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Space Station Silicon Valley (Nintendo 64)

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Title Screen

Space Station Silicon Valley

Developer: DMA Design
Publisher: Take-Two Interactive
Platform: Nintendo 64
Released in US: October 21, 1998
Released in EU: November 1998


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
SourceIcon.png This game has uncompiled source code.
DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


BugsIcon.png This game has a bugs page

Space Station Silicon Valley is a 3D platformer where the player takes control of different robot animals to solve puzzles. Although well received, it's notorious for being buggy. Bug examples include a nasty glitch in the USA 1.0 version that causes crashes if an Expansion Pak is used, and an item in all versions with no hit box that makes 100% completion impossible.

Debug Mode

Sv debug.png

This makes the player's coordinates appear at the top right corner, as well as a version number. There doesn't seem to be any other functions.

Version GameShark Code
Europe 803F651F 0001
USA/Japan 803F642F 0001

Unused Animals

There are several unused animals in the game, some of which were included in the PlayStation version of the game. Use the codes below to start a level as the corresponding animal.

Cod

Code: 803F2D6B 000C

The Cod has no model, and is invisible if it's hacked into the game. It's exactly like the Cool Cod from the Ice levels.

Type Cod
Environment Europe
Skill A Speed Boost
Skill B Jump
Water Resistance Excellent
Mass Tiny
Armour Light
Strength Weak
Traction Very Poor
Fall Distance Medium
Production Very Short
Engine Coal
Intelligence Low

Crow

Code: 803F2D6B 002B

The Crow has no model, and is invisible if it's hacked into the game. It seems to be the Europe levels answer to the Seagull, Parrot, and Vulture. It has a very incomplete flight control, and it does nothing if B is pressed. Strangely, its B skill is listed as "bombs," but the other 3 birds simply have a claw attack for close range.

Type Crow
Environment Europe
Skill A Flight
Skill B Bombs
Water Resistance Ok
Mass Tiny
Armour Light
Strength Weak
Traction Very Good
Fall Distance Very High
Production Very Short
Engine Kerosene
Intelligence High

Frog

Code: 803F2D6B 0008

The Frog has no model of its own, however, if it's hacked into the game, it blacks out the screen if the camera gets up close to it in a Europe level. Afar, it looks like a small Bear's torso. Its description also does not work if the player tries to view it in a Europe level. However, it does work in other areas. Its Jumping is like the Springy Thingy's. Its Tongue Attack appears to do nothing.

Type Frog
Environment Europe
Skill A Jump
Skill B Tongue Attack
Water Resistance Excellent
Mass Tiny
Armour Light
Strength Medium
Traction Good
Fall Distance High
Production Very Short
Engine Spring
Intelligence Medium

Heli-Mouse

Code: 803F2D6B 0015

The Heli-Mouse has no model, and is invisible if it's hacked into the game. It's exactly like the Heli-Rabbit. The Heli-Mouse seemed to have been intended to drop bombs like the Heli-Rabbit, but if the B button is pressed, the ability skill gauge goes down, but nothing happens.

Type Heli-Mouse
Environment Europe
Skill A ?
Skill B ?
Water Resistance Poor
Mass Tiny
Armour Light
Strength Weak
Traction Good
Fall Distance Medium
Production Very Short
Engine Kerosene
Intelligence High

Mouse

Code: 803F2D6B 0010

The mouse looks just like the Racing Mouse, except with feet instead of wheels. It's very weak and slow, and its jump is roughly the same height as the Dog's jump. The Mouse's "Radar Ears" don't do anything but make the Mouse's ears disappear. It may have been intended to detect far-off enemies or items.

Type Mouse
Environment Europe
Skill A Jump
Skill B Radar Ears
Water Resistance Poor
Mass Tiny
Armour Light
Strength Weak
Traction Good
Fall Distance Medium
Production Very Short
Engine Electric
Intelligence High

Racing Hippo

Code: 803F2D6B 0003

The Racing Hippo has no model, and is invisible if it's hacked into the game. Neither of its abilities seem to work, but both gauges go down if the respective buttons are pressed.

Type Racing Hippo
Environment Jungle
Skill A ?
Skill B ?
Water Resistance Ok
Mass Huge
Armour Tough
Strength Strong
Traction Average
Fall Distance Medium
Production Very Llong
Engine Diesel
Intelligence Low

Unused Animal Descriptions

Some animals can't be brought into areas where descriptions are given, leaving their descriptions unused.

Type Fire Fox
Environment Europe
Skill A Speed Boost
Skill B Missiles
Water Resistance Ok
Mass Light
Armour Light
Strength Medium
Traction Average
Fall Distance Medium
Production Short
Engine Rocket
Intelligence Very High
Type Flying Dog
Environment Europe
Skill A Flight
Skill B Machine Gun
Water Resistance Poor
Mass Medium
Armour Light
Strength Medium
Traction Average
Fall Distance Medium
Production Medium
Engine Kerosene
Intelligence Flight
Type Shellsuit Evo
Environment Europe
Skill A Flight
Skill B ?
Water Resistance Ok
Mass Huge
Armour Medium
Strength Strong
Traction Good
Fall Distance Medium
Production Very Llong
Engine Electric
Intelligence Medium

Unused Areas

In the very first level (Smashing Start), a hidden area exists on the other side of the wall beside the waterfall. The layout of this place closely matches the main portion of the level, as it's an undamaged version of "Smashing Start" that's used during the crash landing section of the intro cutscene. The area is mostly flat, with several trees and flowers, and it contains an invisible but functional pool of water in the spot corresponding with the waterfall. Even though only some of the area is shown during the cutscene, the area is fully modelled and has correct collision.

