Meet the Robinsons (GameCube)
|Meet the Robinsons|
A game loosely based on the 2007 animated Disney movie of the same name.
It was also one of the last games released on the GameCube.
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
| 25 to Life Leftovers|
copy /[! *.scc; *.log; makefile; *.ico; *.bat; *.odb; *.cdb; *.cph; *.h; *.htm; *.log; *.logcut; *.wav; holo*.*] %WILPATH%\data data /szeu copy /[! *.scc; *.log; *.env; *.dbu; *.dbv; *.envchk; *.dep; makefile; *.ico; *.bat; *.odb; *.cdb; *.cph; *.htm; *.logcut; *.wav; *.auximageattr; holo*.*] %WILPATH%\data_gcn data_gcn /szeu setodenv dvdroot "%_cwd"
A .bat file for copying various development files was left behind in the GC version.
Wilbur GCN: Feb 2 2007 19:21:45
At hex address 0x42F820 in start.dol in the GameCube version, there's a build date for the game.
Some texts relating to debug menus and other aspects are buried in the game. These can be found in start.dol at the hex addresses below in the GameCube version.
Water Debug: OFF Water Debug: NO PHYSICS Water Debug: NO RENDER Water Debug: NO PHYSICS or RENDER Water Debug: ERROR
Render: All Render: Opaque Render: Transparent Render: Draw-first Render: Draw-last Render: Bloom Visibility: Normal Visibility: Flash Visibility: All Visibility: Show Visibility: Freeze Occlude Debug: Normal Occlude Debug: Show Occlude Debug: Flash Occlude Debug: Off
CurrentLevel God Stealth Ammo Unlock levels Time 2x Time 1/2x Time 1/4x Time 1/8x Wireframe Say Stress TimeSpeed Device:
I'm a H4X0R b3c4us3 I l0ve c0ck
A rather crude dev message poking fun at the hacker can be seen in start.dol at 0x4610C0 in the GameCube version.
This song is only heard in the Xbox 360 version of the game (where its respective minigame is present) and is never played anywhere else, leaving it unused in every other version of the game.
Found in \data_gcn\stream\common\, there are two files seemingly used as temporary assets. It is unknown what they are a temporary version of, as there isn't really any situation where Carl instructs the player to use the disassembler, though it's possible that this was a cut concept for a scene that was left in by mistake.
There are also 203 voice files related to the security system minigame which go unused in every version of the game besides Xbox 360. These files are named in a fashion of xbx###.dsp.
Remnants of Removed Levels
In the file \data\WorldDatabase.txt present in all versions of the game, there are references to seemingly deleted map data containing debug flags that are named using names of some of the developers at Avalanche Software. The only developers that are mostly confirmed to be the creators of these levels are Bradley Worthen, Del Campbell, David Hart, Jon Matsukawa, and Tyler Laing, respective to the names of the level identifiers. Oddly enough, data remains for holo_laing in \data\worlds\Holo_Laing in all versions, though it seems to only set up post-processing effects such as fog.
[holo] flags = debug displayname = LevelName_holo ps2cdrom = false [holoalkpwnd] displayname = LevelName_holoalkpwnd flags = debug ps2cdrom = false particles1 = mini_bowlerHat [holocharacter] displayname = LevelName_holocharacter flags = debug ps2cdrom = false [holobrad] flags = debug displayname = LevelName_holobrad ps2cdrom = false [holobri] flags = debug particles1 = Robot_Sentry particles2 = ZumZat particles3 = Hoplight displayname = LevelName_holobri ps2cdrom = false [holobri2] flags = debug particles1 = Robot_Sentry particles2 = ZumZat particles3 = Hoplight displayname = LevelName_holobri2 ps2cdrom = false [holochris] flags = debug displayname = LevelName_holochris particles1 = bugs_larva ps2cdrom = false [holochris2] flags = debug displayname = LevelName_holochris particles1 = bugs_larva particles3 = a2_altfuture ps2cdrom = false [holodave] flags = debug displayname = LevelName_holodave ps2cdrom = false [holodel] flags = debug displayname = LevelName_holodel ps2cdrom = false [holofood] flags = debug displayname = LevelName_holofood ps2cdrom = false [hologansito] flags = debug displayname = LevelName_hologansito ps2cdrom = false [holohart] flags = debug displayname = LevelName_holohart ps2cdrom = false [holojon] flags = debug displayname = LevelName_holojon ps2cdrom = false [holohamster] displayname = LevelName_holohamster ps2cdrom = false [holo_laing] displayname = LevelName_holo_laing ps2cdrom = false particles1 = DigDug particles2 = a1_Robinson particles3 = CameraBot [holominihamster] flags = debug displayname = LevelName_holominihamster ps2cdrom = false [holonate] flags = debug displayname = LevelName_holonate ps2cdrom = false [holoned] flags = debug displayname = LevelName_holoned ps2cdrom = false maxparticles = 1000 maxparticulates = 1000 maxemitters = 50 maxeffects = 100
Another level exists in WorldDatabase.txt named the Zoo, and much like most of the other debug levels, it contains a debug flag and has no left over data besides the level name.
[the_zoo] displayname = LevelName_the_zoo flags = debug ps2cdrom = false
Xbox 360 Security System Minigame Leftovers
There are also remnants of a security system minigame in WorldDatabase.txt. This mode was only included with full-functionality in the Xbox 360 version, so the map reference and its string go unused. The only other references to this gamemode are level-specific particle data in \data_gcn\particles\security_system.dbl, a music track, and the model of the Color Gun.
[security_system] displayname = LevelName_security_system ps2cdrom = false characterparams = class=ColorGun; model_name=avatars/colorgun;
- In the PlayStation 2 and Windows versions, the music, voices, and common sound files are compressed into a HOG file, while the GameCube and Wii versions leave music and voices in individual ASP (GameCube) and DSP (Wii) files and common sounds in individual EAT files.
- The GameCube and Wii versions also used an unconventional way of "looping" the tracks, where instead of fading in and out the songs within the engine, the wavelengths themselves had fades at the beginning and end. In the PC and PS2 version, this was substituted with fading in and out being handled by the engine.
- The GameCube and Wii versions contain a file called levelpreload.txt located in the \data_<gcn/rvl>\ directory. It is not present in any other version, possibly because a different way of precaching level data was found or the file was compiled into the executables of other versions.
- The Xbox 360 version contains a security system minigame that was not used in any other version of the game. The only remaining references are text entries, a particle file, music, and a leftover weapon model. It is unknown why it only appears in one version of the game, though it's speculated that it was a late addition that never got adopted to the other builds due to the lack of popularity for the game.
- In the Wii version of the game, there are two batch files instead of one; CopyData.bat and CopyData2.bat. The first file is longer than the one in the GameCube version and contains references to the Revolution SDK (the Wii devkit), and the second performs similar actions.
The Meet the Robinsons series
|Game Boy Advance||Meet the Robinsons|
|Nintendo DS||Meet the Robinsons|
|GameCube||Meet the Robinsons|
|Wii||Meet the Robinsons|