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Tony Hawk's American Wasteland (GameCube)

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Title Screen

Tony Hawk's American Wasteland

Developer: Neversoft
Publisher: Activision
Platform: GameCube
Released in US: October 18, 2005
Released in EU: October 28, 2005


DebugIcon.png This game has debugging material.


Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Hmmm...
To do:
Check respawns, might be something unused there? Definitely unused respawns from online multiplayer mode not on the Gamecube version.

[Insert witty one-liner about Neversoft, Skating, and Activision's inability to keep a game series from dying here.]

Debug Mode

Although most functions no longer work, it's still interesting to go through and the Lighting/FX Tool is easily one of the most entertaining aspects of fooling around with it.

Code Title Action Replay Codes (US)
Master Code (must be on) 5UKJ-UWHV-TG98N
3UC5-543R-11DP3
Debug Mode 2UZM-G9YG-EDEWU
0Q86-0MXE-7XKUK

You only need to use this code once and then save your game, at which point the debug mode will be permanently enabled. This puts an extra option in the pause menu labeled "Debug Options", itself containing three selections:

  • Cheats: Debug - a list of a few flags that can help progress through story mode faster for testing purposes.
  • GOTO Restart - an incredibly buggy list of respawns.
  • Debug Menu - a list of various debugging functions.

Cheats: Debug

Option Effect
Get 1000 Cash Money Gives $1,000 in Story Mode, but does nothing in Free Skate.
Get Spider Chest Tattoo Gives your character the Spider Tattoo for the mission in Story Mode. This works in Free Skate, but is useless...and can even be unnoticeable if your character is wearing a shirt.
Get Alien Suit Switches your skater's model with the Alien Suit for the mission in Story Mode. Works in Free Skate, but has no point. Cannot be toggled back off, so you'll have to reset the game to remove it. Works with non-custom skaters, too.
Get All City Tag Toggles the flag for activating the mission after the player is supposed to get the "all city graffiti" tag. Does nothing in Free Skate.
Beat 3 Bike Training Goals Skips ahead three bike missions, but does nothing in Free Skate.
Toggle Bike Immediately drop your skateboard and spawn a bike to ride. Works in Free Skate and Story Mode.
Toggle Skater Abilities Immediately unlocks all moves in Story Mode, but does nothing in Free Skate.
Time of Day Changes the time of day (see below). Works in Story Mode and Free Skate.
View Cutscenes Brings up a list of all the cutscenes in the game, some of which are tests (see below). Works in Story Mode and Free Skate. Interestingly, attempting to view cutscenes as a female custom character crashes the game, while using a female non-custom character such as the guest/pedestrian skaters (Mindy, etc.) gives no problem, as they're likely just skins copied off of the custom character's files.
Set Stats 10 Sets player stats to maximum immediately, in Story Mode and Free Skate.
All Levels Unlocked: On/Off Toggles the unlock of all levels, in Story Mode and Free Skate.
Set Transition Speed No working function has been found as of yet. May have something to do with time of day, or time between tricks?
Mark All Goals Unbeaten Immediately marks all goals unbeaten, and all previously completed missions reappear in the game world with their appropriate NPCs. This can cause lag on some of the more busy levels due to the amount of NPCs that get added. Does nothing in Free Skate.
Set Difficulty Level Immediately changes the difficulty level in Story Mode, but does nothing in Free Skate.

Time of Day

Option Effect
Cycle on Turns the day/night cycle on. Does nothing in Free Skate.
Cycle off Turns the day/night cycle off. Does nothing in Free Skate.
Quick Cycle on Makes the day/night cycle go much faster. Does nothing in Free Skate.
Quick Cycle off Disables the above.
Advance TOD State Cycles to the next state in the order below.
Morning Changes the game time to morning.
Day Changes the game time to around Noon.
Evening Changes the game time to evening.
Night Changes the game time to night.

