Jeebs Game Shack
Please be aware that this is by no means every cutscene in the game. There may have been some that I have missed, hasn't been discovered yet or not available at all in this ROM. Please note as this is not 100% in chronological order. Big shoutout and thanks to all the folk at the Dinosaur Planet discord for their hard work and discoveries. Enjoy!
updated 3 years ago
Welcome to the final part of the map walkthrough! May look into doing other map comparisons at some point as there are a lot them, all thorugh pretty much every point in SFA's development! Most have these have never been seen before (or at least shown publically!)
In the Kiosk root TRKBLK.tab file, all you need to do is change the number that reads "03E6" to "03BC"
This makes sense as in the retail version, the TRKBLK.tab numbers which tell the game where to place each map chunk and order is completely different. I imagine as this map is older than the base Kiosk files it was looking for an outdated number! GPShrine (this maps folder) has older OBJSEQ, ANIMCURV and other data that doesn't match most other folders.
To play the intended sequences here you will need to copy over the OBJSEQ.bin and tab files, and the OBJSEQ2C from GPshrine to main root.
EDIT - The A button prompt object in the Lightfoot village scene looks to be in the same spot as the purple Logfire icon in DP's Snowhorn Wastes diorama! Might be using the same objects and layout as N64's main room?
EDIT 2 - To strenghen this theory, some rain and wind effect show when near DP's CRF placement, and falling leaves appear near where DP's Swapstone Circle Swapstone would be! Also the floor objects use the exact same model numbers as DP
Will look into fixing up proper in due time!
Sizing of the mutant and belt object altered, audio patched back in for all lines, positioning, seq id etc added.
Also a new Transporter has been added that will take you to the Test of Magic (switching out the WGboulder and making alterations to work)
ROM - Mutant scene + fixes
0380342C 0002
03803464 03DB
0217BAB8 0100
0217BAA2 4476
0217BAA4 C4C8
0217BAA6 C49D
0217BAA8 D496
0217BAAA 4194
0217BAAC 2E80
037EC3A8 0532
037EC3A6 D000
0217BAB4 05D0
0217BAB6 36
0217BAA0 40
0380346A 3DF0
038036A2 3E00
000AE242 83FA
000AE250 8409
000AE25E 8407
000AE26C 83FB
000AE27A 83FC
000AE288 83FD
000AE296 83FE
000AE2A4 8408
000AE2B2 83FF
0217BAE0 0548
0217BAB2 0003
Test of Magic Shrine Transporter
0217BCBA 00EC
0217BCD2 7F42
0217BCD6 0000
0217BCD8 1EFF
0217BCD4 2700
0217BCC2 C3A1
0217BCC4 7B20
0217BCC6 C4AD
0217BCC8 4000
0217BCCC 74E0
0217BCCA C3A0
Subtitles -
01EDC910 0D05
01EDC912 A03B
01FEFCC4 11CD
01FEFE36 6369
01FEFE35 6E
Music -
From 01EDADCC , copy and paste this line across
`0D4500B00D4500B00000044A0D32216F0D0521700616E3230D00B0007F0B01250D5C00B5`
Here I have added these in order to get through to the next areas. I made over 100 unique ROM codes for this area alone, and still not done! Some of these changes include -
BWC level name when entering
Collectable BWC Spellstone 2
Spellstone description added
Collectable Grenade Spell
2x working DFDockpoints added, one near the centre,
and the other near the DF exit
DF hightop Tablet cutscene will play when collecting the Spellstone there - this also doubles as warping you to the other side of the wall to DF: Flags added
DF Hightop Dockpoint moved - this would push through the wall and not
work normally
021174A0 09EF - Spiritset obj in correct state
021173BA FFFF - Bypass trigger check 1
0211742E FFFF - Bypass trigger check 2
021174E2 FFFF - Bypass trigger check 3
021174DB 03 - Seq setup change
02117F52 C3A5 - WL fallen column moved down
0211742C 08A1 - Added flag to activate WM teleporter
ROM:
RoboScorpion 1 working, positioned and flag fixed
020EF1D6 C4C5
020EF1E2 04F2
020EF1F2 0019
RoboScorpion 2 working, positioned and flag changed (drop ladder instead of switch activation)
020F0A12 C498
020F0A1E 04F6
020F0A2E 0019
RoboScorpion entrance working, positioned and flag fixed
020EF19E C4A0
020EF1AA 04F1
020EF1BA 0019
Triggerflag on the top level doesn't load main room correctly after puzzle, switched loading value
020EF080 0008
Placing Spellstone gives you a Moonseed: (Next area in game would be MMP)
020EEC4A 086A
Moonseed flag triggers in MMP, planted state
03ADB916 0866
03ADB8E6 0866
03ADB906 0866
03A57A5A 0917 (GP start flag to Bonfire spawn. Doubles as DFPT fix!)
