Cars 2 (Wii)
Cars 2 |
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Developer: Avalanche Software
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This game's online features are no longer supported. While this game's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content. |
Cars 2 is a game based on the Disney/Pixar film with the same name. Surprisingly, this video game adaptation was a good one not just trying to copy Mario Kart!
Contents
Development Files
Compilation Log?
LogWii.html is present on the root.
<HTML> <HEAD> <META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1"> <META NAME="Author" CONTENT="Output.Wii.cpp"> <TITLE>Debug Log</TITLE> </HEAD> <BODY TEXT="#000000"> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR> <FONT style="color: #00FFFF" >[0x9106e000:0x9146dd9f]<B> 4MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR> [0x9106e000:0x9146dd9f]<B> 4MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR> <FONT style="color: #00FF00" >[0x9106e000:0x91a6dfff]<B> 10MB</B></FONT><FONT style="color: #FFFFFF" > Texture</FONT><BR> <FONT style="color: #00FF00" >[0x91a6e000:0x91f6dfff]<B> 5MB</B></FONT><FONT style="color: #FFFFFF" > Mesh</FONT><BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR> <FONT style="color: #00FFFF" >[0x91f6e000:0x92a6dd9f]<B> 11MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR> <<A HREF="file://unknown.file">unknown.file - (*0x801f7fe0)()</A>><BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR> [0x91f6e000:0x92a6dd9f]<B> 11MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR> [0x9106e000:0x91a6dfff]<B> 10MB</B><FONT style="color: #FFFFFF" > Texture </FONT>(destroyed)<BR> [0x91a6e000:0x91f6dfff]<B> 5MB</B><FONT style="color: #FFFFFF" > Mesh </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR> <FONT style="color: #00FF00" >[0x9106e000:0x9186dfff]<B> 8MB</B></FONT><FONT style="color: #FFFFFF" > Texture</FONT><BR> <FONT style="color: #00FF00" >[0x9186e000:0x920edfff]<B> 8.50MB</B></FONT><FONT style="color: #FFFFFF" > Mesh</FONT><BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR> <FONT style="color: #00FFFF" >[0x920ee000:0x929add9f]<B> 8.75MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR> <<A HREF="file://unknown.file">unknown.file - (*0x801f7fe0)()</A>><BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR> [0x920ee000:0x929add9f]<B> 8.75MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR> [0x9106e000:0x9186dfff]<B> 8MB</B><FONT style="color: #FFFFFF" > Texture </FONT>(destroyed)<BR> [0x9186e000:0x920edfff]<B> 8.50MB</B><FONT style="color: #FFFFFF" > Mesh </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR> <FONT style="color: #00FF00" >[0x9106e000:0x91a6dfff]<B> 10MB</B></FONT><FONT style="color: #FFFFFF" > Texture</FONT><BR> <FONT style="color: #00FF00" >[0x91a6e000:0x91f6dfff]<B> 5MB</B></FONT><FONT style="color: #FFFFFF" > Mesh</FONT><BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR> <FONT style="color: #00FFFF" >[0x91f6e000:0x92a6dd9f]<B> 11MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR> <<A HREF="file://unknown.file">unknown.file - (*0x801f7fe0)()</A>><BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent Heap Consistency Check...</B><BR> passed<BR> <BR> <B>SavedGame Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Animation Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>String Heap Consistency Check...</B><BR> passed<BR> <BR> <B>RuntimePermanent2 Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Perm Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Aurora Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Texture Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Mesh Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Physical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>System Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Data Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Overflow Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <B>Debug Logical Heap Consistency Check...</B><BR> passed<BR> <BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR> [0x91f6e000:0x92a6dd9f]<B> 11MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR> [0x9106e000:0x91a6dfff]<B> 10MB</B><FONT style="color: #FFFFFF" > Texture </FONT>(destroyed)<BR> [0x91a6e000:0x91f6dfff]<B> 5MB</B><FONT style="color: #FFFFFF" > Mesh </FONT>(destroyed)<BR> <<A HREF="file://D:/dev-cars/Main/Octane
CodeWarrior Projects
To do: Please check other regions in case they are different. |
The root of the disc has two projects from CodeWarrior for building a debug build and an optimized build.
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Download Cars 2 CodeWarrior Projects
File: Cars2_Wii_CodeWarriorProjects.zip (6.10 KB) (info)
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Possible Lotcheck Spreadsheet
To do: Please check other regions of the game for their lotcheck sheets if possible. US was checked already. |
The root of the US disc has Cars DataTitleInputFormat_US.xls, being used likely when sending the game to Nintendo for lotchecking.
