Star Fox Adventures
Star Fox Adventures |
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Developer: Rare[1] This game has unused areas. This game has a prototype article This game has a prerelease article This game has a bugs page |
Originally designed for the Nintendo 64 as Dinosaur Planet with no relation to the franchise, Star Fox Adventures was the last game made by Rare for a non-handheld Nintendo console and the only Rare game for the GameCube. It also has a somewhat divisive reaction, due to its departure from the Star Fox formula.
To do:
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Contents
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Unused Text
- 4 Unused Mechanics
- 5 Development Stuff
- 6 Unused Music
- 7 Unused Files
- 8 Debugging Text
- 9 Regional Differences
- 10 References
Sub-Pages
Prototype Info |
Prerelease Info |
Bugs |
Dinosaur Planet Leftovers Leftovers from the game that never was. |
Unused Voice Clips Dialogue the player will never hear in the game. |
Unused Maps Unused, deleted, and renamed maps. |
Unused Graphics
splashScreen.BIN contains an early logo for the game.
A debug font can be found in several of the texture files.
This cube appears when an object can't be loaded. The rainbow texture likewise replaces any texture that can't be loaded; in version 1.01, it was changed to gray.
The HUD icon texture includes unused language icons for French, German, Italian, Spanish (Spain), and Japanese. Notably, there is no flag for English, and the French flag is flipped horizontally.
These graphics are used in the European version, which features a language selection in the Options menu, but there the French flag is oriented correctly and a UK flag is added for English.
Unused Text
Within the game's text files are several unused strings:
ID | Text | Note |
---|---|---|
Arwing Levels - General Pepper | ||
001F | Good flying, Fox! | |
0020 | You have a new high score! | |
0030 | Well done! | |
Arwing Levels - Slippy | ||
003A | Be careful, Fox! | |
003B | Danger ahead! | |
Arwing Levels - Peppy | ||
0045 | Enemy approaching. | |
0046 | Shoot the big asteroids! | |
0047 | Use the bomb! | |
Hints | ||
0116 | Blank entry between "Returned to SnowHorn Wastes" and "Rescued SnowHorn Gatekeeper" | |
01AE |
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The second line is Slippy's advice in the pause menu; the first would be shown on the save select menu after beating the game, but since it doesn't save, this is never seen. |
01AF |
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This would have been used when replaying the final boss after having beaten the game. |
Menu Texts | ||
01FF |
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Old version of WarpStone menu |
0365 |
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Old text for a screen size selection. |
03A8 | CutScenes | Comes after the items for chapter select |
03AB |
Fire Blast Ice Blast SharpClaw Suit Super Ground Quake Rocket Boost Portal Device Ground Quake Heel Play Find Flame Decoy Stay Dinosaur Horn FireFly Lantern Zoom Goggles Baddie Alert |
Item names for pause menu, includes two unused entries |
03E3 |
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Presumably entry for a cheat menu |
03E4 | Cheat | |
0404, 040A | Unknown | |
0481 | No Controller | Not shown even when no controller is present. Japanese translation is blank. |
0489 - 0492 | 1, 2, 3, 4, 5, 6, 7, 8, 9, 0 | Each digit is a separate text; 1-5 appear in the middle of the screen; 6-0 appear at the left. Each is in a small box. |
0501 | Xmas Mode | Possibly deleted cheat - grouped with other cheats |
0502 | GFX Mode | |
0503 | Falco | Might refer to one of the Cheat Well messages |
0504 | New Video | |
0505 | Crazy Sounds | |
0516 | 0123456789? | |
Unused Items | ||
03BC | With this command you can use Tricky as a decoy while you sneak around without getting noticed! | |
03C1 | The Staff will glow red when a baddie is nearby. | Description for unused Baddie Alert item |
03FB | Decoy Move | |
0403 | Shoot Laser | |
04A0 |
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2715 | Press A to Replay Race | Grouped with item descriptions shown on PDA |
2732 | APPLE | Old name for PukPuk Eggs |
275C |
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PDA text for the shop item that would have been used to buy this ability |
277F | TREASURE CHEST | |
Miscellaneous | ||
0437 | CloudRunner Diamond Mines | Level name text; in the final version they're mining for gold, and no title appears in the mines. |
Used but noteworthy | ||
008E |
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In previous versions, Tricky actually had to breathe fire onto the stones. |
00A3 | Have you visited the WarpStone Shop yet? | One of the random things a ThornTail can say. The shop used to be located under the WarpStone. |
277C |
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Two copies of this description exist, with a slight difference between them. The first called it Fox's staff in the Kiosk Demo version. |
2814 |
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GAMETEXT.bin
Inside GAMETEXT.bin is an early script for the game, with several differences from the final version and even including leftovers from when it was Dinosaur Planet.
"How about playing a little game?" "The rules are simple... Choose how many Scarabs you wish to gamble." "I will throw them into this cave and you have to collect them within my time limit."
Same as the final version, except "The rules are simple" was omitted.
"Okay,whats with all the noise?" "I am here with the rest of Starfox Team," "We have come to save your planet." "Queen calls out" "Vesujo, ohw ehj Miyzh.Ho jicz ohw mho Jehd." "SCALES Kuzt szojh.Ku Bawd Kuztem ICEMOUNTAIN." "I am sorry lady, but I can not understand what you are saying."
An early version of Fox's introduction to Queen EarthWalker, most likely. The dialogue is very different, including a piece of dialogue written in some early form of Dino language.
"You're lucky it's a hot spring or you'd be frozen by now." "Why you little ..." "Hey, I wouldn't if I were you, my dad's a King EarthWalker and he'll bash you up!" "I don't think he'll be doing any bashing, he's been captured." "That's why I've been sent to rescue you!" "He's been captured?" "That's right! So stop moaning and let's get you back to your home!"
The last line was re-written to say "That's right! It was your mother that sent me to find you." and the cutscene was expanded so that Tricky and Fox talk about Queen EarthWalker's illness. Also, note the lack of Dino, making it likely that it's a Dinosaur Planet leftover.
"I cannot let you in yet." "The Store Keeper has gone out to get supplies."
This never happens in the final game, as the shopkeeper is always within the store.
"They sent you to rescue me? ... Hmmpphh." "The SharpClaws haven't fed me in days so I'm feeling a bit weak." "If you bring me 12 Frost Weeds I'll be able to get myself out." "Hurry boy, I'm starving in here!"
Garunda Te only needs three Frost Weeds to break free in the final game, although he doesn't mention how many of them are needed. The dialogue is also worded differently.
