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Bad Piggies (Windows)

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Title Screen

Bad Piggies

Developer: Rovio
Publisher: Rovio
Platform: Windows
Released internationally: September 12, 2012


GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.


Bad Piggies is a puzzle video game developed by Rovio Entertainment, and was the company's first spin-off of Angry Birds.

Build Settings

An XML named customization_data.bytes is in the Build directory, telling what parameters the game uses.

  • rovio_news: Rovio News.
  • ads: Ads.
  • flurry: Use of the Flurry Analytics SDK.
  • skynest: backend: Skynest backend.
  • customer_id: Game OEM.
  • iap: provider: IAP provider, shows shop button (doesn't work) and enables the basic mechanic in levels for the session.
  • content_limited: Free build.
  • hd_build: HD build.
  • svn_revision: SVN revision, shown in the credits when cheats are on.
  • application_version: App version.
  • debug_build: Debugging build, also gives you much more building space in Field of Dreams.
  • cheats_enabled: Enables developer cheats.
  • china_version: Shows Weibo in the more tab on the main menu, also skips the Rovio splash screen.
  • enable_appup: Enables Intel Appup services.

Unused Graphics

Leftover Assets from Other Versions

The part of MenuAtlas file has images for shop offers and Toons.tv, but they are unused in the PC version of the game.

BadPiggies Windows VideoAndPhoto.png
The IngameAtlas file has images for the record video and take screen shot buttons that are also unused.

BadPiggies Windows IOSAchievements.png
Achievement icons from iOS versions are also present in resources.assets with the name ##_name.

BadPiggies Windows ToonsTVAd.png
An ad for Toons.tv is even present.

DummyTexture

BadPiggies Windows DefaultCurve-FillTexture.png

In resources.assets, a file called defaultCurveTexture is present, it says ADD A TERRAIN TEXTURE on a checkerboarded image, defaultFillTexture shares the same image.

Unused Sound

Toons.TV Transition

In resources.assets, a file named "toons_transition" has a transition to the Toons.TV sound effect, but since no Toons.TV is in the PC version, it goes unused.

Debugging Utilities

The game's assembly and assets directory mention debugging utilities, unfortunately, there are NO key based inputs for debugging commands/cheats.

Developer Cheat Menu

A developer cheat menu is present that shows various options. There are two ways to enter this menu:

  1. Swapping out level17 for levelX in BadPiggies_Data forces this screen to load over the original screen.
  2. Modifying the build settings file in resources.assets to add the cheats_enabled setting and making it true will let a button called Open Cheats to load it appear on the main menu, the UI click sound isn't played when clicked nor its options are too.


BP PC OpenCheatsAtMainMenu.png

Options

  • Main Menu: Goes back to Main Menu (if level17 is replaced for level0 (used the level-swap method), the Debug Menu will instead load).
  • Unlimited Sandbox Parts: Adds 100x (MAX CAP) of each resource to a save for all sandboxes.
  • Unlock all sandboxes: Unlocks all sandboxes for a save.
  • Reset progress: Resets progress and generates a new save.
  • Set low/default target FPS: Forces the game to run at 25FPS instead of 60FPS for a session, can toggle back to 60FPS.
  • Unlock Field of Dreams: No effect on PCs, a leftover mobile debugging feature...
  • 3-stars all but one: 3-stars almost all levels for a save.
  • Log Flurry Events: No effect on PCs, a leftover mobile debugging feature...
  • Unlock iOS Full Version: No effect on PCs, a leftover mobile debugging feature...
  • 3-stars all: 3 stars all levels for a save.
  • Unlock all levels: Unlocks all/some (if trial) levels with a 0 star rating for a save.
  • Unlock & 3-star Race Levels except for last: 3 stars all but the last Cake Race level for a save.
  • Sandbox all starboxes: Makes status show 40/40 stars collected for all sandboxes for a save.
  • Restore IAPs: No effect on PCs, a leftover mobile debugging tweak.
  • Add some desserts: Adds a portion of desserts for feeding King Pig for a save, multiple uses grant more.
  • Unlock PC full: Simulates a successful PC game activation for a save.
  • Add autobuilds: Adds 3 Super Mechanics for a save.
  • Enable basic mechanic: No effect on PCs unless IAPs are enabled, a leftover mobile tweak...
  • Add Super and Turbo: Adds 3 Super Glues and Superchargers for a save.

