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Spyro's Kingdom

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Title Screen

Spyro's Kingdom

Developer: Helios Interactive
Platform: Windows


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.


This game was stuffed away in a cardboard box and found 30 years later in a garage
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released.

Spyro's Kingdom was to be the first Spyro MMO. According to early concept art, it was to be based on The Legend of Spyro, though the game icon depicts Insomniac Spyro. The available prototype allows players to create their own lair (which will reset after leaving the screen), explore the default lair (albeit with much of it blocked by various boulders), and explore some small ruins.

The game would eventually become Skylanders: Spyro's Adventure.

Unused Animations

The only animations used in-game are the idle, moving, breathing fire, running, and flying ones.

gethit
attack-1
attack-2
attack-3
reaction-1
reaction-2
death-ground-1
death-ground-2
death-air-2
death-air-3

Unused Language

The demo automatically loads the English strings and offers no option for additional languages. Despite this, French is listed as an option in the language file.

Unused Text

At 0x9DE042:

This is a string
C'est un string
This text will appear in all languages

Development Text

Messages

Starting at 0xBBC0EB.

this needs to be fleshed out quite a bit so that the remote characters reflect what the local player is doing.
is the networked player crouching etc?
need to look up the weapon animation and so on for the remote character.
see if we are on a ladder and should get off.
TODO: add a 'vault' animation if the user is moving over objects that are low enough to leap
FIX ME: this should really be the direction that the character was moving while falling instead of just forward in whatever direction the camera is pointing.
with mousewheel speed controls, the crouchspeed variable has a slightly different usage - it is basically a modifier to multiply the main character movement speed by

Adobe Photoshop Dates

At 0xB0FC2E and 0x87C245.

Adobe Photoshop CS3 Windows.2008:03:18 01:23:33
Adobe Photoshop CS4 Windows.2010:09:04 08:57:18

Padding

At 0x3FAC9E is "PADDINGXX", which is repeated. A lot.

Unused Code

Swimming

Present at 0xBBB9E3. In the demo, your dragon walks right over water with no option to submerge.

// are we underwater?.....Viewport@ view = GetGameManager().GetViewport( "Main");.....if( view.GetCameraPos().y < waterLevel).....{......if (!underwater)......{.......if (submergeSound.NotEmpty()).......{........PushFullPath( object.GetFullPath());........GetFXManager().PlaySample( submergeSound, object.GetPosition());........PopPath();.......}.......underwater = true;......}......object.SetControllerSetting("TerrainType", "Underwater");......if (underwaterSound.NotEmpty())......{.......underwaterSoundSample.SetPosition( object.GetCenterPoint());.......underwaterSoundSample.SetVolume( 1);......}.....}.....else.....{......underwater = false;......object.SetControllerSetting("TerrainType", "Water");............/*// do splashing......if (splashFX.GetLength()

Weapon

At offset 031824C9 is code for an unknown weapon mode, possibly a leftover from another game.

{...if (name == "WeaponDrawn")....return drawn;...if (name == "Zoom")....return zoomed;..    if (name == "Reloading")...{....if( animTimer > 0 && currentAnim == ANIM_RELOAD).....return true;....else.....return false;...}...if (name == "HasAmmo")....return (magazinesLeft > 0 || roundsLeft > 0 || roundsPerMagazine == 0);...return false;..}