Plants vs
Also known as: Plants vs. Zombies, Bloom & Doom (Company Release), Zom-Botany (Original Release)Developer: PopCap GamesPublishers: PopCap Games (US, AU, European digital release), Mastertronic (European disc release)Platforms: Windows, Mac OS XReleased in US: May 5, 2009Released in EU: February 18, 2011 (GOTY Edition, disc release only)Released in AU: April 28, 2010

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![]() | To do: More unused graphics, and are there any other revisional differences?Check for any more Insaniquarium leftovers, as this game was built on top of Insaniquarium and was a sequel at one point.Lots of discoveries were made recently in tinhte.edu.vn discord. Needs to be documented.Uncompiled animation/particle files and scripts.Port the debug display function to all versions of the game if possible, specifically on-screen displays.Add the unused zombies.Apparently, a demo version of the GOTY edition seems to be a possible proto of the game, maybe make a subpage of it. |
Zombies have risen from the dead, and for some reason keep invading your home, not even bothering with your neighbors. To defend yourself, you must plant a variety of zombie-fighting vegetation. As crazy as it sounds, it"s actually a pretty solid game.
Contents
2 Unused Animations3 Debug Displays4 Unused Music6 Unused Code10 Revisional Differences10.1 Game of the Year Edition
Sub-Pages
Prototype Info |
Prerelease Info |
![]() | Limbo PageAn entire page of unused minigames! |
![]() | Unused GraphicsThere"s unused graphics on your lawn! |
Unused TextDo not be alarmed. Plants are not real. |
Unused Animations
Plants
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An extended version of the Gravebuster"s planting animation that has an extra bounce.


Animations of Squash transitioning from its looking poses to its idle pose.

An unused non-active version of Magnet-shroom"s active idle animation, named anim_nonactive_idle.
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An extended version of Magnet-shroom stealing an object from a zombie, with there being a transition going in and out of the idle animation. This version of the animation has it going back to its default pose, suggesting this and the previous animation are related.
Zombies
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An animation of the Dancing Zombie exiting its pointing pose.

An animation of the Snorkel Zombie opening its mouth in the Zombiquarium mini-game.
Debug Displays
To do:This should be possible on other versions. Test them if possible. If possible, find a way to reduce the massive lag when enabling any of them. Addresses for Music and Memory. |
Present in the game executable are a couple of hidden debugging displays. Unfortunately, the game loses a LOT of frames when activating any of these, especially with 3D Acceleration enabled. 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. In a memory editor, replacing the function at the following address based off the build with one that does nothing enables it. You can also use PvZToolkit if you don"t want to mess with the functions on your own.
Zombie Spawning
Decimals are displayed in SS:MS (seconds to miliseconds).
1.2.0.1096 (Steam GOTY, Windows) | 0041C3C9 |
1.2.0.1073 (PopCap.com GOTY, Windows) | 0041C51E |
1.2.0.1073 (PopCap.com.cn GOTY, Ad) | 004245EC |
1.0.0.1065 (PopCap.com, Windows) | 00418CD6 |
1.0.0.1051 (PopCap.com, Windows) | 00418CC6 |
It displays the following in this format:
ZOMBIE SPAWNING DEBUGCurrentWave: %d of %dTimeSinseLastSpawn: %d %sTimeSinseLastSpawn: %d %s (too soon)ZombieCountDown: %d/%d (%.0f%%)ZombieHealth: before first waveHugeWaveCountdown: %dZombieHealth: CurZombieHealth %d trigger %d (%.0f%%)Spawn: %dStomp: %dBungee: %dHead: %d"Health: %d of %dCurrentWave is the current internal wave the player is on; 10 is considered a game wave, and this maxes out at 40. TimeSinseLastSpawn is the time (frames) it has been since the last zombie spawn. ZombieCountDown is the time it takes before a zombie wave begins; it increases over time. ZombieHealth is the internal health of the zombies before the next wave. CurZombieHealth is the amount of internal health a wave has. HugeWaveCountdown is the amount of seconds before the huge wave starts.
The latter set only occurs on Dr. Zomboss"s Revenge or the final level. Spawn is the amount of time in seconds (SS:MS) the spawn zombie action is triggered; it can be set from 221 to 0. Stomp is the time before stomping on a nearby plant if possible, defaulting to 60:00 at the beginning. 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. Head is the time it takes before Dr. Zomboss is open to attacks. Health is the health of the boss; the max is 60000, and it is defeated at 1.