"Who are you?" "My name is Fox, and this is the Crown Prince of the EarthWalkers." "We have been sent by the SnowHorn Guardian to find the SpellStone." "Do you know where it's hidden?" "My name is Belina Te. The Guardian is my father." "Did he send you to rescue me?" "I'm sorry Belina, but he feels you have dishonoured the Guardians." "We were only sent to find the SpellStone." "The old fool. I had to save the tribe." "If it wasn't for my father being a Guardian," "none of this would have happened in the first place!"
What's odd about this dialogue is that Garunda is still said to be a guardian, but the dialogue is otherwise similar to what's in the final game.
"To power the Jet Bike push forwards on the" "CONTROL STICK to go faster." "Pull back to slow down." "Dodge left and right to avoid obstacles and beat" "the SharpClaws!"
In the final game, there are no instructions as to how to use the jet bike.
",�t?QWake up!" "Somebody coming." "Here we go!"
This is the same dialogue used when first going to Moon Mt. Pass, but the last line was removed.
"?BOSS" "GALADON"
Galadon is probably an early name for Galdon.
"PGrab the key, but don't wake the Sharpclaw."
In the final game, Fox has to get his staff back rather than get a key.
"?If you find my children I will be so happy!" ? "?If you find all four of my children you will be greatly rewarded. Please hurry!"
The queen simply never says this.
"?�?�?�?�?�?THE LIGHTFOOT TESTS" "TOTEM POLE TEST" "Activate all four Totem Poles| within the Lightfoot Village.| Beat Musclefoot's all time record| of 4m 30secs to pass the test" "THE TEST OF STRENGTH" "Rapidly press the A button| to compete against| the mighty Musclefoot.| Only the strongest can| push him into the pit!"
In the final game, the player is given 2:30 to complete the totem pole test (or the Tracking Test, as it's called in-game). The Test of Strength's descriptions are nearly the same as the final version, but it shows a graphic of the A button rather than simply putting it in text and MuscleFoot isn't described as "mighty".
"Thanks for saving my eggs. They will be ready to hatch soon."
Presumably said after saving a ThornTail's eggs. She doesn't say this.
Unused Help Texts
Forcing the PDA to be enabled before Fox becomes playable allows you to see unused Slippy's Advice text for Krazoa Palace, as well as the descriptions for the EarthWalkers in the area, which are simply blank.
Additionally, two help texts are defined for the end of the game, but never shown, since it's not possible to save after defeating the final boss.
- Saved Dinosaur Planet
- Andross!! He's back again, Fox! Shoot the weak points on the Krazoa Head, then when he turns around, take out his hands! Use your bombs to make him reveal his true form, then blast away at his brain! Keep your nerve, Fox, you're almost there.
- Saved Dinosaur Planet
- Back again, Fox!? Time to teach Andross another lesson. Have fun!
Previously On
Gecko code 0411A348 38000002 will display an unused menu in place of the save file select. This menu seems to be incomplete, and probably would have just displayed the past few actions like the final save select menu does.
E3 and Spaceworld 2001 World Map
0000E7C8 level 0000E7CE choose 0000E7D5 select 0000E7E0 rotate 0000E7E7 zoom 0000E7EC confirm 0000E7F4 exit 0000E7F9 TM & (C) 2001 NINTENDO / RARE
(Some of these are used on the world map screen in the final game, but not all.)
Alternate Languages
In the European version, you can select from English, French, Italian, Spanish, and German in the options menu. Although the US version doesn't have this option, it does still feature all five of these languages as well as Japanese. The Gecko code 043DC9E4 000000xx (1.00) or 043DD664 000000xx (1.01) will switch the language:
00 English 01 French 02 German 03 Italian 04 Japanese 05 Spanish
Alternatively, the following code will make the game act as if it's running on a Japanese console, which changes the language as well as the color of the Nintendo logo. This also causes the game to reject non-Japanese memory cards and offer to format them. (The middle option allows to continue without using a memory card.)
04242F20 38600001 04242F24 4E800020
Unused Object Descriptions
The large mushrooms that emit toxic spores have a hint text that should appear in the PDA when set to Information mode: "MUSHGUS: Watch out for the deadly gas!" However, this text will not show up, because the mushrooms can't be interacted with (no heart/button icon appears above them).
In the kiosk demo version, the mushrooms can be interacted with, and the message can be seen.
Unused Mechanics
Laser Spell
The Gecko code 042AB410 38000958 (US v1.0) will replace the Fire Blaster spell with an unused Rapid-Fire Laser spell. Its model is missing, so it appears as a large cube.
Rob
In unknown circumstances, while climbing a ladder, the A button text on the HUD is set to "Rob" instead of "Slide". This text is otherwise unused, and is not displayed. This text is actually grouped with the pause menu options (Status, World Map, Advice...), suggesting it refers to the character ROB - the only crew member not to appear on the menu - rather than the act of robbery.
Loading Screen
If the game takes more than 10 seconds to load at startup, the text "Loading..." appears. However, this normally never happens. A Gecko code can force it to appear:
USA 1.00 04115E48 38000258 Japan 1.00 04115E68 38000258 USA/Japan 1.01 041160E4 38000258 Europe Kiosk 04122F28 38000258 Europe 1.00 04116264 38000258 Europe 1.01 04116274 38000258
Unused Items
Bad Guy Alert
This item would have been sold in the ThornTail Shop for 45, 47, or 50 scarabs, depending how generous the shopkeeper is feeling. It's set to never be available. According to some lines in the unused GAMETEXT.bin, this would have made the staff glow red when baddies are nearby. In the final game, Tricky alerts you to their presence instead; there seems to be no code left to make the staff glow red.
This item has a description that would show in the Status screen on the pause menu:
The Staff will glow red when a baddie is nearby.
As well as text that would appear when buying it:
- This is the BAD GUY ALERT.
- Your Staff will glow red...
- ...whenever there is a baddie nearby.
PDA
Fox's PDA would have also been for sale, at a price of 18, 20, or 22 scarabs. It uses the same text as Bad Guy Alert. It's set to be available if you don't already have the PDA, but since Fox starts with it and never loses it, this can never happen.
Even if these items are forced to be available, they're nowhere to be found in the shop. The PDA has an object (SPPda), but forcing this object to appear just displays the placeholder cube and doesn't allow any interaction. There is no object associated with Bad Guy Alert.
