the cutting room mirror

Maps

This article has a talk page!
view on tcrf.net

This is a sub-page of Proto:Ōkami (PlayStation 2)/Nov 18, 2005 Preview.

To do:
Document differences between prototype and final, including:

  • All map differences between early and final.
    • Translate the text at the entrance of Kamui, Oki's dialogue in rf11, Waka's in r305, and Nagi's in r302.
    • Add the videos for the maps to the page.
    • Investigate the copy of rf04.dat (Agata Forest), #rf04.dat, for differences.

Unused Maps#

A large number of unused maps are present. Many seem to be missing files or crash on load, but a few are still viewable in-game. Some are present in the final release, but not always in the same state.

Most of these maps can be accessed with the following PCSX2 Pnach cheat:

[Exit Modifier]
author=Jaco
description=Force specific map, enter any loading zone and wait for Ammy to void out. She will respawn in bounds.
patch=1,EE,2043B094,extended,00000???

A few have less than ideal respawn locations and require an additional exit position modifier.

Replace "???" in Exit Modifier with any of the following:

00c#

An early Moon Cave. Strangely, the game crashes when in bounds near the center due to a Kazegami banner. This can be avoided by preventing the object from loading with a patch or disabling objects entirely.

Exit position modifier PCSX2 Pnach cheat:

[Exit Position Modifier for 00c]
author=Jaco
description=Modify exit position of a loading zone
patch=2,EE,2043B084,extended,00000000
patch=2,EE,2043B088,extended,43160000
patch=2,EE,2043B08C,extended,00000000

This Pnach cheat will remove the crashing banner from loading:

[00C Crash Fix]
author=Jaco
description=Fix crash on r00C
patch=1,EE,D1206634,extended,01000822
patch=1,EE,21206634,extended,00000000

00f#

A small chunk of terrain closely resembling the center area seen in rf10, rf11, and rf12. The wave texture slowly moves northwest before repeating. This map can be briefly seen in the first trailer. Amaterasu is fighting various yokai in it.

0aa#

A cave nearly identical to r114. Unlike its twin, this cave features an upright Konohana blossom above the Guardian Sapling with six other blossoms circling it. While functional, there is no collision underneath the other blossoms.

Exit position modifier PCSX2 Pnach cheat:

[Exit Position Modifier for 0aa]
author=Jaco
description=Modify exit position of a loading zone
patch=2,EE,2043B084,extended,C473C000
patch=2,EE,2043B088,extended,44F3C000
patch=2,EE,2043B08C,extended,C60E3000

0f8#

Contains a large number of shrunken houses on a square of grass. The collision extends outside this square of grass.

0f9#

To do:

  • Fix textures.
  • Remove the erroneous object replacing the laundry rack

Crashes on load due to a laundry rack. Fixing this, the map reveals an almost finished Kamiki village with broken textures. It's missing the small island near Susanoo's house, and the torii gates are absent. These absences line up with old trailers. Near the center are miscellaneous objects, presumably left here for testing. Konohana Blossoms line the path up to Sakuya's tree. Due to the large amount of clutter, it's hard to tell if they were here originally. Additionally, various animal spawns are scattered around the map. Their spawning conditions are unknown.

Exit position modifier PCSX2 Pnach cheat:

[Exit Position Modifier for 0f9]
author=Jaco
description=Modify exit position of a loading zone
patch=2,EE,2043B084,extended,00000000
patch=2,EE,2043B088,extended,00000000
patch=2,EE,2043B08C,extended,00000000

This Pnach cheat will remove the crashing laundry rack from loading:

[0f9 Crash Fix]
author=Jaco
description=Fix crash on r0f9
patch=1,EE,D1206084,extended,01000910
patch=1,EE,21206084,extended,00000000

0fa#

A small empty platform that lacks textures and collision. This map has textures in the old format. When converted, the map is identical to 0fe. The bin file for this map contains some textures for dialog boxes and art of Amaterasu and Kushi in a rice field. This art has been released elsewhere.

0fc#

A developer test room with two hallways. Multiple test rooms reuse this map. This one has objects sorted by file name and scaled to three different sizes.

0fd#

A developer test room. It consists of a large flat plane with a raised platform as well as a half cylinder resting over a large empty pit. Connected to the platform are a whirlpool and what seems to be a river. Near the center of the platform rest some one-sided planes measuring distances. In the large stone tube resides a short obstacle course of all the blossoms to cross the pit. This map's textures are stored in the old format and need editing before they can load.

0fe#

A large checkerboard platform. Similar to r0fa, but textured.

0ff#

A testing area for Amaterasu's movement. It's still present in later releases.

003#

This map normally crashes when loaded in-game due to a couple of objects. Correcting this, it reveals that this is an early Tsuta Ruins. It's fairly close to the final, minus some missing objects and culling issues.

[Exit Position Modifier for 0aa]
author=Jaco
description=Modify exit position of a loading zone
patch=2,EE,2043B084,extended,00000000
patch=2,EE,2043B088,extended,43340000
patch=2,EE,2043B08C,extended,44034000

This Pnach cheat will remove the handful of crashing objects from loading:

[003 Crash Fix]
author=Jaco
description=Fix crash on r003
patch=1,EE,D1206044,extended,0500080A
patch=1,EE,21206044,extended,00000000
patch=1,EE,21206084,extended,00000000
patch=1,EE,21206504,extended,00000000
patch=1,EE,21206524,extended,00000000
patch=1,EE,21206544,extended,00000000

004#

When loaded, reveals not much. It's a large, nearly empty field with statues that have decrementing IDs in front. These statues can be rejuvenated.

006#

Presumably an early version of Sei'an City, closely resembling the concept art. The back of the bamboo house can briefly be seen in the Tokyo Game Show 2004 trailer.

