Need for Speed: Undercover for the PlayStation 2 and Wii was the result of Black Box tossing two better entries in the series into another developer's blender.
Unused/Unfinished Cars#
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A4#
A leftover model of the Audi A4 3.2 FSI quattro (B7), taken from Carbon. It can be seen in-game by replacing the model of an existing car, since it has no entry in gameplay data. All of its customization and performance data has been carried over from Most Wanted, therefore it lacks things like non-universal Autosculpt parts.
CTS#
A leftover model of the first-generation Cadillac CTS, also from Carbon. It is only present in the Japanese Wii release of the game, and can be seen by replacing the model of an existing car. Like the A4, its customization was taken from Most Wanted, so it also lacks non-universal Autosculpt parts.
GTI#
Yet another leftover Carbon model, this time of the Mk.V Volkswagen Golf GTI. Like the last two, it can be seen by replacing an existing car, has customization carried over from Most Wanted, and lacks Carbon-specific customization such as Autosculpt parts.
PLR_COP911GT2#
This unused model of a police-spec Porsche 911 GT2 (997) was intended for use by the player in the Chasedown gamemode. It uses the higher-quality model intended for racer vehicles, therefore it lacks part deformation normally present on police vehicles.
PLR_COPGALL#
An unused police-spec Lamborghini Gallardo, also intended for use by the player in the Chasedown gamemode. It also uses the higher-quality model used for racer vehicles. A vinyl texture exists for it that isn't installed by default and can only be put on with the car customization debug menu, although it doesn't seem to work with lower-LOD models, such as the one used in free roam.
PLR_COPMUSTGT#
The police-spec Ford Mustang GT (S197) also has an unused "player" variant. It shares the higher-quality model used for racer vehicles, so it doesn't have the part deformation present on AI police vehicles.
TRAFCOURT#
An unused traffic car only present in the Japanese Wii release. The textures (and subsequently, the model) have changed to reflect the new coat of paint that was put on the in-game world.
copter#
An unused police Helicopter.Used to appear in the busted NIS cutscenes in NFS Carbon but without this.
Unused Price/Customization#
The 2009 Nissan 370Z (Z34) has a price tag set to $49,000, however, the price went unused due to the car's IsCustomizable field set to False, preventing it from appearing in the Stock car section, and lacking a Custom preset, as well as only having a special preset that can only be used in Multiplayer Mode.
If the player were to hack the save game/ISO to enable the 370Z to be purchasable in Career Mode, the car's model is missing all Autosculpt parts, having no aftermarket bodykits/hoods, as well as missing a mount point/marker for Roof Scoops, leading to the roof scoops being placed somewhere in the car's interior.
Unused LODs#
An unused LOD_A (Highest quality) model setting is present only in the files of the Wii release. Normally, it wouldn't be present in the Current Gen releases, and that is true only for the PlayStation 2 version. However, the Wii version includes the aformentioned LODs, even for Traffic cars, which normally only use LOD_C regardless if it's the AI or the Player. Watch on YouTube
Leftover preset car from Carbon#
By using debug car customize you can see preset car from Carbon: demo_vid_gallardo
footman
hero
cross
carrera_grnp7
Unused/Placeholder Cutscenes#
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bossvideo1 through 10#
Only present in the MOVIES directory of the Japanese Wii version are ten placeholder "boss videos". They each feature camera footage of a laptop screen with text-to-speech placeholder audio.
EA Logos#
Also only present in the Japanese Wii release are exactly... fifty copies of the Electronic Arts logo bumper commonly used in games from 2005 to 2006. The filenames have been changed to match the language of the trademark disclaimer displayed at the bottom, although some videos lack the text altogether.
Additionally, the Electronic Arts logo used in ProStreet is also present as EA_BUMPER_WS_ENGLISH_NTSC.vp6 in the MOVIES directory.
Unused camera#
There is an unused Far Drift Camera which used for drift events,however since no drift events,leaving this unused
Wii (NTSC)
040BACC8 2C1F0004
040BACFC 3BE00004
Oddities#
Off-Screen Text#
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In Autosculpt, after choosing any item except wheels, the text "Missing String" is printed above the top-center part of the screen. While not normally visible, it can be seen if the game is hacked to run in widescreen.
Direct Map Porting#
Watch on YouTubeUndercover and Carbon are very similar on a technical level, so much so that it's possible to directly replace the world files with the ones from Carbon and have the game start. The water isn't visible and certain textures appear purple due to a missing material. Doing this makes the game very unstable and prone to crashing.
Wii Development Leftovers#
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All Wii releases have an .ELF file with debug symbols and a copy of main.dol that are both named after the game, region, and stage of development, located in the root of the disc.
However, in the Japanese Wii release, many more leftover files related to the game's development on the Wii are present in the root of the game's filesystem, each of which were made at different stages in development.
