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

LEGO City Undercover (Wii U)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

LEGO City Undercover

Developer: TT Games
Publisher: Nintendo
Platform: Wii U
Released in US: March 18, 2013
Released in EU: March 28, 2013


CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.


Follow Chase McCain as he tries to take down Rex Fury in LEGO City Undercover! Seen as one of the great games on Wii U (considering how little games were on the platform in the first place it wasn't that hard to be called that), it was later ported to Switch, PS4, Xbox One and PC in 2017. A 3DS prequel was also released.

E3 Leftovers

Within the game there are many files leftover from the E3 demo:

E3_THANKSFORPLAYINGTEXT_NXG

A thanks for playing message.
E3 THANKSFORPLAYINGTEXT NXG.png

E3_LOADSCREEN_MISSION_NXG

A loading screen for a city mission.
E3 LOADSCREEN MISSION NXG.png

E3_LOADSCREEN_MINE NXG

A loading screen for a mining section.
E3 LOADSCREEN MINE NXG.png

E3_LOADSCREEN_FREEPLAY_NXG

A loading screen for free play.
E3 LOADSCREEN FREEPLAY NXG.png

E3_LOADSCREEN_LOOKATDRC_NXG

A screen instructing the player to look at the controller configuration.
E3 LOADSCREEN LOOKATDRC NXG.png

E3_DEMOSPLASHSCREEN_NXG

And a thank you screen, for after playing the demo, but with the placeholder screen text.
E3 DEMOSPLASHSCREEN NXG.png

Leftovers

There are many leftovers/placeholders from previous TT Fusion games.

BOX_MAP_NXG

BOX MAP NXG.png

DEMOSPLASHSTARTUP_NXG

DEMOSPLASHSTARTUP NXG.png

Leftover Font

Font presumably from Lego Batman
FONT NXG.png

POTIONS.TXT

Inside of GAME7.DAT, there is a file called POTIONS.TXT (inside "STUFF"). This contains potion settings probably left over from Lego® Harry Potter games.

name "Transfiguration"
ingredient "potion1" 2
ingredient "potion2" 1
time 30

name "SuperStrength"
ingredient "fangGeranium" 1
ingredient "arm" 1
ingredient "tooth" 1
time 30

name "Ageing"
ingredient "PotionGem" 1
ingredient "Potion6" 1
ingredient "arm" 1
time 30

name "Invisibility"
ingredient "potion2" 1
ingredient "potion3" 2
ingredient "potion4" 1
time 30

name "PolyJuice"
ingredient "potion1" 1
ingredient "potion4" 1
ingredient "potion9" 1
time 30

name "PolyJuice_Y1Potions"
ingredient "potion1" 1
ingredient "potion4" 1
ingredient "potion9" 1
time 30

name "PolyJuice_Y2Potions"
ingredient "potion1" 1
ingredient "potion4" 1
ingredient "potion9" 1
time 30

name "PolyJuice_Super"
time 30

name "PolyJuice_Dig"
time 30

name "BoneKnit"
ingredient "arm" 1
ingredient "fangGeranium" 1
ingredient "potion2" 1
time 30

name "Explode"
ingredient "DApotion1" 1
ingredient "DApotion2" 1
ingredient "Potion2" 1
time 30

SECURITYDOORTYPES.TXT

Another file left over from Lego® Harry Potter is a file called SECURITYDOORTYPES.TXT, located in the exact same folder as POTIONS.TXT. This may have been used with doors only certain characters can enter. This file contains several references to Harry Potter related texts, such as house names.

securitydoortype_start
	name "Generic"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "stick_on_fail"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Gryffindor"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Slytherin"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Hufflepuff"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave"
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Ravenclaw"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Muggle"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail" 
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Boy"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail" 
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Girl"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	hatchx 0.15
	hatchy 0.0
	hatchz 0.05
	charoffsety -0.2
	charoffsetz 0.1
	bullet NULL
	flags "no_guard" "check_access" "stick_on_fail" 
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_wave" 
	fail_action "access_wave" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "TimeTurner"
	frame "TimeTurner"
	leftdoor "ClockHand1"
	rightdoor "ClockHand2"
	lefthatch "none"
	righthatch "none"
	doory 0.4572
	bullet NULL
	flags "no_guard" "check_access" "fade_at_end"
	s_open "Umbrella_Open"
	s_close "Umbrella_Close"
	action "access_yes" 
	mobj -1
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "OwlPost"
	frame "redOwl_Post"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	charoffsety 0.2438 
	playeroffset -0.4369
	flags "redbrick" "always_draw_character" "kill_guard_at_end"
        action "idle"
	mobj "redOwl_Letter"
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "ParcelTongue"
	frame "ParcelAccess_recess"
	leftdoor "none"
	rightdoor "none"
	lefthatch "ParcelAccess_doorL"
	righthatch "ParcelAccess_doorR"
	hatchx 0.2667
	hatchy 0.2896
	hatchz -0.0838
	charoffsetz 0.27
	playeroffset 0.66
	flags "check_access" "always_draw_character" "add_out_phase" "dont_close_hatch" "turn_180" 
    	s_open "rumble_kali_worship" 
    	action "idle"
	mobj "StatueTerr"
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

securitydoortype_start
	name "Snake"
	frame "none"
	leftdoor "none"
	rightdoor "none"
	lefthatch "none"
	righthatch "none"
	charoffsetz 0.27
	playeroffset 0.66
	flags "check_access" "always_draw_character" "add_out_phase" "dont_close_hatch" "turn_180" 
    	s_open "rumble_kali_worship" 
    	action "idle"
	hintid -1
	layerbit NULL
	effects NULL
securitydoortype_end

July Demo Files

A folder named JULYDEMO contains some left over textures from an early demo.

JD_GOOGLEMAP_NXG

A screenshot from Google Maps of the town of Wilmslow, England, where one of TT Games' offices is based. Based on the title, this was likely used as a placeholder for the bottom HUD map.
JD GOOGLEMAP NXG.png

JD_STRIP1_NXG

JD STRIP1 NXG.png

JD_BUTTON1_NXG

JD BUTTON1 NXG.png

Multiplayer

Within the game there are multiple references to a multiplayer mode, despite no such thing being available in the original Wii U release.

2PICON NXG

2PICON NXG.png

ENSURE_DRIVERNOT_PLAYER2.SF

State EnsurePlayer2NotDriver( )
{
	Bool bCheck(false);
	
	Conditions
	{
		if ( vTractor )
		{
			if ( bCheck )
			{
				if ( cPlayer2 != vTractor.GetDriver() )
				{
					bCheck = false;
					vTractor.SetParked(false);
				};
			}
			else
			{			
				if ( cPlayer2 == vTractor.GetDriver() )
				{
					bCheck = true;
					vTractor.SetParked(true);
				};
			};
		};
	};
	Actions
	{

	};
};

Misc

Leftover Game Code

This code suggests the game was multiplatform before being made a Wii U exclusive (until 2017).

character "Van_Gotland" resident
character "Van_Security" resident CRASHES XBOX
character "Industrial_Crawler" resident

FUSION_NXG

A strange mix of the TT Fusion and TT Games logo that looks like a fun 2 minutes in MS Paint were had. Probably meant as a placeholder for a splash screen.
FUSION NXG.png