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Euro Demo 42 unused content notes

Aug 10th, 2015
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  1. Euro Demo 42 to check:
  2. ----------------------
  3.  
  4. Oddity:
  5. On the disk, Max Power Racing comes in a folder called C3, not to be confused with CB3 (Cool Boarders 3). Why C3? Is that an alternate for it?
  6.  
  7. 0004E190:
  8. Demo.34..1..\W\WIPEOUT.EXE;1..1..\DD\TITLE\WIPEOUT.VLC;1..1..\DD\INST\WIPEOUT.VLC;1..1..4..1..1..1..2..1..0..2..\TDEMOS\TREX.EXE;1..\TDEMOS\MANTA.EXE;1..2..\DD\TITLE\TREX.VLC;1..\DD\TITLE\MANTA.VLC;1..2..\DD\INST\TREX.VLC;1..\DD\INST\MANTA.VLC;1..2..3..3..3..\MOVIES\SF.STR;1..\MOVIES\SF.STR;1..\MOVIES\SF.STR;1
  9.  
  10. on the disc is some data for Wipeout and Trex. Were these tech demos? Euro Demo 34 didn't have Wipeout; it appeared on Euro Demo 1.
  11. Edit: this appears on other demo discs as well. Weird.
  12. Edit2: there's also mention of the T-Rex and Manta tech demos.
  13.  
  14.  
  15. FUTURE.TXT
  16.  
  17. FUTURE DEMO DISC
  18.  
  19. Programmers: Allan J. Murphy, Vince Diesi, Paul Holman
  20. Producer: Richard Milner
  21. Assembler: Daryl Cooper
  22. Artist: Pete Johnson, Steve Weymouth
  23. Sound: Harry Holmwood, Jason Page
  24.  
  25. In the DD folder, there's a file called FUTURE.TXT. That's ^ the contents of it.
  26.  
  27.  
  28.  
  29. --
  30.  
  31. ## Devil's Dice ##
  32.  
  33. has .TIMs of the gallery (unlockable art for doing Puzzles) but you only unlock 1 in the demo for the first 10 puzzles completed.
  34.  
  35. In the MAIN.EXE file of the DDice folder...
  36.  
  37. 00000A00:
  38. This is XI..sim:\PSY\C\TEST.TXT.this is DevilDice(pal)..DevilDice finish!...
  39.  
  40. When the game starts up, before it loads the .TIM data displaying Sony and studio name, it checks to see the region. XI is Devil Dice's original Japanese name.
  41.  
  42. 0000FEB0:
  43. TRIAL...........BATTLE.......... WARS...........PUZZLE..........MANUAL..........OPTION.......... 3MIN PLAYABLE DEMO ... SUPER PLAY DEMO ...10STAGE PLAYABLE DEMO... 1ST READ ME ... NOT AVAILABLE
  44.  
  45. Not used in the game. This is an old menu.
  46. The Trial mode is a 3 minute playable demo, the Puzzle mod is a 10 stage demo, I believe the 1ST READ ME relates to the Tutorial (called Manual here) but the Super Play demo doesn't relate to anything.
  47.  
  48. 0000FF90:
  49. cdrom:\PSX.EXE;1....\GRID\PSY.TIM;1.\GRID\BG7.TIM;1.\GRID\SKY.TIM;1.\GRID\RED.TIM;1.\GRID\HIRO.TIM;1....\GRID\HIRO2.TIM;1...\GRID\OKINA.TIM;1...\GRID\KATAGIRI.TIM;1....\GRID\PARK.TIM;1....\GRID\LITE.TIM;1....\GRID\LASTER.TIM;1..\GRID\EARTH8.TIM
  50.  
  51. The game.exe file now refers to unused files, both on disk and not on disk.
  52.  
