If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

User:Null/Workspace

From The Cutting Room Floor
Jump to navigation Jump to search

Not-ready-for-mainspace-yet info dump action here. Fun stuff.

Fully New Articles

NiTRONiC title.png
Nitronic Rush
AMSWgc title.png
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

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

Hmmm...
To do:
  • Three more maps to go: E3 Village, Test River and Test Silver.
  • Comparisons with the developer video.
  • There are three versions of the credits, and possibly some unused logo videos.

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.

SJTSoAgc map darrylTest.png

Particle Manager

A completely blank field and nothing else.

SJTSoAgc map particleManager.png

Particle Test

A small grey enviroment with uneven edges and a column of glowing pieces of cyan polen going upwards.

SJTSoAgc map particleTest.png

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.

SJTSoAgc map testAI.png SJTSoAgc map testAI2.png

SJTSoAgc map testAI4.png SJTSoAgc map testAI6.png

Test Bridge

An environment displaying four "bridges". This one has a fixed camera angle.

SJTSoAgc map testBridge.png

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.

SJTSoAgc map testClimb.png SJTSoAgc map testClimb6.png

SJTSoAgc map testClimb2.png SJTSoAgc map testClimb3.png

Test Combat

Another AI test on a standard level. All of the enemies respawn after death, you know the drill.

SJTSoAgc map testCombat4.png SJTSoAgc map testCombat2.png

SJTSoAgc map testCombat3.png SJTSoAgc map testCombat.png

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.

SJTSoAgc map testJS.png SJTSoAgc map testJS2.png SJTSoAgc map testJS3.png

Test Level

Just you in a grey void you can walk in.

SJTSoAgc map testLevel.png

Test Memory

NOTHING. ZERO.

SJTSoAgc map testMemory.png

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.

SJTSoAgc map testPlatforms2.png SJTSoAgc map testPlatforms4.png

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.

SJTSoAgc map testScripting.png SJTSoAgc map testScripting2.png

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
SJTSoAgc com videoMissionC.png SJTSoAgc com finalMissionC.png
  • "Now writing to the emulated memory card. Do not remove the hard drive or turn off your PC."

Grand Theft Auto III (Windows)

Hmmm...
To do:
  • Brief instructions on how to use the menu editor program.
  • Screens of multiplayer menus.
  • Determine which textures go unused on menu.txd.
  • There's a cutscene editor apparently (gtaforums).

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.

GTAIIIwin menuDebug.png

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.

GTAIIIwin debugMenu.png

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.

GTAIIIwin Novy A.png

PlayStation 2 Leftovers

frontend.txd contains a gray sketch of a Dualshock 2 controller, along with separate Cross and Triangle buttons.

GTAIIIwin fe controllera.png GTAIIIwin fe2 tri buttona.png GTAIIIwin fe2 x buttona.png

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.

GTAIIIwin radar02.pngGTAIIIwin radar03.pngGTAIIIwin radar04.pngGTAIIIwin radar05.pngGTAIIIwin radar06.pngGTAIIIwin radar07.png

Miscellaneous

Both indbar.txd and helibarrier.txd contain this odd 9 panel drawing filled with scribbles.

That's not how you play Tic-Tac-Toe.