If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Finding Nemo (GameCube, PlayStation 2, Xbox)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Finding Nemo

Developer: Traveller's Tales
Publishers: THQ (US/EU/KR), Yuke's (JP)
Platforms: GameCube, PlayStation 2, Xbox
Released in JP: December 6, 2003 (GC/PS2)
Released in US: May 12, 2003
Released in EU: September 26, 2003
Released in KR: December 12, 2003


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Hmmm...
To do:

Finding Nemo is a game based on the movie of the same name. The game is exclusively set underwater, but that wasn't always the case.

Unused Characters

Hmmm...
To do:
Try showing the characters in action.

Nigel the Pelican

The game has three playable characters: Nemo, Marlin and Dory. While there are few differences among them, their gameplay styles are nearly identical; they swim around in a 2D or 3D plane. However, the files show that there were going to be more playable characters with completely different gameplay styles who never made it into the final game. The config.txt file shows all of the characters that were planned to be playable. Judging from what can be found in the files, it seems as though Nigel was going to have two gameplay styles: one where he would have been running and jumping and another where he would have been flying. His model is present within the files however at least in the GameCube version, the textures are incomplete showing that he was cut before he was finished and he has a txt file much like the other playable characters:

radius=0.5
miny=0.0
maxy=0.5
scale=5.5

air_gravity=0

platform_gravity=-9
jump_speed=30

acceleration=3
friction=12
min_speed=10
max_speed=30
walk_speed=10
run_speed=10
takehit_speed=6.0
terminal_velocity=45
stop_speed=0.1

anim_start="land"
fpsec=24.0
cycle=off
blend_in=0.2
blend_out=0.2
anim_end

anim_start="tkhitair"
cycle=off
fpsec=24.0
blend_in=0.2
blend_out=1.0
anim_end

anim_start="takeoff"
cycle=off
fpsec=24.0
blend_in=0.0
anim_end

anim_start="jump"
cycle=off
fpsec=30.0
blend_in=0.0
anim_end

anim_start="JLand"
cycle=off
fpsec=30.0
blend_in=0.0
anim_end

anim_start="walk"
fpsec=45.0
	effect_start
		frame=8
		sfx="thunk"
	effect_end
	effect_start
		frame=22
		sfx="thunk"
	effect_end
anim_end

anim_start="fly"
	effect_start
		frame=7
		sfx="flap"
	effect_end
anim_end 

This is unfinished as Nigel has many more animations that are not listed (dive, glide, grab, idle, jglide) which shows that he was probably cut before they finished making him. Underneath his walk and fly animations are sound effects "thunk" and flap". These were never used in the final game as no other character or enemy walks or flies (as the final is entirely set underwater). Nigel is completely absent in the final game and is never mentioned. It is unknown why he is not present although it could have been due to not being able to get his original actor, time or budget constraints or they may have preferred to focus their full attention on the water aspect of the game rather than have an underwater aspect in the game as well. There is also no model for Nigel in the Xbox version.

Unused Death Animations

Nigel has two death animations mentioned in the files: ni_drop.cut and ni_hitob.cut. Unlike other death animations, there's no txt file to accompany these deaths. ni_drop.cut would have probably been used if Nigel went too far offscreen and ni_hitob.cut would have been used if Nigel hit something.

Crush

Crush was intended to be a playable character although he has less animations and a shorter txt file so he didn't get as far into development as Nigel. Unlike Nigel, he was going to be played underwater and he did make his way into the final game in East Australian Current (although unplayable).

 
radius=5
miny=-1
maxy=2.3
scale=0.825
mass=10

acceleration=10.0
friction=1.0
min_speed=4
max_speed=10
move_delay=0.1
air_gravity=-12.0


anim_start="swim"
fpsec=24.0
anim_end

anim_start="hide"
fpsec=30.0
blend_in=0.33
blend_out=0.33
anim_end

anim_start="qkhide"
fpsec=30.0
blend_in=0.0
blend_out=0.0
cycle=off
anim_end

This txt file also has missing animations (idle and surf).

Bubble

Bubble (not to be confused with "Bubbles") was also intended to be playable as can be seen in the config.txt file although unlike Nigel and Crush, it has no animations. Its txt file is also lacking meaning that it was cut very early on. Bubble is simply a white sphere that looks nothing like any of the Bubbles in the final game or the character "Bubbles". This means that Bubble was likely a test object which may have later become the bubbles used in the final, used to test gameplay very early on in development.

 
scale=1.75
radius=0.37
air_gravity=-12.0
mass=1.25
stop_speed=0.0125
acceleration=0.8
friction=1
min_speed=2
max_speed=10
takehit_speed=5.0
Bubble model

Unused Stages

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: I heard the PS2 had some graphics and layouts for some levels, try to access them.

There are multiple levels left in the game's files although the state of them depends on the version. The PlayStation 2 release contain multiple files for each level so they should be fully playable however, nobody has successfully accessed them yet. The Xbox port just has empty files, while the GameCube version only contains the txt files so the levels themselves are unavailable.

