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Disney's Stitch: Experiment 626/Development Text
This is a sub-page of Disney's Stitch: Experiment 626.
A large number of files have comments made during development or data that was never used.
Contents
Missing Audio
There are references to nonexistent audio files in a number of files called SFXNOTE.TXT.
In the folder for Jumba:
jbpnch01 jbfoot01 jbfoot02
In the folder for the Irob:
irener01 irener02 irener03 irener04 iragas01 iragas02 irclaw01 irclaw02 irswat01 irswat02
In the folder for the soldiers:
sdighit2
In the folder for the buzzers:
bzdfet05
In a folder called OLEGG:
eggsck01 eggsck02 eggsck03
In a folder called OLEGM1:
oleggm1a
LEVELS Folder
Text in files within individual level folders. Most text is data which has been removed by commenting it out.
Two elements in MUT_621.ADR, the file which determines Experiment 621's behaviour:
//DataLink { Name "FrozenMaterial" Type ShortName Parent "mut_621\" Data "Frozen" } //DataLink { Name "FrozenMaterialNamespace" Type ShortName Parent "mut_621\" Data "bump" }
GANTU.ADR has a comment stating whether Gantu should be classed as "Actor" or "Enemy" (he is classed as "Enemy"):
Actor because Enemy shows target.
OJLILY.AGS, which determines the shading of the lily pads in the jungle levels:
//CombineOp BlendAlpha //ModulateOp ModulateTextureByDiffuse
OJJUMP.ADR, which determines the behaviour of the jump pads in the jungle levels:
// DataLink { Name "TYPE" Type ShortName Parent "OJjump\" Data "Actor" } // DataLink { Name "BChart" Type ShortName Parent "OJjump\" Data "BJmpPlnt" }
In L2B.AGS, the file used for shading in the "Energy Lines" level:
// CoordTransform(Bone_0) not found // Coord2DTransform 0
In J1C.AGS, J2B.AGS, L2A.AGS, the files used for shading in the "Jungle Flight", "Caverns & Chasms" and "Rotten Eggs!" levels respectively:
// CoordTransformDatabase((null)) not found // Coord2DTransform 0
In SPWN700.ASN, which is used for spawning 700s hatchlings:
// BoundingGeometry "700" "700"
In PEJFUEL.ASE, which determines particle behaviour for fire in the "Energy Lines" level:
// MotionBlur 2 0.75 0.0 0.0 0.0 0.0 //This is too expensive // MotionBlur 2 1.0 0.0 0.0 0.0 0.0 // This is too expensive
A comment in the model files PCELLG.AGG and PCELLS.AGG:
Exterioir Portal Component
In CAMERA.ASN:
// BoundingGeometry "GameCam" ""
In ALL.ADR, which determines behaviour across all levels:
//DataLink { Name "SndNode" Type Empty Data WillAcceptParentData }
In GENERIC.SAC, which controls particles across all levels:
// "Shot" "" "Shot" 0 "" "" 0 // "BlakHole" "" "BlakHole" 1 "" "" 0 // "LasrShot" "" "LasrShot" 0 "" "" 0 // "IRball" "IRball" "Shot" 5 "PEirobE" "" 0
In FXARC.AGM, which controls model materials in the "Got Gas?" and "Energy Lines" levels:
// Material "arc_01" // { // AmbientColor 63 63 63 255 // DiffuseColor 255 255 255 255 // SpecularColor 255 255 255 255 // SimpleTextureShader 0 // GouraudShade // ColorModulate // AlphaModulate // Blend Add // } // Material "arc_02" // { // AmbientColor 63 63 63 255 // DiffuseColor 255 255 255 255 // SpecularColor 255 255 255 255 // SimpleTextureShader 1 // GouraudShade // ColorModulate // AlphaModulate // Blend Add // }
OBJECTS Folder
Text in files in the OBJECTS folder.
