the cutting room mirror

Billy Hatcher and the Giant Egg (Windows)

Audio Oddities#

The PC version upon being first ran creates a Sound effects folder with .WAV versions of sound effects in the game's root directory. Despite this, it still references the original GameCube version's .MLT and .MPB soundbanks as some WAV files are missing (ex. Captain Glur's death cry). Though this varies depending on the level.

Audio Port differences#

For the 3rd mission for Sand Ruins where you turn the stone statues to face each other, in the GameCube version the cry they do after the following event is a low pitched rooster cry downsampled to 22.05KHZ. For whatever reason the PC port instead has the audio clip be the regular pitched cry, at 32KHZ

GameCube

PC

For the first phase of the Dark Raven fight, the sound for when you roll the egg through the Dark Pools is missing compared to the GameCube version. Notably the associated audio clip (SE404.WAV) is missing in the SE folder.

Audio Context

GameCube

PC

Feathers Attack (Colliding)

Exposed Core Fleeing

The 2nd phase of the final boss curiously uses a completely different set of audio clips for when its core is exposed, and when it sends a flurry of feathers. Deleting these doesn't default to the .MLT/.MPB sound banks.

Unused Stages#

There are a few stage models present only in the PC release of the game. It's not immediately obvious all differences between the final and proto versions for all maps, but there are some maps that don't exist in the normal game at all. These are the stg_battle_red unused vs map and stg_practice testing map. Alongside these are map models for stg_test (red/Dino Mountain), stg_test2 (blue/Pirates Island), stg_test2_n (blue/Pirates Island (Night?)), stg_test07 (purple/Blizzard Castle), stgtest08 (blue/Pirates Island Boss). There are matching camera, object, and enemy layouts for 'test' maps 1-8 and 'short' map 1 , along with design layouts (detail objects) for test and test2, an enemy layout for test00, set_ene_00.bin (This one is identical to the set_ene_green_boss.bin) and a camera for test with no numbering.

set_ene_green_boss.bin, set_ene_last_boss.bin, and set_ene_last_boss2.bin also seem to have an older version of the set layout format with shorter structures. While the game doesn't seem to use the enemy files for boss stages, these set files have extra enemies that circle the arena, perhaps to add to the backdrop in earlier builds of the game.

stg_battle_red#

This seems to be an unused vs stage for the red area, aka Dino Mountain. However it's named stg_battle_red instead of stg_red_battle for the used version. It actually does have matching object layout data, camera data, etc. but unfortunately it's all nulled out and essentially empty.

stg_practice#

This is a testing stage that's pretty much just a flat area with some stairs and bordering walls. While it likely contained a notable object layout at some point, there's now only data for the render model, BSP info, and collision.

stg_test07 / stg_purple - Blizzard Castle#

A comparison between the prototype and final versions of Blizzard Castle. The most clear change is the lack of one egg railing near the back of the map.

bm_stg01#

Textures from bm_stg01.gvm. There's no matching model and it's otherwise unclear what the level would have looked like. Given the PC version has many unused early versions of other assets, this might have been for a mockup, as the textures have a painterly, even anime-esque aesthetic in places, but appear different in style and tone to the vibrant, but flatter look of the final game.

Unused Object Models#

Similarly to stages, there are several unused character, enemy, or object models in files exclusive to the PC port, or ones handled differently to the GameCube original version.

Objects

Light Gates#

In addition to the usual Dark Gates to bosses, the game was apparently going to feature Light Gates that worked much the same way for an unknown purpose. They use duplicates of the model the Dark Gates use, but with different texturing for each area, except Giant palace, as well as a duplicate of the blue one without a color naming. Interestingly, the global texture ids indicate that the Light Gates were actually created before the Dark Gates. Copying a Light Gate archive over the Dark Gate model archive will result in a 'functional' Light Gate, as pictured, though the effects are still the Dark Gate's as the effects are set from elsewhere.

Items

Special Combs#

In the main game, all combs Billy can collect simply use the same model as default recolored. Here it seems they planned to have more unique varieties based on powerup, but was scrapped.