All Versions

boat

This was likely some level involving a boat where you play as Nigel (suggested by the line "air_based") however, the txt file is very short and tells us nothing about the level. The PS2 version is the only version that contains collision detection for all of these levels. The Xbox version lacks the txt files for all of these levels.

 
air_based
settings_start=1
	farclip=285
	nearclip=0.326
	fognear=32
	fogfar=285
	fogr=0
	fogg=71
	fogb=107
	foga=127
	hazer=0
	hazeg=124
	hazeb=100
	hazea=0
	backr=40
	backg=110
	backb=90
settings_end



playtype=offset
camvec_x=-15
camvec_y=20
camvec_z=15
air_based
start_x=5.45
start_y=16.41
start_z=65.32                 

pier

Very similar to boat except you would have been playing in a pier area. Once again, this probably would have been a Nigel level.

 
playtype=offset

settings_x=0
settings_y=0
settings_z=0
farclip=300
fognear=5
fogfar=50
fogr=128
fogg=128
fogb=128
foga=30
hazer=0
hazeg=124
hazeb=100
hazea=0
backr=40
backg=110
backb=90
camvec_x=6.7
camvec_y=10.
camvec_z=-6.7
air_based

settings2_x=0
settings2_y=0
settings2_z=0
fogr2=0
fogg2=244
fogb2=200
foga2=122
fognear2=1
fogfar2=17 

seagull

This would have been a Nigel level once again however, the txt file is more complete than the other two levels showing that the level made it further into development. This was probably based on the scene in the movie where the seagulls were chasing Nigel.

settings_start=1
	farclip=2700
	nearclip=0.38
	fognear=160
	fogfar=2300
	fogr=110
	fogg=103
	fogb=94
	foga=65
	hazer=40
	hazeg=40
	hazeb=40
	hazea=19
	backr_top=0
	backg_top=23
	backb_top=127
	backr_bottom=0
	backg_bottom=23
	backb_bottom=127
	settings_x=-108.0
	settings_y=0.0
	settings_z=-310.0
settings_end

settings_start=2
	farclip=3000
	nearclip=0.42
	fognear=300
	fogfar=2800
	fogr=90
	fogg=118
	fogb=114
	foga=75
	hazer=40
	hazeg=40
	hazeb=40
	hazea=19
	backr_top=0
	backg_top=23
	backb_top=127
	backr_bottom=0
	backg_bottom=23
	backb_bottom=127
	settings_x=-150.0
	settings_y=20.0
	settings_z=-830.0
settings_end

settings_start=3
	farclip=2800
	nearclip=0.42
	fognear=300
	fogfar=2750
	fogr=90
	fogg=118
	fogb=110
	foga=74
	hazer=40
	hazeg=40
	hazeb=40
	hazea=19
	backr_top=115
	backg_top=122
	backb_top=200
	backr_bottom=0
	backg_bottom=23
	backb_bottom=127
	settings_x=150.0
	settings_y=20.0
	settings_z=-220.0
settings_end

settings_start=4
	farclip=2900
	nearclip=0.38
	fognear=600
	fogfar=1500
	fogr=100
	fogg=99
	fogb=97
	foga=60
	hazer=40
	hazeg=40
	hazeb=40
	hazea=19
	backr_top=115
	backg_top=122
	backb_top=200
	backr_bottom=0
	backg_bottom=23
	backb_bottom=127
	settings_x=-410.0
	settings_y=10.0
	settings_z=-510.0
settings_end

settings_start=5
	farclip=2700
	nearclip=0.38
	fognear=140
	fogfar=1700
	fogr=122
	fogg=121
	fogb=123
	foga=63
	hazer=40
	hazeg=40
	hazeb=40
	hazea=19
	backr_top=115
	backg_top=122
	backb_top=200
	backr_bottom=0
	backg_bottom=23
	backb_bottom=127
	settings_x=-450.0
	settings_y=50.0
	settings_z=-730.0
settings_end

settings_start=6
	farclip=2900
	nearclip=0.38
	fognear=170
	fogfar=2750
	fogr=100
	fogg=133
	fogb=148
	foga=76
	hazeg=40
	hazeb=40
	hazea=19
	backr_top=115
	backg_top=122
	backb_top=200
	backr_bottom=0
	backg_bottom=23
	backb_bottom=127
	settings_x=-450.0
	settings_y=136.0
	settings_z=-1000.0
settings_end

settings_start=7
	farclip=2000
	nearclip=0.38
	fognear=70
	fogfar=1600
	fogr=123
	fogg=119
	fogb=112
	foga=60
	hazer=40
	hazeg=40
	hazeb=40
	hazea=19
	backr_top=115
	backg_top=122
	backb_top=200
	backr_bottom=0
	backg_bottom=23
	backb_bottom=127
	settings_x=-65.0
	settings_y=130.0
	settings_z=-900.0
settings_end

sock_start=00
	playtype=sidewalk
	mid_force=xz 
	mid_range_inner=1.5
	mid_range_outer=3
	link_duration=6.0
sock_end

sock_start=01
	cam_look_ratio=0.5
	link_duration=6.0
	mid_range_inner=7
	mid_range_outer=11
	current_speed=25
	playtype=out
sock_end

sock_start=02
	playtype=sidewalk
	mid_force=xz 
	mid_range_inner=1.5
	mid_range_outer=3
	link_duration=6.0
sock_end

sock_start=03
	cam_look_ratio=0.5
	mid_range_inner=7
	mid_range_outer=11
	current_speed=25
	playtype=out
sock_end

obstacle_start=01
	obj="cylinderroll1"
obstacle_end

obstacle_start=02
	obj="dooropen1"
obstacle_end

air_based  

The sidewalk playtype was never used in any of the final levels (side, in, out and boing are the playtypes in the final) and this was likely the playtype where Nigel would have been running around, jumping.

