For Space Station Silicon Valley on the Nintendo 64, FAQ. I've gotten all the Trophies, except for the one in Fat Bear Mountain of course,.
As Aroenai says, your rom is probably in the wrong Endian format. I've uploaded my folder of N64 patching tools. Download it from, unzip it, and run the program:tool64.exewhich is in the folderTool64v1.11 - Big and Small Endian Switcherand open the game rom, then highlight the rom in the program window, and click the left to right arrow, which will make the rom 'Big endian', or the right to left arrow to make it 'Little Endian', whichever you need.I've also sent you a pm with more information. I learned a week ago that there were two versions of Space Station: Silicon Valley released in the US. One or two of you may have noticed I updated the main post then to avoid confusion. Today I finally got ahold of that 2nd version. Sorry to bring this post back up but I just found out about this patch and am getting an odd result and wondered if it were normal.After I apply the patch (which says it was successful) I get the language select screen in the game in Project 64.
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When the actual game starts, there are graphics missing. For example the ship during the cut scene is gone, and so is the earth.
The original ROM doesn't have this problem. Was there an error when patching the ROM? Does this only happen on Project 64?
Thank you for any insight you may have. First off, thank you for testing it out and digging into it. I cannot tell you how much I appreciate each and every person who tests out my patches and tells me about bugs they find. Those are two separate things that I both really do appreciate.That said, try it on hardware and see what happens.
I'd offer to do it, but I'm negative sleep tonight to make progress on something finallyHere's the deal with PJ64 - it has built-in settings for games to make sure they look good/work properly. Those settings are tied to the checksum.
Unfortunately, the checksum changes as soon as you hack the game. There are ways to copy those settings over to the hack and I'll try to post those sometime when I get a chance. I'll try to test it out too, but I wouldn't hold my breath on that happening soon.Still - thank you for looking into it, and I will add this to my list of things to check into. For my 500th post, I thought I'd do something different. Here are some of my notes from working on Space Station Silicon Valley.
These notes are mostly for the NTSC 1.0 ROM since that's what I did a lot of work on. Since the data is pretty much the same between all the ROMs, a quick search will find the same locations in the other ROMs. As for RAM, the difference between PAL and NTSC is 0x30 bytes, so you can find these RAM addresses in the PAL ROM just by adding 0x20 - 0x30 to the number.First up, the in-game Cheat Codes are stored here:ROM: 0x7D1170RAM: 0x803BFAC057495A44 495A570 555A0 5545A 5544495A 4455A 444C5A0 555A0 44555A49 444C5A 55495A44 4C5A440494494C 00000000 5A4C0 4C525A49 4C5A50 4444C0a new cheat code starts every 0xC bytes. Here's the key to what each byte means:DPadDown 44Left 4CRight 52Up 55C-ButtonDown 53Left 57Right 45Up 4EL 49R 54A 41B 42Z 5AI found all of this by watching 0x803F6410, where it keeps track of the last 20 button presses.Next up, the EEPROM data:ROM (.eep save file)RAM: stored oddly, but the line below is at 0x8023F2A0The part I worked on is located at 0x100 in the EEPROM file. Here's an example of what it looks like00000219 0CF76F7E 0000300Right now I can tell you that it is set for French.
The 0x03 located at 0xE (aka 0x10E) tells you that.00 gibberish/spanish01 Dutch02 English03 French04 German05 Italian06 Japanese07 Portuguese08 SpanishIf a PAL ROM loads up (or one of my patched NTSC ROMs) and 0x10E is 0x14, then the Language Select screen loads up at the beginning. Make a copy of your save file before testing that since I can't remember if there is a checksum.The broken Expansion Pak function:NTSC 1.0 ROM: 0x802B75CCPAL ROM: 0x802B75ECThe part of this function that is broken in NTSC is:802B7604: LH V0, 0x0114 (A0).802B7610: SLL T6, V0, 0x2.802B761C: ADDU S5, S5, T6802B7620: LW S5 0xAA10 (S5)The game loads V0, does some math with it that ends up becoming a pointer called S5 that points to a table of pointers.
