Mercenaries: Playground of Destruction (PlayStation 2)
Mercenaries: Playground of Destruction |
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Developer: Pandemic Studios This game has unused areas. |
Contents
Unused Maps
Apply the below code to change the new game map to something else.
USA code: Skip Loading _PS2 ini's (needed for test maps and unused variations of used levels) 202CBBB0 1000001E Load Level 202CB3B0 240400?? 00 = DBOND (crashes) 01 = NEPOI (not on disc) 02 = SWPOI (not on disc) 03 = SEPOI (not on disc) 04 = SW (has 2 variants) 05 = SWN (has 2 variants) 06 = SE (not on disc) 07 = NW (has 2 variants) 08 = NE (not on disc) 09 = BLANK (test map) 0A = EEL (crashes) 0B = cbrown (crashes) 0C = markyd (crashes) 0D = ltest (not on disc) 0E = track (not on disc) 0F = brief (crashes) 10 = bchan (crashes) 11 = char (test map) 12 = veh (test map) 13 = weap (test map) 14 = demo (crashes) 15 = demo2 (crashes) 16 = aheart 17 = aspade 18 = aclubs 19 = admnd 1A = E3S (E3 Map?) 1B = E3N (E3 Map?) 1C = axis (crashes) 1D = aitest (crashes) 1E = SHL 1F = EMAIL (test map)
Test Maps
BLANK
A blank map with no objects in it.
char
A character test map that contains all factions and civilians.
veh
A vehicle test map.
weap
A weapon test map.
A test map that sends you various mail.
Unused Variations
SWN
Used | Unused |
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An unused variation of the new game map which seems to only contain different lighting.
E3 Leftovers
Inside the root DVD, you will find RS.INI which contains a bunch of E3 demo text. The options "godmode" and "infiniteammo" can be turned on by switching the "off" text to "on" while editing the ISO inside a hex editor. Those are the only two options that appear to work still.
RS.INI DefaultLanguage english ; For E3 only skiplogomovies off godmode off infiniteammo off showdebugmenu on DefaultMap SWN MapMenuOption NW MapMenuOption NEpoi MapMenuOption SW MapMenuOption SWN MapMenuOption veh MapMenuOption char MapMenuOption weap MapMenuOption email MapMenuOption aheart MapMenuOption aspade MapMenuOption aclubs MapMenuOption admnd genBigList off ; E3 Timeouts (in secs) shelltimeout 115 gametimeout 0 ; for latching framerate, if (lock20ratio * 128) out of last 128 frames drop below 30fps, framerate is locked at 20 ; if (lock20ratio >= 1.0) latching is disabled; if (lock20ratio < 0.0) framerate is always locked at 20. lock20ratio 0.04 artistgauges off rumble on terrainlod off // 0 = full res textures, 1 = half, 2 = quarter, 3 = eighth, and 4 or above = crash MaxMipLevel 0 texturestreaming on terrainfriction 0 20 terrainfriction 4 20 terrainbumpiness 0 5 terrainbumpiness 3 5 ;slide 0 0 8 splash slide 0 0 300 load00 ;slide 0 0 10 load01 ;slide 0 0 10 load02 ;slide 0 0 10 load03 ;slide 0 0 10 load04 ; for demo_disk only slide_demo 0 0 100 merclogo slide_demo 0 0 100 controlr LoadBackgroundColor 0 0 0 ProgressBarPos 350 400 110 10 ProgressBarColor 255 255 255 ProgressBarTime 150 WaterOceanRGBA 82 108 114 208 l1 100 l2 150 l3 200 lodscale 1 JoystickPreset A VolumeDialogueDefault 1.0 VolumeMusicDefault 1.0 VolumeSFXDefault .90 ;PlayTrailer PlayerCharacter template_player_american ;PlayerCharacter template_player_Swedish ;PlayerCharacter template_player_British ;shellmusic words // Number of seconds vehicle can't die for after player gets out of it. // Vehicle can still take damage, it just won't drop below 1 HP. VehicleNoDeathSecondsAfterPlayerGetOut 0.05 // Amount of damage player takes when vehicle they're riding in is destroyed. VehicleDeathPlayerDamage 250 // When there are more than this many weapons in the weapon clean up fifo, // eliminate from the world the first one that was added to the fifo. WeaponCleanUpFifoSize 10 // When there are more than this many corpses in the corpse clean up fifo, // eliminate from the world the first one that was added to the fifo. CorpseCleanUpFifoSize 10 // Raise priority of item/weapon pickups when camera direction vector // is less than this many degrees. // 0 = horizontal, 90 = straight up, -90 = straight down. PickUpPriorityCameraDegrees -30 // Vehicle with tainted disguise must go further than 'DisguiseTaintDistance' // meters away from the last location it was tainted to remove the taint. DisguiseTaintDistance 100 [Atmosphere] Name Default SunlightRGB 173 158 140 AmbientRGB 90 98 106 HorizonRGB 128 128 128 SkyRGB 128 128 128 ZenithRGB 104 100 96 SunRGB 96 64 48 SunDiscSize 30.0 SunRaySize 0.0 SunFlareSize 60.0 SnowChance 0.0 RainChance 0.0 SkyTexture skytexture_peru2 SkyRotationsPerMinute 0.2 GlowRadius 8 GlowDarken .5 GlowAdd 0 ProcessRGBA 0 0 0 0 ProcessRGBA 0 0 0 0 ProcessRGBA 255 255 255 0 ProcessRGBA 255 255 255 0 ProcessRGBA 255 255 255 0 [Humans] // Player specific distances and damages PlayerFallMinDistanceLight 5 PlayerFallMinDistanceHeavy 15 PlayerFallMinDistanceDeath 30 // Damage applied for corresponding fall distance (HumanFallMinDistance*). // There is no "HumanFallDamageDeath"...actor is killed outright. PlayerFallDamageLight 50 PlayerFallDamageHeavy 200 // For non-player humans FallMinDistanceLight 3 FallMinDistanceHeavy 6 FallMinDistanceDeath 10 // Damage applied for corresponding fall distance (HumanFallMinDistance*). // There is no "HumanFallDamageDeath"...actor is killed outright. FallDamageLight 50 FallDamageHeavy 200 // Time a human is stunned when melee bashed // Should be just long enough to start a takedown MeleeBashStunTime 1.5 // Time a human is stunned by a stun grenade // Should be long enough to start a takedown from range // and be worth using StunGrenadeStunTime 5.0 // Set to 0 for no cooldown, < 0 for no stagger. // Applies to all hero staggers except getting hit by vehicles. HeroStaggerCoolDownTime 6.0 // Set to 0 for no cooldown, < 0 for no stagger. // Applies to all non-hero staggers except getting hit by vehicles. // Includes explosion and bullet staggers. NonHeroStaggerCoolDownTime 1.0 // Number of seconds a non-hero is staggered when hit by // non-explosion damage. Stagger will never last longer than the // stagger animation. StaggerTime = // NonExplosionStaggerTimeBase + Random( 0, NonExplosionStaggerTimeBase ) NonExplosionStaggerTimeBase 0.3 NonExplosionStaggerTimeVariance 0.2 // As soon as a fidget starts, time in seconds to next fidget is // FidgetWaitTimeBase + Random( 0, FidgetWaitTimeVariance ) FidgetWaitTimeBase 4 FidgetWaitTimeVariance 4 // Aim offset angle above camera direction vector. In degrees. PlayerGrenadeAimAngle 30 // Jump's initial vertical velocity, m/s. JumpStartSpeed 10 // Front/back air control max acceleration. JumpAccelFB 20 // Left/right air control max acceleration. JumpAccelLR 20 // Max XZ velocity change from original takeoff velocity. JumpMaxVelocityChange 3 // Bigger = more gravity while airborne. AirborneGravityMultiplier 2.5 // Slope at which humans start to slide. They can run a little way up this // slope. // In degrees, 0 = flat ground. SlideStartSlope 46 // Slope that cannot be climbed at all. // In degrees, 0 = flat ground. UnclimbableSlope 50 [Use] DefaultUseRadius 1 VehicleGetinRadius 1.5 VehicleActionHijackRadius 2 VehicleActionHijackHeliRadius 4 VehicleActionHijackFailRadius 0 [Ditch] // Jump direction. // In degrees, relative to vehicle facing. Positive is CW. MoveHeading -90 // Human facing direction. // In degrees, relative to vehicle facing. Positive is CW. FaceHeading -45 // Horizontal jump speed, in m/s. SpeedH 10 // Vertical jump speed, in m/s. SpeedV 7 // Minimum speed at which ditching is allowed, in m/s. // Below this speed is regular getout. MinVehicleSpeed 10 [FactionRelation] ; Faction relation varies from -1 to 1... ; ; | Hostile | Unfriendly | Neutral | Friendly | ; -1.0 -0.6 -0.2 0.2 1.0 ; ; Hostile is -0.6 or lower. ; ; Feelings toward: ExOps NK SK Mafia China AN Civ DefaultRelation NK -1.0 1.0 -1.0 -1.0 -1.0 -1.0 0.0 DefaultRelation SK 0.0 -1.0 1.0 0.0 -0.3 0.8 0.5 DefaultRelation Mafia 0.0 -1.0 -0.5 1.0 -0.5 0.0 0.0 