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LittleBigPlanet (PlayStation Portable)

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Title Screen

LittleBigPlanet

Also known as: LittleBigPlanet Portable (JP)
Developers: Media Molecule, SCE Cambridge Studio
Publisher: Sony Computer Entertainment
Platform: PlayStation Portable
Released in JP: December 3, 2009
Released in US: November 17, 2009
Released in EU: November 20, 2009


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype 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 July 31, 2016) no longer officially supported and online-exclusive features may be documented as now-unseen content.

LittleBigPlanet, commonly referred to as LittleBigPlanet PSP to differentiate it from the PlayStation 3 game of the same name, is a 2.5D puzzle platformer with a heavy emphasis on user-generated content, allowing you to create your own levels and share them with other players. Despite the many compromises that were made to bring the LittleBigPlanet experience to a handheld device, it still managed to introduce multiple features that would go on to be series mainstays, like Static & Dynamic objects, multi-corner editing, and... Sacknana.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Graphics

Temporary GUI Images

background.mip depicts an early Gardens level.
LBPPSP eraser icon.png
LBPPSP threepiece.png

LBPPSP cursor2.png

USRDIR/archives/lbp_archive.arc/gui/temporary/ contains several low resolution stickers and GUI icons. The most interesting of the lot is background.mip, a screenshot of a Gardens themed level from what appears to be an early point of development.

Calibration Screens

USRDIR/archives/lbp_archive.arc/textures/calibration/ contains four screen calibration images, branded with the THX logo and copyright text from Lucasfilm LTD.

Popit Icons

gameplay_photo_booth.16.mip
level_key.16.mip
popit_hearted.16.mip
popit_my_photos.16.mip
popit_my_photos_personal.16.mip
popit_painting.16.mip
popit_shapes.16.mip

A handful of unused Popit icons can be found in USRDIR/archives/lbp_archive.arc/gui/popit/static_icons/

  • gameplay_photo_booth.16.mip and level_key.16.mip were intended for the Photo Booth and Level Key respectively, neither of which are usable by players.
  • popit_hearted.16.mip was intended for a "Hearted Items" section of the Popit, like what the PS3 game has.
  • popit_my_photos.16.mip and popit_my_photos_personal.16.mip are related to scrapped photo tools, akin to the "Take A Photo" tool and PlayStation Eye Camera support that the PS3 game had.
    • A duplicate of popit_my_photos_personal.16.mip exists, labelled audio_boombox.16.mip.
  • popit_painting.16.mip and popit_shapes.16.mip were present in the root of the Create Mode Popit in one of the earliest trailers, and may have been used to access the different methods of placing materials before the UI had been finalised.

ratchet_suit

LBPPSP texture ratchet suit.png

USRDIR/archives/lbp_archive.arc/textures/sackboymaterials/common/ratchet_suit.mip is an unfinished Sackboy skin based on Ratchet from the Ratchet & Clank series. It seems to have been scrapped pretty early on, since only the front of Sackboy's face has been painted over, and no other Ratchet costume pieces appear to exist.

Early Sticker Switch Texture

Unused Used
LBPPSP Unused sticker switch diffuse.png LBPPSP Used sticker switch diffuse.16.png

USRDIR/archives/lbp_archive.arc/meshes/gadgets/switches/sticker_switch/sticker_switch_diffuse.mip is an early texture for the Sticker Switch, more closely resembling its PS3 counterpart. This was used in early versions, but was replaced with a simplified texture to make it easier to discern at the PSP's lower screen resolution.


Original Shockbomb Sticker

The explosive sticker on both Impact and Trigger Shockbombs was originally coloured red to match the PS3 game's Impact and Trigger Explosives; they were changed to blue later in development, but remnants of the original red sticker can still be found in the files.

Object Unused Used
Impact Shockbomb LBPPSP Unused banger dirt.pngLBPPSP Red Banger Sticker.png LBPPSP Used banger dirt sticker.16.png
Trigger Shockbomb LBPPSP Unused tnt diffuse.png LBPPSP Used tntdiffuse 16.png

USRDIR/archives/lbp_archive.arc/meshes/gadgets/explosives/banger/banger_sticker.mip is an isolated version of the sticker. In the same directory, banger_dirt.mip is a variant of the Impact Shockbomb's texture that lacks the sticker altogether, suggesting the sticker was once a separate mesh.

USRDIR/archives/lbp_archive.arc/meshes/gadgets/explosives/tnt/tnt_diffuse.mip is an early version of the Trigger Shockbomb's texture. Although it has the red sticker, it is not mapped correctly when applied to the model.