Unknown
Two instances of an item labelled "Unknown" are present in the C menu, but set to never be visible. The icon resembles the "warp activator" seen in pre-release Dinosaur Planet footage, and indeed the "have used this item" flags for these two items are also the flags that enable certain warps.
One of these is actually given to you upon releasing the third Krazoa Spirit, but is immediately removed again.
Duplicate Items
Among the items that can appear in the C menu are a second Alpine Root (which doesn't display a count), and a total of five Fire SpellStones (of which only two are used).
Fuel Cells
Although fuel cells are collected and used throughout the game, they are consumed automatically when you enter the Arwing. They appear in the inventory with the label "Use Fuel Cells", but there is no situation in which you can actually "use" them this way.
Decoy
Gecko code 0231b57c 00000002 will replace the "Call Tricky" menu item with an unused "Decoy" item, which seems to do nothing. (The text and icon are unchanged, but an unused voice clip will play, and Tricky won't be called.)
This command also has a description that would be shown in the Status screen on the pause menu:
With this command you can use Tricky as a decoy while you sneak around without getting noticed!
Guard
Code 0431D340 8013FFB8 will change Tricky's "growl at baddie" behaviour to an unused "guard" mode, in which he'll try to push baddies away and prevent them from reaching you.
To do: Find a way to revive the actual Guard command; this method doesn't enable some other aspects of this mode. |
DLLs
Dinosaur Planet for the N64 used a "dynamically loaded library" (DLL) system to automatically load code into memory as needed and unload it when finished, to reduce memory consumption. The final game still technically uses this system, but since the GameCube has plenty of RAM (and discs are much slower than cartridges), all the code is kept in RAM at all times, and "loading" or "unloading" a DLL does not actually do anything other than change a reference counter. As a result, much of the code written after the switch to GameCube does not bother to "load" a DLL before using it.
The file DLLS.tab would have been used to look up code in the corresponding DLLS.bin file, which is still present in the kiosk demo disc, and contains code compiled for the N64.
Unused Teleport Animation
Setting byte 8CA of the player state to 1 activates this unused teleport effect, which draws a plane in front of the player. It's quite imperfect, as it hides other objects as well, and the player's tail can poke through it. A very similar effect is used in Dinosaur Planet for warping to Warlock Mountain and for General Scales' teleportation.
To see it in action, use the following Gecko code on US V1.0 and press B:
283398d2 00000004 48000000 803428f8 58010000 000000b8 80000000 00000001 94010000 000008ca e2000001 80000000
Odd SharpClaw Disguise Behaviour
While not technically unused, the SharpClaw Disguise has a few effects that seem to be completely arbitrary, and would likely never be discovered by most players:
- The gas in the CloudRunner Fortress Power Chamber will not hurt you. This does not apply to toxic gas elsewhere.
- When rescuing the LightFoot at Cape Claw, one of the enemies will ignore you, but also be invincible until you remove the disguise.
- Something relating to the rendering of transparent polygons.
- Something relating to the first Water SpellStone.
Despite their obscurity, these effects are not bugs; in each case, the code specifically checks the "player disguised" flag.
To do: Investigate the last two items. |
Extra WarpStone Destinations
In addition to Ice Mountain and Krazoa Palace, the WarpStone once had additional warp destinations that could be unlocked. By setting the appropriate Game Bits, the extra destinations can be unlocked:
GameBit | Destination |
---|---|
0ABA | Cape Claw |
0ABD | Ocean Force Point |
0ABE | LightFoot Village |
0ABF | Moon Mountain Pass |
0AC0 | Volcano Force Point |
0AC1 | Ice Mountain |
After setting one or more of these bits, the player can choose a destination by selecting Ice Mountain, then after being asked if they're ready to warp, pressing Up or Down on the control stick before pressing A.
Unfortunately, this menu no longer works - selecting a destination will only crash the game, as the code responsible for warping you has been deleted. The menu is also invisible. It can be forced to appear with the code 023dd90c 00000100, but appears strangely - there is only one item (shown at double size, because it's actually the level name shown on-screen when you enter the area) and it appears in the corner of the screen. (Other items' text isn't loaded on this map.)
The items also use a window type that isn't used elsewhere, which has its own background and border images that are missing from the final game.
Additionally, an earlier version of the WarpStone's text, which probably would have been used with this feature, is loaded in ThornTail Hollow and LightFoot Village; it contains six strings:
- Krazoa
- Warp
- Shop
- OK
- Cancel
- Change
Internally, LightFoot Village is called SwapCircle, ThornTail Hollow is called SwapHol, and an NPC refers to the shop as the WarpStone Shop.
Unused Menu
DLL 0038 implements a strange, partially-deleted menu, that may have appeared either on the title screen or while talking to the WarpStone. Code 042C6E24 00000038 will make it replace the Options menu. This menu has two items:
- (Text ID 0) Attempts to load an animation, and crashes.
- (Text ID 1) Saves the game. (Doing this on the title screen will erase slot #1.)
Press A to select an option, or B to close the menu, which attempts to warp you to map 0 (which doesn't exist). Use Up and Down on the control stick to select an option.
This menu is strange in several ways:
- The menu isn't initialized correctly, so opacity is left at 0%.
- The text IDs are invalid. ID 0 is used for the save select screen; ID 1 seems to be nonexistent.
- The options use text window A1; the highest valid window ID is 96.
- The options are linked in an unusual way: the second option is above the first, and has no option linked to it. This means you must press Up to reach the second option, after which there's no way to get back to the first option.
Arwing Dual Bomb Powerup
In addition to powering up the laser, there's also code for powering up the Arwing's bombs. There's only one level of powerup, which makes it fire two bombs at once. Code 0422B910 38000001 will make this always active, assuming you have at least two bombs. The bombs tend to just destroy eachother immediately, though.
Development Stuff
Debug Cheat Codes
Two cheat codes exist on the save file select screen. Both must be entered after selecting a file but before starting the game, and while holding Z. Each button must be pressed within 1/4 second of the last. If successful, a chime will sound.
Enable Debug Text
Press X, Y, X, Y, L (all the way down). This enables displaying error messages if the game crashes. Alternatively, use Action Replay/Gecko code 003DDA28 00000001. (The same code will work for both.)
Chapter Select
Press D-Pad Down, D-Pad Up, Y, Y, R (all the way down). Start the game, and you'll be able to choose a chapter to start from. Selecting a chapter will replace the selected save file with one from the disc (in path "/savegame/saveN.bin" where N is the chapter number). This will also change the name of the selected save file to "FOX". Alternatively, use the following Gecko/AR code and just press Z.