(Source: ShadowBlitz)

Egg Item Animals The PC version of the game has an unused set of item egg animals inside the ar_ma_*.arc files. They seem to have full animations and textures, but simply went unused. Surprisingly, there's a pig animal that has no analog in final so it's not clear what it might have been intended to do.

Unused

Final

Notes

Bat item animal.

First butterfly item animal.

Second butterfly item animal.

Chameleon item animal.

Gorilla item animal.

Hawk item animal.

Lion item animal.

Unused pig item animal. Unused entirely in the final game.

Sheep item animal.

Tiger item animal.

Turtle item animal.

Egg Animals

iwhale#

This unused Egg animal seems to be intended to be an ice element animal like Ricky or Oritta. It has fully completed animations.

(Source: ShadowBlitz)

Enemies

ge_e01w - Test Dummy#

A test dummy model with target mark. Seems to be for debugging. Has a basic animation set.

ene_am04#

Has an identical model to the Giant Palace egg chicks. Has files in the same format as final, used enemies, but isn't placed in any maps.

(Source: ShadowBlitz)

Flag#

PC_BillyHatcher_FlagA.png PC_BillyHatcher_FlagB.png

Object (ID 267) shows an unused flag that drapes slightly, non-interactive unlike the used ones. This potentially was an earlier version of the ones used in the final Pirate Island stages

Unlike the GameCube version this is textured, with it shifting the one used depending on angle, sourced from the stage GVM texture pack

Unused Text#

To do:
Find and rip Japanese graphics.

Present in the game are leftover Japanese INI files, suggesting there may have been plans to release this port in Japan.

There's also console version leftovers, such as messages related to progressive scan and 50Hz/60Hz. Oddly, these messages exist in Japanese as well (50Hz/60Hz selection is not commonplace in Japan, where consoles were historically NTSC-based).