GameCube

Hmmm...
To do:
The GameCube release has several backup files for some levels (e.g. ToSchool). Check to see if they are interchangeable with the retail ones and document.

test

This was probably a test level used to test collision detection and puzzles. The config.txt file shows that any character could be used in the level. This level is not found in the PS2 or Xbox versions. The model and collision detection are found in the folder for East Australian Current strangely enough while the txt file is found in its own separate folder called test. Unfortunately, the file size for the model is way too big to swap with the other levels (16.3MB) so it is currently inaccessible.

pause_r=0
pause_g=0
pause_b=255
pause_a=32


shadow_intensity=0.075
	
cam_ahead=0.35

settings_start=1
	farclip=140
	nearclip=0.208
	fognear=1
	fogfar=134
	fogr=0
	fogg=7
	fogb=7
	foga=0
	hazer=138
	hazeg=152
	hazeb=148
	hazea=109
	backr=74
	backg=77
	backb=120

	fogr_x=0
	fogg_x=7
	fogb_x=7
	foga_x=127
	hazer_x=138
	hazeg_x=152
	hazeb_x=148
	hazea_x=109
	backr_x=0
	backg_x=7
	backb_x=7
	fogdensity=0.040


settings_end





sock_start=00
	playtype=side	
	mid_force=xz
	mid_range_inner=0.01
	mid_range_outer=0.2
	link_duration=2.0
	cutlinkin
	current_speed=0.0 
	ai_clip_range=25.0
sock_end


obstacle_start
	name="button1"
	obj="button_01_ball"
	obj="button_01",no_collision
	obj="door_02",no_collision
	camera_spline="doorcam_01"    
	cam_start_time=0.0      
	cam_end_time=2.5
obstacle_end

obstacle_start
	name="button2"
	obj="button_02_ball"
	obj="button_02",no_collision
	obj="door_04",no_collision
	camera_spline="doorcam_02"    
	cam_start_time=0.0      
	cam_end_time=2.5
obstacle_end

obstacle_start
	obj="chain_01_ball",rightonly
	obj="chain_01",no_collision
	obj="chain_03",no_collision
	obj="chain_04",no_collision
	obj="chain_05",no_collision
	obj="chain_06",no_collision
	camera_spline="doorcam_03"    
	cam_start_time=0.0      
	cam_end_time=2.5
obstacle_end

obstacle_start
	obj="button_03_ball"
	obj="button_03",no_collision
	obj="door_05",no_collision
	camera_spline="doorcam_04"    
	cam_start_time=0.0      
	cam_end_time=2.5
obstacle_end

obstacle_start
	name="hatch"
	block_puzzle
	obj="button_04_ball"
	obj="button_04",no_collision
	obj="door_07",no_collision
	camera_spline="doorcam_05"    
	cam_start_time=0.0      
	cam_end_time=2.5
obstacle_end 

XBOX

Start

Start contains graphics, however all of the files in the folder are empty. It is completely unknown what this level was supposed to be as a result.

subold

An earlier version of "Submarine" can be found within the files for the submarine level. This version of the level contains less files than the final version of the level although as the level hasn't been accessed yet, it is currently unknown how it differs to the final level. It is the only unused level in the Xbox version that has collision detection and files that are not empty.

Unused Animations

Hmmm...
To do:
Replace videos with gifs of the animations. At least get rid of the Bandicam watermark (and don't crop the videos to do so).

Nemo

Apart from Nigel having a lot of unused animations, Nemo also has a couple of animations listed in a separate sub folder compared to the rest of his animations. swimfast and walk are both present within the files. It is unknown why swimfast was removed, although walk would have been removed for more obvious reasons. Nemo is a fish and has no legs, so it would have made no sense for him to walk. The animation probably exists as it was a simple animation to use to test animation very early on in development.

swimfast

During the swimfast animation, you can only do it during the level. When you move Nemo you will get an error on it. If you click ok multiple times while moving Nemo, you will see Nemo glitching a bit and moving a tiny bit in a single frame per second.

walk

During the Walk animation, you can still see Nemo moving frame to frame during the error on it, clicking multiple times will allow Nemo to see what his walk animation is.

Nigel

idle

You can only load this idle animation on the loading screen, as the game crashes if you do it during the levels.

FindingNemo Nigel idle.gif

walk

There is also an unused walking animation, which can only be loaded while on the loading screen.

fly

Nigel was going to use this fly animation in the pier level, where the seagulls was going to chase him.

tkhitair

Probably used in the seagull level when you get hit.