03ADC872 07D5 (Bonfire flag fixed)
01F6233A 0008 (Monster stops blowing after flame is lit)
0396979A 05B2
Value 5C5128 in hex starts at 00 before starting this test. Normally, when the Fox baddie spawns it will jump to 01. Then after the 5th hit, it will go to 05 (increment of 4) which is flag 0391. the game needs +8 to defeat him, or flag 05B2. Possibly an error during development!
This ROM code will patch this back in
0214D3A2 05F3
Luckily the other version of the file is identical across the other half of folders (barring a few unused areas!) In your Kiosk, you can move this file from a "broken" area, say Dragon Rock's folder, and put into the root. This will make the remainder of the areas that didn't previously work correctly, work! Downside to this is now the first half of areas won't work properly, you could create 2 separate ISO files to combat this, though will have a look if there's a way to somehow combine the 2 OBJSEQ2C files and function properly.
Large benefit to this outside of a lot of areas functioning now, is there's cutscenes and puzzles unique to the Kiosk which will now work. Just put a few in this video to get the general idea.
Some actual broken and/or unfinished sections will still remain of course, but this fixes quite a fair bit!
04022630 60000000
Infinite Magic -
0038CEC1 000000FF
Infinite HP (Fox)
0038CEBC 00000060
0038CEBD 00000010
Infinite Scarabs
0038CEC4 000000FF
Moon Jump
CA3288F2 00000200
42325464 00143FFF
42325464 00153FFF
4232F690 00143FFF
4232F690 00153FFF
Bypass Forced Resets
0411A50C 4E800020
041a46d8 38000000
0420d184 38600002
0420d18c 38600002
0420d20c 38600002
0422ee24 3800003A
0422ef7c 42800228
0422fe1c 4280072C
04293fd8 38000001
042a8c1c 38000001
042ab26c 38000001
042acbb4 38000001
042ac8e4 38000001
042acce8 38000001
042ace28 38000001
042ae780 428001AC
042b080c 38000000
Select "Thorntail Hollow" to warp to Thorntail state see info below code
0011683F 00000007
00116843 00000006
To keep your progression. Save and Quit. Reload. Quit again. This time select "Thorntail Hollow" on your file instead of "Play Full game"
Add controller 3
040147CC 2C030003
Warp with "z" on controller 3:
This will warp to Ocean Force Point after dropping the Spellstone off
- 000223EB 00000073
Warpstone warps you to Walled City
0420D208 60000000
0420D20C 38600078
Press "Z" on controller 3 to warp to Walled City after getting spirit here:
000223EB 00000078
Warpstone warps you to Krazoa Palace state - can drop 5th spirit off
0011683F 0000000B
00116843 00000006
"Thorntail Hollow" title screen warp to Andross
0011683F 00000026
00116843 00000000
"Thorntail Hollow" title screen to ending credits warp
0011683F 00000041
00116843 00000001
A lot of areas from Ocean Force Point onwards have very broken animations/sequences
Fix sequence files
You can create a duplicate copy of the game, extract the files, then add in the Retail 1.01 sequence files to the Kiosk to fix most of the issues (Though some things will still only work on unmodified Kiosk, so worth keeping 2 copies of the game as we'll need both for later!)
You will need from retail -
ROOT folder: OBJSEQ.bin , OBJSEQ.tab and OBJSEQ2C. Copy these to your duplicated Kiosk game in the same folder
Then in the level folders in retail, copy the ANIMCURV.bin and ANIMURV.tab files over to the level you want to fix the sequences for in Kiosk.
e.g for Ocean Force Point top and bottom: copy the ANIMCURV files from folders "Desert" AND "DFPtop" from retail, to the same folders in Kiosk. You can have a copy of the game that has one edit, or change all folders to save time for later!
Here I already changed all folders with their retail ANIMCURV files, used for Ocean Force Point 2nd visit, Walled City, Test of Sacrifice and Andross.
