We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Beverly Hills Cop (PlayStation 2)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Beverly Hills Cop

Developer: Atomic Planet Entertainment
Publisher: Blast! Entertainment
Platform: PlayStation 2
Released in EU: November 29, 2006


DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.


The PS2 Beverly Hills Cop is a low-budget entry released over 20 years after the movie came out, starring a bald white man as Axel Foley.

Unused Text

Placeholder Text

Two lines are present in the SLES file.

INTRO SCREEN HERE BABY!
lookie here!!...

Compiler Text

Some lines relating to the compiler used for the game are found on line 1815898 in the file DATA1.aif on the disc, which also shows date and time of compile.

// Mission3
// Date 19/10/2005, Time 17:55:41
// Martin Fuller: Automatically Produced By ALE Editor
//---------------------------------------------------------------------------------------
#ifndef __MISSION3_H__
#define __MISSION3_H__

Project Folder

Mentioned throughout the DATA1.aif file is the project folder for the game.

c:\Projects\BeverlyHillsCop\

Unused Audio

Hmmm...
To do:
Check if the audio is still in the game's files.

Mentioned in the game's DATA1.aif file is an audio file named placeholder_metal_ricochet_II.wav.

Test Levels

Several test levels are listed in the SLES file.

Test Level 8
Test Level 9
Test Level 10
Test Level 11
Test Level 12
Test Level 13

BHC Level 1 - Garage Testbed
BHC Level 2 - Warehouse Testbed
BHC Level 3 - Docks/Shipping Office Testbed
BHC Level 4 - Strip Club Testbed
BHC Level 5 - Docks Testbed
BHC Level 6 - Mansion Testbed

While the game has six levels, text is present for generic level names all the way through Level 30.

Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 20
Level 21
Level 22
Level 23
Level 24
Level 25
Level 26
Level 27
Level 28
Level 29
Level 30

Another test stage known as "Mission3Test" in the DATA1.aif file on line 1816432:

// Mission3Test
// Date 7/11/2006, Time 16:36:24
// Martin Fuller: Automatically Produced By ALE Editor
//---------------------------------------------------------------------------------------
#ifndef __MISSION3TEST_H__
#define __MISSION3TEST_H__

Mission8Test

// Mission8Test
// Date 10/4/2006, Time 10:9:14
// Martin Fuller: Automatically Produced By ALE Editor
//---------------------------------------------------------------------------------------
#ifndef __MISSION8TEST_H__
#define __MISSION8TEST_H__

A room that would test the sounds in the game, known as "afx_test":

// sfx_test
// Date 31/8/2006, Time 18:36:10
// Martin Fuller: Automatically Produced By ALE Editor
//---------------------------------------------------------------------------------------
#ifndef __SFX_TEST_H__
#define __SFX_TEST_H__

    //-----------------------------------------------------------------------------------
    // External Includes
    //-----------------------------------------------------------------------------------