Unused Background

Software Showcase

LBPPSP Unused SoftwareShowcase Background.png

USRDIR/archives/lbp_archive.arc/lbpbackgrounds/softwareshowcase contains files for a background referred to as "Software Showcase". It is comprised of two models: the main environment (softwareshowcasenobrick.model) and a repeating brick floor (softwareshowbrick.model). The background is split into two halves, separated by paper clouds and a body of water; the left half is a recreation of The Gardens from the PS3 game, while the right half is based on The Orient's background from this game.

Unused Models

mobile_rocket

LBPPSP mesh mobile rocket.png

USRDIR/archives/lbp_archive.arc/meshes/frontend/mobile_rocket.model is an early metalic version of the Pod, intended for the main menu. Curiously, the option to change costumes is represented by a 3D Sackboy looking out of the window, rather than a 2D image of a coat hanger.

podbrick

LBPPSP mesh podbrick.png

USRDIR/archives/lbp_archive.arc/backgrounds/pod/podbrick.model is a cube with a rope texture applied to it. Technically, this is used as the repeating floor mesh by the background of the "My Sack person" level (accessed from My Pod on the main menu), however, the area you spawn in is too high above the level's boundaries for it to be visible.

boombox_interactive

LBPPSP mesh boombox interactive.png

USRDIR/archives/lbp_archive.arc/meshes/gadgets/sound_objects/boombox_interactive.model is an Interactive Music Object from the PS3 version of LittleBigPlanet. There is no multi-track music in this game, rendering this unused.

camera_spy

LBPPSP mesh camera spy.png

USRDIR/archives/lbp_archive.arc/meshes/gadgets/camera_spy/camera_spy.model is the Photo Booth from the PS3 game.

Early Director

LBPPSP mesh early director assembled.png

USRDIR/archives/lbp_archive.arc/meshes/prefabs/hollywood/director/ contains an early design for the Director, the Creator Curator of Tinsel Town. He's comprised of two models: directorbody.model and directorhead.model; the render on the left shows the two models assembled into a complete character.

leadingladylegs

LBPPSP mesh leadingladylegs.png

USRDIR/archives/lbp_archive.arc/meshes/prefabs/hollywood/leadinglady/leadingladylegs.model is a set of 3D legs intended for the Leading Lady, also from Tinsel Town.

large_sleeping_camel

LBPPSP mesh large sleeping camel.png

USRDIR/archives/lbp_archive.arc/meshes/prefabs/persia/large_sleeping_camel/large_sleeping_camel.model is a sleeping, fabric camel, seemingly intended for The Bazaar. Camels don't appear in the Bazaar, and while there are camels in Golden Sands, those are made with in-game materials rather than 3D models.

Alternate Persian Cats

Object Type persian_cat_01 persian_cat_02 persian_cat_03
Head
LBPPSP mesh persian cat 01 head.png
LBPPSP mesh persian cat 02 head.png
LBPPSP mesh persian cat 03 head.png
Body
LBPPSP mesh persian cat 01 body.png
LBPPSP mesh persian cat 02 body.png
LBPPSP mesh persian cat 03 body.png

USRDIR/archives/lbp_archive.arc/meshes/prefabs/persia/persian_cat/ contains six models for the bouncing cats that appear in Rugs and Kisses, the third main Bazaar level. Of these, only persian_cat_01_head.model is actually used in-game.

stickman

LBPPSP mesh stickman assembled.png

USRDIR/archives/lbp_archive.arc/meshes/prefabs/global/stickman/ contains models and textures for a stickman character. There are six models in all, with the arm and leg having separate models for the left and right sides of its body; the render on the left shows all the pieces assembled into a complete character.

Unused Videos

Tutorials

Present in the USRDIR/movies/ folder are a number of unused tutorial videos which are about tools and functions that were removed from the game, some of which are present in the PlayStation 3 version.

15_tut_mov.bik

15_tut_mov.bik is a tutorial about the "Take A Photo" tool from the PS3 game, suggesting that it was planned for this game. The "Take A Photo" tool isn't in this game, so its tutorial goes unused. The English narration is baked into the main audio channel, though it's much quieter than the sound effects.

31_tut_mov.bik

31_tut_mov.bik is a tutorial about Level Keys that unlocked one of your levels when collected, which suggests that you were able to lock your levels at one point. While Level Keys are in the game, they're only used to unlock side-levels in Story Mode; there's no option to lock your own levels, and you don't get Level Keys from publishing levels.

