the cutting room mirror

M4 20 (PlayStation 2)

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This is a sub-page of Proto:The Sims 2 (GameCube, PlayStation 2, Xbox).

Build Version#

While this build doesn't show a build version in the bottom left corner on the menu like some other builds, it does still have it hidden inside the ELF. It would look like this:

SKU: 1 [US]
Build Version: A.07.28.1
Sandbox Version: 1.mainline.0.238

General Differences#

  • This build has no cheats. Instead it has a Cheat Gnome that spawns in every lot, filled with debugging options.
  • Pressing Select + L3 toggles the HUD.
  • Depending on whether you saved or not after the initial Create-A-Sim, and whether it's Story or Freeplay mode, you'll get different starting times for each.

Starting time

Save

No save

Story mode

1:00 am

6:58 pm

Freeplay mode

1:00 am

6:56 pm

  • The Main Menu has a different icon layout. The text for starting a new game, or continuing is also changed.

Early

Final

Sims2PS2-M420-MMicon1.png
Sims2PS2-M420-MMicon2.png
Sims2PS2-M420-MMicon3.png

Sims2PS2-FIN-MMicon1.png
Sims2PS2-FIN-MMicon2.png
Sims2PS2-FIN-MMicon3.png

  • The credits are aligned differently.

Early

Final

  • Loading and saving a game makes the background go blank, and has a placeholder-looking UI design.

Early

Final

Sims2PS2-M420-MMUILoad.png
Sims2PS2-M420-MMUICheck.png
Sims2PS2-M420-MMUIAccept.png
Sims2PS2-M420-MMUINoData.png.png

Sims2PS2-FIN-MMUILoad.png
Sims2PS2-FIN-MMUICheck.png
Sims2PS2-FIN-MMUIAccept.png
Sims2PS2-FIN-MMUINoData.png

Developer Options#

While a lot of the options present and pre-enabled in this build can also be enabled in the final game, there still are a couple that only apply to this build.

(Source: Edness)

use_hsn_main_menu#

Use HSN Main Menu

005AE958 00000001

Enables a very early main menu used for the Hot Summer Nights event, as indicated by the name.
Sims2PS2-M420_use_hsn_main_menu-1.png Sims2PS2-M420_use_hsn_main_menu-2.png

The development menu (enable_development_menu) has a more basic look to it as well with this menu enabled.
Sims2PS2-M420_use_hsn_main_menu-enable_development_menu-1.png Sims2PS2-M420_use_hsn_main_menu-enable_development_menu-2.png Sims2PS2-M420_use_hsn_main_menu-enable_development_menu-3.png

enable_two_player#

Used to active two player mode until we have UI to do so. Cannot be changed once a lot has loaded

005AE8F4 00000001

As the previous early menu doesn't have a way to load splitscreen, this option would've been used instead.

enable_display_anim_names#

Used to display the current animations being played. Warning: doesn't work on ps2 currently

005AE8F8 00000001

Despite the cheat subtitle saying it doesn't work on PS2, it does actually work in this build. It, however, does not work in the final release.
Sims2PS2-M420_enable_display_anim_names-1.png Sims2PS2-M420_enable_display_anim_names-2.png

enable_display_mem_usage#

Used to display the amount of current free memory, largest free memory block, size of the last save games and the percent of available space used by the save game.

005AE8FC 00000001

While it renders the necessary text over the screen, it doesn't seem to have any actual function. The Save size values can be manipulated by editing the values at offsets 205AEA40 and 205AEA44.
Sims2PS2-M420_enable_display_mem_usage-3.png Sims2PS2-M420_enable_display_mem_usage-1.png Sims2PS2-M420_enable_display_mem_usage-2.png

enable_character_diagnotics#

Used to display diagnostic information on the current sim

005AE968 00000001

Displays the Sims current state, coordinates and a bunch of other things.
Sims2PS2-M420_enable_character_diagnotics-1.png Sims2PS2-M420_enable_character_diagnotics-2.png

Gameplay#

EyeToy#

All the strings that refer to it as simply EyeToy were expanded in the final to say EyeToy® USB Camera.

The default settings are all centered in this build, but in the final it defaults to maximum exposure.

Early

Final

It doesn't use 5 different generated icons based on your Sim, instead it has 5 different premade icons for each slot.

Early

Final

The 1st fun frame is present in this build, but this also means you can't take an image without any frame at all, which is likely the reason why it was removed.

