRACKS.bin" contains two level models from it. Dinosaur Planet started out as a sequel to DKR, which may explain how these files ended up on the disc.
- 1 Sub-Pages
- 2 General Differences
- 3 Level Differences
- 4 Music Differences
- 5 Help Text
- 6 E3 2001 Leftovers
- 7 Unused & Early Graphics
- 8 Diddy Kong Racing Sequel Leftovers
- 9 File Info
- 10 Debug Functions
- 11 Action Replay Codes
- 12 References
| Dinosaur Planet Leftovers|
A lot more than in the final game!
- Only English subtitles are available. The other languages cannot be selected and can only be accessed through cheat codes.
- The volume sliders in the audio settings menu don't seem to work in this version.
- The prototype shows the early Dino text of Queen Earthwalker's speech if the language is set to French.
- Cheat Token wells are absent. The things that could be unlocked with those in the final game have to be unlocked with the above Action Replay codes.
- A different effect is used while Krystal or Fox possess a Krazoa Spirit - their eyes glow purple instead of taking on a reflective purple sheen. A similar effect was used in the N64 Dinosaur Planet.
- PukPuk Eggs have a different design with purple/blue/orange texturing.
- The SharpClaw's explosive barrels have a different design.
- Krazoa pads use a different warping sound effect.
Here are just a few observations, but there are still plenty more changes to document beyond these few!
Add screenshots and comparisons for all these differences.
Many of the levels have substantial differences compared to the final retail version of the game:
- The platforms underneath Krystal's starting area don't seem to have any purpose in this version - the BafomDad that's there in final game can instead be found behind the pillars of the temple entrance.
- The flamethrower-lined corridor leading deeper into the temple isn't blocked by crates.
- In the hall with the wounded EarthWalker who signalled Krystal's help, the Krazoa statue is simply a flat texture in this version instead of being modelled into the wall.
- A different purple flame animation is used on the torches surrounding the rooftop mechanism that traps Krystal.
- The interiors of the SnowHorn huts outside the mines have less elaborate texturing and wooden supports modelled into their ceilings.
- The main dungeon area of DarkIce Mines has many extra rooms, most of which also existed in the N64 Dinosaur Planet version of the level.
- The mines use work-in-progress wall textures with markings overlayed to help the 3D artists determine the correct orientation for the faces' UVs.
Volcano Force Point Temple
- One of the upper floor's rooms is very incomplete and has chunks missing from its model.
- The SpellStone chamber has a much simpler visual design with a lava and water theme. Gyroscopic silver rings spin at its centre.
- The well linking LightFoot Village and Cape Claw is quite different, with timed platforms jutting out of its walls and many Staff Rocket Boost pads.
- The smaller palm trees have a different design.
- The cave leading to the SharpClaw cannon has a different layout, resembling the spot where a Shiny Nugget can be found in the N64 version of Cape Claw.
- The level is set on a stormy night in this version of the game, just like in Dinosaur Planet. The weather changes to daytime in the later areas of the fortress after Fox is captured.
- The obstacle course outside the Fortress doesn't seem to have a time limit.
- The robots patrolling the spiral ramp into the fortress use their model from N64 Dinosaur Planet.
- A cutscene plays the first time you use the SharpClaw Disguise - Fox huddles over in a SharpClaw-like pose while a wave of light washes over him. A version of this animation plays each time you transform and you can't move during it.
- Fox stays in his SharpClaw Disguise during the cutscene of him retrieving Krystal's staff!
- The air shaft leading out from the dungeon uses different textures.
- The cliffside area at the back of the fortress has a number of treasure chests which are reused from the N64 version.
- Certain sections of the fortress use the "Sound Test 09" and "Sound Test 28" music tracks which go unused in the final version of Star Fox Adventures outside of the jukebox. The latter piece of music was composed for Dinosaur Planet, and is played while Krystal makes her approach into its version of CloudRunner Fortress.
- Interactive Krazoa-pattern-framed info screens appear throughout the fortress, which are also in the N64 version.
- SharpClaw burst out of the walls in the aviary room where the CloudRunner Queen is held captive! Small remnants of these rooms can still be seen out-of-bounds in the final level model.
- The treasure rooms before the speeder race area are filled with timed proximity mines! This may be a remnant of the "CloudRunner Trap Rooms" idea which was scrapped during Dinosaur Planet's development.