  53. In the DAT folder...
  54. ALL.TIM has some weird stuff in it that I don't even think all is used.
  55. AQUI.TIM isn't used I think. It is mentioned in game.exe but I've never seen it. Should double check.
  56. MENU.TIM is different than the final game file (since that Option menu isn't blocked out).
  57. PSY.TIM isn't used, unless its a regional specific or used in the credits.
  58.  
  59. Cheat Engine codes:
  60.  
  61. 00BF9C69 = cursor position
  62. (note: changing the cursor position out of the range of 1-10 would make it load the level the cursor was highlighted on last, but with 'Level #" with # being the value you changed it to, and after you beat the stage the game with freeze)
  63.  
  64. 0088DD2C4 = points #
  65.  
  66. 00BF8C64 = timer
  67.  
  68. --
  69.  
  70. ## Rocks and Gems ##
  71.  
  72. There's a tutorial in the hex code. Try and find it in the game.
  73. - snippet of it @ 00FC7C20:
  74. Technical information.Resolution:.384 x 256 pixel.Video mode:.PAL.Frame rate:.50 frames per second.Number of levels:.64.Level editor:.Microsoft Excel sheets.Cheat mode integrated.Credits.This is our first real project to develop a game in C. We hope you will enjoy it..
  75.  
  76. --
  77.  
  78. ## Pushy II ##
  79.  
  80. has some code ready for gameshark
  81. e.g. 00DE24B0 = MAP_9.. 800da3c4
  82. 00DE3100 = MAP_49.. 800d99d8
  83.  
  84. also, Congratulations.You have....completed...With a score....Password... < this in the game?
  85.  
  86. Cheat Engine cheats:
  87. 00B9833C = level id #
  88. (change the value, beat the current level and it takes you to the next level after your # e.g. on lvl 1, change # to 30, beat lvl 1 and you go to lvl 31, it only goes to 50 though; anything over finishes the game)
  89.  
  90. --
  91.  
  92. ## Bouncer 2 ##
  93.  
  94. 0046DC00:
  95. InitSpriteData..InstallTimer....Completed...RemoveTimer.Timer function removed..BOUNCER 2...Completed...InitStartPlay...InitLeaving.Bonus Level Over....Level Warp..Level Complete..Time Bonus ..Block Bonus ....Bloke Bonus ....Block Bonus .Level Bonus ....bonus level=%d..LevelComplete...Complete....Counter %d created..CreateCounter...SetCounter..Invalid counter type....CreateDiamondCounter....CreateScoreCounter..
  96.  
  97. Looks like some level creation or debug info
  98.  
  99. 0046DE90:
  100. Build time ....Dec 3 1998.12:17:55
  101.  
  102. Bouncer 2 build time
  103.  
  104. 0046E900
  105. Bouncer 2 Save Game.Level=%d Difficulty=%d..SaveGame....Lives=%d Bombs=%d Level=%d..Memory card not found...LoadGame....Validation string incorrect (%s)........InitCheatCodes..Completed...code %d deactivated.....CheckForCheats..code %d activated
  106.  
  107. Apparently at one point you could save Bouncer 2 progress. Also, bombs? And cheat codes?
  108.  
  109. In the BOUNCER.FPC file...
  110.  
