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Tony Hawk's Pro Skater 2 (Dreamcast)

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Title Screen

Tony Hawk's Pro Skater 2

Developer: Treyarch
Publisher: Activision
Platform: Dreamcast
Released in US: November 6, 2000
Released in EU: December 15, 2000


SourceIcon.png This game has uncompiled source code.
GraphicsIcon.png This game has unused graphics.


Tony Hawk's Pro Skater 2 improved on the first game in many ways, and for this, it is currently the second highest rated game on Metacritic, just behind The Legend of Zelda: Ocarina of Time.

Turn that s**t up!

Unused Graphics

Unused Titlescreen

On the disc, there is a file called "TITLE_H.BMP" which is an early title screen which seems to be created before the PS1 demo.

(Credit: josh)

THPS2-DC-TITLE H.png

Placeholders

THPS2 SkateboardPlaceholders.png

Placeholder skateboards


TRCREDIT.png

Placeholder credits graphic, says Treyarch in arabic.

Decks

One of Jamie Thomas' decks has a slightly different unused texture lacking the four indents on both sides.

Unused Used
THPS2 s2dze01n.png THPS2 s2dze06m.png

Any unavailable decks show a plain black board with a question mark over it instead of this.

THPS2 s2dnotav.png

Gap Menu

An unused graphic for the gap menu.

THPS2 GapMenu.png

Leftovers from the PlayStation version

PlayStation related graphics found in the Dreamcast Version

Hmmm...
To do:
There are more PlayStation related leftovers found on the disc.

THPS2 PS1 Memcard.png


Leftover Memory Card and button prompts.



Leftovers from the PS1 demo versions.

Tony Hawk Skateboarding Leftovers

The title screen and the main menu images from the April build of the first game in European branding are here for some reason.

(Credit: josh)

Unused Files

Hmmm...
To do:
There are more unused files on the disc.

TEST.S appears to be a file used to create .pre files.

; cd.s - all the cd data files in one big file



orgaddr set 1000000000



; pre will create a .pre file, both in the .wad file, and on the hard drive
; this file is comprised of a number of smaller files linked together
; and is intended to speed loading off the CD
; pre.hmm file1,file2,file2  will create hmm.pre comtainging the other three files
pre macro

; create a group for the .pre file
; the orgaddr is not important, but is just incremented here
; so we don't get warnings about the group overlapping
orgaddr set orgaddr+500000
g\0	group	org(orgaddr),file("\0.pre")


	section \0,g\0
	dw  narg

	rept narg
	db  "\1"					; the filename
	db 0						; zero terminated
	cnop 0,4					; word align
	dw filesize("\1")			; size of the file
	incbin "\1"					; the actual file
	cnop 0,4					; word aligned

	shift
	endr

    endm

	pre.Player2		s2arrow1.bmp,s2arrow2.bmp,sk2def.psh,anims_fe.psh,s2arrow8.bmp,s2arrow9.bmp,mem_card.psx
	pre.Carsel		mainf.fnt,s2font2.fnt,s2tricks.fnt,s2bgd4.bmp,s2arrow1.bmp,s2arrow2.bmp,s2prmpt1.bmp,s2prmpt2.bmp,s2prmpt5.bmp
	pre.Statedit	s2font1.fnt,s2font2.fnt,s2font3.fnt,s2menu1.fnt,s2skata2.fnt,anims_fe.psx,cretex.bin,sk2def.psh,anims_fe.psh,s2dots.bmp,s2arrow6.bmp,s2arrow7.bmp,s2win6.bmp,s2crskw1.bmp,s2prmpt1.bmp,s2prmpt2.bmp,s2prmpt4.bmp,s2prmpt5.bmp,s2bgd4.bmp
	pre.TrickSel	s2font1.fnt,s2font2.fnt,s2font3.fnt,s2menu1.fnt,s2skata2.fnt,anims_fe.psx,cretex.bin,sk2def.psh,anims_fe.psh,s2arrow8.bmp,s2arrow9.bmp,s2win6.bmp,s2crskw1.bmp,s2prmpt1.bmp,s2prmpt2.bmp,s2prmpt3.bmp,s2prmpt5.bmp,s2bgd4.bmp,s2symbol.fnt,tricks.bin
	pre.Create		s2font1.fnt,s2font2.fnt,s2font3.fnt,s2menu1.fnt,s2skata2.fnt,s2symbol.fnt,anims_fe.psx,s2arrow6.bmp,s2arrow7.bmp,s2icon3.bmp,s2icon4.bmp,s2icon5.bmp,s2icon6.bmp,s2icon7.bmp,s2dots.bmp,tricks.bin,s2win6.bmp,s2arrow8.bmp,s2arrow9.bmp,s2prmpt0.bmp,s2prmpt1.bmp,s2prmpt2.bmp,s2prmpt3.bmp,s2prmpt4.bmp,s2prmpt5.bmp,sk2def.psh,anims_fe.psh,s2crskw1.bmp
	pre.Cresel		mainf.fnt,s2font1.fnt,s2font2.fnt,s2tricks.fnt,s2bgd4.bmp,s2arrow8.bmp,s2arrow9.bmp,s2prmpt0.bmp,s2prmpt1.bmp,s2prmpt2.bmp,s2prmpt3.bmp,s2prmpt5.bmp,tricks.bin

