the cutting room mirror

August 23, 2005 build

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This is a sub-page of Proto:Ratchet: Deadlocked.

This prototype is documented on Hidden Palace.

A preview build of Ratchet: Deadlocked for PAL regions that predates the final build by approximately a month.

This build contains a security check that prevents the game from running on consoles without a WibuKey security dongle attached. The downloadable copy available on Hidden Palace contains an xdelta patch to remove this security check.

To do:

  • Basically everything...
  • Investigate and document specific changes on each planet
  • Fully document the included debug mode
  • Upload screenshots and cutscene videos

General Differences#

  • FMV cutscenes are incomplete. They contain placeholder graphics, missing textures, timestamps and are missing most sound effects and music.
  • Most in-game level music is missing.
  • The music that plays when completing a challenge is entirely different.
  • Challenges are instead referred to as Stages when completed or Missions when failed.

Stage Complete

Mission Failed

  • Some levels will crash the game when loaded normally in single player or via the debug menu.
    • ⚠️ This can be worked around by visiting a level in co-op mode, saving the game and then loading it from single player mode.
  • The Combat Bot's Ravager weapon is called the Super Bomb on the HUD.

Proto

Final

Title Menu#

  • The title menu is missing "Game Options" and all other options with the exception of "Language" are not in uppercase as they are in the retail game.

Proto

Final

Save/Load Menu#

  • The challenge mode badge is missing with a white square in its place.

Proto

Final

Pause Menu#

  • The entire "Help" submenu is missing. Instead, the "Moves" option is in its place and the "Help Log" is instead in the "Extras" menu.
  • The "Back" option is instead named "Resume" in the prototype.

Proto

Final

Extras Menu#

Skins#

  • The skin preview uses a running animation instead of the idle pose used in the final game.

Proto

Final

Level Differences#

DreadZone Station#

  • Weapons can be fired while in DreadZone Station, unlike in the final game.
  • There are "taxi signs" to indicate where the planetary transport and DreadZone stadium transports are.
  • The DreadZone leaderboard is missing, with the weapons vendor being in its place instead.

Proto

Final

  • The vendor in Al's shop is missing. Instead, bot upgrades are purchased by talking to Al directly.

Proto

Final

Debugging Features#

Level Select#

An alternate "debug" main menu with a level select feature can be accessed while holding L1 + L2 + R1 + R2 on the main menu.

After selecting "Single Player"

Debug Menu#

This build contains a working debug menu which can be accessed by pressing L1 + Select + R3 together. Once open, the menu can be closed by pressing R3.

Main#

The "main" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Look into what the "rumble", "+sample", "+start" and "PMiss" options do
  • Determine the purpose of the text drawn by each of the "Draw" options

This page contains options for controlling the game camera & player character, certain rendering properties, toggling detailed on-screen debug information and manipulating various status such as bolts, XP, points and health.

Weapons#

The "weapons" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Determine whether the dmg and exp values can be edited
  • Can Combat Bot gear be upgraded beyond Lvl 0 in challenge mode?
  • How high can the wrench be leveled in challenge mode? (lvl 7 in normal mode)

This page contains options for the player's unlocked weapons and their current level, ammo, damage and gained experience.

Weapons (excluding the wrench and Combat Bot armaments) can be upgraded to Lvl 9 on a normal playthrough, or Lvl 99 in challenge mode. Decreasing a weapon's level below 1 will cause it to become unowned. Likewise, increasing the level to 1 or higher will unlock a previously weapon.

The Combat Bot's armaments can also be unlocked from this screen.

Weapon Mods Page#

The "weapons mods" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Decode the symbols on this page and how it all works

This page is used to configure Alpha and Omega mods on the player's weapons. The number of each property seems to correspond to the quantity of the corresponding mod that is applied to the weapon.

Third-Person#

The "third-person" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Everything... What this page is used for and what can be done on it.

Gadget XP#

The "gadget xp" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • If this page is actually functional or just a leftover from a previous R&C game
  • Why only four weapons are displayed on a page called "Gadget XP"?

Load Level#

The "load level" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Can co-op levels be loaded from single player mode and vice versa?
  • Which levels can be loaded from a clean save without causing a game crash?

This page is essentially a level select screen and can be used to warp to any planet in the game. Highlighting a level with the D-Pad and pressing Square will load that level.

L01-L15 are single player levels, L21-L35 are the split screen co-op versions of those levels.

The levels listed here are using placeholder names which were likely chosen early in development before the planet's final names were decided.

Proto Name

Final Name

Hub Station

DreadZone Station

Boneyard

Catacrom Four

Alien Landscape

Sarathos

Dark City

Kronos

Meteor Temple

Shaar

Return to Blaarg

Orxon

Lighthouse

The Valix Belt

Metropolis

Planet Torval

Power Station

Stygia

Desert Prison

Maraxus

Ghost Station

Ghost Station

Vox HQ

DreadZone Station Control Level

RC2HUD Tweaks n' Settings#

The "rc2hud tweaks n' settings" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Can "IGE Debug" be toggled and if so, does it do anything in Deadlocked?

This page only contains two options related to the in-game HUD. The name is a leftover from during the development of Ratchet & Clank 2, when the quick select pause feature was introduced.

QSEL Pause is used to toggle whether the game pauses when using quick select.

IGE Debug is likely related to HUD debugging, however it's exact purpose is unknown.

RC3 Challenge Mode#

The "rc3 challenge mode" page of the debug menu.

This page is used to determine if the save file is currently in challenge mode, and if so, how many times the game has been replayed.

Incrementing the only option on this page (number of replays) will immediately put the game into challenge mode with effects such as making Mega weapons purchasable, triggering certain challenge mode related helpdesk dialogue and more.

Cam Fly By#

The "cam fly by" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Does this page have visible options on planets where there are fly by cutscenes for challenges?

At a cursory glance, this page doesn't appear to have any options but seems to be related to scripted camera "fly by" events. It may be associated with the initial "fly by" cutscenes that play at the start of a challenge.

Font Properties#

The "font properties" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Do these options actually work?
  • If so, which text elements are affected? Is it global or limited to menus/hud etc?

This page controls certain visual characteristics of in-game text. Specifically, the available options control drop shadows and the scale (size) of the font used in the game.

Render Stuff#

The "render stuff" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Look into specifically what these options apply to

This page controls various post-processing effects in-game such as bloom and ambient occlusion.

Level Transitions#

The "level transitions" page of the debug menu. A level transition being played. Note the debug text in the top left corner. This page is used to test level transitions. By selecting source and destination levels by their level number then choosing "Show transition", the game will play the level load transition with some debug text in the top left corner.

space: This seems to correspond to how many scenes have played of the ship traveling through space. Each time a ship "fly by" is played, this number increments by one.

LevelLoadState: This appears to relate to the current progress of the level load. The load starts with this value at 0, with the final animation of the ship flying into the planet happening at a value of 3.

Hero Warp#

The "hero warp" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Determine how to control this. Does Square trigger the teleportation?

This page can be used to teleport Ratchet to specific coordinates within the currently loaded level.

IOP Modules#

The "iop modules" page of the debug menu.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • What's the effect of unloading certain modules with Triangle?
  • What else can be controlled here?

This page appears to display memory usage information for various modules used by the game.