Disable 45 minute time limit -
04022630 60000000
Infinite Magic -
0038CEC1 000000FF
Infinite HP (Fox)
0038CEBC 00000060
0038CEBD 00000010
Infinite Scarabs
0038CEC4 000000FF
Moon Jump
CA3288F2 00000200
42325464 00143FFF
42325464 00153FFF
4232F690 00143FFF
4232F690 00153FFF
Bypass Forced Resets
0411A50C 4E800020
041a46d8 38000000
0420d184 38600002
0420d18c 38600002
0420d20c 38600002
0422ee24 3800003A
0422ef7c 42800228
0422fe1c 4280072C
04293fd8 38000001
042a8c1c 38000001
042ab26c 38000001
042acbb4 38000001
042ac8e4 38000001
042acce8 38000001
042ace28 38000001
042ae780 428001AC
042b080c 38000000
Select "Thorntail Hollow" to warp to KP (can drop 4th Spirit!) see info below code
0011683F 0000000B
00116843 00000006
To keep your progression. Save and Quit. Reload. Quit again. This time select "Thorntail Hollow" on your file instead of "Play Full game" You will be warped to Krazoa Palace and can drop the spirit off here
Warpstone warps you to Dragon Rock
0420D208 60000000
0420D20C 38600079
Warp to Dragon Rock Bottom instead of Drakor:
Modded Kiosk - drag your ISO into a hex editor, look for 06 0D 0E 60 54
Change the 54 to 53, save.
Either in ISO or the OBJECTS.bin file, look for DR_Lightpole. Null out all numbers with "00" for that object only. Save
Add controller 3
040147CC 2C030003
Warp with "z" on controller 3:
This will warp to Dragon Rock after boss - 000223EB 00000079
Kill Drakor -
0420E218 4800000C
A lot of areas from Ocean Force Point onwards have very broken animations/sequences
Fix sequence files
You can create a duplicate copy of the game, extract the files, then add in the Retail 1.01 sequence files to the Kiosk to fix most of the issues (Though some things will still only work on unmodified Kiosk, so worth keeping 2 copies of the game as we'll need both for later!)
You will need from retail -
ROOT folder: OBJSEQ.bin , OBJSEQ.tab and OBJSEQ2C. Copy these to your duplicated Kiosk game in the same folder
Then in the level folders in retail, copy the ANIMCURV.bin and ANIMURV.tab files over to the level you want to fix the sequences for in Kiosk.
e.g for Ocean Force Point top and bottom: copy the ANIMCURV files from folders "Desert" AND "DFPtop" from retail, to the same folders in Kiosk. You can have a copy of the game that has one edit, or change all folders to save time for later!
Here I already changed all folders with their retail ANIMCURV files, used for Test of Strength and Dragon Rock, DRB and Drakor. Lots of more areas later need this too
UPDATE AFTER VIDEO PUBLISHED - Found that you can warp to areas and still keep your progression! In this part you CAN actually warp to Walled City and do the puzzles normally, get the staff upgrade from the magic cave and have enemies show normally
Select "Thorntail Hollow" to warp to Walled City (see info below code)
0011683F 0000000D
00116843 00000000
To keep your progression. Save and Quit. Reload. Quit again. This time select "Thorntail Hollow" on your file instead of "Play Full game" You will be warped to Walled City starting at the Arwing landing intro. The area, puzzles, magic cave and Trex enemies should be loaded in fine doing it this way! (Kiosk must have the retail SEQ files)
Disable 45 minute time limit -
04022630 60000000
Infinite Magic -
0038CEC1 000000FF
Infinite HP (Fox)
0038CEBC 00000060
0038CEBD 00000010
Infinite Scarabs
0038CEC4 000000FF
Moon Jump
CA3288F2 00000200
42325464 00143FFF
42325464 00153FFF
4232F690 00143FFF
4232F690 00153FFF
Bypass Forced Resets
0411A50C 4E800020
041a46d8 38000000
0420d184 38600002
0420d18c 38600002
0420d20c 38600002
0422ee24 3800003A
0422ef7c 42800228
0422fe1c 4280072C
04293fd8 38000001
042a8c1c 38000001
042ab26c 38000001
042acbb4 38000001
042ac8e4 38000001
042acce8 38000001
042ace28 38000001
042ae780 428001AC
042b080c 38000000
Warpstone warps you to Walled City
0420D208 60000000
0420D20C 38600078
Gain Super Ground Quake
0038CF7B 00000001
Add controller 3
040147CC 2C030003
Warp with "z" on controller 3
000223EB 000000xx (last 2 digits change destination)
A lot of areas from Ocean Force Point onwards have very broken animations/sequences
Fix sequence files
You can create a duplicate copy of the game, extract the files, then add in the Retail 1.01 sequence files to the Kiosk to fix most of the issues (Though some things will still only work on unmodified Kiosk, so worth keeping 2 copies of the game as we'll need both for later!)
