Spyro: Year of the DragonDeveloper:Publishers: (US),(EU)Platform:Released in US: November 1, 2000Released in EU: November 10, 2000This game has.This game has a.This game has.This game has.This game has a.This game has.This game has.Spyro: Year of the Dragon is the last game of the original Spyro trilogy and the last Spyro game to have been developed by Insomniac Games. In this game it's Spyro's duty to save a foreign world by defeating a tyrannic magic-using reptile and reclaiming all the stolen macguffin. Also something something Year of the Dragon. Contents.Developer MessagesLocated in the main directory of the disc is a file called 'SPYRO3.TRD' which contains the following text:Now is the winter of our discontent.It was the best of times, it was the worst of times.Call me Ishmael.Stately, plump Buck Mulligan.Call me Jonah. By pressing Square, Square, Circle, Circle, Square, Square, Circle, Circle in the pause menu it is possible to access a hidden dialogue test mode which can be used to listen to voice lines from the current level the player is in. This mode can be exited by inputting the cheat a second time, an can be navigated by using Up and Down to select the desired voice clip you want to hear, text indicating the chosen NPC and sound clip then appearing below the pause menu.Due to the way audio streams are stored in this game, the voice clips override the music track and will loop infinitely in place of the level’s theme until you leave the area.
It’s also possible to access several instances of unused dialogue, with most of it also existing in text format in the code, and all the unused lines also received translations in the PAL version. Sorry, your browser either has JavaScript disabled or does not have any supported player.You can or to play the clip in your browser.Since a cutscene plays immediately after freeing Sheila in which she thanks Spyro and enters the portal, this dialogue is never used in-game. It's possible that this dialogue was used when the cutscenes hadn't been implemented yet. There's also an unused dialogue trigger that can be reactivated by hacking, which causes Sheila to greet Spyro, use this dialogue and turn around and run into her portal.Sunny VillaHunterNow that you've mastered the basics, let's see you do some stunts!
Try using the ✕ or △ button to jump off ramps and turn in the air. Sorry, your browser either has JavaScript disabled or does not have any supported player.You can or to play the clip in your browser.As before, there's never any need for this dialogue. The text string is identical to the others. Again there's also an unused dialogue trigger that can be reactivated by hacking, which makes Sgt.
Spyro 3 Year Of The Dragon Iso Palladium Download
Byrd use this dialogue, turn around and waddle into his portal.Enchanted TowersJasperAnd now, for my latest experiment: 'Blast-Sculpting'! I shall attempt to carve an image of you with a single explosive detonation. Sorry, your browser either has JavaScript disabled or does not have any supported player.You can or to play the clip in your browser.More dialogue from the earlier version of the Enchanted Towers NPCs.
This dialogue may suggest that originally the Sorceress statue at the end of the level wouldn't have been completely destroyed - since total destruction is required to enter the skateboarding area, the portal may have been moved, too.Bamboo TerraceShuiThank you for offering to help Spyro, but surely even you wouldn't be able to defeat all those rhynocs until the power up is active. Sorry, your browser either has JavaScript disabled or does not have any supported player.You can or to play the clip in your browser.As before, there's never any need for this dialogue. The text string is identical to the others. There is an unused dialogue trigger for this text, but for some reason the audio dialogue doesn't play when it's triggered.Evening LakeThe ProfessorOh dear. Oh dear, I've been trying to build a rocket to take you to Midnight Mountain, but I appear to have misplaced my plans!Now I can't even remember where I was working. Sorry, your browser either has JavaScript disabled or does not have any supported player.You can or to play the clip in your browser.There are no text strings representing this dialogue.Midnight MountainAgent 9Thanks for freeing me. Why don't you come visit me in my home world?N/AUnlike the rest of the 'Thanks for freeing me' dialogue, there's no audio component - yet ironically, in the original release, this dialogue actually isn't unused, though it only occurs under strange circumstances detailed below.
In later versions of the game this dialogue goes completely unused.By using the dialogue test cheat in Evening Lake, two unused dialogue strings of The Professor can be heard. In Fireworks Factory, Greta mentions that the rhynocs stole the blueprints for the Professor's 'wocket' that would you from Evening Lake to Midnight Mountain, but the Professor himself is only seen in-game in Agent 9's Lab.
