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User:Telephone
Welcome to my mess of a userpage.
Contents
| Subpage1 Unused Cinema Scripts |
| Subpage2 Nov 10 2003 |
| Subpage3 SLUS 28040 Trade Demo Build |
Minicons
Found in tfa\METAGAME.TDB are listings for several unused internal names for Mini-Cons. Beyond what is mentioned in this file, these Mini-Cons are not mentioned anywhere else. It is possible some of these may be earlier versions of used Mini-Cons.
| Name | HeavyCannon | EnergonMeshProjector | SuperHeavyImpactGun | RibbonBeam | Airstrike | ColdProjector | EnergonWhip | ProximityMine | SkitterBomb |
|---|---|---|---|---|---|---|---|---|---|
| Activation Type | 6 (ChargeReleasePartial) | ||||||||
| ChargeDrainMultiplier_Commander | |||||||||
| ChargeDrainMultiplier_Veteran | |||||||||
| ChargeDrainTime | |||||||||
| CoolDownTime | |||||||||
| CoolDownTimeDepleted | |||||||||
| CrosshairIndex | |||||||||
| EquipInHQ | |||||||||
| Icon | |||||||||
| Minicon | |||||||||
| MinimumChargeToUse | |||||||||
| MinimumChargeToUsePerShot | |||||||||
| NodeToKeepIndex | |||||||||
| PaletteIndex | |||||||||
| PowerCost | |||||||||
| RechargeTime | |||||||||
| RecoilType | |||||||||
| RestrictToButton | |||||||||
| Segments | |||||||||
| SidekickCoolDownTime | |||||||||
| SidekickRechargeTime | |||||||||
| SidekickSegments | |||||||||
| Slot | |||||||||
| Team | |||||||||
| ToneLibrary |
| Name | Tangler | DoubleJump | CounterMeasures | EnhancedEnergonShield | JuiceSiphon | RepulsionBeam | Scrambler | SmokeScreen | PoweredGlide | |
|---|---|---|---|---|---|---|---|---|---|---|
| Activation Type | ||||||||||
| ChargeDrainMultiplier_Commander | ||||||||||
| ChargeDrainMultiplier_Veteran | ||||||||||
| ChargeDrainTime | ||||||||||
| CoolDownTime | ||||||||||
| CoolDownTimeDepleted | ||||||||||
| CrosshairIndex | ||||||||||
| EquipInHQ | ||||||||||
| Icon | ||||||||||
| Minicon | ||||||||||
| MinimumChargeToUse | ||||||||||
| MinimumChargeToUsePerShot | ||||||||||
| NodeToKeepIndex | ||||||||||
| PaletteIndex | ||||||||||
| PowerCost | ||||||||||
| RechargeTime | ||||||||||
| RecoilType | ||||||||||
| RestrictToButton | ||||||||||
| Segments | ||||||||||
| SidekickCoolDownTime | ||||||||||
| SidekickRechargeTime | ||||||||||
| SidekickSegments | ||||||||||
| Slot | ||||||||||
| Team | ||||||||||
| ToneLibrary |
Compiling Info
Mentioned at the bottom of the .ELF file starting at 0x005ce590:
MIPS C Compiler (2.4.1.01) PlayStation2
Test Files
| To do: trees, random shapes, Easter Island bunker placement test file, hud models, reflection maps |
TEST_CAR.TXT
Found in tfa2\PHYSICS, the file reads:
#error - file no longer used - DavidF 21/03/03
DavidF refers to David Flower, who worked on physics and simulation programming.
WPE_TESTEFFECT.FXB
tfa2\EFFECTS
Test Weapon
| To do: Weapon stats. |
TestWeapon
taTestWeaponProjectile
TestWeaponManager
taTestWeaponWeapon
Boot Options
| To do: Thoroughly investigate what works and what doesn't. |
Found under tfa\CONFIGS\0_DEFS.TMD is a set of boot options. While the menu to enable them in-game no longer seems to work, they can still be ticked on manually by re-assembling the ISO. Unfortunately, many of these options do not work anymore. Some of these functions are swapped on and off during in-game cutscenes.
