Call of Duty: Finest Hour marks the first time the Call of Duty series hit the consoles.
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Debug Options#
Performance Monitors#

49 different performance graphs (technically 50, but the last one has no name nor any effect) that are only present in the Xbox version. Toggling any of them will display a box on the left side of the screen with the graph drawn within it, as well as the current framerate below it. These addresses can either be poked in RAM while in-game, or toggled in the XBE itself, however the latter option requires removing an instruction that will attempt to set these values set to 0 while the game is loading. The Singleplayer column refers to default.xbe and the Multiplayer column refers to Game_XboxMultiplayer.xbe.
Allow patching these in the XBE (Optional) |
|---|
AV-042 01 W, 02 E |
0011ADD3 909090 |
Game_XboxMultiplayer.xbe |
|---|
AV-042 01 W, 02 E, 03 E |
00184F57 90909090909090 |
Debug Performance Graphs |
|---|
Graph name and RGB color |
TOTAL LOGIC (#FF0000) |
TOTAL RENDER (#00FF00) |
PAGEFLIP (#0000FF) |
SCRIPT (#FFFF00) |
ENTITY UPDATE (#00FFFF) |
AUDIO (#FF00FF) |
PROJECTILE UPDATE (#3399DD) |
AI (#DD9933) |
PARTICLE UPDATE (#FF0000) |
CAMERA CLEAR (#00FF00) |
SKYBOX (#0000FF) |
SECTIONS (#FFFF00) |
GAMEENTITY (#00FFFF) |
PROJECTILES (#3399FF) |
RW-STUDIO (#FF9933) |
PARTICLES (#FF0000) |
PLAYER (#00FF00) |
ATOM RENDER (#0000FF) |
ATOM RENDER CBA (#FFFF00) |
ATOM RENDER CBB (#00FFFF) |
ATOM RENDER CBC (#FF00FF) |
ENTITY UPDATE (#3399FF) |
ANIMATION (#FF9933) |
ANIMATION POST (#FF0000) |
ENTITY UPD: CLASSAI (#00FF00) |
ENTITY UPD: PHYSICS (#0000FF) |
ENTITY UPD: CLSN (#00FF00) |
ENTITY UPD: TRIGGER (#0000FF) |
SHELL (#FFFF00) |
GAME LOOP (#FFFFFF) |
SHADOWS (#4090FF) |
SHRIMPS (#FF0000) |
DECALS (#00FF00) |
WORLD COLLIDE LINE (#3399FF) |
CLONES (#00FF00) |
Audio Total (#00FF00) |
RwCoreUpdate (#FF0000) |
File Open SFX (#FFFFFF) |
File Open Stream (#FFFFFF) |
Asynch Loader (#4090FF) |
Stream Updates (#FFFF00) |
UnloadPreviousBanks (#FF0000) |
StartLoadingAWD (#00FF00) |
LoadingAWD (#0000FF) |
LoadingAWD_Chunk (#FFFF00) |
StartLoadingAGD (#FF00FF) |
LoadingAGD (#00FFFF) |
DoneLoadingAGD (#FFFFFF) |
DoneLoadingSoundBank (#888888) |
(Source: Edness)
Unused Text#
GLOBAL.LOC#
String Label |
String |
|---|---|
ACTIVISION_LEGAL_01 |
This is a work in progress build and, as such, should not be considered to be representative of the final quality of the released product. These materials are the confidential and proprietary materials of Activision, Inc., and provided solely for testing under Sony Computer Entertainment Europe's Beta Testing Program. These materials may not be used for any other purpose or be disclosed to any third party. |
ACTIVISION_LEGAL_02 |
(c) 2004 Activision, Inc. Activision is a registered trademark and Call of Duty and Call of Duty: Finest Hour are trademarks of Activision, Inc. All rights reserved. All other trademarks and trade names are the properties of their respective owners. This product contains software technology licensed from GameSpy Industries, Inc. (c) 1999-2004 GameSpy Industries, Inc. GameSpy and the "Powered by GameSpy" design are trademarks of GameSpy Industries, Inc. All rights reserved. |
Badger |
THIS SHOULD NOT APPEAR IN GAME |
BUTTON_TEST |
\u0014 \u0015 \u0016 \u0017 \u0018 \u0019 \u001a \u001b \u001c \u001d \u0014 |
Debug |
Debug |
Debug Menu |
Debug Menu |
MP_3 |
THIS SHOULD NOT APPEAR IN GAME |
PS2_EULA_01 |
test test test test |
TEST2 |
This is another test string |
XBOXPLATFORM |
ERROR: PS2 STRINGS LOADED! |
YOU SHOULD NOT SEE THIS ON PS2 |
YOU SHOULD NOT SEE THIS ON PS2 |
HUD.LOC#
Only exists in the Xbox releases, if not counting the early data container on PS2.