Unused Models

Hmmm...
To do:
Replace video with model renders. There are a lot more unused models as well.

There are unused models for the game, including one for the seagull. This model would have been used in the "seagull" level.

(Source: MegaSpeed Xtreme (video))

Unused Graphics

The "stuff" folder in the PS2 and Xbox versions contain some unused graphics.

PS2

Crash WOC ARIEL32 debug font.png
ariel32 is a leftover from Crash Bandicoot: The Wrath of Cortex which was one of the games developed by Traveller's Tales, so it would have probably had the same purpose as in that game.

FindingNemo Envtxt.png
envtxt is a bunch of random colors.

FindingNemo Spectxtf.png
Spectxtf is a bright light with no clear purpose. Both of these graphics differ from the ones found in Crash Bandicoot: The Wrath of Cortex with the same names. The Xbox version also contains oldspectxtf which shows a bunch of grey diamonds separated by black diagonal lines.

CrashTWOCtextures.PNG
particle.raw is a bunch of leftover textures from Crash Bandicoot: The Wrath of Cortex, one of the textures which is a stained glass texture featuring Dr. Neo Cortex also appears in LEGO Star Wars: The Video Game which Traveller's Tales also developed, albeit much more darker.

Woah!
nemo_old.ico is a leftover PS2 save icon from Crash Bandicoot: The Wrath of Cortex which, again, was one of the games developed by Traveller's Tales.
This was probably used as a placeholder save icon.

XBOX

Cwocxbox skycube.png

WaterCubemap.dds is an image of the interior of Microsoft's building and is once again a leftover from Crash Bandicoot: The Wrath of Cortex.

Unused Cutscenes

intro.xmv

Intro.xmv can only be found in the US Xbox release. It is actually an unfinished version of the movie's intro taken from a workprint dated January 2003. It was most likely a placeholder that was used before Pixar sent Traveller's Tales all of the finalized movie clips for the game's cutscenes.

mfbout.cut

mfbout.cut can be found in all versions. It is a cutscene in Minefield where Marlin, Dory and Bruce swim around. The animations in the cutscene are incomplete as the characters do not move their mouths when they should be speaking. There is also no audio file for the cutscene.

Unused Voices

Present only in the GameCube and Xbox ports is the placeholder voice file audio\english\gts_intr. It has two developers role-playing Nemo and Marlin for the “Going to School” level.

Unused Gameplay Styles

Config.txt shows all of the gameplay styles that were planned to be in the final game. Side, in, out and boing were all used in the final game but many other styles are listed. "Default" is listed to have direction controls. You can move left, right, forwards or backwards but not up or down. This mode is used in any "Out of Bounds" areas. "sidewalk” shows the camera from a sideview (Was going to be used in the Nigel levels). "offset" had the camera with a fixed offset from the player. "down" would have had the player travelling down from the y axis. "free" was going to be a free roaming mode where you could swim anywhere (there are too many invisible walls in the final to allow you to do so however so you don't have much freedom). Next to the description for "free", the devs left in the message (aaaaaarrrrrgggghhh.....!!!!) showing that they had a super hard time implementing this mode. Any of these can be added to any of the final levels although as the levels weren't designed for these gameplay modes, the controls can be glitchy for certain modes. The huge abundance of invisible walls makes it difficult to use these modes and you have zero freedom. Even if you do bypass any walls and get out of bounds, the game will put you in "default" control and depending on where you went out of bounds, there may be no way back. water_based and air_based are also mentioned meaning that the whole level would be designed for out of water or underwater. water_based isn't in the txt file for any level as all levels in the final are water based and air_based can be added to any of the final level's txt files to make the level air based. You can swim above water although once you swim high enough, the game will try and force you into the default playstyle with no way back down in some situations.

Unused Text

config.txt

Config.txt can be found within the files which explains everything about the game including the playable characters, graphics, gameplay styles, cutscenes, dialogue and much more. This is from the GameCube version. The Xbox version also contains config.txt with a couple of differences such as including the level select code at the start of the text file (for the PS2 version for some reason). It does not appear to be read by the game, as the executables do not reference it and modifying the file has no effect on gameplay.


**********************************************
* COMMAND-LINE PARAMATERS (CASE-INSENSITIVE) *
**********************************************

RECORD
 - When the level starts the game will record up to 1 minute of pad 1's input.
 - In NTSC, the file saved is a ".pad" (60Hz), in PAL a ".ppd" (50Hz).
 - Press START to save the file while recording.

PLAY
 - Will play back the last recorded pad input.

NOFMV
 - Game will not run movies, even text placeholders.

TBSYSTEM
 - Will run with the SYSTEM timing bars active.

TBGAME
 - Will run with the GAME timing bars active.

TBPLAYER
 - Will run with the PLAYER timing bars active.

TBDRAW
 - Will run with the DRAW timing bars active.

DRAWSOCK
 - Will run with the option to draw the player's current sock volume turned on.

NOSOCKERRORS
 - Will turn off sock error message list. Cam be toggled in-game from "Debug Options" menu.

