![]() The track I allways heard in EB is also in 0 AD, another game. There, at the very bottom, that the track is "Peak of Atlas" - Omri Lahav. ( ) the track is at the begining of the video.īeing a track that I allways liked, I began to look for it, directly on youtube, starting for looking in the video´s description. The track was used on a video narrating Hannibal´s campaign. Similarly, ForceWater=3 puts the game on the beauty clay path, while ForceWater=4 enables the pearl path.Īdding DontUndulate=1 to the configuration file disables the ripple effects in the underwater areas, presumably as a fix for computers that couldn't handle it.Im not someone to point fingers on developers, of any game, since they all do hard work on games we can all enjoy, in this case, in both games wich are free to play.īut I stumbled upon a soundtrack of the game that I´ve heard a thousand times playing as carthage in EB2. ForceLand=1 makes the required food item a Prickly Pear Pizza, while ForceLand=2 makes it a Secret Donut XY. The INI settings ForceLand and ForceWater force every new game onto a particular route. It won't update automatically on changing rooms, so it has to be refreshed manually in order to work. Pressing P with the window highlighted cycles through the palettes (though only palette 1 is ever used) and also reloads the palette. Undocumented INI Settings Palette DisplayĪdding ShowPalette=1 to the configuration file adds a window showing the currently-loaded palette. These may have been meant to play from the second click on, as with similar labels, but if so the trigger was removed entirely - no code calls the script that plays these. Instead, Fox always reads both the number and song title. Identical in appearance and usage to a graphic from Spy Fox 2.Ī few of the vocal songs have unused instrumental versions, though not all of them.Ībbreviated messages for clicking the jukebox's song labels. Probably meant for scrolling through parts of the credits with multiple subsections, but in the final game this is simply done by clicking on the credits panel.Ī few graphics from the game restart prompt of Putt-Putt Enters the Race somehow wound up stored with this game's opening logos.Ī placeholder background for room 1, which exists only to store the inventory interface components. Up and down arrows (their backgrounds are transparent, but shown black here for clarity). This game's version is resized to fit the larger image slots.Īnother preview, this time of the sewers in Spy Fox 2: Some Assembly Required with a horribly-broken palette. ![]() Test animation of the rocket flying into the can.Ī simple save/load preview placeholder dating all the way back to Putt-Putt Saves the Zoo. Naturally, it's skipped over in-game.Įarly version of the close-up of Fox shown the first time he sees the can. The last frame from Fox's entrance sequence has an embedded message. In the final game, Poodles simply walks out of frame, revealing Fox.Ī mockup of how it would have looked, using the existing graphics. These background sketches are for a focus-switch transition from Poodles to Fox during the initial arrival cutscene that never came to fruition. This is the only graphic and there's no animation defined, so it may have been a placeholder. Some bees, much larger and more cartoonish than the used versions. What it looks like on the intended backdrop. Possibly it was supposed to change to this after the Spy Ear puzzle was solved, or there was meant to be an alternate version of the puzzle that didn't involve eavesdropping on the guards.Īn early graphic for the Sticky Stun Bun's splatter. There's an extra object graphic for the window the guards sit behind that shows it opaque instead of clear. Temporary graphics for the collapsing pillars, probably originally used in the test sequence above. Just shoot it, Fox! Or run for your life, whatever works. He pops into the air and pulls the handle to release the chicle. The chicle room has a near-complete set of test animations for the chicle-boulder escape sequence. Placeholders for the Spy Car's destination indicator. More placeholders, more temporary animations, more stuff. Allows most game options and some important flags to be set. Note that having more than 12 at once will crash the game.Īctivated with C. Click items to place them in the inventory. Click on a room to go to it.Īctivated with I. To enable them, add the line WhosABigCheater=I to the configuration file (last letter case-insensitive, so i will also work).Īctivated by pressing the G key. There are several debug rooms for quickly modifying the game state. They're most easily viewed by running the game in ScummVM and setting the debug level to 0 or higher. The game outputs hefty quantities of debug console messages.
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