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User:Juanmv94/Temp

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Title Screen

Juanmv94/Temp

Developer: Heavy Iron Studios
Publisher: THQ
Platforms: Windows, Xbox, PlayStation 2, GameCube
Released in US: October 29, 2004
Released in EU: November 5, 2005


CodeIcon.png This game has unused code.
SourceIcon.png This game has uncompiled source code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


Hmmm...
To do:
Resource files needs more investigation

The incredibles: The videogame is the official videogame for the Disney Pixar movie.

Unused video thumbnails

There's some kind of temporary video thumnails with the film scenes thumbnails in mnui.HIP from Windows CD2. In it, we can see the videogame trailer with a time counter and a watermark with the text "WIP" (Work In Process).
The-Incredibles-wip.png

There's also two more unused thumnails inside the menu file MNUS.HOP:
In the first we can see the movie trailer.
The-Incredibles-menu1.png

The second, is a video about the development of the game.
The-Incredibles-menu2.png


Demo screens

The final game has some unused splash screens from a previous demo version.
The-Incredibles-demo1.png The-Incredibles-demo2.png

parameters names and development flags

The windows executable has lots of game parameters which names are still present. Most of them are hard-coded, only a few seems to vary depending on the level. Here are some of them:

There also exist some boolean hard-coded parameters used during developmen that changes the game behaviour when changed. Here are some of them:

Level Unlocking

All the game levels can be unlocked to be accesed with the level selector using the cheat code ILIEMIAOW

Uncompiled Assembly code

The Windows game executable has some uncompiled D3DX9 shader assembly functions inside the executable. Here is an example:

ps.1.1

// t0 - base water texture
// t1 - ice texture
// t2 - env map
// t3 - cubemap

// c0 - diffuse rgb, ice factor in alpha component


//def c1, 0.0f, 0.0f, 0.0f, 0.0f;


tex t0			// Lookup water
tex t1			// Lookup ice
tex t2			// Environment map

//mov r0, t2

mul r0, t0, v0		// Modulate water with diffuse
mul r1, t2, c1.a	// Calculate environment map which needs adding
add r0, r0, r1		// Add env map to the water

mul r1, t1, v0		// Modulate ice with diffuse

lrp r0, v1.a, r1, r0	// Lerp water and ice using ice factor
//mov r0.a, v1.a
//mov r0.a, t0.a		// Alpha = Water texture alpha
mul r0.a, t0.a, v0.a	// Alpha = Water texture alpha * vertex alpha (passed in 2nd color channel)

There's also a lot of hexadecimal code in text format inside the executable.

SpongeBob Videogame Leftovers

There are lots of text strings from the Heavy Iron Studios previous videogame of SpongeBob inside the windows executable. Here are some examples:

Robot Plankton
See SpongeBob Boss
See Patrick Boss
See Sandy Boss
Exit SpongeBob

Cutted Combo Meter

In one of the level video thumbnails, we can see what seems to be a combo meter that was cutted from the final game. In the video thumbnail it only shows 0000, and it's animations and functionality were extremely close to the combo meter from Rayman 3.
The-Incredibles-combo.png