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Unused Code

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This is a sub-page of Shrek 2 Activity Center: Twisted Fairy Tale Fun.

Unused Code#

Global#

There is one commented-out code in global.txt.

*DRAWVAR gsScore 570 10

Intro#

In introglobals.txt, there is a reminder for programmers to add Global Varibales.

** Put them here to make sure they get executed

There are several unused codes in menu.txt.

*appendload scripts\scores.txt
*store game binkend if param1 isstring pib load scripts\puss.txt
**  0 - nothing selected
**      1 - playing over
**  2 - done with over, waiting for unrollover
**  3 - unrollover received, but not fininshed with over
**  4 - go unrollover, playing reverse over
**  5 - was finishing then got rollover
** param1 = param1 from animend
** param2 = click value
** param3 = spritename
** param4 = rolloverstate var
** param1 = param1 from animendreverse
** param2 = click value
** param3 = spritename
** param4 = offx
** param5 = offy
** param6 = rolloverstate variable
** param1 = param1 from animendreverse
** param2 = click value
** param3 = spritename
** param4 = offx
** param5 = offy
** param6 = rolloverstate variable
*store shrek myclick if param2 = 3 playbink param3 talk param4 param5 false
*store shrek myclick if param2 = 3 playanimreverse param3 over
*store shrek myclick if param2 = 3 // do nothing
*store shrek myclick if param2 = 4 // do nothing
*store puss rollover sound sounds\menu\mmpnb001.wav
*store puss binkend if param1 isstring talk debuglevel 1
*store puss binkend if param1 isstring talk debug
*store puss binkend if param1 isstring talk load scripts\puss.txt
*store puss binkend if param1 isstring talk show pusstransHack
*store puss binkend if param1 isstring talk PlayBink PussTransHack menutoblack
*AddBink mirror art\menu\idles\mirror_idle.bik wait
*canloop fairy over
*setwidth intro 640
*setheight intro 433
*AddBink gbm art\menu\talks\pig_talk.bik babble1
*store gbm rollover IF bChoseGame = 0 execute game DrawHigh BakeryHigh
*store gbm rollover IF bChoseGame = 0 CENTERVAR sNameGBM 440
*store gbm rollover IF bChoseGame = 0 SpriteFPS gbm 20
*store gbm rollover IF bChoseGame = 0 playanim gbm over
*store gbm unrollover IF bChoseGame = 0 HIDEVAR gsHighScore
*store gbm unrollover IF bChoseGame = 0 HIDEVAR CurrentHigh
*store gbm unrollover IF bChoseGame = 0 HIDEVAR sNameGBM
*store gbm unrollover IF bChoseGame = 0 playanimreverse gbm over
*store gbm unrollover IF bChoseGame = 0 HIDEVAR gsHighScore
*store gbm unrollover IF bChoseGame = 0 HIDEVAR CurrentHigh
*store gbm unrollover IF bChoseGame = 0 HIDEVAR sNameGBM
*store gbm unrollover IF bChoseGame = 0 playanimreverse gbm over
*store gbm click        if bChoseGame != 0 return
*store gbm click    SET bChoseGame = 8
*store gbm click    execute game shutup
*store gbm click    playanimreverse gbm over
*store gbm AnimEndReverse if param1 isstring over if bChoseGame = 8 PlayBink gbm talk 0 0 false
*store gbm animendreverse if param1 isstring over if bChoseGame = 0 playbink gbm wait

