If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Chameleon Twist

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Chameleon Twist

Developer: Japan System Supply[1]
Publishers: Sunsoft[1] (US/EU), Japan System Supply (JP)
Platform: Nintendo 64
Released in JP: December 12, 1997[1]
Released in US: November 30, 1997[1]
Released in EU: December 6, 1997[1]


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
SourceIcon.png This game has uncompiled source code.
EnemyIcon.png This game has unused enemies.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article
DCIcon.png This game has a Data Crystal page

Chameleon Twist is a short game starring four alleged-chameleons that followed a White Rabbit to a strange world. Then they just start beating up everything in sight...

Hmmm...
To do:
Hidden Palace released a late prototype of Wipeout 64 that contains an overdump of a Chameleon Twist prototype near the end. Find a way to look through the remnants for anything.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info
RegionIcon.png
Regional Differences
Japan got the more polished version.

Debugging Features / Unused Code

Hmmm...
To do:
There is still more debug coding left in the game still that needs to be documented.

Stage Check Mode

This debug feature can allow the player to check various information about the stage, move the chameleon's position, operate the camera, etc.

  • L — Displays the information about each stage.
  • L + Any Direction — Moves the player's X and Z cordinates by 100 points.
  • L + C Stick Up / Down — Moves the player's Y cordinates by 100 points.
  • L + C Stick Left / Right — Moves the scene.
  • L + Start — Switches the camera mode (Normal View, Top View, Side View, and Front View).
  • L + Z — Adjusting the camera distance (Only in Top View, Side View and Front View).
  • L + A / B — Rotates the camera.

This feature can also be enabled by using the following code:

Version Gameshark code
Japan 810F06B0 0000
810F06B2 0001
US V1.0 810EA084 0000
810EA086 0001
Europe 810EA274 0000
810EA276 0001

Test View Mode

Hmmm...
To do:
Figure out what this mode does. What is the point of it?
Test view fixed.png

Pressing the L + R buttons will allow the camera to switch into Test View mode. No clue what it does though...

This feature can also be enabled by using the following code:

Version Gameshark code
Japan 8102CA68 0C01
8102CA6A 3FFF
US V1.0 8102C468 0C01
8102C46A 3363
Europe 8102C448 0C01
8102C44A 3357

Text Color Check Mode

Chamtest1.png

As the name applies, this can change the color of the numbers that are being shown on screen.

  • L + R — Switches between the vertices to set the color (Top Left, Bottom Left, Top Right, and Bottom Right).
  • L + B — Increment of the red value.
  • L + A — Decrement of the red value.
  • L + C Stick Left — Increment of the green value.
  • L + C Stick Down — Decrement of the green value.
  • L + C Stick Up — Increment of the blue value.
  • L + C Stick Right — Decrement of the blue value.

This feature can also be enabled by using the following code:

Version Gameshark code
Japan 8102CA68 0C01
8102CA6A 3BD7
US V1.0 8102C468 0C01
8102C46A 2F3B
Europe 8102C448 0C01
8102C44A 2F2F

Afforestation Mode

Chamtest2.png

Judging by the name, this allows you to place trees all around in Jungle Land. Trying to do the same controls on other stages won't do anything.

  • L + R — Switches the tree texture placement on or off.
  • L + B — Places a tree texture on ground at the player's position.
  • L + A — Places a tree texture at the player's position (Can be places in the air).
  • L + Z — Clears the placed textures.

This feature can also be enabled by using the following code:

Version Gameshark code
Japan 8102CA68 0C01
8102CA6A 3D87
US V1.0 8102C468 0C01
8102C46A 30EB
Europe 8102C448 0C01
8102C44A 30DF

Character Placement Mode

ChamTest3.png

It's the exact same as the last one, but instead places text instead of trees.

  • L + R — Switches the tree texture placement on or off.
  • L + B — Places a "one" texture on ground at the player's position.
  • L + A — Places a "one" texture at the player's position (Can be places in the air).
  • L + Z — Clears the placed textures.

This feature can also be enabled by using the following code:

Version Gameshark code
Japan 8102CA68 0C01
8102CA6A 3E97
US V1.0 8102C468 0C01
8102C46A
Europe 8102C448 0C01
8102C44A

Playable Ending Stage

Hmmm...
To do:
The code given here is extremely long, find a code that is shorter than this one that will lead to the exact same thing.

The ending credits level can be now playable once selecting Stage 7. Loading this code on any other stages may cause some issues in the game. Once the player is at the end of the level, the player will meet the rabbit. Talking to him shows a Japanese message, translated says "The End". The player will be thrown back to the stage select screen after the message fades away.

