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Crash Bandicoot: The Wrath of Cortex

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Title Screen

Crash Bandicoot: The Wrath of Cortex

Also known as: Crash Bandicoot 4: Sakuretsu! Majin Power (JP)
Developer: Traveller's Tales
Publishers: Universal Interactive Studios, (US/EU) Konami (JP)
Platforms: PlayStation 2, GameCube, Xbox
Released in JP: December 20, 2001
Released in US: October 29, 2001
Released in EU: November 23, 2001


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Crash Bandicoot: The Wrath of Cortex is the first game in the series released on multiple consoles, and is also the first platforming game not developed by Naughty Dog. Most long time fans say it shows.


Debug Menus

Hmmm...
To do:
Codes for all Xbox versions and Japanese GameCube version. (if they exist)

At least four separate debug menus of varying functionality can be accessed via one of the following Action Replay codes in the GameCube version:

Gamecube -
NTSC-U PAL
Z7PV-QWZN-6K06P
AYDJ-NJPZ-6571A
23H6-N320-UNXCT
HV27-R2PC-JJEDC
T732-EA87-0XW25
J5P9-M0WR-Y3GRN
VR53-KNA2-G5NJU
PNF8-K5RC-TY1HJ
CR7T-U0MH-3ME3A
E9FZ-A3QA-YCERP
BQPU-EDZM-RGRVU
J2KJ-WVPC-X9Z98
GVHE-D9KT-86EZ0
R6AM-8U8W-UVZTW
U9WY-9ZCV-A61PB
BD8X-5AUQ-00WVZ
6MUF-NX6T-Z0UHK
FVGX-2G02-KX899
JMXM-RB1Y-6ZQ5U
E9FZ-A3QA-YCERP

The following codes activate the debug menu for a varying number PS2 versions, respective to the region and game version. Hold the corresponding button whilst paused to activate the menu:

PS2 -
NTSC NTSC Greatest Hits PAL PAL Platinum
Main Menu: (R2)
E0020001 0064684C
D1D56642 0000FDFF
205ADC2C FF090A00

Cutscene Debugger: (L1)
E0020001 0064684C
D1D56642 0000FBFF
205ADC2C FF0D0400

Draw Settings: (L2)
E0020001 0064684C
D1D56642 0000FEFF
205ADC2C FF0A0A00

Memory Information: (R1)
E0020001 0064684C
D1D56642 0000F7FF
205ADC2C FF0B0A00
Main Menu: (R2)
E0020001 0063E764
D1D4F5C2 0000FDFF
205A43DC FF0A0A00

Cutscene Debugger: (L1)
E0020001 0063E764
D1D4F5C2 0000FBFF
205A43DC FF0E0400

Draw Settings: (L2)
E0020001 0063E764
D1D4F5C2 0000FEFF
205A43DC FF0B0A00

Memory Information: (R1)
E0020001 0063E764
D1D4F5C2 0000F7FF
205A43DC FF0C0A00
Main Menu: (R2)
E0020001 0062FB4C
D1D3FDAA 0000FDFF
20591FDC FF090A00

Cutscene Debugger: (L1)
E0020001 0062FB4C
D1D3FDAA 0000FBFF
20591FDC FF0D0400

Draw Settings: (L2)
E0020001 0062FB4C
D1D3FDAA 0000FEFF
20591FDC FF0A0A00

Memory Information: (R1)
E0020001 0062FB4C
D1D3FDAA 0000F7FF
20591FDC FF0B0A00
Main Menu: (R2)
E0020001 0063235C
D1D43302 0000FDFF
2059340C FF0A0A00

Cutscene Debugger: (L1)
E0020001 0063235C
D1D43302 0000FBFF
2059340C FF0E0400

Draw Settings: (L2)
E0020001 0063235C
D1D43302 0000FEFF
2059340C FF0B0A00

Memory Information: (R1)
E0020001 0063235C
D1D43302 0000F7FF
2059340C FF0C0A00
(Source: Hacc/LXShadow Cheat List)

Main Menu

Crash Bandicoot Wrath of Cortex Debug Main.png

This menu contains the options typical of a debug menu in a platformer, and was likely used extensively during testing. Any option labelled in bold can be toggled on or off.

