Bejeweled 2 (Windows)
|Bejeweled 2 Deluxe|
This game has uncompiled source code.
There's a mention for a "cheat string" and "cheat" parameter relating to the source code. Same for "debug messages".
After the original Bejeweled became a worldwide seller, then comes the well-anticipated sequel of that game- A relatively large expansion the game has given at the time, from new modes, new special gems, to the breath-taking graphics and music, which were generally favored by the audience as a whole!
- 1 Unused Music Sequences
- 2 Cancelled "Planet Pack"
- 3 Regional Differences
- 4 Leftover development content
- 5 Debugging Font
- 6 PAK Support
- 7 Development text
- 8 Debug Commands
- 9 Developer notes
Unused Music Sequences
Offset 127, with tempo 128. Interestingly, this is the first track that plays when you place the CD into a CD player, but doesn't appear anywhere in-game.
Offset 128, with tempo 125. A leftover duplicated fragment from the track that plays when you completed Puzzle Mode.
Offset 144, 145, 184, each with tempo 125. These sequences are attached to each other at the end of the music tracker file. The first two sequences here are possibly scrapped for being too similar/early version of the track Schein. This file is called "Mist of the Past/Totenschein" in the OpenMPT source tracker. It can be heard in the Wii version due to a glitch with the music's looping.
Offset 115, 116, each with tempo 128. Unlisted sequences that do not appear on the music tracker file's surface.
Offset 141,142,143, each with tempo 136. Unlisted.
Offset 146, each with tempo 136. Unlisted.
Cancelled "Planet Pack"
According to this download source, (open the link in a new tab) with an included digital signature MD5 hash by PopCap themselves for authentication, Bejeweled 2 might have had a planned expansion pack that was scrapped for unknown reasons nearly a year after the game's release.
Running the installer would place new files under the C:\Program Files (x86)\PopCap Games\Bejeweled 2 Deluxe\images\backdrops folder, which includes a variety of 12 new backdrops under the codename planetpack. Besides these images, no such attachment or modification of files is done by the installation.
Version 1.0 was coded to have backdrops.lst updated with detection of new images being uploaded onto the backdrops folder, after executing the game. Version 1.1 lacks such a feature, however.
Without official sources, it is inconclusive calling it as an incomplete puzzle pack as nowhere does the installation process mentions an update to Puzzle Mode- Perhaps a major backdrop update only.
It is also worth mentioning most or all backdrops were later reused in Bejeweled Twist.
The Japanese version of the game features two of these rather different sounding, voice sound effects. They sound comparatively "clearer" and "panned", to the ones featured in English releases.
In the Japanese version, levelup1.ogg can also be found under the sounds folder as an unused voice sound effect, not present in the English versions.
1.0 and 1.1
- 1.0 would have the older Popcap logo at the bottom right corner of the loading screen, with 1.1 having the newer Popcap logo with the absence of GAMES on the right.
- 1.0 occasionally asks the player whether to check for system updates at the loading screen, but nowhere does 1.1 does this same action as well.
|Version 1.0||Version 1.1|
- In 1.0, the "Automatic Update" button is located between the "Custom Cursors" and "Random Backdrops" buttons in the options menu, which would lead the game into checking the PopCap servers if ticked. The "Update Check" button is used for its said purpose. However, in 1.1 these two buttons are missing, with the "Automatic Update" button hidden in the top left corner, requiring you to drag the option window in order to view it. The button is non-interactable.
|Version 1.0||Version 1.1|
However, changing the string <Boolean id="DontUpdate">true</Boolean> under partner.xml to <Boolean id="DontUpdate">false</Boolean> in 1.1 will revert the update button settings to 1.0.
- Although not existing in 1.1, under the Galaxy One folder of 1.0 there is a text document called sol.txt, which might be an uncompiled .sol file. 4,7 and 3,7 here refers to the X and Y axis of the gems to be swapped:
Solution: C:\GameSrc\cpp\WinBej2\puzzles\Galaxy One\tutorial8.sol Start State: 2 :0 :1 [3C] 4,7 to 3,7 - 0 :2 [3C] 4,7 to 3,7 - 1
Leftover development content
A portion of source header files and a precompiled header file are present in the data directory in the Mac OS X version (With a release date of December 14, 2005 and greater), how exactly the developers done the same mistake with Zuma Deluxe is better a unsolved mystery. One of the files unfortunately have no data.
|Download Bejeweled 2 (Mac OS X) Source files
File: Bejeweled2MacOSX_SourceFiles.zip (36,295 KB) (info)
Under the Japanese localization, an unused folder named _dump can be found within the data folder, with contents of what consists to be game development leftovers. As these images are not under the usual images folder where all the graphics of the game are usually stored, they are independent and cannot be manipulated to appear in-game through the modification of the configuration files. A .html file is present within the folder that displays the five development images as thumbnails, while also showing size, transparency and resolution information.
