This is a sub-page of Proto:Star Fox Adventures/Dinosaur Planet.
Dialogue#
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To do: |
Krystal & Randorn's First Conversation - Alternate#
There are two copies of the dialogue for Randorn's first cutscene in the game. Strangely, the unused version has fewer grammatical errors and typos than the instance that's used, which may suggest it's a revised draft. It can be found at 0x1FF1779.
Unused Script (0x1FF1779) |
Cutscene Script (0x1FFB8ED) |
|---|---|
Randorn, whats happened to you? |
Randorn Whats happened to you! |
It was Scales, but I'll be fine, |
It was scales,But I`ll be fine. |
and what about you? |
and What, |
What about you? |
|
No need to worry about me, |
No need to worry about me, |
you taught me well. |
you taught me well |
Did you rescue the princess. |
Did you rescue the Princess? |
Yes, but she's stuck in a cage on the galleon. |
Yes but shes stuck in a cage on the galleon. |
My dear, Dinosaur Planet is in extreme danger. |
My dear |
Dinosaur planet is in extreme danger. |
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You must take this. |
You must take this. |
Unused Speeder Rematch#
Stored beside other Ice Mountain lines from addresses 0x1FEFFDF-0x1FF0158 in the ROM. There's text for the SharpClaw challenging Sabre/Fox to a rematch, taunting him if he rejects them, offering him a harder challenge if he wins, mocking him if he loses, and giving him something if he wins the harder challenge.
This likely relates to the unused warp pads and extra speeder racetrack.
So the wolf thinks he's fast.
Wanna race Sharpclaw?
Rules are simply... first to bottom... wins.
Wolf too scared to race?
You were lucky that time.
Wanna harder challenge?
You're too slow wolf boy.
We race again.
This time wolf must smash all of the crates.
Wolf too fast.
Take this and leave SharpClaw alone.
Early Script#
An early version of a small part of the game's script can be found at offsets 0x3A790C4-0x3A790C4 in the unmodified ROM. May have been used as a placeholder or for testing subtitles.
starting seq %d
What is it ? ...
I Can Feel Something Strange !
Randorn... Are You There ??
Be Careful..Skeetas Everywhere !
Stay Close to a Torch!
Light Kills Them
Krystal! How Is My Son?
Sabre Is Just Glad Your Alive
When His Brother Died I blamed Myself
I Couldn't Face Being A Father
Until I Found You My Dear Girl
He Understands Why You Left Him
He Is A Good Son
I've Yet To See Him To Apologise
He Has Already Forgiven You
When This Is Over You Shall Be Reunited!
What's happening to you Randorn?
There's not much energy left in this Mountain
I'm dying..I need food
Do You Remember How We Got Here?
Of Course I Remember...
Back On Our Own Planet We Found A
Strange Room In The Lost City..
There We Uncovered A Message From The
King EarthWalker, Begging Us To Help Him.
And Then I Entered A Wormhole
And Arrived On Dinosaur Planet
You Followed Later With Sabre
Yes, We Ended Up In A Chamber Beneath
One Of The Earthwalker Temples
Unless You Can Find A Cure For Me
I'm Not Going To Last Much Longer
But What Can We Do
There Must Be A Similiar Room Here
That Will Allow Us To Return
Either You Or Sabre Must Find It
Menus#
Early Menu Text#
Some text for the main menu, left over from an earlier build. This text can be seen in Rare Thief's video. Found at 0x38D71C0-0x38D7ED6 in the unmodified ROM.
NEW GAME
LOAD GAME
SWAPSTONE HOLLOW
SWAPSTONE CIRCLE
DARKICE MINES
DARKICE MINES TWO
WALLED CITY
DRAGON ROCK
CLOURUNNER FORTRESS
KRAZOA PALACE
BLACKWATER CANYON
NORTHERN WASTES
EARTHWALKER TEMPLE
WILLOW GROVE
DIAMOND BAY
DISCOVERY FALLS
MOON MOUNTAIN PASS
CAPE CLAW
GOLDEN PLAINS
TEST OF COMBAT
TEST OF STRENGTH
TEST OF FEAR
TEST OF CHARACTER
TEST OF KNOWLEDGE
TEST OF SACRIFICE
TEST OF SKILL
TEST OF MAGIC
DARKICE BOSS
GENERAL SCALES BOSS
BLACKWATER BOSS
CLOUDRUNNER RACE
KAMERIA DRAGON BOSS
DRAKOR FINAL BOSS
ICE MOUNTAIN
DESERT FORCE POINT
EARTHWALKER ACT TWO
ENERGY DEMO
WARLOCK ACT ONE
WARLOCK ACT TWO
WARLOCK ACT THREE
WARLOCK ACT FOUR
WARLOCK ACT FIVE
WARLOCK ACT SIX
Early Main Menu Localizations#
At some point in development, the main menu was roughly translated into French, German, Spanish, and Italian. The English text for save selection is used, but the localized versions aren't. The options text is unused in all languages.