Music

CurrentWave: Displays what wave the level is on.
Music Burst: Displays what kind of burst the music is on. More Zombies will enable this and make the music more dramatic.
Music order: Displays where the audio is playing based on the .mo3"s audio location. If it is playing streamed audio it will say Music order 65535 row 16383.
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bpm1: Displays the BPM
Note: I was able to get a message that said something along the lines of "Misaligned hihats", though I was not able to get a screenshot or successfully replicate it.
Memory
To do:Add descriptions of each. |

Show"s how many objects are stored in memory. Most are pretty self-explanatory
Collision

This does not draw any text aside from what"s above, but displays the hitboxes and hurtboxes of all Plants and Zombies. Green is the hurtbox while red is the hitbox. Projectiles do not have hitboxes displayed. On plants that attack both in front of and behind them, the hitbox of the rear-facing attacks will be in pink.
Unused Music
Unused Watery Graves Section
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. 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. 102 is the unused pattern here, which sounds similar to 103 except for a few different notes and the lack of "closing drums".
Script File
#!/bin/shverbose=1convert_if_candidate(){ if < $verbose -eq 1 >; then echo "checking $1 ..." fi < -d "$1" > && return; < ! -f "$1" > && return; echo "$1" | egrep -q ".*\.jpg$"# change gamma for jpg files if < $? -eq 0 >; then convert "$1" continue; fi echo "$1" | egrep -q ".*\.png$" if < $? -eq 0 >; then convert "$1" continue; fi echo "$1" | egrep -q ".*\.gif$" if < $? -eq 0 >; then convert "$1" continue; fi if < $verbose -eq 1 >; then echo "skipping $1" fi}convert(){# chmod u+w $1 < ! -f "$1" > && return if < $verbose -eq 1 >; then echo "converting gamma of $1" fi /opt/local/bin/convert -gamma .8 "$1" "$1" < $? -ne 0 > && echo "error converting $1"}# will fail if file or path has a space in it. Probably need to do the while read thing...for f in `find .`; do convert_if_candidate $fdone# this will handle those paths with a space in them but skip everything elsefind . -name "* *" | while read f; do # only reads those containing a space convert_if_candidate "$f"donePresent in images on older or Mac releases is this shell script called gamma_correct_image_files.sh.
Unused Code
SexyCache
The game executable on Windows mentions working code for loading SexyCache.exe before bootup if the debugging flag is set. In the retail version, this function has no references, but in special versions, the launch command -tod can load it; otherwise, forcing the game to load it by changing a function to one that does nothing on the following address based off the build displays this message. Yes attempts to load SexyCache.exe and the game while No just loads the game. It is unknown what exactly SexyCache.exe does, as it doesn"t exist in the installation root in all builds of the game.
v1.20.1073 (PopCap.com, Windows) | 00454CC5 |
v1.20.1073 RELEASE (JA, Windows) | 00454CB7 |
v1.20.1096 (Steam GOTY, Windows) | 004569AD |

MP3 music support
The only .mp3 music used in the final build is for the ending, as every other track uses sequenced tracker music. However, the game also has functions to play mp3 music during menus and levels, and even to loop/pause streamed audio, which is not used in the ending. In the 0.1.1.1014 prototype, these functions are used, as the switch from streamed audio to tracker music was only just starting to be made.
Command-line Parameters
The game"s executable mentions developer command lines for starting the game. Most are related to the framework and it"s not friendly with commands using spaces, so use = instead. These are:
-tod: Loads the game in "cheat mode", allowing MANY cheat keys to be pressed, most cutscenes to become skippable, and more. Only works on specific builds.-play: Plays popcap.dmo if its present; if not present, an error is shown. -demofile can also be used to choose the name and location of the file.-recnum: Records demos with Popcap.dmo and Popcap#.dmo if that"s taken on every boot.-playnum: Plays demos with Popcap.dmo and Popcap#.dmo from -recnum if that"s taken on every boot.-record: Records a demo named Popcap.dmo and saves after shutdown of the game.-demofile: Specifies filename for recorded demos.-crash: Crashes the game immediately with an Access Violation error.-changedir: Changes game installation directory, for the current boot.-version: Shows the product name, version, build number, and build date with a popup instead of starting the game.Unused I, Zombie Zombies & Plants


