SpyHunter is a remake/sequel of Spy Hunter as a story-driven game with packs of missions. Peter Gunn's theme is also here, even with some nice covers.
Sub-Pages#
Build Dates#
PS2 US |
PS2 Europe |
PS2 Japan |
Xbox US |
Xbox Europe |
GameCube US |
GameCube Europe |
Windows |
Mac |
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Debug Commands#
The PlayStation 2 version still contains in the executable some debug commands and their functions. It's unknown if they still actually presented in code and working.
USEAGE: dsedb...<something.elf>
-motion <#> 0 (default) Spy 1 UFO 2 Spline
-level <#> 0 tl 1 pg 2 ger 3 eng 4 ven 5 key 6 fra 7 pan 8 pg2
9 ger2 10 fra2 11 pan2 12 key2 13 eng2 14 ven2 15 mid
-water <#> 0 enabled 1 disabled
-noBufferedDMA
-editor <#> 0 none 1 level editor 2 splinemover editor 3 traffic editor
-startPos <#> starting node on track
-lang <#> language from (0 = ENGLISH, 1 = SPANISH, 2 = FRENCH , 3 = ITIALIAN 4 = GERMAN) -trackDebug <#> debug level for track load ( see vkTrack.h for level defs )
-trackTextures <bool> draw track textures ( true or false )
-allowDebug <bool> allow debug menus ( true or false )
-god put car in god mode
-noai turn of ai
-noExt turn off external refs
-all have all levels available
-trabant drive a trabant
-edUseMemCard
-drawSplines <#> spline draw debug
-dumpObjects dump objects that exists before level arenas are created
-statsFile dump stats file when framerate falls below 30fps
-showMax show numbers of objects when frame time falls below 30Hz
-noMipMaps force mipmaps off
-noAudio disable audio
-noMusic disable music
-noMpeg disable mpeg
-showBFC show back-face-culled geometry in a RED hue
-PCKread
-PCKwrite
-PCKstate
-doCd
-noVsync turn off vertical retrace syncs (supa fast)
-fogOn force fog on for models, track, water.
-fogOff force fog off for models, track, water.
-multiplayer multiplayer on
-timeScale <scale> game time scale
-camRoll roll the camera
-camFlip flip the camera
-extraCams enable extra cameras
-carScale spy car scale
-fovScale field of view scale
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Command line arguments
-nb -nc -motion Motion Mode is %d
-noBufferedDMA -fogOn Fog ON
-fogOff Fog OFF
-dumpObjects DumpObjects
-noMipMaps MipMaps forced OFF.
-statsFile *** Must compile with VK_STATS to use stats file dump.
-showMax *** Must compile with VK_STATS to use show max.
-noAudio Audio OFF
-noMusic Music OFF
-timeScale Time scale set to %f
-camRoll Camera roll on
-camFlip Camera flip on
-extraCams Extra cameras enabled
-carScale Car scale set to %f
-fovScale Fov scale set to %f
-noMpeg MPEG OFF
-showBFC Show back-face-culled geometry in red.
-noVsync VERTICAL RETRACE SYNCRONIZATION OFF
-level Level is %s
-water Water Mode is %d
-editor Editor Mode is %d
-startPos ShTrackNode%s Start Node is %s
-lang Language is ENGLISH Language is SPANISH
Language is FRENCH
Language is ITIALIAN
Language is GERMAN
INVALID LANGUAGE set to ENGLISH -trackDebug Track Debug is %d
-allowDebug false Don't allow debug stats
Allow debug stats
-trackTextures Don't Draw Track Textures
Draw Track Textures
-drawSplines Spline Draw Level is %d
-god God Mode
-auto Auto Mode
-noai No AI - what is it too slow for ya???
-noExt No EXT
-edUseMemCard Using memory card for the editor
-multiplayer multiplayer set
-all all levels set
-help
%s
-PCKread Load from PCK file
-PCKwrite Write loaded files out
-doCD -PCKstate Write state loaded files out
-trabant trabant set
-hovver hovver set
-chrome chrome set
-glasses glasses set ( also set gBufferedDMA )
-checkTextures
%s
End command line arguments
Unused Audio#
At least Xbox (same audio archive used in PC release) and GameCube versions contain some unused audio inside audio.mpk. Sounds extracted from Xbox release.
- According to unused sounds game probably could have levels with passengers inside Interceptor and arriving to IES center.
- It's power supply and electrical sensors could be damaged.
- One of unused sounds refers to unresponsive weapon vehicle.
- Some sounds are just additional car AI quotes, which weren't used.
Cut Content#
- According to the debug command -level, there used to be 15 levels instead of 14. Before the 1st Venice Route Canal level existed additional level in England, that's why the only existing England level is stored in the EN2 directory. Nothing remains of this level, suggesting it was cut very early before release.
- Some weapons were cut according to unused audio: mine launcher as additional defense weapon and some neutron weapon as attack weapon.
