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Transformers (PlayStation 2, International)
| Transformers |
|---|
|
Developer:
Atari Melbourne House
|
The PS2 Transformers game released internationally is based off the Transformers: Armada TV show. It involves you collecting tiny little robots and then using them to fight other robots. Gotta catch 'em all!
To do:
|
Contents
- 1 Sub-Pages
- 2 Hidden Cheats
- 3 Unused Audio
- 4 Removed Jet Bike Vehicle
- 5 Unused Mini-Con Abilities
- 6 Removed Pickups
- 7 PLAYER Folder
- 8 Cut Characters
- 9 Cut Enemies
- 10 Removed Game Modes
- 11 Multiplayer Leftovers
- 12 Removed Levels
- 13 Unused Forest in Alaska
- 14 Internal Names
- 15 Unused Enemy Attributes
- 16 Early Extras Menu Icons
- 17 Unused Extras Menu Icons
- 18 Regional Differences
- 19 Revisional Differences
- 20 Build Date and Build Version
Sub-Pages
| Prototype Info |
| Unused Text "I was wrong. Death is not too good for you!" and other quotable material. |
| Unused Cinema Scripts Commented out lines within scripts and some entirely unused scripts to boot! |
| Unused Models |
Hidden Cheats
Several cheats need to be entered on certain screens.
Extra screen
| Code | Result |
|---|---|
| Circle, Square, Circle, Square, L1, L1, L1, Square | Unlocks half of the Extra rewards (except Music menu). |
| Circle, Square, Circle, Square, L1, R1, L1, Circle | Unlocks the other half of the Extra rewards (except Music menu). |
| Circle, Square, Circle, Square, R1, L1, L1, L1 | Unlocks the Music option. |
Difficulty screen (under New Game)
| Code | Result |
|---|---|
| Square, Circle, Circle, R1, L1, Left, Left, Right | Unlocks Deep Amazon and Antarctica. |
| R1, R1, R2, L1, L1, L2, Circle, Circle | Unlocks Deep Amazon, Antarctica, Mid-Atlantic, and Alaska. Interestingly, the game has a second code for this unlock (Circle, Triangle, Circle, Triangle, Right, Left, Left, Right), but said code can't actually be entered. |
| L1, R1, L2, R2, Left, Left, Right, Square | Unlocks Deep Amazon, Antarctica, Mid-Atlantic, Alaska, Starship, and Pacific Island. |
| R2, R2, L1, L2, R2, R1, L2, L2 | Unlocks everything. Grants access to all levels and Mini-Cons. |
Autobot HQ screen
| Code | Result |
|---|---|
| Up, Up, Down, Down, L1, L2, L1, L2 | Gives infinite stealth when using the stealth-field Mini-Con Covert. |
| Down, Up, Up, Down, R1, R2, R2, R1 | Mini-Con partners will deal an absurd amount of damage to foes. |
In-game pause screen
| Code | Result |
|---|---|
| Left, Right, Left, R1, R2, R1, Right, Right | Makes enemies invisible. |
Unused Audio
Unused Music
The intro for the Megatron boss fight is skipped over completely and goes straight into the main composition, leaving this 42-second intro unused. Curiously, the intro does play in build 5171, however that build lacks the ambience during segments where Megatron is performing melee moves on the player. Found in sound\music as mega1.ms.
Also present in sound\music is a copy of Starscream's intro theme, which is an earlier version that is identical to build 3944's intro. Notably, this earlier version lacks guitars in the last couple seconds.
| zzzzlast.ms (Unused) | starscr1.ms (Used) |
|---|---|
Unused Voiced Lines
Megatron: I'll crush you, with my bare hands.
This likely would have played during the Megatron boss fight. This is found in sound\english\audiocue\misc as mg_mock.ms. Exclusively present in the European version of the game, this line was also dubbed into French, German, Italian, and Spanish respectively:
The non-English audio files can be found in the same file directory, under the respective language.
Red Alert: Sir, our ancient enemy Unicron has appeared in orbit around Cybertron once again. Our homeworld is at the brink of annihilation. Countless lives will be lost. His defenses are far beyond our current firepower, but if we can assemble the power of enough Mini-Cons, we may be able to defeat him. Sir, we must acquire more Mini-Cons.