Unused File List#

Files unused in final

Left Section

ad_03.gvp

ad_13.gvp

ad_18.gvp

ad_31.gvp

ad_32.gvp

ad_44.gvp

ad_45.gvp

ad_46.gvp

ad_boss_1.gvp

ad_boss_2.gvp

ad_h_select.gvp

ad_main_1.gvp

ad_main_2.gvp

ad_t_battle02.gvp

ad_t_battle03.gvp

ad_t_battle04.gvp

ad_t_battle05.gvp

ad_t_battle06.gvp

ad_t_battle07.gvp

ad_t_battle09.gvp

ad_t_keikoku01.gvp

ad_t_select01.gvp

ad_t_select02.gvp

ad_t_select03.gvp

ad_t_select04.gvp

ad_t_select05.gvp

ad_t_select06.gvp

ad_t_window1.gvp

ae_coming.arc

ae_st_select.arc

ani_birth_cam.arc

ani_race_red.arc

ar_blue_presbyter.arc

ar_cam_red_boss.arc

ar_cam_red_event_magma.arc

ar_ene_am04.arc

ar_ma_bat.arc

ar_ma_butterfly_b.arc

ar_ma_butterfly_s.arc

ar_ma_chameleon.arc

ar_ma_gorilla.arc

ar_ma_hawk.arc

ar_ma_lion.arc

ar_ma_pig.arc

ar_ma_sheep.arc

ar_ma_tiger.arc

ar_ma_turtle.arc

ar_title.arc

bm_stg01.gvm

dml_obj_stageall.dml

dml_obj_stageblue.dml

dml_obj_stagered.dml

dml_stageobj_blue.dml

dml_stageobj_red.dml

dy_obj_egg_switch.bin

dy_obj_piling_switch_0.bin

dy_obj_piling_switch_1.bin

eff_egg_test.glk

eff_pt.gvm

eff_wat.gvm

ene_am04.gvm

geobj_lightgate.arc

geobj_lightgate_blue.arc

geobj_lightgate_green.arc

geobj_lightgate_orange.arc

geobj_lightgate_purple.arc

geobj_lightgate_red.arc

geobj_lightgate_yellow.arc

ge_animal_c1.glk

ge_e01w.glk

ge_ene01.gvm

ge_p1_item.glk

ge_p1_wing.glk

jimen_g.gvm

kumo_128.gvr

lib_ani_hari.arc

lib_ani_kiji.arc

lib_ani_pen.arc

lib_ani_saru.arc

lib_ani_saru.arc

menu_model.arc

mes_piyo_test00.bin

mes_test00.bin

m_taki128.gvm

null_red_event_magma_0_ptcl0.bin

null_red_event_magma_1_ptcl0.bin

null_red_event_magma_2_ptcl0.bin

objr_n_coldoor.bin

objr_n_colhasira.bin

obj_cow.gvm

obj_nc_01stand.bin

obj_n_coi01door.bin

obj_n_col01mon.bin

obj_n_coldice.bin

obj_n_coliwal.bin

obj_n_coliwal.bin

obj_r_saku_col.bin

obj_saku_col_s01.bin

pa_etc01_cat.pad

pa_etc02_lappy.pad

pa_etc03_nights.pad

pa_etc_knuckles.pad

pa_etc_sonic.pad

pa_etc_tails.pad

ptcl2_last_boss2.bin

set_cam_battle_red.bin

set_cam_green.bin

set_cam_last.bin

set_cam_orng.bin

set_cam_test.bin

set_cam_test01.bin

set_cam_test2.bin

set_cam_test03.bin

set_cam_test04.bin

set_cam_test05.bin

set_cam_test06.bin

set_cam_test07.bin

set_cam_test08.bin

set_cam_yellow.bin

set_design_battle1.bin

set_design_battle2.bin

set_design_battle_red.bin

set_design_blue.bin

set_design_blue_e.bin

set_design_green2_battle.bin

set_design_purple_n.bin

set_design_purple_night.bin

set_design_red_n.bin

set_design_red_night.bin

set_design_test.bin

set_design_test2.bin

set_design_test2_n.bin

set_design_tyu.bin

set_design_tyu.bin

set_ene_00.bin

set_ene_battle_red.bin

set_ene_green.bin

set_ene_green.bin

set_ene_last.bin

set_ene_orng.bin

set_ene_short01.bin

set_ene_short01.bin

set_ene_test00.bin

set_ene_test01.bin

set_ene_test2.bin

set_ene_test03.bin

set_ene_test04.bin

set_ene_test05.bin

set_ene_test06.bin

set_ene_test07.bin

set_ene_test08.bin

set_ene_yellow.bin

set_obj_battle_red.bin

set_obj_green.bin

set_obj_last.bin

set_obj_orng.bin

set_obj_short01.bin

set_obj_test01.bin

set_obj_test2.bin

set_obj_test03.bin

set_obj_test05.bin

set_obj_test06.bin

set_obj_test07.bin

set_obj_test08.bin

set_obj_yellow.bin

stageobjblue.bin

stageobjred.bin

stg_battle_red.bsp

stg_battle_red.lnd

stg_battle_red.mc2

stg_blue.bsp

stg_blue_battle.bsp

stg_blue_boss.bsp

stg_blue_night.lnd

stg_green.bsp

stg_green2_battle.bsp

stg_green_battle.bsp

stg_green_boss.bsp

stg_last.bsp

stg_last_battle.bsp

stg_last_boss.bsp

stg_last_boss2.bsp

stg_orng.bsp

stg_orng_battle.bsp

stg_orng_boss.bsp

stg_practice.bsp

stg_practice.lnd

stg_practice.mc2

stg_purple.bsp

stg_purple_battle.bsp

stg_purple_n.lnd

stg_purple_night.lnd

stg_pur_boss.bsp

stg_red.bsp

stg_red_battle.bsp

stg_red_boss.bsp

stg_red_n.lnd

stg_red_night.lnd

stg_red_yougan.lnd

stg_test.bsp

stg_test.lnd

stg_test.mc2

stg_test07.bsp

stg_test07.lnd

stg_test07.mc2

stg_test08.bsp

stg_test08.lnd

stg_test08.mc2

stg_test2.lnd

stg_test2.mc2

stg_test2.lnd

stg_test2_n.lnd

stg_yellow.bsp

stg_yellow_battle.bsp

test_message.bin

water_light.gvm