- The ladder down to the speeder race doesn't lead into a cutscene loading zone here. Instead it seamlessly transitions into the unused CloudRunner link room - a corridor with conveyor belts, a cage filled with treasure chests and crates, a few SharpClaw, and an odd spacey skybox - which then leads into the speeder race treasure rooms. It's unused but still present in the final game's files.
- Fox fires icy projectiles at Scales during their confrontation cutscene.
- The demo contains an unused map of the Galleon's interior separate from the one used during the intro. Its internal name is "insidegal" - N64 Dinosaur Planet also has this map and it can be visited while the Galleon is docked at the back of CloudRunner Frotress, so it's possible General Scales' Galleon was at one point planned to appear here in SFA too. Hidden warp zone objects exist floating where the lower deck doors would be positioned if the ship was docked there, even in the retail version.
Find a way to visit the "insidegal" map and discuss/screenshot what's inside, or extract what remains of it. Does it have a lower floor with unused rooms like the DP version of this map?
Ocean Force Point Temple
- This area is quite glitchy and incomplete at this point in development with very rough door animations and seemingly broken warp points.
- A warp pad is used to access the lower half of the temple in the final game, but it seems like the upper and lower halves were intended to be seamlessly connected by an elevator in this version (just like Dinosaur Planet's Desert Force Point Temple). Some of the upper half will still load if you moonjump up through the elevator shaft.
- Electric arcs course through the temple basement much like in the N64 equivalent of this level.
- The Krazoa statues in the room with the flame puzzle have a placeholder N64 model.
- The SpellStone chamber has a much simpler design, the same as in VFPT.
- The Arwing lands beside the building holding the shackled HighTop, where a wall of brambles blocks direct access to the central area of Dragon Rock.
- There's an elaborate underground section of Dragon Rock which was entirely scrapped from the final game. Its entrance is initially covered by a hatch found where the Arwing lands in the retail version. Below the hatch is a spiral path leading down into a pit, and from here Fox can venture into a dark tunnel. The model data for the tunnel shows it was intended to be blocked by destructible debris, however the debris is invisible (but still tangible) by default. Inside this tunnel Fox will be attacked by swarms of Skeetlas - small scuttling insectoid creatures scrapped from the final game which burrow out of the ground. The tunnel opens out into a large industrialised room with pipes, metal grating, and hazardous steam vents. The captured EarthWalker is tied up here and must be defended from the Skeetlas until they're freed. One of Dragon Rock's shield generators is also be found here and can be destroyed by solving a puzzle involving a fused explosive barrel. The room is largely functional, but the cutscenes for the EarthWalker seem to be missing and the constraint programming for the shackles' glowing chains is buggy - the team may have run out of time to address these issues and had no option but to scrap the room and move the EarthWalker to the central part of Dragon Rock instead. A very similar EarthWalker/Skeetlas room appears in the N64 version of Dragon Rock.
- There's an empty penned-in area beside where the Arwing would land in the final version. The nearby tunnel leading to the Skeetlas room is blocked by debris, and the Dinosaur Planet version of Dragon Rock has a very similar penned-in area where the player could find explosive barrels, so it's likely that explosives were going to be placed here too.
- A strange giant purple plant can be found dotted throughout the area.
- The Spore Pod enemies have a different model, seemingly using N64 Dinosaur Planet assets as a placeholder.
- The FireCrawler enemies are largely missing. One can be found inside the building where the CloudRunner is detained, but it can't be battled properly since its programming seems to be incomplete.
- Drakor's boss arena has a few holes in its model and less detailed texturing in some sections. The HUD displays a CloudRunner health bar here, potentially suggesting the fight was once intended to take place while riding a CloudRunner like in Krystal's Galleon intro! A floating platform like the one Fox rides in the final version is also be found here however. Alternatively the CloudRunner icon could simply be a placeholder for Drakor's health bar.
Dragon Rock - Bottom
Take screenshots! Investigate if the pushcart has any behaviours programmed. Check if the glitchy cutscenes (i.e. after destroying the wooden debris and sending electical arcs across the first room, or pulling the control room lever after detonating a barrel beside the boss door) are simply incomplete or whether they're messing up due to incorrect game progression flags.
