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The Legend of Spyro: The Eternal Night (PlayStation 2, Wii)
The Legend of Spyro: The Eternal Night |
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Developer: Krome Studios This game has unused areas. |
The Legend of Spyro: The Eternal Night is the second entry in the Legend of Spyro series. To compensate for making the combat harder, you can now warp this time to make it "easier".
Note that all of the soundtrack from A New Beginning and the unused graphics are in the files for this game, but it's not worth mentioning here.
Sub-Pages
Unused Audio There's a sizable amount here. |
Debug Options
A few debug options can be accessed in this game. The codes listed below are only for the PlayStation 2 version of this game. If you plan on activating these codes on a real PlayStation 2, activate the following enable code first. If not, skip this step.
USA | EU |
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9017DB90 0C05F68C | 9017DB50 0C05F67C |
Level Select
Like in the previous game, a level select menu is available. The North American version of this level select has all the test maps removed, however these are still present in the European version, which is good for us. In the level select menu for this game, you can access test maps which test different props, enemies, etc. You can re-enable this menu in the PS2 version with the following codes. Anything that supports RAW codes such as a CodeBreaker or GameShark will work.
USA | EU (English) | EU (French/Spanish/German/Italian/Dutch) |
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00C37BD4 00000001 00C37BD5 00000001 00C351D4 00000001 00C351D5 00000001 00C35354 00000001 00C35355 00000001 |
00C60414 00000001 00C60415 00000001 00C60594 00000001 00C60595 00000001 00C62D54 00000001 00C62D55 00000001 |
00BC58D4 00000001 00BC58D5 00000001 00C62494 00000001 00C62495 00000001 00C62614 00000001 00C62615 00000001 |
You can also re-enable this menu in the Wii version with the following decrypted Action Replay codes.
USA | EU (English) | EU (French/Spanish/German/Italian/Dutch) |
---|---|---|
007eea14 00000001 007eea15 00000001 00857cb4 00000001 00857cb5 00000001 00857dd4 00000001 00857dd5 00000001 |
00819f54 00000001 00819f55 00000001 008832b4 00000001 008832b5 00000001 008833d4 00000001 008833d5 00000001 |
00818234 00000001 00818235 00000001 008852d4 00000001 008852d5 00000001 008853f4 00000001 008853f5 00000001 |
Debug Displays
Just like in the previous game, a few debug displays can be found in this game as well.
Debug Graph
Debug graph display codes:
USA | EU |
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Version 1 20127070 00000000 20127230 14820003 |
Version 1 201270B0 00000000 20127258 14830032 |
Version 2 20127070 00000000 201270D4 00000000 |
Version 2 201270B0 00000000 20127114 00000000 |
Version 3 20127070 00000000 201271D0 1060011A |
Version 3 201270B0 00000000 20127210 1060011A |
Version 4 20127070 00000000 201270D4 00000000 201271DC 14200117 |
Version 4 201270B0 00000000 20127114 00000000 2012721C 14200117 |
Version 5 20127070 00000000 201270D4 00000000 201271DC 14200117 2012720C 14830037 |
Version 5 201270B0 00000000 20127114 00000000 2012721C 14200117 2012724C 14830037 |
Version 6 20127070 00000000 201270D4 00000000 201271DC 14200117 20127218 14830032 |
Version 6 201270B0 00000000 20127114 00000000 2012721C 14200117 20127258 14830032 |
Version 7 20127070 00000000 201270D4 00000000 201271DC 14200117 20127224 1483000F |
Version 7 201270B0 00000000 20127114 00000000 2012721C 14200117 20127264 1483000F |
Version 8 20127070 00000000 201270D4 00000000 201271DC 14200117 20127248 14400004 |
Version 8 201270B0 00000000 20127114 00000000 2012721C 14200117 20127270 14820003 |
Display Everything 20127070 00000000 |
Display Everything 201270B0 00000000 |
The above cheat enables a graph in-game at all times. When a certain graphic entry gets loaded into memory, it will flash that icon accordingly. When Spyro shoots fire the fire icons will light up and so on. It's unclear what the numbers represent. Version 1 of the above code is how it probably should normally look. Version 6 is also another good one.
