Chameleon Twist is a short game starring four alleged-chameleons that followed a White Rabbit to a strange world. Then they just start beating up everything in sight...
Debugging Features / Unused Code#
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To do: |
Stage Check Mode#
This debug feature can allow the player to check various information about the stage, move the chameleon's position, operate the camera, etc.
- L — Displays the information about each stage.
- L + Any Direction — Moves the player's X and Z coordinates by 100 points.
- L + C Stick Up / Down — Moves the player's Y coordinates by 100 points.
- L + C Stick Left / Right — Moves the scene.
- L + Start — Switches the camera mode (Normal View, Top View, Side View, and Front View).
- L + Z — Adjusting the camera distance (Only in Top View, Side View and Front View).
- L + A / B — Rotates the camera.
This feature can also be enabled by using the following code:
Version |
Gameshark code |
|---|---|
Japan |
810F06B0 0000 |
US V1.0 |
810EA084 0000 |
Europe |
810EA274 0000 |
Test View Mode#
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To do: |
Pressing the L + R buttons will allow the camera to switch into Test View mode. No clue what it does though...
This feature can also be enabled by using the following code:
Version |
Gameshark code |
|---|---|
Japan |
8102CA68 0C01 |
US V1.0 |
8102C468 0C01 |
Europe |
8102C448 0C01 |
Text Color Check Mode#
As the name applies, this can change the color of the numbers that are being shown on screen.
- L + R — Switches between the vertices to set the color (Top Left, Bottom Left, Top Right, and Bottom Right).
- L + B — Increment of the red value.
- L + A — Decrement of the red value.
- L + C Stick Left — Increment of the green value.
- L + C Stick Down — Decrement of the green value.
- L + C Stick Up — Increment of the blue value.
- L + C Stick Right — Decrement of the blue value.
This feature can also be enabled by using the following code:
Version |
Gameshark code |
|---|---|
Japan |
8102CA68 0C01 |
US V1.0 |
8102C468 0C01 |
Europe |
8102C448 0C01 |
Afforestation Mode#
Judging by the name, this allows you to place trees all around in Jungle Land. Trying to do the same controls on other stages won't do anything.
- L + R — Switches the tree texture placement on or off.
- L + B — Places a tree texture on ground at the player's position.
- L + A — Places a tree texture at the player's position (Can be places in the air).
- L + Z — Clears the placed textures.
This feature can also be enabled by using the following code:
Version |
Gameshark code |
|---|---|
Japan |
8102CA68 0C01 |
US V1.0 |
8102C468 0C01 |
Europe |
8102C448 0C01 |
Character Placement Mode#
It's the exact same as the last one, but instead places text instead of trees.
- L + R — Switches the tree texture placement on or off.
- L + B — Places a "one" texture on ground at the player's position.
- L + A — Places a "one" texture at the player's position (Can be places in the air).
- L + Z — Clears the placed textures.
This feature can also be enabled by using the following code:
Version |
Gameshark code |
|---|---|
Japan |
8102CA68 0C01 |
US V1.0 |
8102C468 0C01 |
Europe |
8102C448 0C01 |
Playable Ending Stage#
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To do: |
The ending credits level can be now playable once selecting Stage 7. Loading this code on any other stages may cause some issues in the game. Once the player is at the end of the level, the player will meet the rabbit. Talking to him shows a Japanese message, translated says "The End". The player will be thrown back to the stage select screen after the message fades away.
This feature can also be enabled by using the following code:
Version |
Gameshark code |
|---|---|
Japan |
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Unused Shoe Monster#
This odd shoe monster has a full set of animations for each angle, like the rest of the enemies in the game.
(Source: The Spriters Resource)
Uncompiled Source Code#
At 0xF4B6C in the US ROM, the following code fragment for the credits can be seen. Note that this uses EUC-JP encoding.
