Unused Maps#
Holoian#
A test map that includes unused weapons, models of every playable character in the game (except for Chuki and Daisu Tsashimi), and even an unfinished model of Lewis Hamilton, who was planned to be in the game.
Tutorial Weapons#
Only present in the files of the Wii and Xbox 360 versions of the game, this map is a very basic flat plane with bombs at two different corners, likely there for the player to destroy with their designated weapon in the cut weapons tutorial.
Holocars Skidpad#
A large test map with many useful test structures, including a height-measurement pillar, groups of destructible objects, and numerous ramps and slopes.
Cinematic Oilrig#
The map used to render the game's opening cutscene with Mater and Finn McMissile at the Lemons' oil platform.
The cutscenes of Return to the Rig, which are exclusive to the Xbox 360 and PlayStation 3 versions of the game, in the PC version. Watch on YouTubeWatch on YouTube
Unused Music#
Tokyo_Spy.wav#
On the Xbox 360 and PlayStation 3 versions of the game, there is an audio container named IMUSIC_STR.FSB which has a track named Tokyo_Spy.wav. Despite both of them having the same name, they are two different tracks, and one of them isn't even related to the Tokyo maps' music.
PlayStation 3 Appears to be a higher quality version of Race (1) from the Nintendo DS version of the game, which is a different mix of Oil Rig (Race).
Xbox 360 Appears to be a higher quality version of Spy (3) from the Nintendo DS version of the game, which is a different mix of Tokyo (Hunter).
Win/Finish Jingles#
Located in EMUSIC_STR.FSB are 14 jingles in different keys (7 for winning, the other 7 for losing) used whenever the player finishes a track-based mission. However, only the first, third and fifth of each (in the keys of A, C and E) are used in the game. Even then, the used win stingers are programmed to fade out halfway through in-game, meaning they are never heard in their entirety.
Finnish_stinger_Bb
Finnish_stinger_D
Finnish_stinger_F
Finnish_stinger_G
Win_stinger_Bb
Win_stinger_D
Win_stinger_F
Win_stinger_G
Unused Model#
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This page or section has one or more broken YouTube links. |
An early version of Lightning McQueen's model.
Watch on YouTube
Unused Cutscenes#
Opening cutscene#
An early and unfinished version of the game's opening cutscene, only present in the PlayStation 3 version's files, lacking any soundtrack.
Watch on YouTube
London Boat Cutscene#
An unused cutscene for a cut shortcut in either Buckingham Sprint or Hyde Tour.
Watch on YouTube
Unused Text#
Cmdline.var Comments#
cmdline.var has some developer comments.
"Spencer" probably refers to Spencer Parkin, a programmer at Avalanche Software.
AI takes over control of player car right away (from Spencer)
AI always takes hint (note that AI will NOT take a drive-to-target hint if he’s driving backwards, or turboing, or in the air, etc)
tokyo c, before tunnel with hopovers
All Wiimotes must be awake for this to work.
Worlds.db is ignored now, default is 3
Data.zip#
Filelist.txt#
In assets/data.zip, there's a file named filelist.txt.
The "permanent" section is the place to put files that should only be loaded once, and they stay memory-resistent permantly after that.
this guy needs to be loaded first before geoms are loaded
Soundocc.txt#
In assets/data.zip, there's a file named soundocc.txt.
Sound occlusion table
material= volume factor; pan factor;
if the material is missing, it is 100; 100
(no volume reduction, no panreduction)
File Path Strings#
data_wii/sound/DIALOGRU/dialog_str.lst has a list to a ton of different sound effects.
Development Files#
Compilation Log?#
LogWii.html is present on the root.
<HTML>
<HEAD>
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1">
<META NAME="Author" CONTENT="Output.Wii.cpp">
<TITLE>Debug Log</TITLE>
</HEAD>
<BODY TEXT="#000000">
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR>
<FONT style="color: #00FFFF" >[0x9106e000:0x9146dd9f]<B> 4MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR>
[0x9106e000:0x9146dd9f]<B> 4MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR>
<FONT style="color: #00FF00" >[0x9106e000:0x91a6dfff]<B> 10MB</B></FONT><FONT style="color: #FFFFFF" > Texture</FONT><BR>
<FONT style="color: #00FF00" >[0x91a6e000:0x91f6dfff]<B> 5MB</B></FONT><FONT style="color: #FFFFFF" > Mesh</FONT><BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR>
<FONT style="color: #00FFFF" >[0x91f6e000:0x92a6dd9f]<B> 11MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR>
<<A HREF="file://unknown.file">unknown.file - (*0x801f7fe0)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR>
[0x91f6e000:0x92a6dd9f]<B> 11MB</B><FONT style="color: #FFFFFF" > Scaleform </FONT>(destroyed)<BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR>
[0x9106e000:0x91a6dfff]<B> 10MB</B><FONT style="color: #FFFFFF" > Texture </FONT>(destroyed)<BR>
[0x91a6e000:0x91f6dfff]<B> 5MB</B><FONT style="color: #FFFFFF" > Mesh </FONT>(destroyed)<BR>
<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR>
<FONT style="color: #00FFFF" >[0x920ee000:0x929add9f]<B> 8.75MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR>
<<A HREF="file://unknown.file">unknown.file - (*0x801f7fe0)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_Read(const Kernel::EventQueueItem &)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp">D:/dev-cars/Main/Octane/Code/Core/Genie/Platform/custom/GenieOverrides.cpp - Genie::DiskFile::Seek(long long, unsigned int)()</A>><BR>
<FONT style="color: #00FFFF" >[0x91f6e000:0x92a6dd9f]<B> 11MB</B></FONT><FONT style="color: #FFFFFF" > Scaleform</FONT><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/mhal_wii.cpp - MediaHAL::Write(const void *, long, void *)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp">D:/dev-cars/Main/Octane/Code/Core/Kernel/FileIO/HogThread.cpp - Kernel::HogThread::_FileSize(const Kernel::EventQueueItem &)()</A>><BR>
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<<A HREF="file://D:/dev-cars/Main/Octane
CodeWarrior Projects#
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To do: |
The root of the disc has two projects from CodeWarrior for building a debug build and an optimized build.
