![]() ![]() The game executable on Windows mentions working code for loading Sex圜ache.exe before bootup if the debugging flag is set. Present in images on older or Mac releases is this shell script called gamma_correct_image_files.sh. name '* *' | while read f do # only reads those containing a space # this will handle those paths with a space in them but skip everything elseįind. ![]() Probably need to do the while read thing. # will fail if file or path has a space in it. 102 is the unused pattern here, which sounds similar to 103 except for a few different notes and the lack of "closing drums". These offsets contain the patterns (in this order) 99, 100, 101, and 102, as compared to the used final part of the song (offsets 113 to 116) which contain 99, 100, 101 and 103. Offsets 117 to 120 of mainmusic.mo3 contain an extra part of Watery Graves which goes unused, due to the song looping at Offset 116. ![]() Unused Music Unused Watery Graves Section ![]() On plants that attack both in front of and behind them, the hitbox of the rear-facing attacks will be in pink. Projectiles do not have hitboxes displayed. Green is the hurtbox while red is the hitbox. This does not draw any text aside from what's above, but displays the hitboxes and hurtboxes of all Plants and Zombies. Health is the health of the boss the max is 60000, and it is defeated at 1. Bungee is the time it takes before using Bungee Zombies to steal plants, defaulting to around 40:00 oddly enough, this also affects throwing an RV. Stomp is the time before stomping on a nearby plant if possible, defaulting to 60:00 at the beginning. Spawn is the amount of time in seconds (SS:MS) the spawn zombie action is triggered it can be set from 221 to 0. HugeWaveCountdown is the amount of seconds before the huge wave starts. CurZombieHealth is the amount of internal health a wave has. ZombieHealth is the internal health of the zombies before the next wave. ZombieCountDown is the time it takes before a zombie wave begins it increases over time. TimeSinseLastSpawn is the time (frames) it has been since the last zombie spawn. ZombieHealth: CurZombieHealth %d trigger %d (%.0f%%)ĬurrentWave is the current internal wave the player is on 10 is considered a game wave, and this maxes out at 40. It displays the following in this format: You can also use PvZToolkit if you don't want to mess with the functions on your own.ĭecimals are displayed in SS:MS (seconds to miliseconds). In a memory editor, replacing the function at the following address based off the build with one that does nothing enables it. It is wise to turn that off before attempting any of these, and even then the game could see framedrops to as low as 10FPS. Unfortunately, the game loses a LOT of frames when activating any of these, especially with 3D Acceleration enabled. Present in the game executable are a couple of hidden debugging displays. If possible, find a way to reduce the massive lag when enabling any of them. This should be possible on other versions. As crazy as it sounds, it's actually a pretty solid game. To defend yourself, you must plant a variety of zombie-fighting vegetation. Zombies have risen from the dead, and for some reason keep invading your home, not even bothering with your neighbors. Try to add it in-game and make a screenshot, or at least find a code for it. Zombies wiki says that there's an unused Mysterious Vase item that you spawn in-game, which, while unlocking both Vasebreaker and I, Zombie, was intended to unlock only the Vasebreaker, until I, zombie was introduced, which explains some of the unused text. Appareantly, a demo version of the GOTY edition seems to be a possible proto of the game, maybe make a subpage of it.Get unused code that is found in the windows phone version decomp and check if there are any equivalents found in the original version.Port the debug display function to all versions of the game if possible, specifically on-screen displays.Uncompiled animation/particle files and scripts.Lots of discoveries were made recently in TCRF discord.Check for any more Insaniquarium leftovers, as this game was built on top of Insaniquarium and was a sequel at one point.More unused graphics, and are there any other revisional differences?. ![]()
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