This is reminding me tangentially of some of my finds when poking around in Star Fox Adventures's data. Is anyone here good at figuring out file formats? I've found where the music data is stored, and a C header they forgot to delete suggests that music from the N64 Dinosaur Planet is still there in the .wad file that contains the complete soundtrack. Maybe the music is in a usable format once it's extracted. Here's a ZIP with the music data files. There are some interesting finds elsewhere, too. It looks like most of the removed Dinosaur Planet content is gone (directories for places like Discovery Falls and Diamond Bay are either empty or missing completely), but there are some interesting things there - listings of game objects, bosses and areas that include all of the removed areas and bosses (including General Scales); part of the Dinosaur Planet era script, awkwardly find-and-replaced for names ("I am Fox McCloud, Royal Knight of the Lylat System."); and some Dinosaur Planet voices. That last one is one of the most interesting because it's something I can actually do something with! They're from the Swapstone Hollow voice directory (/Streams/SSH). It includes incidental dialogue for all of the dinosaurs, who make references to Randorn, Warlock Mountain, Willow Grove, and other deleted areas, and cutscene audio for meeting the Swapstone. That last one includes music multiplexed into the audio, using the N64 Swapstone theme instead of SFA's Warpstone theme.
I know my cousin is responsible for the leak of one of the earlier copies. As he explained it he was idling on EFNET under someone elses' nickname (He is a real troll) and someone passed him ftp info thinking he was the person who's nick he was idling on. This is in the era of #rareroms, prior to the days of goodtools and such. He leaked that, BS Zelda, and a handful of others. I was excited because I had a SWC, but NONE of them worked on it. (I hated emulators back then)
I had the link to the music data there, but it's pretty hard to see on this board! Here it is again as just the URL: http://www.mediafire.com/download.php?ywnfrtd0umg Sure, I'll upload the rest of the files. Here's the set of Swapstone Hollow voices. Notice that it includes a few sounds from the final game, and that the WarpStone cutscene is a different vocal take with DP music instead of SFA. http://www.mediafire.com/download.php?0mzwugdznnw This other ZIP has a few different files of interest. root.txt is a listing of all the files on the disc root - you can see that there are a lot of empty directories, and that the .romlist.zlb files, which are short listings associated with levels, don't match up with the levels that are actually there. There are many .romlist.zlb files for levels that have no directories or empty directories, and others that exist don't have them. I'm thinking they may be from an older version of the game, especially since they include many DP name references, but since I'm not good enough with compression formats to actually read them I can't say much. However, I found a thread where people started picking at it: http://www.emutalk.net/archive/index.php/t-30968.html There's also a text version of the map list in MAPINFO.BIN. Conveniently for us, they marked "Not Used" by a number of map names. The only one of any interest that still has its data left in the game is the Animtest level. I included GAMETEXT.BIN, which is the interesting script file. There's also two OBJECTS.BIN files, which contain the game objects - including things like "Sabre," "DummyObject," "AnimObject," Sabre's sword, and the like. http://www.mediafire.com/download.php?hemmtymhq04 There are some other files that might be of interest if the ZLB format can be figured out, so here's a file with all the ZLB files from the root directory. http://www.mediafire.com/download.php?jnhgy2tjyyx And, finally, there's a bunch of voice files indicating story differences from after it was converted to Star Fox Adventures, but I'm not sure if you're interested in those.