Other Info

In the bottom right corner, the application_version and svn_revision values from build configuration is shown in this format below Debug up top (vX.X.X - XXXX). There is a caption underneath that reads, "HELLO PETER", although other greetings can come up as well. This may have been meant to refer to Peter Urbanics, the game's designer.

- said by Dr. Otto Octavius from Spiderman: No Way Home

Debugging Utilities

In-Game

If the build settings are modified to make the game act like a debugging build, these pig buttons will appear in levels aside from sandboxes. In the game's assembly, these are referred as cheat buttons- CheatButton1Star and CheatButton3Star.

Pig: Instantly moves the pig to the finish, three stars the level (or 2 stars the level if limits are touched) and collects every skull should there be any.

Mechanic Pig: Instantly moves the pig to the finish, but damages the contraption and "beats" the level.

Key-Based

These only work if the game is a Unity debug build.

  • Enter: A shortcut to play the level, also plays proper sounds, if the Minion Pig or necessary extra item (if used by the level) is not present in the build, nothing will happen, also resets the level if running.
  • D: Alters dessert ordering on paths, also reusable.
  • 1-5 (AlphaX): Unknown.

FPS Display

If the game is a Unity debug build or setting forceEnabled to true in the FPSCounter MonoBehaviour, an FPS counter on the bottom left corner is visible, outputs like: ##.##.

This shot only shows the in-game cheats without the FPS counter.

Developer Notes

Localization

	<!--	
	 !! DO NOT ADD NEW TEXTS MANUALLY TO THIS FILE !!
	Texts in this file are updated from localization Excel file (e.g. WPF_localization.xlsx).
	All texts added manually and not added to localization Excel file will be removed, 
	but it is ALLOWED TO EDIT ATTRIBUTES of any text item (e.g. character_size, line_spacing ...)
	-->
	
	<!-->
	Attention! All localized text presented in the game must come from this file to ensure that the font atlases contain all required characters.
	Also note that the character set must exactly match this file (for example do not use string.ToUpper() in a script).
	
	Localization instructions:
	
	0. Ignore the <languages> element
	1. Ensure the file encoding remains UTF-8 (without BOM) when saving changes
	2. ALWAYS transfer the xml file insize a .zip file when using e-mail transportation: this will avoid the problem where some email clients arbitrarily change attachment text encodings
	3. Each <text> element corresponds to a single item to be localized. The English master text is placed inside an <en-EN> tag and should NEVER be changed by a localizer.
	4. Localized text is to be placed next to the <en-EN> element within a similarly named locale element, for example <it-IT> for italian.
	5. In some items there may be pre-existing localized text as an example. These are for testing and example purposes, and can and SHOULD be overwritten by the actual localized text.
	6. The <description> element contains a context description of the english text for localization reference. It should not be localized.
	7. Ignore any attributes like character_size in elements. Do not remove, duplicate or edit these.
	8. Ensure the xml remains valid, and never change or add any text that is not inside a locale tag like <it-IT> or similar.
	9. You can add valid xml comments however if you want to tag questions or requests for clarification.
	10. Some english text elements have line breaks inside the text. These represent actual line breaks in game text layout. Try to duplicate these in translated text. Never remove these from the english text.
	<-->

A large note in the localization XML file, localization_data.bytes.

Build Settings

<!-->Build customization parameters; auto-generated by buildXMLJenkins.py<-->

This is likely mentioning a Python script from internal development.