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Download Cars 2 Possible Lotcheck Spreadsheet
File: Cars2_Wii_US_PossibleLotcheckSpreadsheet.zip (284 KB) (info)
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Uncompiled Octane File
Texture = { FilePathName = "C:\depot\Octane\main\Content\Game\Frontend\fonts\sample.dds" ExportTextures_NumFrames = 1 ExportTextures_TextureHasAlpha = 1 ExportTextures_TextureHas8BitAlpha = 1 ExportTextures_TextureWidth = 256 ExportTextures_TextureHeight = 256 ExportTextures_TextureFormat = "A8R8G8B8" ExportTextures_ActualFilePath = "c:\depot\octane\main\content\game\frontend\fonts\sample.dds" ExportTextures_DummyImage = 0 ExportTextures_TextureSize = 262144 } TexturePool = { Texture "0" = { Name = "sample" #SourceFileName = c:\depot\octane\main\content\game\frontend\fonts\sample.dds #Size = 262272 Format = A8R8G8B8, Width = 256, Height = 256, Depth = 0, MipLevels = 1, ResourceType = 2d FileName = "sample_0.tbuf" } }
Most Octane Engine files in the game were compiled but fonts.zip/sample.oct was not compiled and left compilation information.
Unused Music
Tokyo_Spy
In the files of the Xbox 360 and PS3 versions of the game, there is an FSB file named IMUSIC_STR which has a WAV file named Tokyo_Spy. Despite them both having the same names, they are 2 different tracks, and one of them isn't even related to the Tokyo levels' music.
Xbox 360
Appears to be a higher quality version of Race (1) from the DS version of the game, which is a different mix of Oil Rig (Race).
PS3
Appears to be a higher quality version of Spy (3) from the DS version of the game, which is a different mix of Tokyo (Hunter).
Unused Text
Cmdline.var Comments
AI takes over control of player car right away (from Spencer) AI always takes hint (note that AI will NOT take a drive-to-target hint if he’s driving backwards, or turboing, or in the air, etc) tokyo c, before tunnel with hopovers All Wiimotes must be awake for this to work. Worlds.db is ignored now, default is 3
cmdline.var has some developer comments.
They're probably referring to Spencer Parkin, who is the associate programmer at Avalanche Software.
Data.zip
Filelist.txt
The "permanent" section is the place to put files that should only be loaded once, and they stay memory-resistent permantly after that. this guy needs to be loaded first before geoms are loaded
In assets/data.zip, there's a file named filelist.txt.
Soundocc.txt
Sound occlusion table material= volume factor; pan factor; if the material is missing, it is 100; 100 (no volume reduction, no panreduction)
In assets/data.zip, there's a file named soundocc.txt.
File Path Strings
data_wii/sound/DIALOGRU/dialog_str.lst has a list to a ton of sound effects.
Regional Differences
The German version of the game removes the Gatling Gun sequence and an explosion from the intro. The explosion sound effect still plays however, making it seem more like a normal car crash sound.
Anti-Dolphin Code
During gameplay, Cars 2 attempts to write garbage data to lower MEM1, where important data is stored. However, it writes just enough that the data is never actually written to RAM and instead is only written to the CPU cache, which the game requests to be cleared right after. Because Dolphin does not emulate the CPU cache and instead makes all writes go immediately to RAM, the game proceeds to crash due to important data being overwritten with garbage. Dolphin's development team suspects that this behavior was purposefully implemented to target Dolphin, and implemented a hack to prevent the game from attempting to trash its own memory.
Internal Project Name
The game's internal title is simply Cars.
The Cars series
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Windows | Cars • Mater-National Championship • Fast As Lightning |
Game Boy Advance | Cars • Mater-National Championship |
Nintendo DS | Cars • Mater-National Championship • Cars 2 |
Wii | Mater-National Championship • Cars 2 • Race-O-Rama |
PlayStation 2, Xbox, GameCube | Cars (Prototype) |
PlayStation 3, Xbox 360 | Race-O-Rama |
Arcade | Cars |
Plug & Play | Cars 2 |
iOS, Android | Fast As Lightning • Hotshot Racing |
- Pages missing developer references
- Games developed by Avalanche Software
- Pages missing publisher references
- Games published by Disney Interactive Studios
- Wii games
- Pages missing date references
- Games released in 2011
- Games with hidden development-related text
- Games with unused music
- Games with regional differences
- Games with anti-piracy methods
- Defunct online content
- To do
- Cars series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Defunct online content
Games > Games by content > Games with anti-piracy methods
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Disney Interactive Studios > Games developed by Avalanche Software
Games > Games by platform > Wii games
Games > Games by publisher > Games published by Disney Interactive Studios
Games > Games by release date > Games released in 2011
Games > Games by series > Cars series