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Dog's Life

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Title Screen

Dog's Life

Developer: Frontier Developments
Publishers: SCEE (EU), SCE Australia (AU), Hip Interactive (US), Success (JP)
Platform: PlayStation 2
Released in JP: May 26, 2005
Released in US: August 24, 2004
Released in EU: October 31, 2003
Released in AU: October 31, 2003


DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!

Dog's Life is a free-roaming, sandbox game, but with a dog. The ending is also dark and twisted.

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
DebugIcon.png
Debug Functions

Unused Video Files

LOGO.PSS

DogsLife LOGO PSS Screenshot.png

This video is of an alternative Frontier Developments company logo animation, but the one that the game uses on start-up is FDLOGO.PSS, so this one goes unused. Interestingly, it is also on the American disc, but it hasn't been converted to the NTSC standard, like the rest of the video files on there. It is not present on the Japanese disc.

Unused Music

title.mib

The full song "Doggy Dog" from Cowboy Bebop can be found in the game's files as "title.mib", and is most likely a placeholder.

Banjo Music

Files with the names "mus_ban3.mib", "mus_ban4.mib", and "mus_ban5.mib" contain unused banjo music that was likely going to be used for the Banjoman in the game, before being replaced by a guitarist. This is ever apparent by the fact that "mus_ban2.mib" is used and contains the guitar music that the guitarist plays.

mus_ban3.mib

mus_ban4.mib

mus_ban5.mib

Cheats Menu

DogsLife CheatsMenu.png

In the game, press bark (Square), bark (Square), bark (Square), growl (hold Square), growl (hold Square), growl (hold Square), fart (Left, Right, Down), then go to the settings menu and select the Cheats option. From here you can adjust the "dog status" (the amount of bones you have), go to any of the levels in the game, see the current co-ordinates of the player and switch to the other dog in the current level.

(Source: beastiecube on GameFAQs)

Developer Messages

DOGS.ALE contains the infamous line from the European Mega Drive version of Zero Wing. This file is saved to the memory card.

ALLYOURBASEAREBELONGTOUS

Present at 0x2196DD in 7.ovl is a developer message.

10 PRINT Arganoid rules!!!!!!!!!!
20 GOTO 10
Greetings to Chris, Dawn, Jordan, Ben,
Jamie, Milli, Joana, KT, Emma, Tigger,
Jenny, Voldemort, Geoffrey from Rainbow,
and Skeletor.
Plus the rest of the human race, and
indeed the rest of the animal kingdom.
(Source: Ferrox)

Dog's Tale Land

Many strings in the game's executable refer to the game as DogsTaleLand which is a possible early name.

(Source: Ferrox)

Development Text

Present at 0x2724B0 in SLUS_210.18 is text describing some debugging features. Interestingly, this text mentions five save slots even though the game only has three save slots.

