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Futurama

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Title Screen

Futurama

Developer: Unique Development Studios
Publishers: Vivendi Universal Games (US), SCi Games (European PS2 release; North American Xbox release)
Platforms: PlayStation 2, Xbox
Released in US: August 12, 2003
Released in EU: August 1, 2003


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.


Futurama is a game based on the hit show of the same name, written by the show's writers and starring most of its cast (a few, such as Amy and Hermes, either aren't present or aren't voiced).

Produced during Season 4 but not released until after the show's initial cancellation, a compilation of the cutscenes and some gameplay was presented as a bonus on the Beast With A Billion Backs DVD six years later.

Hmmm...
To do:
A debugging string is present in the default.xbe file (C:\Code\Futurama\Futurama\Build\XBoxMaster\Futurama.exe).

Unused Dialogue

Sound File Character(s) Filename Line Notes
Bender 2br25-4.vag Another gun? This day just gets better and better! Suggests that Bender was at some point going to have access to guns. This is supported by the game's cover art, which shows some of Bender's fingers converted into a gun.
Fry frytest0001.vag
sal0001.vag
And I guess now maybe, I can get to know the real Lucy Liu. Placeholder dialogue taken from the Futurama episode "I Dated a Robot".
Two robots stdial1w_temp-3.vag Robot 1: So how was your power down time?

Robot 2: Great. But you know, toward the end of it, I was itching to get back to work.

Audio from a cutscene in the Uptown level, but the first robot uses a placeholder voice.
Two robots stdial2w_temp-3.vag Robot 1: Does this casing make me look fat?

Robot 2: Stop asking me that.

Audio from a cutscene in the Red Light District level, but the first robot uses a placeholder voice and the second robot's line appears to use a different recording.
Unknown lev 5 st dial#1-1.vag Character 1: I love you.

Character 2: Aw come on, why do you keep doin' this to me?
Character 1: I'm just telling you how I feel. What's wrong with that?
Character 2: We broke up, Frank.

Dialogue between two unknown characters.

Unused Graphics

Hmmm...
To do:
Check if there's graphics for the Z button, L and R triggers, and left and right pads as well.

Button graphics for the planned GameCube version, which was cancelled at the last minute.

Futurama GC A.png Futurama GC B.png Futurama GC X.png Futurama GC Y.png


A picture of Dr. Zoidberg.
Futurama Zoidberg graphic.png


Leftover screens from the game's demo releases.
Futurama Demo Screen 1.png Futurama Demo Screen 2.png Futurama Demo Screen 3.png Futurama Demo Screen 4.png Futurama Demo Screen 5.png Futurama Demo Screen 6.png


Unused screens for SCi Games, Vivendi Universal Games and NetImmerse.
Futurama SCi.png Futurama Vivendi.png Futurama Netimmerse.png

Easter Egg

A giant Easter Egg is hidden in the Planet Express level surrounded by rapidly moving yellow dots. It is located behind a wall of the corridor between the employee lounge and the conference room (2nd floor). The egg can be viewed by standing in a corner of the corridor then moving the camera up and then sideways into the hidden area. The egg produces a glow which appears to start from inside its center.
Futurama PS2 Easter Egg 1.png Futurama PS2 Easter Egg 2.png Futurama PS2 Easter Egg 3.png

Development text

build.txt

Build 1.15

readme.txt

Font tool documentation (and font stuff in general )
--------------------------------------------------------

The font tool takes as input a tga file containing the images for all the characters that this font will contain ( referred to as 'glyphs' ). It also takes a file that contains the characters (and ascii literals) so it knows which glyph to connect to which character in a string. It'll be obvious in a minute. I hope.

It also takes a couple of command line parameters, some are optional. 
fonttool.exe <options> <input tga file>

 -o <filename>		(optional) Specify the output filename. Dont specify the extension
			as these will be automatically added. For example, using
			-o c:\my_font  will create c:\my_font.tga and c:\my_font.spec
			The default is "output" and in the current directory.

 -t <tolerance value>  	(optional) Give it a number of pixels to add/remove from the autocropping, 
			If the result has characters spaced too far apart, try a 
			tolerance value of -2 or -3 to crop them a little tighter.

 -s <pixel value>    	(required) Horizontal space value. Tells the tool the width 
			of a space in pixels. This should normally be about the width
			of a character, experiment. It is also used as the width of
			ALL characters when the font system in game is forced into
			fixed width mode. It will automatically shrink/stretch chars
			to this value.

 -h <height value> 	(required) Specify the height of a character in pixels. All characters
			must be this height.

 -v <vertical space>	(required) Amount of space between top of one row and top of next
			row of printed text. If your font is spaced out too much on the 
			vertical, pass in a smaller number here. Note, setting this
			lower than the height could result in letters in one row
			intersecting letters in another row.

 -c <filename>		(required) The character list file. See below


Character List File
-------------------
The character list file tells the font system what characters / glpyhs to connect to, or in other words, how to make sense of the input tga file.
Its easiest explained by an example, say the font tga contains only upper case letters and the numbers, in that order, the character list file should look like
A  \\ upper case letters
B
C
...
X
Y
Z	
0  \\ numbers
1
2
3
.. and so on. Anything after and including the '\\' is treated as a comment and ignored.

The program reads one of these characters, and then cuts the corresponding piece out of the input tga file. If the order in the character list is differnet than the input tga, all kinds of off behaviour will result :)

Also, the character list file can specify non-printable ascii chars, to be used as special cases. Say for example the font input tga file has a glyph representing the 4 buttons on a Playstation controller, which we want to treat like regular font characters. We simply pick some unused place in the ascii table (everything from 180-220 look pretty useless to me) and indicate it in the spec file by &<ascii num>
So, if we wanted the four Playstation button glyphs associated with the ascii chars 180-184, we just place in the character list file
&180  \\ Playstation X
&181  \\ Playstation Triangle
&182  \\ Playstation Square
&183  \\ Playstation Circle

Now, all you need to do is have those ascii values in a string somewhere, somehow, and print the string for the button glyphs to appear onscreen. If the string says "Press (X)" where (X) is the playstaion X glyph, the string in ascii should read
80 114 101 115 115 32 180
thats it! Hope you arnt too confused :)