Paradoxically, in Agent 9's sublevel (which can normally only be accessed after the Rocket has been built) Agent 9 mentions that he's helping Handel recover some rocket plans that the Sorceress stole from the Professor.Unused Dialogue AnimationsIf the player chooses to defeat the Sorceress before freeing Agent 9 - something many players would not do - Agent 9 will appear outside his portal. When talking to him, the 'Thanks for freeing me' dialogue is shown, but remains silent due to the lack of an audio component for this line. After speaking to him, Agent 9 runs into his portal. It's possible that the devs didn't see a reason to record his dialogue as, by that point in development, the dialogue was intended to be replaced with the cutscene with Moneybags instead. Agent 9's positioning was changed slightly between versions though, so there is no explanation for why they didn't choose to add the dialogue in later despite fixing his positioning.Curiously, if the player uses glitches or hacks to defeat the Sorceress without freeing one of the other critters, then their cutscene will play upon approaching their portals. Before the cutscene plays, the animal cage can be seen waiting outside each of their portals but neither Moneybags nor the alternate character is seen.
Despite the fact that animations for greeting Spyro and walking into the portal can only be witnessed under normal circumstances with Agent 9, the one character who wasn't given audio dialogue for this situation, the other three critters have their own speaking animations associated with this dialogue and they even walk into the portal behind them after the animation has played out. These animations can only be seen through hacking. To do:Gather information on other builds of the game, particularly the original US Version 1.0. Do they contain the Greatest Hits Tracks?Multiple areas across the game reuse prior level themes in early (and in some cases final) of the game, such as Enchanted Towers playing the same theme used for Sgt. Whilst this is a common practice in platformers and adventure games, Year of the Dragon is notable for level themes differing depending not merely on the build of the game, but on its region, multiple pieces of music remaining exclusive to NTSC builds of the game and not occurring at all in PAL versions. Even more strangely, some of the corresponding themes are present on the PAL disc, and it is unknown as to why they don't play in-game. Sorry, your browser either has JavaScript disabled or does not have any supported player.You can or to play the clip in your browser.The themes for Evening Lake and the Sorceress' Lair, both used in their intended areas in the Greatest Hits release, are rendered unused in every other variant of the game, including the original US version as well as (unusually) the PAL Platinum release, the latter of which applies the majority of the Greatest Hits edits otherwise.
Even more bizarrely, these two themes are the only Greatest Hits-exclusive themes that can be found on the PAL disc; the others (including the Enchanted Towers Skate Park, Crystal Islands, Haunted Tomb, Lost Fleet and more) not being present at all.Unused Graphics. To do:Get direct texture rips of the sprites, or at least screenshotsUnused Shell FragmentsIn of the game, dragon eggs released gold, intricate fragments upon hatching. These shell fragment textures still exist in the final game, and although they usually go unused, for some reason every egg in the game releases one shell fragment upon hatching that uses the older texture. Usually, the angle and speed that the fragment is released with means it almost immediately clips through the floor, making it hard to see, but for some eggs the fragments are released in such a way that the incorrectly textured piece shoots to the right of Spyro instead of down, and at a speed slow enough to give the player a nice long look at its texture. Power-Up IconsThrough a little bit of hacking, the power-up sprites can be viewed in the pause menu. Only three power-up gates are featured in the final game - superflame, superfly and invincibility. The ice breath power-up from Spyro 2 was removed in Spyro 3, and as a result the ice cube sprite which would normally go atop the power-up meter goes unused.
The weird blue ball sprite is also a leftover from Spyro 2, where it represented the underwater variant of the superflame power-up in Aquaria Towers (though the icon would display even if Spyro was not underwater, meaning that this cannot be replicated in Spyro 3 by simply going underwater with the power-up active). Icy Peak Rhynoc HeadAmong the graphics used in Icy Peak is a single unused frame of a Rhynoc's head. The Rhynoc matches the ones seen in the ice dancing minigame, except without a helmet, just like in. A full set of animation frames can be found in the game's, but only one frame remains in the final game.Bamboo Terrace Counter IconsA of the game indicated that in earlier versions of the game, there was a counter in one of the Bamboo Terrace minigames. A zero is used in place of where the animated icon would go. In the final, no such counter is present, but animation sprites for the an icon matching the minigame do exist.Spike's Arena ZeroAn extra '0' is found in the graphics files for Spike's Arena, after the animation files for the sprite of Spike's head.
