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SpyHunter

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Title Screen

SpyHunter

Developers: Paradigm Entertainment (PS2), Point of View (GCN/Xbox), Aspyr Media (Windows/Mac)
Publishers: Midway Games, Aspyr Media (Windows/Mac)
Platforms: PlayStation 2, Xbox, GameCube, Windows, Mac OS X
Released in JP: April 25, 2002 (PS2)
Released in US: September 24, 2001 (PS2), March 12, 2002 (GCN), March 14, 2002 (Xbox), May 30, 2003 (Windows/Mac)
Released in EU: October 19, 2001 (PS2), June 28, 2002 (GCN/Xbox)


SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
DummyIcon.png This game has unusual dummy files.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

SpyHunter is a remake/sequel of Spy Hunter as a story-driven game with packs of missions. Peter Gunn's theme is also here, even with some nice covers.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Build Dates

PS2 US PS2 Europe PS2 Japan Xbox US Xbox Europe GameCube US GameCube Europe Windows Mac
Aug  5 2001
Sep  6 2001
Feb  5 2002
Feb 4 2002
May 23 2002
Feb 14 2002
May 10 2002
Apr 29 2003
May 1 2003

Debug Commands

The PlayStation 2 version still contains in the executable some debug commands and their functions. It's unknown if they still actually presented in code and working.

USEAGE: dsedb...<something.elf> 
   -motion <#>            0 (default) Spy  1 UFO  2 Spline
   -level <#>             0 tl 1 pg 2 ger 3 eng 4 ven 5 key 6 fra 7 pan 8 pg2
                          9 ger2 10 fra2 11 pan2 12 key2 13 eng2 14 ven2 15 mid
   -water <#>             0 enabled 1 disabled
   -noBufferedDMA
   -editor <#>            0 none 1 level editor 2 splinemover editor 3 traffic editor
   -startPos <#>          starting node on track
   -lang <#>          language from (0 = ENGLISH, 1 = SPANISH, 2 = FRENCH , 3 = ITIALIAN  4 = GERMAN)   -trackDebug <#>        debug level for track load ( see vkTrack.h for level defs )
   -trackTextures <bool>  draw track textures ( true or false )
   -allowDebug <bool>     allow debug menus ( true or false )
   -god                   put car in god mode
   -noai                  turn of ai
   -noExt                 turn off external refs 
   -all                   have all levels available
   -trabant               drive a trabant
   -edUseMemCard
   -drawSplines <#>       spline draw debug
   -dumpObjects           dump objects that exists before level arenas are created
   -statsFile             dump stats file when framerate falls below 30fps
   -showMax               show numbers of objects when frame time falls below 30Hz
   -noMipMaps             force mipmaps off
   -noAudio               disable audio 
   -noMusic               disable music 
   -noMpeg                disable mpeg 
   -showBFC               show back-face-culled geometry in a RED hue 
   -PCKread
   -PCKwrite
   -PCKstate
   -doCd
   -noVsync               turn off vertical retrace syncs (supa fast)
   -fogOn                 force fog on for models, track, water. 
   -fogOff                force fog off for models, track, water. 
   -multiplayer           multiplayer on
   -timeScale <scale>     game time scale
   -camRoll               roll the camera
   -camFlip               flip the camera
   -extraCams             enable extra cameras
   -carScale              spy car scale
   -fovScale              field of view scale

----------------------------
Command line arguments

 -nb     -nc     -motion Motion Mode is %d
      -noBufferedDMA  -fogOn  Fog ON
 -fogOff Fog OFF
        -dumpObjects    DumpObjects
    -noMipMaps      MipMaps forced OFF.
    -statsFile      *** Must compile with VK_STATS to use stats file dump.
 -showMax        *** Must compile with VK_STATS to use show max.
        -noAudio        Audio OFF
      -noMusic        Music OFF
      -timeScale      Time scale set to %f
   -camRoll        Camera roll on
 -camFlip        Camera flip on
 -extraCams      Extra cameras enabled
  -carScale       Car scale set to %f
    -fovScale       Fov scale set to %f
    -noMpeg MPEG OFF
       -showBFC        Show back-face-culled geometry in red.
 -noVsync        VERTICAL RETRACE SYNCRONIZATION OFF
    -level  Level is %s
    -water  Water Mode is %d
       -editor Editor Mode is %d
      -startPos       ShTrackNode%s   Start Node is %s
       -lang   Language is ENGLISH     Language is SPANISH
    Language is FRENCH 
    Language is ITIALIAN 
  Language is GERMAN 
    INVALID LANGUAGE set to ENGLISH -trackDebug     Track Debug is %d
      -allowDebug     false   Don't allow debug stats
        Allow debug stats
      -trackTextures  Don't Draw Track Textures
      Draw Track Textures
    -drawSplines    Spline Draw Level is %d
        -god    God Mode
       -auto   Auto Mode
      -noai   No AI - what is it too slow for ya???
  -noExt  No EXT
 -edUseMemCard   Using memory card for the editor
       -multiplayer    multiplayer set 
       -all    all levels set 
        -help   
%s
    -PCKread        Load from PCK file
     -PCKwrite       Write loaded files out
 -doCD   -PCKstate       Write state loaded files out
   -trabant        trabant set 
   -hovver hovver set 
    -chrome chrome set 
    -glasses        glasses set  ( also set gBufferedDMA )  
       -checkTextures  

%s

  
End command line arguments

Unused Audio

At least Xbox (same audio archive used in PC release) and GameCube versions contain some unused audio inside audio.mpk. Sounds extracted from Xbox release.

