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Grand Theft Auto: Vice City

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Title Screen

Grand Theft Auto: Vice City

Developers: Rockstar North, Rockstar Vienna (Xbox), War Drum Studios (Mobile)
Publishers: Rockstar Games (US/EU/AU), Capcom (JP)
Platforms: Windows, PlayStation 2, Xbox, iOS, Android
Released in JP: September 2003 (Windows), May 20, 2004 (PS2)
Released in US: October 27, 2002 (PS2), May 2003 (Windows), October 2003 (Xbox)
Released in EU: November 8, 2002 (PS2), May 2003 (Windows), January 2003 (Xbox)
Released in AU: November 8, 2002 (PS2), May 2003 (Windows), January 2003 (Xbox)


DevMessageIcon.png This game has a hidden developer message.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.


DevelopmentIcon.png This game has a development article
BugsIcon.png This game has a bugs page

Grand Theft Auto: Vice City is a prequel to Grand Theft Auto III, taking place in the 1980s. The formula was vastly improved with new weapons, further customization, and even more big-name voice actors.

Hmmm...
To do:
Clean up time.

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about notable bugs and errors in this game.
Bugs
SoundIcon.png
Unused Mission-Related Content
This is where it starts to get interesting.
SoundIcon.png
Unused Audio
Sounds and non-mission dialogue that never got a chance to be heard.
ViceCityearlyken.png
Unused Models
Lots of unused props here.
GTAVC Early Blista Compact Subpage img.png
Unused Vehicles
Early vehicle styling.
VCMapEarly.png
Development Oversights
The ghost tower lives!
VC Poster JP (1).png
Regional Differences
Who knew Suxxx liked kittens?
Carts.png
Version and Platform Differences
So many minor details changed...

Unused Weapons

Grenade Launcher

GTAVC-Grenlanc.PNG

Speaks for itself. Its model (grenlanc.dff) and textures (grenlanc.txd) are present in the PS2 version.

Steyr Aug

GTAVC-Steyr.PNG

It's model (steyr.dff) and textures (steyr.txd) can be found as well in the PS2 version.

AK-47

GtaVC-ak47 crushed.png

A returning weapon from Grand Theft Auto III. Model and textures are present only on PC. Its low-quality texture implies it may have been discarded earlier in development.

Land Mine

GtaVC-mine crushed.png Model and texture (mine.dff/txd). This weapon would be fully coded for Grand Theft Auto: Vice City Stories, but still goes unused.

Short Python

GTAVC ShortPython.png

Just a shorter version of the regular Python in the game (pstsnub.dff/txd) PS2 files only.

Silenced Colt

GTAVC-Silecolt.PNG

Model and texture (coltsil.dff/txd) are also in the PS2 version. Despite the name, it's neither a Colt nor silenced, but instead a Wildey pistol.

Tazer

Vice City Tazer Model.png
Yet another melee weapon hidden in PS2 files (stungun.dff/txd)

Staplegun

ViceCityStaplegun.png

Only present in the files of the PS2 version. (stapleg.dff/txd).

Nailgun

GTAVC Nailgun.png

This weapon can spotted on the wall of the Tooled UP shops around Vice City (nailgun.dff/txd) only on PS2.

Short MP5

VC Short MP.png

A shorter version of the MP5 that has a model and an icon (only on PS2) and can be spotted in the intro deal scene. (mp5short.dff/txd)

Uzi

VC olduzi.png

Another planned returning weapon from Grand Theft Auto III, except that the textures are corrupted. It's name is (uziold.dff/txd) indicating it was used before, and the UZI icon uses it's model instead of the final UZI.

M16

VC M16.png

Yet another weapon planned to return, with corrupted textures.

Early Shotgun

VC Early Shotgun.png

An earlier version of the shotgun, with the model taken straight from Grand Theft Auto III.

(Source: Grand Theft Wiki)

Unused Graphics

HUD Icons

Various graphics located in (hud.txd) never appear in the game.

Radio Station Map Icons

Icons exist for each station (VCN being the only one with a building) in the game. In Grand Theft Auto III and Liberty City Stories, the radio stations are located as buildings around Liberty City, so that may have been intended to be the case in this game.

VCN

In the PlayStation 2 version's menu graphics (FRONTEN2.TXD), there is a logo for a deleted radio station, Vice City News, or VCN for short. It's stored among the logos for the other radio stations that you can tune in on the menu while adjusting audio options.

(Source: Grand Theft Wiki)

Unused Loading Screen

An unused loading screen of Auntie Poulet found in the PlayStation 2 version. Normally, the game does not load long enough to display this image, so it goes unseen.