DLF Files#
These files can be opened with any text editor. They contain a list of all of the files burned to the disc along with their hash and the directory on the computer in which they originated from. The first few lines from all files have been put here. Note the directory pointing to a folder called "NFSMW2". This would've been the codename given to Need for Speed: Undercover during development, as it was meant to be the sequel to the 2005 game, not to be confused with Criterion's Need for Speed: Most Wanted (2012), which also started as a sequel to the aformentioned title.
NfsMWJapan.dlf |
NfsMWJapanMilestone.dlf |
NfsMWJapanRelease.dlf |
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A few files were added or removed in the time between the creation of NfsMWJapan.dlf and NfsMWJapanMilestone.dlf.
- The Russian credits text file was added.
Global\POSTRACE.bunandGlobal\SMS.bunwere added.- Widescreen cutscenes have been replaced with localized versions.
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NfsMWJapan.dlf |
NfsMWJapanMilestone.dlf |
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- Additionally, a duplicate of the attract cutscene named
NFS09_FMV1_JA_japanese_ntsc.vp6is present. - Placeholder cutscenes
fmvplaceholder_english_ntsc.vp6andpsa_nikki_english_ntsc.vp6were removed. - More development files are present in the milestone file list.
"D:\NFSMW2\Speed\Revolution\CDMWJapan\NfsMWJapan.elf.mcp"
"D:\NFSMW2\Speed\Revolution\CDMWJapan\NfsMWJapan.elf_Data\CWSettingsWindows.stg"
"D:\NFSMW2\Speed\Revolution\CDMWJapan\NfsMWJapan.elf_Data\elf_debug\TargetDataWindows.tdt"
"D:\NFSMW2\Speed\Revolution\CDMWJapan\NfsMWJapanMilestone.old.mcp"
"D:\NFSMW2\Speed\Revolution\CDMWJapan\NfsMWJapanRelease.mcp"
"D:\NFSMW2\Speed\Revolution\CDMWJapan\NfsMWJapanRelease_Data\Default_Wii_Project\TargetDataWindows.tdt"
"D:\NFSMW2\Speed\Revolution\CDMWJapan\NfsMWJapan_Data\CWSettingsWindows.stg"
nfs09_Attract.subandnfs09_Attract_WS.subwere renamed tonfs09_fmv1.subandnfs09_fmv1_WS.sub.nfs09_fmv21now has subtitles.
Between the milestone and release file lists, only one file was added, specifically NFS09_FMV1_japanese_ntsc_old.vp6, located in the MOVIES\WIDESCREEN directory.
DSF Files#
These files contain everything necessary for the game to boot, all put into one large file. They seem to be game executables only meant to run on developer hardware, since trying to boot the game with them in Dolphin results in the debug log throwing an error.
APPLOADER ERROR >>> One of the sections in the dol file exceeded its boundary. All the sections should not exceed 0x80700000 (production mode)
Additionally, the header for these files all refer to the game by its codename (Most Wanted 2) and share title ID's with the American version of Need for Speed: Carbon.
RNSE69.................]�ž£....Need for Speed: MW2
RCF Files#
These are referred to as the RVL_CONFIG_FILE by the file list. They share the same header as the DSF files and are all the same size. It's unknown what these files do.
Build Information#
The file bdnf.txt in the root of the game's filesystem denotes the platform, region, date of compilation, amount of changes made during development, and the debug map file. The seemingly hasty copy-paste errors are part of the original files.
RX9E69 |
RX9J13 |
RX9P69 |
RX9Y69 |
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SLUS-21801 |
SLES-55350 |
SLPM-55127 |
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Restored Body Kits#
Some cars which had lost a single bodykit in Need for Speed: Carbon, had their missing bodykit restored. The following cars' kits were restored after being removed in Carbon
- 2006 Mitsubishi Eclipse GT (DK4A) - Bodykit 3
- 2005 Ford Mustang GT (S-197 I) - Bodykit 1
- 2004 Lotus Elise 111R (S2) - Bodykit 1
- 1995 Mazda RX-7 (FD3S) - Bodykit 1
- 2005 Porsche Cayman S (987) - Bodykit 2
- 1998 Toyota Supra Turbo (JZA80) - Bodykit 1
- 2006 Mitsubishi Lancer EVOLUTION IX MR-edition (CT9A) - Bodykit 1
- 2004 Aston Martin DB9 Coupe (VH) - Bodykit 2
Debug car customize#
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Debug car customize can accessing by modding
RX9E69 |
RX9J13 |
RX9P69 |
RX9Y69 |
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SLUS-21801 (NTSC-U) |
SLES-55350 (PAL) |
SLPM-55127 (NTSC-J) |
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Version Differences#
In the PS2 version, the customized Porsche 911 GT2 (997.1) has a livery similar to that of Rose Largo's GT2 from the main versions. In the Wii version, the car is painted in Guards Red with a vinyl similar to that of the BMW M3 GTR (E46) from Need for Speed: Most Wanted.
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Wii |
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