007#

This map was used for Waka at one point in development. It can be seen in the 2005 Tokyo Game Show trailer. It's still present in later releases. The seemingly long title is Waka's dialog being incorrectly used as a location name.

(Source: Kayya (Dialog Discovery))

Exit position modifier PCSX2 Pnach cheat:

[Exit Position Modifier for 007]
author=Jaco
description=Modify exit position of a loading zone
patch=2,EE,2043B084,extended,00000000
patch=2,EE,2043B088,extended,43960000
patch=2,EE,2043B08C,extended,455AC000

009#

On load, it reveals what seems to be a partial frame of a building.

10b#

This is an earlier version of the digging minigame, which is skipped in this prototype. It's largely functional, minus some graphical glitches and no way to exit. The background resembles the hot spring, possibly suggesting each location was intended to have a unique background.

020 to 024, 030 to 034#

Multiple identical rooms. Consists of a square of water and a scattering of objects. In r30 only there are some wheel demons.

20a#

A very early catcall tower. Leads up to an empty platform.

Exit position modifier PCSX2 Pnach cheat:

[Exit Position Modifier for 20a]
author=Jaco
description=Modify exit position of a loading zone
patch=2,EE,2043B084,extended,42C80000
patch=2,EE,2043B088,extended,00000000
patch=2,EE,2043B08C,extended,00000000

114#

While the final version of this map remains a cave, this one contains a Guardian Sapling instead of treasure. Amaterasu can be seen howling in this cave in an E3 2005 trailer.

205#

An early Sunken Ship. This iteration has the general flow of the dungeon roughly planned out. A majority of the objects inside are in various states of WIP. Interestingly, the demon scroll reveals that ghost imps originally appeared in encounters as well.

208#

An early version of the exterior of Oni Island. Sitting in a pool of red water sits the main castle with a bridge on one side and a log chained to the air on the other. The log was seemingly intended to be a bridge to connect the castle and a cave entrance on the other side. Sitting underneath the log are water spouts.

Exit position modifier PCSX2 Pnach cheat:

[Exit Position Modifier for 208]
author=Jaco
description=Modify exit position of a loading zone
patch=2,EE,2043B084,extended,00000000
patch=2,EE,2043B088,extended,447A0000
patch=2,EE,2043B08C,extended,C55AC000

302#

Outside of Nagi, who has some dialogue, this map is indistinguishable from Kamiki Village. It occupies the same location as Kamiki Village 100 years ago, so it's presumably a placeholder. There is an entrance that leads nowhere in Sakuya's tree. The entrance leading to Shinshu Fields leads to a very broken copy of it, likely also a placeholder.

303#

A very early version of Wawku shrine. Traversed via teleporting mirrors.

Exit position modifier PCSX2 Pnach cheat:

[Exit Position Modifier for 303]
author=Jaco
description=Modify exit position of a loading zone
patch=2,EE,2043B084,extended,00000000
patch=2,EE,2043B088,extended,43E40000
patch=2,EE,2043B08C,extended,4592E000

304#

A placeholder for Wawku's boss arena. There is an entrance back to Wawku shrine here.

305#

Occupying what would become Ponc'tan is this map. There is an entrance but it leads to the last loaded map, albeit at a different X coordinate. In contrast to the lifelessness of the other maps, Waka is present and can be talked to. Unlike in the final release, Amaterasu is physically able to bonk him rather than phasing through. The waterfall here is reused in Kamiki village. This map's textures are stored in the old format and need editing before they can load.

Exit position modifier PCSX2 Pnach cheat:

[Exit Position Modifier for 305]
author=Jaco
description=Modify exit position of a loading zone
patch=2,EE,2043B084,extended,00000000
patch=2,EE,2043B088,extended,432F0000
patch=2,EE,2043B08C,extended,00000000

307#

An early version of the Ark of Yamato. In this version the twin demons are included in the boss rush.

310#

Early Yoshpet, terrain roughly lines up with the final, and the center is filled to the brim with cursed trees. Interestingly, parts of the old Taka Pass map were reused here. This spot seems to be the most intact.

313#

Wep'keer sub area, now with pachinko.

e00#

What should be fishing with Benkei seems to be fishing with Kokari. Attempting to talk to Kokari does nothing. The placeholder fish is animated.

e01#

Same as above, except Kokari is missing, and the origin is where Benkei should be. Since the origin shifted once again, so do many objects.

f10, f11, and f12#

These appear to be early versions of Kamui, though rf10 lacks any textures. rf11 can be accessed without external tools through the same entrance as the final game. Doing so leads to the stone gate, which can also be used to leave. Additionally, a warp to Wep'keer is located in the steps on the top of the mountain. In rf11 only, Oki is present and has a somewhat lengthy dialogue.

Exit position modifier PCSX2 Pnach cheat:

[Exit Position Modifier for f12 Ark of Yamoto]
author=Jaco
description=Modify exit position of a loading zone
patch=2,EE,2043B084,extended,00000000
patch=2,EE,2043B088,extended,451C4000
patch=2,EE,2043B08C,extended,C5FA0000

Unused Models#

em25#

Normally, most terrain in Ōkami is stored as MDB files, which are bundled into SCR files. These are stored within their respective level rxxx.DAT file. This is a lone MDB file stored in an enemy emxx.dat file. Which, when loaded, reveals what seems to be a chunk of terrain. Albeit without any collision data. According to work done by the Ōkami HD reverse engineering team, attempting to spawn this in the HD version freezes Ammy and causes cutscene bars to appear. The model itself is not in Ōkami HD. Bundled with it is an odd banner-like texture.

(Source: Kayya (Render, Normals), akitotheanimator (Model Extraction), Ōkami HD Reverse Engineering Team (HD version info))