If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Pac-Man World 2 (PlayStation 2, GameCube, Xbox, Windows)
Pac-Man World 2 |
---|
Developer:
Namco
|
To do:
|
Pac-Man in THREE-DEE yet again. Hell yeah.
Contents
Debug Features
Applying the below code will re-enable debug functionality. These will enable several debug menus. The code below is for the PlayStation 2 US (Greatest Hits) version of the game.
Re-enable Debug Menus E003FFED 005E4FC2 205A8960 00000001 201FA160 00000000 101FA170 0000E8B6 E003FF7D 005E4FC2 205A8960 00000001 201FA160 00000000 101FA170 0000EBBE E003FFDD 005E4FC2 205A8960 00000001 201FA160 00000000 101FA170 0000E862 E00AFFBD 005E4FC2 205A8960 00000001 202992D4 0C0A1A94 20286A50 27BDFFF8 20286A54 FFBF0000 20286A58 3C04003E 20286A5C 0C0557B6 20286A60 2484A4E8 20286A64 DFBF0000 20286A68 03E00008 20286A6C 27BD0008 E006F7FD 005E4FC2 205A8960 00000001 202992D4 0C05585A 20156178 0C0B434C 202D0D30 3C1E003E 202D0D34 03E00008 202D0D38 27DEA4E8 E004FFFB 005E4FC2 205A8960 00000000 202992D4 0C09B170 201FA160 06000006 201FA170 0807E7DE Re-enable Debug Arcade Unlock Buttons 20286A24 00000000 20286A2C 27BDFFF8 20286A30 FFBF0000 20286A34 0C0429FE 20286A38 00000000 20286A3C 0C042E24 20286A40 00000000 20286A44 DFBF0000 20286A48 03E00008 20286A4C 27BD0008 Enable Level Select (choose New Game) 2016299C 2404000? Replace ? with: 3 = regular level select 5 = old level select
With the codes on, while in game press the following to enable debug menus:
- L3 + D-Pad Up for Sound Test.
- L3 + D-Pad Left for Camera Display.
- L3 + D-Pad Right for Music Test.
- L3 + D-Pad Down for Fog Editor.
- L3 + R1 for Lighting Editor.
- R3 to disable all menus.
- The level select menus will appear when starting a new game.
- Refer to the Debug Arcade Unlock section for information on the code, Re-enable Debug Arcade Unlock Buttons.
Fog Editor
This allows you to change fog settings. Use the D-Pad to change values. No text renders on-screen anymore.
Lighting Editor
Like the fog editor, this allows you to change light settings. Use the D-Pad to change values. No text renders on-screen anymore.
Sound Test
This allows you to change, view info and listen to sound effects loaded in the map.
Camera Display
This enables you to view the current camera settings.
Music Test
This would have allowed you to change music, but it doesn't appear to work.
Level Select
This enables a level select menu when starting a new game. The Testing Stuff category has no working levels anymore. It also contains various developer names as seen below.
Old Level Select
Nothing works here anymore and is likely a very old menu.
Debug Arcade Unlock
This code re-enables two debug button sequences to unlock arcade games. Pressing either L2, R2, L2, R2 will unlock one arcade game at any time during game or, pressing L2, R2, L2, R2, L3 will unlock the rest of the arcade games.
Unused Langauge Options
Present in the PlayStation 2 US (Greatest Hits) version of the game is a unused langauge option to set the displayed langauge as English or Japanese.
Change Brightness Settings to Unused Language Setting 201FB168 0807EC26 201FB16C 00000000
Development Logs
Some of the level files have logs from a tool used to compile collisions.
![]() |
Download Pac-Man World 2 (PS2) FeedBack
File: PacmanPS2-FeedBack.zip (Compressed: 18.5KB; Uncompressed: 68.5KB) (info)
|
Uncompiled Level
The archive arcadeint.rar contains an uncompiled map file.