View Cutscenes

You can play any of these cutscenes in any level with any character except for a custom female character (it just crashes), which leads to some really interesting glitches, due to cutscene props being loaded without proper scenery/level geometry being in load as well, and the fact that the player character uses a different face in the cutscenes. This is the only way short of making a new game to re-view the cutscenes, and the only place the unique cutscene names can be found.

All of the test cutscenes are never seen in-game, due to being... tests.

Cutscenes Notes
xxxxxx CINEMATICS xxxxxx Not a cutscene, but appears in the menu just like the rest of the options. Used to divide the sections.
HO_1A - The Beginning "HO" stands for Hollywood, the level the cutscene takes place in.
HO_1B - The Bus Ride None.
HO_1C - You Have Arrived None.
HO_2 - The New You None.
HO_3 - Sketchy Mc Sketch None.
BH_4 - Let Me In "BH" stands for Beverly Hills.
SR_5 - Intro to Iggy "SR" stands for Skate Ranch.
SR_5a - Build That Ramp Note the lowercase "a" here, as opposed to the uppercase one above.
SR_6 - Ramp it up None.
VP_7 - Tony Hawk "VP" stands for Van's Skate Park.
SR_8 - Incarciration Note the misspelling.
SM_9 - Def-in-nate-ly "SM" stands for Santa Monica.
OR_10A - Megga "OR" stands for Oil Rig.
HO_10B - Prizon Love They must be misspelling things intentionally.
BH_11a - Media Frenzy None.
BH_11 - Land Owner None.
EL_12 - Make a video "EL" stands for East LA.
SR_13a - The End part one None.
SR_13 - The End None.
xxxxx LEVEL EVENTS xxxxx Not a cutscene, but appears in the menu just like the rest of the options. Used to divide the sections.
HO_LevelEvent_Dino The cutscene of the dinosaur head eating the protester.
HO_LevelEvent_Rocket The cutscene of the crazy guy blowing up the construction site.
DT_LevelEvent_Freeway The cutscene of the road sign falling on the freeway. ("DT" stands for Downtown.)
BH_LevelEvent The cutscene of the building collapsing.
EL_LevelEvent The cutscene of the gas station sign destroying the local area.
SM_LevelEvent The cutscene of the Ferris wheel rolling into the ocean.
SR_LevelEvent The cutscene of the dinosaur head being lowered into the Skate Ranch.
xxxxxxx TESTS xxxxxxx Not a cutscene, but appears in the menu just like the rest of the options. Used to divide the sections.
TEST_Fade Shows a graphic from the opening cutscene, which fades in and out. Obviously used for testing in-game transparency.
TEST_Skin A small cylinder textured with the famous Neversoft eyeball wiggles and stretches and rotates about, supposedly testing the elasticity of the model.
TEST_MovingParticles A few red smoke particles animate in place. Probably for testing car/chimney smoke.
TEST_Pedestrian A top-down view of the cash mission NPC, which plays his idle animation.
TEST_Light Promptly crashes the game completely.
Test_Character_Face The player character is shown in T-Pose, and the face crafted for cutscenes moves its jaw and then hinges open, as if to make a surprised face.
Test_Character The player character moves sideways, starting in T-Pose, moving its arms downwards and back up to T-Pose again, as a cube textured with the same Neversoft eyeball texture follows behind it.
TEST This interesting cutscene starts with the player character standing in the middle of the cylinder and cube from earlier, as all three bend backward, then to the left, and all about. The player character moves its jaw around.
xxxxxxxx END xxxxxxxx Not a cutscene, but appears in the menu just like the rest of the options. Used to divide the sections.

Hidden Test Menu

If you select View Cutscenes and then back out by pressing B, you'll land in a different menu that is inaccessible any other way. It has its own unique options.