PATH
 - Will set an alternative data path, the default being "\\primary\drive\projects\nemo".

LOADEROFF
 - Turns off animated loading screen

LEVEL
 - Will bypass all front end stuff, going straight to the level in question.
 - Any component of the level's name may be used, ie. "level qua" will take you to the AQUARIUM.
 - Do not include spaces of the level name, ie. "whale chase" will be treated as "whale".

DRAWTERRAIN
 - The game will draw the terrain. Can be turned off from the pause menu in-game.

DRAWSPLINES
 - The game will draw all current scene splines, cycling the colours to indicate direction.

DRAWCOLLISIONSPHERES
 - The game will draw all collision spheres. Can be turned off from the pause menu in-game.

CHEAT
 - Activates the cheat menu in the map area, and all cheats in said menu.

INVINCIBLE
 - The player's invinciblility cheat will be ON. Can be toggled in the MAP level or Debug Options menu.

OPENLEVELS
 - All levels are available from the start, rather than locked as if in final game.

NOBACKUPS
 - Stops the editor system automatically making file backups before writing new data.

TESTCHAR
 - Sets the playable character for the 'Test' level. Choose from...
    - NEMO
    - FATHER
    - DORY
    - NIGEL
    - CRUSH
    - BUBBLE

DRAWSOUNDMEM
 - Draws the sound memory bar on-screen (can be turned off from Debug Options)

NOMUSIC
 - Sets the music volume to zero at the start of the game

RUMBLEOFF
 - Turns off controller-vibration at the start of the game

**************************************************************

************************************************
* LEVEL CONFIG - ALL VALUES GIVEN ARE DEFAULTS *
************************************************

fog=new                // default - use new fog system
fog=old                // use old fog system
playtype=default       // level is played with the default mechanism (directional controls)
        =down          // level is played down the y-axis
        =side          // level is played from a side-view
        =in            // level is played into the screen, ie. away from the camera
        =out           // level is played out of the screen, ie. towards the camera
        =free          // level is free-roaming (aaaaaarrrrrgggghhh.....!!!!)
        =offset        // level is played with the camera a fixed offset from the player
        =boing         // level is played by bouncing around fixed points
        =sidewalk      // level is played from a side-view platforming perspective
camvec_x=0.0           // offset in x from player to camera
camvec_y=5.0           // offset in y from player to camera
camvec_z=-2.5          // offset in z from player to camera
height=1.0             // general-purpose, ie. player's height above terrain in "levtype=offset" levels
swoopcam_time=30.0     // time taken for swoopcam to travel along rail
cam_ahead=1.0          // general-purpose look-ahead distance, ie. particularly for 'side' levels
air_based              // all in-game stuff is by default above water in this level
water_based            // all in-game stuff is by default under water in this level
current_speed=0.0      // minimum speed at which player is forced through the level
start_x=0.0f           // override start-position spline point by changing the x component
start_y=0.0f           // override start-position spline point by changing the y component
start_z=0.0f           // override start-position spline point by changing the z component
finish_x=0.0f          // override finish-position spline point by changing the x component
finish_y=0.0f          // override finish-position spline point by changing the y component
finish_z=0.0f          // override finish-position spline point by changing the z component
checkpoint_reset=on    // objects, AI etc. will re-activate if ahead of last checkpoint when player dies
checkpoint_reset=off   // objects, AI etc. will stay as they are when player dies and goes back to a checkpoint
notes=1,2,3            // sequence of up to 10 musical notes to play (choose from 1, 2 or 3).
shadow_intensity=0.125 // darkness of shadow - 1.0 = black, 0.0 = invisible (0.125 = 1/8th)
shadow_length=4.0      // distance complex-shadow primitives will be cast from objects
ring_boost=0.2         // multiplier of dart_speed to apply when player goes through a (bonus) ring.
boing_radius=2.0       // boing range while in level
ai_clip_range=25.0     // range at which AI units clip in/out
pause_r=127            // red component of scren-tint when paused
pause_g=191            // green component of scren-tint when paused
pause_b=255            // blue component of scren-tint when paused
pause_a=32             // alpha component of scren-tint when paused (128 = completely opaque)
ptwang_range=50.0      // maximum range between ptwang points

// Configure draw/fog/haze/background settings - set 1 is the default/master.
// If any of these aren't set, they will use the values from the default set 1.
settings_start=1
	farclip=1000
	nearclip=0.15
	fognear=0
	fogfar=0
	fogr=0
	fogg=0
	fogb=0
	foga=0
	hazer=0
	hazeg=0
	hazeb=0
	hazea=0
	backr=0 // set RGB of whole screen clear
	backg=0
	backb=0
	backr_top=0 // set RGB of top of screen clear (copied to bottom settings)
	backg_top=0
	backb_top=0
	backr_bottom=0 // set RGB of bottom of screen clear
	backg_bottom=0
	backb_bottom=0
	settings_x=0.0 // point with which default settings are associated (will override "settings" spline point)
	settings_y=0.0
	settings_z=0.0
	cut_scene_only // these settings will not be used in-game
settings_end