<pre style='white-space: pre-wrap; overflow: auto; height: auto'>
*setwidth grass 100
*setheight grass 100
*store quit click   execute won showsure
*store quit click   execute game shutup
*STORE quit click   SOUND sounds\click001.wav
*store quit click   CLICKABLE quit FALSE
*store quit click   TIMER quit 5.0 tClick CLICKABLE quit TRUE
*store quit click   SET bChoseGame = 9
*playbink frog1 frog1
*ALPHACHANNEL cursor 99
*etwidth cursor 46
*etheight cursor 72
*centeroffset cursor -20 -30
*SpriteName PussTransHack
*AddBink PussTransHack art\menu\menutoblack.bik menutoblack
*AddBink PussTransHack art\menu\blacktohelp.bik blacktohelp
*SetPosition PussTransHack 0 0 0
*SETWIDTH PussTransHack 640
*SETHEIGHT PussTransHack 480
*store PussTransHack binkend if param1 isstring menutoblack CENTERTEXT 200 0.5 LOADING ...
*store PussTransHack binkend if param1 isstring menutoblack show PussTransHack
*store PussTransHack binkend if param1 isstring menutoblack hide cursor
*store PussTransHack binkend if param1 isstring menutoblack hide glow
*store PussTransHack binkend if param1 isstring menutoblack load scripts\puss.txt
*SpriteName PussTransHack
*AddBink PussTransHack art\menu\menutoblack.bik menutoblack
*AddBink PussTransHack art\menu\blacktohelp.bik blacktohelp
*SetPosition PussTransHack 0 0 0
*SETWIDTH PussTransHack 640
*SETHEIGHT PussTransHack 480
*store PussTransHack binkend if param1 isstring menutoblack CENTERTEXT 200 0.5 LOADING ...
*store PussTransHack binkend if param1 isstring menutoblack show PussTransHack
*store PussTransHack binkend if param1 isstring menutoblack hide cursor
*store PussTransHack binkend if param1 isstring menutoblack hide glow
*store PussTransHack binkend if param1 isstring menutoblack load scripts\puss.txt
*store game babblefunc if randval = 2 playbink gbm babble1
*store game shutup GETCURRANIM gbm curanim
*store game shutup if curanim isstring babble1 playanim gbm wait

Miss#

В файле miss.txt также есть неиспользованные коды.

*store won hideagain if cursorstate = 0 hide cursor
*store won hideagain if cursorstate = 1 show cursor
*store won hidewon if cursorstate = 0 hide cursor
*store won hidewon if cursorstate = 1 show cursor
*store won hidewon pause false
*store won hidesure if cursorstate = 0 hide cursor
*store won hidesure if cursorstate = 1 show cursor
*store won hidesure pause false
*execute won showwon
*execute won showagain
*execute won showsure

This file mentions a bonus level that was supposed to be after the third level. It is unknown which mini-games had this feature.

*STORE game  DisplayRoundInfo  IF fCurLevel > 3 CENTERTEXT 160 fLevelDisplayTime BONUS LEVEL
*STORE game  DisplayRoundInfo  CENTERTEXT 160 fLevelDisplayTime LEVEL: fCurLevel
*STORE game  DisplayRoundInfo  CENTERTEXT 190 fLevelDisplayTime ROUND: fCurRound

UI#

There is also unused code in the ui.txt file.

*VAR FLOAT sndMenu
*STORE game LeaveMenu   PAUSE FALSE
*STORE game LeaveMenu   RESUMESOUNDS
*store game hidemenu PLAYSOUND sndMenu sounds\click001.wav FALSE
*store game hidemenu SHOW btnBook
*STORE game newesc HIDE btnBook
*STORE game F1Key HIDE btnBook
*STORE btnhelp CLICK PLAYONESOUND sndMenu sounds\click001.wav FALSE
***FADEOUT LOAD scripts\menu.txt

Catch Puss-In-Boots#

The puss.txt file contains an unused code that includes a background element of grass, which was .bik, but was eventually removed.