You will need from retail -
ROOT folder: OBJSEQ.bin , OBJSEQ.tab and OBJSEQ2C. Copy these to your duplicated Kiosk game in the same folder
Then in the level folders in retail, copy the ANIMCURV.bin and ANIMURV.tab files over to the level you want to fix the sequences for in Kiosk.
e.g for Ocean Force Point top and bottom: copy the ANIMCURV files from folders "Desert" AND "DFPtop" from retail, to the same folders in Kiosk. You can have a copy of the game that has one edit, or change all folders to save time for later!
Here I already changed all folders with their retail ANIMCURV files, used for Test of Fear and Walled City. Lots of more areas later need this too
Disable 45 minute time limit -
04022630 60000000
Infinite Magic -
0038CEC1 000000FF
Infinite HP (Fox)
0038CEBC 00000060
0038CEBD 00000010
Infinite Scarabs
0038CEC4 000000FF
Moon Jump
CA3288F2 00000200
42325464 00143FFF
42325464 00153FFF
4232F690 00143FFF
4232F690 00153FFF
27:05 - Bypass Forced Resets ( keep on for this part, seems to be safe to keep on going forward but will update if anything stops working))
0411A50C 4E800020
041a46d8 38000000
0420d184 38600002
0420d18c 38600002
0420d20c 38600002
0422ee24 3800003A
0422ef7c 42800228
0422fe1c 4280072C
04293fd8 38000001
042a8c1c 38000001
042ab26c 38000001
042acbb4 38000001
042ac8e4 38000001
042acce8 38000001
042ace28 38000001
042ae780 428001AC
042b080c 38000000
Gain Water Spellstone
0038CF63 00000008
Get rid of "lose" scene in CRF race -
around 13D73B00 in the ISO, look for 02AA a few lines below and change to 009F
50:37 - Add controller 3
040147CC 2C030003
50:37 - Warp to TTH with "z" on controller 3
000223EB 00000066
A lot of areas from Ocean Force Point onwards have very broken animations/sequences
Fix sequence files
You can create a duplicate copy of the game, extract the files, then add in the Retail 1.01 sequence files to the Kiosk to fix most of the issues (Though some things will still only work on unmodified Kiosk, so worth keeping 2 copies of the game as we'll need both for later!)
You will need from retail -
ROOT folder: OBJSEQ.bin , OBJSEQ.tab and OBJSEQ2C. Copy these to your duplicated Kiosk game in the same folder
Then in the level folders in retail, copy the ANIMCURV.bin and ANIMURV.tab files over to the level you want to fix the sequences for in Kiosk.
e.g for Ocean Force Point top and bottom: copy the ANIMCURV files from folders "Desert" AND "DFPtop" from retail, to the same folders in Kiosk. You can have a copy of the game that has one edit, or change all folders to save time for later!
Disable 45 minute time limit -
04022630 60000000
Infinite Magic -
0038CEC1 000000FF
Infinite HP (Fox)
0038CEBC 00000060
0038CEBD 00000010
Infinite Scarabs
0038CEC4 000000FF
6:30 - Landing on the wind can be quite tough unless angled properly. Best saving a state before jumping just incase you miss!
19:10 - Dropping off the Krazoa Spirit doesn't seem to work properly. You will still be able to continue though as seems to still trigger the right flags
21:21 + 23:34 + 38:33 - Trigger Zones can be a bit finicky and sometimes not load the next area. If this happens just walk out the area and come back
UPDATE - If you walk to the edge of the void (but don't touch!), you can go into first person view and spin the camera 180 from where the void is, let go and the next areas should load
24:10 - Climbing down the ladder will boot you back to the title screen, activate the "Bypass Forced Resets" code beforehand (you may need to hard save and quit first!) you can keep this code on all the way through Cape Claw but turn off when you get back to Thorntail Hollow
Bypass Forced Resets
0411A50C 4E800020
041a46d8 38000000
0420d184 38600002
0420d18c 38600002
0420d20c 38600002
0422ee24 3800003A
0422ef7c 42800228
0422fe1c 4280072C
04293fd8 38000001
042a8c1c 38000001
042ab26c 38000001
042acbb4 38000001
042ac8e4 38000001
042acce8 38000001
042ace28 38000001
042ae780 428001AC
042b080c 38000000
39:30 - Though the Arwing text says you need a certain number of Cells to fly, you don't actually need any! Just simply hit "A" to continue!