CINEMA.AGD, a database for in-game cinematics, includes a message immediately after the file's header:
Must put Database Loaders first.. This should fix a bug.
GAME.AEE explaining sound effect triggers:
Enter jetpack ring - sent when you fly through the first of a group jetpack rings Exit jetpack ring - sent when you fly through the last of a group jetpack rings Stitch Died! Stitch finds his first reel. DNA cinema events Stitch Obtained enough DNA to unlock a new level same as DNAGOAL excpet used for triggering cinemas - will not be sent for Boss levels Stitch has just Obtained the last DNA in a level, therefore he now has all of them health was dropped by an actor slowmo was dropped by an actor whenever stitch is in slow motion music events
RESPAWN.AGM, which controls shading for respawning animations, includes a message on an otherwise uncommented line:
- uncomment this line when staged shaders work on the PS2
In the unused model file ARROW.AGG:
// Leaf space = 01 // eOpenFile(vector.agm)1 // vecto0001
Descriptions of the lists in GENERIC.AGD:
emitters that are used throught the whole game New Loaders
In OADNA.AGD, the database for the DNA model:
//ShaderDatabase[1] //{ // "OAdna" //}
STITCH.AGD, the database for Stitch's model, has a header commented out in both the Mesh database and Texture database:
"stitchs"
In FONTS.AGF, the database for game fonts, one font is commented out entirely:
// Font2D "font" // { // TGASource // Kerning 0.0 // ColorValueRectangle // 255 255 255 255 // 255 255 255 255 // 255 255 255 255 // 255 255 255 255 // MatAssignment 0 // CharacterSet[190] // { // 32 33 34 35 36 37 38 39 // 40 41 42 43 44 45 46 47 48 49 // 50 51 52 53 54 55 56 57 58 59 // 60 61 62 63 64 65 66 67 68 69 // 70 71 72 73 74 75 76 77 78 79 // 80 81 82 83 84 85 86 87 88 89 // 90 91 92 93 94 95 96 97 98 99 // 100 101 102 103 104 105 106 107 108 109 // 110 111 112 113 114 115 116 117 118 119 // 120 121 122 123 124 125 126 // 161 162 163 164 165 166 167 168 169 // 170 171 172 173 174 175 176 177 178 179 // 180 181 182 183 184 185 186 187 188 189 // 190 191 192 193 194 195 196 197 198 199 // 200 201 202 203 204 205 206 207 208 209 // 210 211 212 213 214 215 216 217 218 219 // 220 221 222 223 224 225 226 227 228 229 // 230 231 232 233 234 235 236 237 238 239 // 240 241 242 243 244 245 246 247 248 249 // 250 251 252 253 254 255 // } // }
IMAGES.AGI has commented out data for an image:
// Image "Loading" // { // MatAssignment 0 // BmpSource // }
GOGGLES.AGM has commented out texture and material data for the jetpack goggles:
//StagedShaderTexture[1] //{ // "goggles" //} //Material[1] //{ // Material "Mat0" // { // AmbientColor 63 63 63 255 // DiffuseColor 255 255 255 255 // SpecularColor 255 255 255 255 // SimpleTextureShader 0 // GouraudShade // // ColorDecal // AlphaDecal // ColorModulate // Blend BlendAlpha // } //}
GENERIC.AGT lists a texture called "shad", which uses a TGA image but was evidently going to use a BMP:
//BmpSource
EMITTER.AOE has notes explaining the different types of sound emitters:
// emitter for background music // emitter for action music // emitter for all the UI sounds // emitter for the voice calls
TALKHEAD.AOS has a comment ahead of the list of voice calls:
CD
A commented out element in TALKHEAD.AOT, which lists the source of the voice calls:
PrimaryRamResident
GENERIC.ASN, which determines the properties of certain objects, includes descriptions for which of Stitch's hands each gun attaches to:
Upper Right Hand Lower Right Hand Upper Left Hand Lower Left Hand
It also has two other comments:
Used to detect collisions with shots. different types of shots might need smaller / larger spheres yeah, this isn't orthonormalized. sue me.
