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.
Extended Jump Frames#
Two extra sprites for Zee Tee's jumping movement, which, despite being unused, were redrawn.
Ghuliba Sprites?#
The Ghuliba enemy sprites, also carried over from the freeware release.
Ghuliba#
Stored within goomba.cha are sprites for Zee Tee, the player character. These are also carried over from the freeware release.
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
Hidden Development-Related Text#
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 - - - - - ! ! !