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Space Station Silicon Valley (Nintendo 64)
| Space Station Silicon Valley |
|---|
|
Developer:
DMA Design
|
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.
Contents
Sub-Pages
| Prerelease Info |
| Bugs |
Debug Mode
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
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
Japanese Language Option
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 |
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.
- Games developed by DMA Design
- Games published by Take-Two Interactive
- Nintendo 64 games
- Games released in 1998
- Games with unused areas
- Games with unused characters
- Games with uncompiled source code
- Games with hidden developer messages
- Games with hidden development-related text
- Games with unused enemies
- Games with unused text
- Games with debugging functions
- Games with regional differences
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