Astonishingly the files also contain a second unused underground area of Dragon Rock with the internal name "Dragon Rock - Bottom" (or "dragrockbot")! It's a revamped equivalent of the area leading up to the Kamerian Heart boss room in the N64 version of the level. It features a unique puzzle involving a pushcart, electrical arcs, powered railtracks, switchable railway junctions, a flamethrower pushblock, and explosive barrels. After solving the puzzle Fox gains access to a portal which warps him to Drakor's boss fight. The area is accessed via a long dark railway tunnel which is partly included in the map. The other end of this tunnel was presumably once located near the CloudRunner jail since this is where the tunnel starts in the N64 version, but the underground area must have been recently scrapped by this build since there's no way to access it from the surface. The area's puzzle can't be solved as intended since the pushcart won't move, but it can be cheated by grabbing an explosive barrel out of the air just before it crashes into the ground. It's currently unclear whether the room's elements weren't fully implemented or if they're just misbehaving due to invalid game progress flags - it does warp you to Drakor if you pull the control room switch after detonating a barrel beside the boss door, but the cutscene is extremely glitchy.
The escape sequence tunnel from the N64 version of this area is still included in the model, however it's mostly out-of-bounds and intersects awkwardly with the ceiling of the control room.
|Download "Dragon Rock - Bottom" Crash Fix v1 - by MMDModdler
File: SFA-Kiosk-dragrockbot-Fix-v1.zip (2 KB) (info)
0011683f 00000034 00116843 00000000
The map normally crashes on load since there's a problem with the "DR_LightPole" object used throughout it, but this object can be deleted from the map using the above xdelta patch. After applying the fix the area can be visited by using the above Action Replay code and selecting "ThornTail Hollow" from the save file screen. You'll also need to use a moonjump code as Fox will fall through the floor initially.
General Scales Boss Battle
It seems the developers still hoped to include a full battle with General Scales at this point in development! The fight is very incomplete and Scales for some reason is much smaller than he should be, but he will actually attack the player in this version instead of simply walking towards Fox and assuming a fighting stance. He has a number of unique attack animations which aren't used in the final game, though these attacks don't connect with the player. He can be attacked without immediately activating his defeat cutscene here, and will block most of the player's attacks and recoil when an attack is successfully landed on him. His health doesn't seem to decrease so there doesn't appear to be a way to end the fight. The battle uses the same regular combat music heard throughout the game's SharpClaw encounters, even though David Wise had already composed the final game's Scales' battle theme long before this phase of development (retail SFA reuses the "Test of Combat" music from Dinosaur Planet in this chamber, at least until you approach Scales). The lower outskirts of the room are also filled with burly SharpClaw minions in this version.
Game Well Maze
Only a very rough draft of this area exists here. Rectangular openings can be found in the middle of two of the perimeter walls, which might suggest the entrance was going to be located there instead of the corner of the maze.
- The music for the caverns outside of DarkIce Mines has an extra bit of synth accompaniment at the beginning.
- The music for LightFoot Village (and Walled City) has an acoustic guitar section in it.
Some help text can be found in \gametext\Sequences\, and are not in the final game.
You have arrived at Krazoa Palace. When you want to save your game, you must have a Memory Card inserted into Slot A. Press (the Start button) to pause the game and display the Save/Quit Options. Highlight the required option by moving (the analog stick) left or right then press (the A button) to select. Don't forget that you can save at anytime.
This block can be pushed or pulled! Once the (A Button) Icon appears press it and Fox will grab the block! Continue to Hold (the A Button) and move the control stick and you can move the block around in any direction.
This is a KEY from the KRAZOA PALACE. When you pick up an item, it will be placed into your (C stick) Inventory. Move (the C stick) in any direction to display your Inventory. Then move (the C stick) left or right to rotate the Inventory. Each slot will hold different types of objects.
That's better, I feel strong enough to do some work now. First you need to look around for a crack in the ground. Then open the (C stick) Inventory and access the Sidekick Menu. That's the one with my picture on it! Highlight the icon that displays - FIND SECRET and then press A Maybe, I can uncover something cool ...
E3 2001 Leftovers
Several leftovers from the E3 2001 demo can be seen within this version.
General Pepper here... The head honchos at Nintendo have set up an exclusive E3 mission for you. Fly down to ThornTail Hollow, where your sidekick dinosaur. Tricky will be waiting for you. Take a good look around and remember to have fun!! Pepper out.
