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05-02-22 10:05:43 PM
Jul - Posts by Treevis121
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Treevis121

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Posted on 07-17-14 09:07:20 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Hello everyone, I've just registered here so I could share something with y'all (if it hasn't been made before).

$Health Never Goes Down
0038CEBC 00000060
*If this were set at 000000FF, Fox would be considered dead and wouldn't be able to get in his Arwing.
$Magic Never Goes Down
0038CEC1 000000FF
$Infinite Scarabs
0038CEC4 000000FF
*Gives you 255 scarabs (I think), but it never decreases and shows up as -1.

I... think they work. This is my first time; I've been trying to find the Fuel Cell values and coordinates, with no leads. Any tips anyone can offer me? I'm using that Cheat Engine.

I've been able to play it with Dual Core on Dolphin, but it still runs sluggishly and I'd have to delete the "Dump" file before playing (so it doesn't spam the file with error logs). That, and it's really finicky with the settings.
Treevis121

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Posted on 07-20-14 01:29:19 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 07-20-14 02:12:51 AM) Link
Originally posted by gonetogo
Originally posted by Treevis121
Hello everyone, I've just registered here so I could share something with y'all (if it hasn't been made before).

$Health Never Goes Down
0038CEBC 00000060
*If this were set at 000000FF, Fox would be considered dead and wouldn't be able to get in his Arwing.
$Magic Never Goes Down
0038CEC1 000000FF
$Infinite Scarabs
0038CEC4 000000FF
*Gives you 255 scarabs (I think), but it never decreases and shows up as -1.

I... think they work. This is my first time; I've been trying to find the Fuel Cell values and coordinates, with no leads. Any tips anyone can offer me? I'm using that Cheat Engine.

I've been able to play it with Dual Core on Dolphin, but it still runs sluggishly and I'd have to delete the "Dump" file before playing (so it doesn't spam the file with error logs). That, and it's really finicky with the settings.


Thanks, those codes are working perfectly

Still cannot go to Cape Claw because the demo suddenly ends if I try to go there. Is there any code to receive all staff upgrades as well as items or to unlock all Arwing locations?


I'm searching for the first staff upgrade right now; I hope the other upgrades will be nearby. I've got 217 possible addresses to check, and if I'm successful or not, I'll amend this post.

Edit: None of the 217 addresses I found seemed to do anything. Boo.
Treevis121

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Posted on 07-20-14 06:50:07 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 07-21-14 02:37:13 AM) Link
Originally posted by gonetogo
Any chance you can transfer these codes from the final game to the demo?

http://uk.codejunkies.com/search/codes/Starfox-Adventures_GameCube_7340223-7___.aspx


I can compare where those are accessed, most likely. I just wonder if there's a major difference between the PAL and NTSC version... I've got the NTSC version, so I may have to locate a PAL version and compare both to the kiosk version.

Does anyone have a save state they can lend me for the retail version? It'd be easier if I could skip ahead to Thorntail Hollow.

Edit: Huh, using a save state from the kiosk with the retail version works somewhat... I guess transferring the codes isn't so far-fetched (knock on some wood).

Edit2: I found the addresses for health and magic in the retail version, revealing something that may get me closer to transferring the retail codes to the kiosk.

. . . . . . . Retail . . . . . Kiosk
Health . . .003A3F14 . . 0038CEBC
Magic . . . 003A3F19 . . 0038CEC1
Scarabs . .003A3F1C . . 0038CEC4

They're separated the same, albeit in a different location. Neat.
Treevis121

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Posted on 07-21-14 03:44:43 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 07-21-14 04:27:59 AM) Link
Okay, I managed to unlock a whole bunch of stuff... accidentally. Heh.

$Unstable
0038CEC1 0001FFFF

It breaks your staff power (I think), but for what it does, I think it makes up for it. Load a save state with this, because it might not work when regularly starting the game.

Oh, and I updated the Health code.

$Health Never Goes Down
0038CEBC 00000060
0038CEBD 00000010
Treevis121

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Posted on 07-21-14 01:38:19 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by gonetogo
If I try using that code, I cannot even start the game anymore. After the Nintendo/Rare logos, I get some strange error screen.


Start the game with the code off, then apply it in-game.
Treevis121

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Posted on 07-21-14 06:19:07 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 07-21-14 06:33:35 PM) Link
Originally posted by gonetogo
Somehow I was able to get to Thorntail Hollow now (enable the code in one save file, make items & powerups appear, then quit from the menu and start a game from the Thorntail Hollow option -> the game skips the intro sequence and you can go to the Warpstone or Arwing).

Following issues appear:
1. Warpstone
He warps me to the Krazoa Palace, but as I don't have any magic power, I cannot continue there.

2. Arwing
Demo ends automatically if I finish the missions to Cloudrunner Fortress and Walled City. Mission to Dragon Rock appears to be unfinished.

They really didn't make it easy to continue through the demo


Yeah, that, and the game being prone to crashing dolphin at the drop of a hat.

I'm not entirely certain if this'll make any difference (I'm still trying to find a stable solution), but turn off the infinite staff power code and add this in with the Unstable code:

0038CEC2 00000001

I gotta get these codes organized somewhere... Here: https://docs.google.com/spreadsheets/d/10-Jy9I0a7OJ5eHPG13PMcpuGyqn9MiGiBMO_rNBLmRE/edit?usp=sharing
Treevis121

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Posted on 07-22-14 01:03:34 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
That's awesome!
Treevis121

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Posted on 07-23-14 04:01:12 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 07-23-14 04:04:46 AM) Link
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).
Treevis121

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Posted on 07-23-14 10:14:51 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
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..
Treevis121

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Posted on 07-31-14 03:38:44 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 07-31-14 03:39:50 AM) Link
$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.
Treevis121

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Posted on 08-17-14 11:49:19 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by KCat
The game itself plays excruciatingly slow, and...