*SpriteName grassbink1
*AddBink grassbink1 art\pib\grassbinks\scene1_1.bik def
*SetPosition grassbink1 0 422 0
*canloop grassbink1 def
*PlayBink grassbink1 def
*show grassbink1
********************
*SpriteName grassbink2
*AddBink grassbink2 art\pib\grassbinks\scene1_2.bik def
*SetPosition grassbink2 640 422 0
*canloop grassbink2 def
*PlayBink grassbink2 def
*show grassbink2
********************
*SpriteName grassbink3
*AddBink grassbink3 art\pib\grassbinks\scene1_3.bik def
*SetPosition grassbink3 1280 422 0
*canloop grassbink3 def
*PlayBink grassbink3 def
*show grassbink3
********************
**SpriteName grassbink4
*AddBink grassbink4 art\pib\grassbinks\scene2_1.bik def
*SetPosition grassbink4 0 422 0
*canloop grassbink4 def
*PlayBink grassbink4 def
*hide grassbink4
********************
*SpriteName grassbink5
*AddBink grassbink5 art\pib\grassbinks\scene2_2.bik def
*SetPosition grassbink5 640 422 0
*canloop grassbink5 def
*PlayBink grassbink5 def
*hide grassbink5
********************
*SpriteName grassbink6
*AddBink grassbink6 art\pib\grassbinks\scene2_3.bik def
*SetPosition grassbink6 1280 422 0
*canloop grassbink6 def
*PlayBink grassbink6 def
*hide grassbink6
********************

There are also other unused scripts.

*STORE game  EndGame         CENTERTEXT 160 2.0 GREAT JOB! YOU WON!
*STORE game  EndGame         CENTERTEXT 160 2.0 TRY AGAIN LATER
*EXECUTE game F1Key
*STORE game Binkend drawtext 7 300 220 Level
*STORE game StartGame *hidetext 7
*STORE game StartGame *fadein
*STORE game StartGame ENDIF
* Mark - Not sure where to put this
* These are functions to be called:
*EXECUTE game LoseLife PARAM1
*STORE game MissedItem EXECUTE game AddMiss 1
*STORE game ResetLevel  EXECUTE sCurMissMeter Reset
*STORE game WonGame  TIMER game 1.0 tNext EXECUTE game EndGame WIN
* Add the reset level code after life lost here
*STORE game LoseLife  EXECUTE game ResetLevel
*timer game 0.5 fadeintimer FADEIN

Careening Carriage#

For the "Careening Carriage" mini-game, there is an unused code for bonus points when the player reaches high speed. This may have been cut out because it was easy to get score points.

*store game speedup set v10 += 10
**store game speedup if v10 > 350 then
*store game speedup     set v10 = 350
*store game speedup     CenterText 200 0.5 Top Speed Bonus
*store game speedup     ADDPOINTS 50
**** store game speedup     BonusPoints carriage 50 0 50
*store game speedup     sound sounds\pib\cpbgcoin.wav
*store game speedup endif
*store game speedup vertscroll v10
*store game speedup timer game 1 speeduptimer EXECUTE GAME Speedup
>/pre>

There are other unused scripts.

<pre style='white-space: pre-wrap; overflow: auto; height: 300px'>
*store game CheckSpeed if leftdown = 1 set newx = cursor^x
*store game CheckSpeed if leftdown = 1 set newx -= 90
*store game CheckSpeed if leftdown = 1 setposition cursor newx 300 10
*store game CheckSpeed if leftdown = 1 set leftdown = 0
*store game CheckSpeed if rightdown = 1 set newx = cursor^x
*store game CheckSpeed if rightdown = 1 set newx += 180
*store game CheckSpeed if rightdown = 1 setposition cursor newx 300 10
*store game CheckSpeed if rightdown = 1 set rightdown = 0
>/pre>

<pre style='white-space: pre-wrap; overflow: auto; height: 300px'>
*store game leftkey set leftdown = 1
*store game leftkey set newx = carriage^x
*store game leftkey set newx -= 60
*store game leftkey setposition cursor newx 300 10
*store game leftkeyup set leftdown = 0
*store game rightkey set rightdown = 1
*store game rightkey set newx = carriage^x
*store game rightkey set newx += 160
*store game rightkey setposition cursor newx 300 10
*store game rightkeyup set rightdown = 0
>/pre>