Early

Final

All of the filter icons show the 1st fun frame icon, but the actual effects seems to remain unchanged from final, asides from the slight change of order.

Early

Final

And lastly, the Done button has placeholder text instead.

Early

Final

Cinematics#

This game stores all its cinematics inside the MOVIES.ARC container. Most of them are just the EA logo in various different languages, but a few of them are related to the game. All the urbz_ prefixes from the filenames were changed to s2c_ in the final build.

Filename

Early cutscene

Final cutscene

Additional information

urbz_intro

Sims2PS2-M420_urbz_intro.webm
Sims2PS2-FIN_s2c_intro.webm

Incredibly early version of the intro cutscene. The audio is played back incorrectly by the build, it sounds slightly sped up and is lagging around a bunch, but that's caused by reading incorrect frequencies. The source file has normal audio.

urbz_intro_pal

Sims2PS2-M420_urbz_intro_pal.webm
Sims2PS2-FIN_s2c_intro_pal.webm

The PAL version of the incredibly early version of the intro cutscene. Slightly higher resolution, and seems to have more visible stuff on the sides.

urbz_ending

Sims2PS2-M420_urbz_ending.webm
Sims2PS2-FIN_s2c_ending.webm

Early version of the ending outtakes cutscene. The early version is missing a few scenes as well.

urbz_ending_pal

Sims2PS2-M420_urbz_ending_pal.webm
Sims2PS2-FIN_s2c_ending_pal.webm

The PAL version of the early version of the ending outtakes cutscene.

urbz_attract

Sims2PS2-M420_urbz_attract.webm
Sims2PS2-FIN_s2c_attract.webm

The attract mode video from The Urbz: Sims in the City.
The video in the final game still technically exists, but it has been replaced with the EA logo.

urbz_attract_pal

Sims2PS2-M420_urbz_attract_pal.webm
Sims2PS2-FIN_s2c_attract_pal.webm

As before, PAL version of the attract mode video from The Urbz: Sims in the City.
Also has the original video removed and replaced with the EA logo.

Animations#

The animation for the low Social Need was completely different from the final; Sims talk to themselves with their hands rather than cry like in the other The Sims games. The filename (a_motive_social_low_talktoself_idle_01) can be said true.

Filename

Early animation

Final animation

a_motive_social_low_talktoself_idle_01

A_motive_social_low_talktoself_idle_01_UNUSED.mp4
A_motive_social_low_talktoself_idle_01_FINAL.mp4

Textures#

Textures are stored in the TEXTURES.ARC container.

Logo Changes#

The Sims 2 logo has been slightly changed from this build. Mainly the backdrop shadow being thicker in final, and the glow around the Plumbob being saturated and brighter in final.

Early

Final

Sims2PS2-M420-bootlogo.png
TEXTURES.ARC\s2c_logo

Sims2PS2-FIN_s2c_logo.png
TEXTURES.ARC\s2c_logo

Sims2PS2-M420_s2c_logo_dut.png
TEXTURES.ARC\s2c_logo_dut

Sims2PS2-FIN_s2c_logo_dut.png
TEXTURES.ARC\s2c_logo_dut

Sims2PS2-M420_s2c_logo_fra.png
TEXTURES.ARC\s2c_logo_fra

Sims2PS2-FIN_s2c_logo_fra.png
TEXTURES.ARC\s2c_logo_fra

Sims2PS2-M420_s2c_logo_ger.png
TEXTURES.ARC\s2c_logo_ger

Sims2PS2-FIN_s2c_logo_ger.png
TEXTURES.ARC\s2c_logo_ger

Sims2PS2-M420_s2c_logo_spa.png
TEXTURES.ARC\s2c_logo_spa

Sims2PS2-FIN_s2c_logo_spa.png
TEXTURES.ARC\s2c_logo_spa

There are a couple unused textures related to the Main Menu found in this build.

Filename(s)

Texture

Additional information

hsn_map_mainmenu
hsn_map_loading

Sims2PS2-M420_hsn_map_mainmenu.png Sims2PS2-M420_hsn_map_loading.png

Background for an early main menu.
As the hsn_ prefix would suggest, this would've been shown off during EA's July 2005 Hot Summer Nights press conference.

hsn_map_alien_site
hsn_map_cas
hsn_map_cliffside
hsn_map_hms_amore
hsn_map_rockwell_acres
hsn_map_shoreline

Sims2PS2-M420_hsn_map_alien_site.pngSims2PS2-M420_hsn_map_cas.pngSims2PS2-M420_hsn_map_cliffside.pngSims2PS2-M420_hsn_map_hms_amore.pngSims2PS2-M420_hsn_map_rockwell_acres.pngSims2PS2-M420_hsn_map_shoreline.png

A bunch of button textures for the previous menu textures were also found in this build.

temp_worldmap_e3

Even earlier version that was most likely planned to be shown at E3, as suggested by its filename. This texture is found in all builds, including the final one.