This information is normally stated by Optimus Prime in HQ after defeating Megatron. This is found in english\audiocue\misc\redalert as ra_mq1.ms. Also present only in the European version of the game, this line was also dubbed into French, German, Italian, and Spanish respectively:
The non-English audio files can be found in the same file directory, under the respective language.
Removed Jet Bike Vehicle
The Jet Bike is a vehicle that would allow up to two Medium Unit Decepticlones to ride around in. The player could also drive one around and utilize a built-in machine gun. A prototype build indicates that Jet Bikes would had shown up in at least Amazon.
Traces of the Jet Bike can be found in the game's .ELF at the following hex addresses:
- 0x00539fb0 (taJetBikeCameraScript)
- 0x0054c370 (MachineGunJetBike
- 0x0054ee70 (JetBike)
- 0x005509c0 (JetBike_Player)
- 0x005509d0 (JetBike_Ride)
- 0x005509e0 (JetBike_Ride_High)
- 0x0055b230 (JetBikeCameraOffset)
- 0x0055b240 (JetBikeCameraFocusOffset)
- 0x0055b260 (JetBikeCameraFieldOfView)
- 0x00565650 (taActorJetBike)
Further, each level's CREATUREMATERIALASSIGNMENT.TDB file in the MATERIALS folder has a block of text regarding what material to use for Jet Bike reflections. For example, here is Alaska's:
~FirstPassReflection
{
ObjectId: 17
Default
Default
NotDefault "Jetbike"
NotDefault "reflections/greenland"
} // FirstPassReflection</nowiki>
Also, present in tfa\SOUNDLST.TXT is info regarding various Jet Bike-related sounds:
1
0
~JetBike_Player
{
MinDist: 20
Volume: 1
MinPitchBend: 0.998
MaxPitchBend: 1.002
Stem: 10
Parent: "_NoMum_"
"Dropship_lower"
~ExtraSamples
{
} // ExtraSamples
} // JetBike_Player
2
0
~JetBike_Ride
{
MinDist: 50
Volume: 1
MinPitchBend: 1
MaxPitchBend: 1
Stem: 10
Parent: "_NoMum_"
"JetBike_Ride"
"JetBike_Ride_Instrument"
~ExtraSamples
{
} // ExtraSamples
} // JetBike_Ride
1
0
~JetBike_Ride_High
{
MinDist: 40
Volume: 1
MinPitchBend: 1.8
MaxPitchBend: 1.8
Stem: 10
Parent: "_NoMum_"
"JetBike_Ride_Instrument"
~ExtraSamples
{
} // ExtraSamples
} // JetBike_Ride_High
Unused Mini-Con Abilities
Endgame
| To do: Any unused sounds? Also, weapon stats and .ELF stuff |
According to early builds of the game, this Mini-Con would be equipped in the R2 slot and would summon a black hole to deal an insane amount of damage to foes and the player. It can also ragdoll enemies into its center, granted they don't die first. It is unknown if this Mini-Con can be equipped in retail builds.
Endgame has a description present in tfa\STRINGS\ENGLISH.txt:
"KEY_MINICON_NAME_DarkEnergonBlaster" "Endgame" "KEY_MINICON_DESC_DarkEnergonBlaster" "Dark Energon Gun" "KEY_MINICON_DESC_LONG_DarkEnergonBlaster" "This Mini-Con creates a hole in the fabric of space, drawing nearby objects into its heart." "KEY_MINICON_DESC_LONG2_DarkEnergonBlaster" "Hold the R2 button to charge the blaster, release it to fire. The longer the weapon charges, the greater the effect."