USA 1.00 04119D90 60000000 USA 1.01 0411A038 60000000 Europe 1.00 0411A26C 60000000 Europe 1.01 0411A2A0 60000000 Japan 1.00 04119DB0 60000000 Japan 1.01 0411A038 60000000
Selecting Chapter 1 will start a new game, just like selecting an empty save file normally. This, however, is a bug - save1.bin actually starts in the Walled City. This bug can be fixed with the code 0411AFA8 28050000 (USA v1.00), allowing this very unusual save file to be accessed. While the others seem to have been made by actually playing the game normally, in this one, Fox starts in the Walled City with 100/25 MP but without magic unlocked, 3 hearts, Tricky at his side but no commands, the Rock Candy, 3 GrubTub Fungus, and a couple spells, with a play time of 8 seconds. Krystal, on the other hand, has never moved from the starting position. Additionally, this file has several bytes of excess padding at the end.
This feature has another minor bug: if you press B to back out of the chapter list and instead select a different save file, the chapter select will display, but with only the "Play Game" option.
Debug Log Messages
The following Action Replay code will enable several debug print functions on USA v1.0:
04137948 4BF45D94 04148B78 4BF34B64 04148BC8 4BF34B14 042510CC 4BE2C610 04246E04 4BE368D8 0428F7DC 4BDEDF00
These messages can be seen in Dolphin's debug console. (You may have to add the symbol OSReport at address 8007D6DC for it to pick up the messages.)
Alternatively, this Gecko code will display them on-screen (assuming you used the "enable debug text" code):
c6148b78 80137948 c62510cc 80137948 c6246e04 80137948 c61378a8 80137948 c213798c 0000000d 91410024 7d6802a6 91610068 3c60803e 8063bc14 80810008 80a1000c 80c10010 80e10014 81010018 8121001c 81410020 81610024 3c008028 6000f688 7c0803a6 4e800021 3c80803e 80a4bc14 7ca51a14 38a50001 90a4bc14 80a10068 7ca803a6 60000000 00000000
Adding the line c6148bc8 80137948 will also display a ton of Tricky-related debug text. Adding c607d6dc 80137948 will display all OSReport messages, including those that weren't intended to show on-screen, which allows them to be seen on a real GameCube without any hardware modification.
Lighting Debugger
The "directional light" object (internally named "LGTDirectio", ID 0079) has some leftover debug code attached. Pressing Z toggles the debug function on/off. When on, you can supposedly use the D-Pad to adjust the light's color and direction. This function no longer actually affects the light's color, but can change its direction. This function is always active when such a light is present, but you can't see what you're changing without having debug text enabled.
Texture Refresh
At any time, you can press A on controller 3 to print some memory usage stats to the debug console, or B to trigger a texture refresh. However, the function that reads controller inputs only reads controller 1. The code 00014E73 00000004 will make it read all four controllers, enabling this function and possibly others.
Debug Setup Objects
These codes will make some invisible scene setup objects visible. (They will also make it impossible to exit magic caves.)
Region | Code for v1.00 | Code for v1.01 |
---|---|---|
Kiosk Demo | 0402f438 5480003c 0402f43c 901e0044 0402f440 60000000 0402f444 60000000 | |
USA | 0402D820 5480003C 0402D824 901E0044 0402D828 60000000 0402D82C 60000000 |
0402D918 5480003C 0402D91C 901E0044 0402D920 60000000 0402D924 60000000 |
Japan | 0402D840 5480003C 0402D844 901E0044 0402D848 60000000 0402D84C 60000000 |
0402D918 5480003C 0402D91C 901E0044 0402D920 60000000 0402D924 60000000 |
Europe | 0402D9B4 5480003C 0402D9B8 901E0044 0402D9BC 60000000 0402D9C0 60000000 |
Map Debug
The Gecko code 003dcded 00000001 will display the player's map cell coordinates on the screen. At one point, this would have also enabled displaying additional map elements, similar to the debug setup objects above; however, the code that renders these elements has been deleted.
Camera Debug
The code 02103a7a 00000046 will replace the viewfinder/zoom goggles camera mode with a debug mode. In this mode, the camera won't rotate automatically, but can be zoomed by pressing Up and Down on the D-pad, and rotated using the C stick. Pressing Right will return to normal mode.
Default GameText Message
"Gametext requested is not there." "Have you xdiffed gametext.spec with the sequence guy's gametext.spec?" "This message is very long," "designed to annoy you" "If you want this message to go then get the correct gametext" "Look, " "pretty buttons" "Still here?" "I would of thought that you would have reset the subtitles by now." "GO AWAY!!"
An error message that would have been used whenever an incorrect string of text is referenced.
Early Credits List
SOFTWARE DIRECTOR PHIL TOSSELL SOFTWARE ENGINEERS NIK PALMER NICK BURTON PHIL WOODS RAYMOND KERR BRENDAN GUNN ANDREW INNES RICHARD GALE ROB HARRISON ART DIRECTORS JOHNNI CHRISTENSEN KEITH RABBETTE KEVIN BAYLISS 3D ARTISTS DEAN SMITH FEARGAL PLANT GAVIN FLINT STUART HOGTON MATTHEW GROVER ANIMATION NICK SOUTHAM MICHAEL CAWOOD DAVID McDERMOTT AISLING DUDDY GAME DESIGN STEVE BRAND SHAUN READ MUSIC DAVID WISE SOUND FX MARTIN PENNY SPEECH ENGINEER BEN CULLUM EXECUTIVE PRODUCERS JOEL HOCHBERG CHRIS STAMPER TIM STAMPER GAME DIRECTOR LEE SCHUNEMAN
Scattered throughout the file is a list of early credits, missing all of the publisher credits and being fairly unfinished.
Presumed Early Krazoa Test Names
To do:
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By dumping USA V1.01 of the game's memory whilst on the title screen, presumably early names for the Krazoa tests can be found at 002C5D5C. The names include:
test_of_combat test_of_fear test_of_magic test_of_sacrifice test_of_skill test_of_strength
Unused Music
Area 6
There's an unused remix of Star Fox 64's Area 6 track, which hints to a scrapped final Arwing level before fighting either General Scales or Andross. It can also be found in the game's Sound Test
Unused Files
A few files are left over and never accessed:
- CACHEFONTSTAB.bin (0 bytes)
- CACHEFONTSTEX.bin (0 bytes)
- DLLS.tab
- CHAPBITS.bin (almost entirely empty)
- SPRITES.bin
- SPRITES.tab
- SPRTABLE.bin
- VOXOBJ.bin (0 bytes)
- VOXOBJ.tab (empty table)
- modules (directory containing two test modules in a format not used by the game)
- musyxbin (directory with two subdirectories, global and starfox, both empty)
Others are loaded, but don't appear to actually be used for anything:
- FONTS.bin (font graphics, but not the ones used in-game)
- LACTIONS.bin (the game reads it, but does nothing with the contents)
- SAVEGAME.bin (vaguely resembles an actual save)
- SAVEGAME.tab
- SCREENS.bin (never loaded, but SCREENS.tab is, so maybe used somewhere?)