This then loads a new pointer into S5. V0 is usually a smaller number which points inside the table. Occasionally v0 is 0x7FFF which points into the Expansion Pak instead. This is OK if there is no Expansion Pak because then it returns 0x00 (and then the function exits). If there is an Expansion Pak, S5 can load anything from there. If S5 is not 0x00 or a pointer (e.g. 0x80hhhhhh, 0xA0hhhhhh), then when the game uses it to try to load data, the game will crash.Here's what the PAL/NTSC 1.1 ROMs did to fix this:LH V0 0x0114 A0ADDIU AT, R0, 0x7FFF.BNE V0, AT, 0x(3 lines ahead)SLL T6, V0, 0x2B 0x(End of Function)Or V0 R0 R0The game loads V0, then sets AT=0x7FFF.
It compares V0 and AT, and if V0 does not equal AT (0x7FFF), then the function continues. If V0 equals AT (0x7FFF), then v0 = 0x00 and the rest of the function is skipped. I shifted some code around and was able to use this function in my patch.Originally, I fixed this problem by writing 0x00 to the whole Expansion Pak (if it was installed). I left this code in the final patch because it's better to initialize all the space available anyway.Finally, the Fat Bear Mountain Fix:I spiralled between three different tables before finding the answer. Looking at my notes, I had stuff mostly in my head as I was trying to track this down, so my notes are very sparse.The first table is objects that can be interacted with.
I think this includes creatures and items. The best way to find this table is to go to the table of pointers that point to each interactable object.
This is located at 0x80203D1C. Since the table is rarely full, this is the best place to start. Each object is 0x270 bytes long, so this is a huge table when you make it one object per line.The second table is creatures, including the creature you inhabit and dead creatures. It is located somewhere around 0x801DE80.
Its hard to pinpoint this table because data isn't fixed. I have multiple dumps of the RAM in Fat Bear Mountain, but each one has the data in different places here, but all in that 0x801DE80 area. I used this to manually kill off the creatures and boost my health as needed.The third table has all of the objects in the game (not just in the area you are in).ROM: 0x7BC970RAM: 0x803A8520Each item seems to take up 0xB0 bytes. This is where the GameShark code points and where I manually edited the FBM trophy to have a hit box. I did not explore any of these tables in depth.
.: June 2000Mode(s)Space Station Silicon Valley is a video game developed by and published. It was originally released for the in October 1998. An adaption of the game for was developed by and released in 1999. A port, developed by, was released in 2000, under the name Evo's Space Adventures. Players control Evo, a reduced to a crawling after a ship crash, and are tasked with taking control of animals to solve puzzles and defeat enemies.The game began development in September 1995, as part of a publishing deal with BMG Interactive. When this deal fell through, the development team turned their focus to the Nintendo 64, which allowed for a more advanced environment and model processing.
The hardware also shaped the game's humour and style, with a look leading to a style akin to models. The game's distinct British humour was also used to distinguish it from other games. Similarly, the game's music was created to resemble.Upon release, Space Station Silicon Valley was acclaimed by many reviewers, with praise particularly directed at the intuitive mechanics, innovative level design, and comical concepts. It won numerous awards, including Game of the Month and Most Innovative Game from.
Despite this, the game performed poorly commercially, and was unable to secure enough sales to warrant a sequel. In the game, players enter the bodies of animals, gaining their abilities in order to solve puzzles and defeat enemies.Space Station Silicon Valley is a that is viewed from a.
Players traverse several different environments to advance through the game. During the game, players control Evo—a who is reduced to a crawling during a ship crash, and is losing energy at a steady rate without protection.
In order to survive, players attack animals, which disables them and allows players to assume control of their bodies. Each animal possesses different characteristics, including survival rate and special attacks, and uses different abilities; for example, large animals such as bears are able to destroy ice blocks, which other animals are incapable of doing so. Some animals are also unable to survive in certain unfamiliar environments, forcing players to enter the body of another.
The animals are used to solve puzzles and defeat enemies in each level, collecting Evo's power cells to maintain energy.During the game, players are frequently accompanied by the voice of Dan Danger, a human who is trapped in the destroyed. Dan assigns missions to players, occasionally commenting on their performance. The game is set on a —the titular Silicon Valley, which consists of four environments: Euro Eden, Arctic Kingdom, Jungle Safari, and Desert Adventure.