Endgame's textures can be found in tfa2\ANIMATION\MISCELLANEOUS\MINICONS:
| ENDGAME_HEAD.ITF | ENDGAME_01.ITF | ENDGAME_BLACK.ITF |
|---|---|---|
Effects related to Endgame can be found in tfa2/EFFECTS:
- DARKENERGONBULLET.FXB
- DARKENERGONCHARGE.FXB
- DARKENERGONIMPACT.FXB
- DARKENERGONMUZZLE.FXB
tfa\SOUNDLST.TXT has info regarding various Endgame-related sounds:
1
0
~DarkEnergon
{
MinDist: 8
Volume: 1
MinPitchBend: 1
MaxPitchBend: 1
Stem: 74
Parent: "_NoMum_"
"HeavyGrunt_RocketTrail_Instrument"
~ExtraSamples
{
} // ExtraSamples
} // DarkEnergon
1
0
~DarkEnergon_Fire
{
MinDist: 50
Volume: 1
MinPitchBend: 1
MaxPitchBend: 1
Stem: 2
Parent: "_NoMum_"
"DarkEnergon_Fire"
~ExtraSamples
{
} // ExtraSamples
} // DarkEnergon_Fire
1
0
~DarkEnergon_Fire_R
{
MinDist: 50
Volume: 1
MinPitchBend: 1.1
MaxPitchBend: 1.1
Stem: 2
Parent: "_NoMum_"
"DarkEnergon_Fire"
~ExtraSamples
{
} // ExtraSamples
} // DarkEnergon_Fire_R
1
0
~DarkEnergon_Hover
{
MinDist: 100
Volume: 1
MinPitchBend: 1
MaxPitchBend: 1
Stem: 10
Parent: "_NoMum_"
"DarkEnergon_Hover_Instrument"
~ExtraSamples
{
} // ExtraSamples
} // DarkEnergon_Hover
Bug-Out
Bug-Out has a model present in tfa2\ANIMATION\MISCELLANEOUS\MINICONS. This Mini-Con has strings describing it in the November 10, 2003 prototype, stating that this Mini-Con would be able to summon temporary warpgates.
| Front | Back |
|---|---|
There is also a reference to this Mini-Con as "EmergencyWarpGate" in tfa2\CREATURE.TMD. The .ELF file also has several references to Bug-Out at the following hex addresses:
- 0x0055da30 (taMiniconCreator<taMiniconAbilityEmergencyWarpGate>)
- 0x00562340 (taMiniconAbilityEmergencyWarpGate)
- 0x00562380 (taTransformerContextMessage<taMiniconAbilityEmergencyWarpGate>)
Decoy Launcher
There are two references to a Decoy Launcher Mini-Con in the .ELF file:
- 0x0054d810 (taMiniconAbilityDecoyLauncher)
- 0x0055e040 (taMiniconCreator<taMiniconAbilityDecoyLauncher>)
"DecoyLauncher" is also referenced in tfa2\CREATURE.TMD. Unfortunately, nothing else remains of this Mini-Con in retail builds.
There are strings in the November 10, 2003 prototype naming this Mini-Con as Fake-Out, being capable of summoning "a false projection of the Autobot" to lure enemies.
Removed Pickups
Hidden in tfa\PICKUPS are a collection of mesh files, all of which depict a simple triangulated cube:
- AMMO.VBIN
- ARMOR.VBIN
- CAMOUFLAGE.VBIN
- HEALTH.VBIN
- MINICONDISK.VBIN
- SIDEKICKHEALTH.VBIN
The folder also has an image named WIRES.ITF, depicting an Autobot symbol in front of a red cross. The final game has no pickups other than Mini-Con disks and Data-Cons, with health instead being dropped from enemies and Data-Cons.
PLAYER Folder
Located in tfa\PLAYER, a collection of .TXT files are present which aren't used anywhere. Many of these .TXT files are named after characters who do not appear in the game. Red Alert and Hot Shot have unique values listed:
Red Alert
1
~PlayerConfiguration
{
MaxHealth: 100
JumpHeight(m): 6.25
DoubleJumpHeight(m): 3.25
ApexJumpHeight(m): 3.25
MaxWalkSpeed(m/s): 6
MaxRunSpeed(m/s): 23
MaxShotsPerSecond: 6
} // PlayerConfiguration
Hot Shot
1
~PlayerConfiguration
{
MaxHealth: 100
JumpHeight(m): 6.0
DoubleJumpHeight(m): 6.0
ApexJumpHeight(m): 6.0
MaxWalkSpeed(m/s): 4.8
MaxRunSpeed(m/s): 18.4
MaxShotsPerSecond: 6
} // PlayerConfiguration
The other characters, Optimus Prime, Cyclonus, Demolishor, Megatron, Scavenger, Smokescreen, Sparkplug, and Starscream have the following values listed:
1
~PlayerConfiguration
{
MaxHealth: 100
JumpHeight(m): 6.25
DoubleJumpHeight(m): 3.25
ApexJumpHeight(m): 3.25
MaxWalkSpeed(m/s): 6
MaxRunSpeed(m/s): 23
MaxShotsPerSecond: 3
} // PlayerConfiguration
Curiously, a double-jump height value is listed, which is not possible to do in the final game.