Old Versions
Some files are older versions of others:
Used | Unused | Purpose | Notes |
---|---|---|---|
CAMACTIO.bin | CAMACTIONS.bin | Scripted camera movements | Various small differences |
ENVFXACT.bin | ENVFXACTIONS.bin | Fog and environmental effects | Various small differences |
globalma.bin | globalmap.bin | Map connections | Possibly different format or fewer entries |
OBJECTS.bin | OBJECTS.bin2 | Object definitions | Many differences; incompatible with final game |
gametext/... | GAMETEXT.[bin,tab] | Dialogue strings | Many unused strings, different file format |
Source Code
Inside the boot folder, there are some .c files for all the languages (except Japanese) with a '.new' extension added. Shown below is English.c.new. The other files are more or less the same, but with the strings translated.
/*----------------------------------------------------------------------* Project: Starfox Adventures on Dinosuar Planet - For GameCube File: D:\binary/Boot/English.c.new Copyright 2001 Rare Ltd. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Rare Ltd, and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Rare Ltd. This file is machine generated, edits will be lost! *----------------------------------------------------------------------*/ // ******************************************************************************** // * Includes // ******************************************************************************** #include "GameTextData.h" // ******************************************************************************** // * Characters used by English text in Boot // ******************************************************************************** /* typedef struct { UCS4 character; // unicode number unsigned short xpos; // coordinate of leftmost texel in font bitmap unsigned short ypos; // coordinate of topmost texel in font bitmap signed char left; // spacing signed char right; // spacing signed char top; // spacing signed char bottom; // spacing unsigned char width; // size unsigned char height; // size unsigned char font; // Index into GameTextFonts[] in GameTextData.h unsigned char texture; // Index into Textures[] in the binary file } characterStruct; */ characterStruct Boot_English_characters[] = { // unicode xpos ypos left right top bottom width height font texture {65, 1, 1, 0, 1, 3, 4, 13, 14, 4, 0}, // latin capital letter a {110, 15, 1, 0, 1, 7, 4, 9, 10, 4, 0}, // latin small letter n {32, 25, 1, 6, 0, 15, 6, 0, 0, 4, 0}, // space {101, 26, 1, 0, 1, 6, 4, 10, 11, 4, 0}, // latin small letter e {114, 37, 1, 0, 1, 7, 4, 8, 10, 4, 0}, // latin small letter r {111, 46, 1, 0, 1, 7, 4, 10, 10, 4, 0}, // latin small letter o {104, 57, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin small letter h {97, 67, 1, 0, 1, 6, 4, 9, 11, 4, 0}, // latin small letter a {115, 77, 1, 0, 1, 7, 4, 9, 10, 4, 0}, // latin small letter s {99, 87, 1, 0, 1, 6, 4, 9, 11, 4, 0}, // latin small letter c {117, 97, 1, 0, 1, 7, 4, 9, 10, 4, 0}, // latin small letter u {100, 107, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin small letter d {46, 117, 1, 0, 1, 14, 4, 3, 3, 4, 0}, // full stop {84, 121, 1, 0, 1, 3, 4, 11, 14, 4, 0}, // latin capital letter t {116, 133, 1, 0, 1, 4, 4, 7, 13, 4, 0}, // latin small letter t {112, 141, 1, 0, 1, 7, 0, 9, 14, 4, 0}, // latin small letter p {119, 151, 1, 0, 1, 7, 4, 14, 10, 4, 0}, // latin small letter w {79, 166, 1, 0, 1, 3, 3, 12, 15, 4, 0}, // latin capital letter o {70, 179, 1, 0, 1, 3, 4, 10, 14, 4, 0}, // latin capital letter f {107, 190, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin small letter k {78, 200, 1, 0, 1, 3, 4, 13, 14, 4, 0}, // latin capital letter n {73, 214, 1, 0, 1, 3, 4, 3, 14, 4, 0}, // latin capital letter i {69, 218, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin capital letter e {68, 228, 1, 0, 1, 3, 4, 12, 14, 4, 0}, // latin capital letter d {71, 241, 1, 0, 1, 3, 4, 12, 14, 4, 0}, // latin capital letter g {77, 254, 1, 0, 1, 3, 4, 16, 14, 4, 0}, // latin capital letter m {67, 271, 1, 0, 1, 3, 4, 12, 14, 4, 0}, // latin capital letter c {85, 284, 1, 0, 1, 3, 4, 12, 14, 4, 0}, // latin capital letter u {66, 297, 1, 0, 1, 3, 4, 12, 14, 4, 0}, // latin capital letter b {105, 310, 1, 0, 1, 3, 4, 3, 14, 4, 0}, // latin small letter i {108, 314, 1, 0, 1, 3, 4, 3, 14, 4, 0}, // latin small letter l {102, 318, 1, 0, 1, 3, 4, 6, 14, 4, 0}, // latin small letter f {109, 325, 1, 0, 1, 6, 4, 15, 11, 4, 0}, // latin small letter m {98, 341, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin small letter b {80, 351, 1, 0, 1, 3, 4, 11, 14, 4, 0}, // latin capital letter p {82, 363, 1, 0, 1, 3, 4, 11, 14, 4, 0}, // latin capital letter r {103, 375, 1, 0, 1, 6, 0, 9, 15, 4, 0}, // latin small letter g {118, 385, 1, 0, 1, 6, 4, 9, 11, 4, 0}, // latin small letter v {121, 395, 1, 0, 1, 7, 0, 9, 14, 4, 0}, // latin small letter y {44, 405, 1, 0, 1, 14, 2, 3, 5, 4, 0}, // comma {83, 409, 1, 0, 1, 3, 4, 11, 14, 4, 0}, // latin capital letter s {120, 421, 1, 0, 1, 7, 4, 9, 10, 4, 0}, // latin small letter x {76, 431, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin capital letter l }; // ******************************************************************************** // * Strings used by English texts in Boot // ******************************************************************************** // TEXT_ERROR_CRITICAL static UTF8 English_825_0[] = {'A','n',' ','e','r','r','o','r',' ','h','a','s',' ','o','c','c','u','r','r','e','d','.',0}; static UTF8 English_825_1[] = {0}; // WARNING - empty string static UTF8 English_825_2[] = {'T','u','r','n',' ','t','h','e',' ','p','o','w','e','r',' ','O','F','F',' ','a','n','d',' ','c','h','e','c','k',' ','t','h','e',' ','N','I','N','T','E','N','D','O',' ','G','A','M','E','C','U','B','E',' ','I','n','s','t','r','u','c','t','i','o','n',' ','B','o','o','k','l','e','t',' ','f','o','r',' ','f','u','r','t','h','e','r',' ','i','n','s','t','r','u','c','t','i','o','n','s','.',0}; static UTF8 *English_825[] = { &English_825_0, &English_825_1, &English_825_2, }; // TEXT_ERROR_DISC_UNREADABLE static UTF8 English_826_0[] = {'T','h','e',' ','G','a','m','e',' ','D','i','s','c',' ','c','o','u','l','d',' ','n','o','t',' ','b','e',' ','r','e','a','d','.',0}; static UTF8 English_826_1[] = {0}; // WARNING - empty string static UTF8 English_826_2[] = {'P','l','e','a','s','e',' ','r','e','a','d',' ','t','h','e',' ','N','I','N','T','E','N','D','O',' ','G','A','M','E','C','U','B','E',' ','I','n','s','t','r','u','c','t','i','o','n',' ','B','o','o','k','l','e','t',' ','f','o','r',' ','m','o','r','e',' ','i','n','f','o','r','m','a','t','i','o','n','.',0}; static UTF8 *English_826[] = { &English_826_0, &English_826_1, &English_826_2, }; // TEXT_READING_DISC static UTF8 English_827_0[] = {'R','e','a','d','i','n','g',' ','d','i','s','c','.','.','.',0}; static UTF8 *English_827[] = { &English_827_0, }; // TEXT_CLOSE_DISC_COVER static UTF8 English_828_0[] = {'T','h','e',' ','D','i','s','c',' ','C','o','v','e','r',' ','i','s',' ','o','p','e','n','.',0}; static UTF8 English_828_1[] = {0}; // WARNING - empty string static UTF8 English_828_2[] = {'I','f',' ','y','o','u',' ','w','a','n','t',' ','t','o',' ','c','o','n','t','i','n','u','e',' ','t','h','e',' ','g','a','m','e',',',0}; static UTF8 English_828_3[] = {'p','l','e','a','s','e',' ','c','l','o','s','e',' ','t','h','e',' ','D','i','s','c',' ','C','o','v','e','r','.',0}; static UTF8 *English_828[] = { &English_828_0, &English_828_1, &English_828_2, &English_828_3, }; // TEXT_INSERT_GAME_DISC static UTF8 English_829_0[] = {'P','l','e','a','s','e',' ','i','n','s','e','r','t',' ','a',0}; static UTF8 English_829_1[] = {'S','t','a','r',' ','F','o','x',' ','A','d','v','e','n','t','u','r','e','s',' ','G','a','m','e',' ','D','i','s','c','.',0}; static UTF8 *English_829[] = { &English_829_0, &English_829_1, }; // TEXT_ERROR_WRONG_DISC static UTF8 English_830_0[] = {'T','h','i','s',' ','i','s',' ','n','o','t',' ','t','h','e',0}; static UTF8 English_830_1[] = {'S','t','a','r',' ','F','o','x',' ','A','d','v','e','n','t','u','r','e','s',0}; static UTF8 English_830_2[] = {'G','a','m','e',' ','D','i','s','c','.',0}; static UTF8 English_830_3[] = {0}; // WARNING - empty string static UTF8 English_830_4[] = {'P','l','e','a','s','e',' ','i','n','s','e','r','t',' ','a',0}; static UTF8 English_830_5[] = {'S','t','a','r',' ','F','o','x',' ','A','d','v','e','n','t','u','r','e','s',' ','G','a','m','e',' ','D','i','s','c','.',0}; static UTF8 *English_830[] = { &English_830_0, &English_830_1, &English_830_2, &English_830_3, &English_830_4, &English_830_5, }; // DiscOpenBootError_1381 static UTF8 English_1381_0[] = {'L','o','a','d','i','n','g','.','.','.',0}; static UTF8 *English_1381[] = { &English_1381_0, }; // ******************************************************************************** // * English gametexts in Boot // ******************************************************************************** /* typedef struct { unsigned short identifier; // which game text is this unsigned short numPhrases; // how many phrases this text has unsigned char window; // preferred window unsigned char alignH; // horizontal alignment unsigned char alignV; // vertical alignment unsigned char language; // LANGUAGE_xxx from GameTextData.h UTF8 **phrases; // pointer to <numPhrases> pointers to localised strings } gametextStruct; */ gametextStruct Boot_English_texts[] = { { TEXT_ERROR_CRITICAL, // (825) 3, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_825, // strings table }, { TEXT_ERROR_DISC_UNREADABLE, // (826) 3, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_826, // strings table }, { TEXT_READING_DISC, // (827) 1, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_827, // strings table }, { TEXT_CLOSE_DISC_COVER, // (828) 4, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_828, // strings table }, { TEXT_INSERT_GAME_DISC, // (829) 2, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_829, // strings table }, { TEXT_ERROR_WRONG_DISC, // (830) 6, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_830, // strings table }, { DiscOpenBootError_1381, // (1381) 1, // numPhrases 147, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_1381, // strings table }, };
Another source file, audio/starfox.h.bak, contains lists of sound effect IDs, though they don't match up with the final version.
Save Files
Version 1.1 has an extra file, BUG_cannon_fall, which is a save file used by the developers. Curiously, this file is for the Japanese version.
The Japanese version 1.1 has another save file, Bug4.