English |
French |
German |
Spanish |
Italian |
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Development-Related#
Build Info#
Present at 0x99D10-0x99D25 in the unmodified ROM.
1.3623 01/12/00 09:19 dragon1
Seemingly much earlier build info can be found at 0x8D4FC. Lee Schuneman was the director of Star Fox Adventures and Diddy Kong Racing, in which similar strings are present.
Version 2.8 14/12/98 15.30 L.Schuneman
Internal Map Names#
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This needs some investigation. |
Present at 0x21986EA in the ROM.
Front End
Front End2
Dragon Rock - Top
Krazoa Palace
Volcano Force Point
Rolling Demo
Discovery Falls
SwapStone Hollow
SwapStone Hollow 2
Golden Plains
Northern Wastes
Warlock Mountain
CloudRunner Fortress
Walled City
SwapStone Circle
CloudRunner - Treasure
CloudRunner - Dungeon
CloudRunner - TrapRooms
Moon Mountain Pass
DarkIce Mines Level 1
Krazoa Shrine
Desert Force Point Bottom
krazchamber
NewIceMt1
NewIceMt2
NewIceMt3
Animtest
DarkIce Mines Level 2
BOSS Galdon DIM3
CapeClaw
InsideGalleon
DFShrine
MMShrine
ECShrine
GPShrine
Diamond Bay
EarthWalker Temple
Willow Grove
BlackWater Canyon
DBShrine
NWShrine
CCShrine
WGShrine
CloudRunner - Race
BOSS Drakor
WMinsert
DarkIce Mines - Caves
DarkIce Mines - Lava
BOSS TRex
MikesLava
Desert Force Point Top
Swap Store
Dragon Rock - Bottom
BOSS Kamerian Dragon
Magic Cave - Small
dfpodium
dfcradle
dfcavehatch1
dfcavehatch2
scstatue
galleonship
cfgalleon
cfgangplank
nwtreebridge
cfdungeonblock
cloudrunnermap
cfledge
cfcolumn
nwboulder
cfprisondoor
cfprisoncage
nwtreebridge2
dimcannon
dimpushblock
dimcannonbase
dimhornplinth
nwshcolpush
dim2lift
dim2icefloe
dim2icefloe1
dim2icefloe2
cfliftplat
imspacecraft
dimbossgut
shlily
vfpslide1
vfpslide2
drpushcart
drliftplat
drhighplat
dim2stonepillar
bossdrakorrock
wcbouncycrate
wcpushblock
wctemplelift
kameriancolumn
dbstepstone
vfppushblock
MIDI Filenames#
Several lists of strings can be found at the end of the audio datablock, from addresses 0x1BD030 to 0x1BF036. These appear to be the original MIDI filenames of some of the game's music tracks! The first list has 34 entries, and the second list (which appears numerous times) has 14 entries. The second (recurring) list seems to just consist of the last 14 entries from the first list, so it could just be an artifact. The second list's first entry "pf1" appears to be the "campf1" entry from the first list but with the first few characters cut off - with this in mind the first list's "rysmed3" could also have its beginning truncated, where "rys" could be short for "Krys(tal)". The lists don't have enough entries to cover all the game's music tracks, so it's possible these are "diff" files noting which batch of MIDIs had been processed/updated by an asset importer. It's currently unclear which music IDs are associated with these tracks, but the additional data surrounding the lists may reveal further insights.
