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SSX (2000)

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Title Screen


Also known as: X-treme Racing SSX (JP)
Developer: EA Canada
Publisher: EA Sports Big
Platform: PlayStation 2
Released in JP: October 26, 2000
Released in US: October 30, 2000 (original), 2002 (Greatest Hits)
Released in EU: November 24, 2000 (original), August 2, 2002 (Platinum)

CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.

To do:
  • Figure out what the cheats do.

The pure riding, jibbing, action, and tricks-galore extreme snowboarding game series needed a start somehow.

As an exclusive launch title for the PlayStation 2 in the US (reportably because Sony actually sent engineers to EA Canada to help them, in exchange for making the game a exclusive for the PS2), which itself started development as a Dreamcast title, before Electronic Arts completely dipped out of making/publishing Dreamcast games, this was it. AND IT KICKS.

Welcome to SSX.


SSX Unused Gamemode Icon.png
Unused Gamemodes
Unused and completely removed gamemodes.
SSX warmup sky.png
Unused Textures And Oddities
Unused textures, and odd or unused things in used textures.

Build Date/Time

At the following addresses in the table, there are two separate build date and build time strings.

Region/Version Date/Time Addresses Build Date/Time
US/SLUS-20095 0x002B3490 (Date)/0x002B34A0 (Time) Aug 30 2000 11:11:36

The strings are actually used to compose a "ALPHA CDROM" version string, which can be seen in memory both as the raw format string and the finalized build string.

(Source: modeco80)

Framerate Display

Enabling the below code will enable a framerate display for the frontend in the top-left corner. This code only works while in the game's initial menus.

USA SLUS-20095 code:

Enable Frame Rate Display
101660D8 00009E66
SSX - Debugdisplay.png

Another framerate display exists which is part of the gameflow class.

It can be re-enabled by setting the 4-byte value at the following address to non-zero, depending on game region/version.

Region/Version Address
PAL/SLPM-60124 (PlayStation 2 Demo Disc) 0x00286300
US/SLUS-20095 0x00285A7C
FPS displayed during the venue's intro sequence.
FPS displayed in-game.
(Source: Punk7890 (Frontend code), modeco80 (In-game version rediscovery))

Debug Menu

There is evidence of two large debug menus being once embedded in the pause menu.

No main routine in the game enables the sub-menus to these menus.

The cDebugMenu class, and other submenu classes still exist in game code, however.

One of cDebugMenu's unique thiscall functions (presumably the function for actually registering the menu) has been completely dummied out, and as such, the menu doesn't work.

SSX - Debugmenu.png
(Source: Punk7890, modeco80 (Reverse engineering))


Several cheats that currently have unknown effects can be input while in the options menu from the main menu.

While in the options menu, hold L1 + L2 + R1 + R2 and press the following:

Inputs Effect
Square, Triangle, Circle (×4), Square (×4) Unknown.
Square, Circle, X, Triangle, X, Triangle, X, Triangle, X, Triangle Unknown.
Square, Left, X (×8) Unknown.
Square, Up, X (×7), Square Unknown.
Square, Right, Circle, X, Circle, X, Circle, X, Circle, X Display all hints.
Square, Down, Circle (×5), X, Triangle, Square Unknown.

Additionally, there are two dummy cheats in the game that contain an invalid input, rendering them disabled.

To re-enable them, apply the below code for the USA SLUS-20095 version of the game.

Re-enable Dummy Cheats
202B07E8 00000000
202B0818 00000000
Inputs Effect
Square (×2), X (×7), Triangle Unlock everything.
Square (×2), X (×4), Triangle (×4) Same as above?

(Source: Punk7890)