Goldeneye was previewed in Nintendo Power for the SNES, and mentioned in many issues about its development and the eventual move to the N64. See: - Nintendo Power, Issue 69 (February 1995), page 110 (first mention) - Nintendo Power, Issue 71 (April 1995), pages 108-109 (article about the game's development) - Nintend Power, Issue 78 (November 1995) page 112 (states that development was shifted to the N64, but that the game was scheduled for a winter 1996 release; also states they were making a Virtual Boy Goldeneye game)
Ship Battle ZNot Used - Front End2 Dragon Rock - Top ZNot Used - Krazoa Palace Volcano Force Point Rolling Demo - Just In Case ZNot Used - Discovery Falls ThornTail Hollow ThornTail Hollow - Undergro MazeTest SnowHorn Wastes Krazoa Palace CloudRunner Fortress Walled City LightFoot Village ZNot Used - CloudRunner - T CloudRunner - Dungeon ZNot Used - CloudRunner - T Moon Mountain Pass DarkIce Mines - Top ZNot Used - Krazoa Shrine Ocean Force Point - Bottom krazchamber Ice Mountain ZNot Used - Ice Mountain 2 ZNot Used - Ice Mountain 3 Animtest DarkIce Mines - Bottom BOSS DarkIce Cape Claw ZNot Used - Inside Galleon Test Of Combat Test Of Fear Test Of Skill Test Of Knowledge ZNot Used - Diamond Bay ZNot Used - EarthWalker Tem ZNot Used - Willow Grove ArWing Level - Andross Test Of Strength BOSS Scales World Map ZNot Used - WGShrine CloudRunner - Race BOSS Drakor ZNot Used - WMinsert ZNot Used - DarkIce Mines - ZNot Used - DarkIce Mines - BOSS TRex ZNot Used - MikesLava Ocean Force Point - Top Shop Dragon Rock - Bottom ZNot Used - BOSS Kamerian D Magic Cave - Small\Big ZNot Used - Duster Cave LinkB - Ice2Wastes ZNot Used - CloudRunner2Rac Arwing to Planet Arwing Darkice Arwing Cloud Arwing City Arwing Dragon Game Front LinkK - Nik Test Great Fox LinkA - Warpstone to Others LinkC - Wastes to Hollow LinkD - Darkmines top 2 bot LinkE - hollow to moon pass LinkF - moonpass to volcano LinkG - hollow to lightfoot LinkH - lightfoot to capecl LinkJ - capeclaw 2 ocean fo LinkI - CloudRunner2Race dfpodium dfcradle dfcavehatch1 dfcavehatch2 scstatue galleonship cfgalleon cfgangplank nwtreebridge cfdungeonblock cloudrunnermap ccBridge cfcolumn nwboulder cfprisondoor cfprisoncage nwtreebridge2 dim2 ice block1 dimpushblock dim2 ice block2 dimhornplinth nwshcolpush dim2lift dim2icefloe dim2icefloe1 dim2icefloe2 cfliftplat imspacecraft dimbossgut wmcolrise vfpslide1 vfpslide2 drpushcart drliftplat dim2stonepillar bossdrakorrock wcbouncycrate wcpushblock wctemplelift kameriancolumn dbstepstone vfppushblock
/*----------------------------------------------------------------------* Project: Starfox Adventures on Dinosuar Planet - For GameCube File: D:\binary/Boot/English.c.new Copyright 2001 Rare Ltd. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Rare Ltd, and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Rare Ltd. This file is machine generated, edits will be lost! *----------------------------------------------------------------------*/ // ******************************************************************************** // * Includes // ******************************************************************************** #include "GameTextData.h" // ******************************************************************************** // * Characters used by English text in Boot // ******************************************************************************** /* typedef struct { UCS4 character; // unicode number unsigned short xpos; // coordinate of leftmost texel in font bitmap unsigned short ypos; // coordinate of topmost texel in font bitmap signed char left; // spacing signed char right; // spacing signed char top; // spacing signed char bottom; // spacing unsigned char width; // size unsigned char height; // size unsigned char font; // Index into GameTextFonts[] in GameTextData.h unsigned char texture; // Index into Textures[] in the binary file } characterStruct; */ characterStruct Boot_English_characters[] = { // unicode xpos ypos left right top bottom width height font texture {65, 1, 1, 0, 1, 3, 4, 13, 14, 4, 0}, // latin capital letter a {110, 15, 1, 0, 