MIDI Name |
Possible music track name |
Notes |
|---|---|---|
rysmed3 |
? |
Based on the above evidence this filename might be truncated, in which case "rys" could potentially have been "Krys(tal)" - Krystal Medium? |
cryshig5 |
? |
Krystal High? |
cdrip2 |
? |
Cave Drip? |
cave2 |
? |
Magic Cave ambience? |
icecham3 |
DarkIce Mines Ice Chamber |
Commonly referred to as the "Waterfall Room", but "Ice Chamber" might be its official name. |
force3 |
Desert/Volcano Force Point Temple |
It's not clear which of the two this could be. |
hollow2 |
SwapStone Hollow |
Curiously, "swaphol1" is also listed below! This could suggest that SwapStone Hollow was once going to have different music tracks for its upper/lower layers. Alternatively, it might mean that two different pieces of music were composed for SwapStone Hollow and both were retained so that one could be reused elsewhere, possibly in SwapStone Circle so that the two SwapStone areas would have unique themes. The Thorntail Hollow theme from Star Fox Adventures is also present but unused in Dinosaur Planet alongside the music track used in both SwapStone Circle/Hollow, so it could potentially be either "hollow2" or "swaphol1". |
discf4 |
Discovery Falls |
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nwfore7 |
Northern Wastes (Foreground) |
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cloud1 |
CloudRunner Fortress |
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shower1 |
? |
Could be rain ambience, or maybe "Meteor Shower" as in Moon Mountain Pass' meteoroid crash cutscene. |
raincvr3 |
? |
Rain Cover? A rain ambience track? |
clear1 |
? |
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newsprg1 |
? |
New sprg? News programme? Possibly music for the "previously on Dinosaur Planet" menu? |
dunambi4 |
? |
Possibly a truncated "dune" - ambience/music for Golden Plains? |
wtrtest1 |
? |
Walled City T. Rex test? Could be the RedEye King boss theme, or possibly music for the unimplemented RedEye chase sequence in Walled City. |
galint1 |
Galleon Interior |
It's possible to enter the Galleon in CloudRunner Fortress but it doesn't have its own music track, however this filename seems to suggest that music was considered for it! |
moonp1 |
Moon Mountain Pass |
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treas1 |
CloudRunner Fortress - Treasure Rooms |
The Treasure Rooms don't play a unique music track, however this filename suggests that one was considered. |
gstorm1 |
? |
Galleon Storm - environmental ambience? |
campf1 |
? |
Campfire - possibly Sabre's intro cutscene on Ice Mountain? |
wind1 |
? |
Wind ambience |
gallext1 |
Galleon Exterior |
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rainwind |
? |
Rain/wind ambience |
tester |
? |
Possibly a MIDI scratchpad for making sure instrument samples were configured as desired. |
gallwind |
? |
Galleon wind ambience? |
dimwind1 |
DarkIce Mines (Wind ambience) |
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silence1 |
? |
The December 2000 prototype contains over 20 silent/blank MIDI tracks. |
dimmute1 |
? |
DarkIce Mines (Mute/Muted?) |
swaphol1 |
SwapStone Hollow |
As noted above, there seem to be two pieces of music for SwapStone Hollow in this list! It's possible that SwapStone Circle/Hollow were originally going to use different pieces of music, and Circle's music track originally started off as a theme for Hollow. Star Fox Adventures' Thorntail Hollow ends up using two music tracks at different points in the game (both of which are present in this December 2000 prototype), which may have been a way to retain both of these lovely themes instead of having to discard one of them. |
biggem01 |
? |
Big Gem? Possibly cutscene music for the Quan Ata Lachu crystal's transformation into a star? |
spooky01 |
? |
This could fit a number of tracks: the eerie music used when first visiting Warlock Mountain, the scary Quan Ata Lachu spirit collection theme, or maybe music for the graveyard-themed BlackWater Canyon. |
spirit01 |
? |
Quan Ata Lachu spirit collection/cutscene? |
showernodrip |
? |
Rain ambience? |
Placeholder Text#
Found at the following offsets in the unmodified ROM.
From 0x1FEDFAF-0x1FEE50D:
Special characters:
This is the first line of the subtitles test
One line of text can be centerd within two lines
The X centering for a line can be turned off
Long sentences such as this one will be displayed on two lines
You can force a sentence
onto two lines
The command "newline"
Will do this
lines can be formatted
In a variety of ways in the gametext.spec making editing the text required easier
positive commands state the delay to show a sentence in ms
negative commands are for inserting special characters or actions
All text in the gametext.spec has to be in quotes
Any thing not in quotes is assumed to be command
characters ",# and \ are special reserved characters for quoted text
To enter them you are required to use the \ reserved character
By placing a \ character in front of any character will force that character to be displayed
The default text colour is white, but by using commands you can change the colour
blue
green
cyan
red
purple
yellow
alpha 191
Each
character
can
be
different
colour
Limited to eight different colours per line (be could easily be increased, if required)
The # special character is for entering 16-bit unsigned numbers
To use #, start a sentence with # and then the numbers need to be seperated by white space
ABCD
possible
have
the
text
scrolling
continously
having
the
delay
set
300
From 0x1FF0C8A-0x1FF0DDD:
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!!
From 0x398CD94-0x398CDE0:
Trying to strike baddie, but it doesn't work! Would someone please fix this.
