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Evo's Space Adventures

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Title Screen

Evo's Space Adventures

Developer: Runecraft[1]
Publisher: Take-Two Interactive[1]
Platform: PlayStation
Released in EU: June 2000[1]


CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.


An infamously low-quality PlayStation port of Space Station Silicon Valley that was only released in Europe. Despite it being on a CD-ROM, it's actually missing some of the levels from the Nintendo 64 original, more than half of the framerate, and uses a completely different soundtrack. At the very least, however, it fixed the 100% completion bug.

Unused Graphics

ESA-legalplaceholder.png

A placeholder graphic from when the game was still under its original title.

ESA-levelpicture.png

A level picture placeholder graphic.

ESA-test.png

A test graphic.

(Source: Ferrox)

Unused Music

Space Station Silicon Valley Leftovers

In sv.wad, the game's main archive, all of the music from the original Nintendo 64 is present in .seq format. They do not sound very good, and several have a nonstop buzz throughout the entire track. This may explain why they were replaced with a new CD soundtrack in the final game.

Filename Audio
boogie.seq
bungle.seq
Cheddar.seq
credits.seq
egypt.seq
farmland.seq
jazzy.seq
jew.seq
level1.seq
miller.seq
mission.seq
Newsflas.seq
Niceland.seq
ORKNEY.seq
rocky.seq
samba.seq
sewer.seq
spooky.seq
stilton.seq
street.seq
Twicemic.seq
WALTZ.seq

Sequenced CD Soundtrack

In the same file, some sequenced versions of what ended up as streamed audio can be found as well. These sound much better than the N64 leftovers, indicating that they simply used a quick and dirty conversion tool for those.

Miscellaneous

flute.seq is an endless loop of a single flute note.

Windows Executables

Present in SV.WAD are two Windows executable files, both of which are for converting files. These files can be extracted using a hex editor.

sp.exe

ESA-spexe.png

Start offset 0x416D9D8, end offset 0x41769D8. A program used to convert sound files.

tc.exe

ESA-tcexe.png

Start offset 0x44DFCFC, end offset 0x44EACFC. A program used to convert text files.

(Source: Ferrox)

Unused Messages

Using tc.exe to convert the extracted language files uncovers some on-screen messages that aren't used in-game (i.e. in txt/lang2.txt):

<MessageSize> 52
Do not read this message.<EOM>

<MessageSize> 58
This message is meaningless.<EOM>

Developer Messages

  • Present at 0xE94 in ESA.DAT.
Well fuck me!

Somebody was not having a good day at the office.

  • Present at 0x333C in ESA.DAT.
DaveS ripped my ingame menu off

And this could be why.

  • Present at 0x25FC in PT.DAT.
Trlalala scoobydoo cheese biscuits meckmedoo!!!
(Source: Ferrox)

Development Text

Present at 0x342D ESA.DAT.

Mission Failed Placeholder %s

Present at 0x4E28 ESA.DAT.

missing sample %d
Play music: %d @ vol %d
AIFLAGS %x - %x - animal %d
psMoveObj->Info
Counter2 - %d
BUFFER: %x - OFFSET: %d - LENGTH: %d
loaded object type:- %d
loading map 
loading object type %d
OB_TYPE_HEAVY_CRATE texture = %d
ANIMAL S %d: %d
Got vram64 space
Buffer out of vram64 space
Got vram32 space
Buffer out of vram32 space
Got vram1x256 space
Buffer out of vram1 space
Got vram1x16 space

Present at 0xD522C ESA.DAT.

bugger, out of actors
actors left %d
Error : Run Out Of Visible Actors
Error -> Geometry %d Not Installed
Error -> Geometry %d Not Created
Error : Run Out Of Visible Sprites
Error : Run Out Of Lights
Error :- Run Out Of Primitive Space %d
Error :- Run Out Of Primitive Space
Error : Geoset %d Not Installed
Init Memory System To %d Bytes -> 
End Address %08x
no free memory
free memory %d in %d blocks
Error :- Not enough texture space allocated %d
V0.5
Error : Obsolete Geometry Data %d
Error : Not enought vertex space allocated for object %s
Error :- Geometry install buffer full
Error :- Not enough geometryset space allocated
Geometry already installed
Error :- Load geometryset spool error
  • Present at 0x8A4 PT.DAT.
time out in decoding !
time out in strNext() %d
Oh dear, were has the wad %s gone
  • Present at 0x505BC PT.DAT.
Init Memory System To %d Bytes -> 
End Address %08x
no free memory
free memory %d in %d blocks
;1
Error :- Not enough texture space allocated %d
V0.5
Error : Obsolete Geometry Data %d
Error : Not enought vertex space allocated for object %s
Error :- Geometry install buffer full
Error :- Not enough geometryset space allocated
Geometry already installed
Error :- Load geometryset spool error
bugger, out of actors
actors left %d
Error : Run Out Of Visible Actors
Error -> Geometry %d Not Installed
Error -> Geometry %d Not Created
Error : Run Out Of Visible Sprites
Error : Run Out Of Lights
Error :- Run Out Of Primitive Space %d
Error :- Run Out Of Primitive Space
Error : Geoset %d Not Installed
(Source: Ferrox)

References