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Gex was ported from the 3DO, now with improved camera scrolling in levels.
Debug Display#
Use the following code to display debug text.
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(Source: Original TCRF research)
Unused Graphics#
3DO Version Leftovers#
0C1B5864.dat and 0C174235.dat
Remnants of the 3DO version's save feature (which in every other port was traded for a password system).
0C174231.dat
Sprites initially used for an animation of Gex using his tail to spray-paint the game's logo on the title screen.
Tiles initially used for the transparent border surrounding the title screen.
Miscellaneous#
Sprites of Gex's tail and what might be its shadow, both of which are never used in any version of the game. These are stored in the same file as the graphics used for the title screen. The palettes for these is unknown.
Development/Debugging Text#
Lots of interesting bits of text found inside "SLUS_000.42" on the root of the disc:
Starting at line 10:
ObjectIntroTracker Table Intro Objects
ProcessBlockAnims
ProcessTileAnims
Process Objects
Process Collisions
Set Scroll Position
Draw Tiles
Draw Objects Mid
Draw Objects Hi
blocks = %ld Obs = %ld ftime = %ld sx = %ld, sy = %ld delay = %ld codetime = %ld celtime = %ld vsit = %ld time left = %ld P R E S S S T A R T (%ld, %ld) Exit Level
New ObjectIntroTracker Spool Buffer Speech Buffer BIGFILE.BIG -vsit <id> = force a voice situation
-idle <id> = force an idle to appear
-intros = show intros
-noprint = no non-error message
-noprint -real = play it for real
-duck = show duck video
-play <fname> = playback joypad file
-rec <fname> = record joypad input to file
-noexit = no exit by holding start & stop
-noskew = no skewing by holding start
-nopower = no powerups on pad 2
-nopower -nofreeze = no scroll freeze on pad 2
-nofreeze -noscale = no gex scale on pad 2
-noscale -nodelay = no delay on pad 2
-nodelay -norotate = no rotation on pad 2
-norotate -cursor = put cursor on screen
-vramblks<value> = blocks in vram (def 67)
-vramblks -blocks <value> = num blocks for levels (def 162)
-vram <value> = vram to save for OS
-dram <value> = dram to save for OS
-speech = play speech
-nosfx = no sound effects
-music = play music
-nodebug = no debug messages
-nodebug -level <value> = Level to play
In line 45:
waiting for sound to load waiting for tiles to load waiting for preloaded to load waiting for level to load waiting for music to load waiting for speech to load waiting for gx to load waiting for GX idle to load finished loading!
In line 53:
This sucks. The KFBossState is BAD! It equals: %d which is obviously an unlucky number!
In line 51:
BounceUnFall ComeOutTube GoThruTube ShrinkToTube StartFromCamera LaunchTailBounce PlatSideOutside90TransBackward PlatSideOutside90Trans PlatSideCrawl PlatSideGetup PlatAirToSideCrawl SideJump SideTailWhap SideSlap SideUnspin SideSpinAround SideSpin SideUTurn SideGetup SideOutside90TransBackward SideOutside90Trans SideInside90TransBackward SideInside90Trans SideOutside45TransBackward SideOutside45Trans SideInside45TransBackward SideInside45Trans SideCrawl SideSwallow SideTongueLash90 SideTongueLash FaceCrawlToAir AirToFaceCrawl AirToSideCrawl FaceWiggle FaceUnspin FaceSpinAround FaceSpin FaceTurn FaceSkew FaceSwallow FaceTongueLash FaceStick StopFalling RunStopFall RunJumpStart StopFall StandJumpStart Slide45Jump TongueUp TongueLash UnDucking DuckUnspin DuckSpinAround DuckSpin DuckSwallow DuckTongueLash TailSlash RunSkidStop RunSkidding JumpTongueLashUp JumpSwallow JumpTongueLash JumpTailWhack StandJump RunTurnStop BounceRise BounceFall TailBounce RezPortal RezInFromPortal END WAIT
Damage To GEX
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The Gex series | |
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3DO |
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PlayStation |
Gex • Gex: Enter the Gecko • Gex 3: Deep Cover Gecko (Prototypes) • Gex Jr. |
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Sega Saturn |
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Nintendo 64 |
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Game Boy (Color) |
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Windows |
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PlayStation 5, Windows, Xbox Series X and S, Nintendo Switch |
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