sock_start=xx                // start sock settings block, xx = 00/01/02/03/04/05/06/07
	circuit              // the end of sock xx loops back to the start (xx = 00/01/02/03/04/05/06/07)
	playtype=default     // sock is played with the default mechanism (directional controls)
	        =down        // set sock's play mode (types listed above), overriding that set for the level
	        =side
	        =in
	        =out
	        =free
	        =offset
	link_duration=3.0    // time taken for player to travel from end of this sock to destination (min = 1.0)
	cutlinkin            // player and camera will cut when starting a link
	cutlinkout           // player and camera will cut at end of a link
	cutlinkteleport      // player and camera will cut immediately to the start of the next sock
	current_speed=0.0    // forced-scroll speed along this sock (overrides global current_speed)
	mid_range_inner=0.0  // distance at which player starts to be forced back towards MID rail
	mid_range_outer=0.0  // distance at which player is forced back with maximum force
	mid_force=xyz        // default (ie. not necessary) - force will be applied in all 3 axes
                 =xz         // force will NOT be applied in the y-axis
	cam_look_ratio=1.0   // fraction of angle looking towards player (from looking along CAM spline) to use.
	ring_boost=0.2       // multiplier of dart_speed to apply when player goes through a (bonus) ring.
	boing_radius=2.0     // boing range while in sock (overrides value set for level)
	cam_ahead=0.0        // camera's look-ahead value - ie. for SIDE sections.
	campos_seek=5.0      // camera position seek-rate
	camang_seek=5.0      // camera angles seek-rate
	ai_clip_range=25.0   // range at which AI units clip in/out
	mid_force_down       // player will be forced down if above MID rail (not valid if 3D MID force is applied)
	cam_segments_ahead=0 // 'in' socks only - camera's angles are taken from a number of segments ahead
	ptwang_range=50.0    // maximum range between ptwang points
	cam_sidemidlock      // 'side' socks only - camera will still to the MID rail and not pan up or down
	cam_lateral_ratio=0  // ratio of player's distance from MID to add to camera's destination coordinate
	shadow_intensity=0.125 // darkness of shadow - 1.0 = black, 0.0 = invisible (0.125 = 1/8th)
	shadow_length=4.0      // distance complex-shadow primitives will be cast from objects
	start_x=0.0f           // override generated start-position point by changing the x component
	start_y=0.0f           // override generated start-position point by changing the y component
	start_z=0.0f           // override generated start-position point by changing the z component
sock_end                     // finish sock settings block

obstacle_start                   // start breakable-scenery block
	obj="name"               // list name(s) of scene-object(s) that make up an 'obstacle'
                  ,no_collision  // added immediately after end quotes - player will not collide with this object
                  ,leftonly      // in 2d sections, can only break obstacle object if facing left
                  ,rightonly     // in 2d sections, can only break obstacle object if facing right
                  ,ter_collision // player will not collide with this object's sphere if ter_type is valid
	nemo_only                // only Nemo can break the obstacle
	father_only              // only Father can break the obstacle
	dory_only                // only Dory can break the obstacle
	left_only                // in 2d sections, can only break obstacle if facing left
	right_only               // in 2d sections, can only break obstacle if facing right
	any_contact              // obstacle will activate on contact, ie. no need to dart/spin etc.
	player_only              // only the player can break the obstacle
	ai_only                  // only AI units can break the obstacle
        no_player_collision      // player's object will not even bother trying to collide with obstacle objects
	add_fruit                // breaking an obstacle will add collectible fruit into the level
	name="name"              // a signature for this obstacle to identify it easily in the game code
	block_puzzle             // obstacle is indestructible until level's sliding-block puzzle is complete.
	ter_type=-1              // index of normal terrain type, if not -1 used instead of sphere collision.
	camera_spline="name"     // name of a 2-point spline. While obstacle animates, camera will use these points.
	cam_start_time=0.0       // time after starting obstacle anims to cut camera to view obstacle.
	cam_end_time=0.0         // time after starting obstacle anims to cut camera back to game.
	stop_player              // when obstacle breaks, player will stop rather than pass through.
	route_spline="name"      // name of a spline that the player is forced along while obstacle animates.
	route_duration=0         // length of time taken to move player from start to finish of route spline.
obstacle_end                     // finish breakable-scenery block

teleport_start        // start teleport block
	spline="name" // name of spline
	in=0          // index (from zero) of spline point at which player is turned off
	out=0         // index of spline point at which player is turned back on again
	duration=3.0  // total time for teleport sequence
	nemo_only     // only Nemo can use this teleport
	father_only   // only Fater can use this teleport
	dory_only     // only Dory can use this teleport
	block_puzzle  // only available once level's sliding-block puzzle has been completed
	stop_player   // player will stop dead at the end of a teleport, giving enough chance to teleport again
	range=1.0     // if set, range for player against starting point, else range is derived from player's radius
	short_cut     // teleport is a designated short-cut alternative route
	long_cut      // teleport is a designated long-cut alternative route
	special=0     // set a general-purpose code (where zero = off)
teleport_end          // finish teleport block

anemone_start         // start anemone block
	spline="name" // name of spline
	type=spin     // default type - bestows player with invincible spin-power
            =reveal   // activates something level-specific
anemone_end           // finish teleport block