Cut Characters
Notably, these characters show up prominently in the first draft of the game's script, suggesting that the below are remnants from very early in development.
Smokescreen
Found in ENGLISH.txt. Considering this string is placed right next to the three playable Autobots, it is possible this is a cut playable character. This is further backed up by Smokescreen's involvement in the early story draft. Smokescreen lacks a description key, something which used playable Autobot characters have.
"KEY_SMOKESCREEN" "Smoke Screen"
tfa2\CREATURE.TMD also refers to Smokescreen under TransformerCreature, who is a selectable option in the PlacementType field. As previously described, Smokesecreen has a .TXT file present in tfa/PLAYER.
Scavenger
Also found in ENGLISH.txt next to the other used Autobot names and descriptions. It is likely that Scavenger was also intended to be playable based off the reasoning in Smokescreen's section. Scavenger also lacks a description key.
"KEY_SCAVENGER" "Scavenger"
As previously described, Scavenger has a text file located in tfa\PLAYER titled SCAVENGER.TXT. And once again, Scavenger is mentioned in tfa2\CREATURE.TMD under TransformerCreature, as an option for the PlacementType field.
Demolishor
Alongside having a text file present in tfa\PLAYER, Demolishor is (unsurprisingly) mentioned in tfa2\CREATURE.TMD under TransformerCreature, as an option for the PlacementType field.
Mini-Cons
Present in tfa2\CREATURE.TMD are references to Mini-Cons who don't appear in the game as individual entities. All of them are found under TransformerCreature, under the PlacementType field. While some of them may be found on their Decepticon's model, they don't actually appear individually - and some don't even appear at all!
- Liftor - partnered with Smokescreen.
- Rollbar - partnered with Scavenger.
- LeaderOne - Megatron's sidekick. Leader-1 appears in Megatron's robot and tank modes.
- Swindle - Starscream's favorite Indy-styled Mini-Con. Swindle doesn't appear at all in the game.
- CyclonusSidekick - obviously belonging to Cyclonus. Crumplezone appears in Cyclonus' helicopter mode to give that mean attack chopper look.
- DemolishorSidekick - Demolishor's buddy Blackout also sat this one out.
Cut Enemies
Lightning Rod
It is unknown what this enemy would have done. There exists concept art of this enemy in the game's Extras menu, though it is unknown if those concepts were implemented.
The only references to this enemy are in the game's .ELF file:
- 0x005655a0 (taActorLightningRod)
- 0x0054ee30 (LightningRod)
Dead End
| To do: Picture of Dead End's model. |
Unicron's massive Mini-Con is fully modeled out despite only half of its model being visible during the climactic final battle. It is suggested that Dead End was intended to take part in the final battle, as the game's .ELF file makes reference to "EnemyDeadEnd" at 0x00538240, which is located alongside the rest of the game's enemies.
Iceberg
Literal chunks of ice were considered for inclusion. While it's unlikely these icebergs had murderous intent, they're internally classified as creatures, much like other enemies in the game.
The following remnants can be found in the .ELF file:
- 0x00561700 (miscellaneous/Iceberg/Icebergs_01)
- 0x00561720 (miscellaneous/Iceberg/iceberg_02)
- 0x00561740 (miscellaneous/Iceberg/iceberg_03)
- 0x00534d00 (taCreatureFactoryMachine<taCreatureIceBerg>)
- 0x00535770 (taCreatureIceBerg)
- 0x005362e0 (taCreatureIceBerg)
The file paths described in the first three hex addresses are present in early prototype builds.
Removed Game Modes
At some point, Transformers was intended to have game modes present in the Extras menu. An early unused Extras menu graphic still remains. Present in tfa2\CREATURE.TMD is a line referring to what kind of modes were planned:
Enum "False" "GameModes" "None" "[None,BossMode,ExploreMode]"
It's not known how Explore Mode or Boss Mode would function. Explore Mode has a string present in prototype builds, describing the mode as "Explore the levels…"
Multiplayer Leftovers
Multiplayer was not planned for this game. However, there seems to be evidence it was worked on at some point. It is not known if these are remnants from an older Melbourne House game or remnants of an older version of the game.