Name Function
RESTART LEVEL Warps you to the beginning of a level.
RESET LEVEL Contrary to its description, this option doesn't reset the level itself, but instead resets your box count to 0.
GOTO LEVEL Brings you to a rather neatly organised screen that allows you to warp to any level in the game. Curiously, Lo-Lo's levels are classed as "Weather" as opposed to the "Wind" moniker used elsewhere in the game, and the Game Over screen is actually classed as its own level alongside the 5 unlockable "Bonus" levels.
INVINCIBILITY Does exactly what you think it would do. When turned on, a small "Invincible" notice flashes at the top of the screen.
GOTO NEXT CHECKPOINT Sends you to the next Checkpoint Crate in a level. It does not however send you to the end of the level if you use it at the final Checkpoint Crate.
GOTO LAST CHECKPOINT Sends you to the previous Checkpoint Crate in a level.
OPEN GAME Instantly maxes out all of the Crystal, Gem and Relic totals, granting you 106% and consequently completing the game. This function is identical to the hidden "WOMBAT" cheat in XBOX and Gamecube ports of the game, which isn't present in the PS2 version.
LIFT PLAYER Predictably, allows you to moon jump by holding the button down.
PLAYER COORDINATE Displays your current X, Y and Z coordinates. This option differentiates itself from most other coordinate tests however, by constantly tracking your character's movement as opposed to remaining static.
EXTRA MOVES When activated, gives you all of the post-boss "Power-Ups", including the Super Belly Flop which can only be found in a gem path.
RESET GAME The polar opposite of the "Open Game" function above, this option resets your progress back to 0%.

Cutscene Debugger

Crash Bandicoot Wrath of Cortex Cutscene Debug.png

Press Z+R in the main menu.

As the name implies, this "menu" tests the "cutscenes" which play in the game. Note that this isn't a comprehensive list, as it omits any "vortex conversations" with the Elemental Masks and Crunch, in addition to the hologram conversations which play upon defeating a boss or starting a new game.

Name Function
LOGOS Displays all of the developer logos. Riveting stuff. Since the Universal and Travellers Tales credits are directly linked to the title screen, it also serves as a warp to the title screen.
INTRO1 Plays the intro cutscene to the game. Curiously, despite being labelled as "INTRO1", it isn't split up, and actually plays the full cutscene with no interruptions.
INTRO2 Appears to do nothing of significance, as it simply warps Crash back to the Hub. However, looking at the internal files reveals it was more than likely used to store the models, animations and scene transitions used for the intro, as opposed to actually containing cutscene data.
OUTRO1 Plays the regular ending to the game.
OUTRO2 Plays the 100% ending to the game, obtained by collecting all of the Gems and Relics.

Draw Settings

Crash Bandicoot Wrath of Cortex Draw Settings.png

Press Z+L in the main menu.

Presumably controls the draw settings in the game.

DRAW DISTANCE: %i/%i
FOG NEAR: %i/%i
FOG FAR: %i/%i
FOG RED: %i/255
FOG GREEN: %i/255
FOG BLUE: %i/255
FOG OPACITY: %i/127
HAZE RED: %i/255
HAZE GREEN: %i/255
HAZE BLUE: %i/255
HAZE WOBBLE: %i/255

Memory Information

Crash Bandicoot Wrath of Cortex Memory Info.png

Press Z+Y in the main menu.

Shows how much memory is being used up by the game at a current moment in time, relative to the presumed limit.

SUPERBUFFER USED:  %.2fMB/%.2fMB
HIGHALLOCADDR: %.2fMB/32.00MB


(Source: Ralf @ gc-forever (codes))

joytest_050702.bin

Joytest 050702 (Crash WOC).png
Hmmm...
To do:
Figure out if it's still possible to get it to connect.

Exclusively in the Gamecube version is an extra GBA rom that appears to have been used for testing.


Unused Graphics

The aptly named "STUFF" folder found in the main directory has an assortment of seemingly random bits and pieces dated far earlier than most of the content on the disc, some of them predating the game's release by a good year and a half.

All Versions

These can be found in all three versions of the game.

Crash WOC ARIEL32 debug font.png

Dated all the way back to June 9th 2000, this simplistic looking font is chronologically one of the earliest resources put into the game. The file name ("ARIEL32") suggests it is merely the word processing font Arial, used as a placeholder by the developers until the typical stylised font was created. However, the font is clearly closer to Franklin Gothic than Arial, as can be seen by the uppercase G and Q, as well as the lowercase g.

