User:Null/Workspace
Not-ready-for-mainspace-yet info dump action here. Fun stuff.
Contents
Fully New Articles
Nitronic Rush |
Army Men: Sarge's War (GameCube) |
Notepad
- Grand Theft Auto: Liberty City Stories (PS2): graphic leftovers from Vice City. Ripped, not uploaded.
- Taz Wanted (PC): text for very extensive debug menu inside the executable; AR codes exist for re-enabling it in the GameCube (EU) edition.
- The Simpsons Hit & Run (PC): the Donut Team community has found a crapload stuff that is missing from the main page:
- An unused stage for the bonus racing game. Idem GTA:LCS.
- Five unused cars or so (ice cream truck, cellphone car variations, etc.) along with its related sounds.
- Several unused bitmaps in "art\frontend\scrooby2\resource\images", including PS2 leftovers and remnants from earlier builds. Halfway done by other people.
- Console commands hidden inside the executable.
- A lot of commented out text in the mission scripts. Halfway done by other people.
- Debugging cheats that can be entered in the options' pause menu.
- The Simpsons: Road Rage (PS2): traffic.cfg is 30% actual configuration settings, 70% developer instructions with broken ASCII art.
- Disney/Pixar's Ratatouille (PS2): has some sort of config file (PS2USER.TSC iirc) that may enable a debug menu, amongst other stuff; there are also a few comments from the developers in French but I haven't checked it throughly.
- Nitronic Rush (PC).
- Unused graphics and fonts.
- There's a track editor accessible by editing some .ini files.
- Check some of these unused or commented out map scripts.
- Fruit Smasher! HD (iOS): README.txt from an SDK of some kind; unused and leftover graphics from another game.
- Run Run Chicken HD (iOS): bg.jpg is an early results screen.
- Super Monkey Ball Deluxe (PS2): investigate what TESTMODE.BIN does. The game also uses AFS archives for storing data.
- Re-Volt (PC).
- Demo leftovers in the gfx folder of the final version.
- Check out the source code, the "DEV version", and the six demos. All of these have aesthetical differences (and allegedly physics as well).
Game Engines
- List of games that use the Unreal Engine 1.
- List of games that use the Unreal Engine 2.
- List of games that use the Unreal Engine 3.
- List of games that use the Unity engine.
- List of games that (likely) have their data packed in .P3D files.
- List of games that use RenderWare graphics.
- List of (awful) games that use the GODS engine.
Re-Volt Demos
Based on the "last edited" date on revolt.exe
- April 8, 1999.
- v0.01cgw.
- v0.01pcgamer.
- April 22, 1999.
- v0.01. (PC Team)
- Post-Final Release
- v0.01ign.pc.
- v0.01gamespot.
Samurai Jack: The Shadow of Aku
To do:
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Unused Areas
Buried in the game's files are a whopping 14 levels made solely for testing purposes and an early version of the first map. All of these are accessible via Action Replay codes, which replace the tutorial level with each.
Darryl Test
A small green field with a floating pole and an enemy. After killing it, another one spawns it its place; the cycle repeats. Darryl Milnar is listed in the credits as a Programmer.
Particle Manager
A completely blank field and nothing else.
Particle Test
A small grey enviroment with uneven edges and a column of glowing pieces of cyan polen going upwards.
Test AI
A more fleshed out map. It has a few structures and four enemies to interact with. They respawn after they are killed as well.
Test Bridge
An environment displaying four "bridges". This one has a fixed camera angle.
Test Climb
This one has an objective!... sort of. You spawn in a similar copy of the Test AI map. Behind you are some breakable boxes with two armour suits and a grey platform above them. Below is a ladder, more structures, a tricky-to-kill robot enemy and a few switches that don't seem to have any effect on gameplay after pulling them down. Destroying the robot awards you with a key that can be used with a keyhole in the field, but it doesn't seem to alter anything on the level either.
Test Combat
Another AI test on a standard level. All of the enemies respawn after death, you know the drill.
Test JS
Test map? Test map. Has a ghost enemy that doesn't seem to attack you and another, minotaur-like enemy. Going north takes you to a bridge and a hole in the structure brings you down to a green field with two poles and a single enemy. Going south has you going through a sloppy stairway and falling through a similar hole.
Test Level
Just you in a grey void you can walk in.
Test Memory
NOTHING. ZERO.
Test Platforms
Similar to Test JS but without enemies. Has three ramifications and all lead to a hole which brings you to the same green field.
Test Scripting.
A small gray block with a blue skybox. Jack performs an automated spin in mid-ground level and an enemy attack you. Surprisingly, it doesn't respawn.
Development Video
Inside the movies folder of the game's filesystem is clip0003.bik: a soundless, low-quality screen capture of a developer playing an early version of the very first map. An "Unregistered HyperCam" watermark can be seen on the top-left corner through the whole recording. Near the beginning two error messages pop up, both related to high vertex level and mesh counts.
Comparisons
- Help scrolls are not placed on a stand yet.
- Some of the above and a few tuturial texts were less wordier.
- The tiny cutscene shown when Jack rescues the locals from Aku's traps is not present.
- Crates containing powerups simply had "AKU" labeled on them, as opposed to the more detailed ones in the final.
- A different, 3D rendered mission completed screen is shown at the end. In the final version it's replaced by a piece of artwork and 2D text.
Video | Final Game |
---|---|
- "Now writing to the emulated memory card. Do not remove the hard drive or turn off your PC."
Grand Theft Auto III (Windows)
To do:
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Debug Leftovers
The executable still contains a few debugging resources which can be accessed by using a specific menu editor for the game.
Menu Debug
A former debug menu with various utillities. Most of the options appear garbled due to the "on/off" switches being positioned in the middle of the text.
Available options are as follow:
- Reload IDE.
- Reload IPL.
- CTheScripts::DbgFlag.
- Big White Debug Light Switched.
- Show Ped Road Groups.
- Show Car Road Groups.
- gbShowCollisionOnPolys.
- Parse Heap.
- Show Core Zones.
- Debug Streaming Requests.
All of these options have their own associated scripts listed on the executable, but most don't seem to have any effect in-game. The only one that is still retains some functionality is gbShowCollisionOnPolys, which produces a flickering effect on the skybox when toggled on. Reload IDE and Reload IPL both crash the game.
Hotkeys Configuration
This screen was likely placed in the controls menu during development. Adjusting keys to these functions doesn't lead to any result in-game either. Toggle Pad Game×Debug is set to the numpad by default.
Unused Graphics
Cut Characters
Three of Darkel's textures can be found in darkel.txd inside txd.img.
Likewise, DJ Novy has a player skin located at novy.txd within the same archive.
PlayStation 2 Leftovers
frontend.txd contains a gray sketch of a Dualshock 2 controller, along with separate Cross and Triangle buttons.
Radar Credits
The first textures used for the radar in gta3.img show fictional towns based on some of the developers names. These can be seen in-game in a floaty location near the fan-dubbed "ghost island" used to set up the first cutscene.
Miscellaneous
Both indbar.txd and helibarrier.txd contain this odd 9 panel drawing filled with scribbles.