    //-----------------------------------------------------------------------------------
    // External Defines
    //-----------------------------------------------------------------------------------
    #define SOUND_DATA_BULLET___CONCRETE_HIT                                   0xf9833ba0
    #define SOUND_DATA_BULLET___FLESH_HIT                                      0x6c8cb3f2
    #define SOUND_DATA_BULLET___GLASS_PIERCE                                   0x1e1bc732
    #define SOUND_DATA_BULLET___METAL_HIT                                      0x860d3212
    #define SOUND_DATA_BULLET___RICOCHET                                       0x4c17cc21
    #define SOUND_DATA_BULLET___WOOD_HIT                                       0x70026a16
    #define SOUND_DATA_DRY_FIRE___9_MM_BRONSTON_HANDGUN                        0x6ec5311e
    #define SOUND_DATA_DRY_FIRE___9_MM_MAGNUS_REVOLUTION                       0xe0dcd54a
    #define SOUND_DATA_DRY_FIRE___GRENADE_LAUNCHER                             0x83cffbe4
    #define SOUND_DATA_DRY_FIRE___HORNET_SUB_MACHINE_GUN                       0x3686921a
    #define SOUND_DATA_DRY_FIRE___SB_12_GAUGE_SHOT_GUN                         0xd2957459
    #define SOUND_DATA_DRY_FIRE___SOVIET_ASSAULT_RIFLE                         0x91ba6f9f
    #define SOUND_DATA_DRY_FIRE___TACTICAL_ASSAULT_RIFLE                       0x3c7bfb7
    #define SOUND_DATA_EQUIP___HAND_WEAPON                                     0x18aa135b
    #define SOUND_DATA_EQUIP___LARGE_WEAPON                                    0x57f6c319
    #define SOUND_DATA_EQUIP___RIFLE_WEAPON                                    0xde1590e4
    #define SOUND_DATA_FIRE___9_MM_BRONSTON_HANDGUN                            0xb084d9a1
    #define SOUND_DATA_FIRE___9_MM_MAGNUS_REVOLUTION                           0x8c2185ad
    #define SOUND_DATA_FIRE___GRENADE_LAUNCHER                                 0xef34a72
    #define SOUND_DATA_FIRE___HORNET_SUB_MACHINE_GUN                           0x5a7bc2fd
    #define SOUND_DATA_FIRE___SB_12_GAUGE_SHOT_GUN__LONG_                      0x614086ed
    #define SOUND_DATA_FIRE___SB_12_GAUGE_SHOT_GUN__SHORT_                     0xac5adb14
    #define SOUND_DATA_FIRE___SOVIET_ASSAULT_RIFLE                             0x67f710c3
    #define SOUND_DATA_FIRE___TACTICAL_ASSAULT_RIFLE                           0x6f3aef50
    #define SOUND_DATA_GRENADE_BOUNCE                                          0x9a65597
    #define SOUND_DATA_GRENADE_EXPLOSION                                       0xeea64326
    #define SOUND_DATA_GRENADE_THROW                                           0xba544dc4
    #define SOUND_DATA_RELOAD___9_MM_BRONSTON_HANDGUN                          0x6c68674e
    #define SOUND_DATA_RELOAD___9_MM_MAGNUS_REVOLUTION                         0x4408b826
    #define SOUND_DATA_RELOAD___GRENADE_LAUNCHER                               0x60e4332c
    #define SOUND_DATA_RELOAD___HORNET_SUB_MACHINE_GUN                         0x9252ff76
    #define SOUND_DATA_RELOAD___SB_12_GAUGE_SHOT_GUN                           0x5ad8dd04
    #define SOUND_DATA_RELOAD___SOVIET_ASSAULT_RIFLE                           0x19f7c6c2
    #define SOUND_DATA_RELOAD___TACTICAL_ASSAULT_RIFLE                         0xa713d2db
    #define SOUND_DATA_CROUCH                                                  0x4a2ef58
    #define SOUND_DATA_RUN_FEMALE_HIGH_HEALS_01                                0x56d17db0
    #define SOUND_DATA_RUN_FEMALE_HIGH_HEALS_02                                0x8dc6d527
    #define SOUND_DATA_RUN_FEMALE_HIGH_HEALS_03                                0xc4cbb2aa
    #define SOUND_DATA_RUN_FEMALE_HIGH_HEALS_04                                0x3f2899be
    #define SOUND_DATA_RUN_MALE_CONCRETE_01                                    0x76827f8
    #define SOUND_DATA_RUN_MALE_CONCRETE_02                                    0xdc7f8f6f
    #define SOUND_DATA_RUN_MALE_CONCRETE_03                                    0x9572e8e2
    #define SOUND_DATA_RUN_MALE_CONCRETE_04                                    0x6e91c3f6
    #define SOUND_DATA_RUN_MALE_DIRT_01                                        0x628e7e80
    #define SOUND_DATA_RUN_MALE_DIRT_02                                        0xb999d617
    #define SOUND_DATA_RUN_MALE_DIRT_03                                        0xf094b19a
    #define SOUND_DATA_RUN_MALE_DIRT_04                                        0xb779a8e
    #define SOUND_DATA_RUN_MALE_GRASS_01                                       0xf0b668cb
    #define SOUND_DATA_RUN_MALE_GRASS_02                                       0x2ba1c05c
    #define SOUND_DATA_RUN_MALE_GRASS_03                                       0x62aca7d1
