the cutting room mirror

Call of Duty: Finest Hour (PlayStation 2, Xbox)

This article has a talk page!This article has a talk page!
view on tcrf.net

Call of Duty: Finest Hour marks the first time the Call of Duty series hit the consoles.

To do:

  • There are several leftover files for the cut L_3_4 level but it can't be loaded just on its own.
  • The German PS2 and Xbox versions as well as the Japanese Xbox version have different level clump banks. Might have some censored stuff.

Debug Options#

Performance Monitors#

A few performance graphs active simultaneouslyEvery performance graph active simultaneously 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)
default.xbe

AV-042 01 W, 02 E
(USA, Europe),
(Germany)

0011ADD3 909090

Game_XboxMultiplayer.xbe

AV-042 01 W, 02 E, 03 E
(USA, Europe), (Germany),
(Europe) (En,Fr,Es,It)

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

IT

And the winner is? Italian

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.

Some graphics remained almost the same, just with different shading on it.

w_betabackground.dds (9D050FA67234ED45)
w_betabackground.txd (9CCF4BA67207C3DE)
w_NetworkConfigBKG.dds (3AC562DBCE80B5D3)
w_NetworkConfigBKG.txd (3AFBBEDBCEAEE100)
Unused Used

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.

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.

Splash Screens

The final game uses pre-rendered videos to show the developer and publisher logos.

Placeholder Icons

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

Bodyfall_Dirt_B02

Bodyfall_Dirt_B03

Bodyfall_Metal_01

Bodyfall_Metal_B02

Bodyfall_Metal_B03

Bodyfall_Snow_01

Bodyfall_Snow_02

Bodyfall_Snow_03

Bodyfall_Wood_01

Bodyfall_Wood_02

Bodyfall_Wood_03

Footstep_Dirt_01

Footstep_Dirt_02

Footstep_Dirt_03

Footstep_Wood_B01

Footstep_Wood_B02

Footstep_Wood_B03

Movement_Player_C01

Movement_Player_C02

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

Impact_Dirt_05

Impact_Dirt_09

Impact_Masonry_01

Impact_Masonry_03

Impact_Masonry_05

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

Impact_Dirt_03

Impact_Dirt_05

Impact_Dirt_09

Impact_Dirt_13

Impact_Dirt_14

Impact_Dirt_21

Impact_Dirt_26

Impact_Dirt_27

Impact_Dirt_30

Impact_Dirt_31

Impact_Dirt_32

Impact_Dirt_38

Impact_Dirt_51

Impact_Dirt_54

Impact_Dirt_55

Impact_Dirt_58

Impact_Dirt_59

Impact_Dirt_62

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
carriage returns. Another good string to test
multiple line
spanning stuff.

—

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

CodBack_CreateSession.dds'' (866E5AB9FA8D6C2B)
CodBack_CreateSession.txd
'' (86A526B9FABC56C8)

CodBack_FindSession.dds'' (F2E7BF82D30BE46C)
CodBack_FindSession.txd
'' (F2B0D382D2DCC38F)

CodBack_MainScreen.dds'' (1C80AE366734A9AC)
CodBack_MainScreen.txd
'' (1C4AC23667073CCF)

CodBack_ServerList.dds'' (37FECA6E509B6AD2)
CodBack_ServerList.txd
'' (3834B66E50C8D7B1)

codFontL.tga'' (2136E4935412E005)
codFontL.txd
'' (2136EB935412EC6D)

codFontN.tga'' (32BDB48244725973)
codFontN.txd
'' (32BDC7824472793F)

codfontsymbols.txd'' (01A6CA9BA55B1CA6)
codfontsymbolslarge.txd
'' (AB78AD6FE68EBD37)

codfontsymbols.tga'' (01A6BD9BA55B068A)
codfontsymbolslarge.tga
'' (AB78CA6FE68EEEFB)

gui_map1_ctf.dds'' (D7C0EDBB1253876A)
gui_map1_ctf.txd
'' (D78A09BB12247419)

gui_map1_death.dds'' (D5DD71328D2F3C05)
gui_map1_death.txd
'' (D5A6AD328D005F9E)

gui_map1_destroy.dds'' (2E84286FC4E296C9)
gui_map1_destroy.txd
'' (2E4DCC6FC4B46A92)