Like in the screenshot previously mentioned, this was probably used as a placeholder when the animated sprite wasn't complete.Frozen Altars CatIn the cat hockey minigame in Frozen Altars, a single sprite of a cat is placed between the animation sprites for Spyro and the rival Rhynoc. Once again this was probably the first animation frame for some sort of counter, but given that the game already has counters tracking both the player's and the AI's score in the final game, it's not exactly clear what this would have been used for, or why it became unused.Sgt. Byrd Texture OddityIn early pre-release versions of the game, Sgt. Byrd used a texture which more closely matched his official artwork, wearing only a silver studded hat instead of a green hat and a belt. Moreover, The colors of the inside of his mouth and his chest also are different, with the old texture using a solid purple color inside his mouth and an orange-yellow-white gradient on his chest as opposed to the darker red mouth and the plain white chest seen in his final design.
This texture is actually seen in-game, namely in the 'Bianca Strikes Back' cutscene, where Sgt. Byrd is briefly seen using his early texture (and what appears to be a much larger model than his playable one) alongside some rhynocs which were originally intended to be used in Sunny Villa as seen in.In both NTSC-U versions of the game, Sgt.
Byrd is also seen using his earlier model in Midday Garden when he is locked in Moneybag's cage. Later releases used his final texture here instead. Through hacking, it is possible to perform a glitch which causes all the models in a level to appear, and using this glitch reveals that Sgt. Byrd actually has two separate models, placed side-by-side, with one using the earlier texture and the other using the final texture. In later versions of the game, the two models are still present, but both use the final texture, indicating that the older model wasn't removed in later versions, but rather had its texture changed to match that of the later model. Interestingly, in all versions of the game, the signs next to his portals depict him wearing his earlier silver hat. Byrd's design in more closely match his earlier appearance, every subsequent Spyro game (as well as this game's ) uses the final 'white belly' design.
Unused AreasSpyro: Year of the Dragon contains several unused areas. It is likely that these areas were meant to be accessible, but never made it into the final game for reasons that are often unknown.Fireworks Factory CaveIn the level 'Fireworks Factory', there is a hidden cave with a life inside of it that cannot be reached through normal means. The cave is located near the start of the level, and acts as though it was supposed to have a wall that could be busted when rammed into, much like the one in the level Bamboo Terrace. It is possible that the fact that this area isn't accessible was simply an oversight on the developers' part, and while the cave was removed in the game's, but the 1-up butterfly jar is still in the void. Midnight Mountain IslandIn the Midnight Mountain Homeworld is a tall island that is far out of the player's reach in normal game play and has three lives on it.
This island was originally intended to house the Super Bonus Round portal before it was moved. In the words of senior artist Craig Stitt:A long time ago the portal to the Super Bonus Round was on that island.The only way to get to that island was beat the Sorceress in the finalbattle. Once you had done that a VERY VERY tall whirl wind would appearin the room just outside the entrance to the final boss round. Thiswhirlwind would take you up high enough that you could glide ALL the wayout to that island.
If I remember right it was like a 20 or 30 secondglide. It was very cool. I was actually the artist who modeled the level.Unfortunately, the way vacations that year worked out, I needed to takemine right before we shipped the game. When I came back I discoveredthat the Super Bonus Portal had been moved MUCH closer and that thesuper-whirl-wind had been removed (for unknown reasons). Unfortunately,the artist who made all the changes (as per the programmer's anddesigner's request) failed to remove the old island way off in thedistance. Same with the programmer who overlook removing the goodiesthat had been placed there.By the time I was back from vacation the game was done and out the door.of a modified version of the game shows what this whirlwind might have looked like (ignore the egg on the island at the end, this was also added by the hacker). While this whirlwind was in the game's, but the Super Bonus Round Portal is still in the same location.
An image of the level in a level viewer.There's a strange arena-like area in 'Dino Mines' that can be accessed using a swim-in-the-air glitch. Once executed, the player must swim to a wall past a red building and go behind it, and there will be a portal that is hidden and regularly inaccessible.