The environments are unlocked as players progress through the game. Each environment consists of numerous sub-levels, ranging from six to ten, each of which task players with certain objectives; examples include activating switches, disabling electric fences, and gathering a set number of objects. As players progress through the levels, they collect the scattered remains of Evo's protective shell suit, eventually re-assembling them for the final level. Each level also contains a hidden objective, such as collecting a souvenir or making an animal perform a certain act; as players complete the hidden objectives, they are rewarded with a gold trophy, and collecting all trophies unlocks a bonus level. Plot In the year 2001, the space station Silicon Valley was launched, housing numerous animals. Seven minutes after its launch, it vanished.
Believed to have disappeared forever, it reappears in the year 3000, and the many expeditions sent to retrieve the space station vanished without explanation. Following this, the duo of Dan Danger and Evo were sent to investigate; they discover that the animal cargo has evolved and merged with the station's technology, resulting in animals such as an electronically-powered with motorised wheels, and a steam-powered. Evo sets out to fix the control station, which is on a collision course with Earth. Upon arriving at the control room, Evo confronts the Evil Brain, who is fascinated by Evo's abilities and wants to keep him to complete the collection of robotic animals. The Evil Brain threatens to destroy the Earth, but is quickly defeated by Evo.
Despite this, Evo is unable to stop the space station from spinning out of control; it collides with Earth, landing in. The robotic animals escape and flee around, and Evo sets out to terminate them before they terrorise the planet.
Development. Space Station Silicon Valley was developed for the. The development team took advantage of the advanced hardware to process the game's models and environments.Space Station Silicon Valley began development in September 1995, as part of a three-game publishing deal between developer and BMG Interactive, the other games being (1997) and (1999). All three games were planned to be released on, and, as they were the most popular platforms at the time.
Following 's acquisition of BMG Interactive in March 1998, Take-Two acquired the publishing rights to the game, and the team instead changed focus to develop the game for the, upon discovering that Windows was incapable of processing the models and environments intended for use. Every member of the team that developed Space Station Silicon Valley began working at DMA Design at the beginning of development, in September 1995. Development began using the then-new libraries, following the release of. The levels were designed and edited using computers, which were transferred directly to the Nintendo 64 development boards. The team found the Nintendo 64 to be more advanced than previous hardware; programmer Grant Salvona described the development kits as 'the most powerful hardware available in the building'.The game's humour and style were shaped by hardware limitations; when the hardware rendered the character models in, the team noted that they resembled models, and continued to create the game with a look and style akin to.
The game was presented with 'distinctive 'British' humour' to distinguish it from other games; lead programmer and artist Aaron Garbut often presented the team with other Nintendo 64 games, such as (1996), to identify the differences. The team ensured that each level felt distinct, while maintaining a coherent style. This diversity was achieved using the development tools, which allowed various members of the team to experiment in creating designs. Manual text writer Brian Baglow said that the game's music provided freedom to the team, as it 'doesn't necessarily have to fit the action on the screen'. He explained that the audio was designed to fit with the 'cheesy, slightly twisted animation kind of feel'. Baglow found that creating the music on a instead of a prompted the team to discover new techniques of working within the boundaries of the former, stating that 'people who are doing music for CD-based systems get very, very lazy'.While similar body-swapping games already existed, such as (1985), they had little influence on the development of Space Station Silicon Valley.
The team were instead influenced by other games in development at DMA, including Grand Theft Auto and (1998). Unlike those games, Space Station Silicon Valley does not take place in an; 'they're a bugger to make,' explained creative director Gary Penn. The objective of the team was to create a game where players were encouraged to try new things to see the outcome. The original concept for the game was that players would eat robots and become increasingly larger, retrospectively described by creative director lead artist Jamie Bryan as being similar to (2002). Another early idea was for the in-game animals to consist of different parts, and destroying one animal would allow players to swap some features with their existing body; this was quickly discarded, as the team realised it would require extensive testing.The game was developed with little interference from upper management; programmer Obbe Vermeij said that 'only after 18 months was there a push to get everything together into a finished game'. Space Station Silicon Valley entered in August 1998, and was first released for Nintendo 64 on 21 October 1998.