The Team Photo wasn't changed to the current one yet, signifying it may have been taken between July and August.

Filename

Early texture

Final texture

Additional information

team_picture1
team_picture2
team_picture3
team_picture4

The texture is split into four 256x256 images. They've been combined together into a single 1024x256 image here for ease of viewing.

team_picture

Uncertain if this texture is ever seen in-game, even in the final game. It is 512x256 in M4 20 and 512x512 in final.

Audio#

The music of this game are all stored in AUDIOSTR.ARC and the sound effects are stored in the SAMPLES.ARC container.

Music#

The music for the most part stayed unchanged, but there were a few differences still.

Filename

Early song

Final song

Additional information

music_24_bbcas2

2nd pause song. M4 20 uses The Sims theme (Lemon Jelly Remix) from the Nightlife expansion, that never appears in The Sims 2 Console.

music_24_bbcas3

Create-A-Sim song. This build uses Sim Time Sim Place (Lemon Jelly Remix), which is the full version of the Loading jingle. In all subsequent builds, the only remnants of this song are found in SAMPLES.ARC as load_loop2; 4; 5; 6.

Sound Effects#

Most sound effect filenames are pretty straight forward. am_ for ambient in-game noises, v_ or vox_ for voices in Simlish, etc. This build has a total of 11550 sound effect files, whereas the final build has 9466.

Non-specific SFX#

These tables contain the changed or removed sound effects that don't necessarily belong to a much bigger bundle, or simply not enough differences to warrant a separate sub-section.

Filename

Early

Final

Additional information

arcade_lose_love

arcade_lp_love1

22050Hz and 8s long in M4 20. 12000Hz and 16s long in final.

arcade_win_love

Background guitar sounds more muffled in final.

bed_mojo_lp

M4 20's bed_mojo_lp is used in final as bed_woohoo_lp
Note: The final bed_mojo_lp might be incorrect, the file header indicates it should be 22050Hz, but it sounded like it was clipping a lot. This is exported as 12000Hz, where it still is somewhat clipping but it's much better than before.

bed_woohoo_lp

blender_st

Final is slightly longer and has a fade-out.

bonfire_lp

More wood cracking sounds in final.

car_junker_arrive

All the car_*_arrive sounds were extended in final.

car_v4_arrive

car_v6_arrive

car_v8_arrive

checker_move1

checker_move2

checker_move3

door_close_barred

door_close_biker2

door_close_copper

door_close_decoglass

door_close_smallwindow

door_close_subway

door_open_biker2

door_open_copper

door_open_decoglass

fountain_splash_lp3

Slightly longer in M4 20

obj_get_lino_newspaper

plant_replant_shimmer

sink_washdishes_end

Start of M4 20's sink_washdishes_lp was combined with the final sink_washdishes_end.

sink_washdishes_lp

slot_spin_lp

slot_win_gunshot

sting_npc_emergency

M4 20 has a sting at the start that would be removed.

sting_ressurect

M4 20's jingle is significantly longer.

toilet_lowerseat_public

M4 20's toilet_raiseseat_alien and toilet_raiseseat_steel are identical.

toilet_puke_loop

toilet_raiseseat_alien

toilet_raiseseat_porcelain

toilet_raiseseat_steel

ui_social_mode_enter

ui_social_mode_exit

Filename

Cut Sound

Additional information

aquarium_maintain

arcade_lp_love2

The missing 2nd half from arcade_lp_love1 which was combined together and re-encoded into a lower frequency in final.
These two sound more or less the same, but the raw data does show some slight minor differences.

arcade_lp_love3

attack_lose_stop

attack_win_start

bar_drnk_pickup1

bar_drnk_pickup1 and 3 sound almost identical.

bar_drnk_pickup2

bar_drnk_pickup3

book_turnpage4

Final build only has book_turnpage1 - 3.

book_turnpage5

book_turnpage6

bulldog_follow_clap

dogday3i

These two technically still exist in the final game, but the sound data for these files have been nulled out.