  111. 000001D0:
  112. \include\ninja.h.©.ç$D:\sega\lib\shinobi\include\sg_xpt.h.$D:\sega\lib\ninja\include\NinjaDef.h.$D:\sega\lib\ninja\include\NinjaStr.h.$D:\sega\lib\ninja\include\NinjaVal.h.$D:\sega\lib\ninja\include\NinjaApi.h.$D:\sega\lib\ninja\include\NinjaCnk.h.u.ö D:\sega\lib\libc\include\stdio.h.!D:\sega\lib\libc\include\stddef.h. D:\sega\lib\libc\include\float.h.!D:\sega\lib\libc\include\stdlib.h. D:\sega\lib\libc\include\mathf.h..D:\sega\lib\libc\include\math.h.$D:\sega\lib\ninja\include\NinjaPad.h.@.ì$D:\sega\lib\shinobi\include\sg_pad.h.$D:\sega\lib\ninja\include\ninjapad.h.#D:\sega\lib\shinobi\include\sg_gd.h.&D:\sega\lib\shinobi\include\sg_sytmr.h.&D:\sega\lib\shinobi\include\sg_maloc.h.&D:\sega\lib\shinobi\include\sg_chain.h.1.ß%D:\sega\lib\shinobi\include\sg_syhw.h.!D:\sega\lib\kamui\include\kamui.h."D:\sega\lib\kamui\include\kmbase.h.$D:\sega\lib\kamui\include\kmstatus.h."D:\sega\lib\kamui\include\kmdefs.h."D:\sega\lib\kamui\include\kmenum.h.7.ù$D:\sega\lib\kamui\include\kmstruct.h.$D:\sega\lib\kamui\include\kmvertex.h.!D:\sega\lib\kamui\include\kmapi.h.!D:\sega\lib\libc\include\string.h..D:\sega\projects\SbTest\init.h. D:\sega\projects\SbTest\gtypes.h. D:\sega\projects\SbTest\status.h.“‡& D:\sega\projects\SbTest\matrix.h
  113.  
  114. Text strings referencing to the classic Sega game Shinobi. Maybe the programmer was also working on it, since it has bits like 'projects' and 'test' in it?
  115.  
  116. Cheat Engine:
  117. 001336A0 = level id #
  118.  
  119. --
  120.  
  121. ## Haunted Maze ##
  122.  
  123. Hidden in the hexcode is some helpful codes!
  124.  
  125. 00C37E80:
  126. .Game Shark codes! (Pro Action Replay codes.)..NTSC..----..Infinite Lives:..8012AF64 00FF..Infinite Time:..8012AF74 003C..Invulnerable:..8012AF24 0001....PAL..---..Infinite Lives:..8012AF74 00FF..Infinite Time:..8012AF84 003C..Invulnerable:..8012AF34 0001
  127.  
  128. ^ not displayed ingame via the opening scroll
  129.  
  130. 00C37D90:
  131. Known bugs:..None. Let me know if this is not the case! :-)......I wrote the main guts of the game in 8 days when I heard that SCEA members..were allowed to submit games and demos for consideration to be on display..in Sony's ECTS '98 booth! Shortly after that, I was thrilled to learn that..it had been chosen by SCEE to be on one of the "Official Playstation..Magazine" cover discs in Europe (November or December '98 issue, I haven't..gotten my copy yet so I'm not sure which!)....A few months later, I learned that all the Yaroze cover disc games were..going to be collected onto another "Official Playstation Magazine" cover..disc, this time as a "Hall of Fame" edition, and that we were allowed to..submit updates! I went back to the game and added a whole bunch of new..features, and even fixed a few bugs. The game even increases in difficulty..as you get to the higher levels! (Unlike the original! :-) These changes..brought the total development time to 13 days.....November 27, 1998..Ed Federmeyer..UA
  132.  
  133. This also isn't displayed in the game.
  134.  
  135. --
  136.  
  137. ## Between the Eyes ##
  138.  
  139. BTE.FPC
  140.  
  141. 000FF580:
  142. numberShapesInThisSection >= 4At line %d of file '%s'....Assertion failure! numberShapesInThisSection <= MAX_NUMBER_SHAPES_PER_SECTIONAt line %d of file '%s'
  143.  
  144. An interesting error message. Apparently if there are 4 or more shapes in a section of a track, that's too much. Does this refer to the ships?
  145.  
