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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, mentions of the Gamecube, and various Lego Star Wars leftovers.

Mystery Glow Out Of Bounds

Hmmm...
To do:
Look at this on a level editor.

This glow effect that I've only managed to see with a moon jump code is the effect used on artifacts scattered throughout the stages. It's unknown what this object is, but with the use of the out of bounds glitch during transitions in stages you could then moon jump with that code to get up there.

Oobartifactglow-lij-wii.png

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)

Leftover Progress Counter

Found just ahead of the theatre room are some text floating out in the void that keeps track of playtime, and percent of game completed, on that save file. This is a leftover from LEGO Star Wars: The Complete Saga, and other Lego Star Wars games before that from TT Games.

Gameprogresionpercent-legoij-wii.png


28.5px

Icon for a character used only in a cutscene at the beginning of the level Into the Mountains.

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Icon for another character used only in a cutscene at the beginning of the level Into the Mountains.

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Icon for another character used only in a cutscene at the beginning of the level City of Danger.

28.5px

Icon for an unused character based off of Forrestal's dead body from Raiders of the Lost Ark.

28.5px

Icon for another character used only in a cutscene at the end of the level Opening the Ark.

28.5px

Icon for another character used only in a cutscene at the beginning of the level Into the Mountains. Playable in the DS port.

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Icon for a character that appears in the level Into the Mountains. Weirdly enough, you can play as Santa using the Extra Toggle cheat while playing Into the Mountains but he lacks an icon leaving this icon unused.

28.5px

Icon for an unused version of the character Maharajah named Maharajah Thuggee. This character was later brought back for the sequal, Lego Indiana Jones 2, however he was still not playable and was instead a mini-boss.

28.5px

Icon for a character that only appears in the TT Games logo building cutscene however this cutscene is pre-rendered meaning the character is actually unused.

28.5px

Icon for a character ported over from Lego Star Wars: The Complete Saga. The name of the icon leads to the idea that this character was going to be turned into a mechanic for the Zepplin that appears in the level Trouble in the Sky.

28.5px

Icon for an enemy that appears in the level The Hunt for Sir Richard. Playable in the DS port.

28.5px

Unused Icon for R2D2, one of the many LEGO Star Wars 2 characters you discover while unlocking Han Solo

28.5px

Unused Icon for C3PO, one of the many LEGO Star Wars 2 characters you discover while unlocking Han Solo

28.5px

Unused Icon for Indiana Jones, using a much earlier design.

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)