Tony Hawk's Underground 2 (PlayStation 2)
Tony Hawk's Underground 2 |
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Developer: Neversoft This game has unused areas. This game has a prerelease article |
Tony Hawk’s Underground 2 is often considered by fans to be the best game of the series (as well as the last good one) thanks to its great additions and improvements to the game mechanics, for its incredibly humorous tone, and for its wide selection of levels old and new. At the same time, however, many consider it to be the point where the series started its downfall, thanks to having bigger focus on Bam Margera than on Tony Hawk, for its over-reliance on sexual and toilet humor, and for its mechanics making things too easy.
Sub-Pages
Prerelease Info |
Debug Mode There's a lot to cover here. |
Unused Graphics
Placeholder Load Screens
Placeholder load screens for the Austrailia, New Orleans, Skatopia and Triangle level exist under DATAP/images. The first three of these placeholders have the postfix "story2", while the used versions have "story". The meaning of this is unclear.
Placeholder | Used |
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Placeholder | Used |
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Placeholder | Used |
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Triangle's placeholder has the story postfix, despite that level not being available in story mode in the final game. Of note is that the placeholder simply calls it "Secret 2". This makes sense as the names for the final Pro Skater and Triangle load screens are secret_1 and secret_2 respectively. Using debug mode, a level select for story mode becomes available which, in combination with unlocking all levels via the debug menu, will allow any level to be played in story mode. When loading, levels not intended for story mode use their free skate loading screen. Due to this, the Secret 2 loading screen will still not appear in-game.
Placeholder | Used |
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N/A |
Load Screens from Other Consoles
Load screens for the GameCube and Xbox versions of the game are included alongside the other load screens. These usually end in x for Xbox and NGC for Nintendo GameCube.
Park Editor
GameCube | Xbox |
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System Link (Xbox)
System Link Play | System Link Play: Host |
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Create-A-Trick
GameCube | Xbox |
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Copyright Screen (Xbox)
Xbox Dashboard Icons
In addition to the above, the icons used for the Xbox dashboard are located under /DATAP/miscellaneous:
Unused Areas
With debug mode enabled, the option to select the levels Default and TestLevel become available to select under Training. Selecting Default will crash the game during its loading screen. Looking at the logs, the game cannot locate the files for this level, so it has seemingly been removed. However, the TestLevel is still present in the final game and can be accessed.
TestLevel
The geometry of this level largely consists of checkerboard brick, concrete, and asphalt textures seen no where else in the final game. The main area is square and consists of bricks surrounded by a sidewalk and road. Many objects and pedestrians can be found in this area, with NPCs walking around the sidewalk, motorists riding the Voodoo Doctor's tricycle, fire particle and smoke particle effects, breakable props, and more. On a wall that can be seen from the player's spawn, there is an animated texture with Tony Hawk bailing, followed by the text "Holy Mackerel!".
There is a large cylindrical object that changes color depending on the angle it is viewed from, and can only be seen when near or inside of it. Loading this level in two player allows this object to render properly, possibly due to the lack of NPCs in that mode.
Unused Scripts
debug
This script, stored in /scripts/engine/, contains some code for a basic debug display.
:i $METRIC_TIME$ = %i(1,00000001) :i $METRIC_ARENAUSAGE$ = %i(2,00000002) :i $METRIC_TOTALPOLYS$ = %i(4,00000004) :i $METRIC_POLYSPROC$ = %i(8,00000008) :i $METRIC_VERTS$ = %i(16,00000010) :i $METRIC_RESOURCEALLOCS$ = %i(32,00000020) :i $METRIC_TEXTUREUPLOADS$ = %i(64,00000040) :i $METRIC_VU1$ = %i(128,00000080) :i $METRIC_DMA1$ = %i(256,00000100) :i $METRIC_DMA2$ = %i(512,00000200) :i $METRIC_VBLANKS$ = %i(1024,00000400) :i $METRIC_DRAWTIME$ = %i(2048,00000800) :i $METRIC_IHANDLERTIME$ = %i(4096,00001000) :i $METRIC_SKYCACHE$ = %i(8192,00002000) :i $METRIC_VIDEOMODE$ = %i(16384,00004000) :i $METRIC_VRAMUSAGE$ = %i(32768,00008000) :i $METRIC_MEMUSED$ = %i(65536,00010000) :i $METRIC_MEMFREE$ = %i(131072,00020000) :i $METRIC_REGIONINFO$ = %i(262144,00040000) :i :end
gamecube
A leftover from the GameCube version, which contains a number of messages related to disc errors (in multiple languages) and video modes.