Actors
Actors - List actors
ActorName
ActorName <ObjectID> - Print name of the specified object
Alias
Alias <name> <"cmd string"> - Create an alias
Ambient
Ambient <0.0-1.0> <0.0-1.0> <0.0-1.0> - set ambient light
AngVel
AngVel <actor> - Display angular velocity of actor
Bones
Bones [ON|OFF] - Toggle render of characters' skeletons
Break
Break - Link to VS debugger
Camera
Camera [fly|normal|cinema] - Set camera mode
Camfol
Camfol <actor> - Tell camera to follow actor
Cells
Cells [actor name] - Toggle display of nav cells
Cloth
SetCloth - change cloth resolution
ColourLoD
ColourLoD [<level>] - Set/view the colour level of detail
DepthOfField
DepthOfField [ON|OFF|HALF|QUARTER] - default toggles on/off
Debug
Debug <flag> [ON|OFF] - Toggles NavClient debug state
DebugMessage
DebugMessage <actor> <param> - Send the message 'DebugMessage' to the specified actor
DM
DM - Abbreviation of DebugMessage
Diffuse
Diffuse <0.0-1.0> <0.0-1.0> <0.0-1.0> - set diffuse light
DirMemCard
DirMemCard - Lists the contents of a memcard (PS2)
Dist
Dist <actor> <actor> - Displays the distance between the two actors
FormatMemCard
FormatMemCard - PS2 only
Freeze
Freeze [<actor>] - Halts advance of actor, or everything
Fog
Fog [ON|OFF] - default toggles
FogDensity
FogDensity <O|I|B> <0.0-1.0> - O is default
FogOnset
FogOnset <0.0-1.0> - saturate fog more at the back
FogSharpness
FogSharpness <1.0+> - push near fog away
FogColour
FogColour <0.0-1.0> <0.0-1.0> <0.0-1.0> <0.0-1.0 (default 1)>
Goto
Goto <actor> - Move the player to the actor's position
H
H - List available commands
Help
Help - List available commands
Holding
Holding [<actor>] - Shows what an actor is currently holding
Ik
Ik <ON|OFF> - Turns IK on or off
IsAdvance
IsAdvance - Is specified actor advance flag on?
IsMediaReady
IsMediaReady - Check the status of the PS2 memcard
IsRender
IsRender - Is specified actor render flag on?
IsShadowed
IsShadowed - Is specified actor shadowed flag on?
Isolate
Isolate <actor> - Isolate the specified actor
Kill
Kill <actor>.<threadID> - Kill a thread
Lines
Lines - Set the number of console display lines
Load
Load <name> - Load the game state from a file
Mien
Mien TARGET|BIPOLAR|TIME|DIST - set player happy/sad mode
Map
Map <map>[,entry point>] - Change level. If ommitted, entry point is Sun
Maroon
Maroon <actor> - Disables render and advance for every actor but this one
MoveForward
MoveForward <actor> <amount> - Move actor forwards a certain number of mm
Orient
Orient <actor> - Show the orientation of an actor
Parse
Parse <script name> - Update a script
Patch
Patch <resource type> <name> [name|path] - Dynamically patch a resource!
Pos
Pos <actor> - Show the position of an actor
ProfileScript
ProfileScript <actor> - Display script thread execution timings
Quit
Quit - Exits the game
RelocateTo
RelocateTo <actor> <actor> - Move 1st actor to 2nd actor
RelocateToPos
RelocateTo <actor> <x> <y> <z> - Move actor to coordinates
RelocateToPosFacing
RelocateToPosFacing <actor> <x> <y> <z> <x2> <y2> <z2>
RelCam
RelCam <actor> - Move actor to camera
Remove
Remove <actor> - Stops render and advance for this actor
RenderOrient
RenderOrient [ON|OFF] - Toggle render of objects orientation
RenderRadius
RenderRadius [ON|OFF] - Toggle render of objects hit check radius
RenderActorName
RenderActorName - Toggle render of object names
RenderCarryHandles
RenderCarryHandles - Toggle render of all available holding points
RenderHitSpheres
RenderHitSpheres <flag> [ON|OFF] - Toggles rendering hit spheres
RenderHoldingPoints
RenderHoldingPoints - Toggle render of all available holding points
Resume
Resume <actor>.<threadID> - Resume a suspended thread
Save
Save <name> - Save the game state to a file
SetAllAutoCamPos
SetAllAutoCamPos <actor,actor,1|0> - Set auto cam positions wrt to actors and side
SetCardSlot
SetCardSlot <1|2> - Set which PS2 memcard slot to use
SetGameSlot
SetGameSlot [1-5] - Set which game slot to use on the PS2 memcard
SetGameTime
SetGameTime <float>
SetOptimalCutPos
SetOptimalCutPos <actor1> <actor2> - Moves actor1 infront of actor2
SetScreenFader
SetScreenFader <ON|OFF>
Slowmo
SlowMo [<factor>] - Toggle slow motion, or set it
Speed
Speed <actor> - Display speed of actor
Suspend
Suspend <actor>.<threadID> - Suspend a thread
TestDoggyDoAnims
TestDoggyDoAnims - Tests DD anims for Controllabledog, best done when controlling it
TextureLoD
TextureLoD [<level>] - Set/view the texture level of detail
Threads
Threads <actor> - List threads for an actor
Time
Time - Display current game time
ToggleDebugConsoleText
ToggleDebugConsoleText - Toggles displaying of script Debug Console output
UnformatMemCard
UnformatMemCard - PS2 only
Unfreeze
Unfreeze [<actor>] - Restores advance of actor, or everything
Unisolate
Unisolate - Unisolates all actors or space separated list
Unremove
Unremove <actor> - Enables render and advance for this actor
Unmaroon
Unmaroon - Re-enables render and advance for all actors
UnlockBegMoves
UnlockBegMoves - Unlocks the five begging moves
UnlockClues
UnlockClues - Unlocks all clues
Vars
Vars <actor> - List variables for an actor
Verbose
Verbose [ON|OFF] - Toggle verbose listing of variables
Set
Set <actor>.<var> <value> - set variable to value
StopwatchSet
StopwatchSet <value> - set stopwatch timer to value (secs)
SetDogStatus
SetDogStatus <actor> <value> - sets number of bones for dog
(Source: Ferrox)