Download Cars 2 CodeWarrior Projects File: Cars2_Wii_CodeWarriorProjects.zip (6.10 KB) (info) |
Possible Lotcheck Spreadsheet#
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To do: |
The root of the US disc has Cars DataTitleInputFormat_US.xls, likely being used when sending the game to Nintendo for lotchecking.
Download Cars 2 Possible Lotcheck Spreadsheet File: Cars2_Wii_US_PossibleLotcheckSpreadsheet.zip (284 KB) (info) |
Uncompiled Octane File#
Most Octane Engine files in the game were compiled, but fonts.zip/sample.oct was not compiled and left compilation information.
Texture =
{
FilePathName = "C:\depot\Octane\main\Content\Game\Frontend\fonts\sample.dds"
ExportTextures_NumFrames = 1
ExportTextures_TextureHasAlpha = 1
ExportTextures_TextureHas8BitAlpha = 1
ExportTextures_TextureWidth = 256
ExportTextures_TextureHeight = 256
ExportTextures_TextureFormat = "A8R8G8B8"
ExportTextures_ActualFilePath = "c:\depot\octane\main\content\game\frontend\fonts\sample.dds"
ExportTextures_DummyImage = 0
ExportTextures_TextureSize = 262144
}
TexturePool =
{
Texture "0" =
{
Name = "sample"
#SourceFileName = c:\depot\octane\main\content\game\frontend\fonts\sample.dds
#Size = 262272 Format = A8R8G8B8, Width = 256, Height = 256, Depth = 0, MipLevels = 1, ResourceType = 2d
FileName = "sample_0.tbuf"
}
}
Internal Project Name#
The game's internal title is simply Cars.
Version Differences#
Wii and PC#
- The graphics, textures and models were heavily scaled down. The Wii version's lighting, however, is superior to the PC version's.
- The position tracker features the characters' icons, which were also heavily scaled down, and does not display them performing their movements in real time.
- The maximum number of opponents and laps in a race was changed from 9 and 9 to 7 and 3, respectively.
Anti-Dolphin Code#
The Wii version of the game uses methods in attempt to render the game unplayable on emulators during the time. During gameplay, Cars 2 attempts to write garbage data to lower MEM1, where important data is stored. However, it writes just enough that the data is never actually written to RAM and, instead, is only written to the CPU cache, which the game requests to be cleared right after. Because the GameCube/Wii emulator Dolphin does not emulate the CPU cache and instead makes all writes go immediately to RAM, the game proceeds to crash due to important data being overwritten with garbage. Dolphin's development team suspects that this behavior was purposefully implemented to target Dolphin, and implemented a hack to prevent the game from attempting to trash its own memory. This anti-emulator code is also present in the Wii version of Disney Infinity and an older version of it is also present in Toy Story 3.
(Source: Dolphin Emulator)
Regional Differences#
|
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To do: |
The German version of the game censors Mater and Finn using Gatling guns in the opening cutscene. The fiery effect of the explosion that occurs in the oil platform's tunnel was also removed, having only the explosion's sound play.
Watch on YouTube
|
The Cars series | |
|---|---|
|
Windows |
Cars • Mater-National Championship • Cars 2 • Fast As Lightning (Prototype) |
|
Game Boy Advance |
|
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Nintendo DS |
|
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Nintendo 3DS |
|
|
Wii |
Cars • Mater-National Championship (Prototype) • Race-O-Rama • Cars 2 |
|
PlayStation 2 |
|
|
Xbox, GameCube |
|
|
Xbox 360 |
Cars • Mater-National Championship • Race-O-Rama • Cars 2 • Cars 3: Driven to Win |
|
PlayStation 3 |
|
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Mac OS X |
|
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Arcade |
|
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Plug & Play |
|
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iOS, Android |
|
|
Adobe Flash |
|
|
PlayStation 4, Xbox One, Wii U, Nintendo Switch |
|
|
Planes | |
|
Nintendo DS |
|
|
Nintendo 3DS |
|