DATAP/gamecube.qb.ps2
:i $allow_dvd_errors$ = %i(1,00000001) :i function $ngc_dvd_fatal_f$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(24,"Une erreur est survenue.")$y$ = %i(128,00000080)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(22,"Eteignez la console et")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(15,"référez-vous au")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(21,"manuel d'instructions")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(23,"Nintendo GameCube pour")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(28,"de plus amples informations.")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(410,0000019a)$y$ = %i(238,000000ee)$scale$ = %f(0.500000) :i endfunction :i function $ngc_dvd_retry_f$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(30,"La lecture du disque a échoué.")$y$ = %i(128,00000080)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(31,"Veuillez vous référer au manuel")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(33,"d'instructions Nintendo GameCube ")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(33,"pour de plus amples informations.")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(550,00000226)$y$ = %i(178,000000b2)$scale$ = %f(0.500000) :i endfunction :i function $ngc_dvd_cover_open_f$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(24,"Le couvercle est ouvert.")$y$ = %i(160,000000a0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(23,"Pour continuer à jouer,")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(29,"veuillez fermer le couvercle.")$scale$ = %f(1.000000) :i endfunction :i function $ngc_dvd_no_disk_f$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(26,"Veuillez insérer le disque")$y$ = %i(160,000000a0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(26,"Tony Hawk's Underground 2.")$scale$ = %f(1.000000) :i endfunction :i function $ngc_dvd_fatal_d$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(27,"Ein Fehler ist aufgetreten.")$y$ = %i(128,00000080)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(22,"Bitte schalten Sie den")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(32,"Nintendo GameCube aus und lesen")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(31,"Sie die Bedienungsanleitung, um")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(34,"weitere Informationen zu erhalten.")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(348,0000015c)$y$ = %i(182,000000b6)$scale$ = %f(0.500000) :i endfunction :i function $ngc_dvd_retry_d$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(26,"Diese Game Disc kann nicht")$y$ = %i(128,00000080)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(15,"gelesen werden.")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(19,"Bitte lesen Sie die")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(23,"Bedienungsanleitung des")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(29,"Nintendo GameCube um weitere")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(26,"Informationen zu erhalten.")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(370,00000172)$y$ = %i(240,000000f0)$scale$ = %f(0.400000) :i endfunction :i function $ngc_dvd_cover_open_d$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(29,"Der Disc-Deckel ist geöffnet.")$y$ = %i(160,000000a0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(32,"Bitte den Disc-Deckel schließen,")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(30,"um mit dem Spiel fortzufahren.")$scale$ = %f(1.000000) :i endfunction :i function $ngc_dvd_no_disk_d$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(19,"Bitte legen Sie die")$y$ = %i(160,000000a0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(35,"Tony Hawk's Underground 2-Disc ein.")$scale$ = %f(1.000000) :i endfunction :i function $ngc_dvd_fatal_e$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(22,"An error has occurred.")$y$ = %i(128,00000080)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(23,"Turn the power off and ")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(30,"refer to the Nintendo GameCube")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(23,"Instruction Booklet for")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(25,"for further instructions.")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(533,00000215)$y$ = %i(179,000000b3)$scale$ = %f(0.500000) :i endfunction :i function $ngc_dvd_retry_e$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(32,"The Game Disc could not be read.")$y$ = %i(128,00000080)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(15,"Please read the")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(17,"Nintendo GameCube")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(23,"Instruction Booklet for")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(17,"more information.")