CloudRunner Fortress is being terrorised by General Scales and his SharpClaws; it would make an ideal base from which he could rule over the planet. The fortress stands on ground that is rich in gold and diamonds. With this wealth, Scales would be unstoppable. Find the SpellStone and save the CloudRunners... Peppy out.
Hi Fox. It's, Slippy. This is gonna be a dangerous mission! You and Tricky must fight the huge and deadly Dark Ice Mines Boss. Try using Tricky's. sidekick commands. I've got a feeling that they may hold the secret to defeating the boss! Good luck, Fox. Slippy out.
Greetings, Fox McCloud. This is Rob. To complete this mission, you will have to fight. Lock on to the baddies with the Y button and press A to use your staff. I compute a successful outcome. Rob out.
Some dialogue for the missions. These were used for the demo mission prompts, upon selecting a mission.
Well Done!, You have defeated the Boss!
This would have been seen after defeating Galdon.
TM & © 2001 NINTENDO / RARE
The copyright statement, which would have been at the bottom of the screen at all times.
This file contains a soundless trailer of sorts, edited similarly to the movie seen before the main menu in the final game.
Unused & Early Graphics
There are plenty more textures from earlier versions of the game than there are in the final version. Many of these can be found in insidegal.bin, swapcircle.bin, and Copy of swaphol.bin.
|Early Prototype||Late Prototype||Retail Release|
|Early Prototype||Late Prototype||Retail Release|
These were used as player icons in the E3 2001 and Space World 2001 versions, but were scrapped possibly because of their size and additional HUD changes that were made later in development. Note that Kyte and Tricky have bigger portraits than Tricky's in the final game.
A very obvious dummy texture.
Pieces for an early selection menu for the world map.
Some thingy for a hologram.
An early UI graphic for the Thorntails.
An early version of Fox's life icon.
Parts of an early HUD.
Diddy Kong Racing Sequel Leftovers
|Download TEX.bin and TEX.tab (06/01/1999)
File: SFA_Kiosk_TEX.zip (817 KB) (info)
|Download TRACKS.bin and TRACKS.tab (06/01/1999)
File: SFA_Kiosk_TRACKS.zip (52 KB) (info)
The kiosk disc's files include a texture pack and a number of 3D models which may relate to a scrapped sequel to Diddy Kong Racing! They're likely on the disc because Dinosaur Planet started out its development as a sequel to Diddy Kong Racing featuring Timber the Tiger and Wizpig, before gradually evolving into its more familiar form as an adventure game. Incidentally, this is why some of Dinosaur Planet and Star Fox Adventures' internal files refer to Sabre/Fox as "Timber". It's also possible that some or all of these files are very early assets from DKR1's development, which ended up in Dinosaur Planet's build folder for the same reason.
The disc holds a few other files dated around January 1999 which may also be related to this project: BLKEXTRA.bin, NEWANIM.BIN, OBJFSAS.bin, WEATHERTEX.bin
DB_TEXTURES.bin isn't mentioned in the "out" file so it's difficult to tell when it was created, but it also seems to contain textures related to an N64 racing game. Here are a selection of them including an N64 logo, part of a face, an ear, the edge of a track, what looks like parts of a flame-decal go-kart with multiple exhaust pipes, a hubcap, and a ring:
