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The Sims 2 (GameCube, PlayStation 2, Xbox)

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Title Screen

The Sims 2

Developer: Maxis
Publisher: Electronic Arts
Platforms: GameCube, PlayStation 2, Xbox
Released in US: October 24, 2005
Released in EU: November 4, 2005


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page
PrereleaseIcon.png This game has a prerelease article

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
According to a former EA developer on ModTheSims, this game originally started out as a sequel to The Urbz, but got reskinned into The Sims 2 due to poor sales. Dig through the files and see if there are leftovers worth typing for.

The Sims 2, now with the ability to control your sim with a joystick, make food recipes, and play in a story mode...in exchange for not having any multi-level houses, using more than four houses in free play, or seeing new generations be born and raised.

Subpages

Sims2-Npc bigthumb darius.png
The Urbz leftovers
There's quite a lot.

Unused Graphics

Sims2 Ui logo256 english dark.png

An early logo, which seems to be the same shape as The Urbz: Sims in The City logo with the working title The Sims 2 Console.

Sims2 Temp worldmap e3.png

A world map, which judging by the filename seems to have been used at E3 2005, only one month before The Urbz 2 was completely reworked. The map contains some interesting differences:

  • Pleasantview, Strangetown and Melbourne aren't mentioned or seen at all.
  • The map design originally had a big city center, which might be one of the remnants of The Urbz 2 project.
    • The extra tall building seems to resemble Diamond Heights, which might've been one of the returning locations.
    • There was an industrial district, which might've been the location of the club seen in The Urbz 2 concept trailer.
  • The HMS Amore's dock was placed more towards the sea.
  • The Biodome wasn't underwater, and instead was placed on a sort of hill.
  • The Alien Crash Site was on top of a mountain, near the sea rather than in a desert area.
  • The Cliffside Retreat seemed to have overlooked a big city.
  • It seemed the city also had a suburban neighboorhood, which is where Rockwell Acres is placed.


Unused Music

The unused elevator loading screen music from The Urbz are present, leftover.

They're also present and unused in The Sims 2: Pets & Castaway.

Team Photo

Everyone is here!

A panoramic photo of the developers that worked on the video game can be viewed by pressing Right, Down, Right, Down and Right on the PlayStation 2 version during the credits on the main menu. They are stored in four different 256x256 graphics, and the image displayed on the right is a recreation of the photo with all of them combined together.

Development Text & Code

Download.png Download Logs
File: TheSims2_GameCube-logs.zip (695 KB) (info)

Filename Oddities

The texture and model files for the Elementary Memories Dining Chair, "Saved From The Curb" Couch, and the Myne Dining Hall Table have the words "hostel" in them.

version.h

//	The Sims
//	Copyright 2005 Electronic Arts Inc. 
//
//	\file	version.h
//
//	\brief	??
//

//
// This file defines the current build version. Used by the PS2 platform.
// Version string format: majorver, milestone, month, day, build (resets to 1 every day)
// This file is generated by code.
//

#ifndef VERSION_H
#define VERSION_H

// CM Versioning scheme.  Values do not change in checked in version.
#define BUILD_TIMESTAMP "2005-09-12-0502"
#define BUILD_USER "codebuilder"
#define BUILD_HOSTNAME "CM3-BUILD25"
#define BUILD_FILEVERSION 1,mainline_SKU1,0,63
#define BUILD_VERSION "1.mainline_SKU1.0.63"

/////////////////////////////////////////////////
// Sandbox versioning
#define SANDBOX_FILEVERSION	BUILD_FILEVERSION
#define SANDBOX_VERSION		BUILD_VERSION

/////////////////////////////////////////////////
// Build Versioning
//	first  Milestone letter(D=Development,P=PreAlpha,A=Alpha,B=Beta,F=Final), month, day, version that day
#define	VERS_LIST	'F',9,12,0
#define	VERS_STRING	"F.09.12.0"

#if EA_PLATFORM_PLAYSTATION2
	#define	V_LIST			VERS_LIST
	#define	V_STRING		VERS_STRING
#elif EA_PLATFORM_XBOX
	#define	V_LIST			VERS_LIST
	#define	V_STRING		VERS_STRING
#elif EA_PLATFORM_GAMECUBE
	#define	V_LIST			VERS_LIST
	#define	V_STRING		VERS_STRING
#elif EA_PLATFORM_WINDOWS
	#if EDITH_IN_SIMS
		#define	V_LIST			VERS_LIST
		#define	V_STRING		VERS_STRING
	#else
		#define	V_LIST			VERS_LIST
		#define	V_STRING		VERS_STRING
	#endif
#endif

#define BUILD_VER_NUMS		V_LIST
#define	BUILD_VER_STRING	V_STRING

#endif	// VERSION_H

Build Dates

[9/12/2005 0:05:53] Building Sims - GameCube...
[9/12/2005 0:05:53] Making QuickDatas...

Initial build date.

[9/12/2005 5:25:18] Building Datasets...
[9/12/2005 5:25:18] Making Datasets...

Finished intital Build Date.

Unused Text

100138 
1.mainline_SKU1.0.63 

code_version.txt

100130 
1.Content.ML.145 

content_version.txt