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(455,000001c7)$y$ = %i(185,000000b9)$scale$ = %f(0.500000) :i endfunction :i function $ngc_dvd_cover_open_e$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(23,"The Disc Cover is open.")$y$ = %i(160,000000a0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(23,"If you want to continue")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(27,"the game, please close the ")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(11,"Disc Cover.")$scale$ = %f(1.000000) :i endfunction :i function $ngc_dvd_no_disk_e$ :i call $ngc_bgcolor$ arguments $r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(17,"Please insert the")$y$ = %i(160,000000a0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(25,"Tony Hawk's Underground 2")$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(10,"Game Disc.")$scale$ = %f(1.000000) :i endfunction :i function $ngc_dvd_fatal$ :i if $french$ :i $ngc_dvd_fatal_f$ :i else :i if $german$ :i $ngc_dvd_fatal_d$ :i else :i $ngc_dvd_fatal_e$ :i endif :i endif :i endfunction :i function $ngc_dvd_retry$ :i if $french$ :i $ngc_dvd_retry_f$ :i else :i if $german$ :i $ngc_dvd_retry_d$ :i else :i $ngc_dvd_retry_e$ :i endif :i endif :i endfunction :i function $ngc_dvd_cover_open$ :i if $french$ :i $ngc_dvd_cover_open_f$ :i else :i if $german$ :i $ngc_dvd_cover_open_d$ :i else :i $ngc_dvd_cover_open_e$ :i endif :i endif :i endfunction :i function $ngc_dvd_no_disk$ :i if $french$ :i $ngc_dvd_no_disk_f$ :i else :i if $german$ :i $ngc_dvd_no_disk_d$ :i else :i $ngc_dvd_no_disk_e$ :i endif :i endif :i endfunction :i function $ngc_dvd_wrong_disk$ :i if $french$ :i $ngc_dvd_no_disk_f$ :i else :i if $german$ :i $ngc_dvd_no_disk_d$ :i else :i $ngc_dvd_no_disk_e$ :i endif :i endif :i endfunction :i function $ngc_dvd_unknown$ :i if $french$ :i $ngc_dvd_fatal_f$ :i else :i if $german$ :i $ngc_dvd_fatal_d$ :i else :i $ngc_dvd_fatal_e$ :i endif :i endif :i endfunction :i function $ngc_widescreen$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(22,"Do you want to display")$y$ = %i(160,000000a0)$scale$ = %f(1.300000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(20,"in Progressive Mode?")$scale$ = %f(1.300000) :i call $ngc_menu$ arguments $font$ = %s(12,"newtrickfont")$sr$ = %i(128,00000080)$sg$ = %i(128,00000080)$sb$ = %i(0,00000000)$sa$ = %i(255,000000ff)$ur$ = %i(64,00000040)$ug$ = %i(32,00000020)$ub$ = %i(0,00000000)$ua$ = %i(255,000000ff)$items$ = %i(2,00000002)$item0$ = %s(3,"Yes")$item1$ = %s(2,"No")$scale$ = %f(1.300000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(1," ") :i endfunction :i function $ngc_license$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(20,"Licensed by Nintendo")$y$ = %i(192,000000c0)$scale$ = %f(1.300000) :i call $ngc_message$ arguments $font$ = %s(5,"small")$text$ = %s(1," ") :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(1," ") :i call $ngc_message$ arguments $font$ = %s(12,"newtimerfont")$text$ = %s(1," ") :i endfunction :i function $ngc_progressive$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(19,"Screen has been set")$y$ = %i(192,000000c0)$scale$ = %f(1.300000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(19,"to Progressive Mode")$scale$ = %f(1.300000) :i endfunction :i function $ngc_progressive_off$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(20,"Progressive Mode has")$y$ = %i(192,000000c0)$scale$ = %f(1.300000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(19,"been turned to off.")$scale$ = %f(1.300000) :i endfunction :i function $ngc_select0$ :i $ngc_setstandard$ :i call $ngc_set480p$ arguments $showmessage$ = %GLOBAL%$showmessage$ :i endfunction :i function $ngc_select1$ :i $ngc_setstandard$ :i $ngc_set480i$ :i endfunction :i function $ngc_pal60_e$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(25,"Would you like to display")$y$ = %i(160,000000a0)$scale$ = %f(1.300000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(14,"in 60 Hz mode?")$scale$ = %f(1.300000) :i call $ngc_menu$ arguments $font$ = %s(12,"newtrickfont")$sr$ = %i(128,00000080)$sg$ = %i(128,00000080)$sb$ = %i(0,00000000)$sa$ = %i(255,000000ff)$ur$ = %i(64,00000040)$ug$ = %i(32,00000020)$ub$ = %i(0,00000000)$ua$ = %i(255,000000ff)$items$ = %i(2,00000002)$item0$ = %s(3,"Yes")$item1$ = %s(2,"No")$scale$ = %f(1.300000) :i endfunction :i function $ngc_pal60_f$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(20,"Voulez-vous afficher")$y$ = %i(160,000000a0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(22,"l'image en mode 60 Hz?")