Shrek: Smash n' Crash Racing (Nintendo DS)
Shrek: Smash n' Crash Racing |
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Developer: Torus Games[1] This game has unused areas. |
Shrek: Smash n' Crash Racing is... pretty much just a Mario Kart game, except with more Shrek.
Contents
Test Levels
Testlevel17
A track in the shape of a small oval. It is possible to jump off the edge, though falling off teleports you back to the top. The only notable thing in this map is that there are untextured speed strips on each half of the map, which launch you forward when you run over one. It has no minimap data.
"ds_test" and "ds_test2"
While track data exists for these two maps, texture data seems to be missing. This means that although there is collision data, you can't see what you're running into.
It's worth noting that ds_test2 has item barrels present on the track, while ds_test does not.
dsdaytona
Unloadable. If forced to load, crashes the game. The name may indicate it likely has something to do with Daytona USA.
Unused Music
The main theme music from Mario Kart 64, listed as MARIOKART.SSEQ in the directory. This song is one of the samples from the Nintendo DS' development kit.
Development Related Files
To do: There are many more development txt files, probably wouldn't hurt to make a subpage |
Material Attributes
matattr.txt allows the editing of material attributes. Present at the top of the text are instructions for which each attribute means:
//-------------------------------------------------------------------------------------- // Note: // * Friction affects sideways drift of vehicle plus acceleration & braking - default 1.0 // * Restitution describes how "bouncy" a surface is - default 0.5 // * Resistance slows down the vehicle when on this surface (eg. increase for deep mud to slow vehicle) - default 0.0 //--------------------------------------------------------------------------------------
BuildAudioAssets
Found in the audio directory, BuildAudioAssets.bat is a basic batch script that probably combined the split audio files into a .sdat file. This was probably left in on accident, considering MakeSound.bat is nowhere to be found ..
pushd ..\..\raw\audio call MakeSound.bat popd
LibContent Template
Located in the lcdata directory, lctemplate.txt is ... some sort of inhouse Torus engine template file.
//-------------------------------------------------------------------------------------- // File: template.txt // Description: Defines the entities in LibContent // Author: mabbott // Platform: // // Copyright (c) 2004 Torus Games Pty. Ltd. //-------------------------------------------------------------------------------------- // History: // 2/3/2006 MA Initial Revision //-------------------------------------------------------------------------------------- TEMPLATE EntityAccumulator { FIELDS { TSEBool m_bAllowValueWrap = 0 TSEBool m_bResetAfterEqual = 1 TSEBool m_bSingleShot = 0 u32 m_uLoop = 0 s32 m_nInitialValue = 0 s32 m_nMaxValue = 2147483647 s32 m_nMinValue = -2147483648 s32 m_nValue = 0 } INPUTS { EntityAccumulator_Input_Reset // Resets the current value to m_nInitialValue and the loop count will be reset back to m_uLoop EntityAccumulator_Input_Increment EntityAccumulator_Input_Decrement } OUTPUTS { EntityAccumulator_Output_Changed EntityAccumulator_Output_Equals EntityAccumulator_Output_GreaterThan EntityAccumulator_Output_LessThan EntityAccumulator_Output_Overflow EntityAccumulator_Output_Underflow } } TEMPLATE EntityAreaTrigger { FIELDS { TSEBool m_bActive = 1 TSEBool m_bInsideOutputEnabled = 0 {"Will the Inside message output get fired?"} u32 m_uLoop = 0 TSEVec4 m_v4Extent = 1 1 1 0 Entity m_pEntity = 0 } INTERNALFIELDS { // NOTE!!!!!!!!!!!!!!!!!!!!!! // This tells the AreaTrigger what class to test against. For example, if you want to // test overlap against the player you override this in your template.txt to // "EntityPlayer" text m_szOverlapTestClassName = 0 } INPUTS { EntityAreaTrigger_Input_Activate EntityAreaTrigger_Input_Deactivate EntityAreaTrigger_Input_Destroy } OUTPUTS { EntityAreaTrigger_Output_Enter EntityAreaTrigger_Output_Exit EntityAreaTrigger_Output_Inside } } TEMPLATE EntityClientAreaTrigger { FIELDS { TSEBool m_bActive = 1 TSEBool m_bInsideOutputEnabled = 0 {"Will the Inside message output get fired?"} u32 m_uLoop = 0 TSEVec4 m_v4Extent = 1 1 1 0 Entity m_pEntity = 0 } INTERNALFIELDS { // NOTE!!!!!!!!!!!!!!!!!!!!!! // This tells the AreaTrigger what class to test against. For example, if you want to // test overlap against the player you override this in your template.txt to // "EntityPlayer" text m_szOverlapTestClassName = 0 } INPUTS { EntityClientAreaTrigger_Input_ClientActivate EntityClientAreaTrigger_Input_ClientDeactivate } OUTPUTS { EntityClientAreaTrigger_Output_ClientEnter EntityClientAreaTrigger_Output_ClientExit EntityClientAreaTrigger_Output_ClientInside } } TEMPLATE EntityTimer { FIELDS { TSEBool m_bSingleShot = 0 // If true the timer will DELETE itself once the timer has triggerd m_uLoop times or once if m_uLoop equals 0. // If false the timer will only DEACTIVATE itself if m_uLoop is not 0 and the timer has triggerd m_uLoop times. u32 m_uLoop = 1 // The number of times the timer will time out and reset itself. NOTE: 0 means the timer will do this indefinitely fp32 m_fMinTime = 5 // The minimum time to wait before triggering. If m_fpMaxTime < m_fpMinTime then the time will always be m_fpMinTime fp32 m_fMaxTime = 0 // The maximum time to wait before triggering fp32 m_fInitialDelay = 0 // The initial time to wait before starting the timer. Only happens once in a looping timer. } INPUTS { EntityTimer_Input_Start EntityTimer_Input_Stop EntityTimer_Input_Reset // Resets the current time to m_fpMinTime (or a random time if m_fpMaxTime > m_fpMinTime) and the loop count will be reset back to m_uLoop } OUTPUTS { EntityTimer_Output_Trigger } }
References
The Shrek series
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PlayStation | Treasure Hunt |
PlayStation 2 | SuperSlam (Demo) • Shrek the Third • Shrek's Carnival Craze |
PlayStation 3 | Forever After |
PlayStation Portable | Shrek the Third |
Xbox | Shrek • SuperSlam |
Xbox 360 | Shrek the Third • Forever After |
GameCube | SuperSlam |
Wii | Shrek the Third • Shrek's Carnival Craze • Forever After |
Game Boy Color | Fairy Tale Freakdown |
Game Boy Advance | Swamp Kart Speedway • Hassle at the Castle • Reekin' Havoc • Shrek 2 • Beg for Mercy • SuperSlam • Smash n' Crash Racing |
Windows | Twisted Fairy Tale Fun • Shrek 2 • SuperSlam • Shrek the Third • Shrek's Carnival Craze • Forever After |
Nintendo DS | SuperSlam • Smash n' Crash Racing • Ogres and Dronkeys (Prototype) • Shrek's Carnival Craze |
iOS, Android | Shrek Kart HD • Fruit Ninja: Puss In Boots |
Adobe Flash | Charming Dragon • Fairytale Lanes • Tickle Fight |
V.Smile | Dragon's Tale |
- Games developed by Torus Games
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- To do
- Shrek series
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