42:00 - Warp to Cloudrunner Fortress via Warpstone -
Like before you will land back in TTH after the Arwing section. Use the Warp to Ice Mountain code from part 1 but change the warp destination to
0420D208 60000000
0420D20C 38600063
Disable 45 minute time limit -
04022630 60000000
Infinite Magic -
0038CEC1 000000FF
Infinite HP (Fox)
0038CEBC 00000060
0038CEBD 00000010
Infinite Scarabs
0038CEC4 000000FF
No additional codes needed for this part, few interesting things to note -
The treasure chest in Thorntail Hollow @ 23:20 - looks to hold the TTH Well map, though doesn't seem to function anymore
Like with DIM if Tricky refuses to use flame in MMP, just walk away and come back
Disable 45 minute time limit -
04022630 60000000
Infinite Magic -
0038CEC1 000000FF
Infinite HP (Fox)
0038CEBC 00000060
0038CEBD 00000010
Infinite Scarabs
0038CEC4 000000FF
Moon Jump
CA3288F2 00000200
42325464 00143FFF
42325464 00153FFF
4232F690 00143FFF
4232F690 00153FFF
28:25 - Warp to DIM via Warpstone -
After you have finished the Arwing to DIM section you will be warped back to TTH. Use the Warp to Ice Mountain code from part 1 but change the warp destination to
0420D208 60000000
0420D20C 38600077
38:50 - If Tricky refuses to use the Flame Command here just exit the room and come back
Disable 45 minute time limit -
04022630 60000000
Infinite Magic -
0038CEC1 000000FF
Infinite HP (Fox)
0038CEBC 00000060
0038CEBD 00000010
Infinite Scarabs
0038CEC4 000000FF
38:30 - Warpstone wont' take you to Ice Mountain, use this code to fix (Thanks to Rena)
0420D208 60000000
0420D20C 38600002
43:55 - Game normally boots you out after cutscene, use this code to bypass: (Turn off after the Hot Spring section)
Bypass Forced Resets
0411A50C 4E800020
041a46d8 38000000
0420d184 38600002
0420d18c 38600002
0420d20c 38600002
0422ee24 3800003A
0422ef7c 42800228
0422fe1c 4280072C
04293fd8 38000001
042a8c1c 38000001
042ab26c 38000001
042acbb4 38000001
042ac8e4 38000001
042acce8 38000001
042ace28 38000001
042ae780 428001AC
042b080c 38000000
020E080A 458C
020E080C E5AC
020E080E 447F
020E0810 C005
020E0812 46B7
020E0814 2A4F
020E081A 4623
020E081C 1C2B
020E081E 4292
020E0820 E9C2
020E0822 46B4
020E0824 6301
02163D12 C3BA
02163D0E 44C7
02163D16 43EE
02163D06 00EC
02163D20 5E00
020E82F6 4563
020E82FE 4428
020E82FA C10B
020E82EE 0157
020E830C 022E
020E830E FFFF
020E86DE 059A
020E86F8 5D00
Change Warlock Mountain Level title in Rom to Krazoa Palace by manually editing
Give yourself mushroom bag and unlimited mushrooms: RAM
805C3B65 0001
805C3B67 0001
805C3B69 0001
805C4DCB 00C0
805C3C19 0001
805C3C1B 0001
805C3C1D 0001
805C4DC0 0048
ROM
In ROM, under 0382879E, you'll see the number 0316, this is the sequence for dropping mushrooms. change this to 0220, then open the mushroom bag in game and select "drop". Drop a mushroom to play CCFireFlyFind to be able to pick up the fire Crystals!
Will look for better/easier methods sometime
5C4DDB to 31 - DB level state
5C4DAE to 02 - play cutscene
5C4DA5 to CO - Get sandworms to appear
ROM
Pointback audio in 01F0D91E thread 4 crashes, added back in
"Another Spellstone" subtitles fix - set 01F836BE to A20D