Kyte Behaviors#
Some text relating to Kyte's movement behaviors, potentially for a cutscene, are present at 0x39478D3-0x39478D3 in the unmodified ROM.
kyte has enterd an invalid state
In Seq .... Enable Dis %i . cleaning Up Kyte ..sideCommandEnable error, command number too high
Removing Distract .kyte startup warning, flight group is zero
Initialising On Flight Group %i
Starting On Flight Group %i
Kyte Start on anon valid node .error in setting up the curve network
curve %d, flightGroup %d, dir %d
1.) Same as last frame
2.) psuedonode
3.) After psuedonode
4.) Staying on the flight group %i
setting the flight group to %d
5.) Used route finding
6.) Next node of standard type (flightGroup %d)
7.) Staying on flight Group (even though invalid)
8.) Just taking any old curve
kyte error!, unable to find next curve node from %d!
Extract route failed.
Route finding, start %d finish %d
routeFindNode error: couldn't find route between %d %d, return val %d
Node exists in curve network, that isn't Kyte AI, from curvenode %d
Found Perch ... Found Perch ... Perching %f ...vel %f dir %f .
CURVES MOVE | CURVES MOVE
Trams .Performing Kyte action .Performing Kyte action .
PERCH ::: READ KYTTE PERCH COMMAND
Timer Reset
LocK Activated ....clearing up
COMMAND ACTIVE ....
Sequence-Related Debug Text#
Debug text for a cutscene-related DLL can be found at 0x39ACE18:
newseqobj %d: Need Bit %d, Used Bit %d
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 clear during sequence
newseqobj %d: used bit set during sequence
More can be found at 0x39ADB10:
prempting the sequence
And at 0x39ADDAC:
SEQOBJ.c: modelno out of range romdefno=%d
Track Debug Text#
Miscellaneous debug text can be found at address 0x39B893C, which may be partly carried over from Diddy Kong Racing since it refers to "tracks" instead of "levels". Text for various render mode toggles is included such as "AntiAlias" on/off and "Sky" on/off - there's also an amusingly-named "MrSheen" setting, which seems be a reference to the Australian-made cleaning spray product!
triggers: unknown trigger object %d.
TRIGGER: warning Script overflow
Trigger [%d], Gamplay Vulnerable
Trigger [%d], Music Action, Action Num [%d] Free
Trigger [%d], Music Action, Action Num [%d] Set
Trigger [%d], Sound FX, Action Num [%d],Handle Num [%d]
Trigger [%d], Camera, Action [%d], Camera Num [%d], PassDir [%d]
Trigger [%d], Track Sky On
Trigger [%d], Track Sky Off
Trigger [%d], Track AntiAlias On
Trigger [%d], Track AntiAlias Off
Trigger [%d], Track SkyObjects On
Trigger [%d], Track SkyObjects Off
Trigger [%d], Track Dome On
Trigger [%d], Track Dome Off
Trigger [%d], Track MrSheen On %d
Trigger [%d], Track MrSheen Off
Trigger [%d], Environment Effect, Action Num [%d], Range [%d]
Trigger [%d], Lighting, Action [%d], Range [%d], PassDir [%d]
Trigger [%d], Anim Sequence, SequenceID [%d], Activate
Trigger [%d], Anim Sequence, SequenceID [%d], Flag = 1
Trigger [%d], Anim Sequence, SequenceID [%d], Flag = 0
Trigger [%d], Trigger, Local ID [%d]
Storyboard disabled, please remove trigger
Trigger [%d], LOD Model [%d]
Trigger [%d], Setup Point, Level [%d], SetupPoint [%d]
Level [%d], SetupPoint [%d]
Trigger [%d], Bits
Trigger [%d], Object Load
Trigger [%d], Object Free
Trigger [%d], Object Toggle
Trigger [%d], Tex Load
Trigger [%d], Tex Free
TRIGGER: warning DLL not loaded
Script [%d], Subscript [%d]
Trigger [%d], Object Load
Trigger [%d], Object Free
Restart Set [%d]
Restart Clear [%d]
Restart Goto [%d]
killing sidekick
findobj %i
Trigger [%d], amSfxWaterFallsSetFlags, Action [%d], PassDir [%d]
Warlock Mountain Object Debug Text#
Debug text can be found at address 0x39BCDE5 which seems to relate to some of Warlock Mountain's objects, specifically the "WM_MoonSeedMoun" "WM_NoPassVine" and "WM_NoPassHorzVi" objects. These vines block access to some of the level's more obscure corners which were once going to be used for an optional late-game quest to save Randorn: i.e. the dockside cave in Krystal's half (which houses one of the MoonSeed mounds), or the interior port's shore in Sabre's half. The debug text seems to suggest that the vines were intended to be burnt away using Kyte/Tricky's flame abilities when they join the player on later visits to the level, instead of the vines' current behaviour where they simply disappear after being hit repeatedly with any attack.
Hit Krystal
Hit Krystal
MoonSeed Mound
The Player Guesses that a Seed goes here!
NoPass Vine
The Player Burns it away!
NoPass Vine
The Player Burns it away!