Option Effect
Toggle Memory Card Test Attempts to look for a Memory Card, and if one is inserted will try to save the game. Will continue to search for a Memory Card in a loop until you go back to the menu and select the option again.
View Cars Brings up a list of a few props. Attempting to select anything makes the player character disappear, and pressing B at this menu brings up a model viewer of some sort. All options do nothing, and attempting to back out of this menu crashes the game.
View Cutscenes Goes to the same View Cutscene menu as the other menu.
Set Pre-Made Skater Brings up a list of pre-made skaters that flashes to the top left of the screen, making it impossible to see except for a split second. The options are: Chris, THUG2, Rocker, Skater 1, Skater 2, Skater 3, Skater 4, Trisha. Given that Chris through Skater 3 are the available player characters for story mode, one can assume there were more skater options and even a female option for Story Mode, although all premade skaters in this menu are found in the create-a-skater mode.
dialog box Appropriately enough, calls up a dialog box which reads "Title" "Default text" and has two options, "No" and "Yes". "No" goes back to the menu, while "yes" puts the game in a soft-crash mode, which can be remedied by pressing reset instead of power cycling.
Scrolling Menu Brings up a scrolling menu. Each option reads as follows:
Standard
Stuff
Things
Other
Blah
Wow
Tony Hawk's Pro Skater
1 2 3 4 5 6 7 8 9
One
Two
Three
Four
Five
Six
Seven
Eight
Nine
Ten
Face Texture Test Appears to do nothing.
View High Scores Brings up the high scores table for the current level.
Keyboard Brings up a keyboard for no apparent purpose other than to test the keyboard.

GOTO Restart

This lists all the respawn areas in a level. The list changes when you go to a different area. This option is glitchy, as it appears to only be able to be opened once, starting with when you power on the game. Doing it once more at any time will crash the game.

Debug Menu

Option Effect
Dump Heaps Does apparently nothing but make the BGM play.
Finish Pending Zone Loads May have something to do with how the levels load.
Show Skater Pos Brings up the current coordinates of the player character's position.
Tweak Processor Params Brings up a few menu options and number rollers, but appears to do nothing.
Auto Rail Level Appears to do nothing.
Time Of Day Brings up the aforementioned menu.
Lighting/FX Tool Brings up options to change the lighting and colors of the world (see below).
Rail Display Toggle Perhaps at one point highlighted all grindable objects; does nothing now.
Bouncy Object Debug Display Toggle Perhaps at one point highlighted all bouncy objects/dynamic props, but does nothing now.
Toggle Ped NavMesh Polys May at one point had something to do with pedestrians, but appears to do nothing now.
Toggle Ped NavMesh Lines May at one point had something to do with pedestrians, but appears to do nothing now.
Toggle Ped Debug Info May at one point had something to do with pedestrians, but appears to do nothing now.
Toggle Profiler Seems to do nothing but boot you out of the debug menu.
Toggle FPS Display Toggles a red FPS counter on the left-middle side of the screen.
Toggle Anim Times Brings up the following text on the left portion of the screen:

Animation Blending [pcnt/frame]:
Primary [hero+horse]:
Boned Frames
Channels
Subset
Total
----------------
Secondary [peds]:
Bones
Frames
Channels
Subset
Total

None of these appear to have any values or counters attached to it. Pressing it again removes the text.
Toggle Anim Cache Stats Brings up the following:

Animation Cache Priority Distribution:
--------------
[red stat bar]
[red-orange stat bar]
[orange stat bar]
[orange-yellow stat bar]
[yellow stat bar]
[lime stat bar]
[green stat bar]
[in purple text] --Total cached anims: 0
[in green text] --Cache Hits: 0
[in red text] --Cache Misses: 0

The statistic bars start all the way at the right and go all the way down to the minimum, seeming to indicate that whatever they're monitoring no longer exists, or that the monitor is no longer functional. Selecting it again removes the text.
Toggle Rigid Body Times Brings up the following:

Rigid Bodies:
Update
----------
[Full Count]
Total Rigid Bodies
Active Rigid Bodies
----------
[Node Array Only]
Active Rigid Bodies [node array only]
Total Rigid Bodies [node array only]
Memory [node array only]

None of these appear to have any values or counters attached to it. Pressing it again removes the text.
Toggle Particle Times Brings up the following:

Flexible Particles [pcnt/frame]:
Process
Render
Total
----------
ParticleSys
ParticleNum
ParticlePrims