Crash WOC Colour Test.png

"COL16", dated June 13th, 2000. Some kind of 16-color test image, featuring a green-to-red gradient and some solid colored rectangles.

Crash WOC Colour Test 2.png

"COL256", also dated June 13th, 2000. The same image as above, but with a 256-color palette.

Crash WOC Environment Texture.png

"ENVTXT", dated October 26th, 2001. A basic bumpy chrome texture.

Crash WOC Smoke Texture.png

A very early smoke texture, dated even earlier than ARIEL32 (May 3rd, 2000). It may have been a remnant from the project animation demo of Crash And Burn, which was pitched to Universal Interactive by Travellers Tales prior to coding the game.

Crash WOC Unknown Texture.png "SPECTXTF", a small white dot with no obvious purpose. The "SPEC" part of the filename may imply that it was used as a specular highlight.

Crash WOC Unknown Texture 2.png "TTUNNEL", a larger white spot, purpose unknown.

Crash WOC Clouds Texture.png "CLOUDSLO", an even larger white spot. May have been an early cloud texture that was replaced with a far more refined graphic.

Xbox and GameCube

The Xbox and GameCube versions have a few graphics not found in the PS2 version.

Cwocxbox myload.png

myload.raw is an unused loading screen. The actual loading screen is just text saying "LOADING" against a black background.

Cwocxbox copyr2.png

copyr1.raw is a splash screen for Travelers Tales. The one used is 3D during the intro sequence.

Cwocxbox testfont.png

testfont.bmp is an unused font. It was used when the game was in early development, and contains older HUD icons for Crash and Coco as seen in trailers.

Xbox

Cwocxbox skycube.png

Skycube.dds and WaterCubemap.dds are an image of the interior of the Microsoft building. It's from the DirectX SDK.

GameCube

The GameCube version similarly contains leftover data from an SDK, more specifically, an entire folder labeled "carddemo". Normally used for an application designed to test saving and loading data from a GameCube Memory Card.

Curiously, the Heiho (the Japanese name of Shy Guy) and Yoshi .tpls appear to use sprites ripped directly from the Yoshi Sample demo included in the GBA SDK.

Unused Models

Elephant

Cwoc elephant.png

Elephant.hgo is a seemingly unfinished model of an elephant, as it has no eyes. Is an unused animal for the level "Jungle Rumble"

Cow

Cwoc cow.png

Cow.hgo is a cow.

Lion

Cwoc lion.png

Lion.hgo is a lion.

Giraffe

Cwoc giraffe.png

Giraffe.hgo is an unused giraffe for the level "Jungle Rumble".

Unused Text

The Test Zone

b\testzone\test
TEST ZONE

References to an area known as the "Test Zone" exist in memory, grouped in with the text for all of the level names, internal or otherwise. It can't be accessed by any means in-game unfortunately, but its existence can be proven by these references.

Development Instructions

An absolute crapload of decompiled text related to game development, graphic pointers and errors exist on the disc. There is far too much to put on one page, but a sample of what it contains can be seen below:

unknown condition code %d
unknown condition '%s' at line %d
Tex Anim Assembler Fatal Error: too many labels
Tex Anim Assembler Fatal Error: too many global labels
scriptname
untiltex
TexAnim Processor Alert: Call Stack Overflow at (%d)
TexAnim Processor Alert: Call Stack Underflow at (%d)
TexAnim Processor Alert: Too Many Nested Repeat Loops at (%d)
TexAnim Processor Alert: REPEND without REPEAT at (%d)
TexAnim Processor Alert: UNTILTEX without REPEAT at (%d)
Alpha multiply underflow
unsupported rendertarget type
unsupported texture format
Quantized - %d colours
Texture width MUST be a power of two, not %d
Texture height MUST be a power of two, not %d
Loaded default mpg
Unknown Viftag (%08d)- stopping decode
VIF code decoded length does not match dmatag length
Duff frame pointer
Misaligned DMATAG
Misaligned DMATAG reference
Unknown tag id
NuGCutRigidSysFixUp: cannot fixup rigid object
EnableFlags
Debug Id

Provisional Level Names

Hmmm...
To do:
These level names are actually used in the PAL French versions.