A text file named "out" can be found on the disc which shows the sizes and associated dates of some of the prototype's files at the time "out" was generated (possibly around August 2000). Two date formats are used: Month Day Year, and Month Day Time. All the files that use the first format are from 1999, so perhaps the other files are from 2000 or later and use that unusual date format as a quick workaround for the Y2K problem. The transition to GameCube began sometime shortly after December 2000 and many if not all of the files in this list appear to relate to N64 Dinosaur Planet, so it's possible that the files are all from either 1999 or 2000. The text of the file is as follows:
-rw-r--r-- 1 ptossell user 159352 Jul 28 19:04 AMAP.BIN -rw-r--r-- 1 ptossell user 1232408 Jul 28 13:05 AMBIENT.bin -rwxr-xr-x 1 ptossell user 2899648 Jul 28 19:01 ANIM.BIN -rw-r----- 1 ptossell user 140768 Jan 6 1999 ANIM.bin -rw-r--r-- 1 ptossell user 586588 Jun 20 21:46 ANIMCURVES.bin -rwxr-xr-x 1 ptossell user 1252380 Jul 28 13:05 AUDIO.bin -rw-r--r-- 1 ptossell user 6684 Jul 27 21:01 BITTABLE.bin -rw-r--r-- 1 ptossell user 48 Jan 6 1999 BLKEXTRA.bin -rw-r--r-- 1 ptossell user 5722870 Jul 27 22:13 BLOCKS.bin -rw-r----- 1 ptossell user 0 Aug 6 16:50 CACHEFONTSTAB.bin -rw-r----- 1 ptossell user 0 Aug 6 16:50 CACHEFONTSTEX.bin -rw-r--r-- 1 ptossell user 2048 Jul 27 22:13 CAMACTIONS.bin -rw-r--r-- 1 ptossell user 2848 Sep 2 1999 CAMANIMS.bin -rw-r--r-- 1 ptossell user 2449616 Aug 7 20:52 DLLS.bin -rw-r--r-- 1 ptossell user 1936 Aug 7 20:52 DLLSIMPORTTAB.bin -rw-r--r-- 1 ptossell user 98304 Aug 7 20:52 ENVFXACTIONS.bin -rw-r----- 1 ptossell user 13444 Aug 6 16:50 FONTS.bin -rwxr-xr-x 1 ptossell user 2 Feb 23 1999 FRONT.bin -rw-r----- 1 ptossell user 11104 Jan 6 1999 FRONTTEXT.bin -rw-r----- 1 ptossell user 33656 Aug 7 19:59 GAMETEXT.bin -rw-r----- 1 ptossell user 148968 Jul 27 22:13 HITS.bin -rw-r--r-- 1 ptossell user 14272 Feb 24 1999 INCLUDE.bin -rwxr-xr-x 1 ptossell user 2 Jul 22 1999 INSTRUMENTS.bin -rw-r--r-- 1 ptossell user 0 Sep 27 1999 KRYSTALHELP.bin -rw-r--r-- 1 ptossell user 40960 Jul 27 22:13 LACTIONS.bin -rwxr-xr-x 1 ptossell user 1632 Mar 21 1999 LEVELNAMES.bin -rwxr-xr-x 1 ptossell user 1856 Mar 21 1999 LEVELS.bin -rw-r--r-- 1 ptossell user 2880 Jul 27 22:13 MAPINFO.bin -rw-r--r-- 1 ptossell user 565328 Jul 27 22:13 MAPS.bin -rw-r--r-- 1 ptossell user 8500 Jul 28 19:04 MODANIM.BIN -rw-r--r-- 1 ptossell user 1954 Jul 28 19:04 MODELIND.bin -rw-r--r-- 1 ptossell user 1748616 Jul 28 19:04 MODELS.bin -rw-r--r-- 1 ptossell user 4472 Jul 28 13:54 MODLINES.bin -rw-r--r-- 1 ptossell user 0 Aug 7 20:16 MPEG.bin -rw-r--r-- 1 ptossell user 5759112 Jul 28 13:05 MUSIC.bin -rw-r----- 1 ptossell user 16384 Jul 28 14:01 MUSICACTIONS.bin -rw-r--r-- 1 ptossell user 744 Jan 6 1999 NEWANIM.BIN -rw-r--r-- 1 ptossell user 202556 Jul 28 13:54 OBJECTS.bin -rw-r----- 1 ptossell user 2784 Jul 28 13:54 OBJEVENTS.bin -rw-r--r-- 1 ptossell user 19120 Jan 6 1999 OBJFSAS.bin -rw-r--r-- 1 ptossell user 0 Jul 27 22:12 OBJGROUPS.bin -rw-r----- 1 ptossell user 15792 Jul 28 13:54 OBJHITS.bin -rwxr-xr-x 1 ptossell user 2406 Jul 28 13:54 OBJINDEX.bin -rw-r--r-- 1 ptossell user 18536 Jul 28 13:54 OBJSEQ.bin -rwxr-xr-x 1 ptossell user 0 Feb 23 1999 PAL.bin -rw-r--r-- 1 ptossell user 