| Debug Option | Base Configuration | Additional Options | Notes |
|---|---|---|---|
| actorUpdateLODMode | Auto | Auto, Disabled, Every2Frames, Every4Frames, Every8Frames | |
| attractMode | none | none, record, playback, recordflush, randomkeys | |
| automaticSurfaceSlide | true | ||
| betwixtMode | true | Betwixt Mode refers to the game's method of outputting a fake 60 FPS and the pseudo-60 FPS player animations. Disabling this causes the render output to be black, though the in-game HUD will render properly. | |
| buildCompiledGeo | false | ||
| clipCameraToCollisionScene | true | ||
| createCollisionDensityMap | true | ||
| creatureTextures | true | ||
| creaturesAlwaysUseCover | false | ||
| creaturesCheat | true | ||
| creaturesHandleMessages | true | ||
| creaturesHear | true | ||
| creaturesReactToHits | true | ||
| creaturesSee | true | ||
| creaturesShareKnowledge | true | ||
| cutSceneCompileScripts | false | ||
| cutScenes | Play All | Play None, Play All, Play HQComms Only, Play CGI Only | |
| debugMode | OneController_Camera | OneController_Player, OneController_Camera, TwoControllers | |
| debugOnController2 | false | ||
| debugRagdollMode | Disabled | Disabled, Collapse, Grenade, Rocket | |
| devilModeEnemies | false | ||
| difficulty | Difficulty0 | Difficulty0, Difficulty1, Difficulty2, Difficulty3 | A total of four difficulties are listed despite only three being selectable in-game. |
| dynamicLensFiltersEnabled | true | ||
| dynamicSky | false | ||
| editWaterParameters | false | ||
| enableAIProblemSymbols | true | ||
| enableDDEEditing | false | ||
| enableDDEFilesReport | false | ||
| enableDecepticloneDeathmatch | false | ||
| enableEcoSystem | true | ||
| enableEcoSystemSaveNative | false | ||
| enableEcoSystemShadow | true | ||
| enableFMVPlacard | true | ||
| enableFollowPlayerSlewCam | false | ||
| enableIncidentals | true | ||
| enableLoadBalancing | true | ||
| enableMusic | true | ||
| enableNewRagdoll | true | ||
| enableOcclusion | true | ||
| enableProjectedShadows | true | ||
| enableRagDoll | true | ||
| enableSidekickAlways | false | ||
| enableStatsCollection | false | ||
| enableTrackingData | false | ||
| enableUSBKeyboard | true | ||
| enableWireframe | false | ||
| forcePlanetaryGravity | false | Likely related to the Cybertron level. | |
| glideLandingMode | Stall_Or_Context_Message | Stall, Stall_Or_Context_Message, Stall_Or_L1, Toggle_Wings_With_L1 | |
| glideSlidesOnInvisibleWalls | false | ||
| godModeEnemies | false | ||
| godModePlayer | false | Functions identically to the Unlimited Health cheat code. | |
| humanHeightPlayer | false | ||
| invertYAxis | false | ||
| language | EnglishUK | EnglishUK, EnglishUSA, French, Italian, German, Spanish | |
| levelDirectory | No base config specified. | ||
| loadDriftShader | false | ||
| lookSpring | 0 | Range(0.000000,10.000000) | |
| matrixModeEnabled | true | ||
| matrixModeOnSelect | false | ||
| miniconAbility | Default | Default, AreaEffectScrambler, Dash, EnhancedDash, ElectroField, REMOVED, REMOVED2, BallisticShield, EnergonShield, EnergonVision, MeleeDamageEnhancement, MiniConSensor, WeaponDistanceEnhance, ReflectionShield, Stealth, REMOVED3, UltimateShield | L2 Mini-Cons. There are three removed Mini-Cons listed here. Changing the base configuration doesn't seem to do anything. |
| miniconLoadOutsOnPauseMenu | false | Non-functional. There exist strings referring to this debug option. Enabling this would allow you to hot-swap to a pre-made Mini-Con team while in a level upon pausing the game. | |
| miniconMovement | Default | Default, Armor, HeavyArmor, SuperHeavyArmor, AutoRepair, Glide, UltimateGlide, BoostJump, Revive | L1 Mini-Cons. Changing the base configuration doesn't seem to do anything. |
| miniconPrimaryWeapon | Default | Default, AssaultBlaster, HeavyAssaultBlaster, SuperHeavyAssaultBlaster, SuperHeavyCannon, HeavyElectricArcGun, SuperHeavyElectricArcGun, ImpactGun, HeavyRibbonBeam, SuperHeavyRibbonBeam, UltimatePrimary, EnergonMeleeWeapon | R1 Mini-Cons. "EnergonMeleeWeapon" is listed here, which cannot be selected in retail builds in the R1 slot. However, earlier builds have this Mini-Con selectable in this slot. Changing the base configuration doesn't seem to do anything. |
