Extra Files#
The retail version of the game shipped with MIDTOWN.MAP, for EXE version 1.0. The file contains a full listing of function and variable symbols, along with the addresses and object files they were given at compilation time. This would have been used for debugging the game. Unsurprisingly, this was removed from later versions.
Unused Cars#
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Watch on YouTubeA yellow monster truck was found in the game files. It resembles a second-generation Dodge Ram pickup truck with flared fenders, a hood scoop, and wheels that oddly look similar to the wheels found on the 1992 Dodge Viper.
Extra Cheats#
The game contained a couple unused "cheats".
Single-Player Cheats#
"xcam" - This cheat allowed the player to use a modified version of the "V" cam, which locked the rotation to the vehicle's rotation.
"ver" - This cheat echoed the game version into the chat.
Multiplayer Cheats#
"rc edit" - This cheat allowed developers to place around gold/hideout/bank positions while in Cops n Robbers mode. By entering this cheat, you would toggle a message "edit on", which can allow you to place positions with your keyboard.
Unused Graphics#
REPLAY.DDS is the word "REPLAY" most likely written in Paint. During a replay this would flash on-screen. Replays are inaccessible without editing the games' executable.
Unused Text#
midtown.exe (the game's executable) has some noteworthy strings.
Test#
At 1AE230 is a... test.
This is a test
This string is used in a test tooltip added in the race menu, on the "Race Environment" button. However, tooltips aren't functional in the final game, so it's never seen.
Debug Texts#
Contained inside Version 1.00.1588 at 0x1A42A4:
CPU:%3d%% PageIn:%4d PageOut:%4d Idle:%04d
Load:%3d%% T.Phys:%5dK A.Phys:%5dK
There's also some info for texture loading at 0x1BA38C:
BEGIN SURFACE DUMP
c:/surf.dump
END SURFACE DUMP: %d bytes (%dK) total.
TEXTURE: SYS: %d, AGP: %d LOCALVID: %d VID: %d
BUFFER: SYS: %d, AGP: %d LOCALVID: %d VID: %d
BITMAP: SYS: %d, AGP: %d LOCALVID: %d VID: %d
TOTAL MEM: %d
Error Messages#
Scattered throughout the executable are some interesting error messages, as well as vulgar ones, which are shocking to see in the parameters of an executable file of a family-friendly driving video game. It's likely that they were worked on by an angry video game development team member being under stress considering the fact this game needed more time for completion, yet it contains an excess amount of problems.
Blitz checkpoint count greater than 6! Fred lied to me.
Cheating bastard!
Path %d, has a cop initial position conflict.
I'm trying to pop a vehicle off a non-existant lane.
Can't set the position of an aiPedestrian through instance API!
ERROR: I'm Lost!!
This kind of damage is no longer implemented
NetAudioManager::AssignSounds police siren not stopped major error!
Negative RPM's on the engine!!!
asNetwork lib: NetObject::PositionUpdate() - should never be called
Someone is still holding a ref on the city's template
Hey! Some hoser is oversampling.
Drawbridge -- already one in this cullroom.
::DeclareMover : An unparented instance is being declared to the PhysMGR - ignoring it.
mmPhysicsMGR::Cull - Bound got paged out before I could draw it. No big deal, really.
PHYS.Collide : fucking piece of shit computers 1!
PHYS.Collide : fucking piece of shit computers 2!
asBound::Collide()- NumVerts over 120! Breaks our hack.
Fades don't work in release build.
Separate texture memories (probably a voodoo!)
No perspective texturing, useless to me!
Trying to restore stuff...
Oh, dear! DLPGroup hosed.
Tell Dave to implement (%x,%x,%x,%x)-->(%x,%x,%x,%x) copyrow function.
You are problem-free!
DAC - TRANSITION FROM NULL CAMCS!!!
asBound::Collide()- NumVerts over 120! Breaks our hack.
mmBoundTemplate::AddIndex() - More than 25 errors, I'll stop bugging you about it.
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The Madness series | |
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Monster Truck Madness | |
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Windows |
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Nintendo 64 |
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Game Boy Advance |
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Midtown Madness | |
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Windows |
Midtown Madness (Prototypes) • Midtown Madness 2 (Prototypes) |
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Xbox |
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