(Source: Shygoo)
#include<ultra64.h>
#include"SUGI/demodata.h"
DEMO_KEY DemoData%s[] = {
};
#if fgDEMO == 1
static int SIview_data = 0;
static int SIroll_data = 0;
static int SIeffe_data = 0;
VIEW_DATA view_data[mxVIEWCAT];
ROLL_DATA roll_data[mxROLLCAT]={
{0,0 ,0,0,"EXECUTIVE PRODUCER","KATSUMI","KAWAMURA","","","",""},
{0,1 ,0,0," PRODUCER","TAEKO","NAGATA","","","",""},
{0,2 ,0,0,"GAME DESIGN","HIDEYUKI","NAKANISHI","","","",""},
{0,3 ,0,0," DIRECTOR","MASAKI","KIMURA","","","",""},
{0,4 ,0,0,"COMPUTER ARTS","TAKASHI","MAKINO","YUKI","TAMURA","HIROYUKI","MORIOKA"},
{0,5 ,0,0," PROGRAM","HIDEYUKI","NAKANISHI","MASATAKA","IMURA","TAKASHI","SUGIOKA"},
{0,6 ,0,0," PROGRAM","MASAKI","KIMURA","MASAOMI","ISHIMOTO","",""},
{0,7 ,0,0,"GRAPHIC ARTS","MITSUYASU","NOMOTO","HIDEKI","SHIBAGAKI",
"",""},
{0,8 ,0,0,"MUSIC & SOUND","TAKASHI","SUGIOKA","TAKASHI","MAKINO","YUUJI","NAKAO"},
{0,9 ,0,0,"MUSIC & SOUND","NOBUTOSHI","ICHIMIYA","KOKI","TOCHIO","TSUTOMU","WASHIJIMA"},
{0,10,0,0,"MUSIC & SOUND","HIROSHI","TAKAMI","FUMIHIKO","YAMADA","",""},
{0,11,0,0,"DEBUGGING TEAM","YUUSUKE","TABATA","SHINGO","MATSUMURA","MAKOTO","MAEHIRA"},
{0,12,0,0,"ORIGINAL CHAMELEON DESIGN","TADASHI","OHYA","","","",""},
{0,13,0,0," GAME DESIGN","HIDEYUKI","NAKANISHI","TAKASHI","MAKINO","YUKI","TAMURA"},
{0,14,0,0," GAME DESIGN","HIROYUKI","MORIOKA","MAKOTO","TANAKA","",""},
{0,15,0,0," GAME DESIGN","AI","NADATANI","AKIROT","","",""},
{0,16,0,0,"ASSISTANT PRODUCER","SHYOJI","OGAWA","","","",""},
{0,17,0,0,"PUBLIC INFORMATION","YUKAKO","OKADA","SACHIYO","NOGAMI",
"",""},
{0,18,0,0,"SPECIAL THANKS TO","SUPER MARIO CLUB","","FAMIMAGA64","","",""},
{0,19,0,0,"PRESENTED BY C1996","JAPAN SYSTEM SUPPLY","","","","",""},
};
EFFE_DATA effe_data[mxEFFECAT];
#else
/*----------------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------------*/
static int SIview_data = %d;
static int SIroll_data = %d;
static int SIeffe_data = %d;
static VIEW_DATA view_data[mxVIEWCAT] = {
{
%d,
%d,
%d,
{
%d, }, {
%d, }, {
%d, },
%d,
}
};
static ROLL_DATA roll_data[mxROLLCAT]={
{
%d,
%d,
%d,
%d,
"%s",
"%s",
"%s",
"%s",
"%s",
"%s",
"%s",
},
};
static EFFE_DATA effe_data[mxEFFECAT] = {
};
#endif
ON STOP バッファがない
データ読み込み失敗
ON STOP PAUSE
#include<ultra64.h>
#include"SUGI/demodata.h"
DEMO_KEY endingData[] = {
};
バッファがない
データ読み込み失敗
#include<ultra64.h>
#include"SUGI/demodata.h"
The Japanese text present in this code translates to:
Japanese |
Translation |
|---|---|
ON STOP バッファがない |
ON STOP No buffer present. |
バッファがない データ読み込み失敗 |
No buffer present. |
References#
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The Chameleon Twist series | |
|---|---|
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Nintendo 64 |
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