    #define SOUND_DATA_RUN_MALE_GRASS_04                                       0x994f8cc5
    #define SOUND_DATA_RUN_MALE_METAL_01                                       0x24890b81
    #define SOUND_DATA_RUN_MALE_METAL_02                                       0xff9ea316
    #define SOUND_DATA_RUN_MALE_METAL_03                                       0xb693c49b
    #define SOUND_DATA_RUN_MALE_METAL_04                                       0x4d70ef8f
    #define SOUND_DATA_RUN_MALE_WOOD_01                                        0xcc8355d7
    #define SOUND_DATA_RUN_MALE_WOOD_02                                        0x1794fd40
    #define SOUND_DATA_RUN_MALE_WOOD_03                                        0x5e999acd
    #define SOUND_DATA_RUN_MALE_WOOD_04                                        0xa57ab1d9
    #define SOUND_DATA_WALK_FEMALE_HIGH_HEALS_01                               0x66df61ba
    #define SOUND_DATA_WALK_FEMALE_HIGH_HEALS_02                               0xbdc8c92d
    #define SOUND_DATA_WALK_FEMALE_HIGH_HEALS_03                               0xf4c5aea0
    #define SOUND_DATA_WALK_FEMALE_HIGH_HEALS_04                               0xf2685b4
    #define SOUND_DATA_WALK_MALE_CONCRETE_01                                   0x2dcf7ea7
    #define SOUND_DATA_WALK_MALE_CONCRETE_02                                   0xf6d8d630
    #define SOUND_DATA_WALK_MALE_CONCRETE_03                                   0xbfd5b1bd
    #define SOUND_DATA_WALK_MALE_CONCRETE_04                                   0x44369aa9
    #define SOUND_DATA_WALK_MALE_DIRT_01                                       0xaeb8b560
    #define SOUND_DATA_WALK_MALE_DIRT_02                                       0x75af1df7
    #define SOUND_DATA_WALK_MALE_DIRT_03                                       0x3ca27a7a
    #define SOUND_DATA_WALK_MALE_DIRT_04                                       0xc741516e
    #define SOUND_DATA_WALK_MALE_GRASS_01                                      0xaefb8239
    #define SOUND_DATA_WALK_MALE_GRASS_02                                      0x75ec2aae
    #define SOUND_DATA_WALK_MALE_GRASS_03                                      0x3ce14d23
    #define SOUND_DATA_WALK_MALE_GRASS_04                                      0xc7026637
    #define SOUND_DATA_WALK_MALE_METAL_01                                      0x7ac4e173
    #define SOUND_DATA_WALK_MALE_METAL_02                                      0xa1d349e4
    #define SOUND_DATA_WALK_MALE_METAL_03                                      0xe8de2e69
    #define SOUND_DATA_WALK_MALE_METAL_04                                      0x133d057d
    #define SOUND_DATA_WALK_MALE_WOOD_01                                       0xb59e37
    #define SOUND_DATA_WALK_MALE_WOOD_02                                       0xdba236a0
    #define SOUND_DATA_WALK_MALE_WOOD_03                                       0x92af512d
    #define SOUND_DATA_WALK_MALE_WOOD_04                                       0x694c7a39
    #define SOUND_DATA_BREAK___GLASS                                           0xe3f2ec0a
    #define SOUND_DATA_BREAK___POT                                             0x6b067d53
    #define SOUND_DATA_BREAK___WOOD                                            0x26adb0e0
    #define SOUND_DATA_EXPLOSION___BIG                                         0x14d0b107
    #define SOUND_DATA_EXPLOSION___DISTANT__BIG_                               0xde3ced8a
    #define SOUND_DATA_EXPLOSION___DISTANT__SMALL_                             0xf8a778c8
    #define SOUND_DATA_EXPLOSION___SMALL                                       0x6b233581
    #define SOUND_DATA_MAKE_SELECTION                                          0xc8849dd4
    #define SOUND_DATA_MOVE_SELECTION                                          0x1c1bdf89
    #define SOUND_DATA_NOTIFICATION                                            0x3384dde4
    #define SOUND_DATA_TEXT_POPUP                                              0x7bab9102
    #define SOUND_DATA_LEVEL_ACTION_MUSIC__LOOP_                               0x55289873
    #define SOUND_DATA_LEVEL_SNEAK_MUSIC__LOOP_                                0x9831fc1e
    #define SOUND_DATA_PICKUP_WEAPON                                           0x43eec6fd
    #define SOUND_DATA_PICKUP                                                  0x6cfe59d7
    #define SOUND_DATA_PICKUP_ARMOUR                                           0xd572b6fa
    #define SOUND_DATA_PICKUP_COLL                                             0x92095668
    #define SOUND_DATA_PICKUP_HEALTH                                           0xa99dd402
    #define SOUND_DATA_DOOROPEN                                                0x611493e4