DefaultRelation China 0.0 -1.0 -0.3 -0.5 1.0 0.0 0.5 DefaultRelation AN 0.4 -1.0 0.5 -0.5 0.4 1.0 0.5 DefaultRelation Civ 0.0 0.0 0.0 0.0 0.0 0.0 0.5 ; Hostile feelings toward ExOps may relax to unfriendly over ; time... this rate is specified as relation change per 10min. HostilityFade NK 0.0 HostilityFade SK 0.0 HostilityFade Mafia 0.0 HostilityFade China 0.0 HostilityFade AN 0.0 HostilityFade Civ 0.0 [damage] ;------------------------------------------ ; Hero armor (the player, and elite units) ;------------------------------------------ DamageHeroInVehicleModifier 1.0 DamageTableValue ARMOR_TYPE_HERO DAMAGE_TYPE_BULLET 0.15 DamageTableValue ARMOR_TYPE_HERO DAMAGE_TYPE_BIGBULLET 0.2 DamageTableValue ARMOR_TYPE_HERO DAMAGE_TYPE_SNIPERBULLET 2.0 DamageTableValue ARMOR_TYPE_HERO DAMAGE_TYPE_EXPLOSION 0.7 DamageTableValue ARMOR_TYPE_HERO DAMAGE_TYPE_ROCKET 0.7 DamageTableValue ARMOR_TYPE_HERO DAMAGE_TYPE_MISSILE 0.8 DamageTableValue ARMOR_TYPE_HERO DAMAGE_TYPE_BIGMISSILE 1.0 DamageTableValue ARMOR_TYPE_HERO DAMAGE_TYPE_BUNKERBUSTER 1.0 DamageTableValue ARMOR_TYPE_HERO DAMAGE_TYPE_PHYSICAL_COLLISION 1.0 DamageTableValue ARMOR_TYPE_HERO DAMAGE_TYPE_TANK_CRUSHING 1.0 ;------------------------------------------ ; Cam wants props to be indestructable ;------------------------------------------ DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_BULLET 0.0 DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_BIGBULLET 0.0 DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_SNIPERBULLET 0.0 DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_EXPLOSION 0.0 DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_ROCKET 0.0 DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_MISSILE 0.0 DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_BIGMISSILE 0.0 DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_EXPLOSION_C4 0.0 DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_BUNKERBUSTER 0.0 DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_PHYSICAL_COLLISION 0.0 DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_TANK_CRUSHING 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_BULLET 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_BIGBULLET 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_SNIPERBULLET 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_EXPLOSION 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_ROCKET 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_MISSILE 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_BIGMISSILE 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_EXPLOSION_C4 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_BUNKERBUSTER 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_PHYSICAL_COLLISION 1.0 DamageTableValue ARMOR_TYPE_CRATE DAMAGE_TYPE_TANK_CRUSHING 1.0 ;------------------------------------------ ; Old Prop Damage Table ;------------------------------------------ ;DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_BULLET 0.0 ;DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_BIGBULLET 0.0 ;DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_EXPLOSION 0.8 ;DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_ROCKET 1.0 ;DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_MISSILE 1.0 ;DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_BIGMISSILE 1.0 ;DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_BUNKERBUSTER 1.0 ;DamageTableValue ARMOR_TYPE_PROP DAMAGE_TYPE_PHYSICAL_COLLISION 1.0 ;------------------------------------------ ; Radiation armor (elite + radiation immunity) ;------------------------------------------ DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_BULLET 0.15 DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_BIGBULLET 0.2 DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_SNIPERBULLET 2.0 DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_EXPLOSION 0.7 DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_ROCKET 0.7 DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_MISSILE 