What version of the framework?
Screenshot of FontTester.exe from the PopCap Framework that uses img0001.png for the base letters and numbers. Such a program is nowhere to be found within the game's files.
The main textured font base used for the game's "LEVEL X", "WORLD COMPLETE", etc. lines.
The full text that is linked towards the image of img0001.png. This text by itself is either scrapped out from the final game or used for demonstration purposes.
A 64x64 black square that is duplicated twice but with sequential file names; there is a possibility that it might have served as the base background for img0001's text generator program.
Figure out if there is anything that actually uses this font and if there is, figure out if it's actually "debug" related.
In "resources.xml" file contains an entry for a debug font, which is as the path implies, Continuum Medium.
<Font id="DEBUG" path="ContinuumMedium18outline.txt" sm_path="ContinuumMedium12outline.txt" />
The game's executable has full support for loading from a main.pak. Unfortunately, PopCap never released a version of the game using one and the game does not read the music directory in a PAK.
There's most likely more.
The game executable mentions a CVS directory in the root of the game installation that doesn't exist, suggesting the game was built off CVS version control.
There may be more.
Pressing CTRL-ALT-D will play a sound to indicate debug key input is enabled, allowing options of typing unique keys for debugging displays or mechanisms, another use will disable it.
- F2 - Start/Stop perf timing.
- F3 - Toggle FPS display.
- Shift F3 - Toggle FPS/mouse coordinate display.
- F8 - Show current Video Stats (mostly used to see if 3D acceleration is currently on).
- Shift-F8 - Toggle 3D acceleration.
- F11 - Take screenshot (goes into the ProgramData/OEM/Bejeweled2/_screenshots) directory.
- Shift-F11 - Dump all program images in memory to the ProgramData/OEM/Bejeweled2/_dump directory.
<!-- Percent chance (0.0 - 1.0) that a bomb will fall --> <!-- Percent chance (0.0 - 1.0) that a power gem will fall --> <!-- Percent chance (0.0 - 1.0) that a rock will fall --> <!-- Initial countdown value of a time bomb --> <!-- Mininum number of gems needed in a match to create a power gem --> <!-- Mininum number of gems needed in a match to create a wildcard destroyer --> <!-- Number of points for each explosion in a chain reaction --> <!-- Additional number of points for each extra explosion in a chain reaction --> <!-- Number of points for each normal gem in a hyper gem electrocution --> <!-- Number of points for each power gem in a hyper gem electrocution --> <!-- Number of points for each power gem in a set --> <!-- The following difficulty levels are represented by a BASE and a MULT. BASE is the value for level 1. MULT specified how much that value increases per level. Also, note that that most of these values such as NormBonus take effect before the point multiplier is taken into account, which means that the point multiplier can change without affecting the difficulty --> <!-- How many points it takes to get to the next level in normal mode --> <!-- Controls for points multiplier in normal mode --> <!-- How many points it takes to get to the next level in timed mode --> <!-- Point multiplier for timed mode --> <!-- How fast does bonus bar start going down in timed mode --> <!-- How fast the bonus bar accelerates downward in timed mode --> <!-- How fast acceleration increases in timed mode --> <!-- How many seconds to advance velocity by per level --> <!-- How much grace time you are given per move in timed mode --> <!-- Multiplied by move points for additional grace time --> <!-- Max grace time --> <!-- Point multiplier for endless mode --> <!-- How many points it takes to get to the next level in endless mode -->
Config.xml mentions a bunch of them.
|The Bejeweled series|
|Windows||Bejeweled • Bejeweled 2 • Bejeweled Twist • Bejeweled Blitz • Bejeweled 3|
|Mac OS Classic||Bejeweled|
|Mac OS X||Bejeweled 3|
|Adobe Flash||Bejeweled 2 • Bejeweled 3|