Baglow attributed the lengthy development cycle to the scale of the game, stating that 'it's got to be fun'. A version of the game—a 2D remake of the original version—was released in Europe in late 1999; 's Tim Jones was critical of the port, criticising the gameplay and level design. The game was also ported to the by Runecraft in June 2000, under the title Evo's Space Adventures, although the original development team had little input besides providing the models, codes and textures; a review by criticised the port's poor gameplay and graphics, and it has elsewhere been described as 'one of the laziest ports in the history of video games'. Reception Nintendo 64 version receptionAggregate scoreAggregatorScore83/100Review scoresPublicationScore6.5/10B+7.1/109.5/10Space Station Silicon Valley was well received by critics. Calculated an score of 83 out of 100 based on 10 reviews, for the Nintendo 64 version. Metacritic ranks the game within the top 10 Nintendo 64 games released in 1998.
Praise was particularly directed at the game's intuitive mechanics, innovative level design, and comical concepts. The game was also applauded for the originality of its concept; 's Matt Casamassina called Space Station Silicon Valley 'maybe the most original game to hit Nintendo 64', and named it 'one of the very best Nintendo 64 has to offer'.Critics lauded the gameplay. Casamassina of IGN called it 'nearly flawless', while Next Generation named it 'a satisfying challenge'. A reviewer from noted that the game 'keeps the emphasis on gameplay', particularly appreciating the attention to detail, however noted inconveniences in the. Lauren Fielder of felt that the game's puzzles were very simple to decipher, but noted that the game accomplishes its goal of entertaining and amusing players.
Andrew Reiner of found the game 'monotonous', and the missions to be 'immensely boring'.A reviewer for Next Generation named the level design 'superb', praising the variety and open-ended approach of the levels. Of echoed similar remarks, applauding the game's preparation for contingencies, and 's Max Everingham described the levels as 'innovative'. Game Revolution disliked the inability to mid-level, but otherwise appreciated the variety of the levels, while a reviewer for Game Informer found the levels to be 'fairly small'.Game Revolution wrote that the game has 'some of the best sound yet' for a Nintendo 64 game, praising the variety of the musical tracks. IGN's Casamassina found the music 'very well executed' and 'very entertaining', likening it to 'futuristic ' and ', and named the sound effects 'equally satisfying'. Conversely, Electronic Gaming Monthly 's Hsu found the music 'ultra-annoying'.
For the PlayStation version of the game, in which the original music is replaced, John Szczepaniak of Hardcore Gaming 101 said that it 'sucks', writing that 'the elevator style music is made even more obnoxious, and some of the really good tunes. Have been replaced with awful generic '.IGN's Casamassina found that the game 'lacks the graphic finesse of a title like ', but praised it nonetheless, while GameSpot's Lauren Fielder called the graphics 'nothing special'. Game Revolution praised the graphics, particularly applauding the smooth textures and vibrant colour palette, as well as the detail of the character movement. Next Generation felt that the game 'doesn't push Nintendo 64's hardware to the limits', and noted some occasional slowdown, but appreciated the 'cute' and simplistic design. Jon Storm of Game Informer called the graphics 'lame', criticising the lack of detail in the environments and characters. In a retrospective feature, Craig Owens of wrote that the game's 'chunky, angular' art style conveys the 'experimental, unpredictable tone'.Electronic Gaming Monthly presented Space Station Silicon Valley the Silver Editor's Choice Award. It was named IGN's Game of the Month for October 1998, and in February 1999 it won Most Innovative Game from IGN, who praised it for capturing 'old-school' gameplay mechanics.
In January 2007, IGN placed the game fifth on a list of 'Underrated and Underappreciated Games', and in April 2009 placed it on a list of 'Nintendo 64 Treasures', stating that it 'remains one of the great unsung heroes' of the console. Despite its critical success, the game failed to match expected sales, and was unable to earn enough money to warrant a sequel. The team attributed the poor commercial performance to the game's simultaneous launch with, which was Nintendo's marketing focus at the time. ^ Szczepaniak, John (5 January 2015). Hardcore Gaming 101.
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(January 1999). 'Space Station: Silicon Valley'. (49): 98–99. ^ (November 1998). 'Space Station Silicon Valley'. EGM Media (112): 244. Everingham, Max.
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Space Station Silicon Valley Instruction Booklet.