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05-03-22 06:52:21 AM
Jul - The Cutting Room Floor - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply
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foxtribe
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Posted on 07-21-14 08:53:24 PM Link | Quote
Hi all, I joined just to post this finding.

I believe Dinosaur Planet ran on N64DD hardware. If you watch the beginning of the one hour DP video, you'll see the N64DD logo. I'm not sure if this is helpful to your cause or not, but I thought I'd put it out there!

http://fox-city.tumblr.com/post/92467335558/someone-in-the-comments-of-the-1-hour-dp-video
gonetogo
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Posted on 07-22-14 10:30:35 AM Link | Quote
Someone else created even more (and more stable) codes:
http://dinosaur-planet-to-sfa.tumblr.com/post/92508769502/action-replay-codes-special-thanks-to-the-user

My discoveries:
1. Test of Fear (Lightfoot Village) can be finished, even though the test itself has not been implemented. You will receive the Krazoa spirit automatically as soon as you arrive at the place where the test happens in the final game However, before receiving the spirit, the big Scales model appears, which soon vanishes. When you receive the spirit, Fox is incredibly small.

2. With the new Krazoa spirit code, the Krazoa Palace is a bit more functional, i.e. you can get to all levels of the palace. Unfortunately, most of the palace appears to be unfinished. On the middle levels, textures are missing if you leave the palace "centre". On the upper level, a Krystal model is standing next to the machinery that's supposed to hold her. Also, on all levels none of the things that are supposed to take the Krazoa spirits are working - it seems like they have not been implemented at all.

3. When being warped to Krazoa Palace, you arrive in a room with a lift to the Palace centre and another room that is blocked by a circular door. On this circular door there are three red spots. I guess you are supposed to shoot all three to open the door, but if you try to do so, you cannot make more than one green at a time.

4. There may be a way to Cape Claw. With the "no clip" code, I was able to get into the well. However, when going to Cape Claw, the area was not loaded (the world just suddenly ends and Fox got stuck).
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Posted on 07-22-14 01:03:34 PM Link | Quote
That's awesome!
gonetogo
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Posted on 07-22-14 03:09:35 PM Link | Quote
Some more updates:

1. I finally made it out of the "well" to Cape Claw. Cape Claw even started to load, but then the game crashed. Not sure if entering that area is possible at all. I still remember that even in the final game there are issues with getting to Cape Claw when certain events have not occured.

2. In the final Scales battle, Scales is actually of proper size if you use the "no clip" code and walk to the fighting area through a wall. Thus a "cutscene" is skipped in which Scales shrinks (which probably does not happen on purpose). Scales can be properly fought and you can even attack him - but he never takes any damage. When using the ice staff addon on Scales, he's just a big ice rock that cannot be identified as Scales anymore.
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Posted on 07-22-14 04:12:16 PM Link | Quote

UESCTerm 802.11 (remote override)
044 05.10.2337
a note on the Krazoa Spirit recievers: in the final game, the objects that accept them seem to only spawn when game flags say that the player is far enough in the game to where they "should" be placing each spirit.

and if I remember correctly, utilizing Airswim could get one to Cape Claw early, though I'm not sure if there was a way out of it once you got inside, as with the LightFoot Village.

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Hugo_Peters

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Posted on 07-22-14 09:13:14 PM Link | Quote
Originally posted by gonetogo
Some more updates:

1. I finally made it out of the "well" to Cape Claw. Cape Claw even started to load, but then the game crashed. Not sure if entering that area is possible at all. I still remember that even in the final game there are issues with getting to Cape Claw when certain events have not occured.

2. In the final Scales battle, Scales is actually of proper size if you use the "no clip" code and walk to the fighting area through a wall. Thus a "cutscene" is skipped in which Scales shrinks (which probably does not happen on purpose). Scales can be properly fought and you can even attack him - but he never takes any damage. When using the ice staff addon on Scales, he's just a big ice rock that cannot be identified as Scales anymore.


It is possible to get into Cape Claw, I went there a few times.
Create a moonjump code in something like CheatEngine, so that if you lock the value Fox keeps levitating.
Go to the well, stand on the leviated patch in a corner, then lock the value.
Hover over the stairs so that you're in the middle of the well.
Unlock the value, and just after you've entered the well lock it again, then levitate to the wall of the well, then unlock it again, and run through the well as you would do normally in the retail game (don't go back to the middle or the game will reset), once you're back up, Cape Claw will be loaded and playable (spoiler: there aren't many differences from the retail). If this doesn't work, I have some save files of Cape Claw, just ask and I'll try to find them.

To go into Dragon Rock, start Thorntail Hollow from the E3 menu, then save the game.
Exit the game back to the main menu. Using CheatEngine, make the menu selection go out of bounds.
Force select the first entry after the last normal one. When you select it, you'll start in Dragon Rock and a creepy animation will show (a drunk Fox walking to the skies, no this is not a creepypasta xD). Once that's done you'll be presented by the Arwing map screen. Select Thorntail Hollow, do the mission, and then you'll have everything unlocked, including the laser, Tricky, etc. Save the game again, exit to menu, and repeat the out of bounds process. Then you will be in Dragon Rock, without the creepy animation part and you can walk freely, however, climbing up the stairs will freeze the game, so levitate over them.

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foxtribe
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Posted on 07-23-14 03:55:57 AM Link | Quote
I don't see anywhere on the wiki that says DP ran on a 64DD; should that information be added?
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Posted on 07-23-14 04:01:12 AM (last edited by Treevis121 at 07-23-14 04:04:46 AM) Link | Quote
This code was kinda funny. Get music with it and it makes things a little more lively (since no dialogue audio was playing). I loaded a save state with Fox at Thorntail Hollow and was greeted with it.