Once through the portal, the player will be in an empty arena with a platform in the middle. It was likely going to be used for a mini-boss battle to obtain an egg, much like the one in Spooky Swamp.are missing the 'Take it to the bank' egg, with 'The Bailey gang's last stand' in its place, supporting the idea that it was originally some kind of battle with the Bailey Gang.To return to the normal level, there is an invisible portal in the middle of the platform. However, simply exiting the level may prove better, seeing as Spyro has nothing to stand upon exiting, and will fall continuously until game over (yet occasionally the player may end up on the opposite side of the wall standing on the ground however, indicating where the portal once was located.). The lower-poly version of the level's geometry, showing the room.Inside the room where the Balloon/Whirligig/Rocket is found, there is a texture of a locked door paved over what used to be a doorway to another room.
Using the swim in air glitch, you can swim away from the door and the level begins to lower its polygon count, that way you can see from a distance a tunnel/corridor appear behind the door. The previous purpose for this unused room is currently unknown. If you get too close to the structure, it will un-draw itself from the level geometry, as if you are far away from it. There is no collision data for it.Given that the incomplete Whirligig sits right in front of this door until you play every level of Midday Gardens and are able to move to the next level, one could assume that each mode of transportation had its own area and that the transportation modes may have varied on a world-by-world basis, the balloon to midday gardens and back, the whirligig to evening lake and back, and the rocket to midnight mountain and back.
The lower-poly version of the level, showing one of the rooms and its entrance.There are two entirely unused rooms in Enchanted Towers, each hidden underneath some of the level geometry. Each room has a small pathway leading to the nearest wall, indicating where they would have been entered from. In both cases, these entrances are in places that are not easily accessible in normal gameplay using Spyro. Neither of the rooms are present in the highest polygon count versions of the level, only being present in the low-poly model. Given the awkward placement of both of these rooms, they would likely only be accessible using Sgt. Byrd, so it's possible that they would have held a couple of the lava toads placed throughout the level.
To do:Screenshots.There are two unused variants of the power-up Bentley provides you with in Scorch's Pit. The first, depicted with a spiked ball model, acts as a 'smart bomb', killing all other entities on the battlefield (both enemies and chickens, but there is no effect on the boss). The second is a temporary invincibility function, which acts like the standard invincibility power-up and is represented by the same small shield icon which is seen in the invincibility power gates. Both objects use the same internal object ID as the used variants of the item.Scorch's Pit Enemy. To do:Quite a lot. Clean up this section and maybe put everything into a table. Come to a conclusion about the order of the builds of each version (NTSC 1.0, PAL 1.0, PAL 1.1, NTSC 1.1).
More research into the different PAL builds. There is an updated build as a Black Label made before the Platinum re-release, which is the same as the Platinum one. (To reiterate, there are three discs: one with art on it (1.0, SCED-02835), a black label release (1.1, SCED-02835#) and the Platinum release (1.1). There's also an updated Black Label NTSC/U release that is likely the same as the 'Greatest Hits' release.
Confirm this!Miscellaneous differencesThe game had a few noticeable changes between the original version NTSC release, the Greatest Hits release, the original PAL release and the Platinum release. The PlayStation Network version is based on the original NTSC version. In the PAL versions, the 'PRESS START' was replaced by an option that allows the player to change the game's language to either English, French, German, Spanish or Italian.
In the original NTSC-U version, the cutscene 'Spike is Born' goes unused. It can still be accessed via the cutscene cheat once the game is completed. This was fixed in all later versions of the game, where it plays directly before the Spike's Arena boss fight. In earlier versions of the game, skill points obtained via the skating minigames aren't awarded until after the timer is up, whereas in later versions of the game it is awarded the moment the player obtains a score beating the course record. This may be due to the fact that in of the game, you have to both beat the record and not fall off your board to obtain the skill point, so it makes sense that they would require the player to last the full 2 minutes before awarding the point. The name of the final boss level was changed slightly between versions, stylised as 'Sorceress' Lair' in the original release and 'Sorceress's Lair' in later releases. If the player chooses to defeat the Sorceress before freeing Agent 9 - something many players would not do - Agent 9 will appear outside his portal.
In the initial release, Agent 9 is seen looking towards the sign next to his portal, and upon talking to him, Spyro seems to have some trouble finding where to stand as he continuously walks into the sign while the dialogue box is up. In later releases he faces away from the portal and there's no glitching with Spyro's movement.Music differencesEach release came with its own changes to the soundtrack, with the game's using the soundtrack from the Greatest Hits release.