| miniconSecondaryWeapon | Default | Default, ClusterRocket, HeavyClusterRocket, DarkEnergonBlaster, REMOVED, EMPBlast, FlakBurst, GrenadeLauncher, HomingMissile, DropMine, LimpetMine, SniperRifle, VortexCannon, UltimateCannon, HeavyHomingMissile, TractorBeam, ElectroField | R2 Mini-Cons. "DarkEnergonBlaster" and a removed Mini-Con are listed here. Changing the base configuration doesn't seem to do anything. |
| numPlayers | 1 | Remnant from Le Mans 24 Hours. | |
| oceanSimulation | true | ||
| oceanSimulationAllLevels | false | ||
| playerCharacter | Optimus | Optimus, HotShot, RedAlert | |
| profileLoading | false | ||
| randomSeed | 0 | ||
| render24bit | true | ||
| reportAnimationUsageOnShutdown | false | ||
| restoreEnergonOnDeathMenu | true | ||
| runFMV | true | ||
| runInGame | true | ||
| runLanguageSelect | true | ||
| runMonkeyEnable | false | ||
| runMonkeyFrameCount | 500 | ||
| runMonkeyRunCount | 5 | ||
| runUIIntro | true | ||
| runUIPostGame | true | ||
| runUIPreGame | true | ||
| screenCaptureFactor | 1 | ||
| showBuildNumber | false | ||
| showCameraInformation | true | ||
| showCameraInformationVerbose | false | ||
| showHUD | true | ||
| showSafeZone | false | ||
| showSuspendedCreatures | false | ||
| showVertexCountGraph | false | ||
| showVertigoTimingGraph | false | ||
| showVertigoTimingText | false | ||
| soundMode | ProLogic2 | NoSFX, Mono, Stereo, ProLogic2 | |
| soundVolumeDialogue | 0.9 | Range(0.000000,1.000000) | |
| soundVolumeEffects | 0.9 | Range(0.000000,1.000000) | |
| soundVolumeMusic | 0.9 | Range(0.000000,1.000000) | |
| spawnCreatures | LevelData | All, PlayerAndBossOnly, PlayerOnly, LevelData | |
| startingWarpGate | Start | Start, Gate1, Gate2, Gate3, Gate4, Gate5, Gate6, Gate7, Gate8, Gate9, Gate10, Gate11, Gate12, Gate13, Gate14, Gate15 | Sixteen gates total are referenced here, but only six gates are ever used at most. ENGLISH.TXT lists descriptions for gates up until Gate8, with unused gates having temporary names and descriptions. |
| sunGlareEffectsEnabled | true | ||
| testPathfindingSectorsAfterLevelLoad | false | ||
| timeoutErrors | Never | Never, Immediate, ThreeSeconds | |
| traceSystems | Generic, Vertigo, Sirens, Fish, Maths, Physics, Ecco, Poddy, Grip, Anoki, Kraken, TDG, Lingva, Performance, Cyclone | Generic, Vertigo, Sirens, Fish, Maths, Physics, Ecco, Poddy, Grip, Anoki, Kraken, TDG, Lingva, Performance, Cyclone | |
| traceTransformers | User Interface, Artifical Intelligence, Graphics, Shell, Physics, Metagame, Sound, Model Archive, Load Profile, Animation, Core, Weapon, Input, Languages, Script, Timing | User Interface, Artifical Intelligence, Graphics, Shell, Physics, Metagame, Sound, Model Archive, Load Profile, Animation, Core, Weapon, Input, Languages, Script, Timing | |
| uiWorld | RingWorld | E3, Screens, RingWorld | |
| unlockAllExtras | false | Non-functional. | |
| unlockAllLevels | false | Non-functional. Would unlock all levels. | |
| unlockAllMinicons | false | Non-functional. Would unlock all Mini-Cons. | |
| unlockAllWarpGates | false | Non-functional. Would unlock all sixteen warp gates for use. | |
| unlockAndCompleteAllLevels | false | Non-functional. | |
| unlockMetaGame | None | None, Amazon_Complete, Antarctica_Complete, DeepAmazon_Complete, TidalWave_Complete, TidalWave_Complete_GlideReturns, Alaska_Complete, Alaska_Complete_GlideReturns, Spaceship_Complete, Spaceship_Complete_GlideReturns, Island_Complete, Island_Complete_DashGlideReturns | |
| unlockMetaGame_Commander | false | ||
| useAlternativeDirectory | false | ||
| usePinkBackgound | false | ||
| vibrationEnabled | true | ||
| warpGateCanEndLevel | true | ||
| warpGateTransition | true | ||
| widescreenEnabled | false | ||
| worldShadowsFadeLevel | 0.37 | Range(0.000000,1.000000) |
Pre-Release
This page details prerelease information and/or media for Telephone.
