A hidden object game in which archaeologist Joan Jade searches for her missing children while at the same time exploring some Mayan ruins.
Commented-Out Strings#
The game's stage parameter files, which can be found inside of the folder data\ENG\SceneGamePlay, contain commented-out strings, listed as follows:
Stage1.txt#
Contains an early version of Event 301, which is used for the tutorial. The final game splits this in two events; the final Event 301, and Event 307.
//#Event_[301]//Tutorial
//#Require [-1&0]
//#Action [10](In this game, you must search for \nitems, collect them and then \nuse them on other items until \nyou open a passage to another \nlocation. Touch on this \nitem to learn more about it.) - [0]
//#Action [4](5,R) - [0]
//#Action [10](Now you know the chest is locked,\nso you must find a key.\nPerhaps it fell into \nthe excavation.) - [2]
//#Action [4](6,R) - [2]
//#Action [4](5,H) - [2]
//#Action [14]() - [3]
//#End
Stage2.txt#
Contains what seems to be early versions of Events 328 and Events 329, which use different dialogue compared to the final game (Maybe I should put some kind of a crystal there.).
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Stage4.txt#
Events 331 to 336, while not completely unused, contain commented-out lines of code.
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Stage5.txt#
Event 383 is completely unused.
//#Event[383]
//#Require [70&64&66]
//#Action [9](BG_SUB_5,BG_SUB_WHEEL) - [0]
//#Action [10](These three wheels should\nhelp me unlock the gate\nto the corridor.) - [0]
//#Action [14]() - [1]
//#End
Stage6.txt#
Event 303 is completely unused. Note that this event, barring the requirements, is identical to the aforementioned Event 383 in Stage5.
//#Event[303]
//#Require [69&64&66]
//#Action [9](BG_SUB_6,BG_SUB_WHEEL) - [0]
//#Action [10](These three wheels should\nhelp me unlock the gate\nto the corridor.) - [0]
//#Action [14]() - [1]
//#End
Stage7.txt#
Events 73, 303 and 325 have commented-out strings. There's also an earlier version of Event 333, which has different dialogue compared to the final game (I need to make a rung to reach the vines.).
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Stage8.txt#
Event 92 contains some commented-out strings.
//#Action [16](6,2,0) - [0]
//#Action [2](6,2) - [1]
//#Action [4](6,R) - [1]
Stage12.txt#
Events 342 to 344 are completely unused.
//#Event_[342]
//#Require [-135]
//#Condition [PRESS]-EVENT[9-H]-USE[0x00]
//#Action [10](This figure is where it should be.) - [0]
//#Action [14]() - [1]
//#End
//#Event_[343]
//#Require [-136]
//#Condition [PRESS]-EVENT[10-H]-USE[0x00]
//#Action [10](This figure is where it should be.) - [0]
//#Action [14]() - [1]
//#End
//#Event_[344]
//#Require [-137]
//#Condition [PRESS]-EVENT[11-H]-USE[0x00]
//#Action [10](This figure is where it should be.) - [0]
//#Action [14]() - [1]
//#End
Stage13.txt#
Event 401 is completely unused.
//#Event_[401]//§Ñ´
//#Require [144]
//#Condition [PRESS]-EVENT[8-R]-USE[0x00]
//#Action [2](10,12) - [0]
//#Action [2](11,13) - [0]
//#Action [4](9,H) - [0]
//#Action [4](8,H) - [0]
//#Action [4](10,R) - [0]
//#Action [4](11,R) - [0]
//#End
Stage17.txt#
Event 304 has a commented-out line which refers to a different condition for it to happen.
//#Condition [PRESS]-EVENT[12-R]-USE[0x00]
Stage18.txt#
Event 402 has three commented-out lines of code:
//#Action [16](6,0,0) - [0] //TYPE_MOVE_EVENT_TO_EVENT
//#Action [2](6,2) - [1] //TYPE_REPLACE_ANI
//#Action [4](6,R) - [1]
Stage19.txt#
Contains a completely unused event, numbered 324, as well as several commented-out lines in 325.