40_tut_mov.bik

40_tut_mov.bik is a tutorial about changing a level's background, as well as adjusting the lighting and fog. While it's possible to change the level background in the final game, there's no option to change the lighting or fog.

54_tut_mov.bik

54_tut_mov.bik is a tutorial about the Photo Booth tool. Much like the "Take A Photo" tool, the Photo Booth isn't in this game, so its tutorial goes unused.

77_tut_mov.bik

77_tut_mov.bik is a tutorial about a removed tool known as the "Emote Zone", which would have changed a player's expression when activated.

A placeholder title card is shown in lieu of an animation.

78_tut_mov.bik

78_tut_mov.bik is a tutorial about a Sleep Mode tweak, which would have turned things off to help boost performance, as well as a Sync Link, which would have woken up multiple sleeping objects at the same time. Neither of these functions are present in the final game.

A placeholder title card is shown in lieu of an animation.

79_tut_mov.bik

79_tut_mov.bik is a tutorial about taking photos of the real world to use as in-game stickers, suggesting that support for the PSP Camera was planned at one point.

80_tut_mov.bik

80_tut_mov.bik is a tutorial about optimising your level by controlling moving objects with a Sensor Switch.

A placeholder title card is shown in lieu of an animation.

85_tut_mov.bik

85_tut_mov.bik is another tutorial about optimising your level, this time with animation.

90_tut_mov.bik

90_tut_mov.bik is a tutorial about a "Dot to Dot" tool, which allowed you to create materials by placing and connecting dots.

tutorial01.bik

tutorial01.bik is a video presumably made to test Bink videos containing multiple audio channels, with each channel corresponding to a different language. The main audio channel plays Mahalageasca by Mahala Rai Banda, a remix of which would go on to be used in LittleBigPlanet 2. The footage in the video is taken from the PlayStation 3 version's movement tutorial.

The separate audio channels consist of the language's name being repeated for the duration of the video.

Dutch
Danish
English
Finnish
French
German
Italian
Japanese
Norwegian
Polish
Portuguese
Russian
Spanish
Swedish
American

Unused Text

Various

From USRDIR/archives/gui.arc/LAMS/American/Global.lng.

Off -> On
On -> Off
TEST_GLOBAL
Do_Nothing
TEST_Global_2
FE_Milestones_Level
FE_Software_Showcase
Sleep Tool & Sync Links
Sleep Mode

TTY Notes

Leftover in the game's executable are various printf() notes to help the developers debug the game.

Retail Build

svo login
server notification
avatar download
data patch download
np user info
unpublishing
post score
level browse
downloading
online news
batcher
resource filter
publishing
avatar publish
the debugger is full of lies
SCREAM: Attempt to release Master Sound Mutex by someone who didn't own it!
SCREAM ERROR: THIS SYSTEM ONLY SUPPORTS ADPCM VOICE DATA!
SCREAM PSP  (c)2006 Sony Computer Entertainment America
Time of build 16:01:23 Jul 17 2009

Build Dates

Multiple timestamps can be found within the game's executable (SYSDIR/EBOOT.BIN).

Hex Address Build Date
3C50E8
Oct  9 2009 16:40:26
3C61A8
Oct 13 2009 14:21:56
3C9AAC
Oct  1 2009 10:37:20

Regional Differences

British English American English
LBPPSP EU LevelTitle HighOnRugs.png LBPPSP US LevelTitle RugsAndKisses.png
LBPPSP EU LevelTitle BrazilianWhacks.png LBPPSP US LevelTitle Golissimo.png

In development, the third main level in The Bazaar was named "High on Rugs", and the second side level in The Carnival was named "Brazilian Whacks"; these names were kept for the European release, but changed to "Rugs and Kisses" and "Golissimo!" respectively for the North American version.

Revisional Differences

Hmmm...
To do:
If possible, track down the 2.03 update and rip its language select background.
Base v2.05
LBPPSP Base LanguageSelect Background.png LBPPSP Patch LanguageSelect Background.png
  • The background image on the language select screen changed between major updates, with the base game's being blue, version 2.03's being red, and 2.05's being purple.
Base v2.05
Hey! I'm walkin' here! Hey! I'm blinkin' here!
  • In the initial release of the game, buried in USRDIR/archives/lbp_archive.arc/gui/popit/static_icons/creature_eye.16.mip was an icon for the Walker, an unused creature from the PS3 game. In reality this icon belonged to the Magic Eye, which was not available in the base game. When Game Update 2.05 rolled out, Magic Eyes were added to the Tools Bag, and its icon was changed accordingly.