The Legend of Spyro: The Eternal Night (PlayStation 2, Wii)
|The Legend of Spyro: The Eternal Night|
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.
- 1 Sub-Pages
- 2 Debug Options
- 3 Hidden Cheats
- 4 Graphics
- 5 Unused Areas
- 6 Developer Text
| Unused Audio|
There's a sizable amount here.
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.
|9017DB90 0C05F68C||9017DB50 0C05F67C|
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)|
|00BC58D4 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)|
|00818234 00000001 |
Just like in the previous game, a few debug displays can be found in this game as well.
Debug graph display codes:
|Version 1 |
|Version 2 |
|Version 3 |
|Version 4 |
|Version 5 |
|Version 6 |
|Version 7 |
|Version 8 |
|Display Everything |
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.
Enable Spyro collision overlay code:
|2014B18C 00000000||2014B1CC 00000000|
Enable memory info code:
|20123530 14400003||20123500 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).
Several cheats never uncovered before can be inputted while inside the pause menu in-game. Press the following buttons listed below to enable them.
|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.|
|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.
Find a better screenshot/logo.
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 last words misuses "B" insted of "Ь". It ends up translating to "Eternal Overnight" as a result.
There are a few test maps in the game that can be accessed through the hidden level select.
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.
Like the map above, this one contains a ton of props. It also tests slopes and different effects.
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.
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.
Temple Enemy Testing.
Ancient Grove Enemy Testing. This map acts as a testing-section for the Ancient Grove part and the Underground Grove part.
Celestial Caves and Dream Sequence enemies testing map.
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.
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.
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"
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
// 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
- Pages missing developer references
- Games developed by Krome Studios
- Pages missing publisher references
- Games published by Sierra Entertainment
- PlayStation 2 games
- Wii games
- Pages missing date references
- Games released in 2007
- Games with unused areas
- Games with uncompiled source code
- Games with hidden development-related text
- Games with unused graphics
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with hidden level selects
- Games with regional differences
- To do
- Spyro series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Krome Studios
Games > Games by platform > PlayStation 2 games
Games > Games by platform > Wii games
Games > Games by publisher
Games > Games by publisher > Games published by Activision Blizzard > Games published by Activision > Games published by Sierra Entertainment
Games > Games by release date > Games released in 2007
Games > Games by series > Spyro series