Gta-vc-loadingscreen-13.png

Unused Lance Texture

An unused texture of an injured Lance Vance (buddy3.txd), certainly meant to appear in the mission Death Row.

GTA-VC buddy3.png

Unused Features

  • Additional clothing labeled as "MC Tommy" is listed in the american.gxt file at MAIN > OUTFT13. Neither models nor textures of this outfit exist.
  • Within the same file, tires would have been able to be slashed and recorded into the statistics according to MAIN > TYRESLA.
  • A cut cheat code that when enabled through hex editing gives the player's car broken helicopter physics.


(Source: Grand Theft Wiki (MC Tommy))
(Source: Grand Theft Wiki (Slashed Tires))

Developer Shout-Out

The SA Goon Rank.

There is a secret criminal rating for the stats page: "SA Goon". It is only displayed if the player's score is between 1000 and 1005, after which it ticks over to the "Goon" rating. Due to the very small window for it to be achieved, it's nearly impossible to see unless one is deliberately trying for it.

The rating is a reference to the Something Awful Forums, the inhabitants of which are dubbed Goons.

Grand Theft Auto III Leftovers

Sounds

The sound used for the pager device in the previous game can be located in the appropriately named "pager.wav". This sound, however, was remade for the intro on the Rockstar North logo.

The timer sound from the previous game was in Vice City's audio files.

News Headline

Gta-vc-news-txd.png

Leftover news headline from Grand Theft Auto III's intro with the filename of news.txd. Exists only on the Windows version.

Bonus Pickup

ViceCity Logomodel.png

As the model suggest, this is a leftover from GTA III, though it was probably meant for the import-export garage in Sunshine Autos, since the garage itself doesn't allow to export the vehicles that were listed on the delivery list.

Developer Messages

In the game's executable are some rather rude messages, with the first two referring to missing animation(s), and the last one rudely tells that there's nothing to find here.

Can't find the fucking animation
Haven't I told you I can't find the fucking animation
FUCKFUCKFUCK
nothing here fuckers

Anti-Piracy

PS2

At the time of Grand Theft Auto: Vice City‍ '​s release, the previous game had been successfully cut down and released on a PS2 CD by warez group Kalisto, achieved by removing duplicate .img files (used by the game to optimize streaming) as well as four radio stations. It seems like Rockstar attempted to prevent something similar happening to Vice City, as if the game detects any of the .img duplicates are missing, it activates two measures:

  • The first measure (internally known as timerFuckup) breaks the CPU counter, resulting in the game speed varying wildly depending on how loaded the CPU is; this also breaks the two speed-based cheats, since they rely on the CPU timer.
  • The second measure should have corrupted the save checksum, but due to a flaw in its design, it is effectively useless.

It was ultimately futile, as ConFusion succesfully reduced it to 700 MB regardless, albeit it required removing almost all voice acting and music.

PC

An array of anti-crack protections are also present in the PC version, although barely anyone noticed them due to a successful crack which avoided them coming out three days before release. If the game detects that the SecuROM copy protection has been tampered with, then a number of fascinating after-effects have a chance of triggering:

  • Upon the "mission clean-up" op-code running (usually when a mission starts or finishes) there is a 25% chance of the weather being permanently changed to rain. This is saved into your savegame, so you can't avoid it by restarting the game. (The APLEASANTDAY cheat code and starting certain missions still work, though.)
  • When a save game is loaded that has less than 72,000 frames (roughly 40 minutes) of play time logged, all paths will be removed from the map, resulting in no pedestrians or vehicles spawning outside of scripts like missions. Again, this is saved into the save file, so it'll still be in effect even when loaded in a legit version of the game.
  • Loading a save with more than 72,000 frames logged crashes the game with an unhandled exception error on load.
  • Sniper Rifles no longer do any damage, although they still affect the moon.
  • After 35 minutes of play time, all garages are disabled. This renders the "Copland" and "Sir Yes Sir!" missions unwinnable. Pay & Sprays remain open, but won't recolor your vehicle.
  • Whenever a police roadblock is spawned, all icons are removed from the map, map legend, and minimap (including your position arrow!).
  • The stats menu simply won't display anything. You can still press S to save your stats to a file.
  • Finally, there's a 12.5% chance that a firetruck spawning will disable the ability to use non-mission, non-cash pickups, such as the save icon, hidden packages, rampages, weapons, properties (rendering the game unwinnable)...
(Source: Vadim M, FireHead)