The entire PSX2.AGD file consists of comments:
// this file should contain graphics that are for the PS2 only. Hopefully at the end of the project // we are using the same graphics everywhere for PC and PS2. //DatabaseLoader[1] //{ // // // until staged shaders are done on PS2 put alternate materials here // "Props\All\OAgogles\OAgogles" //}
The entire PSX2.ASD file is also commented out:
// this file is for objects that are loaded by the layout tool on the PC, but need to be loaded on the PSX2 as well (i.e. for spawining). //NodeDatabase[ 0 ] //{ // "Props\Boss\IRball\IRballPS" //}
PSX2MAP.ANM is a list of buttons with their functions, which includes descriptive comments. It lists the functions for menus (Menu1), gameplay (Game1), an unused gameplay mapping (Game2), debug functions (General1) and an unknown function (Camera1):
Game1:
Joystick button to abstract button mapping - sorted by abstract id R2 button Strafe button X button Jump Shoot button square button Normal Shoot button L1 button Burst button triangle button Special Shoot button R1 button Ball button O button Action button L2 button Camera forward button Start button Pause button Select button Force UI button R3 button Snap to camera button L3 button Wind button Axis to Axis Mapping Left Analog Horizontal Left Analog Vertical D-pad horizontal D-pad vertical Right Analog Horizontal Right Analog Vertical
Game2:
Joystick button to abstract button mapping example L2 button Strafe button X button Jump Shoot button R1 button Normal Shoot button O button Burst button R2 button Special Shoot button square button Ball button triangle button Action button L1 button Camera forward button Start button Pause button Select button Force UI button R3 button Snap to camera button L3 button Wind button Axis to Axis Mapping example Left Analog Horizontal Left Analog Vertical D-pad horizontal D-pad vertical Right Analog Horizontal Right Analog Vertical
Menu1:
Joystick button to abstract button mapping example Start button Start button R2 button LevelSelect button X button Accept button square button Unused button L1 button Unused button triangle button Cancel button L2 button Unused button O button Unused button R1 button Unused button Axis to Axis Mapping example Left Analog Horizontal Left Analog Vertical D-pad horizontal D-pad vertical
General1:
Select button Switch Camera button R3 button Switch scene contents button L3 button Pause Scene Update triangle button Cheat button 1 O button Cheat button 2 X button Cheat button 3 square button Cheat button 4 start button Cheat button 3 to be able to skip movies R2 button Cheat mode button
Camera1:
Joystick button to abstract button mapping example L1 button Amplify Speed button Axis to Axis Mapping example Left Analog Horizontal Left Analog Vertical D-pad vertical Right Analog Horizontal Right Analog Vertical
UI Folder
Text in files in the UI folder.
ASSETS.AUA, multiple files which control fonts and text, include a number of advisory comments:
Used for Basic Text i.e. Leagl Screen Used for Buttons Used for Focused Text in buttons Used for Disabled Text in buttons
One of these files includes a text string titled DEMO, which is accompanied by this comment:
Included to make UI work. Not actually used.