CREATURE.TMD Leftovers
Found in the tfa2 folder.
PlayerOne,PlayerOneSidekick,PlayerTwo,PlayerTwoSidekick
.ELF Leftovers
- 0x005388a0 (taThirdPersonMultiplayerCameraScript)
ENGLISH.TXT Leftovers
Found in the STRINGS folder. These keys are referenced in the 00PLAYER2.TDB file. KEY_READY is found amongst some more generic strings which are in close proximity to the Player 1 & 2 keys.
"KEY_P1" "P1" "KEY_P2" "P2" "KEY_PLAYER1" "Player 1" "KEY_PLAYER2" "Player 2" "KEY_READY" "Ready"
00PLAYER2.TDB
Found in tfa\USERINTERFACE\UIDATA\PREGAME. Makes reference to two players and configuring their Mini-Con. All of the keys referenced in this file are still present in the ENGLISH.TXT file.
3507
~IncludedFiles
{
"00PreGame.tmd"
} // IncludedFiles
~FileDictionary
{
~Screen
{
"m_DefaultFocus"
"m_Name"
} // Screen
~TAScreen
{
":Screen"
"m_textureFilename"
} // TAScreen
~Item
{
"Parent_Screen_Name"
"m_Flag"
"m_Name"
} // Item
~ItemText
{
":Item"
"m_Size"
"m_TextAlign.horizontal"
"m_TextLabel"
"m_Width"
"m_X"
"m_Y"
} // ItemText
~ItemActiveText
{
":ItemText"
"m_CancelResponse"
"m_SelectResponse"
} // ItemActiveText
~TAItemText
{
":ItemActiveText"
} // TAItemText
~taItemList
{
":TAItemText"
} // taItemList
~TACharacterList
{
":taItemList"
} // TACharacterList
} // FileDictionary
~Instances
{
~TAScreen
{
ObjectId: 1
NotDefault "CharacterList"
NotDefault "SelectCharacter"
NotDefault ""
} // TAScreen
~TACharacterList
{
ObjectId: 2
NotDefault "SelectCharacter"
NotDefault 0
NotDefault "CharacterList"
NotDefault 0.8
NotDefault 1
Default
NotDefault 340
NotDefault 180
NotDefault 300
NotDefault "@exit"
NotDefault "@push;$ConfigMiniCon"
} // TACharacterList
~TAScreen
{
ObjectId: 3
NotDefault "Ready"
NotDefault "ConfigMiniCon"
Default
} // TAScreen
~TAItemText
{
ObjectId: 4
NotDefault "ConfigMiniCon"
NotDefault 0
NotDefault "Ready"
NotDefault 0.8
NotDefault 1
NotDefault "KEY_READY"
NotDefault 100
NotDefault 220
NotDefault 300
NotDefault "@pop"
NotDefault "@exit"
} // TAItemText
~TAItemText
{
ObjectId: 5
NotDefault "SelectCharacter"
Default
NotDefault "P2"
Default
Default
NotDefault "KEY_P2"
Default
NotDefault 120
NotDefault 300
Default
Default
} // TAItemText
~TAItemText
{
ObjectId: 6
NotDefault "SelectCharacter"
Default
NotDefault "P1"
Default
Default
NotDefault "KEY_P1"
Default
NotDefault 120
NotDefault 240
Default
Default
} // TAItemText
~TAItemText
{
ObjectId: 7
NotDefault "ConfigMiniCon"
Default
NotDefault "P1"
Default
Default
NotDefault "KEY_P1"
Default
NotDefault 120
NotDefault 240
Default
Default
} // TAItemText
~TAItemText
{
ObjectId: 8
NotDefault "ConfigMiniCon"
Default
NotDefault "P2"
Default
Default
NotDefault "KEY_P2"
Default
NotDefault 120
NotDefault 300
Default
Default
} // TAItemText
} // Instances
Removed Levels
Mentioned in the .ELF file are two maps which have been scrubbed from the file directory:
- 0x00564470 (00_None)
- 0x00564480 (00_Testbed)
Unused Forest in Alaska
| To do: Some better photos of the area itself. |
A portion of Alaska dense in trees is hidden behind several mountains, unable to be accessed normally. There is no collision data for this area, so it cannot be walked on.