Debugging Text
MIDIWADLoadedCallback load error WARNING:DVDCancelStreamAsync returned FALSE curvesSetupMoveNetworkCurve: There must be at least four control points curvesSetupMoveNetworkCurve: There must be a multiple of four control points for bezier or hermite curves curvesMove: There must be at least four control points curvesMove: There must be a multiple of four control points for bezier or hermite curves VOXMAPS: route nodes list overflow Childnode Null overflow in 'genVoxelCircle' VOXMAP: attempt to load invalid object voxmap '%d' VOXMAP: Size overflow on object voxmap load->Ignoring defined voxmap <voxLoadVoxMapActual> Warning voxRomTab is NULL VOXMAP: Size overflow on load->Ignoring defined voxmap <voxLoadVoxMapActual> Warning uncompressedSize is 0 WARNING: Voxmap has no mem available <uninitialised> <loading> <file empty!> <no file!> <%d's not in %s> <%d, doesn't have phrase %d> gametext/%s/%s.bin WARNING in mainSetBits: Bit %d can't be set to %d while a savegame is loading GAME_STATE_RESETPRESSED GAME_STATE_RESETNOW audioQuit passed GX flush passed VIFlush passed reset default finished init <mmShowInfoFBMemoryStore> failed to find store with requested handle in MMSTORE_ARRAY thisStore 0x%8x thisStore->handle %d thisStore->size %d thisStore->ptrStore 0x%8x thisStore->ptrCurrent 0x%8x end of this store array 0x%8x <mmAllocateFromFBMemoryStore> failed to find store with requested handle in MMSTORE_ARRAY <mmAllocateFromFBMemoryStore> available space in this store %d size wanted %d <mmDestroyMemoryStore> failed to find store with requested handle in MMSTORE_ARRAY <mmCreateMemoryStore> failed as size was %d <mmCreateMemoryStore> failed as size %d was greater than MM_MAX_MEM_STORE_SIZE %d <mmCreateMemoryStore> failed to allocate mmStore Object mmStore->ptrStore <mmCreateMemoryStore> failed to allocate mmStore->ptrStore <mmCreateMemoryStore> failed to find slot in MMSTORE_ARRAY mm:audioheap mem %dk/%dk %dk/%dk %dk/%dk %dk/%dk slot %d/%d %d/%d %d/%d %d/%d SPAWNED A SLOT NOT ALIGNED TO 32 slot->stack %d slot->loc 0x%x slot->size %d ERROR<free> memory usage value corrupted 7: *** mm Error *** ---> stbf stack too deep! 5: *** mm Error *** ---> Can't free ram at this location: %x 6: *** mm Error *** ---> No match found for mmFree, %08x. 1: *** mm Error *** ---> '%s' No more slots available. region %d used %d avail %d ERROR<alloc> memory usage value corrupted mmUniqueIdent 2: *** mm Error *** ---> '%s' region=%d col=%x wantsize=%d largestsize=%d... No suitble block found for allocation. Warning: Model animation buffer overflow!! size=%d <objSetupObject> loading is locked can't setup objno %d LOADED OBJECT %s ======= OBJFREEALL LOADING CHARACTER maptype %d playerno %d objFreeObjdef: Error!! (%d) Tried to free non-existent object FREED OBJECT %s Warning: Unknown object type '%d/%d romdefno %d', using DummyObject (128) <objanim.c -- setBlendMove> WARNING tried to load anim -1 from cache modno %d HIT VOLUMES: an object has too many hit spheres hitstate frame=%f objHitReact.c: sphere overflow! %d objAddObjectType: Reached MAXTYPES!! objmsg (%x): overflow in object %d defno=%d FROM: defno %d <renderOpMatrix> ERROR CASE numMatrices = %d Suspected graphics hang or infinite loop GP status %d%d%d%d%d%d --> GP hang due to XF stall bug. GP hang due to unterminated primitive GP hang due to illegal instruction. GP appears to be not hung (waiting for input). GP is in unknown state. GP hang due to XF stall bug. GP hang due to unterminated primitive. GP hang due to illegal instruction. thread: state=%d attr=%d suspend=%d Failed to allocate memory->forcing texture free ^^^^^^^^^^^^^^^^ Restruct textures Running ^^^^^^^^^^^^^^^^ REREGION texRestructRefs No Space to ReRegion from 0x%x size %d!!!! texRestructRefs Optimal ReRegion from 0x%x to 0x%x size %d!!!! ^^^^^^^^^^^^^^^^ AFTER REREGION texRestructRefs No Space to Restructure from 0x%x size %d!!!! texRestructRefs Wrong region from 0x%x to 0x%x size %d!!!! texRestructRefs SubOptimal Restructure from 0x%x to 0x%x size %d!!!! texRestructRefs Optimal Restructure from 0x%x to 0x%x size %d!!!! texRestructRefs ReRegioned alloc can't get back into region 0 from 0x%x to 0x%x size %d!!!! texRestructRefs ReRegioned alloc Optimal Restructure from 0x%x to 0x%x size %d!!!! ^^^^^^^^^^^^^^^^ Restruct textures Finished passes %d LOAD PASS: Level object LOAD FAIL: Manual load LOAD FAIL: Outside map x=%f y=%f z=%f LOAD FAIL: No block LOAD PASS: Block object LOAD PASS: In range %f LOAD FAIL: Out of range TRACK ERROR: Global texanim overflow trackLoadBlockEnd: track block overrun track piLocked %x cellx %i celly %i cellz %i NO FREE LAST LINE trackIntersect: FUNC OVERFLOW %d HIT OVERFLOW ObjSequence: max number of obj frees SEQUENCE: Could not Find Object %i <objLoadAnimdata> Warning ACRomTab is NULL !!! Error non-existant cloud id - %i - in snowFreeSnowCloud !!! Error non-existant cloud id - %i - in snowPrintSnowCloud !!! Error non-existant cloud id - %i - in snowReposSnowCloud warning in newcloud dll no spare memory for light available warning in newclouds dll no spare memory for clouds available !!! Error non-existant cloud id - %i - in snowKillSnowCloud Could not allocate memory for waterfx dll <projgfx rayhit Do>No Longer supported <projgfx setzscale Do>No Longer supported <projgfx release Do>No Longer supported Corner is too far out (%f) Found new walk group patch from walkgroup %d Error in isPointWithinPatchGroup Unable to find exit point 0 on patch between walkgroup %d and %d Unable to find exit point 1 on patch between walkgroup %d and %d MAX_ROMCURVES exceeded!! <projdummy Do>No Longer supported <projmagicstream Do>No Longer supported <projmagicemmit1 Do>No Longer supported <projroombeam Do>No Longer supported <projlightning1 Do>No Longer supported <projlightning2 Do>No Longer supported <projlightning3 Do>No Longer supported <projlightning4 Do>No Longer supported <projlightning5 Do>No Longer supported <projlightning7 Do>No Longer supported <projlightning6 Do>No Longer supported <projenergise1 Do>No Longer supported <projenergise2 Do>No Longer supported <projrobotfire Do>No Longer supported <projsquirt1 Do>No Longer supported <projship1 Do>No Longer supported <projwallpower Do>No Longer supported <projquakeshock Do>No Longer supported <projsunshock Do>No Longer supported <projtesla Do>No Longer supported <projcore1 Do>No Longer supported <projcore2 Do>No Longer supported <projcore3 Do>No Longer supported <projdfp1r Do>No Longer supported <camcontrol.c> failed to load triggered camaction actionno %d PATHCAM error: need at least two control points n_rareware ^^^^^^^^^^^^^^^^ malloc for movie failed ^^^^^^^^^^^^^^^^ RESTRUCT for movie n_attractmode.c Fail to prepare %3d:%02d:%02d /savegame/save%d.bin PICMENU: tex overflow UPLINK overflow=%d DOWNLINK overflow=%d LEFTLINK overflow=%d RIGHTLINK overflow=%d errorThreadFunc %x Exception: System reset Machine check Alignment Performance monitor System management interrupt Memory Protection Error Unknown error Stack trace Stack %x; depth %d %08x %08x General Purpose Registers %08x %08x %08x %08x in water out of water moveTricky: Turning in water Turning out of water tricky wg %d->%d target wg %d, dest wg %d tricky last walk group is zero. Has he been loaded within a walk group? %f %f %f velbefore %f, vel now %f target is within a walkGroup or its patch target is not within a walkGroup or any patches target is within patch group %d Patch %d: Last xyz %f %f %f Last Patch Point %f %f %f Tricky is neither in a walkgroup or in a patch tricky error, target patch %d, targetWalkGroup %d, trickyWalkGroup %d, tricky last walkGroup %d, tricky in patch %d tricky error 2!!!!! movement state is %d walk wait walk free walk start patch walk patch exit walk end patch walk to node %d %d curve setup walk nodes Jump run up Jump prep Jumping Jump up run up JUMPDOWN or JUMPUP JUMPDOWN_RUNUP entered a non valid movementstate GROWLAT_GOTO GROWLAT_GROWLING GROWLAT_GOTOFLAME GROWLAT_FLAME BADDIEALERT_GOTO BADDIEALERT_BARK %d %d BADDIEALLERT_GOTOFLAME BADDIEALLERT_FLAME error tricky should never stop when circling GUARD_INIT GUARD_FINDING GUARD_TOSPOT GUARD_TOFRONT GUARD_TOBADDIE GUARD_FLAME GUARD_DOWNTOGROWL GUARD_GROWL GUARD_UPFROMGROWL FLAME_NONE FLAME_FINDING_OUT FLAME_GOINGTOEDGE FLAME_TOSTART FLAME_OUT FLAME_FINDING_IN FLAME_TURNING_IN FLAME_IN FLAME_TOEND DIGTUNNEL_FINDING DIGTUNNEL_GOINGTOSTART DIGTUNNEL_DIGGING DIGTUNNEL_TOEND1 %f DIGTUNNEL_TOEND2 DIGTUNNEL_WAIT sideCommandEnable warning: need to increase MAX_COMM_PRESENT hits: %d %d %d %d %d %d %d %d Energy: %d/%d find command used on the wrong object PUSHPULL OBJECT: hitpoint overflow vel %f, depth %f dot %f newseqobj %d: need bit clear during sequence newseqobj %d: used bit set during sequence newseqobj %d: need bit clear before preempting sequence newseqobj %d: used bit set before preempting sequence newseqobj %d: about to prempt the sequence - objs %d newseqobj %d: need bit clear after sequence newseqobj %d: used bit set after sequence newseqobj %d: need bit clear before sequence newseqobj %d: used bit set before sequence newseqobj %d: about to start the sequence newseqobj %d: Need Bit %d, Used Bit %d TEXFRAMEANIM %i !!!!!!!!!!! TRIGGER %d ident %d initialise Trigger [%d], Environment Effect, Action Num [%d], Range [%d] ^^^^^^^^^^^^^^^^LOAD %d ^^^^^^^^^^^^^^^^FREE %d ^^^^^^^^^^^^^^^^LEVELLOCKED level %d bucket %d ^^^^^^^^^^^^^^^^LEVELUNLOCKED level %d bucket %d <DIMBoss.c> freeing assets for DIMBoss <DIMBoss.c> loading assets for DIMTop WARNING Water Spike [%d] as invalid xyzAnim ID angle %d, obj-yaw %d Thorntail entered an invalid state popOutOfGround burstIntoGroun biteAttack standStill standAndSpit hitFightMain fight_die runto_Object runto_ThrowObj pickup_Object throw_AtObject wait_forObject Wait_for_throw try_to_catch catch_Object Kill_Object GREATER <doorswitch Init>No Longer supported <dfperchwitch Init>No Longer supported Stack ------------------- %i : %s : Opand %i HAS BALL : %x= %x THROW CHANCE %i <textblock.c Init>No Longer supported <laser.c Init>No Longer supported <platform1 draw>No Longer supported <platform1 control>No Longer supported <platform1 Init>No Longer supported DRAKOR SPEED %f YAW DIFF Time %i : %i YAW Angle: %d Mode: PITCH Mode: DIFFUSE COLOUR RED Colour: %d Mode: DIFFUSE COLOUR GREEN Mode: DIFFUSE COLOUR BLUE Mode: SPECULAR COLOUR RED Mode: SPECULAR COLOUR GREEN Mode: SPECULAR COLOUR BLUE
Regional Differences
Dinosaur Language Cheat
In USA versions, the fourth Cheat Token can be redeemed to enable a "Dinosaur" selection in the Language menu, which converts some dialogue subtitles in the game into their cyphered dinosaur language equivalents, as heard in dialogue before Fox receives his translator from Slippy. The in-game audio remains in English. This feature was removed from international versions of the game, likely because it renders the game unplayable to any players who don't understand the English-language voice-over.
In European versions, a cryptic message about Fox's future replaces the cheat activation:
You are meant to be together. It was your destiny. Together as one, you will bring peace.
References
The Star Fox series
| |
---|---|
SNES | Star Fox (Prototypes) • Star Fox 2 (Prototypes) |
Nintendo 64 | Star Fox 64 (iQue Prototype) |
GameCube | Star Fox Adventures (Prototypes) • Star Fox: Assault |
Nintendo DS | Star Fox Command |
Nintendo 3DS | Star Fox 64 3D |
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- To do
- Star Fox series
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