the cutting room mirror

Eversion (2010)

This page covers the HD re-release of Eversion. For the original freeware release, see here.

Princess is vanished, you must save princess. But not really.

Unused Graphics#

All of the following take in consideration the folder chrs.

Zee Tee#

These are located in the file player.cha.

Blinking Animation#

Blinking sprites, carried over from the freeware release.

eversion-zeeteeblink1.png Eversionclassic_zeeteeblink_2-3.png eversion-zeeteeblink2.png

Extended Jump Frames#

Two extra sprites for Zee Tee's jumping movement, which, despite being unused, were redrawn.

eversionHD-zeeteejump1.png eversionHD-zeeteejump2.png

Ghuliba Sprites?#

The Ghuliba enemy sprites, also carried over from the freeware release.

Eversionclassic_zeeteegoomba_1-2.png Eversionclassic_zeeteegoomba_2-2.png

Ghuliba#

Stored within goomba.cha are sprites for Zee Tee, the player character. These are also carried over from the freeware release.

Eversionclassic_goombazeetee_1-4.png Eversionclassic_goomba_85.png Eversionclassic_goomba_86.png

Claw#

tclaw.cha contains a darkened version of the flying claw sprite from the freeware release.

Old Tile Graphics#

tiles.cha contains all of the game's level tiles from the freeware version of the game, though they are left unused in favor of refurbished graphics, located at tiles_big.cha.

(Source: Shrubbyfrog, tikal.)

Unused Music#

Curiously, the old "goal" tune, which was recycled from Cocoron and used in versions 1.4.0 and 1.5.2 of the freeware release, can be found in music/goal.s3m. It's worth to note that this file was completely absent from freeware version 1.7.3.

(Source: tikal.)

Unused Code Strings#

Many of the unused code strings in scripts\main.rb and scripts\player.rb from the freeware version were carried over to here, though there are some new ones as well.

main.rb#

Preload#

#  $img_status=loadImage("status.pcx");

class GameState < State#

       #$gemarray=nil;

        #$img_title.blit(0,0)

class StageEnd < Entity#

#      $gemarray[0][2][$mapno-1]=@time if ($gemarray[0][2][$mapno-1]==0 || $gemarray[0][2][$mapno-1]>@time);

class EvMap < Map#

       #$gemarray[$mapno] = $gemarray[$mapno][0..$maxgems-1] if ($mapno && $gemarray[$mapno].length>$maxgems)

class BumpedBlock/BumpedBrick < Entity#

#      self.ys=-3.0/16;

class Flag < Entity#

#      self.alpha=($darkness==0)?255:0;

class DeathCloud < Entity#

#      self.ys=+1.0/16;

#       if (self.counter>50 && @spatters<100) then
#           @spatters+=1
#           self.map.spawnEntity(DarkWallSpatter,"tiles_big.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0).parent=self
#       end
#       if (self.counter>100 && @spatters<150) then
#           @spatters+=1
#           self.map.spawnEntity(DarkWallSpatter,"tiles_big.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0).parent=self
#       end

class BloodCloud < Entity#

#      self.ys=+0.75/16;

#       self.map.spawnEntity(RedWallSpatter,"tiles_big.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0);
#       self.map.spawnEntity(RedWallSpatter,"tiles_big.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0) if (self.counter>50);
#       self.map.spawnEntity(RedWallSpatter,"tiles_big.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0) if (self.counter>100);

#       if (self.counter>50 && @spatters<60) then
#           @spatters+=1
#           self.map.spawnEntity(RedWallSpatter,"tiles_big.cha",self.x+random(96)/16.0,self.y+random(15*16)/16.0,0,0).parent=self 
#       end

class DarkWallSpatter/DoomWallSpatter/RedWallSpatter < Entity#

#      self.destroy() if (self.counter>100)

class Claw/WhatClaw < Entity#

        #self.ys=self.y-(self.y0-7.75) if (self.ys<self.y-(self.y0-7.75));

player.rb#

class Player < Entity#

#      a=2.0; b=0.8; c=2.0;


       # (air?@airaccel:@runaccel)


#          setButton(0,0) if ( @jump<=0 && ys>=0)
#       else
#           setButton(0,0) if @jump>0;
#           @jump=0;


#      if (ys>=@fallspeed) playSFX(6);


#        for (int i=0; i<10; i++)
#        objects->NewObject(x+5/16,y+1, (-64+(rand()%128))/2048.0, (128+(rand()%128))/2048.0, FLAG_OBSTRUCTABLE | FLAG_FADEOUT, 30, stuff, 4);


#  e->seq=e->seq%4;
#  if (gunflag>0) e->seq+=4;

Class PlayerShot < KillsEnemies#

   #   @power+=1 if $shot_speed > 1

The block/eversion guide in scripts\main.rb was carried over as well.

#               0 1 2 3 4 5 6 7
# clouds        - # # - - - - - 
# bushes        # # - - - - - -
# bricks        # # # X X - - -
# item bricks   ! ! ! ! # # # #
# flowers       - - - - - ! ! !