**************************************************************

************************************************************
* CHARACTER CONFIG OPTIONS - ALL VALUES GIVEN ARE DEFAULTS *
************************************************************

mass=1.0
radius=0.5
miny=-0.5
maxy=0.5
scale=1.0
stop_speed=0.0          // speed at which contact with terrain stops the character
min_speed=1.0           // move speed with minimum pad input
max_speed=3.0           // move speed with maximum pad input
walk_speed=2.0          // move speed if walking on the ground
run_speed=3.0           // move speed if running on the ground
air_gravity=-5.0        // gravity above water
water_gravity=0.0       // gravity underwater
platform_gravity=-10.0  // gravity when platforming!
acceleration=1.0        // force applied to movement with pad input
friction=1.0            // force applied to movement without pad input
move_delay=0.0          // time after pad input stops before starting idle phase
collision_locator=-1    // if not -1, id of locator used as collision-sphere origin instead of object origin
max_tilt=45.0           // degrees up or down to which a character's tilt is limited (ie. 'side' levels) if relevant
dart_speed=3.0          // move speed when performing 'dart' move
dart_anticipate_frame=0.0 // if >1.0, anim-frame at which 'anticipate' phase becomes the 'dart' phase
dart_recover_frame=0.0    // if >1.0, anim-frame at which 'dart' phase becomes the 'recover' phase
ptwang_speed=3.0          // move speed when player has been 'ptwanged'
terminal_velocity=10.0    // maximum speed attainable in any direction, regardless of other speed settings
panel_locator=-1        // id of locator used as origin for info above player, ie. '?', '!' etc.
panel_scale=1.0         // arbitrary scale of info above player
panel_offset=1.0        // distance above player of drawn info
takehit_speed=0.0       // speed to move player backwards when taking a hit
boing_time=1.0          // time taken to boing on the spot
boing_height=1.0        // height character jumps when boinging on the spot
boing_jumptime=1.0      // time taken to boing to another point
boing_jumpheight=1.0    // height character jumps when boinging to another point
layers=0,1,2,3,4,5,6,7  // Set model layers available
spin_friction=1.0       // force applied to movement if spinning
thought_offset=1.0      // distance in y to position origin of thought-bubble object
thought_scale=1.0       // scale at which to render thought-bubble object
thought_text_offset=1.0 // distance in y to position origin of thought-bubble text
thought_text_scale=1.0  // scale at which to render thought-bubble text
pipe_blow_frame=0.0     // if >1.0, anim-frame at which character actually starts blowing
pipe_out_frame=0.0      // if >1.0, anim-frame at which character finishes blowing

******************************
* CHARACTER ANIMATION CONFIG *
******************************

anim_start="swim"    // Start anim settings block.

 fpsec=30.0          // Anim playback rate (frames/second). Use a negative value to play backwards
 blend_in=0.2        // Time (seconds) taken to blend into anim
 blend_out=0.2       // Time (seconds) taken to blend into anim
 speedmul_speed=0.0  // If > 0.0, pad-input speed at which anim will play at fpsec
 speedmul_maxfps=0.0 // If > 0.0, maximum playback rate if anim is speed-scaled
 cycle=on            // Anim will repeat
 cycle=off           // Anim will not repeat
 minreps=0           // If >0, minimum no. of times idle anim will play
 maxreps=0           // If >0 and >minreps, maximum no. of times idle anim will play
 sfx="parp"          // Anim is associated with the sample that has this name in the list or the filename
 type=normal         // Default - not needed unless re-setting type while testing
     =idle           // Anim is a one-off idle (but NOT a default cycling idle).
     =move           // Anim is one of a set of anims to choose from when moving normally.

 effect_start           // Start of effect description - must go within anim_start and anim_end
  timing=constant       // Effect will be added every frame for the duration of the anim
        =between        // Added between frame and frame2 - if frame2 is not set, added from frame to the end
  frame=1.0             // Sets main anim-frame - under normal circumstances, effect will occur at this frame only
  frame2=1.0            // Optional - sets secondary frame
  deb_name="POO"        // Case-insensitive - name of debris effect to add
  num_particles=1       // number of particles of named debris effect to add - if not set, whole effect is added
  locators=0,1,2,3      // locator IDs to use for this effect - can be used in different ways (see other settings)
  random=0.0            // 0...1 - if greater than zero, this is the chance of the effect occuring
  rumble=0.0            // 0...1 - if greater than zero, time (and strength) of pad's main rumble motor
  buzz=0.0              // 0...? - if greater than zero, time of pad's buzz motor
  judder=               // +/- If non-zero, sets time and magnitude of camera judder
  sfx="bwip"            // name or file-name of sound effect to play if all conditions are satisfied
  sfx_2d                // by default, a sound will be played in 3D - this will override it to played in 2d
  condition=on_ground       // if set, object being tested must be touching (or very close to) the ground
           =under_water     // if set, object being tested must be under-water
           =above_water     // OR, if this is set instead, object being tested must be above-water
           =intersect_water // OR object'collision spheroid must be intersecting the water layer
  surfaces=non_solid    // if set, effect will only be added if object is on or above 'dusty' surfaces
  at_ter_surface        // effect will be added at surface directly under object being tested
  at_ter_layer          // effect will be added at layer coordinate (ie. water surface)
  at_obj_bottom         // effect will be added at base of object's collision primitive
  at_locator_average    // effect will be added at the average of all locators being considered, if any
  min_mode=xz_speed     // when testing min value, treat it as a speed in the xz plane
          =xyz_speed    // when testing min value, treat it as a speed in 3d space
  max_mode=xz_speed     // when testing max value, treat it as a speed in the xz plane
          =xyz_speed    // when testing max value, treat it as a speed in 3d space
  min_val=0.0           // set min value for testing depending on mode
  max_val=0.0           // set min value for testing depending on mode
  side_only             // effect will only be added if current play-type is _SIDE or _SIDEWALK
  in_only               // effect will only be added if current play-type is _IN
  not_in                // effect will only be added if current play-type is not _IN
  player_only           // only add effect to player's object, not any object using that character model
  at_obj_speed          // effect particles are added at momentum of object
 effect_end          // End of effect description - must go within anim_start and anim_end