Internal Names
| To do: Some .CS files name locations in the game world (Amazon has Machu Picchu, Starship refers to itself as "Mothership", etc.). |
Levels
tfa\LEVELS has some early level names present. Early prototypes show some of these names in use.
| Internal | In-Game Text |
|---|---|
| 01_AMAZON_1 | Amazon |
| 02_ANTARCTICA | Antarctica |
| 03_AMAZON_2 | Deep Amazon |
| 04_AIRCRAFTCARRIER 04_AIRCRAFTCARRIERDEFEATED |
Mid-Atlantic |
| 05_GREENLAND | Alaska |
| 06_SPACESHIP | Starship |
| 07_EASTERISLAND | Pacific Island |
| 08_CYBERTRON | Cybertron |
Additionally, other internal names can be found elsewhere:
- Pacific Island is referred to as "Island" in numerous cutscene script files, which are found in tfa\LEVELS\EPISODES\07_EASTERISLAND\CINEMA.
- Found in ta_xtras\USERINTERFACE\EXTRAS\EXTRAS.TMD, Starship is internally referred to as "Nemesis". In early prototypes, the Starship itself was referred to as the Nemesis in its description.
Difficulties
Generic difficulty names. Despite easy difficulty being cut, it was provided Normal difficulty's name.
| Internal | In-Game Text |
|---|---|
| Easy | Recruit |
| Normal | Recruit |
| Hard | Veteran |
| Extreme | Commander |
Also found in tfa2\CREATURE.TMD is a reference to Cadet difficulty, which is very likely to be an early name for Normal difficulty.
Mini-Con Weapon Names
As per the ENGLISH.TXT file, some Mini-Cons have different weapon names. The Mini-Con name is provided for reference.
| Mini-Con Name | Retail Weapon Name | Internal Weapon Name |
|---|---|---|
| Skirmish | Heavy Blaster | HeavyAssaultBlaster |
| Sparkjump | Heavy Arc Gun | HeavyElectricArcGun |
| Jumpstart | Super Hvy Arc Gun | SuperHeavyElectricArcGun |
| Flashbang | Rocket Launcher | ClusterRocket |
| Endgame | Dark Energon Gun | DarkEnergonBlaster |
| Airburst | Flak Cannon | FlakBurst |
| Claymore | Proximity mines | DropMine |
| Twister | Vortex Projector | VortexCannon |
| Slipstream | Glide Wings | Glide |
| Discord | Scrambler | AreaEffectScrambler |
| Pressurepoint | Melee Booster | MeleeDamageEnhance |
| Smackdown | Super Melee Booster | EnergonMeleeWeapon |
| Hawkeye | Energon Vision | EnergonSensor |
| Fullspeed | Super Dash | EnhancedDash |
| Covert | Stealth Field | Stealth |
| Stronghold | Super Armor | SuperHeavyArmor |
| Rangefinder | Range Enhancer | WeaponDistanceEnhance |
| Firefight | Super Hvy Blaster | SuperHeavyAssaultBlaster |
| Shockpunch | Combat field | ElectroField |
| Shieldwall | Ballistic Shield | EnergonScreen |
| Comeback | Reactivation | Revive |
| Blaster | Default weapon | AssaultBlaster |
The Blaster weapon is the default R1 weapon that you start the game with.
Unused Enemy Attributes
Unused Starscream Health Value
Found in tfa2\CREATURE.TMD, Starscream has a health value that is overwritten inside of the Antarctica and Starship's respective CREATURE.TDB file, therefore this default value doesn't get used.
| Default HP | Antarctica HP | Starship HP |
|---|---|---|
| 1275 | 1500 | 2000 |
Unused Enemy Attacks
The .ELF reveals names for attacks which do not resemble anything seen in-game.
