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Talk:Pac-Man World 2 (PlayStation 2, GameCube, Xbox, Windows)

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I haven't edited a freaking page in ages. ExtremeSpyro 00:01, 4 November 2012 (EDT)

WOW

Oh my god. I just found a treasure trove of unused music. It'll take me a while to remove the stuttering from the files but once I do I'll upload them. ExtremeSpyro 15:03, 7 November 2012 (EST)

Okay, I don't know what the hell happened, but the .ogg file for GOD sounds warped. It didn't sound that way before. ExtremeSpyro 13:34, 12 November 2012 (EST)

I'm curious. What tool are you using? --From: divingkataetheweirdo 12:14, 24 November 2012 (EST)

I was using MFAudio and HXE and ripping the music directly from the game's files. However since I found out that the supposed unused music was actually used in a Pac-Attack mini game, my actions proved useless. ExtremeSpyro 22:07, 24 November 2012 (EST)

I was wrong?

Crap. I just found a complete soundtrack of PMW2 and apparently there is a track called "Pac-Attack: God Mode". ExtremeSpyro 11:58, 24 November 2012 (EST)

Is it a fan-made complete soundtrack? They often include all the tracks they find on the disc, even if they're not used. // Foxhack 23:27, 24 November 2012 (EST)
True, but Pac-Man World 2 also includes a port of Pac-Attack that came from Namco Anthology 2. And yes, God Mode is a track from that game (It's used for Godhand mode). --From: divingkataetheweirdo 17:21, 26 November 2012 (EST)

TXT Files

There's a few of txt files in this game, at least on the Gamecube version. One that isn't about coding for Pac-Man/stages is a leftover *.bat file under ~/netdata/music that, I'm guessing, was meant to copy files over or something. However, given this page is for the PS2 version, is it alright to submit for the GC? Or, do we need a separate page/section, or? Here's the contents of the file, by the way:

@echo off
for %%i in ( %* ) do (
	move %%i foo
	copy /b foo+foo %%i
	del foo
)

There's also a text file labeled "foo.txt" in the same directory that lists the files already in there and the current space they take up. --Zeek 23:34, 26 November 2012 (EST)

Revisional Differences

I know this page hasn't been edited in forever, but something of interest just came up. I was browsing the comments of this video [[1]] and apparently the Greatest Hits/Platinum Hits/Player's Choice re-releases are all drastically different from their originals. The ghosts are one-hit kills in the original versions and the platforming is more difficult. They apparently toned the game down in the re-releases. Does anybody have more information on this? I have the Greatest Hits version and can confirm the ghosts only take one health point out in that version. --Legoking831 (talk) 22:09, 17 October 2013 (EDT)

Okay, I found another video of the original PS2 release and the ghosts do kill you in one hit there. I also noticed most of the power-ups wear out a whole lot more quickly. Looks like we have a fair amount to cover here. --Legoking831 (talk) 22:14, 17 October 2013 (EDT)
This is a very interesting piece of info. I grew up with the Greatest Hits version unfortunately. I have the Gamecube and Xbox versions too but they're the Player's Choice/Platinum Hits rereleases. Can you show me one of the videos demonstrating the one-hit kills and longer platforming before I blow money on an original release? // ExtremeSpyro
Here's the one hit kill thing [[2]], and this video series [[3]] seems to be on the original. Some other things of interest I noticed:
  • A sign in The Bear Basics mistakenly refers to a Pac-Cub as a Pac-Bear. This was corrected in the GH version.
  • Blinky's Killer Frog is called Blinky's Frog on the GH version. As far as I know, none of the other versions did this, not even the Player's Choice version.
  • Speaking of which, apparently they originally didn't hint you were supposed to rev roll into the frog after he went to the steel tongue. I knew there was something tacked on about Pac-Man suddenly having dialogue, even if it was just a thought.
  • The safety net at the beginning of B-Doing Woods is missing.
  • The angled B-Doings at the beginning go in different directions. If you don't know what I mean...well, there's four of them instead of two.
  • When you get to the top of the trees and are about to head to the second set of clustered blue b-doings, you reach it in the original version by using a chain of red b-doings. In the GH version you use an angled b-doing at the top of the tree which THEN takes you to a chain of red b-doings. I guess they did this to avoid more backtracking if you did the maze.
That's about as far as I bothered looking. Suffice to say, there are a fair amount of differences. I've heard of revisions before, but I have never heard of one that toned down the difficulty this drastically. If we ever bother covering this, it should be noted the PC version came out later so it's the "easy" version. --Legoking831 (talk) 18:24, 18 October 2013 (EDT)
Hot damn, that's a lot of differences. I'd help if I owned the original version of the game, I downloaded a supposed 1.0 ISO of the PS2 version from Coolrom though, so if I can get it to run decently on an emulator, I'll see about playing through the whole game. ExtremeSpyro (talk) 00:44, 19 October 2013 (EDT)
I could go ahead and add the revisional differences (sans screenshots, though I could stick a TODO in there asking for some) to the actual page for it if you guys wanted. --M&L27 (talk) 21:40, 11 January 2015 (EST)