Fast Particles [pcnt/frame]:
Process
Render
Total
----------
ParticleSys
ParticleNum

None of these appear to have any values or counters attached to it. Pressing it again removes the text.
Toggle Particle Emit Dir Display Appears to do nothing but boot you out of the menu.
Toggle Model Scene Light Display Appears to do nothing but make "Model Lights" appear in bold yellow text in the top right of the screen. Pressing it again removes the text.
Toggle Geom Scene Light Display Appears to do nothing but make "Geom Lights" appear in bold purple text in the top right of the screen. Pressing it again removes the text.
Toggle Active Scene Light Display Appears to do nothing but make "Active Lights" appear in bold red text in the top right of the screen. Pressing it again removes the text.
Toggle Geom Stats Appears to do nothing but make "blah" appear in small blue text in the top right of the screen. Pressing it again removes the text.
Toggle Poly Count Displays the following in the top left corner of the screen:

Poly Count
First = 0
Other = 0
Total = 0
EnvMap = 0
Instance = 0
Sky = 0

Displays the following in the top right corner of the screen:

Texture Mem
Lev = 0 K
Sky = 1640473 K

The Sky digit may only be there when accessed in the Hollywood level. More testing should be done. Pressing it again removes the text.
Toggle Free Memory Displays the following:

Free Memory
BottomUp: [digits]
Script: [digits]

Free Script Pool Items
CComponents: [digits]
CStructs [digits]

The digits on the bottom half seem to refresh twice a second. Pressing it again removes the text.
Defrag Animation Cache Appears to do nothing.
Start AutoTest This odd function tends to mess with controller button inputs on the pause menu, cycling through menus and automatically unpausing on its own. Due to this, it's very difficult to get into the menu to disable its functionality and can cause undesired results.
Stop AutoTest Stops the above.
Wireframe Toggle Appears to do nothing. Probably turned everything into wireframes at one point.
Wireframe Skins Toggle Appears to do nothing. Probably more of the same as above.
Show Vert Polys Appears to do nothing. Perhaps at one point highlighted specific polygonal areas with special collision.
Show Wallride Polys Appears to do nothing. Perhaps at one point highlighted specific polygonal areas with special collision.
Show Trigger Polys Appears to do nothing. Perhaps at one point highlighted specific polygonal areas with special collision.
Show Camera Polys Appears to do nothing. Perhaps at one point highlighted specific polygonal areas with special collision.
Show Not Skateable Appears to do nothing. Perhaps at one point highlighted specific polygonal areas with special collision.
CheckForHoles [Slow] Seems to do nothing but boot you out of the debug menu.
Hide HUD Hides all HUD elements and returns to the game. Pause the game to undo this.

Lighting/FX Tool

This tool allows the user to alter the ambient lighting and overall color/tint of the world and the player character/all props. In the root of the Lighting/FX tool, you have several options, and within those options are separate pages, which can be accessed by using L and R. Press A to change scrolling speeds between values.

Adjust Character Lights

Ambient changes the character and most non-solid props' tint completely.

Option Effect
Red Adds or removes red tint to your character, and all props that aren't part of level geometry. Goes from 0 - 255.
Green Adds or removes green tint to your character, and all props that aren't part of level geometry. Goes from 0 - 255.
Blue Adds or removes blue tint to your character, and all props that aren't part of level geometry. Goes from 0 - 255.
Mod Lo Appears to do nothing. Goes from 0.00 to 2.00.
Mod Hi Appears to do nothing. Goes from 0.00 to 2.00.

Light One/Light Two have the exact same options. They change the lights that "shine down" on the player character.

Option Effect
Heading Adjusts horizontal position of the light. Adjusting Light One also adjusts the shadow. Goes from 0 - 360.
Pitch Adjusts vertical position of the light. Adjusting Light One also adjusts the shadow. Goes from 0 - 360.
Red Adds or removes red tint to the light source. Goes from 0 - 255.
Green Adds or removes green tint to the light source. Goes from 0 - 255.
Blue Adds or removes blue tint to the light source. Goes from 0 - 255.
Mod Lo Appears to do nothing. Goes from 0.00 to 2.00.
Mod Hi Appears to do nothing. Goes from 0.00 to 2.00.
Enable On/Off. Enables/Disables the light source.