One of the files named LOADER.AUD has a list of commented out screens:
// "Intro\SonyLogo" // "Intro\HVSLogo" // "MainMenu" // "Game\Cinema" // "Game\Credits" // "Game\Level" // "MemCard\UIMEMCHK" // "MemCard\Load\LoadGame" // "MemCard\Load\Verify" // "MemCard\Load\YouSure" // "MemCard\Load\DelGame2" // "MemCard\Load\GmLoadin" // "Options\Options" // "Options\CtrlOpts" // "Secrets\Secrets" // "Secrets\SecXtr2"
Another LOADER.AUD file also has commented out data:
// "..\intro\gamedemo"
Multiple files named STYLES.AUS, which control text and sprites in menus and the HUD, have removed data:
// ImageAsset "Blend" "" // { // All // } // ImageAsset "HPIcon" "" // { // All // } // Justify CenterEW
Removed data in DEATH.AUW, which controls HUD sprites:
// SetDataComponent "PAUSEMNU" "" 4.0
PAUSE.AUW includes references to unused pause menu text, which may be a demo leftover:
// North "PMEXITGM" "Pause" // South "PMEXITGM" "Pause" // "PushBtn" "PMEXITGM" // { // Parent "BGPause" "Pause" // Style "Button" "" // Rectangle 89.5 275.0 269.5 315.0 // //ULT ConstrainNorthToSouth "OPTS" 0.0 // //ULT ConstrainEastToEast "OPTS" 0.0 // //ULT PositionAbsolute // //ULT Color 16711680 // North "OPTS" "Pause" // South "Back" "Pause" // StringAsset "DEMO" "" "EXITGAME" "" // //SetDataComponent "PAUSEMNU" "" 4.0 // SoundAsset "SForwrd" "" "" "" // Goto "QUIT" "Quit" // }
Most of DILOGO.AUW, a file which controls an unused Disney Interactive logo, is commented out:
// Goto "HVSLOGO" "HVSLogo" // TimeOut 5.0 // "PushBtn" "AnyKey" // { // Parent "DILOGO" "DILogo" // Style "BAnyKey" "" // Rectangle 160.0 120.0 480.0 360.0 // //ULT Color 32768 // DefaultFocus // ImageAsset "Blend" "" "DILogo" "" // StringAsset "ANYBTN" "" "" "" // Goto "HVSLOGO" "HVSLogo" // }
TITLE.AUW, which controls text in the title screen has two pieces of removed data:
// DefaultFocus // Goto "MEMCCHK" "UIMEMCHK"
Others
Text in files in the AUDIO folder:
Removed data in UI.AOD, a file which lists audio to be used in menus:
//StreamDatabase[1] //{ // "Levels\UI\UI" //}
Text in files in the GRAPHICS folder:
A large portion of INGAME.ASD is removed:
// "StHead\StHead" // "Instance" // "..\UI\InGame\Fade\Fade"
INGAME.ASN has commented out animation data for the Slowmo meter pickups:
// AnimationChannel[0] // { // AnimationChannel // { // PlayAnimation "OAslow" "OAslow" 0 // } // }
UIIMGS.AGI, which lists the graphics used in menus, includes removed data for an image:
/// Image "whtbar" /// { /// MatAssignment 1 /// TgaSource /// }
LOADING.AST, which controls text in loading screens, includes two commented out pieces of text:
// String "LOADING" "" // CenterVertically
Text present in multiple files:
SECRETS.ADR, SECRETS.AGI, SECRETS.ASI and STRINGS.AUA:
This file is auto-generated from Secrets.xls. Any changes made to this file manually will eventually be lost!
IMAGES.AGI, LANG.AGI and LOADING.AGI:
These Images are loaded Once, and kept In memory... BE VERY VERY CAREFUL!!!
In LOADING.ASN and STITCH.ASN, two files used for loading Stitch's model in-game, include a message next to a "ModifierReceiver" section:
needed for lighting
North American Version
These comments are only present in the North American version.
CONTROL.AIS, LEVELS.AIS, LOADING.AIS, MEMCARD.AIS, SECRETS.AIS and UI.AIS:
Localization Export: ENGLISH on 05-01-2002 15:51:31
CINEMA.AIS:
Localization Export: ENGLISH on 05-01-2002 15:51:25
European Version
These comments are only present in the European version.
CONTROL.AIS, LEVELS.AIS, MEMCARD.AIS, SECRETS.AIS and UI.AIS:
Localization Export: UK on 06-28-2002 15:47:16
LOADING.AIS:
Localization Export: UK on 06-28-2002 15:47:17
CINEMA.AIS:
Localization Export: UK on 06-28-2002 15:47:22