<pre style='white-space: pre-wrap; overflow: auto; height: auto'>
*SPRITENAME Shadow
*USESCREENCOORD shadow
*SETSCREENY shadow 300.000000
*LOADFRAMES carriage art\carriage\carriagelevel2and3\bump bump
*LOADFRAMES carriage art\carriage\carriagelevel2and3\jump jump
*LOADFRAMES carriage art\carriage\carriagelevel2and3\run run
*LOADFRAMES carriage art\carriage\carriagelevel2and3\run run
*SpriteName DUST
*LoadFrames art\carriage\level1\dust dust
*PlayAnim dust dust
*USESCREENCOORD dust
*particlemanager dust dust carriage 0 0
*VERTSCROLL v10
*execute game startgame
*store game speedup set v10 += 10
**store game speedup if v10 > 350 then
*store game speedup     set v10 = 350
*store game speedup     CenterText 200 0.5 Top Speed Bonus
*store game speedup     ADDPOINTS 50
**** store game speedup     BonusPoints carriage 50 0 50
*store game speedup     sound sounds\pib\cpbgcoin.wav
*store game speedup endif
*store game speedup vertscroll v10
*store game speedup timer game 1 speeduptimer EXECUTE GAME Speedup
*TIMER GAME 2.0 tStart  EXECUTE game StartGame
*STORE ENDTHEGAME TOUCH fadeouthoriz load scripts\menu.txt
*MOVETOWARDX carriage CURSOR 10.000000 100.000000
*VERTSCROLL 200.000000

Juice at the Beach#

Some unused scripts from the juice.txt file.

*SETWIDTH  SkyBink 640 
*SETHEIGHT SkyBink 390
*PLAYANIM MouseWheel Spin
*STORE game HLiteItem    TIMER PARAM1 0.5 hltimer3 EXECUTE PARAM1 MoveItem PARAM2
*STORE game AddRecipeItem TIMER PARAM1 1.0 ritimer1 HIDE PARAM1
*STORE game ComputeScrollItem    IF fNumIngredients = 3 SET fRandHigh = 10
*STORE game ComputeScrollItem    IF fNumIngredients = 4 SET fRandHigh = 12
*STORE game ComputeScrollItem    IF fNumIngredients = 5 SET fRandHigh = 14

Muffin Masterpiece#

In bakery.txt, there is an unused script that adds an unused slide.wav sound, as well as code for the fourth level.

*STORE GBMan cursorright  PLAYONESOUND sndGBMRun sounds\bakery\slide.wav FALSE
*STORE GBMan cursorleft   PLAYONESOUND sndGBMRun sounds\bakery\slide.wav FALSE
*STORE GBMan cursorcenter STOPSOUND sndGBMRun
*STORE game NextLevel IF fCurLevel = 4 THEN
*STORE game NextLevel    PAUSE FALSE
*STORE game NextLevel    SETPOSITION GBMan 0 180 0
*STORE game NextLevel    SETPOSITION Bowl 0 180 0
*STORE game NextLevel    SETPOSITION Cursor 0 180 0
*STORE game NextLevel    EXECUTE game SetLevelArt
*STORE game NextLevel ENDIF

Finally, there are unused scripts in print.txt.

*STORE game ShowPageTwo SETFRAME picover1 def framenum
*STORE game ShowPageTwo SETFRAME picover2 def framenum
*STORE game ShowPageTwo SETFRAME picover3 def framenum
*STORE game CheckScores GETFRAME gamechoice default framenum
*SETFRAME threepics def 0
*STORE gamechoice2 UNROLLOVER SETFRAME gamechoice2 default GameFrame
*STORE gamechoice2 CLICK SETFRAME threepics def framenum
*STORE gamechoice2 CLICK SETFRAME threepics def GameFrame
*DrawVAR CurrentScore 410 65