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Cars 2 (PlayStation 3, Xbox 360, Windows, Wii)

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Title Screen

Cars 2

Developer: Avalanche Software
Publisher: Disney Interactive Studios
Platforms: Wii, Xbox 360, PlayStation 3, Windows, Mac OS X
Released in US: June 20, 2011
Released in EU: July 22, 2011
Released in AU: June 23, 2011


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.
PiracyIcon.png This game has anti-piracy features.


PrereleaseIcon.png This game has a prerelease article

See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Cars 2 is a game based on the Disney/Pixar film with the same name, which is surprisingly a lot better (or just as good, depending on your viewpoint) than the film itself.

Hmmm...
To do:
There are a ton of unused pieces of dialog (especially for the narrator, who seemingly was going to have a much larger role).

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Unused Maps

Holoian

A test map including unused weapons, models of every character in the game, and even an unfinished model of Lewis Hamilton, who was planned to be in the game.

Tutorial Weapons

Present only on the Wii and Xbox 360 versions, this map is a very basic flat plane with small barriers and three stacks of barrels on palettes.

Holocars Skidpad

A large test map with many useful test structures, including a height-measurement pillar, a small group of destructible cacti, and numerous ramps and slopes.

Cinematic Oilrig

Unused Music

Tokyo_Spy

On the Xbox 360 and PS3 versions of the game, there is an FSB file named IMUSIC_STR which has a WAV file named Tokyo_Spy. Despite them both having the same names, they are 2 different tracks, and one of them isn't even related to the Tokyo levels' music.

PS3

Appears to be a higher quality version of Race (1) from the DS version of the game, which is a different mix of Oil Rig (Race).

Xbox 360

Appears to be a higher quality version of Spy (3) from the DS version of the game, which is a different mix of Tokyo (Hunter).

Unused Model

Remember when YT had a little indifferent face when a video went down? TCRF remembers.
This page or section has one or more broken YouTube links.
Please find an archived version of the video(s) or a suitable replacement.

An early version of Lightning McQueen's model.

Unused Cutscenes

Opening cutscene

An early version of the opening cutscene, only present in the PS3 version, without any music.

London Boat Cutscene

Unused Text

Cmdline.var Comments

cmdline.var has some developer comments.

"Spencer" probably refers to Spencer Parkin, the associate programmer at Avalanche Software.

AI takes over control of player car right away (from Spencer)
AI always takes hint (note that AI will NOT take a drive-to-target hint if he’s driving backwards, or turboing, or in the air, etc)
tokyo c, before tunnel with hopovers
All Wiimotes must be awake for this to work.
Worlds.db is ignored now, default is 3

Data.zip

Filelist.txt

In assets/data.zip, there's a file named filelist.txt.

The "permanent" section is the place to put files that should only be loaded once, and they stay memory-resistent permantly after that.
this guy needs to be loaded first before geoms are loaded

Soundocc.txt

In assets/data.zip, there's a file named soundocc.txt.

Sound occlusion table
material= volume factor; pan factor;
if the material is missing, it is 100; 100
 	(no volume reduction, no panreduction)

File Path Strings

data_wii/sound/DIALOGRU/dialog_str.lst has a list to a ton of sound effects.

Development Files

Compilation Log?

LogWii.html is present on the root.

<HTML>
<HEAD>
	<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1">
	<META NAME="Author" CONTENT="Output.Wii.cpp">
	<TITLE>Debug Log</TITLE>
</HEAD>

<BODY TEXT="#000000">
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR>
	<FONT style="color: #00FFFF" >[0x9106e000:0x9146dd9f]<B>    4MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR>
	[0x9106e000:0x9146dd9f]<B>    4MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR>
	<FONT style="color: #00FF00" >[0x9106e000:0x91a6dfff]<B>   10MB</B></FONT><FONT style="color: #FFFFFF" > Texture</FONT><BR>
	<FONT style="color: #00FF00" >[0x91a6e000:0x91f6dfff]<B>    5MB</B></FONT><FONT style="color: #FFFFFF" > Mesh</FONT><BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR>
	<FONT style="color: #00FFFF" >[0x91f6e000:0x92a6dd9f]<B>   11MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR>
	[0x91f6e000:0x92a6dd9f]<B>   11MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR>
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	<FONT style="color: #00FF00" >[0x9186e000:0x920edfff]<B> 8.50MB</B></FONT><FONT style="color: #FFFFFF" > Mesh</FONT><BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR>
	<FONT style="color: #00FFFF" >[0x920ee000:0x929add9f]<B> 8.75MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR>
	[0x920ee000:0x929add9f]<B> 8.75MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR>
	<FONT style="color: #00FFFF" >[0x91f6e000:0x92a6dd9f]<B>   11MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane

CodeWarrior Projects

Hmmm...
To do:
Please check other regions in case they are different.

The root of the disc has two projects from CodeWarrior for building a debug build and an optimized build.

Download.png Download Cars 2 CodeWarrior Projects
File: Cars2_Wii_CodeWarriorProjects.zip (6.10 KB) (info)


Possible Lotcheck Spreadsheet

Hmmm...
To do:
Please check other regions of the game for their lotcheck sheets if possible. US was checked already.

The root of the US disc has Cars DataTitleInputFormat_US.xls, being used likely when sending the game to Nintendo for lotchecking.

Download.png Download Cars 2 Possible Lotcheck Spreadsheet
File: Cars2_Wii_US_PossibleLotcheckSpreadsheet.zip (284 KB) (info)


Uncompiled Octane File

Most Octane Engine files in the game were compiled, but fonts.zip/sample.oct was not compiled and left compilation information.

Texture =
{
	FilePathName = "C:\depot\Octane\main\Content\Game\Frontend\fonts\sample.dds"
	ExportTextures_NumFrames = 1
	ExportTextures_TextureHasAlpha = 1
	ExportTextures_TextureHas8BitAlpha = 1
	ExportTextures_TextureWidth = 256
	ExportTextures_TextureHeight = 256
	ExportTextures_TextureFormat = "A8R8G8B8"
	ExportTextures_ActualFilePath = "c:\depot\octane\main\content\game\frontend\fonts\sample.dds"
	ExportTextures_DummyImage = 0
	ExportTextures_TextureSize = 262144
}
TexturePool =
{
	Texture "0" =
	{
		Name = "sample"
		#SourceFileName = c:\depot\octane\main\content\game\frontend\fonts\sample.dds
		#Size = 262272 Format = A8R8G8B8, Width = 256, Height = 256, Depth = 0, MipLevels = 1, ResourceType = 2d
		FileName = "sample_0.tbuf"
	}
}

Internal Project Name

The game's internal title is simply Cars.

Anti-Dolphin Code

During gameplay, Cars 2 attempts to write garbage data to lower MEM1, where important data is stored. However, it writes just enough that the data is never actually written to RAM and instead is only written to the CPU cache, which the game requests to be cleared right after. Because the Gamecube/Wii emulator Dolphin does not emulate the CPU cache and instead makes all writes go immediately to RAM, the game proceeds to crash due to important data being overwritten with garbage. Dolphin's development team suspects that this behavior was purposefully implemented to target Dolphin, and implemented a hack to prevent the game from attempting to trash its own memory.

(Source: Dolphin Emulator)

Regional Differences

The German version of the game removes the Gatling Gun sequence and an explosion from the intro. The explosion sound effect still plays however, making it seem more like a normal car crash sound.