Originally posted by foxtribe
I don't see anywhere on the wiki that says DP ran on a 64DD; should that information be added?


I could'a sworn I heard that somewhere else, too. I wonder if that'll make it any more complicated at somehow re-assembling Dinosaur Planet (it sounds complicated enough already, or at least how I imagine it).
gonetogo
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Posted on 07-23-14 10:50:39 AM Link | Quote
Originally posted by Hugo_Peters

It is possible to get into Cape Claw, I went there a few times.
Create a moonjump code in something like CheatEngine, so that if you lock the value Fox keeps levitating.
Go to the well, stand on the leviated patch in a corner, then lock the value.
Hover over the stairs so that you're in the middle of the well.
Unlock the value, and just after you've entered the well lock it again, then levitate to the wall of the well, then unlock it again, and run through the well as you would do normally in the retail game (don't go back to the middle or the game will reset), once you're back up, Cape Claw will be loaded and playable (spoiler: there aren't many differences from the retail). If this doesn't work, I have some save files of Cape Claw, just ask and I'll try to find them.


I'd be happy if you could share the save file. Even when Cape Claw starts to load for me, it still crashes once I try to enter. Had the same issues with the retail version and the Action Replay moon jump. Can you also share a save file for Dragon Rock?
foxtribe
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Posted on 07-23-14 03:49:19 PM Link | Quote
@treevis: I've been watching this project since it started, and I don't believe I've ever known it was a 64DD game. I could be wrong, though!

but I think it would be helpful to know, since knowing what system its on would be one of the first steps to restore it... Not much is known about the 64DD, but we could try looking into the few games that did come out for the system. Maybe the code we're missing is specific to the 64DD
gonetogo
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Posted on 07-23-14 04:26:53 PM Link | Quote
There's been no information that it was planned for the 64DD, especially as it was definitely dead in 1999/2000. The startup logo in the video (https://www.youtube.com/watch?v=cOVBRJToVDY) also lacks the "Nintendo 64" writing of 64DD games. So it's pretty unlikely we are looking for a 64DD game here.
Treevis121

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Posted on 07-23-14 10:14:51 PM Link | Quote
Originally posted by gonetogo
There's been no information that it was planned for the 64DD, especially as it was definitely dead in 1999/2000. The startup logo in the video (https://www.youtube.com/watch?v=cOVBRJToVDY) also lacks the "Nintendo 64" writing of 64DD games. So it's pretty unlikely we are looking for a 64DD game here.


That's true; I wonder where I heard it was for the 64DD? It was probably a different game I was thinking of entirely..
Sik

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Posted on 07-23-14 11:03:43 PM Link | Quote
And even if it was for the 64DD, it's likely it'd have been backported to the N64 first (as happened with other 64DD games) before moving to the Gamecube.

That said, since we're talking about the 64DD:
Originally posted by foxtribe
but I think it would be helpful to know, since knowing what system its on would be one of the first steps to restore it... Not much is known about the 64DD, but we could try looking into the few games that did come out for the system. Maybe the code we're missing is specific to the 64DD

Dumping them would be a good first step =P It would be nice to get 64DD emulation some day. (OK, enough off-topic)
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Posted on 07-24-14 03:25:52 AM Link | Quote

UESCTerm 802.11 (remote override)
044 05.10.2337
Originally posted by foxtribe
Maybe the code we're missing is specific to the 64DD


the code we are missing is the main program itself, if we're talking about the N64esque files. What we have are separate libraries that are loaded in during the game (think DLL), which is something most Rare N64 games did.

And in my opinion, while it would add more to the mystique, I don't think it was an N64DD rom, at least from what I know of the versions of the game we have. [/opinion]

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Treevis121

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Posted on 07-31-14 03:38:44 AM (last edited by Treevis121 at 07-31-14 03:39:50 AM) Link | Quote
$Moon Jump (Hold B)
CA3288F2 00000200
42325464 00143FFF
42325464 00153FFF
4232F690 00143FFF
4232F690 00153FFF

I hope this will work for everyone. It was a bit frustrating finding the right values.
gonetogo
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Posted on 08-07-14 03:20:12 PM Link | Quote
Thanks, with that I finally got to Cape Claw

Did they change the design of Tricky? He always has the Dinosaur Planet emblem on his forehead, in the final game he does not.
foxtribe
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Posted on 08-07-14 05:42:26 PM Link | Quote
Could you post a screen shot? What do you mean by emblem?
gonetogo
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Posted on 08-07-14 06:08:37 PM Link | Quote
Originally posted by foxtribe
Could you post a screen shot? What do you mean by emblem?




Just noticed that Tricky gets it at the end of the game though.
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Posted on 08-07-14 07:38:27 PM Link | Quote
Not to prod but is anything in this thread going to make it to the page for this game on TCRF? I've skimmed a few pages and there looks like there is some good material that could be added. Skimming through 25 pages and the bare page on TCRF doesn't really do it justice.

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foxtribe
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Posted on 08-07-14 09:47:28 PM Link | Quote
@gonetogo: Thanks for the screenshot, that is so odd! That is indeed the beta logo/design, but I have no idea why it would be on his head. Most likely a placeholder

@cuber456: I agree, there's tons of findings on these pages that should be added

On a side note, has anybody found the voice clip of the cloudrunner at the beginning of the 1 hour video? The one that says "Krystal, shoot for the cannon" and "Blast the head!". I don't think I ever heard it in the voice clips found so far.
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