Other changes:

  • The Rev Roll sound effect is higher-pitched in the GH version than it is in the original.
The Rev-Roll sound is also higher in the Xbox version. It is not uniformly higher-pitched though, it scales up and plays at an increasing rate, as Pac-Man charges the move, before eventually clamping out at the higher pitch/speed. Is this what you're referring to? If you look at the release date for Xbox port, it looks like this could be a change from the very last revisions of the game. However, the Windows PC version contracted out to Hip Games lacks this behavior, despite having a late release date. Then again, the PC version's beginning of development-- versus release time-- is enigmatic in and of itself. Its widescreen doesn't even work, while the Xbox port's does. Boctor (talk) 09:40, 5 February 2018 (EST)

Unused Text?

I have the files for the GameCube version of the game, and I've found some unused dialogue for Pac-Man (who only talks once in-game and that's only in the Greatest Hits version). I don't have the PS2 version's files, so the text might be exclusive to the GameCube version. Would anybody be willing to check this?

There was some unused text in the Pinky and Blinky boss fights (snow4.rar and lava4.rar, the text is in cinema.txt); there's a bit more but those examples come to mind at the moment.

--ChainChomp (talk) 18:39, 31 May 2015 (EDT)

Regional Differences

So I found this and got confirmation from the video's uploader that there are quite a few changes beyond adding/removing platforms from JP to other releases. Should I try to find a JP ISO to run in Dolphin and check for more differences? --M&L27 (talk) 19:57, 10 September 2016 (EDT)

No. The game was PS2 exclusive in Japan. If you find Japanese material inside any other version, a good chance it's unused and belongs on TCRF.Theclaw (talk) 20:19, 10 September 2016 (EDT)
Oh, never mind that. Is PS2 region-locked on hardware? --M&L27 (talk) 20:32, 10 September 2016 (EDT)
Right PS2 games are region locked.Theclaw (talk) 23:28, 10 September 2016 (EDT)

"Smoothies"

In the all of the ports of this game (excluding the 2D GBA one), we know there are .rar archives in the "netdata" directory, containing the resources, cinematic dialog, and scripts for each scene/level. However, this article doesn't yet mention an interesting actor name, used internally by the Chrome Pellet and Shrink Pellet. The methods and enumerated names for these powerups, as well as their textures, both refer to them as a "Smoothie." My obvious speculation is that during development, the special pellets were intended to look like some sort of fruit smoothie. Has anyone else seen something more verifiable or conclusive, regarding the "Smoothie" thing?

At line 550 in netdata/forest1a.rar/script.txt:

Sec7Chrome = msg_init action_makeSmoothie(sec7powerup_pnt,0,CHROME_SMOOTHIE)

At line 319 in netdata/forest2.rar/script.txt:

mshrink = msg_init action_makeSmoothie (littlecup_pnt, 0, shrink_smoothie)

Boctor (talk) 09:40, 5 February 2018 (EST)

PC Version.

The PC version is an enigma, being a poor port outsourced to a 3rd party 2 years after the game was finished. And it was bundled the infamous Starforce DRM. It has many weird bugs and oddities that are not really mentioned:

  • Ghosts are missing eyebrow textures (used when they get close to you), they're rendered as white squares.
  • Metal pellet Pac-Man has graphics issues. Is rendered as just solid grey Pac-Man with no chrome effects.
  • Music in the mazes restart every time you lose a life, unlike the console versions.
  • Pac-Man has colouration issues when using the Shrink Pellet.

I haven't looked much into this version that much, but this version of the game seems worth some digging. --Flargy filler (talk) 21:09, 20 January 2019 (EST)

Crash Handler?

I burnt a backup of the PAL PS2 version, and if I let the cutscene play a bit and then skip the cutscene, it'll show an error saying "assertion on line 722 of file videodec.c" "error code detected". It's worth noting that I used both a patched PAL to NTSC image and the original Vanilla version, and both gave me the same result. I thought the error was from the patch, also the ROM works fine on the emulator.