Chameleon Twist
| Chameleon Twist |
|---|
|
Developer: Japan System Supply[1]
|
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...
| 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. |
Contents
Sub-Page
| Prerelease Info |
| Regional Differences Japan got the more polished version. |
Debugging Features / Unused Code
| 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
| To do: Figure out what this mode does. What is the point of it? |
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
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
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
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
| 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.
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.
#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
The Chameleon Twist series
| |
|---|---|
| Nintendo 64 | Chameleon Twist • Chameleon Twist 2 |
- Games developed by Japan System Supply
- Games published by Sunsoft
- Games published by Japan System Supply
- Nintendo 64 games
- Games released in 1997
- Games released in December
- Games released on December 12
- Games released in November
- Games released on November 30
- Games released on December 6
- Games with unused areas
- Games with unused code
- Games with uncompiled source code
- Games with unused enemies
- Games with unused text
- Games with debugging functions
- Games with regional differences
- Games with revisional differences
- Pages with a Data Crystal link
- To do
- Chameleon Twist series
Cleanup
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused text
Games > Games by content > Pages with a Data Crystal link
Games > Games by developer > Games developed by Japan System Supply
Games > Games by platform > Nintendo 64 games
Games > Games by publisher > Games published by Japan System Supply
Games > Games by publisher > Games published by Sunsoft
Games > Games by release date > Games released in 1997
Games > Games by release date > Games released in December
Games > Games by release date > Games released in December > Games released on December 12
Games > Games by release date > Games released in December > Games released on December 6
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 30
Games > Games by series > Chameleon Twist series
Hidden categories > Pages missing publisher references

