Dog's Life
Dog's Life |
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Developer: Frontier Developments
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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. |
Dog's Life is a free-roaming, sandbox game, but with a dog, and you can do anything a dog can do, and yes, that includes urinating and defecating anywhere you like. The ending is also dark and twisted.
Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Debug Functions |
Unused Graphics
115.ovl contains an unused loading text texture.
Unused Sounds
Dog's Life has multiple unused sounds, mainly voice lines.
Jake
Audio | Subtitle | Usage |
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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. |
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
Unused Videos
LOGO.PSS
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.
Cheats Menu
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 number 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.
Unused Text
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.
Dog's Tale Land
Many strings in the game's executable refer to the game as DogsTaleLand which is a possible early name.
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
Regional Differences
To do: Check if some of the things below are actually different, or just emulator issues.
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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.
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 |
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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 |
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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 |
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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 |
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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).
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- To do
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