Very early on, Transformers was an entirely different game evident by an early script present in the retail files and very early footage. By the beginning of 2003, the game's focus would shift and would eventually evolve into what was released in 2004.
Development Timeline
| To do: Game was playable at E3 2004, discuss demos. |
- 2002
- The first draft of the game's story is written. Development begins.
- December 16: An internal video is shot showing off a snowy level with Hot Shot, his Mini-Con partner Jolt, and some enemies.
- 2003
- Late January: development is stated to begin, likely for the iteration which would go on to be released. Cite the making of documentary.
- May 15th: A trailer of the 2002 version of the game is shown off on IGN's site.[1]
- August 25: IGN releases an article of the game, this time fully rebooted and resembling the retail release more closely. The game is given the name Transformers Armada: Battle for Energon.[2]
- December 9th: IGN releases another article, this time with the name Transformers Armada: Prelude to Energon. The article describes an early copy of the game which is 30-40% complete (likely Build 3944). The article erroneously states that Decepticon Demolishor appears in the game.[3]
- December 12th: New footage of Build 3944 is released by IGN.
- 2004
- April 7th: Game is released in the EU.
- May 11th: Game is released in the US.
- July 14th: Game is released in South Korea.
December 16th, 2003
This piece of footage also stems from the same time period as the May 15th, 2003 gameplay. This footage takes a more cinematic approach, utilizing a freecam mode to show off the snowy environment, Hot Shot, Jolt, and an enemy. Interestingly, the enemy that is highlighted during this clip appears to have a Mini-Con symbol emblazoned on its chest.
May 15th, 2003 Gameplay
This is the earliest footage of the game available. At this point, the game is an entirely different game with almost nothing resembling the released product. Some of the notable elements present in this trailer are:
- Numerous debug elements can be seen in certain scenes in the trailer.
- The enemies, despite being called Decepticlones, do not resemble any enemy in the retail build.
- The environment does not exist in retail. Though there are snowy levels in retail, there are not any large metallic structures present.
- There is what appears to be a radar present at the bottom of the HUD.
- The HUD has two bars on the left and right of the screen. It is unknown what these represent.
- Jolt is capable of Powerlinxing with Hot Shot in the footage, allowing Hot Shot to drive around with a helicopter spinning on his rear and being able to descend slowly in robot mode.
- While Hot Shot is in vehicle mode, Jolt is shown in vehicle mode flying behind him. In retail, Jolt, along with the other Mini-Con partners, walk behind their respective Autobot. Jolt will only transform if Powerlinxed with Hot Shot.
- There is a turret which can be controlled by the player.
- Only Red Alert and Hot Shot are shown to be playable.
- The game sports the title Transformers Armada. The name would eventually be shortened to just Transformers.
Transformers Pre-Release References
- ↑ Transformers PlayStation 2 Gameplay_2003_05_15 - ign.com, May 15th, 2003
- ↑ Transformers Armada First Look - ign.com, Aug. 25th, 2003
- ↑ Transformers Armada: Prelude to Energon Hands-On - ign.com, Dec. 9th, 2003