  146. 00107730:
  147. First Director's Cut....Second Directors' Cut...Third Directors' Cut....Fourth Directors' Cut...VIEW_FIXED_BEHIND_ABOVE_OBJECT..VIEW_FIXED_BEHIND_BELOW_OBJECT..VIEW_LOCAL_TO_OBJECT....VIEW_FIXED_EXTERNAL_AHEAD_OF_OBJECT.....VIEW_OBJECT_IN_STATIC_FLYBY.....VIEW_OBJECT_IN_CARDINAL_FLYBY...VIEW_CIRCLES_OBJECT_CLOSE_IN....VIEW_CIRCLES_OBJECT.....VIEW_CIRCLES_OBJECT_TWISTING....VIEW_CIRCLES_OBJECT_FAR_AWAY....VIEW_CIRCLES_OBJECT_FAR_AWAY_TWISTING...VIEW_CIRCLES_OBJECT_CHANGING_ORBITAL_PLANE..VIEW_OBJECT_IN_FIRST_OVAL_ORBIT.....VIEW_OBJECT_IN_SECOND_OVAL_ORBIT....VIEW_OBJECT_IN_FIRST_MOVING_FLYBY...VIEW_OBJECT_IN_FOURTH_MOVING_FLYBY..VIEW_OBJECT_IN_SECOND_MOVING_FLYBY..VIEW_OBJECT_IN_THIRD_MOVING_FLYBY...VIEW_CIRCLES_BEHIND_OBJECT..VIEW_SWIVELS_BEHIND_OBJECT..VIEW_BY_FIRST_DIRECTORS_CUT.....VIEW_BY_SECOND_DIRECTORS_CUT....VIEW_BY_THIRD_DIRECTORS_CUT.....VIEW_BY_FOURTH_DIRECTORS_CUT....VIEW_FIXED_EXTERNAL_BEHIND_OBJECT...VIEW_FIXED_EXTERNAL_LEFT_OF_OBJECT..VIEW_FIXED_EXTERNAL_RIGHT_OF_OBJECT.....VIEW_FIXED_EXTERNAL_ABOVE_OBJECT....VIEW_FIXED_EXTERNAL_BELOW_OBJECT....VIEW_FROM_SPLINE_PATH_BEHIND_OBJECT.....VIEW_FROM_SPLINE_DISTANCE_BEHIND_OBJECT.....VIEW_LOCAL_LOOKING_BACKWARDS....VIEW_BY_FIRST_CUBOID_VIEWER.....VIEW_BY_SECOND_CUBOID_VIEWER....VIEW_BY_THIRD_CUBOID_VIEWER.....VIEW_BY_FIRST_SPHERICAL_VIEWER..VIEW_BY_SECOND_SPHERICAL_VIEWER.....VIEW_BY_THIRD_SPHERICAL_VIEWER..VIEW_BY_FOURTH_SPHERICAL_VIEWER.....VIEW_BY_HEAD_ON_FLYBY...VIEW_BY_HEAD_ON_STATIC_SHOT.....VIEW_BY_OFF_CENTRE_STATIC_SHOT..VIEW_BY_FIRST_HELICAL_VIEWER....VIEW_BY_SECOND_HELICAL_VIEWER...VIEW_BY_THIRD_HELICAL_VIEWER....VIEW_BY_FOURTH_HELICAL_VIEWER...VIEW_BY_FIRST_CUBOID_CIRCLING_VIEWER....VIEW_BY_SECOND_CUBOID_CIRCLING_VIEWER...VIEW_BY_FIRST_SPIRAL_VIEWER.....VIEW_BY_FIRST_LAZY_ROTATION_VIEW....VIEW_BY_SECOND_LAZY_ROTATION_VIEW...VIEW_BY_THIRD_LAZY_ROTATION_VIEW
  148.  
  149. Camera options that I don't think you can access in-game.
  150.  