Collision Overlay
Enable Spyro collision overlay code:
USA | EU |
---|---|
2014B18C 00000000 | 2014B1CC 00000000 |
Memory Info
Enable memory info code:
USA | EU |
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20123530 14400003 | 20123500 00000000 2012350C 00000000 |
Load All Chunks
Just like in A New Beginning, there is an unused fonction that loads all the chunks in the game in the order they appear in the Level Select and then loads all the Dragon Challenges in order. Note that the EU version also loads all of the test levels. If enabled from the main menu, it will display "Autolevelswitch running..." on the screen. In the Wii version, you can enable it by setting 804a0d3c (USA) or 804a127c (EU) to 1. You can also use the following GameShark / CodeBreaker code to enable Autolevelswitch in the PS2 version of the game : 209465FC 00000001 (USA) or 20946B7C 00000001 (EU).
Fast Forward Cutscenes
There is also another unused fonction from A New Beginning that allows to fast-forward most cutscenes in the game. In the Wii version, you can enable it by setting 804a0d40 (USA) or 804a1280 (EU) to 1. You can also use the following GameShark / CodeBreaker code to enable Fast-Forward Cutscenes in the PS2 version of the game : 20946600 00000001 (USA) or 20946B80 00000001 (EU).
Hidden Cheats
Several cheats never uncovered before can be inputted while inside the pause menu in-game. Press the following buttons listed below to enable them.
Button Inputs | Reward |
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L2, R2, R2, L2, Left, Right, Right, Left, L1, R1, L2, R2, Start | Unlimited Magic. |
L2, R2, R2, L2, Left, Right, Right, Left, R2, L2, R1, L1 Start | Unlimited Health. |
L2, R2, R2, L2, Left, Right, Right, Left, R1, L1, L1, R1, Start | Unlimited dragon time/slow motion. |
L2, R2, R2, L2, Left, Right, Right, Left, R1, R2, R2, R1, Start | All magic at max. There is no confirmation sound to this cheat. |
L2, R2, R2, L2, Left, Right, Right, Left, L2, R2, R2, L2, Start | All feathers. |
Graphics
Unused Logo
Prototype Logo | A New Beginning Logo | Final Logo |
---|---|---|
There is an unused early logo in the files of the game, more resembling the logo used for A New Beginning.
Russian Logo
To do: Find a better screenshot/logo. |
Unused | Used |
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This early Russian logo can be found in the game's files. The "Spyro" lettering was slightly darker, the formatting of "The Legend of" was altered, and the word "ночь" ("Night") misuses "B" instead of "Ь". While the typo was corrected in the final logo, the letter that was used has a closer resemblance to the Latin lowercase "b".
Unused Areas
There are a few test maps in the game that can be accessed through the hidden level select.
Test Maps
test_01.lc3.bni
test_01.lc3.bni contains a ton of props all around the map to test different features. There are also dialogue box buttons that test how they work in-game.
demo_01.lc3.bni
Like the map above, this one contains a ton of props. It also tests slopes and different effects.
Battle Test
The Reset Test option in the level select launches a battle test of some sorts where you need to activate different stuff, kill enemies etc. to get to the next stage. There are four stages inside the Reset Test option.
Enemy Testing
There are maps for enemy testing inside the game files. With these you can pretty much fight every enemy that is supposed to appear in the map. From dogs to assassins. By going on the green button, you can spawn the select enemy. Going on the red button will despawn the enemy. Every single one of these maps take a section from a normal map and puts buttons on it.
enemy-temple_01.lc3.bni
Temple Enemy Testing.
enemy-grove_01.lc3.bni
Ancient Grove Enemy Testing. This map acts as a testing-section for the Ancient Grove part and the Underground Grove part.
enemy-caves_01.lc3.bni
Celestial Caves and Dream Sequence enemies testing map.
enemy-arena_01.lc3.bni
Pirate Fleet and Fellmuth Arena enemy testing. The third image is an assassin enemy test. One weird side-effect with testing them like that is that you can't breathe fire on them.
enemy-fortress_01.lc3.bni
Mountain Fortress enemy testing map.
Early Boss Area
There is also an unused area out of bounds in the Ancient Grove level.
There is a circular platform between the tree triggering the Arborick intro cutscene and the Arborick fight itself, hidden by a black wall. It looks like an unifinished area for a boss fight and might have been originally planned for Arborick. There is no collision except for the black wall. It can't be seen in normal gameplay and the only way to access it without hacks is by using glitches to get out of bounds.
Developer Text
MAKE.LANG.VBS
Warren Spence was a production assistant on the project.
