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The Last of Us Part II

From The Cutting Room Floor
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Title Screen

The Last of Us Part II

Developer: Naughty Dog
Publisher: Sony Computer Entertainment
Platform: PlayStation 4
Released internationally: June 19, 2020


DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
BonusIcon.png This game has hidden bonus content.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

The Last of Us Part II is the sequel to The Last of Us, starring Ellie as she goes on what the advertisements refer to as a "roaring rampage of revenge" against Joel's murderer. Though the third-person shooter gameplay is as solid as ever, its story and several game design choices have made it... somewhat contentious among fans of the first game.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:
  • Find a way to load net and other unused menus and view its contents.
  • Find a way to load blockmesh levels. (possible, see below.)
  • Scale up menu size to match previous titles. Enhancing Readability. (possible, see below.)

Debug Menu

To enable this, you'll need a jailbroken PS4. Exploitable Firmwares are 1.76 to 7.55

The offsets to enable it through hex editing the decrypted eboot.bin executable are: 1.00 0x1D6398 75

1.07 0x1D66B8 75

(Source: illusion)

Note for clarification: All offsets on this page will be for the unsigned .bin, if your eboot.bin does not say ELF at the top when opened in a hex editor, it's still signed and the offsets will be different.


Menu Scale (float):

1.00 0x362339 C7056585EE02cdccc43f 1.07 0x363709 C705B570EE02cdccc43f

This modifies the scale of the debug menu to be closer the that of previous games, as the current scale is too small for most people to use comfortably

Dev Menu

T2-devmain.png

Quick Menu

T2-devquick.png

Unused scripts

There are hundreds of .bin test scripts left throughout various subfolders in the game's bin.psarc > dc1 folder. Some of the more interesting things are scripts relating to the factions 2 mode that had some gameplay leak in 2020 including an emote wheel.

There are also scripts referencing a screamer enemy type, a motorbike, multiple interactable oil drums, one clealry for shooting and another that's unclear, some throwing knives, and a mamma bear & baby bear pair just to name a select few.

Blockmesh levels

In previous Naughty Dog games, the blockmesh stages were removed from the retail disc. But luckily for us, it seems they forgot to do so with this game. There are 177 'levels' on disc with blockmesh maps. To see these maps for yourself you need to have access to the dev menu (see above). You then need to edit pak68.txt and replace the list of regular maps with blockmesh maps, so you can 'trick' the game to load them in. These stages are mostly just conceptual level design before the art team comes in, but sometimes additional parts of the level can be found which ultimately weren't included in the final game.

Santa Barbara

It seems originally that the Santa Barbara area was supposed to have more playable areas, particularly in the "Pushing Inland" and "The Resort" chapters. You can see some of this in this video, starting from 5:40.

Jackson Festival

The dance cutscene was supposed to be playable in which you could talk to different characters, play pretend as a clicker with kids and much more. It was ultimately cut because it didn't progress the story, according to the writers. [1] A very early concept of this festival in-game can be found in this video, starting from 3:00.