Pac-Man World 2 (PlayStation 2, GameCube, Xbox, Windows)
|Pac-Man World 2|
This game has unused code.
Pac-Man in THREE-DEE yet again. Hell yeah.
- 1 Debug Features
- 2 Unused Langauge Options
- 3 Unused Text
- 4 Development Logs
- 5 Uncompiled Level
- 6 Pointless Batch Script
- 7 Raw Maze Script File
- 8 Early Menu
- 9 Early Logo
- 10 Build Dates
- 11 Revisional Differences
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.
This allows you to change fog settings. Use the D-Pad to change values. No text renders on-screen anymore.
Like the fog editor, this allows you to change light settings. Use the D-Pad to change values. No text renders on-screen anymore.
This allows you to change, view info and listen to sound effects loaded in the map.
This enables you to view the current camera settings.
This would have allowed you to change music, but it doesn't appear to work.
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 an unused langauge option to set the displayed langauge as English or Japanese.
Change Brightness Settings to Unused Language Setting 201FB168 0807EC26 201FB16C 00000000
The text files for the Pinky and Blinky boss fights in the GameCube version are somewhat messy and contain several pieces of commented-out unused dialogue, some of which was meant to be used for the other bosses.
Inky (Inky's Blade O Matic)
|Inky||PACMAN, I'LL GET YOU! YOU WILL NEVER BE ABLE TO REACH ME UP HERE.
HAHAHA!!! EAT SAWBLADES!
|Come for the Golden Fruit, Pac-Man?|
Spooky wanted me to think of a good cut-down if you ever got to me.
|Pac-Man||HMMM. I'LL USE THOSE B-DOINGS!!!
THEN I'LL GET THAT GOLDEN FRUIT!
|HMMM. That contraption doesn't look very strong.|
Some rev rolls into the body or butt-bounces on the glass should do the trick.
The text files for the Blinky boss fight contain a rough draft of the dialogue for the Inky boss fight.
THAT GLASS DOME LOOKS PRETTY FLIMSY ...YOU CAN'T STAY UP THERE FOREVER! THEN I'LL GET YOUR GOLDEN CHERRY!
Pac-Man was meant to say this after Blinky introduced himself. He doesn't say anything in the final game.
NOW YOU CAN EAT FLAME ROUND ONE!
Blinky was meant to interject with this line at least once during his fight.
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)
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, but it appends a second copy of the file.
3. It deletes the contents of the "foo" file or folder.
This should cause all files passed to this batch file to be effectively "doubled".
@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)
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.
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|
A build date can be found in the game's executable file.
Find dates for the GameCube Players' Choice edition, and the PAL versions.
|Version||Hex Address||Build Date|
Jan 3 2002 16:07:13
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
Aug 2 2002 19:15:57
Mar 11 2004 16:55:22
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.
- 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.
- 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.
- Ice River Run and Blade Mountain both have brief sequences where a Pac-Ranger gives tips about their respective stages. In revision 0, only the Ice River Run sequence exists.
- The GameCube version lacks any music or sound effects on the save data menu.
- Pausing in the PS2, Xbox, and Windows versions will mute the music, whereas the music will continue to play in the GameCube version.
- In the PS2 and GameCube versions, Pac-Village and the world map both use the same music track as the title screen. The Xbox and Windows versions changed this so that they instead use the same track as The Bear Basics. This also applies to the save data menu (with the aforementioned exception of the GameCube version).
- During the Ice River Run Pac-Ranger sequence, the GameCube version uses a unique version of the track used in the ice stages. This track is not present in any PS2 version and was removed from the Xbox and Windows versions, all of which simply recycle the music from Ice River Run.
- The Blade Mountain Pac-Ranger sequence lacks any music in the PS2 Greatest Hits and GameCube versions, whereas the Xbox and Windows versions use the track from the stage itself.
- Exclusively in the ending cutscene of the GameCube version, Spooky's voice is noticeably deeper, slower, and more distorted compared to other versions.