String Label |
Lang |
String |
|---|---|---|
ANDTHEWINNERIS |
DE |
And the winner is? German |
EN |
And the winner is? English |
|
FR |
And the winner is? French |
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IT |
And the winner is? Italian |
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SP |
And the winner is? Spanish |
PAUSED.LOC#
Also only exists in the Xbox releases besides the early data container.
String Label |
Lang |
String |
|---|---|---|
Blah |
DE |
Blah |
EN |
||
FR |
||
IT |
||
US |
||
SP |
Bla |
Unused Graphics
Online Beta Testing Leftovers
Several graphics left over from when this game was supposedly sent out to testers under Sony Computer Entertainment Europe's Beta Testing Program.
CoDSplashLegal.txd (EC0F311726A3D174) w_betabackgroundEULA.dds (95DBFA7D5F466306)
w_betabackgroundEULA.txd (9611EE7D5F73DE25)
Some graphics remained almost the same, just with different shading on it.
| Unused | Used |
|---|---|
| w_betabackground.dds (9D050FA67234ED45) | w_NetworkConfigBKG.dds (3AC562DBCE80B5D3) |
Early Loading Screen
The Japanese Xbox version has a different early revision of the Japanese loading screen, which is missing any mention of Capcom being the publisher.
| Unused | Used |
|---|---|
| 430px SHELL\FEND\INSTANCE\XBOX\LDBANNER.TXD.BAK (E8E1F903C8F11611) |
430px SHELL\FEND\INSTANCE\SKY\LDBANNER.TXD (C969C099241D2E85) SHELL\FEND\INSTANCE\XBOX\LDBANNER.TXD (3810176352124381) |
Level Loading Screens
Six unused loading screens for levels assumed to be cut from the game.
SHELL\LOAD\L_3_2.txd (9EF6131EA5C8AF91)
SHELL\LOAD\L_3_2_B.txd (D4B8F60A97147446)
SHELL\LOAD\L_3_3_B.txd (02968E24A6E30CB3)
SHELL\LOAD\L_3_4_B.txd (EE58D6C7BB9E5E5C) SHELL\LOAD\L_3_4.txd (2B9226EDEDB15BD7)
Multiplayer Maps
thumb|right|When attempting to load MP_3 in-game
The multiplayer maps are missing the 3rd and 8th map sequentially which are also assumed to be cut from the game. While the 8th map has nothing left over for it, the 3rd one has a few graphics still present. If you change the starting map for a multiplayer game to MP_3, it will display a placeholder string "THIS SHOULD NOT APPEAR ...", which is a cut off string of "THIS SHOULD NOT APPEAR IN GAME". Its original name was "The Dish", as indicated by the early data container.
gui_map3_ctf.txd (B719AE89C4BBB1B7) gui_map3_death.dds (5E6D35CE7DB834BF)
gui_map3_death.txd (5EA309CE7DE579DC) gui_map3_destroy.dds (F57DCC18C6E5B137)
gui_map3_destroy.txd (F547D018C6B82884)
Splash Screens
The final game uses pre-rendered videos to show the developer and publisher logos.