gui_map2_ctf.dds'' (FB631CC8081B7E61)
gui_map2_ctf.txd
'' (FB2D30C807EE10FA)

gui_map2_death.dds'' (8C83881F6D4C063E)
gui_map2_death.txd
'' (8C4CAC1F6D1D016D)

gui_map2_destroy.dds'' (3ABE302AC7E249BE)
gui_map2_destroy.txd
'' (3A87542AC7B344ED)

gui_map4_ctf.dds'' (7EFF86EA3A0B93F3)
gui_map4_ctf.txd
'' (7F3562EA3A38E5A0)

gui_map4_death.dds'' (BF22C115D8C37C10)
gui_map4_death.txd
'' (BEEC7D15D8957903)

gui_map4_destroy.dds'' (308829E241678584)
gui_map4_destroy.txd
'' (30512DE241384A77)

gui_map5_ctf.dds'' (9D429259ED616606)
gui_map5_ctf.txd
'' (9D788659ED8EE125)

gui_map5_death.dds'' (23AE91CDF49D41F9)
gui_map5_death.txd
'' (23E555CDF4CC1E62)

gui_map5_destroy.dds'' (804E28DC4E81B305)
gui_map5_destroy.txd
'' (801764DC4E52D69E)

gui_map6_ctf.dds'' (48D126CA23EC43FD)
gui_map6_ctf.txd
'' (490812CA241B6466)

gui_map6_death.dds'' (BA4C61812D94D7D2)
gui_map6_death.txd
'' (BA824D812DC244B1)

gui_map6_destroy.dds'' (F99278A93F35EE7A)
gui_map6_destroy.txd
'' (F9C974A93F652989)

gui_map7_ctf.dds'' (46F55534EA525980)
gui_map7_ctf.txd
'' (472B3134EA7FAC53)

gui_map7_death.dds'' (91AB55465F65E8C3)
gui_map7_death.txd
'' (917511465F37E5D0)

gui_map7_destroy.dds'' (33124D5FAE1A4EF3)
gui_map7_destroy.txd
'' (3348295FAE47A0A0)

gui_map9_ctf.dds'' (D4AF9AC8C8A071F2)
gui_map9_ctf.txd
'' (D4E586C8C8CDDF51)

gui_map9_death.dds'' (CFAE762332E976DD)
gui_map9_death.txd
'' (CFE5622333189746)

gui_map9_destroy.dds'' (8C1EF21B5FEC3591)
gui_map9_destroy.txd
'' (8C55E61B601B638A)

%~.dds, w_background2.dds'' (8FB9E6CCF2236F91)
w_background2.txd
'' (8FF0DACCF2529D8A)

w_common.dds'' (582BD554F39FAA24)
w_common.txd
'' (57F5D954F3722197)

w_flagsDE.dds'' (D71A9E729D41752F)
w_flagsDE.txd
'' (D6E4D2729D143E2C)

w_flagsGB.dds'' (ED3F3D46B3158F85)
w_flagsGB.txd
'' (ED087946B2E6B31E)

w_flagsRU.dds'' (7ADCBB0C7D8D1FC9)
w_flagsRU.txd
'' (7AA65F0C7D5EF392)

w_flagsUS.dds'' (99E080FA5898F526)
w_flagsUS.txd
'' (9A1774FA58C823C5)

w_gamespy.dds'' (3CBCDAB6C49A0DBB)
w_gamespy.txd
'' (3C8686B6C46BEFF8)

w_weaponsDE.dds'' (9EC37C0CBBAA6E61)
w_weaponsDE.txd
'' (9E8D900CBB7D00FA)

w_weaponsGB.dds'' (6C79DAC9156E6CAF)
w_weaponsGB.txd
'' (6C440EC9154135AC)

w_weaponsRU.dds'' (FCB4DF72DCD13247)
w_weaponsRU.txd
'' (FCEBC372DD0044B4)

w_weaponsUS.dds'' (BC351F25F6882D6C)
w_weaponsUS.txd
'' (BBFE3325F6590C8F)

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)
An authentication error has occurred. Please contact your local PlayStation Customer Care line on the number provided in the software manual for assistance.

DNAS Error (%1)
An authentication error has occurred. Please write down the error code number, and contact SCEA at 1-866-466-5333 or via SCEA's website, www.us.playstation.com.

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)