The version of dolphin I recently switched to, 4.0-1601, runs it almost perfectly, both the kiosk and the retail version. The only thing about it is if the framerate is set at 60 it won't work, I'd have to set it at 70fps. Just in case if it'll work for you, too, here's how I have my Game-Specific Settings at:

Enable Dual Core
Enable Idle Skipping
VBeam Speed Hack
Speed up Disc Transfer Rate
Enable Block Merging
DSP HLE emulation (fast)

I left everything else unchecked, including "Enable Bounding Box Calculation" and "Custom Projection Hack". My actual Basic Settings is:

Enable Dual Core (speedup)
Enable Idle Skipping (speedup)
Enable Cheats
Framelimit: 70

I hope this information helps.
Treevis121

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Posted on 10-04-14 06:12:52 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 10-12-14 12:24:22 AM) Link
Sorry this isn't any sort of breakthrough, but I've been trying to run the E3 version with the gcm's files extracted. It's strange running it like that 'cause there are a couple of things different...

- The game ID is shown as 00000000 (what sets the game ID to GSAJ01 when compiled?)
- At the title screen, you can't press A to navigate into any of the menus (why?)
- Changing some files in the game (for example, swap out gamefront's contents with swaphol) yield interesting results:

I must delve deeper...

Edit: Say, I could've sworn I've seen these somewhere else...Pardon Slippy for being incredibly in the way.




Treevis121

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Posted on 10-16-14 03:13:02 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 10-29-14 09:25:21 PM) Link
I knew I had seen those somewhere...

As far as the root/MODELS.BIN goes, I haven't found any model that screams Dinosaur Planet. I have found several possible debugging assets, though:

- Several blue cubes, each one with different text on them, "LEV CTRL," "TEX SCRL," "RE START POINT," "OVER RIDE"
- White cube with text saying "TRIG AREA"
- Blue cylinder with text saying "MIDI FADE"
- Camera / spotlight model
- Arrow pointer made up of 5 colors

I've been trying to consolidate some of this here: https://docs.google.com/document/d/1-qZtji2gYp5_TfJhnX56Yt9fOoOA0LJ9zjd3IQsp4KE/edit?usp=sharing There's still a lot to add, like pictures for each model.

... I still can't press the A button... :'(

EDIT: I can now press the A button! There was a single file, BIN, that I had to remove. Why, though? There wasn't anything in it...
Treevis121

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Posted on 11-04-14 11:27:10 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Jarofmayo
Have you tried getting any other models to appear by Slippy?, or are those the only ones you could get?

I can only mess with ZLB-compressed files, it seems. If I tried using something under LZO compression, it'd just crash the game. If there was a way to re-compress LZO files as ZLB then maybe one would be able to view their contents, but I don't have any programming skills to do something like that.
Treevis121

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Posted on 11-19-14 02:52:45 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Hey, uh, has anyone ever seen this thing?


I found it in the desert folder...
Treevis121

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Posted on 11-24-14 07:08:05 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 11-24-14 07:12:40 PM) Link
Originally posted by foxtribe
this guy has found two new unused models! The first one being very DP-looking

http://dinosaur-planet-to-sfa.tumblr.com/

Ah, cool! Perhaps those are meant to be far away from the player?

Bits of the level data for the desert folder, while missing textures here and there, looks nothing like a desert. This is a bit of mod7.zlb.bin.

Replacing map data usually gives me scrambled blocks of the map...
Treevis121

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Posted on 01-08-15 05:30:34 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Phugolz
http://www.mediafire.com/download/46779m0jwr2teq7/Star_Fox_Adventures_E3_2002_prototype_(5-17-02).7z

Treevis121

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Posted on 01-23-15 07:03:41 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by gilgamesh
E3 2001

https://www.flickr.com/photos/cafesantaria/704980046/
https://www.flickr.com/photos/cafesantaria/704105447/
https://www.flickr.com/photos/cafesantaria/704105555/

source: Christopher Brown

https://www.flickr.com/photos/cafesantaria/sets/72157600186780616


Notice the screen of Starfox Adventures in the background, in the top-right of the photo...



A different icon for Fox than the one in the screen primarily being photographed... One that I've seen before, and another I haven't.
Treevis121

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Posted on 02-16-15 03:28:33 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 02-16-15 03:43:43 AM) Link




Neither of them have a description when you buy it, and both are called Hit Protector. I guess the red staff thing was meant to be a power booster, the other being a defense booster.

... Or is this old news? It's new to me...
Treevis121

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Posted on 02-16-15 05:29:19 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by Treevis121 at 02-16-15 05:15:24 PM) Link
Originally posted by 2Tie
these are definitely news to me :o


The staff thing definitely looks like it'd be some sort of upgrade, though i think it'd be more of a capacity upgrade. dunno what a big panel called a "Hit Protector" would be used for in a practical manner though (outside of being a shield, but i doubt it)...

does buying them add anything to the status screen?


I haven't noticed anything different, unfortunately. I'll keep looking, though.

Edit: After looking at the DP to SFA Tumblr, the red staff thing could've been the Staff Hit Booster. There's a description for it in the gametext/shop for buying it, but it doesn't show up when I actually buy it and there's no description for how many scarabs it costs. It's also kind of funny that the exact opposite happens to the Hit Protector, having no description when it would be bought yet having its name and how many scarabs it's worth.
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Jul - Posts by Treevis121


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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