1, 7, 4, 9, 10, 4, 0}, // latin small letter n {32, 25, 1, 6, 0, 15, 6, 0, 0, 4, 0}, // space {101, 26, 1, 0, 1, 6, 4, 10, 11, 4, 0}, // latin small letter e {114, 37, 1, 0, 1, 7, 4, 8, 10, 4, 0}, // latin small letter r {111, 46, 1, 0, 1, 7, 4, 10, 10, 4, 0}, // latin small letter o {104, 57, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin small letter h {97, 67, 1, 0, 1, 6, 4, 9, 11, 4, 0}, // latin small letter a {115, 77, 1, 0, 1, 7, 4, 9, 10, 4, 0}, // latin small letter s {99, 87, 1, 0, 1, 6, 4, 9, 11, 4, 0}, // latin small letter c {117, 97, 1, 0, 1, 7, 4, 9, 10, 4, 0}, // latin small letter u {100, 107, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin small letter d {46, 117, 1, 0, 1, 14, 4, 3, 3, 4, 0}, // full stop {84, 121, 1, 0, 1, 3, 4, 11, 14, 4, 0}, // latin capital letter t {116, 133, 1, 0, 1, 4, 4, 7, 13, 4, 0}, // latin small letter t {112, 141, 1, 0, 1, 7, 0, 9, 14, 4, 0}, // latin small letter p {119, 151, 1, 0, 1, 7, 4, 14, 10, 4, 0}, // latin small letter w {79, 166, 1, 0, 1, 3, 3, 12, 15, 4, 0}, // latin capital letter o {70, 179, 1, 0, 1, 3, 4, 10, 14, 4, 0}, // latin capital letter f {107, 190, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin small letter k {78, 200, 1, 0, 1, 3, 4, 13, 14, 4, 0}, // latin capital letter n {73, 214, 1, 0, 1, 3, 4, 3, 14, 4, 0}, // latin capital letter i {69, 218, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin capital letter e {68, 228, 1, 0, 1, 3, 4, 12, 14, 4, 0}, // latin capital letter d {71, 241, 1, 0, 1, 3, 4, 12, 14, 4, 0}, // latin capital letter g {77, 254, 1, 0, 1, 3, 4, 16, 14, 4, 0}, // latin capital letter m {67, 271, 1, 0, 1, 3, 4, 12, 14, 4, 0}, // latin capital letter c {85, 284, 1, 0, 1, 3, 4, 12, 14, 4, 0}, // latin capital letter u {66, 297, 1, 0, 1, 3, 4, 12, 14, 4, 0}, // latin capital letter b {105, 310, 1, 0, 1, 3, 4, 3, 14, 4, 0}, // latin small letter i {108, 314, 1, 0, 1, 3, 4, 3, 14, 4, 0}, // latin small letter l {102, 318, 1, 0, 1, 3, 4, 6, 14, 4, 0}, // latin small letter f {109, 325, 1, 0, 1, 6, 4, 15, 11, 4, 0}, // latin small letter m {98, 341, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin small letter b {80, 351, 1, 0, 1, 3, 4, 11, 14, 4, 0}, // latin capital letter p {82, 363, 1, 0, 1, 3, 4, 11, 14, 4, 0}, // latin capital letter r {103, 375, 1, 0, 1, 6, 0, 9, 15, 4, 0}, // latin small letter g {118, 385, 1, 0, 1, 6, 4, 9, 11, 4, 0}, // latin small letter v {121, 395, 1, 0, 1, 7, 0, 9, 14, 4, 0}, // latin small letter y {44, 405, 1, 0, 1, 14, 2, 3, 5, 4, 0}, // comma {83, 409, 1, 0, 1, 3, 4, 11, 14, 4, 0}, // latin capital letter s {120, 421, 1, 0, 1, 7, 4, 9, 10, 4, 0}, // latin small letter x {76, 431, 1, 0, 1, 3, 4, 9, 14, 4, 0}, // latin capital letter l }; // ******************************************************************************** // * Strings used by English texts in Boot // ******************************************************************************** // TEXT_ERROR_CRITICAL static UTF8 English_825_0[] = {'A','n',' ','e','r','r','o','r',' ','h','a','s',' ','o','c','c','u','r','r','e','d','.',0}; static UTF8 English_825_1[] = {0}; // WARNING - empty string static UTF8 English_825_2[] = {'T','u','r','n',' ','t','h','e',' ','p','o','w','e','r',' ','O','F','F',' ','a','n','d',' ','c','h','e','c','k',' ','t','h','e',' ','N','I','N','T','E','N','D','O',' ','G','A','M','E','C','U','B','E',' ','I','n','s','t','r','u','c','t','i','o','n',' ','B','o','o','k','l','e','t',' ','f','o','r',' ','f','u','r','t','h','e','r',' ','i','n','s','t','r','u','c','t','i','o','n','s','.',0}; static UTF8 *English_825[] = { &English_825_0, &English_825_1, &English_825_2, }; // TEXT_ERROR_DISC_UNREADABLE static UTF8 English_826_0[] = {'T','h','e',' ','G','a','m','e',' ','D','i','s','c',' ','c','o','u','l','d',' ','n','o','t',' ','b','e',' ','r','e','a','d','.',0}; static UTF8 English_826_1[] = {0}; // WARNING - empty string static UTF8 English_826_2[] = {'P','l','e','a','s','e',' ','r','e','a','d',' ','t','h','e',' ','N','I','N','T','E','N','D','O',' ','G','A','M','E','C','U','B','E',' ','I','n','s','t','r','u','c','t','i','o','n',' ','B','o','o','k','l','e','t',' ','f','o','r',' ','m','o','r','e',' ','i','n','f','o','r','m','a','t','i','o','n','.',0}; static