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Shadow Man (Nintendo 64)
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Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused areas
Games > Games by developer > Games developed by Throwback Entertainment > Games developed by Acclaim Entertainment > Games developed by Acclaim Studios Teesside
Games > Games by platform > Nintendo 64 games
Games > Games by publisher > Games published by Throwback Entertainment > Games published by Acclaim Entertainment
Games > Games by release date > Games released in 1999
Games > Games by series > Shadow Man series
Shadow Man |
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Developer: Acclaim Studios Teesside
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To do: A debug display was found but no GameShark code was provided. |
Shadow Man is a third person action/horror game for the Nintendo 64, based on the Valiant comic book series of the same name.
Test Map
Present in the game is a test map which is a small maze-like room completely devoid of any objects. To access it, use the below code and press A at the main menu and you'll warp to the test map.
Version | GameShark Code |
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USA | D1196B3E 7674 81196B3E 76B0 |
(Source: Mezmorize (Classic Videogame Hacking))
Developer Notes
Present at 0x1A69375:
Filenames: 1st two characters refer to level number* 2nd two charcters refer to scene number (within that level) 3rd two charcters refer to line number (within that scene) 4th single character refers to character speaking (see KEY: above for details) *TT & GN describe the Titles and the General game noises
Debug Texts
8000212C audio/sndplayer.c 80002148 NGLISH_LEX 80002154 audio/synthesizer.c 800021D8 _SCENE17EX 800021E8 audio/env.c 80002364 audio/reverb.c 800023C4 AUDIO_SPEECHEX 80002534 io/sirawdma.c 800025A8 io/sirawwrite.c 80028614 !fp_LEVELS_P 80031C48 fp_ANIMS 80600000 x:%d y:%d z:%d RAM:%dk (%d) Sector:%d Fr:%d 8060002C %s - [BK] 80600038 FlatFaults : %d DecompFaults : %d 80601D7C audio\speech\english\generic\gn%04ds.wav 806020E8 Z buffer 80609F38 LOADING EVENTS 80609F7C INIT : Initialise_Game_Primary_Services 80609FCC INIT : Initialise_Game_EffectsTextures 80609FF4 INIT : Initialise_Game_Secondary_Services 8060A020 INIT : Initialise_Game_Adventure_Settings 8060A068 INIT : Initialise_Game_General 8060A088 INIT : Initialise_Game_Default_CutScene 8060A0B0 INIT : Initialise_Game_Level 8060A0FC INIT : Initialise_Game_Lists 8060A144 INIT : Initialise_Game_Default_Scripts 8060A16C INIT : Initialise_Game_Default_Values 8060DC40 LOADING RESOURCES %d-%d 8060DC88 RSC_D_SOREFIRE 8060DC98 RSC_SMOKERING2 8060DCA8 RSC_SMOKERING1 80614C30 level05\scene05\050500m.wav 80614C4C level05\scene05\050501m.wav 8061A030 cutscene\scripts\english\swampday\0000.ncs 8061A060 cutscene\scripts\english\deadside\jaunty03.ncs 8061B1A0 audio\speech\english\%s 8061B1B8 Level 8061B1C4 Scene 806D6E10 %2d- %s (%d Page%s
Uncompiled Source Code
The Brazilian version contains a small portion of the game's source code at offsets 0x4B25D-0x4BFFE:
