Ed, Edd n Eddy: The Mis-Edventures were the Eds' jump into 3D. The results are awkward, to say the least.
Sub-Pages#
Build Information#
All but the Xbox executables have a version number. While the Xbox build number isn't known, it's built 2-3 days before the GameCube version, so it would fall somewhere between it and the European PS2 build.
PS2 (USA) |
3.1.1022 |
|---|---|
PS2 (EUR) |
3.1.1032 |
GCN (USA) |
3.1.1060 |
PC (USA) |
3.1.1080 |
PC (EUR) |
3.1.1081 |
Unused Graphics#
There is a texture present in GLOBAL.PS2 of a clapperboard with "Temporary" written in the middle. Considering how it is named cutplaceholderpic in the archive, it was probably used as a placeholder for cutscenes.
The executable has a debug font texture named __ft_debugfont that normally gets used for the debug menu seen in the prototype build.
Unused Features#
Bootup Loading Screen#
The boot up loading normally simply shows a static jawbreaker icon. But in reality, just like every other in-game loading screen, LS_INTRO also has two textures being overlaid on top of each other that acts as a loading progress bar. However, unlike the other loading screens that have separate palettes for loading_screen and loading_bar textures, here both textures are identical, and both use the same loading_screen palette.
Unused Videos#
The PlayStation 2 version has several unused videos in the MOVIES folder not found in the other versions, and only in the US version.
CUT.BIK#
A loose 3D adaptation of the show's intro. It was probably left unused for the better, considering the faces they make at the end.
MENU2.BIK#
An unused menu. It is dated 3/19/2005, the earliest on the disk.
CN_LOGO.BIK#
An alternate Cartoon Network Interactive logo.
WB_LOGO.BIK#
An unused opening logo for Warner Bros. Interactive Entertainment.
A2M_LOGO.BIK#
An unused opening logo for Artificial Mind & Movement. This is recycled from Scaler.
Unused Sounds#
Placeholder Voices#
A few placeholder voice clips are present, likely recorded by a developer.
Audio |
Subtitle |
|---|---|
Eddy: Come on Ed, for once you have the chance to use your head. Use your head, buddy! |
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Jonny: Look Plank, ha ha ha ha ha. |
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Jonny: Come on Plank, I'm know that you can find water! I'm sure there's a spring near here. |
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(?): Hm? |
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(?): Who's there? |
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(?): Who's there? |
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(?): Who's there? |
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(?): laughter |
Unused Music#
MUTEMP.INT#
MUTEMP.INT is the song Go Daddy O by Big Bad Voodoo Daddy. It was most likely a placeholder.
AMHUB01.INT#
AMHUB01.INT is an unused ambient track meant for the De-Cul-De-Sack.
DUMMY.DAT#
Like many PlayStation 2 games, there is a dummy file present on the disc. However, the first 1024MiB of an October 2002 master disc image of The Suffering was used, instead of just empty space or garbage/filler data. The only surviving fragments of the build are the file listing and ironically enough the game's dummy file. Although, I could've sworn I saw something similar to this...
Engine Parameters#
Engine.ini is a leftover engine settings list. It doesn't seem to be checked at run-time; rather, its contents were compiled into the executable. It's used in the Windows port though.
MaxFPS = 30
AvailableLanguages = EN-FR
DisableSoundEngine = false
StartingGameName = EEE
StartingLuName = LVLOADER
ProgressBarTopLeftX = 0
ProgressBarTopLeftY = 0
ProgressBarWidth = 512
ProgressBarHeight = 512
ProgressBarDirection = 1
AntiAliasMode = 0
Deepzbuffer = 1
MatrixPoolSize = 800
GameObjectInstancePoolSize = 700
ParticleEmitterPoolSize = 500
AudioRamSize = 2000000
LoadMemorySize = 20703232
ProductCode = BASLUS-21260
ChimeraOneSidedPolys = true
Revisional Differences#
Skybox#
The GameCube version has incorrect draw priority for the fog, allowing it to be drawn over the skybox, thus hiding most of it.
GameCube |
PlayStation 2, Xbox, Windows |
|---|---|
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Character Shadows#
On Windows, the drop shadow below the characters massively over-saturates the ground texture beneath, making it sometimes appear in strange colors. The intensity of the drop shadow also varies for each platform, it being the lightest on GameCube, and the darkest on PS2.
Windows |
Xbox |
|---|---|
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GameCube |
PlayStation 2 |
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Level Changes#
Not all the versions were finished at the same time. Later builds have a few additional changes and bugfixes.
Scam 5: Nightmare on Ed Street#
The Eds don't follow you across the broken bridge in the North American PS2 build, unlike in all the subsequent releases. Instead you must use the Tower of Eddy to get across.
North America (PS2) |
All Other Releases |
|---|---|
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Loading Screens#
The GameCube, Xbox and Windows versions have a unique loading graphic underneath the loading screen. However, for GameCube that doesn't apply to the main hub loading screen.
GameCube, PlayStation 2 |
Xbox, Windows |
|---|---|
The Cul-de-Sac |
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PlayStation 2 |
GameCube, Xbox, Windows |
Scam 1: Cool Yer Ed |
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Scam 2: Pin the Tail on the Ed |
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Scam 3: Must Be Something I Ed |
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Scam 4: Ed on Arrival |
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Scam 5: Nightmare on Ed Street |
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Scam 6: Ed Marks the Spot |
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Bonus 1: Revenge of Edzilla |
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Bonus 2: Rebel Robot Ranch |
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References#
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The Ed, Edd n Eddy series | |
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Game Boy Advance |
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Nintendo DS |
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PlayStation 2, GameCube, Xbox |
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Windows |
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Adobe Flash |
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Adobe Shockwave |
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See Also | |
