![]() |
Download Pac-Man World 2 (PS2) Uncompiled Arcade Level
File: PacManPS2-UncompiledLevel.zip (Compressed: 133KB) (info)
|
Pointless Batch Script
The GameCube version contains a file called two.bat in the netdata/music folder. This batch file performs the following for all files passed in as arguments:
1. It renames the file to "foo", or moves it to a "foo" folder if one exists
2. It copies the contents of the file that was just renamed or moved back into its original location with its original name
3. It deletes the contents of the "foo" file or folder
Since the end result of the operations is the same as the initial state, this file is effectively pointless.
@echo off for %%i in ( %* ) do ( move %%i foo copy /b foo+foo %%i del foo )
Raw Maze Script File
The netdata/maze5b folder in the GameCube version contains a file called script.txt, which looks to be a raw script file for one of the mazes. The script oddly refers to it as maze 5a, and the last line of the file consists of unprintable characters.
;================================================================== ;======================+++++++++++++=============================== ;====================== M A Z E # 5a =============================== ;======================+++++++++++++=============================== msg_init action_makeEcho(ECHO_STUDIO_B,0,0,20,40) msg_init action_SoundPlay(SND_AMB_WAVES) ;msg_init action_SoundPlay(SND_AMB_WATERFALL_MAZE) msg_init action_makeRandomSounds (1, 2, SND_AMB_WATERDRIP_DRY1, SND_AMB_WATERDRIP_DRY2, SND_AMB_WATERDRIP_DRY3) maze = msg_init action_makeBoxMaze(maze_bnd,23,18,start_pnt,MAZE_LEFT) ; Init of Maze ;++++++++++++++++++++++++ Fruit ++++++++++++++++++++++++++++ msg_init action_awardMazeFruit(MELON, 30, 1000, 10.0) msg_init action_awardMazeFruit(MELON, 70, 1000, 7.5) ;++++++++++++++++++++++++Power Pellets++++++++++++++++++++++++++++ msg_init action_setMazeDot(power1_pnt,MAZE_POWER_PELLET,maze) ; Put PowerPellet msg_init action_setMazeDot(power2_pnt,MAZE_POWER_PELLET,maze) msg_init action_setMazeDot(power3_pnt,MAZE_POWER_PELLET,maze) msg_init action_setMazeDot(power4_pnt,MAZE_POWER_PELLET,maze) msg_init action_setMazeDot(power5_pnt,MAZE_POWER_PELLET,maze) msg_init action_setMazeDot(nodot1_pnt,MAZE_NONE,maze) msg_init action_setMazeDot(nodot2_pnt,MAZE_NONE,maze) msg_init action_setMazeDot(nodot3_pnt,MAZE_NONE,maze) msg_init action_setMazeDot(nodot4_pnt,MAZE_NONE,maze) msg_init action_setMazeDot(nodot5_pnt,MAZE_NONE,maze) msg_init action_setMazeDot(nodot6_pnt,MAZE_NONE,maze) msg_init action_setMazeDot(nodot7_pnt,MAZE_NONE,maze) msg_init action_setMazePathSecurityLevel(nogodown1_pnt,MAZE_DOWN,ONLY_EYES,maze) msg_init action_setMazePathSecurityLevel(nogodown2_pnt,MAZE_DOWN,ONLY_EYES,maze) msg_init action_setMazePathSecurityLevel(nogoup1_pnt,MAZE_UP,ONLY_EYES,maze) ;++++++++++++++++++++++++++++++++GHOST+++++++++++++++++++++++++++++++++++++ msg_init action_putMazeDot(maze) ; Put Dots on Maze clyde = msg_init action_makeMazeGhost(ghost1_pnt,4.0,ghost1_pnt,target2_pnt,left_pnt,PINKY,maze,self) ; Put ghosts msg_init action_makeMazeGhost(ghost2_pnt,2.0,ghost2_pnt,target3_pnt,left_pnt,INKY,maze,clyde) msg_init action_makeMazeGhost(ghost3_pnt,6.0,ghost3_pnt,target1_pnt,left_pnt,BLINKY,maze,self) msg_init action_makeMazeGhost(ghost4_pnt,0.0,ghost4_pnt,target4_pnt,left_pnt,CLYDE,maze,self) msg_init