In all versions but the Greatest Hits release, the themes that were intended to be used in Evening Lake and Sorceress' Lair go unused. In all versions but the Greatest Hits release, Evening lake erroneously uses the theme for Sunrise Spring. Its intended theme is restored in the Greatest Hits release.
In the original NTSC release, Sorceress' Lair erroneously uses Sunrise Spring's theme. In the PAL releases, it uses the theme used in Spike's Arena, and its intended theme was restored in the Greatest Hits version. Many levels that reused themes were given their own unique themes in the Greatest Hits version:.
The theme used in Enchanted Towers' sublevels was changed from Desert Ruins' theme to a unique one. The track used in the Greatest Hits version is actually an uncut version of the main theme used in the demo versions.
The main area of Enchanted Towers still uses Sgt. Byrd's theme though, probably because Sgt. Byrd can be used in that section of the level. Lost Fleet's theme was changed from the music used in Super Bonus Round to a remix of Sheila's theme. Crystal Islands' theme was changed from Seashell Shore's track to a unique one. Haunted Tomb's theme was changed from Cloud Spires' theme to a unique one. The theme used in Dino Mines was changed from Molten Crater's theme to a unique track.
All of the speedways except Harbor Speedway were given unique themes.Speedway glitch. To do:. Confirm that the NTSC-U version is also fixed using this method. More info on a method to reproduce the glitch - it seems that only attempting and failing the race, then as long as the race is not won, saving anywhere and quitting triggers it in PAL 1.0A rather notorious glitch in early releases of the game would prevent the player from progressing should they leave a speedway before finishing - If one were to attempt and fail one of the challenges in a speedway and then quit the level before obtaining the egg in question then that egg would be rendered completely unobtainable. This needs some investigation.Discuss ideas and findings on the.Specifically: Verify consistency.
All of these increase in severity as time goes on as progress is made. This is not a full list, but this should cover most effects.This game is known for having quite a lot of anti-crack 'booby traps', checking for alterations to the game alongside the existing copy-protection.
One wrong bit and the trap is triggered, making any deliberate attempt at cracking the game a real pain. Here's an by one of the developers, explaining the whole process.
Spyro 3 Year Of The Dragon Iso Palladium Free
I'm having Problems using Spyro: Year Of The Dragon (PAL) with ePSXe. When you start a new game, all the ports work fine accept for the ones where you don't play Spyro (eg. The Kangaroo). When you go through one of those ports I recieve an opcode error.
What's even worse is after you go into one of those non-spyro ports, none of the ports work after (Including the main levels), even if you start a new game! I'm using the very latest ePSXe and have tried all sorts of plugins and settings and nothing works! I've also tried other emulators, but they're far to buggy and unplayable (Using one I couldn't even get past the menu screen). I've updated all drivers etc and still no luck. If someone who plays the game and has it working could send me the EXACT settings they use so I could test it on my system.
To play the game I use an image of the disc in the.IMG format and point ePSXe to it (not using virtual drive)Computer Sepcs:Windows XP SP2 (Not pn the internet)CoolerMaster 530Tagan 480WATT PSUECS KN1 Extreme (nForce 4ULTA, PCI-Express, Latest BIOS)AMD Athlon 64 3800GHZ+ (2.4GHZ, Venice Core, Skt 939)Soundblaster Audigy 2ZS PCIX850XT PE 256MB PCI-Express200GB SATA. Spyro 3 (Year of the Dragon) is protected, so you need a ppf patch to play the it correctly.
Get it.You two options of using this file btw:A) apply it directly (make a back first!) with ppf-o-matic to the IMG (actually a.bin image)B) Use the auto patch feature of ePSXe: Unzip the PPF on the ePSXe 'patches' subfolder, then rename it eactlly as the executable file of the game. It should be named like this, on the root folder in the CD: SCES#.### or SLES#.### (replace each # for the corresponding number). Cheers, I'll go give it ago!How do I know whether it has patched successfullyThe file on the disc was called SCES028.35, and I renamed the.PPF SCES028.35, is that right (sorry, question mark key damaged)Ok, the first time I loaded it I got:X = Pal O = NTSCAfter running the virtual drive with the 'patch' I get a thing saying:B.A.DBest amiga dominatorspresents-SPYRO 3-Country: EuroCompany: SceePatch: LC2 -REMOVED-Now there's a giant B and my computer has gone really slowThe sound is looping and it's AWFULLY slow.