Viewing the game's text in a hex editor shows a few early level names grouped next to their finalized counterparts in memory.

BANDICOOT ON ICE

Appears directly before "Arctic Antics", the first level in the game. It was likely changed due to bearing too much of a resemblence to the existing level name "Ice Station Bandicoot".

ROK A GO GO

An early name for "Rumble in the Roks", the first boss battle against Crunch with the Earth Elemental. It is unknown why it was changed.

H2O - OH NO!

An incredibly minor change was made to make this name flow more effectively - it therefore changed from "H2O - OH NO!" to "H2 OH NO".

roknrol

The name for the music file in the level "Bamboozled". Could either stand for "ROK N' ROLL" or "ROCK N' ROLL". The first is likely a pun on the character "Rok-Ko"; the boss from the first warp room, which this level is in.

Miscellaneous

Test message

A very generic test message. Hey, if it works...

proximity_crate

A crate type which goes unused in this game. As the only indicator of this crate's existence is textual, it is unknown how it would function in-game.

MIDGET

A placeholder name closely tied to the cheat menu documented above, that seems to replace any selected name upon using the "RESET GAME" function. It is more than likely an internal joke between the developers.

Unused Stages

Unused stages can be found in the game, all of which retain some form of playability.

Hmmm...
To do:
Get better videos and information on how to access these. Also, there are a LOT of either beta or unfinished stages to add.

Fire Island

An all red level with geysers and volcanoes that was called "Fire Island". There are no sounds for any of the fire effects, volcanoes, or geysers.

Airship Level

You needed to destroy the guns in Neo Cortex's airship from Weathering Heights using the Glider. Compared to the other unused levels, this one is the most finished. It is also plausible to think that Weathering Heights was an extra part of this level.
Use the code below and enter Arctic Antics to start the level.

Gamecube NTSC-U
AHTP-UHEJ-JM6YC
URNQ-RA43-BVRWW

E3 Warp Room

A warp room presumably used at the game's E3 2001 presentation is surprisingly still present on the disc, although most of its features have been removed. This old remnant contains numerous differences to the warp room used in the retail product, for starters, it is far more primitive in design and only contains 5 warp pads, and in addition to this, the collision is mostly removed, rendering the hub difficult to navigate. The warp pads themselves also prove interesting, as they feature holograms depicting the respective level overlaid onto the pad itself, a feature which wasn't carried over to the final version. They also don't warp you anywhere, and attempting to walk onto the pads causes you to fall through the floor, as the pads also lack collision.
Use the Action Replay code below to access the warp room.

Gamecube NTSC-U
X2H5-8250-CK98K
GUEF-YT7Q-7RY3F
R8EE-UEQZ-M6WAE

Unfinished Fahrenheit Frenzy

A Unfinished version of Fahrenheit Frenzy is present in the game file. This version contains some few differences:

  • Some objects are either completely missing or don't load correctly.

Test level

Hmmm...
To do:
Get a video of the entire level.

A test level is present in the game files.

Unused Voice Clips

Hmmm...
To do:
Check XBox and GameCube versions. Also, find more unused clips.

There are 2 unused voice clips in the PS2 version of the game:

  • This voice clip from Coco seems to have been the dialog at the start of the cut airship level, as evidenced by Coco mentioning Crash having to destroy guns on Cortex's airship.
  • This voice clip from Aku Aku is a remake of the voice clip from Crash 3.

Regional Differences

  • The Japanese version includes gameplay tips from Aku Aku, which was a customary change that had been in place since the original game.
(Source: Crash Mania)
  • The Japanese version has some few different animations, and the dance at the credits screen resembles more his Japanese dance.

Revisional Differences

The original PS2 version of the game is notorious for its long load times, averaging around 47 seconds. According to the founder of Traveler's Tales, this was actually a leftover of a small minigame earlier in development that would occur where you could move Crash through hyperspace and collect Wumpa Fruit as he warped into the level, and any Wumpa Fruit collected would be added to your totals when the level loaded. However, due to a fraudulent patent Namco had over loading screen minigames at the time it had to be removed, and due to time constraints the long load times from when the minigame still existed couldn't be removed.

The Greatest Hits re-release shrunk them down to a much more tolerable 17 seconds.