dogday10i

drinkbar_mix_drink1

drinkbar_mix_drink2

drinkbar_mix_drink3

drinkbar_mix_tray1

drinkbar_mix_tray2

drinkbar_mix_tray3

drinkbar_place_drink

drinkbar_place_tray1

drinkbar_place_tray2

drinkbar_place_tray3

drinkbar_place_tray4

espresso_rep_lp1

espresso_rep_lp2

fiddlee_acc1

Some of these technically still exist in the final game, but they've been combined together with the voice files (v_dt_fiddle*) and encoded in a lower frequency. The M4 20 v_dt_fiddle* sounds have a blank spot instead, where these fiddle sounds are supposed to go in. This change was most likely done to reduce the already incredibly slow load times.

fiddlee_acc2

fiddlee_acc3

fiddlee_rej1

fiddlee_rej2

fiddlee_rej3

fiddler_acc1

fiddler_acc2

fiddler_acc3

fiddler_rej1

fiddler_rej2

fiddler_rej3

fridge_catch_snack

fridge_get_food

fridge_platter_spin

give_money_cash

gossipee_acc_slap

highfiver_accept

listen_energa_claps

o_schnizz_rap_lp1

passive_food

passive_stereo

piano_class_med1

Final has piano_classm1 - 3 (and piano_classh1 - 3 as well) but those are entirely different and separate from these cut _med sounds.

piano_class_med2

piano_class_med3

pinball_repair_lp1

Pinball machines never break in the game, so as a result these sounds were removed.

pinball_repair_lp2

pmuggee_end

pmugger_handclap

pool_swim_stroke1

The console game doesn't have any pools to swim in. Likely a leftover from Bustin' Out.

pool_swim_stroke2

pool_swim_stroke3

pool_swim_stroke4

pool_swim_stroke5

rap_accept_clap

revive

A leftover from The Urbz.

sbottle_spin_end

sink_repair_start

slot_score

Reused in Final as slot_spin_lp.

stereo_turnon

ticklee_rej_push_away

toilet_flush_ornate

toilet_stand_off

toilet_stand_on

tv_repair_end

TVs don't break in this game, thus don't ever get repaired. Likely a leftover from The Sims Bustin' Out.

Ambient SFX#

30 ambient sound effects found in this build that were entirely cut from later builds. Pretty much all of these belonged to a larger list of similar sound effects, the Additional information tab lists which sound effects with similar names did survive into the final release.

Filename

Cut Sound

Additional information

am_catfight4

Final build only has am_catfight1; 3; 5; 6; 9; 13.

am_chains1

The final build has am_chainpull1 - 4, but they're different from these.

am_chains2

am_chains3

am_conv_laughb1vb

Retail build has a bunch of these, but from laughb there's only am_conv_laughb3. The rest are laugha.

am_conv_tense3vb

Similar as above, the only tense SFX in final are tense1; 1vb; 4; 4vb; 5vb.

am_ftsteps_enter1

They're all pretty similar to each other. None of these ambient footstep sound effects are found in the final build.

am_ftsteps_enter2

am_ftsteps_enter3

am_ftsteps_enter4

am_ftsteps_exit1

am_ftsteps_exit2

am_ftsteps_exit3

am_ftsteps_exit4

am_rain_dirt

Final build only has am_rain_base_lp; am_rain_con_lp2; am_rain_porch.

am_siren1

Final build has am_sirens_dist1 - 5 instead.

am_siren2

am_siren3

These two seem to be identical for some reason.

am_siren_horn1

am_skateby2

Only am_skateby1; 4; 5 survived into final.

am_skateby3

am_sub_rumble05

Final has am_sub_rumble01 - 04.

am_sub_rumble06

am_subvox_attf10

There are a bunch of subvox SFX, but from attf the only ones in final are 6; 18; 20.

am_subvox_trainf56

As above, from trainf only 63; 66; 70 are left in final.

am_subvox_trainf60

am_tone_ind1

The final build only has am_tone_hi_101_lp1; am_tone_hi_134; am_tone_lo_131; am_tone_lo_136.

am_tone_med_126

am_water_lap_hi_lp3

There's a ton of am_water SFX in final, but specifically from lap_hi_lp, there's onlylp1'' and2''.

am_wolf2

In Final, there's am_wolf1; 3 - 6

And there's one ambient sound that was noticeably different than the final one. There were about 10 ambient sounds total that had different hashes, but they were either changes to a row in the sound data, or extra data at the beginning and end of the file. But when listening to them, they all sounded pretty much the same in either case.

Filename

Early

Final

am_alien_tractor_lp