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Star Fox Adventures
| Star Fox Adventures |
|---|
|
Developer:
Rare
|
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
Subpages
| Dinosaur Planet Leftovers Leftovers from the game that never was. |
| Unused Voice Clips Dialogue the player will never hear in the game. |
Unused Graphics
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splashScreen.BIN contains an early logo for the game.
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A debug font can be found in several of the texture files.
Unused Text
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 either Galleon (the ship Scales rides on in the intro) or 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 saved after saving a ThornTail's eggs. She doesn't say this.
Development Stuff
"?�?�?�?�?�?�?�?�?level" "choose" "select" "map" "rotate" "zoom" "confirm" "exit" "TM & ^ 2001 NINTENDO # RARE" ?? "?�?�?�?�?�?�?attack" "lift" "jump" "throw" "kick" "fire" "cancel"
Debugging menu leftovers.
"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.
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
},
};
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
The Star Fox series
| |
|---|---|
| SNES | Star Fox (Prototypes) • Star Fox 2 (Prototypes) |
| Nintendo 64 | Star Fox 64 (Prototypes) |
| GameCube | Star Fox Adventures (Prototypes) • Star Fox: Assault |
| Nintendo DS | Star Fox Command |
| Nintendo 3DS | Star Fox 64 3D |
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused objects
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Microsoft > Games developed by Xbox Game Studios > Games developed by Rare
Games > Games by platform > GameCube games
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Games > Games by release date > Games released in 2002
Games > Games by series > Star Fox series