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User:Telephone

From The Cutting Room Floor
Revision as of 02:09, 1 June 2021 by Telephone (talk | contribs) (→‎C. Blood: Removing content from userpage.)
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Welcome to my mess of a userpage.


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Subpage1
Unused Cinema Scripts
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Subpage2
Nov 10 2003
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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

Hmmm...
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

Hmmm...
To do:
Weapon stats.

TestWeapon
taTestWeaponProjectile
TestWeaponManager
taTestWeaponWeapon

Boot Options

Hmmm...
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

Hmmm...
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