'MAKE_LANG.vbs 'Author: Warren Spence - December 06 Set objShell = WScript.CreateObject("WScript.Shell") Dim objXL Set objXL = WScript.CreateObject("Excel.Application") objXL.Visible = FALSE Set objWorkBook = objXL.Workbooks.Open(objShell.CurrentDirectory & "\cutscenes.xls") objWorkBook.SaveAs objShell.CurrentDirectory & "\cutscenes.xml", 46 '46 = XML file format objWorkBook.Close True Set objWorkBook = objXL.Workbooks.Open(objShell.CurrentDirectory & "\names.xls") objWorkBook.SaveAs objShell.CurrentDirectory & "\names.xml", 46 '46 = XML file format objWorkBook.Close True Set objWorkBook = objXL.Workbooks.Open(objShell.CurrentDirectory & "\translations.xls") objWorkBook.SaveAs objShell.CurrentDirectory & "\translations.xml", 46 '46 = XML file format objWorkBook.Close True objXL.Quit ' now run the batch file to export the text files objShell.Run "exportlang.bat", 1, True ' remove the XML files 'objShell.Exec "del " & objShell.CurrentDirectory & "\cutscenes.xml" 'objShell.Exec "del " & objShell.CurrentDirectory & "\names.xml" 'objShell.Exec "del " & objShell.CurrentDirectory & "\translations.xml"
Tasks.txt
1 Spyro Passes Out In Temple - File : Temple_env.lv3, Triggered In Prop ID : 316,TriggerBox_04 2 Spyro Passes Out In Grove - File : (Yet to be triggered) 3 Spyro Passes Out In Arena - File : (Yet to be triggered) 4 Spyro Passes Out In AirShip - File : (Yet to be triggered) 5 Spyro Wakes up From Dream in Temple - File : Temple_02.lv3, Triggered In Prop ID : 473,Cutscene_07 6 Spyro Disables Feather Relic in temple_02 - File : Temple_env, Triggered by ConceptRelic_01 7 8 9 10 11 1st Dream Sequence Complete - File : Dream_env.lv3, Triggered In Prop ID : 313,TriggerBox_01 12 2nd Dream Sequence Complete - File : Dream_env.lv3, Triggered In Prop ID : 314,TriggerBox_02 13 3rd Dream Sequence Complete - File : Dream_env.lv3, Triggered In Prop ID : 315,TriggerBox_03 14 4th Dream Sequence Complete - File : Dream_env.lv3, Triggered In Prop ID : 316,TriggerBox_04 15 16 17 18 19 20 Caves Hub - Finished Fire Trial 21 Caves Hub - Finished Ice Trial 22 Caves Hub - Finished Electricity Trial 23 Caves Hub - Finished Earth trial 24 Caves Hub - Finihsed All Trials 25 Tutorial Task in Caves for displaying Button Crab when player first comes across them. 26 Caves Ice Boss 27 Caves Electricity Boss 28 Caves Fire Boss 29 Caves Earth Boss 30 31
IgnoredEnemies.txt
// Whatever global.model enemy entries are listed here will be ignored by the automated AnimationTester.exe which // is run in the Update.bat. // // Note: If one of -1 -2 -3 -4 -5 -6 -7 or -8 is listed after an enemey then, rather than ignoring the enemy // all together, AnimationTester.exe just ignores that particular test for the enemy. // // // '1' tests whether an animation is defined in the .bad but not the .add // '2' tests whether an animation is defined in the .add but not the .bad // '3' tests for cycle loop and cycle stop in the animations that require it // '4' tests whether attacks have the required 'AttackBegin' and 'AttackEnd' // '5' tests whether the reference points used in the add files exist in m3d // '6' tests whether subobjects and armour are set up correctly // '7' tests whether the melee trails are set up correctly if they exist // '8' tests if .add file has an entry for either ASV_HitKnockdown or ASV_HitFall DeathHound -4 TempleDeathHound -4 GroveDeathHound -4 CynderDeathHound -4 ConvexTier3 -8 ElecTier2_TEMP -8 MiningMoleLeader -8 RavageRider -8 ConvexityTier2 ConvexTier2 CynderTier1_A CynderTier2_A CynderTier3_A CynderTier1_B CynderTier2_B CynderTier3_B CynderTier1_C CynderTier2_C CynderTier3_C CynderTier2Train_C CynderTier1_D CynderTier2_D CynderTier3_D Dreadwing_A Dreadwing_B Dreadwing_D Dreadwing_Z EarthTier3 ElecTier1 ElecTier3 Exhumor FireBoss FireTier1 FireTier2 FireTier3 IceBoss IceTier1 IceTier3 SwampTier1 SwampTier2 SwampTier3 FleetGhost FOrtressYak
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