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Enter the Matrix (PlayStation 2)

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Title Screen

Enter the Matrix

Developer: Shiny Entertainment
Publishers: Atari, SA (US/EU), Bandai (JP)
Platform: PlayStation 2
Released in JP: June 19, 2003
Released in US: May 14, 2003
Released in EU: May 15, 2003


DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.


Hmmm...
To do:
document the deleted scenes. source

Enter the Matrix is the first video game based on the Matrix series, featuring over an hour of original footage. The PS2 version in particular is well-known for being a complete buggy mess.

Development-Related Text

Commented Error Messages

A whole lot of commented error messages. Tony Bennet (Programmer), Craig Duman (Supervising Sound Team), Michael "Saxs" Persson (Lead Programmer), Soren Hannibal (Programmer), Brian Lee (Programmer), Charlie Bloomer (Particle and Special Effects Supervisor) and Geoff Erickson (Level Programmer) are mentioned.

SPU WAD STREAM FAILED! BIG FUCK! TELL TONY!
SPU WAD STREAM FAILED! TELL TONY!
SPU RAM FULL, NO ROOM FOR REVERB by (0x%x) bytes
SPU WAD IS TOO BIG FOR RAM! TELL CRAIG!
PS2 Sound Engine is making sure drive rotation is stable...
it is now!
TOO MANY STREAMS GOING ON, TELL TONY!!
WARNING: STREAMING DATA IS DANGEROUS
Warning: Data stream failed, proceed to block load
CINE AUDIO STREAM FAILURE NOT ALLOWED BY THIS POINT! TELL TONY!
AUDIO STREAM FAILURE NOT ALLOWED BY THIS POINT! TELL TONY!
IMS CHOKED, has to shutdown and restart
Giving up. Tex alloc scheme didn't work
Too many texture chunks
BG strip too long. Tell saxs
MASTEROBECT LIGHTING DETECTED: REMOVE!!!:  %s
BG MaxNrVertices limit blown. Tell Saxs immidiately
load failed: background-object "%s" has too many polygons. Around 1000 vertices pr object is the max
BG MaxNrVertices limit blown. Tell Saxs immidiately2
Blit Buffer has overflown - wtf? - Tell Soren
SETDIALOGPTR: scripter fucked up and tried to trash memory
Too much data allocated on the scratchpad
either soren screwed up or you didn't get latest of the code
DMA data chain too big. Tell Saxs
Particle Texture fucked
curFrame is fucked, crap data in the UMF file!!
Invalid particle combination! Tell Saxs
SETDIALOGPTR: scripter fucked up and tried to trash memory
WEAPON NOT FOUND! STATS DEFAULT TO NIOBE PISTOL!!
Too many items in draw list. Tell Saxs
Invalid trigger callback routine used. Report to Saxs immidiately
Hello, couldn't start action %d
If you are a scripter please tell soren that you have the breaklevel assert. And let him debug 
it on your machine. Don't just assume that he already knows about it. Thank you
Compiler stored an illegal opcode - WTF is all this, then?
Illegal command - WTF are you doing?
Level %s was exported with an old version of Edward
File %s is corrupted - please reexport
File %s has an unknown file format version. Get your scripter to get latest and recompile. 
It thought it was version %d, whereas this elf-file only handles file format %d
You need to select a StartSet in Edward.
Trigger %s is connected to too many other triggers. Please fix this
Using obsolete collision format. Tell Saxs
NONUNIFORM OBJECT CAN NOT HAVE KEYFRAME COLLISION: %s
isPlayinginSection: preset writebackPtr fucked!
isPlayinginSection: sequence writebackPtr fucked!
isPlayinginSection: background audio got confused, show Tony !
SX2BGAudio: preset writebackPtr fucked!
SX2BGAudio: sequence writebackPtr fucked!
Empty sectionptr for car. Crash!
Hey pasteeater, you're trying to draw an incomplete text element.
FATAL -- No more room for dynamic font textures.
FATAL --- Not enough room on dynamic texture for all chars.
WARNING: NON SCRIPTED LEVELS ALL USE TEST_WAD\TESTROOM.WAD
TEST_WAD\TESTROOM
ERROR: SCRIPTER DID NOT ASSIGN WADS TO THIS LEVEL
Whore ass. Too many portals. Recursive loop most likely
Async textdata_load not allowed anymore - Says Soren. This text-system is outdated anyway
kTextDataLoadStateInit: no empty text groups left
Could not find text-file "%s". Tell Blee.
no empty text mTextData groups left
TextData_GetText failed: Tried to use unloaded or freed texts
TextData_GetText failed: Illegal text index
SETDIALOGPTR: scripter fucked up and tried to trash memory
I got into some shady ass BLee save game code. Oh no. Level: %d, Loadpoint: %d, Split: %d
WHO'S CALLING MY CODE SHADY!  I PITY THE FOOL WHO'S CALLIN' B'S CODE SHADY!
PITY I SAY!
All files unlocked. Remember to remove this feature from the final version!
This particle effect demands a matrix and you did not pass it one
setStop: particle writebackPtr fucked!
update: particle writebackPtr fucked!
ERROR: Effect (%d) not in WAD, tell Charlie (max ID in this WAD is %d)
damn you for spawning this many particles at once
particleEngineRemoveEffects: writebackPtr fucked!
SETDIALOGPTR: scripter fucked up and tried to trash memory
can never get here
soundEngineRemoveEffects: preset writebackPtr fucked!
soundEngineRemoveEffects: preset writebackPtr fucked!!
soundEngineRemoveEffects: sequence writebackPtr fucked!
soundEngineRemoveEffects: sequence writebackPtr fucked!!
WARNING: PRESET HAS SHIT GROUP ASSIGNED (%s)
COMMENT: PRESET HAS SHIT GROUP ASSIGNED (%s)
ERROR: PRESET HAS SHIT GROUP ASSIGNED (%s)
soren made a booboo
Something had more than one loadblock-call for a compressed file inside the wad-file. 
Not good. Definitely not efficient. And not allowed. So Fix It.
SorenWad
It should never get in here - I think this line of code is a leftover
Path callbacks were not added in correct order
PathNode callbacks were not added in correct order
Trigger callbacks were not added in correct order
You guys shouldn't be using the StopCutscene function anymore
Hey Charlie, PLAYACTORPARTICLE could not find particle %d for actor %s
MAKE_BLINK OUT OF BOUNDS - TALK TO GEOFF

