the cutting room mirror

Bionicle (PlayStation 2)

Bionicle is a 3D platformer tie-in for LEGO's hit toy line of the same name. Its gameplay consists of traditional platforming and fast-paced on-rails sections.

Sub-Pages#

Unused Files#

Strat Wads#

Name

Version

Description

Signature

Information

10-00.psm

115

Tahu Only

will

Empty Tahu Mata map.

10-22.psm

115

Fikou Chamber

PeterH

Map for unused Fikou Chamber area.

10-22.pss

110

johng

Entities for unused Fikou Chamber area.

30-00.psm

115

johng

Empty Gali Nuva map.

30-12.psm

115

Ga-Suva 3012

Giles

Map for early version of Ga-Suva.

30-12.pss

115

Giles

Entities for early version of Ga-Suva.

30-15.psm

115

Ga Water ride

johng

Map for scrapped Ga Water ride area.

30-15.pss

115

johng

Entities for scrapped Ga Water ride area.

30-25.psm

115

<3025 MiniMap03>

johng

Map for Gali Nuva test area.

30-25.pss

115

johng

Entities for Gali Nuva test area.

40-42.pss

108

paul

Entities for unused Kane-Ra area.

52-35.psm

115

Po Wahi Loop 1 Sect 5

Rich

Map for unused minecart section.

52-35.pss

115

Rich

Entities unused minecart section.

52-36.psm

115

Po Wahi Loop 1 Sect 6

Rich

Map for unused minecart section.

52-36.pss

115

Rich

Entities for unused minecart section.

60-99.psm

115

Steve

Map for unused Kopaka Mata area.

60-99.pss

115

Steve

Entities for unused Kopaka Mata area.

61-15.psm

101

Ko Section 15

Steve

Map for early version of Ko-Kini.

66-61.psm

112

Onu Battle Area

PeterH

Map for early version of Onu Battle Area.

75-05.psm

116

Creatures - Makuta WAD

johng

Base for Makuta extras section.

75-05.pss

116

PeterH

Entities for Makuta extras section.

75-06.psm

116

Creatures - Constructed WAD

johng

Base for Constructed Rahi extras section.

75-06.pss

116

PeterH

Entities for Constructed Rahi extras section.

75-07.psm

116

Creatures - Incidental WAD

johng

Base for Incidental Rahi extras section.

75-07.pss

116

PeterH

Entities for Incidental Rahi extras section.

75-21.pss

116

PeterH

Seemingly unused alternate frontend options.

75-35.pss

116

PeterH

Seemingly unused concept art extras section.

75-36.pss

116

PeterH

Seemingly unused concept art extras section.

75-40.psm

116

Evolution Art 1

johng

Base for unused comic art extras section.

75-40.pss

116

PeterH

Entities for unused comic art extras section.

75-41.psm

116

Evolution Art 2

johng

Base for unused comic art extras section.

75-41.pss

116

PeterH

Entities for unused comic art extras section.

75-99.psm

116

FE Bootstrap

johng

Base for standalone frontend launcher.

75-99.pss

116

PeterH

Entities for standalone frontend launcher.

78-00.psm

115

paul

Empty Takanuva map.

78-03.pss

116

PeterH

Entities for alternate version of Makuta phase 1.

78-50.psm

111

E3 Movie

johng

Base for early version of the movie player.

78-50.pss

111

johng

Entities for early version of the movie player.

88-00.pss

112

Giles

Early version of Onua Nuva.

88-61.psm

112

Onu Battle Area

Giles

Map for early version of Onu Battle Area.

88-61.pss

112

Giles

Entities for early version of Onu Battle Area.

9-97.pss

116

PeterH

Hidden level select. Loaded but inaccessible.

9-99.psm

116

johng

Base for unused E3 demo loader.

9-99.pss

116

PeterH

Entities for unused E3 demo loader.

91-00.psm

111

johng

Map for Tahu Nuva test area.

91-00.pss

111

johng

Entities for Tahu Nuva test area.

91-11.psm

111

9111

johng

Map for early version of Ta-Suva.

91-11.pss

108

OscarG

Entities for early version of Ta-Suva.

92-00.pss

111

johng

Playable Gali Mata.

92-01.psm

111

Very cap

johng

Map for Gali Mata test area.

92-01.pss

111

johng

Entities for Gali Mata test area.

92-02.psm

111

test2

johng

Map for Gali Mata test area.

92-02.pss

111

johng

Entities for Gali Mata test area.

95-00.pss

115

aaron

Slightly early version of Onua Nuva.

95-43.psm

115

Onu Tunnels

aaron

Map for early version of Onu Tunnels.

95-43.pss

115

aaron

Entities for early version of Onu Tunnels.

97-00.psm

115

jason

Map for Lewa Nuva test area.

97-00.pss

115

jason

Slightly early version of Lewa Nuva.

97-04.psm

115

jason

Map for Lewa Nuva test area.

97-04.pss

115

jason

Entities for Lewa Nuva test area.

97-05.psm

115

jason

Map for Lewa Nuva test area.

97-05.pss

115

jason

Entities for Lewa Nuva test area.

Miscellaneous Files#

Name

Information

9-95.pss.log

Build log for 9-95.pss.

9-96.pss.log

Build log for 9-96.pss.

