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LEGO Indiana Jones: The Original Adventures (Windows)

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Title Screen

LEGO Indiana Jones: The Original Adventures

Developer: TT Games
Publisher: LucasArts
Platform: Windows
Released in US: June 3, 2008
Released in EU: June 6, 2008
Released in AU: June 4, 2008


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


LEGO Indiana Jones will throw you the idol if you throw him some bricks.


Hmmm...
To do:
Large unused language files, more graphics.

Unused Graphics

Lego-Indy-PC-PS2-JP-Font.png

A Japanese PS2 font file that goes unused since all Japanese releases of LEGO Indiana Jones were cancelled.


Lego-Indiana-Jones-PC-Demo-Splash.png Lego-Indiana-Jones-PC-Demo-Splash-US.png

A leftover splash screen from the demo version of the game. There are variants for a number of languages, all of which follow the same design as the first splash screen here. The second one is labelled for "US" and features larger text, a smaller selection of game platforms, and a slightly modified position for Indy.


Lego-Indiana-Jones-PC-Leftover-GC-Warning-US.png Lego-Indiana-Jones-PC-Leftover-GC-Warning-EU.png

Leftover health and safety warning screens for GameCube. North American and European versions, respectively. There are additional screens for French, German, and Italian.

(Source: Original TCRF research)

Unused Text

GAME.DAT\AUDIO\AUDIO.CFG

;;
;; LEGO Indiana Jones - Audio ConFiGuration file - Master EDITED by David Whittaker
;;
;; General format:
;;
;;	Audio <version> <num_samples>
;;	For each sample:
;;		Sample [<param_name> <param> ...]
;;
;;		Params:
;;			disable - Sound is not loaded, played or searchable
;;			comment - Sound entry is just a comment
;;			name - name of sample
;;			fname - filename of sample (don't include extension)
;;			pitch - pitch of sample (e.g. 22050 or 44100)
;;			pri - Priority level (-128-+127)
;;			pan - pan of 2d sound (-1 to +1) [optional]
;;			loop - sound loops [optional]
;;			pitch_rnd - Pitch randomness (0-1) [optional]
;;			volume - 0-16383 [optional]
;;			volume_rnd - Volume randomness (-1 - 0) [optional]
;;			near - set near attenuation [optional]
;;			far - set far attenuation [optional]
;;			rumble [buzzTime(0-5sec) rumbleStr(0-255) rumbleSustain(0-5sec) rumbleRelease(0-5sec)] - rumble params [optional]
;;			seq - Sequential mode [optional]
;;			fcat [n] - Fall off category number [optional]
;;			group - Marked as a group [optional]
;;      For each group:
;;          Group <leader name> <name>...
;;

;; Dummy sample to occupy Slot 0 (to avoid uninitialised sound IDs playing the first sample in the list)
Sample name "SFX_NULL"    fname "DoesNotExist"  volume 0 GLOBAL NODUCK

Sample name "spanner_fix_Loop"             fname "_CharFX\spanner_fix_Loop"         pitch 22050 pitch_rnd 0.02 volume 12000 LOOP

;Sample name "StatusAward"   fname "PICKUP\StatusAward_A"  pitch 22050 Group
;Sample name "StatusAward_B" fname "PICKUP\StatusAward_B"  pitch 22050
;Group  "StatusAward" "StatusAward_B"

; These are used for ALL Chars' Holster usage...

; old Indy place-holder
;Sample name "IJ_Grunt"          fname "_Indy\IJ_Grunt"          pitch 22050 pitch_rnd 0.15 volume_rnd -0.50

;Sample name "IJ_Hurt"           fname "_Indy\IJ_Hurt1"          pitch 22050 pitch_rnd 0.15 volume_rnd -0.50 Group
;Sample name "IJ_Hurt2"          fname "_Indy\IJ_Hurt2"          pitch 22050 pitch_rnd 0.15 volume_rnd -0.50
;Group  "IJ_Hurt" "IJ_Hurt2"

;Sample name "IJ_Death"          fname "_Indy\IJ_Death"          pitch 22050 pitch_rnd 0.10 volume_rnd -0.25

; ---------------------------------------------------------

; New College Doors, for Wil !

; PLACE-HOLDER  -  Security Access FX, as requested by Glyn Scragg
Sample name "knock_panel_double"       fname "Doors\knock_panel_double"       pitch 22050 pitch_rnd 0.05
Sample name "knock_panel_single"       fname "Doors\knock_panel_single"       pitch 22050 pitch_rnd 0.05

Sample name "access_Enemy_Door_Open"   fname "Doors\access_Enemy_Door_Open"   pitch 44100 volume 8000
Sample name "access_Enemy_Door_Shut"   fname "Doors\access_Enemy_Door_Shut"   pitch 44100 volume 8000

Sample name "access_Desert_Door_Open"  fname "Doors\access_Desert_Door_Open"  pitch 44100 volume 8000
Sample name "access_Desert_Door_Shut"  fname "Doors\access_Desert_Door_Shut"  pitch 44100 volume 8000

Sample name "access_Man_Out"           fname "Doors\access_Man_Out"           pitch 44100
Sample name "access_Man_In"            fname "Doors\access_Man_In"            pitch 44100

Sample name "access_Man_Yes"           fname "Doors\GermanAccessPanelOpenYes_02"  pitch 22050
Sample name "access_Man_No"            fname "Doors\GermanAccessPanelOpenNo_01"   pitch 22050

Sample name "access_Thuggee_Yes"       fname "Doors\access_Thuggee_Yes"       pitch 44100
Sample name "access_Thuggee_No"        fname "Doors\access_Thuggee_No"        pitch 44100