Build Dates

A build date for the game,

Apr  3 2003
19:34:17

and some of the tools used in the development.

inflate 1.1.4 Copyright 1995-2002 Mark Adler 
INIT: Sound Engine V%1.1f for PAL
INIT: Sound Engine V%1.1f for NTSC

Level Art Progress

Some sort of progress report on level artwork.

Tut. Dojo: Level Art: 40%% Complete
Tut. Rooftops: Level Art: 35%% Complete
Post Office: Level Art: 37%% Complete
City: Level Art: 42%% Complete
Rooftops: Level Art: 50%% Complete
C5 Transport: Level Art: 25%% Complete
Airport: Level Art: 47%% Complete
Aqueduct: Level Art: 42%% Complete
Industrial Hallway: Level Art: 25%% Complete
Sewer: Level Art: 38%% Complete
Chateau: Level Art: 29%% Complete
Lower Whacker: Level Art: 42%% Complete
Zen Garden: Level Art: 58%% Complete
Freeway: Level Art: 42%% Complete
Power Plant Interior: Level Art: 28%% Complete
Power Plant Exterior: Level Art: 28%% Complete
Tea House: Level Art: 51%% Complete
Chinatown Rooftops: Level Art: 27%% Complete
Chinatown: Level Art: 40%% Complete
Skyscraper: Level Art: 46%% Complete

Misc.

Text relating to taking screenshots.

FPS: %f, GAME EE time=%d%%
screenshots\shot%.4d.tga
ScrnShot
Not enough memory to save a screenshot...
No screenshot saved
Grabbing Screenshot...%d
ScrnShotHuge
ScrnShotCine
Saving Huge Screenshot...
Done Saving!
cinecaptures\CINE_%04d_%s.tga
Saving Cineractive Screenshot...%s
Saving Screenshot...

A warning for devs:

=================================================
WARNING - If you are loading this cutscene from the game, it may be incorrect.
WARNING - Make sure you set the cutscene script to NONE before running the game.
=================================================

Some AI(?) descriptions:

Basic traversal.
- 1 actor will follow you around
- Ladder climb
- Fence climb
- Balance walk
- Ledge walk
Frontal attack
- 1 actor will attack. He is not allowed to hide.
Attack from around the corner
- Corner Hiding attack
- He will run for weapon if you strip the one in his hand
Guard Path
- 2 guys from the balconys will fire
- Railing death
- Collapsing balcony
- Sniper rifle training and precision shooting
Ambush
- 2 guys will jump through windows in an ambush attempt
Free 4 all
- Constant stream of swat guy will attack in the BigBox room
Rebel AI
- Constant stream of swat and rebel will attack each other

A bit of leftover text from an earlier build:

Cannot draw debug line: No Debug Line Drawing Function Set.
Empty interaction will be used for debug version, but release version will produce undefined behaviour.
Kea debugRequest is not supported this release