This feature can also be enabled by using the following code:

Version Gameshark code
Japan
810C16B8 0000
810C16BA 0000
810C16C4 0000
810C16C6 0000
810C16CC 0000
810C16CE 0000
500012D8 0000
81240D94 0000
500004D8 0000
8124260C 0000
50000BD8 0000
81240D96 0000
500012D8 0000
8124188E 0000
500007D8 0000
81241CC8 0000
81240D98 0300
81240E70 FB00
81240F48 F280
81241608 0280
812416DE 0400
812416E0 FB00
812417B6 0800
812417B8 F300
81241A40 0300
81241B18 FB00
81241BF0 F300
81241E74 0B00
812420FC 0700
81242384 0B00
81242610 0B00
81242898 0B00
810F0FE4 A4AA
810F0FE6 A4B7
810F0FE8 A4DE
810F0FEA A4A4
810F0FEC A1A3
810F0FEE 0000
810F1020 0000
81104020 4280
81104028 C460
8110402C 4380
81104034 C410
8010403B 0000
81104040 4000
81104048 C599
8110404C 4340
81104054 C58D
8010405B 0001
81104060 C390
81104064 4548
81104068 C59C
8110406C C200
81104070 4548
81104074 C58A
8010407B 000A
81104080 C370
81104088 C5CE
8110408C 4370
81104094 C5C8
8010409B 000F
811040A0 C53B
811040A8 C3D0
811040AC C534
811040B4 43D0
801040BB 0014
811040C0 C4F8
811040C4 4503
811040C8 C32A
811040CC C4E8
811040D0 4504
811040D4 4340
801040DB 0017
811040E0 C503
811040E4 442F
811040E8 C32A
811040EC C4F4
811040F0 442F
811040F4 4340
801040FB 001A
81104100 C3E0
81104108 C53B
8110410C 43E0
81104114 C533
8010411B 001D
8010413B 0020
D00FFEB7 0001
80104003 0000
D00FFEB7 0001
810F06F0 FFFF
D00FFEB7 0001
810F06F2 FFFF
81090744 0C04
81090746 1050
81104140 27BD
81104142 FFF0
81104144 AFBF
81104146 000C
81104148 3C0A
8110414A 8010
8110414C 254A
8110414E 4000
81104150 3C0B
81104152 8017
81104154 3C0C
81104156 800F
81104158 358C
8110415A 8000
8110415C 8D48
8110415E 0000
81104160 0008
81104162 4940
81104164 1D00
81104166 0007
81104168 0149
8110416A 3821
8110416C 8D41
8110416E C114
81104170 2402
81104172 000F
81104174 1022
81104176 001B
8110417C 0804
8110417E 1080
81104184 8D64
81104186 8DAC
81104188 8D65
8110418A 8DB0
8110418C 0C02
8110418E BA78
81104190 8D66
81104192 8DB4
81104194 1440
81104196 0013
8110419C 8D81
8110419E 6BAC
811041A0 1C20
811041A2 000C
811041A8 8D41
811041AA 0004
811041AC 1020
811041AE 0014
811041B4 AD81
811041B6 7EB4
811041B8 AD40
811041BA 0000
811041BC AD40
811041BE 0004
811041C0 2401
811041C2 FFFF
811041C4 AD81
811041C6 86F0
811041C8 AD80
811041CA 7EB8
811041CC 0804
811041CE 1082
811041D4 2401
811041D6 0001
811041D8 AD41
811041DA 0004
811041DC 0804
811041DE 1080
811041E4 2508
811041E6 0001
811041E8 AD48
811041EA 0000
811041EC 2401
811041EE 0005
811041F0 AD61
811041F2 4878
811041F4 8CE1
811041F6 0038
811041F8 AD81
811041FA 86F0
811041FC AD80
811041FE 7EB8
81104200 0C02
81104202 3FE1
81104208 8FBF
8110420A 000C
8110420C 27BD
8110420E 0010
81104210 03E0
81104212 0008

Unused Shoe Monster

This odd shoe monster has a full set of animations for each angle, like the rest of the enemies in the game.

Looks like this guy got the "boot"!

(Source: The Spriters Resource)

Uncompiled Source Code

At 0xF4B6C in the US ROM, the following code fragment for the credits can be seen. Note that this uses EUC-JP encoding.