Adjust Level Lights

Ambient changes the level tint completely.

Option Effect
Red Adds or removes red tint to the level geometry. Goes from 0 - 255.
Green Adds or removes green tint to the level geometry. Goes from 0 - 255.
Blue Adds or removes blue tint to the level geometry. Goes from 0 - 255.

Sky changes the color of the sky, naturally.

Option Effect
Red Adds or removes red tint to the color of the sky. Goes from 0 - 255.
Green Adds or removes green tint to the color of the sky. Goes from 0 - 255.
Blue Adds or removes blue tint to the color of the sky. Goes from 0 - 255.

Sun changes the color and position of the sun.

Option Effect
Enable On/Off. Enable/disable the large blotch of light in the sky named the Sun.
Theta Adjusts the horizontal position of the sun. Goes from 0 - 360.
Phi Adjusts the vertical position of the sun. Goes from 0 - 360.
Red Adds or removes red tint to the color of the sun. Goes from 0 - 255.
Green Adds or removes green tint to the color of the sun. Goes from 0 - 255.
Blue Adds or removes blue tint to the color of the sun. Goes from 0 - 255.

Fog changes the color, distance, and transparency of the fog.

Option Effect
Enable On/Off. Enables/disables the fog.
Distance Adjusts the distance of the fog relative to the player. Goes from 0 - 100,000. Setting this to high numbers in combination with an Alpha value of over 32 causes the fog to overlap to the foreground, covering the entire screen, including the debug menus.
Red Adds or removes red tint to the color of the fog. Goes from 0 - 255.
Green Adds or removes green tint to the color of the fog. Goes from 0 - 255.
Blue Adds or removes blue tint to the color of the fog. Goes from 0 - 255.
Alpha Increases or decreases the density/transparency of the fog. Goes from 0 - 255.

Supposedly has to do with Sky Fog, but no noticeable changes are made.

Option Effect
Red Supposedly adds or removes red tint to the color of the sky fog. Goes from 0 - 255.
Green Supposedly adds or removes green tint to the color of the sky fog. Goes from 0 - 255.
Blue Supposedly adds or removes blue tint to the color of the sky fog. Goes from 0 - 255.
Alpha Supposedly increases or decreases the density/transparency of the sky fog. Goes from 0 - 255.

Adjust Screen Effects

Every single one of these effects do not work aside from disabling and enabling shadows in Shadow Volumes.

