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Peggle Nights

From The Cutting Room Floor
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Title Screen

Peggle Nights

Developer: PopCap Games
Publisher: PopCap Games
Platforms: Windows, Mac OS X


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Peggle Nights was advertised as a sequel to the prequel, yet Peggle 2 came out, making this title feel like false advertising.


Blank.png
Unused levels
Hey look, there's backdrops too!

Go figure.

Duplicated level file

The Plants Vs. Zombies level in the spring level pack had an older copy of the level in the PAK file that went unused. A change to a few pegs was made.

Copy:

PVZPeggleNightsOriginal.png

Final:

PVZPeggleNightsCopy.png

Level loader

Hmmm...
To do:
If possible, find the values that properly enable this. Hijacking the level loading function by replacing a JNE feels forced. Add Mac addresses if possible.

The game has support for loading raw level files and their backdrops elsewhere via using a dialog related to your OS. It's possible to enable it by changing the function at the following address with one that has no operation will load it when trying to load a level or demo.

Build Header text
PopCap.com (WW, Final) 00408CA4

If loading levels this way, the word Dev will be above the word score on your scoreboard and that will write to replay data, you also cannot save high scores from levels loaded this way and the level complete dialog only offers three options, returning to the main menu, replaying the level or playing a random level. Reloading a level makes the game write the name of the level file to the game window in this form.

 -  %s

Level Editor

Hmmm...
To do:
There is hardcoded stuff too! Maybe it's usable?

The game executable mentions strings for one.

LevelEditor/stats_cheat.dat
LevelEditor/autosave

The strings below along with their code are only present in the Windows releases and the Xbox 360 release.

Keyboard Reference
Edit
 (Multi Place)
 (Drag)
 (Make Poly)
 (Center Drag)
 (Image Drag)
 (Single Sel)
 (No Draw Sel)
 (Paused)
Edit (Order Mode)
LevelEditor/globals.dat
LevelEditor/buffer%d.dat
LevelFile
SOFTWARE\\
levels
editlevel.dat
*.dat
Save Level
.dat
autosave
LevelEditor
LevelEditor/autosave
LevelEditor/autosave%d.dat
leveleditor/editlevel.dat
autosave%d
Inspect AutoSaves?
Would you like to inspect AutoSaves?
No autosaves
No autosave data available
LevelEditor/LevelEditor.cfg
LevelEditor/editlevel.dat
Choose Group
No Choices
: 

Hidden in-game debug display

Hmmm...
To do:
If possible try to not hijack the JNE, but change the value to trigger it.

The game has a debug display that his hidden from normal gameplay. It's possible to enable it by changing the function at the following address, it is shown when a level is already loaded or is going to be loaded.

Build Header text
PopCap.com (WW, Final) 0040D03F

Removed strings

The multilingual versions of the game have all the translated text and text to overlap in the executable for a variety of functions that are not present in public builds of the game. The text is most likely from a development build of the game, suggesting some functions were removed or stubbed after release.

Source File Name English Japanese Possible explanation
DebugMgr.cpp Series: %d シリーズ: %d Display of the series number?
DebugMgr.cpp Skill: %d スキル: %d Display of the skill number?
DebugMgr.cpp Mouse:%d,%d
マウス:%d,%d
Display of mouse coordinates? The framework already has a function to draw mouse coordinates.
HighScoreMgr.cpp a quick check on score values, if your ace score is set to a weird value this may not look right スコアがおかしな数値に設定されていて、正しくなさそうに見える場合、スコアの数値を素早くチェックします。 Miscellaneous display test?
LogicMgr.cpp %d + %d (style) = %d (total: %d) %d + %d (スタイル) = %d (トータル: %d) Point display?
ProgressScreen.cpp count: %d (%d) カウント: %d (%d) Debug progress display?
ScreenSaverDialog.cpp Screensaver スクリーンセーバー Unknown.
ScreenSaverDialog.cpp Enable Screensave スクリーンセーバーをオンにする Unknown.
ScreenSaverDialog.cpp Enable Sound サウンドをオンにする Unknown.
ScreenSaverDialog.cpp Periodically Darken Screen 定期的に画面を暗くする Unknown.
ScreenSaverDialog.cpp Allow Monitor Powersave Mode モニターの省エネモードを有効にする Unknown.
ScreenSaverDialog.cpp Check here to set your Pego as your Screensaver. ここをチェックして、ペゴをスクリーンセーバーにしよう。 Unknown.
ScreenSaverDialog.cpp Check here to allow your monitor to go into powersave mode while running the Pego Screensaver. ここをチェックして、ペゴスクリーンセーバーが作動中にモニターが省エネモードになるのを許可します。 Unknown.
ScreenSaverDialog.cpp This option controls whether or not to play sounds in the Screensaver. このオプションで、スクリーンセーバーを音付きにするかどうかを選びます。 Unknown.
ScreenSaverDialog.cpp This option will make the Screensaver periodically darken the screen. このオプションは、スクリーンセーバーが定期的に画面を暗くするようにします。 Unknown.
ScreenSaverDialog.cpp Pego Screensaver Settings ペゴスクリーンセーバーの設定 Unknown.
TrophyMgr.cpp Style Shot not found: スタイルショットがみつかりません: Error handler for style shots?

Internal project name

Given by the original was called Thunderball, this title was called ThunderballNights.