ActivisionSplash.txd (8A002A5E38348812) KujuSplash.dds (307172D2A7287E17)
KujuSplash.txd (303B76D2A6FAF5E4)
SparkSplash.txd (4BFBF699C8B0CE14) CoDSplash.dds (2C3027957DA01F42)
CoDSplash.txd (2BFA33957D72A441)
Placeholder Icons
w_map01.txd (B717890DFBE9F71B) w_map02.dds (11E1A9162AF70727)
w_map02.txd (12188D162B261A14) w_map03.dds (66A5D11D3515BE9A)
w_map03.txd (66DCCD1D3544FA29) w_map04.dds (74C33CE4396C89D1)
w_map04.txd (74F930E4399A04CA) w_map05.dds (F3AFCCEC7D5CC6CC)
w_map05.txd (F378E0EC7D2DA66F) w_map06.dds (226788F370F7809B)
w_map06.txd (2231B4F370CA3C58) w_map07.dds (B68380FC51E7A08E)
w_map07.txd (B6BA44FC52167D1D) w_map08.dds (B1247CC2BAB00FD5)
w_map08.txd (B15A58C2BADD618E)
Developer Slideshow
While the GameCube version has a video of a developer eating contest, this release has 55 images in a texture dictionary at SHELL\FEND\INSTANCE\SKY\SLIDESHW.txd (64110F9F6B5093B6) or shell\fend\instance\xbox\slideshw.txd (36D5C01A5375C1DA) of developers and their family members that were likely intended to be shown in the Extras menu's Gallery.
Unused Sounds#
Placeholders#
ZZZ_Foley#
Located in XBX_0060.awdand
SB_AWD\60_89\ENGLISH\PS2_0060.awd(41459106D66121C0),
SB_AWD\60_89\FRENCH\PS2_0060.awd(0FF99BC851B7CE50),
SB_AWD\60_89\GERMAN\PS2_0060.awd(FF147FD9ABC735C6),
SB_AWD\60_89\ITALIAN\PS2_0060.awd(3B7D98F6516D7128),
SB_AWD\60_89\SPANISH\PS2_0060.awd (6959304911B3B6F8).
Filename |
Sound |
|---|---|
Bodyfall_Dirt_01 |
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Bodyfall_Dirt_B02 |
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Bodyfall_Dirt_B03 |
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Bodyfall_Metal_01 |
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Bodyfall_Metal_B02 |
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Bodyfall_Metal_B03 |
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Bodyfall_Snow_01 |
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Bodyfall_Snow_02 |
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Bodyfall_Snow_03 |
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Bodyfall_Wood_01 |
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Bodyfall_Wood_02 |
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Bodyfall_Wood_03 |
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Footstep_Dirt_01 |
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Footstep_Dirt_02 |
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Footstep_Dirt_03 |
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Footstep_Wood_B01 |
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Footstep_Wood_B02 |
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Footstep_Wood_B03 |
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Movement_Player_C01 |
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Movement_Player_C02 |
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Movement_Player_C03 |
ZZZ_Impacts#
Located in XBX_0200.awdand
SB_AWD\180_209\ENGLISH\PS2_0200.awd(FB46A04356828DC5),
SB_AWD\180_209\FRENCH\PS2_0200.awd(65FB4BDB426889C7),
SB_AWD\180_209\GERMAN\PS2_0200.awd(4EA605B296913B95),
SB_AWD\180_209\ITALIAN\PS2_0200.awd(7C62E799A1B2E9DD),
SB_AWD\180_209\SPANISH\PS2_0200.awd (BB5F7B0A012EF95D).
Filename |
Sound |
|---|---|
Impact_Dirt_01 |
|
Impact_Dirt_03 |
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Impact_Dirt_05 |
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Impact_Dirt_09 |
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Impact_Masonry_01 |
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Impact_Masonry_03 |
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Impact_Masonry_05 |
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Impact_Masonry_10 |
ZZZ_TestingDeleteMe#
Located in XBX_0213.awdand
SB_AWD\210_239\ENGLISH\PS2_0213.awd(B5F583B35C8F26E6),
SB_AWD\210_239\FRENCH\PS2_0213.awd(2FC356AA961FB8CE),
SB_AWD\210_239\GERMAN\PS2_0213.awd(1A0BBFD69E8F9EE4),
SB_AWD\210_239\ITALIAN\PS2_0213.awd(4A8D322F70A93AEE),
SB_AWD\210_239\SPANISH\PS2_0213.awd (EEEFDFC004F32226).
Filename |
Sound |
|---|---|
Impact_Dirt_01 |
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Impact_Dirt_03 |
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Impact_Dirt_05 |
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Impact_Dirt_09 |
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Impact_Dirt_13 |
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Impact_Dirt_14 |
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Impact_Dirt_21 |
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Impact_Dirt_26 |
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Impact_Dirt_27 |
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Impact_Dirt_30 |
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Impact_Dirt_31 |
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Impact_Dirt_32 |
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Impact_Dirt_38 |
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Impact_Dirt_51 |
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Impact_Dirt_54 |
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Impact_Dirt_55 |
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Impact_Dirt_58 |
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Impact_Dirt_59 |
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Impact_Dirt_62 |
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Impact_Dirt_64 |
Early Data Container#
The container bigfile.bds (11CC2379432E0C9B) has a lot of early revisions of files.