$scale$ = %f(1.000000) :i call $ngc_menu$ arguments $font$ = %s(12,"newtrickfont")$sr$ = %i(128,00000080)$sg$ = %i(128,00000080)$sb$ = %i(0,00000000)$sa$ = %i(255,000000ff)$ur$ = %i(64,00000040)$ug$ = %i(32,00000020)$ub$ = %i(0,00000000)$ua$ = %i(255,000000ff)$items$ = %i(2,00000002)$item0$ = %s(3,"Oui")$item1$ = %s(3,"Non")$scale$ = %f(1.000000) :i endfunction :i function $ngc_pal60_d$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(23,"Soll die Darstellung im")$y$ = %i(160,000000a0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(20,"60Hz-Modus erfolgen?")$scale$ = %f(1.000000) :i call $ngc_menu$ arguments $font$ = %s(12,"newtrickfont")$sr$ = %i(128,00000080)$sg$ = %i(128,00000080)$sb$ = %i(0,00000000)$sa$ = %i(255,000000ff)$ur$ = %i(64,00000040)$ug$ = %i(32,00000020)$ub$ = %i(0,00000000)$ua$ = %i(255,000000ff)$items$ = %i(2,00000002)$item0$ = %s(2,"Ja")$item1$ = %s(4,"Nein")$scale$ = %f(1.000000) :i endfunction :i function $ngc_pal60$ :i if $french$ :i $ngc_pal60_f$ :i else :i if $german$ :i $ngc_pal60_d$ :i else :i $ngc_pal60_e$ :i endif :i endif :i endfunction :i function $ngc_60hz_e$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(27,"Screen display has been set")$y$ = %i(192,000000c0)$scale$ = %f(1.300000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(13,"to 60 Hz mode")$scale$ = %f(1.300000) :i endfunction :i function $ngc_60hz_f$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(18,"L'affichage est en")$y$ = %i(192,000000c0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(11,"mode 60 Hz.")$scale$ = %f(1.000000) :i endfunction :i function $ngc_60hz_d$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(25,"Die Bildschirmdarstellung")$y$ = %i(192,000000c0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(22,"erfolgt im 60Hz-Modus.")$scale$ = %f(1.000000) :i endfunction :i function $ngc_60hz$ :i if $french$ :i $ngc_60hz_f$ :i else :i if $german$ :i $ngc_60hz_d$ :i else :i $ngc_60hz_e$ :i endif :i endif :i endfunction :i function $ngc_50hz_e$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(27,"Screen display has been set")$y$ = %i(192,000000c0)$scale$ = %f(1.300000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(13,"to 50 Hz mode")$scale$ = %f(1.300000) :i endfunction :i function $ngc_50hz_f$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(18,"L'affichage est en")$y$ = %i(192,000000c0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(11,"mode 50 Hz.")$scale$ = %f(1.000000) :i endfunction :i function $ngc_50hz_d$ :i call $ngc_bgcolor$ arguments $r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(25,"Die Bildschirmdarstellung")$y$ = %i(192,000000c0)$scale$ = %f(1.000000) :i call $ngc_message$ arguments $font$ = %s(12,"newtrickfont")$text$ = %s(22,"erfolgt im 50Hz-Modus.")$scale$ = %f(1.000000) :i endfunction :i function $ngc_50hz$ :i if $french$ :i $ngc_50hz_f$ :i else :i if $german$ :i $ngc_50hz_d$ :i else :i $ngc_50hz_e$ :i endif :i endif :i endfunction :i function $ngc_selectPAL0$ :i $ngc_setstandard$ :i $ngc_set60Hz$ :i endfunction :i function $ngc_selectPAL1$ :i $ngc_setstandard$ :i $ngc_set50Hz$ :i endfunction :i :end
xbox_scripts
Another leftover, this time from the Xbox version.
:i $AnimLODInterleave2$ = %f(800.000000) :i $AnimLODInterleave4$ = %f(1200.000000) :i $LOD0DistanceMultiplier$ = %f(1.000000) :i $LOD1DistanceMultiplier$ = %f(1.000000) :i $SuspendDistanceMultiplier$ = %f(1.000000) :i $EnvMapDisableDistance$ = %f(200.000000):end
online.qpt
A file that was meant to contain script patches for online gaming.
// This files contains script patches to be transfered // when a player connects to the server // Patch V1.0 // This is an empty patch that does nothing.
p4
A dummy file found in fl and nj, both found in /sound/wav. "David R" refers to Neversoft sound designer David Rowe.
This file is only so that perforce can have folders. They can't have an empty folder, so therefore I must create this stupid text file. David R
- Pages missing developer references
- Games developed by Neversoft
- Pages missing publisher references
- Games published by Activision
- PlayStation 2 games
- Pages missing date references
- Games released in 2004
- Games released in October
- Games released on October 4
- Games released on October 8
- Games with unused areas
- Games with unused characters
- Games with unused code
- Games with hidden development-related text
- Games with unused graphics
- Games with debugging functions
- Games with hidden level selects
- Tony Hawk series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Microsoft > Games developed by Activision Blizzard > Games developed by Activision > Games developed by Neversoft
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Microsoft > Games published by Activision Blizzard > Games published by Activision
Games > Games by release date > Games released in 2004
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 4
Games > Games by release date > Games released in October > Games released on October 8
Games > Games by series > Tony Hawk series