;Sample name "stone_block_pickup"         fname "2_TD\stone_block_pickup_02"    pitch 22050 pitch_rnd 0.10 volume 9000 volume_rnd -0.25
;Sample name "stone_block_putdown"        fname "2_TD\stone_block_putdown_02"   pitch 22050 pitch_rnd 0.10 volume 9000 volume_rnd -0.25

GAME.DAT\AUDIO\MUSIC.CGF

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;                                                                                 ;;
;; LEGO_Indy - Music.txt ported to NuMusic format by Steve Monks + David Whittaker ;;
;;                                                                                 ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;; Global Settings

STRICT			; causes any errors to stop execution - during development

PATH "Audio\_Music\"	; prefixes all Music track names

;---------------------------
; PLACE-HOLDER In-Game Music + Ambiences
;---------------------------

; Level1
QUIET   "IJ_Qui_Level1"       ID "IJ_Qui_Level1"
ACTION  "IJ_Act_Level1"       ID "IJ_Qui_Level1"  IX 00.00  IX 11.98  IX 21.36  IX 53.80  IX 67.52
NOMUSIC "IJ_amb_Level1"       ID "IJ_Qui_Level1"

; Level2
QUIET	"IJ_Qui_Level2" 	  ID "IJ_Qui_Level2"
ACTION	"IJ_Act_Level2" 	  ID "IJ_Qui_Level2"  IX 00.00  IX 25.72  IX 51.29  IX 77.60  IX 108.49
NOMUSIC	"IJ_amb_PlaceHolder"  ID "IJ_Qui_Level2"

; Level3
QUIET   "IJ_Qui_Level3"       ID "IJ_Qui_Level3"
ACTION  "IJ_Act_Level3"       ID "IJ_Qui_Level3"  IX 00.00  IX 21.35  IX 40.93  IX 67.37  IX 77.57
NOMUSIC "IJ_amb_PlaceHolder"  ID "IJ_Qui_Level3"

; end

GAME.DAT\CUT\FUSION\CHARACTERS.CFG

;; The layers a character uses by default in a cut-scene can be found in
;; the character text file. Indy for example is in:
;; \\dev5\drive\projects\LEGO_Indy\data\chars\IndianaJones\IndianaJones.txt
;; The defualt layers to use in a cut-scene are those listed after the
;; `layers_special=` command.
;;
;; If the cut-scene is animating layers then you should remove the ACTIVELAYERS
;; command from in here for that character, and the list that follows it
;; so that the cut-scene can control them. The ACTIVELAYERS found in here is
;; essentially an overide.

GAME.DAT\CUT\FUSION\SJMTEST.CFG

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Sample CutViewer config file
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; Command Syntax:
;;
;;
;; CUT <cutname> [<cutrate>]
;; cutname - name of file to load (including extension)
;; cutrate - optional playback rate of file - in fps
;;
;;
;; SCENE <scenename>
;; scenename - scene file to load (including extension)
;;             the file may contain several scene statements, the first one
;;             is the main scene to render, subsequent ones may be specified to
;;             supply props to the cutscene
;;
;;
;; RTL <rtlname>
;; rtlname - name of Realtime Light file to load (including extension)
;;
;;
;; CHAR <cfgname>
;; cfgname - name of character config file to load. There may be several of these
;;           if your cutscene requires multiple characters
;;
;;
;; PTL <type> <ptlname>
;; type    - how to use the particle file, the possible options are;
;;           GENERAL - file is the general particle file
;;           LEVEL   - file is the level specific character file
;;           CHAR    - file is the character specific file
;; ptlname - name of the particle file to load
;;
;;           One of each type may be specified. Normally all three will be
;;           required. The cutscene will use them in the following order of
;;           preference, CHAR,LEVEL,GENERAL
;;
;; CUTCHAR <CutSceneCharacterName> <path to GHG> <ACTIVELAYERS ...,...,...>
;;
;; 

;; Background Colour    
BACKGROUNDCOLOUR 255 0 255

;; Effects 
;; FULLSCREENMOTIONBLUR 64 1.0 3.0

;; Cutscene Data
;;CUT cut\test.CU2
CUT cut\Raiders\LostTemple\LOSTTEMPLE_OUTROWIN_360.CU2

;; Real Time Lights
RTL \Levels\Raiders\LostTemple\\LostTemple_OutroWin\LostTemple_OutroWin.RTL

;; Particles
PTL GENERAL stuff\General.ptl
PTL CHAR stuff\char.ptl

;;;; General setup
INCLUDE cut\Fusion\characters.cfg

GAME.DAT\CUT\FUSION\TEST.CFG

;; Background Colour    
BACKGROUNDCOLOUR 128 0 0

;; Effects 
;; FULLSCREENMOTIONBLUR 64 1.0 3.0

;; Cutscene Data
CUT cut\Raiders\LostTemple\LostTemple_Intro.CU2

;; Level
SCENE Levels\Raiders\LostTemple\LostTemple_Intro\LOSTTEMPLE_INTRO.GSC

;; Special Objects (Props)
SCENE Stuff\things.gsc NODRAW PARTS NORENDER

;; Real Time Lights
RTL \Levels\Raiders\LostTemple\LostTemple_Intro\LOSTTEMPLE_INTRO.RTL

;; Particles
PTL GENERAL stuff\General.ptl
PTL CHAR stuff\char.ptl

;;;; General setup
INCLUDE cut\Fusion\characters.cfg

Miscellaneous

GAME.DAT\STUB.TXT

svn stub file


GAME.DAT\WIICOMMANDLINE.TXT

INDY
(Source: Original TCRF research)