action_CameraBox(Maze,maze_bnd,180) ; Inits Camera for Maze ;-------------------- pool ----------------------- ;***** Transparancy ***** msg_init action_changeVU1TransparencyMode(water1,TMODE_BRIGHTEN) msg_init action_trueTransparency(water1, 1) msg_init action_changeVU1TransparencyMode(water2,TMODE_BRIGHTEN) msg_init action_trueTransparency(water2, 1) ;***** UV Anim ***** ;msg_init action_makeUVAnim(water1,-0.2,-0.3) ;msg_init action_makeUVAnim(water2, 0.3,0.4) ;-----------========= FOG ==========------------- msg_init action_setFog(71,105,97,600.0,900.0) msg_init action_setUnderWaterFog(8,32,102,100.0,500.0) ;-------------------reflect----------------- ;***** Transparancy ***** msg_init action_changeVU1TransparencyMode(reflect1,TMODE_BRIGHTEN) msg_init action_trueTransparency(reflect1, 1) ;***** UV Anim ***** ;msg_init action_makeUVAnim(reflect1,0.1,0.2) ;+++++++++++++++++++++++Shark++++++++++++++++++++++++++++++++++++ msg_init action_makeShark(shark1_pnt,200,15) msg_init action_makeShark(shark2_pnt,30,15) msg_init action_makeShark(shark3_pnt,50,15) msg_init action_makeShark(shark4_pnt,70,15) ;===================== Sewer Water Dumps======================== ;***** Transparancy ***** msg_init action_changeVU1TransparencyMode(waterdump1,TMODE_BRIGHTEN) msg_init action_trueTransparency(waterdump1, 1) msg_init action_changeVU1TransparencyMode(waterdump2,TMODE_BRIGHTEN) msg_init action_trueTransparency(waterdump2, 1) msg_init action_changeVU1TransparencyMode(waterdump3,TMODE_BRIGHTEN) msg_init action_trueTransparency(waterdump3, 1) msg_init action_changeVU1TransparencyMode(waterdump4,TMODE_BRIGHTEN) msg_init action_trueTransparency(waterdump4, 1) ;***** UV Anim ***** msg_init action_makeUVAnim(waterdump1,0.0,-1.9) msg_init action_makeUVAnim(waterdump2,0.0,-1.0) msg_init action_makeUVAnim(waterdump3,0.0,-1.0) msg_init action_makeUVAnim(waterdump4,0.0,-1.9) ;========Mist=============== msg_init action_makeMistBox(mist1_bnd,150,25.0,.2,1.0,180,190,180,20) msg_init action_makeMistBox(mist2_bnd,150,25.0,.2,1.0,180,190,180,20) ;============Drips================ temp = msg_init action_makeScriptableVU1(bigdrip1) ;temp2 = msg_init action_makeScriptableVU1(bigdrip2) msg_init action_changeVU1TransparencyMode(drip1,TMODE_BRIGHTEN) msg_init action_trueTransparency(drip1, 1) msg_init action_changeVU1TransparencyMode(drip2,TMODE_BRIGHTEN) msg_init action_trueTransparency(drip2, 1) msg_init action_changeVU1TransparencyMode(bigdrip2,TMODE_BRIGHTEN) msg_init action_trueTransparency(bigdrip2, 1) msg_init action_changeVU1TransparencyMode(bigdrip1,TMODE_BRIGHTEN) msg_init action_trueTransparency(bigdrip1, 1) msg_init action_suspend(temp) ;msg_init action_suspend(temp2) msg_init action_makeUVAnim(drip1,1.8,9.0) msg_init action_makeUVAnim(drip2,1.3,0.0) msg_init action_makeUVAnim(bigdrip1,1.7,0.0) msg_init action_makeUVAnim(bigdrip2,1.55,0.0)
Early Menu
Included with a group of other unused menu assets is what could potentially be a version of the main menu that was used during earlier stages of development. This is supported by the empty space on the right which could be where the different options were placed, and the sketch of a dock in the background similar to how Pac-Man is standing on a dock in the final title screen.