Regional Differences

Hmmm...
To do:
Check if some of the things below are actually different, or just emulator issues.
  • Someone who knows Japanese should also check to see if the text has any major differences or if any translations written below are incorrect/incomplete.
  • The Japanese version's video files for the Frontier Developments logo (FDLOGO.PSS) and the introduction (INTROJP.PSS) are stored in the PAL format (720x576 at 25FPS) even though the game runs in NTSC.
  • Similar to above, in the American version, the video file for the Frontier Developments logo (FDLOGO.PSS) is stored in the PAL format (720x576 at 25FPS), but in this case the introduction (INTROEN.PSS) was converted.
  • The Japanese version doesn't let you skip the boot up logos like the international versions do.
  • DogsLife JapanPedigreeLogo.png

    In the Japanese version on boot up, in with the other logos is a video for the Japanese Pedigree logo (stored in JPNLOGO2.PSS) that doesn't appear in the other versions, even though they all have Pedigree product placement in them.

    DogsLife JapanWarningScreen.png

    In the Japanese version on boot up, after the logos, this screen appears that isn't in the other versions, telling the player that the story is fictitious (in case you thought any of the crazy stuff in this game was actually based off real events.) It roughly translates to "This game is fiction. All the names of characters appearing in it are merely unreal."

    Japan International
    DogsLife JapanTitleScreen.png
    TitleCloth JP-DogsLife.png
    DogsLife TitleScreen.png
    TitleCloth International-DogsLife.png

    The Japanese title screen has (obviously) been updated to use its name, but a paw-print was also added to the cloth behind it. The font used for the other text also has been changed.

    Japan International
    DogsLife JapanSOV.png DogsLife SOV.png

    The Japanese version replaces the icons for the scents with a picture of Jake's face. The shadowing underneath the lower numbers also seems to be heavier.

    Japan Europe USA
    DogsLife JapanPauseScreen.png DogsLife PauseScreen.png PauseMenu US-DogsLife.png
    DogFoodCan JP-DogsLife.png DogFoodCan PAL-DogsLife.png DogFoodCan US-DogsLife.png

    The changed icons from above are also present in the pause screen. The Pedigree can in this (and also the loading screens that use this "book" view) is also a slightly different design.

    Japan International
    HintPaw JP-DogsLife.png
    HintPaw International-DogsLife.png

    The Japanese version uses a slightly different texture for the Hint Paw, with the texture lacking the gloss and shine of the international one.

    Japanese Ending

    The Japanese ending cutscene of the game has a few differences than the international one; mainly the one where it cuts short, removing the part where she is fed back into the machine and said machine announces she is cat food, followed by the cans falling off the conveyor belt. There also seems to be a gun-cocking sound added to the Japanese version just before Jake "kills" her. The exact changes can be seen in the video comparison to the right (which has some minor texture errors due to emulation; everything else should be the same as usual). The changes here, along with the other ones done in the final room, seem to be their way of making the game more "kid friendly" (although this was their audience in the first place).

    Unused Textures

    115.ovl contains an unused loading text texture.

    LoadingUnused-DogsLife.png

    Unused Sounds

    Dog's Life has multiple unused sounds, mainly voice lines.

    Jake

    Audio Subtitle Usage
    Woah--oh! Oof... Jake making a noise of pain, likely falling out of a truck.
    Hey, you wanna know a secret? Dogs actually see the world in... Smells.... Yeah, you try it! Try sniffing that green smell over by the chickens.
    Go on, sniff that stinky green smell floating around the chickens!
    Aww, come on, you don't know what you're missing! Go for the green!
    Okay, let's try one of those excellent red smells this time.
    You can do it! That red smell by the tractor looks extremely tasty. Lets have some fun!
    Hey there, there's a whole new world, in dog view.
    Oh yes, I owe it all to a good strong bladder.