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Stage21.txt#
Contains three unused events, numbered 259 to 261:
//#Event_[259]//à¡çº Water Essence
//#Require [254&-258&-260&-261]
//#Condition [PRESS]-EVENT[7-H]-USE(0x00)
//#Action [6](7,0x24e) - [0]
//#End
//#Event_[260]//à¡çº Air Essence
//#Require [254&-258&-259&-261]
//#Condition [PRESS]-EVENT[9-H]-USE(0x00)
//#Action [6](9,0x254) - [0]
//#End
//#Event_[261]//à¡çº Earth Essence
//#Require [254&-258&-259&-260]
//#Condition [PRESS]-EVENT[10-H]-USE(0x00)
//#Action [6](10,0x245) - [0]
//#End
Stage24.txt#
Contains a commented-out parameter in Event 278:
//#Action [4](6,H) - [0]
Stage/Minigame Templates#
Numerous template files and guides for some minigames can be found within the game's filesystem, as follows:
data\ENG\SceneGameplay\StageTemplete.txt#
//@0 [1/0x33]-[R/H]-(x,y)-@2
#INITIAL
@0 [0x33]-[R]
@1 [0x34]-[R]
@2 [0x34]-[R]
@3 [0x34]-[R]
@4 [0x34]-[R]
@5 [0x34]-[R]
@6 [0x34]-[R]
@7 [0x34]-[R]
@8 [0x34]-[R]
//@16 [1]-[H]-(24,80) Param(Ani|Cell)-[H]-(x,y)
#END
//#Event_[id]
//#Require [10&12&13...]&[14|15|16|...]
//#Condition [TYPE]-EVENT[IDX_EVENT-(U/R/H)]-USE[0x01, 0x03, ...]
//--Condition---[TYPE] = [PRESS],[WAIT_EX]
//#Action [TYPE](Param1, Param2, ...)-[Priority]
//#Trigger [10,11]
//#End
//---Action---
// 1 = TYPE_REPLACE_CELL Param(IDX_EVENT, CELL_EVENT)
// 2 = TYPE_REPLACE_ANI Param(IDX_EVENT, ANI_EVENT)
// 3 = TYPE_ADD_ITEM Param(CELL_ITEM)//+ = Add, - = Remove
// 4 = TYPE_SET_RENDER Param(IDX_EVENT, (R/H)) //R - Render, H - Hide
// 5 = TYPE_MOVE_ITEM_TO_EVENT Param(IDX_EVENT, MOVE_TIME)
// 6 = TYPE_MOVE_ITEM_TO_SLOT Param(IDX_EVENT, CELL_ITEM, MOVE_TIME)
// 7 = TYPE_MOVE_EVENT_TRAN Param(IDX_EVENT, TRANS_X, TRANS_Y, MOVE_TIME)
// 8 = TYPE_NEXT_SCENE Param(sSCENE, nStage)
// 9 = TYPE_FADE_BG Param(sPathOri, sPathFade) //change to PROCESS_BG
// 10 = TYPE_SHOW_TEXT Param(sText) //change to PROCESS_SHOWTXT
// 11 = TYPE_REMOVE_ITEM Param()
// 12 = TYPE_PLAY_EFFECT Param(IDX_EVENT, ANI_EFFECT ,PLAYTIME )
// 13 = TYPE_MOVE_EVENT_TO_POS Param(IDX_EVENT, POS_X ,POS_Y, MOVE_TIME )
// 14 = TYPE_CLOSE_TEXT Param() //Close Text and change to PROCESS_INPUT
// 15 = TYPE_SET_POS Param(IDX_EVENT, POS_X ,POS_Y)
// 16 = TYPE_MOVE_EVENT_TO_EVENT Param(IDX_EVENT, IDX_DEST, MOVE_TIME)
#Event_[11]
#Require [10]
#Condition [PRESS]-EVENT[2-R]-USE[]
#Action []
#End
data\ENG\SceneMiniGameMaze\Maze.txt (within)#
//Dimension 24x14
//0=Wall, 1=Empty, 2=Key
data\ENG\SceneMiniGameSliders\Pattern1.txt (within)#
//V2 = Vertical length : 2
//H3 = Horizontal length : 3
//id:0 = key
data\ENG\SceneMiniGameTrap\TrapTemplete.txt#
This also doubles as an unused level for the Trap minigame, as the pattern seen here does not match any of the ones actually called by the game.
//0 = Empty
//S = Stone
//E = Statue Hand Empty
//H = Statue Hand Stone
//> = Fire Right
//< = Fire Left
//^ = Fire Up
//v = Fire Down
//Player [POS]-DIR
//Lightning Pillar [PILLAR_1]-[PILLAR_1]|[PILLAR_2]-[PILLAR_2]
#STAGE_111
00v>0L
0E0000
0HL00L
0S0S0L
0EL000
0S000L
#PLAYER [0,2]-U
//------|---0---|---1---|---2---|
#MOVABLE [1,1]-E|[1,2]-H|[1,4]-E|
#LIGHTNING [5,0]-[5,2]|[2,2]-[2,4]|[5,3]-[5,5]|
#HINT_0 @0->[2,1]
#HINT_1 @1->[2,2]
#HINT_2 @2->[4,4]
#HINT_3 @2->[4,0]
#END_111
//HINT_[Prior] @[IDX]->[DestX, DestY]