# 1 "game\\inc\\ShadCam.h" 1 # 1 "engine\\inc\\BSPDefs.h" 1 # 387 "engine\\inc\\BSPDefs.h" # 5 "game\\inc\\ShadCam.h" 2 # 1 "engine\\inc\\List.h" 1 # 73 "engine\\inc\\List.h" # 7 "game\\inc\\ShadCam.h" 2 # 1 "engine\\inc\\3DSPath.h" 1 # 24 "engine\\inc\\3DSPath.h" # 8 "game\\inc\\ShadCam.h" 2 enum { CAM_TRACK = 0, CAM_COMPASS, CAM_FREE, CAM_CUT, CAM_CUTSCENE, CAM_FOLLOWPATH, CAM_SNIPE, CAM_FANCY, }; enum { CAM_PATH_1 = 0, CAM_PATH_2, CAM_PATH_DW_CAM, CAM_PATH_DW_TARG, CAM_PATH_MG_CAM, CAM_PATH_MG_TARG, CAM_PATH_AS_CAM, CAM_PATH_AS_TARG, CAM_PATH_TEN_CAM, CAM_PATH_TEN_TARG, CAM_PATH_PROF_CAM, CAM_PATH_PROF_TARG, }; enum { FCAM_SOULCOLLECT = 0, FCAM_SOULUP, FCAM_USETEDDY, }; typedef struct { UPKData *RomFile; s16 FileID; t_3DS_PATH *PathPtr; }t_CAM_PATH_LIST; typedef struct { t_VECT Pos; float Frame; float Speed; t_3DS_PATH *Path; }t_PATH_POINT; typedef struct { t_VECT Source; t_VECT Target; float radius; }t_CAM_POS_DEF; extern t_CAM_POS_DEF CameraDistanceTable[]; extern int crouchcam; extern Sint32 DistIndex; extern Sint32 OldDistIndex; extern Sint32 fOldDistIndex; extern Sint32 SnapCameraFlag; extern t_CAMERA TrackCamera; extern t_CAMERA FreeCamera; extern t_CAMERA CutCamera; extern t_CAMERA PathCamera; extern t_CAMERA SnipeCamera; extern t_CAMERA FancyCamera; extern Sint32 CameraMode; extern int crouchcam; extern t_CAM_PATH_LIST CameraPaths[]; extern void SetCutawayCamera(t_CAMERA *Camera, t_VECT *sv,t_VECT *dv); extern void CutawayCamera(t_CAMERA *Camera); extern t_LINKNODE *CreateCamera(t_VECT *Pos, t_VECT *Rot, Sint32 id, Sint32 Var1, Sint32 Var2); extern void UpdateIngameCamera(void); extern void InitIngameCamera(void); extern void InitFollowCam(t_3DS_PATH *SourcePath, t_3DS_PATH *DestPath, float SrcSpeed, float DestSpeed, float SrcIndex, float DestIndex); extern void InitCameraPathList(t_CAM_PATH_LIST *List); extern void FollowPathUpdateCamera(t_CAMERA *Camera); extern void PointFollowPath(t_PATH_POINT *PPoint); # 22 "game\\cutscene\\inc\\CSCamera.h" 2 typedef enum e_CSCameraMode { CSCAMERAMODE_FIXED = 0, CSCAMERAMODE_LOOK_AT_ACTOR, CSCAMERAMODE_FOLLOW_PATH, CSCAMERAMODE_REL_ACTOR, CSCAMERAMODE_MOVING, } t_CSCameraMode; extern t_CAM_PATH_LIST CameraPathListSwampEnterChurch[]; extern t_CAM_PATH_LIST CameraPathListIntro[]; extern t_CAM_PATH_LIST CameraPathListCredits[]; extern float CutCamPanX; extern float CutCamPanY; extern float CutCamPanZ; extern Sint32 CutCamPanXTime; extern Sint32 CutCamPanYTime; extern Sint32 CutCamPanZTime; extern Sint32 CutSceneGetCameraModeNumber (const Uint8*); extern void CutSceneUpdateCamera (void); extern void CSCameraShake (float amplitude); # 26 "game\\cutscene\\inc\\CutScene.h" 2 enum { CS_DARKSOUL=0, CS_SHADCHANGE, CS_GIVE_TEDDY, CS_FREE_HANDS, CS_REMOVE_DARKSOUL, CS_HOLD_ECLIPSER, CS_GIVE_ECLIPSER_TO_NETTIE, CS_ECLIPSER_IN_SHADOWMAN, CS_REMOVE_ECLIPSER, CS_HOLD_DESERTEAGLE, CS_FIRE_PISTOL, CS_MILTON_FIRES, CS_MARCO_FIRES, CS_AVERY_FIRES, CS_HOLD_BEAR, CS_GIVE_BEAR_TO_LUKE, CS_LUKE_HIDES_BEAR, CS_REMOVE_BEAR, CS_DEMON_TROOPER, CS_MAKE_IT_LIGHT, CS_MAKE_IT_DARK
(Source: Shygoo)
The Shadow Man series
| |
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Windows | Shadow Man (Prototype) • Shadow Man Remastered |
Nintendo 64 | Shadow Man |
PlayStation | Shadow Man |
Dreamcast | Shadow Man |
PlayStation 2 | Shadow Man: 2econd Coming |
Categories:
- Pages missing developer references
- Games developed by Acclaim Studios Teesside
- Pages missing publisher references
- Games published by Acclaim Entertainment
- Nintendo 64 games
- Pages missing date references
- Games released in 1999
- Games with unused areas
- Games with uncompiled source code
- Games with hidden development-related text
- To do
- Shadow Man series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused areas
Games > Games by developer > Games developed by Throwback Entertainment > Games developed by Acclaim Entertainment > Games developed by Acclaim Studios Teesside
Games > Games by platform > Nintendo 64 games
Games > Games by publisher > Games published by Throwback Entertainment > Games published by Acclaim Entertainment
Games > Games by release date > Games released in 1999
Games > Games by series > Shadow Man series