Bloom Option Effect
Enable On/Off. At one point enabled/disabled bloom, but noticeably does nothing.
Bloom1 Does nothing. Goes from 0 - 100.
Bloom2 Does nothing. Goes from 0 - 100.
Strength[R] A scroller to adjust the strength of the red color of bloom, but visually does nothing. Goes from 0 - 255.
Strength[G] A scroller to adjust the strength of the green color of bloom, but visually does nothing. Goes from 0 - 255.
Strength[B] A scroller to adjust the strength of the blue color of bloom, but visually does nothing. Goes from 0 - 255.
Color[R] Adds or removes red tint to the color of bloom, but visually does nothing. Goes from 0 - 255.
Color[G] Adds or removes green tint to the color of bloom, but visually does nothing. Goes from 0 - 255.
Color[B] Adds or removes blue tint to the color of bloom, but visually does nothing. Goes from 0 - 255.
Depth of Field Option Effect
Enable On/Off. At one point enabled/disabled a depth of field effect, but visually does nothing.
Strength Changes the strength of the DoF effect, but visually does nothing. Goes from 0 - 128.
Crossfade Changes the amount of crossfading with the DoF effect, but visually does nothing. Goes from 0 - 128.
Back Dist Changes the distance of the back of the effect. Visually does nothing. Goes from 0 - 255.
Front Dist Changes the distance of the front of the effect. Visually does nothing. Goes from 0 - 255.
Back Color[R] Adds or removes red tint to the color of the back of the effect, but visually does nothing. Goes from 0 - 255.
Back Color[G] Adds or removes green tint to the color of the back of the effect, but visually does nothing. Goes from 0 - 255.
Back Color[B] Adds or removes blue tint to the color of the back of the effect, but visually does nothing. Goes from 0 - 255.
Front Color[R] Adds or removes red tint to the color of the front of the effect, but visually does nothing. Goes from 0 - 255.
Front Color[G] Adds or removes green tint to the color of the front of the effect, but visually does nothing. Goes from 0 - 255.
Front Color[B] Adds or removes blue tint to the color of the front of the effect, but visually does nothing. Goes from 0 - 255.
Shadow Volumes Option Effect
Enable On/Off. At one point enabled/disabled shadow volumes. Has no visual effect other than enabling/disabling the character's shadow.
Intensity Edits the intensity of the effect, from 0.00 to 1.00. This value must be at least 0.01 or the character shadow disappears. Other than that, has no other visual effect.
Softness Changes the sharpness of the effect, from 0.00 to 1.00, but visually has no effect.
Type modulate/blend. Changes the type of the effect, but has no visual effect.
Color[R] Adds or removes red tint to the color of the effect, but visually does nothing. Goes from 0 - 255.
Color[G] Adds or removes green tint to the color of the effect, but visually does nothing. Goes from 0 - 255.
Color[B] Adds or removes blue tint to the color of the effect, but visually does nothing. Goes from 0 - 255.
White Noise Option Effect
Enable On/Off. At one point enabled/disabled a white noise effect, but now does nothing.
Intensity Increases/decreases the intensity of the effect, but now visually does nothing. Goes from 0 - 255.
Color[R] Adds or removes red tint to the color of the effect, but visually does nothing. Goes from 0 - 255.
Color[G] Adds or removes green tint to the color of the effect, but visually does nothing. Goes from 0 - 255.
Color[B] Adds or removes blue tint to the color of the effect, but visually does nothing. Goes from 0 - 255.
Zoom Blur Option Effect
Focus Center[Inner] Appears to have been used at one point to adjust the inner focal point of Zoom Blur. Does nothing visually. Goes from 0.00 to 1.00.
Focus Center[Outer] Appears to have been used at one point to adjust the outer focal point of Zoom Blur. Does nothing visually. Goes from 0.00 to 1.00.
Scale[Inner] Scales the inner focal point. No visual effect. Goes from -5.00 to 5.00.
Scale[Outer] Scales the inner focal point. No visual effect. Goes from -5.00 to 5.00.
Angle[Inner] Changes the angle of the inner point. No visual effect. Goes from -360 to 360.
Angle[Outer] Changes the angle of the inner point. No visual effect. Goes from -360 to 360.
Inner Color[R] Adds or removes red tint to the color of the inner point, but visually does nothing. Goes from 0 - 255.
Inner Color[G] Adds or removes green tint to the color of the inner point, but visually does nothing. Goes from 0 - 255.
Inner Color[B] Adds or removes blue tint to the color of the inner point, but visually does nothing. Goes from 0 - 255.
Inner Alpha Increases or decreases the density/transparency of the inner point, but has no visual effect. Goes from 0 - 255.
Outer Color[R] Adds or removes red tint to the color of the outer point, but visually does nothing. Goes from 0 - 255.
Outer Color[G] Adds or removes green tint to the color of the outer point, but visually does nothing. Goes from 0 - 255.
Outer Color[B] Adds or removes blue tint to the color of the outer point, but visually does nothing. Goes from 0 - 255.
Outer Alpha Increases or decreases the density/transparency of the outer point, but has no visual effect. Goes from 0 - 255.

Print current temp TOD

Does nothing, perhaps saved changes at one point.

Hide tool, keep temp TOD [default]

Quits the tool with all changes made still intact.

Quit and restore original settings

Quits the tool and resets everything back to default.