  151. 00113F10:
  152. forwards....backwards...super fast..rollercoaster 1.rollercoaster 2.rollercoaster 3.swivel camera...track viewing...solo flier..super fast..rollercoaster 1.rollercoaster 2.rollercoaster 3.behind and above....behind and below....circling close in...circling....circling twisting...circling wide...circling wide twisting..circling on sphere..first elliptical....second elliptical...third elliptical....fourth elliptical...cardinal flyby..static flyby....head on flyby...first moving flyby..second moving flyby.third moving flyby..fourth moving flyby.first cuboid....second cuboid...third cuboid....first spherical.second spherical....third spherical.fourth spherical....first helical...second helical..third helical...fourth helical..first cube-circling.second cube-circling....head on static..off centre static...local backwards.external ahead..external behind.external left...external right..external above..external below..first lazy rotation.second lazy rotation....third lazy rotation.circles behind..swivels behind..first director's cut....second director's cut...third director's cut....fourth director's cut
  153.  
  154. I dunno what this is. Maybe its internal names for the levels? There's 64 tracks but they don't have names. Maybe this is it.
  155.  
  156. 00114A70:
  157. menu.c..Speed ..lap %d..lap %d..time %s.PAUSED..Ready ..Steady .Go .............Track ..Inside..Outside.User....Auto....slow....faster..twister.race....slow....faster..twister.inside..outside.local...off.on..Volume
  158.  
  159. A debug menu?
  160.  
  161. --
  162.  
  163. ## Psychon ##
  164.  
  165. 16b_0009.tim
  166. Is this even used ingame? Might be. Must check.
  167.  
  168. 16b_0013.tim
  169. Possibly used but I can't remember where. Must check.
  170.  
  171. ---
  172.  
  173. ## Metal Gear Solid ##
  174.  
  175. from the 00BOOT.exe file on the disk...
  176.  
  177. 00001980--000023E0:
  178.  
  179. From 00001980 to 000023E0 is a list of items and their descriptions from the select menu. Any unused?
  180.  
  181. 00002FC0--000031B0
  182.  
  183. From 00002FC0 to 000031B0 is a list of source .c files. Any unused?
  184.  
  185. 00004560:
  186.  
  187. Nov 12 1998.18:51:44
  188.  
  189. Build date for the demo? This is the PAL demo and predates the release of the finished game for PAL regions (February 22, 1999)
  190.  
  191. 000099AD0:
  192. SUPPR...HANDKER.ROPE....DISC....MINE.D..TIMER.B.CARD....PAL KEY.RATION..CAMERA..BANDANA.STEALTH.KETCHUP.B.ARMOR.GASMASK.THERM.G.N.V.G...C.BOX C.C.BOX B.C.BOX A.SCOPE...CIGS....LV..NO ITEM.........EQUIP.......PSG1....CHAFF.G.STUN.G..C4..STINGER.NIKITA..GRENADE.FA-MAS..SOCOM...NO ITEM.........WEAPON..LIFE....O2.
  193.  
  194. Near the very end of the file is a text for the inventory. Any unused?
  195.  
  196. RADIO.DAT has, obviously, all the radio dialogue. I don't recognise some of it. I should play the full game and see if any is missing.
  197.  
  198. VOX.DAT has dialogue text. I don't think any is unused but I'm leaving this note here just in case.
  199.  
  200. --
  201.  
  202. ## Cool Boarders 3 ##
  203.  
  204. CB3.EXE
  205.  
  206. 00052CA0:
  207. Away we go..argv(%d,%d,%d,%d);.. Hello, I am a playable game section.....I am running in %s mode, with a timeout of %d seconds...interactive.attract.I used to get the containing directory here, now I don't....Oh, well, searching for \CB3\CB3.EXE to get my directory location...I don't use any DA, so I don't care about this argument.........CdSearchFile is used to find \CB3\CB3.EXE...The CB3 directory must contain CB3.EXE and SAMPLE.DAT (in that order)...\CB3\CB3.EXE;1..file not found, retrying...10 retries, reseting CD.....20 retries, aborting demo...weeoo, found \CB3\CB3.EXE at sector %d..CB3 is shutting down now, headed your way
  208.  
  209. Default text referring to loading the demo. Pretty neat seeing this.
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