UTF8 *English_826[] = { &English_826_0, &English_826_1, &English_826_2, }; // TEXT_READING_DISC static UTF8 English_827_0[] = {'R','e','a','d','i','n','g',' ','d','i','s','c','.','.','.',0}; static UTF8 *English_827[] = { &English_827_0, }; // TEXT_CLOSE_DISC_COVER static UTF8 English_828_0[] = {'T','h','e',' ','D','i','s','c',' ','C','o','v','e','r',' ','i','s',' ','o','p','e','n','.',0}; static UTF8 English_828_1[] = {0}; // WARNING - empty string static UTF8 English_828_2[] = {'I','f',' ','y','o','u',' ','w','a','n','t',' ','t','o',' ','c','o','n','t','i','n','u','e',' ','t','h','e',' ','g','a','m','e',',',0}; static UTF8 English_828_3[] = {'p','l','e','a','s','e',' ','c','l','o','s','e',' ','t','h','e',' ','D','i','s','c',' ','C','o','v','e','r','.',0}; static UTF8 *English_828[] = { &English_828_0, &English_828_1, &English_828_2, &English_828_3, }; // TEXT_INSERT_GAME_DISC static UTF8 English_829_0[] = {'P','l','e','a','s','e',' ','i','n','s','e','r','t',' ','a',0}; static UTF8 English_829_1[] = {'S','t','a','r',' ','F','o','x',' ','A','d','v','e','n','t','u','r','e','s',' ','G','a','m','e',' ','D','i','s','c','.',0}; static UTF8 *English_829[] = { &English_829_0, &English_829_1, }; // TEXT_ERROR_WRONG_DISC static UTF8 English_830_0[] = {'T','h','i','s',' ','i','s',' ','n','o','t',' ','t','h','e',0}; static UTF8 English_830_1[] = {'S','t','a','r',' ','F','o','x',' ','A','d','v','e','n','t','u','r','e','s',0}; static UTF8 English_830_2[] = {'G','a','m','e',' ','D','i','s','c','.',0}; static UTF8 English_830_3[] = {0}; // WARNING - empty string static UTF8 English_830_4[] = {'P','l','e','a','s','e',' ','i','n','s','e','r','t',' ','a',0}; static UTF8 English_830_5[] = {'S','t','a','r',' ','F','o','x',' ','A','d','v','e','n','t','u','r','e','s',' ','G','a','m','e',' ','D','i','s','c','.',0}; static UTF8 *English_830[] = { &English_830_0, &English_830_1, &English_830_2, &English_830_3, &English_830_4, &English_830_5, }; // DiscOpenBootError_1381 static UTF8 English_1381_0[] = {'L','o','a','d','i','n','g','.','.','.',0}; static UTF8 *English_1381[] = { &English_1381_0, }; // ******************************************************************************** // * English gametexts in Boot // ******************************************************************************** /* typedef struct { unsigned short identifier; // which game text is this unsigned short numPhrases; // how many phrases this text has unsigned char window; // preferred window unsigned char alignH; // horizontal alignment unsigned char alignV; // vertical alignment unsigned char language; // LANGUAGE_xxx from GameTextData.h UTF8 **phrases; // pointer to <numPhrases> pointers to localised strings } gametextStruct; */ gametextStruct Boot_English_texts[] = { { TEXT_ERROR_CRITICAL, // (825) 3, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_825, // strings table }, { TEXT_ERROR_DISC_UNREADABLE, // (826) 3, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_826, // strings table }, { TEXT_READING_DISC, // (827) 1, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_827, // strings table }, { TEXT_CLOSE_DISC_COVER, // (828) 4, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_828, // strings table }, { TEXT_INSERT_GAME_DISC, // (829) 2, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_829, // strings table }, { TEXT_ERROR_WRONG_DISC, // (830) 6, // numPhrases 129, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_830, // strings table }, { DiscOpenBootError_1381, // (1381) 1, // numPhrases 147, // window 0, // horizontalAlign 0, // verticalAlign LANGUAGE_ENGLISH, &English_1381, // strings table }, };
EXPANSION PAK - DETECTED PRESENTED IN DOLBY SURROUND. DOLBY AND THE SYMBOL ARE TRADEMARKS OF DOLBY LABORATORIES. USES MILES SOUND SYSTEM. COPYRIGHT 1991-1999 RAD GAME TOOLS INC. PUBLISHED BY RAREWARE.n COPYRIGHT RARE 2000. N64 EXPANSION PAK NOT INSTALLED. THE N64 EXPANSION PAK ACCESSORY MUST BE INSTALLED IN THE N64 FOR THIS GAME. SEE THE N64 EXPANSION PAK INSTRUCTION BOOKLET.