	pre.Panel		time.fnt,score.fnt,s2tricks.fnt,ingame1.fnt,s2switch.bmp,s2icon8.bmp,s2icon9.bmp,s2icon10.bmp,s2blood.bmp,scorep.bmp,spec_bar.bmp,paused.bmp	
	pre.LevelSel	mainf.fnt,s2font2.fnt,s2font1.fnt,ingame1.fnt,s2tricks.fnt,s2bgd3.bmp,s2prmpt0.bmp,s2prmpt1.bmp,s2prmpt2.bmp,s2prmpt4.bmp,s2prmpt5.bmp,s2versus.bmp,globe.psx,s2crossh.bmp,levna.bmp,s2win5.bmp,s2levl11.bmp,s2lvgoal.bmp
	pre.EquipSel	s2font2.fnt,s2font1.fnt,s2menu1.fnt,s2bgd5.bmp,s2prmpt0.bmp,s2prmpt1.bmp,s2prmpt2.bmp,s2prmpt4.bmp,s2prmpt5.bmp,s2dots2.bmp,s2win6.bmp,s2arrow1.bmp,s2arrow2.bmp,s2arrow4.bmp,s2arrow5.bmp,s2eqicn1.bmp,s2eqicn2.bmp,s2eqicn3.bmp,barrel.psx,s2d__00z.bmp,truck.psx
	pre.EqLogos		s2logoFI.bmp,s2logoZE.bmp,s2logoAT.bmp,s2logoSH.bmp,s2logoGI.bmp,s2logoFL.bmp,s2logoCI.bmp,s2logoBI.bmp,s2logoTO.bmp,s2logoPo.bmp

	pre.Mainmenu	s2bgd2.bmp,s2wheel.bmp,s2arrow3.bmp,mainf.fnt,s2font2.fnt,s2prmpt4.bmp,s2prmpt1.bmp
	pre.Multisel	mainf.fnt,s2font2.fnt,s2bgd4.bmp,s2arrow8.bmp,s2arrow9.bmp,s2prmpt1.bmp,s2prmpt2.bmp,s2prmpt4.bmp
	pre.Options		mem_card.psx,boombox.psx,control.psx,mainf.fnt,s2font2.fnt,s2tricks.fnt,s2arrow8.bmp,s2arrow9.bmp,s2prmpt1.bmp,s2prmpt2.bmp,s2prmpt4.bmp,s2prmpt5.bmp,s2video.bmp,s2face0.bmp,s2face1.bmp,s2face2.bmp,s2face3.bmp,s2face4.bmp,s2face5.bmp,s2face6.bmp,s2face7.bmp,s2face8.bmp,s2face9.bmp,s2face10.bmp,s2face11.bmp,s2face12.bmp,s2face13.bmp,s2face14.bmp,s2face15.bmp,s2face16.bmp,s2face18.bmp

; Macro for generating PLAYER.PRE...  Since it has more than 32 arguments,
; I couldn't use the above.  I'm sure there's a more elegant way to do this,
; if I was more familiar with the assembler.

orgaddr set 2000000000

addfile macro
	db  "\1"					; the filename
	db 0						; zero terminated
	cnop 0,4					; word align
	dw filesize("\1")			; size of the file
	incbin "\1"					; the actual file
	cnop 0,4					; word aligned
	shift
	endm

pre2 macro

; create a group for the .pre file
; the orgaddr is not important, but is just incremented here
; so we don't get warnings about the group overlapping
orgaddr set orgaddr+500000
g\0	group	org(orgaddr),file("\0.pre")

	section \0,g\0

	; number of files
	dw	33
	addfile	s2bio.fnt		;1	
	addfile	s2font1.fnt		;2
	addfile	s2font2.fnt		;3
	addfile	s2font3.fnt		;4
	addfile	s2tricks.fnt	;5	
	addfile	s2prmpt0.bmp	;6
	addfile	s2prmpt1.bmp	;7
	addfile	s2prmpt2.bmp	;8
	addfile	s2prmpt3.bmp	;9
	addfile	s2prmpt4.bmp	;10
	addfile	s2prmpt5.bmp	;11
	addfile s2dots.bmp		;12
	addfile	s2bgd1.bmp		;13
	addfile s2face14.bmp	;14
	addfile s2win3.bmp		;15
	addfile s2win4.bmp		;16
	addfile s2medal1.bmp	;17
	addfile s2medal2.bmp	;18
	addfile s2medal3.bmp	;19
	addfile s2scroll.bmp	;20
	addfile s2arrow1.bmp	;21
	addfile s2arrow2.bmp	;22
	addfile s2arrow8.bmp	;23
	addfile s2arrow9.bmp	;24
	addfile anims_fe.psh	;25
	addfile s2icon1.bmp		;26
	addfile s2icon2.bmp		;27
	addfile s2icon3.bmp		;28
	addfile s2icon4.bmp		;29
	addfile s2icon5.bmp		;30
	addfile s2icon6.bmp		;31
	addfile s2icon7.bmp		;32
	addfile s2face17.bmp	;33
	endm

	pre2.Player