    //-----------------------------------------------------------------------------------
    // External Enums
    //-----------------------------------------------------------------------------------

    //-----------------------------------------------------------------------------------
    // External Types
    //-----------------------------------------------------------------------------------

    //-----------------------------------------------------------------------------------
    // External Variables
    //-----------------------------------------------------------------------------------

    //-----------------------------------------------------------------------------------
    // External functions
    //-----------------------------------------------------------------------------------

    //-----------------------------------------------------------------------------------
    // Inline functions
    //-----------------------------------------------------------------------------------

    //-----------------------------------------------------------------------------------
    // Additional includes that depend on this header
    //-----------------------------------------------------------------------------------

#endif // __SFX_TEST_H__

Debug-Related Text

Various text related to debug and test menus.

APE Tech demo - test menu
Level Select Page 1
Level Select Page 2
Level Select Page 3
APE tech demo level selection
(TRIANGLE) Display Free Memory : ON
(TRIANGLE) Display Free Memory : OFF
(CIRCLE) Display Frames per Second : ON
(CIRCLE) Display Frames per Second : OFF
Test Object Tweaker
Animation Ratio Tweaker
Simple menu test
Character Movement Profile
[Memory Debug]
Use a debug build for detailed information on each allocation and alignments
BlockType : Address  End      Size Bytes
FreeBlock : %p %p %i
    Block : %p-%p %-11i
%i Headers minimum of %i bytes used by memory system (Actual size only stored in debug)
Used Memory %i bytes
Free Memory %i bytes
Memory accounted for: %i bytes of managed %i bytes
Approx %f%% used by / available to app
001b08d0 00000030     0                         DebugMenuControlActivate(void)
001b0900 00000030     0                         DebugMenuControlDeactivate(void)
001b0930 00000030     0                         DebugMenuControlTriangle(void)
001b0960 00000030     0                         DebugMenuControlCircle(void)
001b0990 00000030     0                         DebugMenuControlCross(void)
001b09c0 0000002c     0                         DebugMenuControlSquare(void)
001b09f0 0000002c     0                         DebugMenuPageLeft(void)
001b0a20 00000030     0                         DebugMenuPageRight(void)
001b0a50 0000002c     0                         DebugMenuItemUp(void)
001b0a80 00000030     0                         DebugMenuItemDown(void)
001b0ab0 00000030     0                         DebugMenuItemLeft(void)
001b0ae0 00000030     0                         DebugMenuItemRight(void)
001b0b10 00000028     0                         DebugMenuAnalogLeftRight(void)
001b0b38 00000028     0                         DebugMenuAnalogUpDown(void)
001b0bb0 0000000c     0                         DEBUG_MENU_IsMenuActive(void)
001b0bc8 000000a4     0                         DEBUG_MENU_Render(void)
002624b0 00001b78     8                 C:\Projects\Apetec\enginelibincs\ps2\libs\PS2_engine_r.lib(camera.obj)
00263420 0000003c     0                         CAM_SetSection
00263418 00000008     0                         CAM_SetDebugMessage
00262f78 0000003c     0                         CAM_Init
00263fb0 00000074     0                         CAM_GetOrientation
002624c8 000001cc     0                         FUST_CheckAABB
00263cc0 000002ec     0                         CAM_SetOrientation
00263588 00000734     0                         CAM_UpdateFreeCam
00262a08 000001cc     0                         GUARD_CheckAABB_WithClipPS2
00263050 000003c4     0                         CAM_SetCamera
00262698 00000370     0                         FUST_CheckAABB_WithClip
002624b0 00000018     0                         FUST_GetClipPlane
00262fb8 00000098     0                         CAM_SetTransform
00262bd8 000001c8     0                         GUARD_CheckAABB_WithClipPSP
00262da0 000001d4     0                         FUST_CreatePlanes
00263460 0000000c     0                         CAM_GetSection
00263470 000000ac     0                         VECT3_DTransformByCamera_Aspect
00263520 00000068     0                         CAM_SetFreeCam
002bdc48 00002330     8                 C:\Projects\lua-5.0.2\PS2Lib\Lua_CoreRel.lib(ldebug.obj)
002be7f0 000001bc     0                         lua_getinfo
002bdf78 00000150     0                         lua_getstack
002bfd48 0000016c     0                         luaG_errormsg
002bddb0 00000080     0                         luaG_inithooks
002bde30 000000a0     0                         lua_sethook
002bded0 00000038     0                         lua_gethook
002bdf08 00000038     0                         lua_gethookmask
002bdf40 00000038     0                         lua_gethookcount
002be128 000000e8     0                         lua_getlocal
002be210 00000148     0                         lua_setlocal
002bfeb8 000000bc     0                         luaG_runerror
002bf4b8 00000054     0                         luaG_checkcode
002bf9c0 0000010c     0                         luaG_typeerror
002bfad0 00000068     0                         luaG_concaterror
002bfb38 00000070     0                         luaG_aritherror
002bfba8 000000e4     0                         luaG_ordererror
0031b538 00000928     8                 c:\Projects\BeverlyHillsCop\Code\PS2 Release\DebugMenu.obj
0031be30 00000030     0                         DebugMenu_LevelSelect
0031b538 000000e0     0                         testItems
0031b618 000000d0     0                         demoLevelSelectItems
0031b6e8 000000b0     0                         levelSelectItems1
0031b798 000000b0     0                         levelSelectItems2
0031b848 000000b0     0                         levelSelectItems3
0031b8f8 00000010     0                         demoLevelSelectMenu
0031b908 00000010     0                         levelSelectMenu1
0031b918 00000010     0                         levelSelectMenu2
0031b928 00000010     0                         levelSelectMenu3
0031b938 00000168     0                         profileTweaker
0031baa0 00000014     0                         tweaker
0031bab8 00000120     0                         threatSelectionTweaks
0031bbd8 00000014     0                         threatSelectionTweaker
0031bbf0 00000168     0                         animRatioTweaks
0031bd58 00000014     0                         animRatioTweaker
0031bd70 000000c0     0                         DebugMenuPage