Across the ravine you will find our most sacred treasure, the Horn Of Truth. Only a true believer may cross the divide. Believe in your quest Sabre, you must believe. Believe in your quest Sabre, you must believe. — Use the Horn wisely Sabre. It will summon help in times of need. sorry to spambomb the topic, I just found all of this super interesting!
midi.zip starfox.h.bak // // C/C++ MusyX Defines Include // Generated by DolphinExport 13:22:28 7/25/2002 // #define GRPn64_generic 0 dpfiles.zip OBJECTS.bin ÿÿÿÿÿÿÿÿÿÿÿÿ Rarelogo Ó ?€ œ $ Æ $ ÿ ÿû ÿû ÿÿÿÿÿÿÿÿÿÿÿÿ N64logo Ñ ?€ œ ¨ ´ à À 0 $ ÿ OBJECTS.bin2 ÿÿÿÿÿÿÿÿÿÿÿÿ Rarelogo Ó ?€ œ $ Æ $ ÿ ÿû ÿû ÿÿÿÿÿÿÿÿÿÿÿÿ N64logo Ñ ?€ œ ¨ ´ à À 0 $ ÿ
starfox.h.bak mentions a number of N64 songs. The "Galleon Credits" theme is one of the 6 promotional MP3s of Dinosaur Planet they released (only one of which made it into SFA). Aside from that, I also see: "galleon docks," which I don't think is in SFA either "swapstone_circle" (possibly the Swapstone music that's different from the Warpstone's) "galleon_battle" and a few other galleon songs "warlockmagic" (either referring to Randorn or Warlock Mountain, old name of Krazoa shrine) a song for the Test of Sacrifice, which was planned and cut from SFA several "drako" (Drakor) themes; he seems to have had a bigger role in DP, but never talked in SFA. I don't think he has more than one song, does he?
Address Length String 000A5F2C 00000014 LEVEL NOT AVAILABLE 000A601C 00000009 NEW GAME 000A605C 0000000A LOAD GAME 000A60DC 00000011 SWAPSTONE HOLLOW 000A611C 00000011 SWAPSTONE CIRCLE 000A619C 0000000E DARKICE MINES 000A61DC 00000012 DARKICE MINES TWO 000A621C 0000000C WALLED CITY 000A625C 0000000C DRAGON ROCK 000A629C 00000015 CLOUDRUNNER FORTRESS 000A62DC 0000000E KRAZOA PALACE 000A631C 00000012 BLACKWATER CANYON 000A639C 00000010 NORTHERN WASTES 000A63DC 00000013 EARTHWALKER TEMPLE 000A641C 0000000D WILLOW GROVE 000A645C 0000000C DIAMOND BAY 000A649C 00000010 DISCOVERY FALLS 000A64DC 00000013 MOON MOUNTAIN PASS 000A651C 0000000A CAPE CLAW 000A655C 0000000E GOLDEN PLAINS 000A65DC 0000000F TEST OF COMBAT 000A661C 00000011 TEST OF STRENGTH 000A665C 0000000D TEST OF FEAR 000A669C 00000012 TEST OF CHARACTER 000A66DC 00000012 TEST OF KNOWLEDGE 000A671C 00000012 TEST OF SACRIFICE 000A675C 0000000E TEST OF SKILL 000A679C 0000000E TEST OF MAGIC 000A685C 0000000D DARKICE BOSS 000A689C 00000014 GENERAL SCALES BOSS 000A68DC 00000010 BLACKWATER BOSS 000A691C 00000011 CLOUDRUNNER RACE 000A695C 00000014 KAMERIA DRAGON BOSS 000A699C 00000012 DRAKOR FINAL BOSS 000A69DC 0000000D ICE MOUNTAIN 000A6A5C 00000013 DESERT FORCE POINT 000A6A9C 00000014 VOLCANO FORCE POINT 000A6B1C 00000014 EARTHWALKER ACT TWO 000A6B5C 0000000C ENERGY DEMO 000A6BDC 00000010 WARLOCK ACT ONE 000A6C1C 00000010 WARLOCK ACT TWO 000A6C5C 00000012 WARLOCK ACT THREE 000A6C9C 00000011 WARLOCK ACT FOUR 000A6CDC 00000011 WARLOCK ACT FIVE 000A6D1C 00000010 WARLOCK ACT SIX 000A7158 00000009 CONTINUE 000A7164 00000005 SWAP 000A716C 0000000B TO WARLOCK