0.8 DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_BIGMISSILE 1.0 DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_BUNKERBUSTER 1.0 DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_PHYSICAL_COLLISION 1.0 DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_TANK_CRUSHING 1.0 DamageTableValue ARMOR_TYPE_RADIATION DAMAGE_TYPE_RADIATION 0.0 ;------------------------------------------ ; Default armor (humans; slightly increased damage from big bullets) ;------------------------------------------ DamageTableValue ARMOR_TYPE_DEFAULT DAMAGE_TYPE_BIGBULLET 1.2 DamageTableValue ARMOR_TYPE_DEFAULT DAMAGE_TYPE_BULLET 0.65 DamageTableValue ARMOR_TYPE_DEFAULT DAMAGE_TYPE_SNIPERBULLET 2.0 ;------------------------------------------ ; Explosive armor (hurt by everything) ;------------------------------------------ DamageTableValue ARMOR_TYPE_EXPLOSIVE DAMAGE_TYPE_BULLET 1.0 DamageTableValue ARMOR_TYPE_EXPLOSIVE DAMAGE_TYPE_BIGBULLET 1.0 DamageTableValue ARMOR_TYPE_EXPLOSIVE DAMAGE_TYPE_SNIPERBULLET 1.0 DamageTableValue ARMOR_TYPE_EXPLOSIVE DAMAGE_TYPE_EXPLOSION 1.0 DamageTableValue ARMOR_TYPE_EXPLOSIVE DAMAGE_TYPE_ROCKET 1.0 DamageTableValue ARMOR_TYPE_EXPLOSIVE DAMAGE_TYPE_MISSILE 1.0 DamageTableValue ARMOR_TYPE_EXPLOSIVE DAMAGE_TYPE_BIGMISSILE 1.0 DamageTableValue ARMOR_TYPE_EXPLOSIVE DAMAGE_TYPE_BUNKERBUSTER 1.0 DamageTableValue ARMOR_TYPE_EXPLOSIVE DAMAGE_TYPE_PHYSICAL_COLLISION 1.0 DamageTableValue ARMOR_TYPE_EXPLOSIVE DAMAGE_TYPE_TANK_CRUSHING 1.0 ;------------------------------------------ ; Vehicle armor (cars and jeeps, general damage reduction) ;------------------------------------------ DamageTableValue ARMOR_TYPE_VEHICLE DAMAGE_TYPE_BULLET 0.2 DamageTableValue ARMOR_TYPE_VEHICLE DAMAGE_TYPE_BIGBULLET 0.4 DamageTableValue ARMOR_TYPE_VEHICLE DAMAGE_TYPE_SNIPERBULLET 0.4 DamageTableValue ARMOR_TYPE_VEHICLE DAMAGE_TYPE_EXPLOSION 0.8 DamageTableValue ARMOR_TYPE_VEHICLE DAMAGE_TYPE_ROCKET 1.0 DamageTableValue ARMOR_TYPE_VEHICLE DAMAGE_TYPE_MISSILE 1.0 DamageTableValue ARMOR_TYPE_VEHICLE DAMAGE_TYPE_BIGMISSILE 1.0 DamageTableValue ARMOR_TYPE_VEHICLE DAMAGE_TYPE_BUNKERBUSTER 1.0 DamageTableValue ARMOR_TYPE_VEHICLE DAMAGE_TYPE_PHYSICAL_COLLISION 0.15 DamageTableValue ARMOR_TYPE_VEHICLE DAMAGE_TYPE_TANK_CRUSHING 1.0 ;------------------------------------------ ; Light armor (armored cars/copters; immune to infantry bullets) ;------------------------------------------ DamageTableValue ARMOR_TYPE_LIGHT DAMAGE_TYPE_BULLET 0.05 DamageTableValue ARMOR_TYPE_LIGHT DAMAGE_TYPE_BIGBULLET 0.2 DamageTableValue ARMOR_TYPE_LIGHT DAMAGE_TYPE_SNIPERBULLET 0.2 DamageTableValue ARMOR_TYPE_LIGHT DAMAGE_TYPE_EXPLOSION 0.5 DamageTableValue ARMOR_TYPE_LIGHT DAMAGE_TYPE_ROCKET 0.5 DamageTableValue ARMOR_TYPE_LIGHT DAMAGE_TYPE_MISSILE 1.0 DamageTableValue ARMOR_TYPE_LIGHT DAMAGE_TYPE_BIGMISSILE 1.0 DamageTableValue ARMOR_TYPE_LIGHT DAMAGE_TYPE_BUNKERBUSTER 1.0 DamageTableValue ARMOR_TYPE_LIGHT DAMAGE_TYPE_PHYSICAL_COLLISION 0.15 DamageTableValue ARMOR_TYPE_LIGHT DAMAGE_TYPE_TANK_CRUSHING 1.0 ;------------------------------------------ ; Medium armor (tracked APCs; immune to bullets) ;------------------------------------------ DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_BULLET 0.0 DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_BIGBULLET 0.0 DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_SNIPERBULLET 0.0 DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_EXPLOSION 0.3 DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_ROCKET 0.75 DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_MISSILE 1.0 DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_BIGMISSILE 1.0 DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_BUNKERBUSTER 1.0 DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_PHYSICAL_COLLISION 0.15 DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_TANK_CRUSHING 1.0 DamageTableValue ARMOR_TYPE_MEDIUM DAMAGE_TYPE_RADIATION 0.0 ;------------------------------------------ ; Heavy armor (tanks; immune to bullets, cannot be crushed) ;------------------------------------------ DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_BULLET 0.0 DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_BIGBULLET 0.0 DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_SNIPERBULLET 0.0 DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_EXPLOSION 0.1 DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_ROCKET 0.72 DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_MISSILE 1.0 DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_BIGMISSILE 1.0 DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_BUNKERBUSTER 1.0 DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_PHYSICAL_COLLISION 0.15 DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_TANK_CRUSHING 0.0 DamageTableValue ARMOR_TYPE_HEAVY DAMAGE_TYPE_RADIATION 0.0 ;------------------------------------------ ; Abrams armor (like heavy armor, better against missiles) ;------------------------------------------ DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_BULLET 0.0 DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_BIGBULLET 0.0 DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_SNIPERBULLET 0.0 DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_EXPLOSION 0.1 DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_ROCKET 0.2 DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_MISSILE 0.2 DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_BIGMISSILE 0.7 DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_BUNKERBUSTER 1.0 DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_PHYSICAL_COLLISION 0.1 DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_TANK_CRUSHING 0.0 DamageTableValue ARMOR_TYPE_ABRAMS DAMAGE_TYPE_RADIATION 0.0 ;------------------------------------------ ; Building armor (ignores bullets) ;------------------------------------------ DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_BULLET 0.0 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_BIGBULLET 0.0 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_SNIPERBULLET 0.0 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_EXPLOSION 0.1 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_ROCKET 0.5 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_MISSILE 0.5 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_BIGMISSILE 1.0 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_BUNKERBUSTER 2.2 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_PHYSICAL_COLLISION 0.1 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_EXPLOSION_C4 1.0 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_TANK_CRUSHING 0.0 DamageTableValue ARMOR_TYPE_BUILDING DAMAGE_TYPE_RADIATION 0.0 ;------------------------------------------ ; Bunker armor (only affected by bunker busters) ;------------------------------------------ DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_BULLET 0.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_BIGBULLET 0.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_SNIPERBULLET 0.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_EXPLOSION 0.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_ROCKET 0.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_MISSILE 0.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_BIGMISSILE 0.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_EXPLOSION_C4 0.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_BUNKERBUSTER 1.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_PHYSICAL_COLLISION 0.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_TANK_CRUSHING 0.0 DamageTableValue ARMOR_TYPE_BUNKER DAMAGE_TYPE_RADIATION 0.0 [Keyboard] F1 Timers F2 Counters F3 GodMode F4 InfiniteAmmo F5 Mario64 F6 Freecam F7 SkipToMission F8 SkipToLocation F9 CollisionRay F10 HighResGrab F11 PoiDump F12 togglerumble
Temporary Credits
Inside CREDITS.TXT you will find a temporary list of credits that is filled in with llamas.