  • According to unused sounds game probably could have levels with passengers inside Interceptor and arriving to IES center.
  • It's power supply and electrical sensors could be damaged.
  • One of unused sounds refers to unresponsive weapon vehicle.
  • Some sounds are just additional car AI quotes, which weren't used.

Cutted Content

  • According to debug command -level, earlier exists 15 levels, instead of 14. Before 1st Venice Route Canal level existed additional level in England, that's why in final game files for only available England stage files were stored in directory EN2. Any available builds don't have any other mentions of England 1st level, probably it was cut very early before release.
  • Some weapons were cut according to unused audio: mine launcher as additional defense weapon and some neutron weapon as attack weapon.

Dummy File

Hmmm...
To do:
Find any other differences within this dummy file.

JUNK3.JNK is an earlier version of MENU.PCK, which is the game's menu. This dummy file can also be found in the E3 build.

Early (Dummy File) Final
Earlyspyhunterttlscr.png SPYHUNTER-TTLSCR.png

Regional Differences

  • Midway logo (Mlogo.PSS) was different in European release. US version of video also used in all other game versions, despite their region.
US PS2 Europe PS2
  • Early Test Animatic (ANIMATIC.PSS which is early version of intro) presents early game logo, which is different in US and European PlayStation 2 (same presented in both Xbox versions) releases.
US PS2 Europe PS2
  • Japanese release offers full text localisation. Operation:Nostra video have hardcoded Japanese subs and Making of video was cutt. Other videos, except credits are just taken from US version.

Platform Differences

Content Differences

  • The Xbox version also includes port of original 1983 Spy Hunter. Original game will launch if you type OGSPY as your profile name. Also Xbox version uses HDD for storing some game files. For instance, all contents of Audio.mpk extracted as single .mc3 files (Xbox .mc3 files could be converted with current existing tools) to Partition5 of Xbox HDD.
  • The Gamecube version lacks some additional video extras (Making of, Conecpt videos and Saliva's Your Disease clip) due to MiniDVD space limitations, and uses another shorter animatic as unlockable. All contents of Audio.mpk arleady extracted as single .mc3 files to mc3 directory, but couldn't be converted now due to unknown audio codec.
  • The PC version (both Windows and Mac OS X releases) lacks all video extras, due to release only on one CD.
  • Xbox/GameCube/PC versions utilizes different cheats.

Frontend

  • Icons of Xbox and GameCube versions presents early game logo design.
  • From Xbox version:

SpyHunter Xbox logo.png

  • From GameCube version (ripped from DATA/sh_banner.tpl):

SpyHunter GCN logo.png

  • Title screen on GameCube have Licensed by Nintendo label and says Press Start instead of Press Start Button. Title screen on PC lacks any text.
  • Demo video on PlayStation 2 version used fragment of Game Win track (which played in levels ending videos) from game as background music, when Xbox and GameCube counterparts of video used part from Road Kill track.
  • Xbox/GameCube/PC version changed menu design a little.
  • In Xbox/GameCube releases Agent name, Oblectives (with it's counter) and Main Menu text were replaced and used other colors. Highlighthed text on menu looks darker, then in original PS2 release.
  • PC version also has changed colors for aforomentioned text strings, but their position are same as in PlayStation 2 version.
  • Despite PC release offers resolution settings, menu renders with 800x600 resolution. Resolution changes only in-game, not in menus.
  • Both Xbox and GameCube version have only one controller preset, when PlayStation 2 release have 3 presets.
  • Cheat Grid menu in PC version lacks Movie Player submenu.
PlayStation 2 Xbox GameCube PC
SpyHunter PS2 main menu.png SpyHunter Xbox main menu.png SpyHunter GCN main menu.png SpyHunter PC main menu.png

Graphics Differences

  • The PlayStation 2 version is most advanced in terms of visuals. It supports reflections as later console versions. Also only in this release Interceptor rear windows is transparent, so it's possible to see driver and some monitors inside cockpit.
  • Xbox/GameCube version looks simillar, but cockpit couldn't be seen trough rear windows.
  • The PC version is worst version, and it completely lacks reflections.

Video Extras

  • PlayStation 2/Xbox versions contains Concept Art and Making of videos. Concept arts shows earlier versions of some tracks and cars (Interceptor and Enforcer). According to Making of video, development was started in 1999.

  • Also PlayStation 2/Xbox versions and GameCube versions have early intro video versions. PlayStation 2/Xbox cinematic has early game logo in the end.

PlayStation 2 Files

  • RESET.VKI (probably prototype/demo leftover) exists only in this version, it's just duplicate of MLOAD.VKI.

Xbox/GameCube Version Files

  • Both European releases for Xbox and GameCube contains european localisations also for each other (pvStrings_gc.xxx in Xbox version and pvStrings_xb.xxx in GameCube release).
  • Additional spy.xbe in Xbox version is executable of original Spy Hunter port.
  • DATA/audio.000 (exists only in Xbox release) is just incomplete copy of audio.mpk.
  • Some .pck files in Xbox version have duplicates with .pck.clut and .pck.s3pck extensions.
  • In root directory GameCube release has several files:

england2.trk, germany1.trk, new_provinggrounds.trk, venice1.trk, venice2.trk. Probably some leftovers from development or ealier versions of used .pck files, because levels files doesn't utilize .trk exetension.

PC Version Files

  • HUD directory is exclusive to PC release, since HUD files were replaced from levels .pck (which added in their names noHUD in comparison to console version) files to separate folder.
  • HUD directory contains three files for 640×480, 1024×768, and 1280×720 resolutions. hud_1280x720.pck is unfinished leftover, because game doesn't offer to choose any widescreen resolution.