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Spyro: Enter the Dragonfly (GameCube)

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So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Title Screen

Spyro: Enter the Dragonfly

Developers: Equinoxe, Check Six Studios
Publisher: Universal Interactive
Platform: GameCube
Released in US: November 8, 2002
Released in EU: November 29, 2002


DevTextIcon.png This game has hidden development-related text.
DebugIcon.png This game has debugging material.


Hmmm...
To do:
Plenty of stuff here from Ralf, including a debug menu.

Spyro: Enter the Dragonfly is a 2002 video game published by Universal Interactive for the PlayStation 2 and GameCube. The PlayStation 2 version was developed by Check Six Games, while GameCube version was ported by Equinoxe. This article is about the GameCube version.

Level Select

Using the codes below allows you to explore a level select that shows every level, cinematic, the Game Over screen, and even the demos. It also shows a build date for each version of the game.

US EU
04003BE0 4C657665
04003BE4 6C205365
04003BE8 6C656374
0417E094 3C608000
0417E098 60633BE0
0417E97C 38000024
BNFZ-YDUU-CHY9C
CQUW-E9EF-3QGYW
RY7Q-GJY3-339W2
YZEK-BHJ7-U0UT0
QDUU-P3Z4-Z168E
FTE4-2VZ4-Q3QWT
HF94-V6W1-P9UZH

US: OCT 18 2002, 01:58:59
EU: OCT 28 2002, 16:49:55

Cheat Menu

Using the codes below gives you access to a small cheat menu when you press start.

The cheat menu in-game
US EU
04103628 38800030
041893E8 3800002E
04289640 C4100000
YTGE-2PBM-FD2UP
UY7J-FH4B-UDYYM
ZQP1-QVBQ-YKM8F
1J1W-XJ4H-J15VD


Cheat Effect
Fly Cheat Allows you to fly anywhere.
Return to start Resets your position to the starting position of the level.
User Camera Mode Lets you control the camera with the C-Stick (Left and Right move the camera in the pressed direction and Down resets the camera behind you, Up doesn't do anything).
Back Takes you to the pause screen.

SpyroBugs.xls

A list of bugs that were apparently going to be fixed.

Date Assigned To Description Reported By Priority Status Comments
5/22/2001 Jimmy Real time Shadows to be implemented Joel 1 Open Currently working on it
5/22/2001 Jimmy Rotate Scaled sprites to be reimplemented Joel 1 Open
7/17/2001 Warren In monkey monk when spyro jumps of a ledge, allot of times he does not glide Alex

Development Text

!!clean.bat

del *.hdl
del *final.txt
del *initial.txt


atlas.txt

A .txt file on the disc labeled "atlas.txt" contains a bit of info regarding the game.

# You should have at least 4 pages, and an even number of them.
# Every page should only be linked-to once, because the linking
# page will be used as the return page.

# Each tag number should be unique when it is used to indicate
# the color of the text to be displayed (Text, Goal, Image).

# For a text to highlight, when it is an option, make its flag the Pagelink number
# For a text to be bigger, make its flag 0
# For a text to be smaller, make its flag 99

# Level links will be activated only upon a certain code-activated flag

# Color? Greyed, highligted, darkened
# Flags (Atlas specific)

#	{	x y	tag-type ... }

# HUD Images
# types : 1/Gem 2/Dfly 3/fire 4/ice 5/lightning 6/bubble
#	{	x y	HUDImage type	 <scale> }
# Dragonfly linked to a collection flag 0 200
#	{	0.3 0.61	HUDImage 0	0 200	0.1 }

# IMPORTANT NOTE ABOUT LEVEL INDICES
# I know that you can specify level text files in the level definitions
# but please don't change the corresponding levels, because it is now
# hardcoded in the system that level 0 through 7 are the game levels
# and level 8 is the hub, and if you change that, stuff is gonna go
# haywire.

The rest of the file is miscellaneous code.