It's possible to reach this area without hacking by controlling the dog and using a crate to jump on top of the stereo speaker on the port side of the spaceship, as shown in the video. Barking while standing on a speaker launches you into the air, and pressing A and B to jump and bark simultaneously gives you just enough extra height to clear the level's perimeter cliff.

Development Text

Present at 0x7CEF30 in the ROM are some development related strings.

Bank - %d Texture - %d
Partcle State: %d F $%X Fq %d Time %d S %d
Path thingies: %d (%d)
ca_UpdateCamera_Watch_TV
load xlui texture - %d
%8d.%d
%d:%02d
Sorry, no more space for extra hilites
ASSERT: len < (_gfxdlistSegmentEnd - _gfxdlistSegmentStart), %s, %u
ASSERT: len <= sizeof(WaterTexture), %s, %u
mapStatus12:%d %d
ATTACK ABANDONED
ASSERT: len < (_gfxanimSegmentEnd - _gfxanimSegmentStart), %s, %u
ASSERT: len <= (_gfxanimSegmentEnd - _gfxanimSegmentStart), %s, %u
ASSERT: len <= (_gfxspecificSegmentEnd - _gfxspecificSegmentStart), %s, %u
ASSERT: len <= (_gfxanimSegmentEnd - _gfxanimSegmentStart), %s, %u
Undefined segment - hware.c
staet %d FC %d
state %d
%9d (%3d  %3d  %4d) Ver - 1.37
WIZDIZWE
UDIZDUZD
UDZIDEZD
UDIZDWZD
UDIZDLZD
UDIZDRZD
DUZIDLZD
UIZDLZDU
IDZIDUIL
ZDUIRILR
LRZILZRL
DANISIL
(Source: Ferrox)

Hidden Text

Present at 0x7D1220 in the ROM is the text that's displayed in the background when you take control of a new animal. Although it is used, it's almost impossible to read in-game since it scrolls so fast.

mov si,animaltype
add si,128
mov blocksi,si
mov ax,0
mov ax,xpos
mov bx,ax
shl al,4
shr al,4
mov ah,0
cmp animalinview,0
je  scared
mov ax,0
scared:
mov energy,ax
mov ax,bx
shr ax,4
mov animalpositionx,0
mov animalpositiony,0
mov si,animalpositionz
mov world,ax
mov ax,ypos
and ah,ah
mov bx,ax
shl al,4
shr al,4
cmp animalinview,0
je  fearless
mov ax,0
fearless:
mov intelligence,ax
mov ax,bx
shr ax,4
mul strength
add world,ax
push bp
push ds
leslies code sucks:
cmp movedcounter,1
jne again
mov movedcounter,800
again:
mov si,animalpositionz
mov ds,worldfeatureseg
mov bx,world
mov al,(ds:si+bx)
mov curblock,al
push bp
push ds
mov byte (ds:si+bx),0
jmp havetomove
nothuhumantemp:
mov si,worldfeatureanimofs
mov ds,worldfeatureanimseg
mov bx,world
mov cx,0
mov cl,(ds:si+bx)
cmp cl,254
jne continue
mov byte (ds:si+bx),0
jmp havetomove
continue:
animalnotoverlay:
cmp al,enemy1right
jb  gnotbaddie
cmp al,enemy2right
jae gbaddie2
mov al,enemy1right
jmp gnotbaddie
gbaddie2:
mov al,enemy2right
gnotbaddie:
%s
%s
(Source: Ferrox)

Japanese Language Option

SSSVN64-japanese.png

Present in the USA and European versions of the game is a normally inaccessible Japanese language option. Since the game was never released in Japan, this localization is never used. You can access it by using one of the below GameShark codes.

Version GameShark Code
USA V1.0
80130917 0002
8013096B 0001
80130973 0001
8023F2AE 0006
USA V1.1
80130937 0002
8013098B 0001
80130993 0001
8023F2CE 0006
Europe
8023F2CE 0006
(Source: ozidual)

Regional Differences

Unlike many N64 games, SSSV was programmed so the exact same code could be used in multiple regions. Simply changing the region in the header can switch the game between English only (NTSC-U), Japanese only (NTSC-J), and European multi-language (PAL). The cutscene timing also updates based on the Region code.

Originally it was thought that the European version of the game added a check for the Expansion Pak. This fixes a bug present in the USA 1.0 and Japanese "prototype" version where the game would randomly crash during cutscenes if an Expansion Pak is used. It was later found that a USA 1.1 version exists that also includes this fix. The crash can be fixed in earlier versions by using a ROM patch or two simple GameShark codes.

There exists a Japanese "prototype" ROM which is simply the NTSC-U 1.0 ROM with the region changed in the header. There is also part of what appears to be some compressed code added to the end of the Japanese "prototype" ROM. The origin of this ROM is unknown.

(Source: ozidual)