- 0x0054c610: Starscream_GroundStab
- 0x0054c640: Megatron_KnifeMelee
- 0x0054c650: Megatron_HornRam
- 0x0054c690: Megatron_BackBreaker
- 0x0054c430: StarscreamSonicBoom
Early Extras Menu Icons
Present in tfa\USERINTERFACE\TEXTURES\EXTRAS are some early Extras menu icons. Compared to the used icons, these have some shading present inside of them and use text as opposed to illustrations. Some icons lack a used equivalent, instead either being split into different icons encompassing different aspects of its topic or were simply not updated.
Unused Extras Menu Icons
Hidden in ta_xtras\USERINTERFACE\EXTRAS\ICONS are some unused icons. Some of these are duplicates of early icons which are present in tfa\USERINTERFACE\TEXTURES\EXTRAS.
Regional Differences
The European version of the game has some notable differences compared to versions released in other regions:
- All the text and voice acting is dubbed in English, French, German, Italian, and Spanish. There is only an English set of credits in the game, meaning the non-English voice actors don't get credited.
- There are two sets of cutscenes, one made for 60Hz televisions (prefixed with n) and one made for 50Hz televisions (prefixed with p). Non-European builds of the game only come packaged with the 60Hz cutscenes only.
- The two cheat code videos which are present in the US and South Korean versions are not present. This is also applicable to the Director's Cut version. As a result, the European version has some unused strings regarding those cheat videos which are unique to that version.
There are some minor text changes between the European and US English localizations. Changes that are harder to notice are red for clarity.
| Key | US | Europe |
|---|---|---|
| KEY_CONTROLLER_MISSING | The DUALSHOCK®2 analog controller is not detected. Please insert a DUALSHOCK®2 analog controller into controller port 1. | The analog controller (DUALSHOCK®2) is not detected. Please insert an analog controller (DUALSHOCK®2) into controller port 1. |
| KEY_GALLERY_INSTRUCTIONSHEETHOTSHOT | Instruction sheets: Hot Shot | Instruction Sheet: Hot Shot |
| KEY_GALLERY_TVTHEMEORCH | Transformers theme: Orchestral | Transformers theme - Orchestral |
Revisional Differences
The Europe-exclusive Director's Cut version, released in 2005, has a bonus "Making Of" video that details the game's development which is accessed through a newly created menu. The game is otherwise identical to the previous European release.
Build Date and Build Version
Starting at offset 0x00532d90 in the .ELF is information regarding when the game was built and the build version. The retail European and Director's Cut builds share the same build date and build version, despite the Director's Cut being released a year later.
| USA/South Korea | Europe |
|---|---|
Transformers Armada $Revision: 6240 $ $Date: 3/23/04 11:22a $ GOLD |
Transformers Armada $Revision: 6242 $ $Date: 27/03/04 12:05p $ GOLD |
There is also information regarding when two internal systems were built. Starting at offset 0x0052a6f0 in the .ELF is information regarding when "GenTriStrip" had been built and what its build version is.
GenTriStrip $Revision: 73 $ $Date: 27.06.03 2.27p $ REL
Starting at offset 0x0053d4d0 in the .ELF is information regarding when the game's racing engine physics was built and its build version.
RacingEnginePhysics $Revision: 63 $ $Date: 6/10/03 5:37p $ RETAIL
| The Transformers series | |
|---|---|
| NES | Convoy no Nazo |
| Nintendo 64 | Beast Wars Transmetals |
| Game Boy (Color) | Kettou Transformers Beast Wars: Beast Senshi Saikyou Ketteisen |
| PlayStation 2 | Transformers (Prototypes) |
| Nintendo DS | War For Cybertron |
| Windows | The Game • Devastation |
| iOS, Android | Angry Birds Transformers |
| Arcade | Human Alliance |
- Games developed by Atari Melbourne House
- Games published by Atari, SA
- PlayStation 2 games
- Games released in 2004
- Games with unused areas
- Games with unused characters
- Games with unused code
- Games with hidden developer messages
- Games with hidden development-related text
- Games with unused enemies
- Games with unused graphics
- Games with unused models
- Games with unused music
- Games with unused text
- To do
- Transformers series
Cleanup > To do
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Atari, SA > Games developed by Atari Melbourne House
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Atari, SA
Games > Games by release date > Games released in 2004
Games > Games by series > Transformers series





