Early Logo
Another unused menu asset is this early version of the logo. It is distinct from the logo seen in the early menu, being completely original instead of the logo from the first game with a two added on. It had been broken up into 4 128x128 pixel images, along with a version of the final logo that was in a similar state. This is what it looks like pieced back together.
Early Logo | Final Logo |
---|---|
Build Dates
A build date can be found in the game's executable file.
To do: Find dates for the GameCube Players' Choice edition, and the PAL versions |
Version | Hex Address | Build Date |
---|---|---|
PlayStation 2 | 0x4A0DB8 | Jan 3 2002 16:07:13 |
GameCube | 0x1EC674 | Jan 10 2002 13:42:26 |
PlayStation 2 (Greatest Hits) | 0x4A0DB8 | Mar 1 2002 11:58:05 |
PlayStation 2 (JP) | 0x4A0DB8 | Apr 1 2002 16:19:23 |
Xbox | 0x1E5D0C | Aug 2 2002 19:15:57 |
Windows | 0x29FB90 | Mar 11 2004 16:55:22 |
Revisional Differences
For whatever reason, all reissuings of PS2 and GCN releases of Pac-Man World 2 (Greatest Hits, etc.) reduced difficulty by a huge margin. The PC release, most likely due to its later release date, got the easier of the two (same for the European releases).
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: The longest video documentation of the original release I've found so far goes through Treewood Forest, so later levels may have other changes not stated here yet. Also, screenshots would be nice. |
Gameplay Differences
- Ghosts kill in one hit in revision 0, regardless of Pac-Man's health, just like in the oldest Pac-Man games. This upped the difficulty just about everywhere, as well as making the Health Wedge in Pac-Village basically pointless (unless you somehow hurt yourself trying to kill the Pac-asites).
- Score tallying animations don't play for level/global high scores in revision 0, leaving boss levels with no animations at all.
Level-Specific Differences
- The sign in The Bear Basics that tells the player to Butt-Bounce on the nearby Pac-Cub incorrectly calls it a Pac-Bear in revision 0.
- Blinky's Killer Frog, shortened to just Blinky's Frog in PS2 revision 1 to match its name in the HUD, swings its tongue far faster in the first phase in revision 0. The glow on its weak point in phase two, along with the dialogue giving away how to attack it, are missing as well.
- B-Doing Woods is missing some nets in revision 0, most notably in the first field of B-Doings. The net in revision 1 makes the first cherry a joke.
- Also in B-Doing Woods, some B-Doing directions were changed around for what would appear to be very little reason.
- Games developed by Namco
- Games published by Namco
- Games published by SCEE
- Games published by Hip Games
- PlayStation 2 games
- GameCube games
- Xbox games
- Windows games
- Games released in 2002
- Games with unused code
- Games with hidden development-related text
- Games with debugging functions
- Games with hidden sound tests
- Games with hidden level selects
- Games with revisional differences
- To do
- To investigate
- Pac-Man series
Cleanup > To do
Cleanup > To investigate
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused code
Games > Games by developer > Games developed by Bandai Namco Entertainment > Games developed by Namco
Games > Games by platform > GameCube games
Games > Games by platform > PlayStation 2 games
Games > Games by platform > Windows games
Games > Games by platform > Xbox games
Games > Games by publisher > Games published by Bandai Namco Entertainment > Games published by Namco
Games > Games by publisher > Games published by Hip Games
Games > Games by publisher > Games published by Sony > Games published by Sony Interactive Entertainment > Games published by Sony Computer Entertainment > Games published by SCEE
Games > Games by release date > Games released in 2002
Games > Games by series > Pac-Man series