Dummy File#
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This needs some investigation. |
JUNK3.JNK is an earlier version of MENU.PCK, which is the game's menu. This dummy file can also be found in the [https://hiddenpalace.org/SpyHunter_(May_15,_2001_prototype) E3 build.]
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Early (Dummy File) |
Final |
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Regional Differences#
- Midway logo (Mlogo.PSS) was different in European release. US version of video also used in all other game versions, despite their region.
US PS2 |
Europe PS2 |
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- Early Test Animatic (ANIMATIC.PSS which is early version of intro) presents early game logo, which is different in US and European PlayStation 2 (same presented in both Xbox versions) releases.
US PS2 |
Europe PS2 |
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- Japanese release offers full text localisation. Operation:Nostra video have hardcoded Japanese subs and Making of video was cutt. Other videos, except credits are just taken from US version.
Platform Differences#
Content Differences#
- The Xbox version also includes port of original 1983 Spy Hunter. Original game will launch if you type OGSPY as your profile name. Also Xbox version uses HDD for storing some game files. For instance, all contents of Audio.mpk extracted as single .mc3 files (Xbox .mc3 files could be converted with current existing tools) to Partition5 of Xbox HDD.
- The Gamecube version lacks some additional video extras (Making of, Conecpt videos and Saliva's Your Disease clip) due to MiniDVD space limitations, and uses another shorter animatic as an unlockable. All contents of Audio.mpk already extracted as single .mc3 files to mc3 directory, but couldn't be converted now due to unknown audio codec.
- The PC version (both Windows and Mac OS X releases) lacks all video extras, due to being released on a CD.
- Xbox/GameCube/PC versions utilize different cheats.
Frontend#
- Icons of Xbox and GameCube versions presents early game logo design.
- From Xbox version:
- From GameCube version (ripped from DATA/sh_banner.tpl):
- Title screen on GameCube have Licensed by Nintendo label and says Press Start instead of Press Start Button. Title screen on PC lacks any text.
- Demo video on PlayStation 2 version uses fragment of Game Win track (which played in levels ending videos) from game as background music, when Xbox and GameCube counterparts of video used part from Road Kill track.
- Xbox/GameCube/PC version changed menu design a little.
- In Xbox/GameCube releases Agent name, Objectives (with it's counter) and Main Menu text were replaced and used other colors. Highlighted text on menu looks darker than in the original PS2 release.
- PC version also has changed colors for aforementioned text strings, but their position are same as in PlayStation 2 version.
- Despite PC release offering resolution settings, menu renders with 800x600 resolution. Resolution changes only in-game, not in menus.
- Both Xbox and GameCube version have only one controller preset, when PlayStation 2 release has 3 presets.
- Cheat Grid menu in PC version lacks Movie Player submenu.
PlayStation 2 |
GameCube |
Xbox |
PC |
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Graphics Differences#
- The PlayStation 2 version is the most advanced in terms of visuals. It supports reflections as the later console versions. Also only in this release, the Interceptor rear window is transparent, so it's possible to see driver and some monitors inside cockpit.
- Xbox/GameCube version looks simillar, but cockpit can't be seen through rear windows.
- The PC version is the worst version, and it completely lacks reflections.
Video Extras#
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This page or section has one or more broken YouTube links. |
- PlayStation 2/Xbox versions contains Concept Art and Making of videos. Concept arts shows earlier versions of some tracks and cars (Interceptor and Enforcer). According to Making of video, development was started in 1999.
- Also PlayStation 2/Xbox versions and GameCube versions have early version of the intro video. PlayStation 2/Xbox cinematic has early game logo in the end.
PlayStation 2 Files#
- RESET.VKI (probably prototype/demo leftover) exists only in this version, it's just duplicate of MLOAD.VKI.
Xbox/GameCube Version Files#
- Both European releases for Xbox and GameCube contains european localisations also for each other (pvStrings_gc.xxx in Xbox version and pvStrings_xb.xxx in GameCube release).
- Additional spy.xbe in Xbox version is executable of original Spy Hunter port.
- DATA/audio.000 (exists only in Xbox release) is just incomplete copy of audio.mpk.
- Some .pck files in Xbox version have duplicates with .pck.clut and .pck.s3pck extensions.
- In root directory GameCube release has several files:
england2.trk, germany1.trk, new_provinggrounds.trk, venice1.trk, venice2.trk. Probably some leftovers from development or earlier versions of used .pck files, because levels files doesn't utilize .trk extension.
PC Version Files#
- HUD directory is exclusive to PC release, since HUD files were replaced from levels .pck (which added in their names noHUD in comparison to console version) files to separate folder.
- HUD directory contains three files for 640×480, 1024×768, and 1280×720 resolutions. hud_1280x720.pck is unfinished leftover, because game doesn't offer to choose any widescreen resolution.
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The Spy Hunter series | |
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Arcade |
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Pinball |
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NES |
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Game Boy Color |
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PlayStation 2, GameCube, Xbox, Windows, Mac OS X |
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Handheld |
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