Early/Unused Text#
String Label |
Early String |
Final String |
|---|---|---|
ACCELBIAS |
Accel Bias |
— |
ACCELPOWER |
Accel Power |
— |
ANDTHEWINNERIS |
And the winner is? English |
— |
any |
GUI ENG: any |
— |
AREYOUSURE |
Are you sure? |
— |
BACK |
Back |
— |
Blah |
Blah |
— |
BODYCOFR |
Body COFR |
— |
BRAKEBIAS |
Brake Bias |
— |
BRAKEPOWER |
Brake Power |
— |
BUMPSTOPCOFR |
Bump Stop COFR |
— |
BUMPSTOPPOS |
Bump Stop Position |
— |
Capture |
GUI ENG: Capture |
— |
Capture the flag |
GUI ENG: Capture the flag |
— |
COFG |
COFG |
— |
CONTINUE |
Continue |
— |
Deathmatch |
GUI ENG: Deathmatch |
Deathmatch |
DRIVINGPARAMS |
Driving Params |
— |
DYNAMICGRIP |
Dynamic Grip |
— |
HUD_STOPSPECTATING_PS2 |
Press X to skip |
Press \u0016 to skip |
HUD_STOPSPECTATING_XBOX |
Press A to skip |
Press \u0016 to skip |
Instant Action |
GLOBAL ENG: Instant Action |
Instant Action |
Language |
Language |
— |
Language0 |
English |
— |
Language1 |
German |
— |
Language2 |
French |
— |
Language3 |
Italian |
— |
Language4 |
Spanish |
— |
LOSE |
LOSE |
— |
MASS |
Mass |
— |
MINTURNRADIUS |
Min Turn Radius |
— |
MP_3 |
The Dish |
THIS SHOULD NOT APPEAR IN GAME |
NEUTRALBIAS |
Neutral Bias |
— |
NO |
No |
— |
PITCHSPEED |
Pitch Speed |
— |
QUIT |
Quit |
— |
RESTART |
Restart |
— |
REVERSETIME |
Reverse Time |
— |
ROLLFACTOR |
Roll Factor |
— |
Search And Destroy |
GUI ENG: Search And Destroy |
Search & Destroy |
SPRINGDAMPING |
Spring Damping |
— |
SPRINGSTIFFNESS |
String Stiffness |
— |
STATICGRIP |
Static Grip |
— |
Team Deathmatch |
GUI ENG: Team Deathmatch |
Team Deathmatch |
TEST_CARRIAGE_RETURNS |
This string contains some |
— |
TEST_LONG_STRING |
This is a very long string. So long, in fact, that it should span multiple lines in a text box. This string is probably a good test for wrapped strings in game. I'm pretty sure it's not informative enough to be used in the final game though. This is just for debugging. I would continue, but it's getting late and I can't be bothered. Badgers. |
— |
TOPREVERSESPEED |
Top Reverse Speed |
— |
TOPSPEED |
Top Speed |
— |
TURNACCEL |
Turn Accel |
— |
WANTTORETRY |
Do you want to retry? |
— |
WHEELCENTRESPEED |
Wheel Centre Speed |
— |
WHEELTURNSPEED |
Wheel Turn Speed |
— |
WIN |
WIN! |
— |
YAWSPEED |
Yaw Speed |
— |
YES |
Yes |
— |
Early Graphics#
Early Texture |
Final Texture |
|---|---|
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Revisional Differences#
The North American PlayStation 2 version has two known versions - v1.04 and v2.02. It has a few small changes.
GLOBAL.LOC#
String Label |
String (v1.04) |
String (v2.02) |
|---|---|---|
DNAS_DEFAULT_ERROR |
DNAS Error (%1) |
DNAS Error (%1) |
End User Licence Agreement |
End User Licence Agreement |
End User License Agreement |
Regional Differences#
Multiplayer#
The Japanese PlayStation 2 version is missing the Multiplayer option, like the GameCube version. All other releases, even the Japanese Xbox version, do have Multiplayer support.
PlayStation 2 (JPN) |
Xbox (JPN) |
|---|---|
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