1896 Feb 22 1999 PARTICLES.bin -rw-r----- 1 ptossell user 2 Feb 23 1999 PARTSPRITES.bin -rw-r--r-- 1 ptossell user 45248 Jul 28 13:54 SAVEGAMES.bin -rw-r----- 1 ptossell user 2764896 Aug 7 20:34 SCREENS.bin -rw-r--r-- 1 ptossell user 6914120 Jul 28 13:05 SFX.bin -rw-r----- 1 ptossell user 8192 Jul 28 13:05 SFXACTIONS.bin -rw-r--r-- 1 ptossell user 2576 Sep 15 1999 SFXEVENTS.bin -rw-r----- 1 ptossell user 8448 Jul 10 00:17 SKYANIM.bin -rwxr-xr-x 1 ptossell user 528 Aug 7 20:34 SPRITES.bin -rw-r--r-- 1 ptossell user 258 Aug 7 20:34 SPRTABLE.bin -rw-r--r-- 1 ptossell user 794292 Mar 22 1999 STORYBOARD.bin -rw-r--r-- 1 ptossell user 720 Jul 27 20:57 TABLES.bin -rwxr-xr-x 1 ptossell user 2249728 Jan 6 1999 TEX.bin -rw-r--r-- 1 ptossell user 2562160 Aug 7 20:34 TEX0.bin -rw-r--r-- 1 ptossell user 6291048 Jul 27 21:37 TEX1.bin -rw-r--r-- 1 ptossell user 2544 Aug 7 20:34 TEXTABLE.bin -rw-r--r-- 1 ptossell user 0 Sep 27 1999 TIMBERHELP.bin -rwxr-xr-x 1 ptossell user 54544 Jan 6 1999 TRACKS.bin -rw-r----- 1 ptossell user 19200 Feb 22 1999 TRIGGERS.bin -rw-r----- 1 ptossell user 434400 Aug 7 20:24 VOXMAP.bin -rw-r--r-- 1 ptossell user 0 Jul 28 13:54 VOXOBJ.bin -rw-r--r-- 1 ptossell user 1392 Jul 27 22:13 WARPTAB.bin -rw-r--r-- 1 ptossell user 11544 Jul 28 13:54 WEAPONDATA.bin -rw-r----- 1 ptossell user 28 Jan 6 1999 WEATHERTEX.bin
Warp to World Map
Like in the final version, some debug functions can be activated using controller 3, but that controller isn't normally read. The code 040147CC 2C030003 will enable these functions:
- Press A to print some heap stats to the console.
- Press B to refresh texture memory.
- Press Z to warp to the world map.
The warp function is not present in the final game. The code 040223E8 386000xx will change the destination.
This Gecko code will enable displaying debug messages on-screen:
c6142428 8007ce08 c2132d8c 0000000d 91410024 7d6802a6 91610068 3c60803c 80635614 80810008 80a1000c 80c10010 80e10014 81010018 8121001c 81410020 81610024 3c008028 6000d158 7c0903a6 4e800421 3c80803c 80a45614 7ca51a14 38a50001 90a45614 80a10068 7ca803a6 60000000 00000000
Normally, the string dino_np_internalUTD_090502_1900 is shown at all times (presumably a date code: May 9 2002, 19:00); the code 04022678 60000000 will remove it.
The code 0405954c 38000001 will enable displaying map coordinates, and potentially debug map geometry. (Though, like the final version, the code for actually rendering this geometry may be deleted.)
Action Replay Codes
Change which language is selected. By default, "??" is always set to 00, which means it's always displaying English text. Set it to 01 for French, 02 for Japanese, etc.
Toggles cheats on and off.
Bypass Demo Restrictions
Since this is a demo version, there are a handful of events programmed to reset the game. This Gecko code should bypass most of them, though it might interfere with some intended warps:
0411A50C 4E800020 041a46d8 38000000 0420d184 38600002 0420d18c 38600002 0420d208 60000000 0420d20c 38600002 0422ee24 3800003A 0422ef7c 42800228 0422fe1c 4280072C 04293fd8 38000001 042a8c1c 38000001 042ab26c 38000001 042acbb4 38000001 042ac8e4 38000001 042acce8 38000001 042ace28 38000001 042ae780 428001AC 042b080c 38000000
There is also a 45-minute time limit after which the game resets, which can be disabled with the code 04022630 60000000.