Ed, Edd n Eddy: The Mis-Edventures (PlayStation 2, GameCube, Xbox, Windows)
|Ed, Edd n Eddy: The Mis-Edventures|
Artificial Mind and Movement
This game has hidden development-related text.
This game has a prototype article
Ed, Edd n Eddy: The Mis-Edventures was the Eds' jump into 3D. The results are awkward, to say the least.
- 1 Sub-Page
- 2 Build Information
- 3 Unused Graphics
- 4 Unused Features
- 5 Unused Videos
- 6 Unused Music
- 7 DUMMY.DAT
- 8 Engine Parameters
- 9 Version Differences
The executables have a version number.
There is a texture present in GLOBAL.PS2 of a clapperboard with "Temporary" written in the middle. Considering how it is named cutplaceholderpic in the archive, it was probably used as a placeholder for cutscenes.
The executable has a debug font texture named __ft_debugfont that normally gets used for the debug menu seen in the prototype build.
Bootup Loading Screen
The boot up loading normally simply shows a static jawbreaker icon. But in reality, just like every other in-game loading screen, LS_INTRO also has two textures being overlaid on top of each other that acts as a loading progress bar. However, unlike the other loading screens that have separate palettes for loading_screen and loading_bar textures, here both textures are identical, and both use the same loading_screen palette.
The PlayStation 2 version has several unused videos in the MOVIES folder not found in the other versions.
A 3D version of the show's intro. It was probably left unused for the better, considering the faces they make at the end.
An unused menu. It is dated 3/19/2005, one of the earliest on the disk.
An alternate Cartoon Network Interactive logo.
An unused opening logo for Warner Bros. Interactive Entertainment.
An unused opening logo for Artificial Mind and Movement.
MUTEMP.INT is the song Go Daddy O by Big Bad Voodoo Daddy. It was most likely a placeholder.
AMHUB01.INT is an unused ambient track meant for the De-Cul-De-Sack.
Like many PlayStation 2 games, there is a dummy file present on the disc. However, the first 1024MiB of an October 2002 master disc image of The Suffering was used, instead of just empty space or garbage/filler data. The only surviving fragments of the build are the file listing and ironically enough the game's dummy file.
Engine.ini is a leftover engine settings list. It doesn't seem to be checked at run-time; rather, its contents were compiled into the executable. It's used in the Windows port though.
MaxFPS = 30 AvailableLanguages = EN-FR DisableSoundEngine = false StartingGameName = EEE StartingLuName = LVLOADER ProgressBarTopLeftX = 0 ProgressBarTopLeftY = 0 ProgressBarWidth = 512 ProgressBarHeight = 512 ProgressBarDirection = 1 AntiAliasMode = 0 Deepzbuffer = 1 MatrixPoolSize = 800 GameObjectInstancePoolSize = 700 ParticleEmitterPoolSize = 500 AudioRamSize = 2000000 LoadMemorySize = 20703232 ProductCode = BASLUS-21260 ChimeraOneSidedPolys = true
The Xbox and Windows versions have a unique loading graphic underneath the loading screen that the GameCube and PlayStation 2 versions lack.
|GameCube, PlayStation 2||Xbox, Windows|
|The Ed, Edd n Eddy series|
|Game Boy Advance||Jawbreakers! • The Mis-Edventures|
|Nintendo DS||Scam of the Century|
|PlayStation 2, GameCube, Xbox||The Mis-Edventures (Prototype)|
|Windows||The Mis-Edventures • Bowl-Ed Over|
|Adobe Flash||Candy Machine Deluxe|
|Adobe Shockwave||Clash of the Idiots|