If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Starsky & Hutch (Windows)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Starsky & Hutch

Developer: Mind's Eye Productions
Publishers: Empire Interactive (EU), Gotham Games (US)
Platform: Windows
Released in US: September 9, 2003
Released in EU: June 20, 2003


CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
  • There are unused character models for Huggy Bear, a "Frog-girl", work in progress models of Starsky & Hutch for the cancelled sequel and characters from the film Reservoir Dogs that were made for a pitch according to Mind's Eye Productions developers. Add these here.
  • This game appears to have different release versions for Windows.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info

Undocumented Command Line Arguments

These commands are used by the game launcher to restart the game in different states. The game executable cannot be run by itself, as the launcher is needed to keep track of game-state and restart the game on every level change:

Command Line Argument Effect
/HWND Unused - Desktop HWND.
/SpawnerFirstTime Used on initial launch.
/SpawnerRespawn Used upon level change/reset.
/X Unused. Can be used to pass a string to indicate level info for re-launch.

Debug Toggles

The UI for accessing these features is not accessible, but the features can be enabled by setting the following addresses (bool unless indicated otherwise):

Show FPS Bar: 0x692370
Render Tests (Limits draw distance): 0x73A038/0x73A03C
Show Free Memory: 0x72BFD4
Toggle HUD: 0x692384
Show Particle List: 0x6B7094
AI Controlled Player Vehicle: 0x6923A0 (can lead to softlock)
Debug Render: 0x69235C (1 byte bit-mask)
0x40: Render Center
0x20: Render info 
0x10: Render Polys
0x02: Render Bounding Box
0x01: Render Textures (set by default)
On-Screen Debug Info: 0x694194 (User byte must be set to 2,3,4,A, or D)
User: 0x650dc8 (index for User array from 0-1e)
(Source: SpectralPlatypus)

Unused Graphics

Present in HiResTex.btw and LoResTex.btw under the CDDataPC folder of the installed game directory, alongside the used high-resolution and low-resolution image assets (respectively). The files are uncompressed.

The last two images below are leftovers from the PlayStation 2 version, which was released two months before the Windows one.

(Source: SpectralPlatypus)

Unused Music

Present in MusicPC.wad under the CDDataPC/Sound folder under the installation directory, alongside the rest of the game's soundtrack.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Could this have something to do with having the language set to French? PS2 version (at least the demo) changes the main menu music to that when the game language (taken through the PS2's own menu itself) is set to French.

70s TV Series Theme (French)

(Source: originalTCRFresearch)

There are also three pieces of music of the soundtrack which are never heard during gameplay.

"Funk 2". An alternate version of the second funk track.

"Lose". This would have played if the viewer ratings got to zero or if a target during a escort mission got hit three times.

"Win". This would have played when you took down the criminals vehicle.

(Source: RingsOfGeonosis)

Unused Models

Present in Common.btW under the CdData folder of the installed game directory, alongside other 3D models and game data.

Versions of existing models

Camaro_red.dff

A supposed red version of the in-game Camaro_flame and Camaro_Yellow, this version presents itself with broken, warped UVs, and texture references shared with Camaro_flame. Compared to other unused models, it still contains deformation data. The model also presents some minor changes, like the rear of the car model containing a badge.

Chrysler-Green.dff

Most likely the beta version of the existing Chrysler_Green, this version has several broken parts, like missing or unknown texture/material references, broken UV (likely made for use with different textures), and missing deformation data. Missing textures:

  • Chrysler_FBody

FordTBirdPink.dff

Pink version of the FordTBirdGreen, this model presents itself with texture/material references to missing files. Generally it is almost the same as the model that appears ingame, just green in colour. Missing textures:

  • TBirdpinkb_body (Unique to this version) (Exterior car texture)
  • TBirdpink_body (pink version of existing TBirdgreen_body) (Interior car texture)
  • tnz_TBirdpink_st (pink version of existing tnz_TBirdgreen_st) (Steering wheel)

Harley.dff

Two-wheel version of the existing Trike, this motorcycle presents itself with texture/material references to missing files, and in general unfitting UVs. Missing textures:

  • HarleyB_Body (Exterior bike texture)

Broken textures:

  • Harley_Body (UV not fit for this texture) (Interior bike texture)

Harley_Police.dff

Two-wheel Police version of the existing Trike and mentioned-above Harley, this motorcycle presents itself with significant differences in mesh, texture/material references to missing files, and in general unfitting UVs. Missing textures:

  • HarleyB_Body (Exterior bike texture)

Broken textures:

  • Harley_Body (UV not fit for this texture) (Interior bike texture)

Standalone Models

Cougar.dff

An unseen model, this car is modeled after the Mercury Cougar, and it would most likely be used as a traffic car, given the shared characteristics between it and existing traffic car models (lack of a detailed interior, integrated driver model inside). The UV is slightly broken.

Beetle.dff

An unseen model, this car is modeled after the Volkswagen Beetle, also likely to be used as a traffic car due to the same characteristics described above. UV is slightly broken, and an unknown "tnz_Beetle_Wheel.PNG" texture is referenced, not present in the game files.

buggy_export.dff

An unseen model, this buggy would have most likely been used as an enemy car, or even a protagonist car, given the detail put into it. Lacks headlight/brakelight sprites.


Unused Data

Present in Common.btW under the CdData folder of the installed game directory, alongside other 3D models and game data.

KR_Kitt

A reference to the Knight Rider series' main car KITT, there are several entries in the data about it, alongside a file of the same name.

KR_KARR

Another reference to the Knight Rider series, this represents the antagonist car of the series, and has several entries in the data about it, alongside a file of the same name.

Other KR_ files

  • KR_bush_spikey
  • KR_bush_wild
  • KR_CactusA
  • KR_CactusB
  • KR_Cactus_piece
  • KR_CloudLayerInner
  • kr_missle
  • KR_RockA
  • KR_RockB
  • KR_RockC
  • KR_RockD
  • KR_skybox
  • KR_Tumbleweed
  • KR_Tumbleweed