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Alvin and the Chipmunks: The Squeakquel (Wii)

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Title Screen

Alvin and the Chipmunks: The Squeakquel

Developer: ImaginEngine
Publisher: Majesco
Platform: Wii
Released in US: December 1, 2009
Released in EU: December 11, 2009


TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


Hmmm...
To do:
Review the lua scripts for any unused code or for more interesting comments left by the developers.

A game based on the film of the same name.

Debug Functions

Debug Menu

Replacing a .lua file with viewer.lua will load a debug menu instead of what was replaced.

Alvin3 animview.png

Animation Viewer

Lets you view any model in the game.

Alvin2 animview.png

Level Viewer

Lets you view each level.

Alvin4 animview.png

Development Leftovers

Alvin_PC.exe

You can actually play the game natively on a PC by running a Windows executable named Alvin_PC.exe from the root folder. It was probably used to quickly test things, rather than waste time waiting for a build to completely compile and be deployed on a devkit.

AlvinSqueakquel AlvinPC.png

Empty Folder

VO\English contains an empty folder named Old Placeholder VO. Judging by its name, it was used to keep track of placeholder soundbytes while the dialogue for all of the characters were being recorded.

Unused Text

Developer Comments

Many of the game's lua scripts contain comments left by the developers.

startup.lua

-- don't preload scripts in debug mode, so we don't have to restart to see changes made while the game is running


-- Turn off Bloom (until its fixed)

su_utils.lua

- NOTE: we need to do this because InputManager:IsLButtonClicked() doesn't seem to be reliable
--TODO: work out boxtype & boxsize here (i.e. calculate which scissor the text will fit in best)

Scripts\Credits.lua

-- removed a few credit screens from the beginning, didn't want to have to renumber them all...

Scripts\jukebox.lua

    -- TODO: we should probably have two different button objects that we can show/hide
    --       in order to portray to the player what the current state of the toggle is
    --		 Riccardo, if there's a better, more propery way to do this, have at it :)

Scripts\MusicCatcher.lua

---- warning, artist code ahead...

Scripts\worldmap.lua

		-- when the original map's right edge goes off of the left edge of the screen,
		-- swap it back out with the duplicate, resetting back to their original positions,
		-- giving us the effect that we can continuously scroll to the right forever