(Source: Shygoo)
#include<ultra64.h>
#include"SUGI/demodata.h"

    DEMO_KEY DemoData%s[] = {

    };

    #if fgDEMO == 1 
    static int SIview_data = 0;
    static int SIroll_data = 0;
    static int SIeffe_data = 0;
    VIEW_DATA	view_data[mxVIEWCAT];
    ROLL_DATA	roll_data[mxROLLCAT]={
            {0,0 ,0,0,"EXECUTIVE PRODUCER","KATSUMI","KAWAMURA","","","",""},
            {0,1 ,0,0,"    PRODUCER","TAEKO","NAGATA","","","",""},
            {0,2 ,0,0,"GAME DESIGN","HIDEYUKI","NAKANISHI","","","",""},
            {0,3 ,0,0,"    DIRECTOR","MASAKI","KIMURA","","","",""},
            {0,4 ,0,0,"COMPUTER ARTS","TAKASHI","MAKINO","YUKI","TAMURA","HIROYUKI","MORIOKA"},
            {0,5 ,0,0,"    PROGRAM","HIDEYUKI","NAKANISHI","MASATAKA","IMURA","TAKASHI","SUGIOKA"},
            {0,6 ,0,0,"    PROGRAM","MASAKI","KIMURA","MASAOMI","ISHIMOTO","",""},
            {0,7 ,0,0,"GRAPHIC ARTS","MITSUYASU","NOMOTO","HIDEKI","SHIBAGAKI",
			"",""},
            {0,8 ,0,0,"MUSIC & SOUND","TAKASHI","SUGIOKA","TAKASHI","MAKINO","YUUJI","NAKAO"},
            {0,9 ,0,0,"MUSIC & SOUND","NOBUTOSHI","ICHIMIYA","KOKI","TOCHIO","TSUTOMU","WASHIJIMA"},
            {0,10,0,0,"MUSIC & SOUND","HIROSHI","TAKAMI","FUMIHIKO","YAMADA","",""},
            {0,11,0,0,"DEBUGGING TEAM","YUUSUKE","TABATA","SHINGO","MATSUMURA","MAKOTO","MAEHIRA"},
            {0,12,0,0,"ORIGINAL CHAMELEON DESIGN","TADASHI","OHYA","","","",""},
            {0,13,0,0,"  GAME DESIGN","HIDEYUKI","NAKANISHI","TAKASHI","MAKINO","YUKI","TAMURA"},
            {0,14,0,0,"  GAME DESIGN","HIROYUKI","MORIOKA","MAKOTO","TANAKA","",""},
            {0,15,0,0,"  GAME DESIGN","AI","NADATANI","AKIROT","","",""},
            {0,16,0,0,"ASSISTANT PRODUCER","SHYOJI","OGAWA","","","",""},
            {0,17,0,0,"PUBLIC INFORMATION","YUKAKO","OKADA","SACHIYO","NOGAMI",
			"",""},
            {0,18,0,0,"SPECIAL THANKS TO","SUPER MARIO CLUB","","FAMIMAGA64","","",""},
            {0,19,0,0,"PRESENTED BY C1996","JAPAN SYSTEM SUPPLY","","","","",""},
        };
        EFFE_DATA	effe_data[mxEFFECAT];
        #else
         /*----------------------------------------------------------------------------------*/  
        /*----------------------------------------------------------------------------------*/           
        /*----------------------------------------------------------------------------------*/
        
        static int SIview_data = %d;
        static int SIroll_data = %d;
        static int SIeffe_data = %d;
        static VIEW_DATA view_data[mxVIEWCAT] = {
            {
                %d,
                %d,
                %d,
                {
           %d, }, {
           %d, }, {
           %d, },
                %d,
                }
           };

        static ROLL_DATA roll_data[mxROLLCAT]={
            {
                %d,
                %d,
                %d,
                %d,
                "%s",
                "%s",
                "%s",
                "%s",
                "%s",
                "%s",
                "%s",
           },
       };
       static EFFE_DATA	effe_data[mxEFFECAT] = { 
        };
       #endif
       ON    STOP     バッファがない
       データ読み込み失敗
       
       ON    STOP     PAUSE

#include<ultra64.h>
#include"SUGI/demodata.h"
DEMO_KEY endingData[] = {

};

バッファがない
データ読み込み失敗

 #include<ultra64.h>
#include"SUGI/demodata.h"

The Japanese text present in this code translates to:

Japanese Translation
ON STOP バッファがない ON STOP No buffer present.
バッファがない

データ読み込み失敗

No buffer present.
Data load failed.

References