In the I, Zombie game mode, there exists two unused zombies which cannot be placed down in-game: the Zomboni and Pogo Zombie. Despite this, they have their own seed packet graphics, and via hacking, can be reimplemented in the game and are fully functional. Strangely, the Pogo Zombie will completely ignore the brain at the end of a lane, jumping right over it. Additionally, when "planting" a Zomboni, it"s front end will appear cut-off.
An unused 6th level is present in the game, although not much of it is left. The only actual sublevel present is 6-1, which is simply a duplicate of Level 5-9 but with the Day theme (as the theme this level tries to use is not present in the final game), all other sublevels in level 6 are simply duplicates of 6-1 reading from garbage data. According to pre-release material, level 6 was originally intended to be a "night roof" themed level; although there is a night roof theme in the final game, it is only used for one sublevel (5-10) and does not have an entire level dedicated to it. In the December, 2nd, 2008 prototype, this level is present with more content left, however it uses a "elevated backyard" theme from even earlier in development (as indicated by the crude background graphics), indicating that they kept the level around so they could re-use it for the night roof before the idea was scrapped entirely. Something interesting of note is that the background graphic for Level 5-10 (the only place where the night roof theme is used) is named background6boss.png. The "day roof" background used for the rest of level 5 is called background5.png, and there is no background6.png. Although this could be thought of to be simply a quirk in the way files are named, the unsodded version of level 1"s background is named background1unsodded.png (whereas the standard version is named background1.png), indicating that, following this naming convention, there was a background6.png at one point. This is confirmed in the aforementioned prototype, where background6.png is present and is used for level 6, however as mentioned previously it depicts a crude mockup of the "elevated backyard" theme. Additionally, there is also a file present named "background6_gameover_mask.png" (as compared to the day roof version of this file named "background5_gameover_mask.png"). It is unknown why background6.png and background6boss.png were made separate. Revisional DifferencesGame of the Year EditionOn August 10, 2010, a "Game of the Year" edition of the game was released (according to the readme, this edition is version 1.2.0.1073). Aside from adding new content, a few changes were made. Michael Jackson ZombieWhen the game was originally released, the Dancing Zombie and Backup Dancer Zombie looked different from how they do today. The Dancing Zombie originally resembled Michael Jackson dressed in his classic "Thriller" outfit, and the Backup Dancer Zombie resembled the backup dancers from the music video of the aforementioned song. The description of the Dancing Zombie even mentions "any resemblance between Dancing Zombie and persons living or dead is purely coincidental." Coincidentally, Michael Jackson actually did die a little over a month after this game"s release. About a year afterwards, Michael Jackson"s estate objected to its inclusion. PopCap subsequently changed the designs of the Dancing Zombie and Backup Dancer Zombie out of respect to Jackson. The new Dancing Zombie resembles a stereotypical disco dancer, and the Backup Dancers have pink shirts with mustaches. The redesign has been included in the Game of the Year version, released August 10, 2010, and all other versions since. Despite being removed, the textures of the original Dancing Zombie and Backup Dancer Zombie can be found in the game"s files.
Zomboni Description In the original version of the game, the Zomboni enemy had a different description in the Suburban Almanac than it does in the GOTY edition. Judging from the current description, it was most likely changed for trademark reasons. Adventure buttonAdventure button was changed in GOTY to better match the Start Adventure button shape.
In the game"s executable there"s a single directory to a piece of the game"s source code. c:\Users\dfranzi\Desktop\Files\Perforce\dfranzi_SEA-10786\games\Lawn\goty\cpp\Lawn\ReleaseFinal\PlantsVsZombies.pdbOther Additions Internal Project NameThe internal name of the game is Lawn.<1> This project name was probably given during when the game"s name was changed to Lawn of the Dead, and its name remained that way for some time until version 0.96, where it was changed to Zom-Botany. Whether the internal name changed during name revisions is unknown, however. Earlier instances of the game may have used Insaniquarium"s codename Fish<2>, as seen in the present version of that game.References | ||||||
Plants vs. Zombies (Prototypes) | ||||||
Plants vs. Zombies • Plants vs. Zombies 2 • Heroes • Plants vs. Zombies 3 (Demos) | ||||||
Plants vs. Zombies • Plants vs. Zombies 2 (Use Your Brainz EDU) • Heroes • Plants vs. Zombies 3 (Demos) | ||||||
Plants vs. Zombies | ||||||
Plants vs. Zombies | ||||||
Plants vs. Zombies | ||||||
Great Wall Edition • Plants vs. Zombies 2 • All Stars | ||||||
Great Wall Edition (Dev Build) • Journey to the West • Plants vs. Zombies 2 (Dev Build) • All Stars | ||||||
Online | ||||||
Plants vs. Zombies | ||||||
Garden Warfare • Garden Warfare 2 • Battle For Neighborville (Closed Alpha) | ||||||
Garden Warfare | ||||||
Garden Warfare • Garden Warfare 2 • Battle For Neighborville (Closed Alpha) | ||||||
Battle For Neighborville (Closed Alpha) |
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