Batch.log

Batch build log for strat wads.

cdgamelego.txt

Redundant copy of cdgame.txt.

cdgamelegopal.txt

Redundant copy of cdgame.txt.

cdgamepal.txt

Redundant copy of cdgame.txt.

conv.bat

Build script for entities and maps.

convm.bat

Build script for maps.

convs.bat

Build script for entities.

Demo.pss

Redundant copy of gameplay demo FMV.

DTV.pss

Redundant copy of movie trailer FMV.

EA_Movie.pss

Redundant copy of LEGO logo FMV.

Evo.pss

Redundant copy of Toa evolution FMV.

Evolution.pss

Redundant copy of Toa evolution FMV.

fprnt.ser

File containing EA copy protection string.

game.txt

Redundant copy of cdgame.txt.

gamelego.txt

Redundant copy of cdgame.txt.

gamepal.txt

Redundant copy of cdgame.txt.

Intro.pss

Redundant copy of intro FMV.

levels.txt

Level list for hidden level select.

Makuta.pss

Redundant copy of initial Makuta FMV.

Nuva.pss

Redundant copy of Toa Nuva transformation FMV.

play.pss

Redundant copy of toy sneak peek FMV.

temp.bat

Build script that calls other build scripts.

test.raw

Raw texture.

test_alpha.raw

Raw texture.

Transf.pss

Redundant copy of Takanuva transformation FMV.

TV_Spot.pss

Redundant copy of movie trailer FMV.

Vanq.pss

Redundant copy of final Makuta FMV.

wad.bat

GAME.DIR and GAME.WAD packing script.

wadpal.bat

GAME.DIR and GAME.WAD packing script for PAL.

Debug Features#

Debug Mode#

Enabled by setting the value at address 0x001FC10C to 0x00000000.

Alternatively, you can use the following PNACH code to enable it:

comment=Enable debug mode by Hexadecimal Mantis

patch=1,EE,201FC10C,extended,00000000

Once this value is set, various debug features like the debug pause menu, level select, and controller binds are enabled.

Boot To Level Select#

If L2 and START are held when the LEGO and Electronic Arts logos are shown during startup, the hidden level select is loaded immediately.

Debug Pause Menu#

Accessed by holding L2 while pressing START to pause. Reload Level, Collision Spheres, Show Debug, and Show Map are only shown when DEBUG_CHEATS is set to ON in cdgame.txt. However, the switch is set to ON by default. Debug pause menu options

  • Return to Game: Exits the menu. Can also be exited with START.
  • Reload Level: Reloads then restarts the current level.
  • Restart Level: Restarts the current level without reloading.
  • Center Screen: Opens screen adjustment prompt.
  • Vibration: Toggles controller rumble.
  • Collision Spheres: Dead option, locked to Off.
  • Show Debug: Dead option, does not work.
  • Show Map: Toggles map visibility.
  • Show Coords: Toggles player coordinate display. This is implemented on a per character basis.
  • Quit Level: Returns to the hidden level select.

Level Select#

Levels in the level select

A hidden level select accessible from startup or the debug pause menu. Various parts of levels (strat wads) can be loaded from here individually, provided they exist in levels.txt. The listing can be filtered to only show items prefixed with "*" if DEMO_LEVEL_SELECT is set to ON in cdgame.txt. Some unused strat wads are listed here by default, but others are not. Many of these unused strat wads need modifications to load properly.

You can get a good chunk of "broken" unused strat wads to load from the level select by removing the wad version check. This can be done with the following PNACH code:

comment=Wad version patch by Hexadecimal Mantis

patch=1,EE,2015AC24,extended,00000000

Controller Binds#

  • Artificial Lag: Press and hold Cross on controller 2.

Player Debug Cheats#

Some player debug cheats (seemingly separate from the main debug mode) can be enabled by setting specific bits at address 0x001FBBB8. These cheats are implemented on a per character basis, so some of them only work with certain Toa.

The following table shows the bit positions and bit values needed to enable each cheat, as well as the buttons used to trigger them:

Cheat

Bind

Bit Position

Enable Bit Value

Unlimited health cheat

N/A

1

1

Jump cheat

R2

2

1

Slow motion cheat

L1

4

1

You can also enable these individually or simultaneously with the following PNACH codes:

comment=Enable unlimited health cheat by Hexadecimal Mantis

patch=1,EE,701FBBB8,extended,00000002
comment=Enable jump cheat by Hexadecimal Mantis

patch=1,EE,701FBBB8,extended,00000004
comment=Enable slow motion cheat by Hexadecimal Mantis

patch=1,EE,701FBBB8,extended,00000010

Controller 2 Cheats#

These hidden cheats require no modifications to access, and are activated with specific input sequences from controller 2. The following cheats can be enabled from the pause menu by holding L1 and L2 on controller 2, then pressing one of the designated buttons ten times. Each cheat (excluding automatic level completion), can also be activated from the frontend using the same input sequences.

The following table shows the buttons that should be pressed ten times (while holding L1 and L2) to enable each cheat:

Cheat

Bind

Unlimited Energy cheat

D-Pad Up

Complete level cheat

D-Pad Left

Unlimited Health cheat

D-Pad Down

Unlock all added content cheat

Triangle

Unlock next level cheat

Square

Unlock all levels cheat

Circle