anim_end             // End anim settings block.

************************************************************************
* CUT-SCENE CONFIG OPTIONS - ALL VALUES GIVEN ARE DEFAULTS OR EXAMPLES *
************************************************************************

fpsec=30.0                     // Animation frame-rate of cut-scene
actor="nemo"                   // List characters that appear in this cut-scene (use cut-scene group name)
     ="father"
     ="dory"
set_player_pos=on              // Set in-game player coordinate from equivalent cut-scene model when cut-scene ends
set_player_pos=off             // Turn above setting off for this cut-scene
skippable=off                  // Cut-scene can never be skipped (not valid for bonus or death sequences)
skippable=on                   // Useful only in debug builds to change above setting back while testing
lock_fog                       // Use last in-game fog settings for duration of cut-scene
no_fog=on
no_fog=off                     // Turn off fog during the cut-scene
fog_settings=1                 // Use ONLY the specified set of fog settings during the cut-scene

line_start                     // Start dialogue-line settings block
	character=nemo         // Optional - name of character that says this line (useful for colours, sfx etc.)
	start=1.0              // Frame of cut-scene at which dialogue-line starts
	end=1.0                // Frame of cut-scene at which dialogue-line ends
	english="Dialogue..."  // English dialogue text
	french="Dialogue..."   // French dialogue text
	german="Dialogue..."   // German dialogue text
	italian="Dialogue..."  // Italian dialogue text
	spanish="Dialogue..."  // Spanish dialogue text
	dutch="Dialogue..."    // Dutch dialogue text
	japanese="Dialogue..." // Japanese dialogue text
	korean="Dialogue..."   // Korean dialogue text
line_end                       // End dialogue-line settings block

*************************************************************************
* VOICE-OVER CONFIG OPTIONS - ALL VALUES GIVEN ARE DEFAULTS OR EXAMPLES *
*************************************************************************

duration=3.0                   // Duration of audio file

line_start                     // Start dialogue-line settings block
	character=nemo         // Optional - name of character that says this line (useful for colours, sfx etc.)
	start=0.0              // If >1 line, time from start of audio (0.0s) at which this dialogue-line starts.
	end=0.0                // If >1 line, time from start of audio (0.0s) at which this dialogue-line ends.
	english="Dialogue..."  // English dialogue text
	french="Dialogue..."   // French dialogue text
	german="Dialogue..."   // German dialogue text
	italian="Dialogue..."  // Italian dialogue text
	spanish="Dialogue..."  // Spanish dialogue text
	dutch="Dialogue..."    // Dutch dialogue text
	japanese="Dialogue..." // Japanese dialogue text
	korean="Dialogue..."   // Korean dialogue text
line_end                       // End dialogue-line settings block

**************************************************************

*****************
* TERRAIN TYPES *
*****************

                terrain type   extra terrain type
SURFACES
Default              0                 0
Burrow               1                 0
Non-sandy            2                 0
Pebble pad           3                 0
Clam		     4                 0
Non-sandy bumpy      5                 0
Kill                 6                 0
Pop                  7                 0

Logs

Download.png Download FindingNemo_XboxLogs.zip
File: FindingNemo_XboxLogs.zip (info)

Throughout the files of the Xbox port are several logs relating to when raw assets were converted to the formats used by the game.

Revision Changes

GameCube Changes

The original 1.00 GameCube version came out in North America and later in Europe. This version suffered from awfully long loading times that could last well over a minute and some sound effects were missing such as the sound when the sea shell counter lands on the ground in the level select after finishing the level with a new high score. These issues were not present in the PS2 and Xbox versions.
The 1.01 version came out in Japan and North America. This version had drastically shorter load times and all the missing sound effects were added.
Despite the revision, the GameCube version was still the worst version as the graphics are significantly worse than the PS2 and Xbox versions since the GC version has a lot less color and is a lot darker in many areas and the framerate would frequently drop quite low.