CREDITS.TXT TEMP CREDITS Llamas Head Llama Cameron Brown Another Llama Llama *delay 4.0 Another Llama Llama Another Llama Llama Another Llama Llama *delay 4.0 Another Llama Llama Another Llama Llama Another Llama Llama *delay 4.0 Another Llama Llama Another Llama Llama Another Llama Llama *delay 4.0 Another Llama Llama Another Llama Llama Another Llama Llama *delay 4.0 Another Llama Llama Another Llama Llama Another Llama Llama *delay 8.0 *end
SHELLSCR.TXT
It's unclear what this file could have been for. Perhaps something relating to the email function.
*typedelay 0.75 *typerand 0.15 *script start *prompt td@prokat> *linedelay 0.1 *cmddelay 0.75 td@prokat> tracknet --feedseek=4 connecting...*progbar 5.0 connecting to sat feed *r1|10 tracking.*dotdelay 3.0 connected to satelite *r3|27 *end *script mainshell *prompt=td@prokat> *linedelay=0.01 td@prokat>mddelay=0.05 td@prokat> streamseek *delay 1.0 *end *script transToCharselect *prompt=td@procat> *linedelay=0.01 *cmddelay=0.05 td@prokat> yo mama! yo: Command not found. *end *script charselect *prompt=unitServ#> *linedelay=0.01 #cmddelay=0.05 td@prokat>*delay 1.0 satmonitor *delay 0.5 prokat satmonitor v7.0 .*dotdelay 3 summary mode active got sat signature *r1|10 report code *r1|10.*r1|10 synching*dotdelay 3.0 *spamblock 50 still synching*dotdelay 3.0 oh, that synching feeling*dotdelay 3.0 rats deserting a synching ship*dotdelay 3.0 a9uq02yt0#a8901&^ NO CARRIER *delay 5.0 *end
Unused Music
Three unused music tracks in ogg format can be found in: Root DVD folder > DATAPS2\OGG. Most notably these are in ogg format and are sequenced orchestral type songs. The final game's music is fully orchestrated and in a different music format.
Unused 1
Unused 2
Unused 3
Developer Email
Some email clearly used during development is still present in the final game. To replace your "SNS "Radar"" Help email with the developer mail, replace the following 12 bytes at memory location 0x00518abc with the following payload:
8588469b523b16098f969853
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Email Format
Emails in RAM are 48 bytes long and begin at 0x516588. The format appears to be as follows:
32bit; CRC/GUID for removing this email 32bit; Attachment 1 32bit; Attachment 2 32bit; Attachment 3 32bit; Number of attachments 32bit; Email Sender CRC 32bit; Email Title CRC 32bit; Email Payload CRC 32bit; Parent Folder CRC, or 0 32bit; Number of lines in email, or 0xffffffff for no scrolling 32bit; Set to 0x01 when email has been read. 0x00 means unread 32bit; Pointer to parse routine
- Pages missing developer references
- Games developed by Pandemic Studios
- Pages missing publisher references
- Games published by LucasArts
- PlayStation 2 games
- Pages missing date references
- Games released in 2005
- Games released in April
- Games released on April 28
- Games released in January
- Games released on January 11
- Games released in February
- Games released on February 18
- Games with unused areas
- Games with unused code
- Games with hidden developer credits
- Games with hidden development-related text
- Games with unused music
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused code
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Electronic Arts > Games developed by Pandemic Studios
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by The Walt Disney Company > Games published by Disney Interactive Studios > Games published by LucasArts
Games > Games by release date > Games released in 2005
Games > Games by release date > Games released in April
Games > Games by release date > Games released in April > Games released on April 28
Games > Games by release date > Games released in February
Games > Games by release date > Games released in February > Games released on February 18
Games > Games by release date > Games released in January
Games > Games by release date > Games released in January > Games released on January 11