the cutting room mirror

Tony Hawk's Project 8 (PlayStation 2, PlayStation Portable, Xbox)

Tony Hawk's Project 8 is the eighth main installment in the Tony Hawk series and a sequel to Tony Hawk's American Wasteland. With Neversoft busy developing the mainline release for Xbox 360 and PlayStation 3, Shaba Games returned to handle the last-gen conversions with arguably less-than-stellar results.

The PSP version offers an exclusive Classic Mode with old school levels.

To do:

  • Further debug options.
  • Unused models: test_shaunmurray.
  • Leftover level data in PS2 & Xbox builds: Santa Cruz & Marseilles.

Unused Levels#

Shaba Test Level#

A rather small area that only consists of a long half pipe with a Jeep Wrangler suspended in midair. Strings in the node array file also use the name RicksTestLevel, possibly referring to Shaba Games developer Richard D'Aloisio.

Page 44 Test Level#

A level that exists only in the PSP port, clearly made specifically by the porting team. For a test level there is a lot of detail and objects to trick on. It is located around the exterior of a commercial building with a lengthy QP wrapping around one side with plenty of spots for spine transfers. The node array file additionally refers to the level as Dead Mall.

Unused Graphics#

Leftover Load Screens#

The images folder contains a whole bunch of load screens that go unused, most of these are leftovers from previous games.

Many load screens from Tony Hawk's American Wasteland can be found, including those from every level in the game as well as it's online modes and creation modes.

Interestingly the PSP port substitutes some of these screens with Tony Hawk's Underground 2 equivalents.

loadscrn_atlanta - PS2

loadscrn_atlanta - PSP

loadscrn_atlanta_classic - PS2

loadscrn_atlanta_classic - PSP

loadscrn_online - PS2

loadscrn_online - PSP

loadscrn_online2 - PS2

loadscrn_online2 - PSP

loadscrn_editor - PS2

loadscrn_editor - PSP

loadscrn_trick - PS2

loadscrn_trick - PSP

Other Loadscreens#

A few more loadscreens of note also exist in the images folder.

Debug Options#

Debug Options

A few debug menus exist within the game that can be made accessible through modifying script files.

Cheats: Debug#

Cheats: Debug

This menu is almost identical to its appearance in the previous game, even containing options that no longer serve a purpose in Project 8.

Goto Restart#

Goto Restart

Displays and allows warping to every restart point in the currently loaded level. Backing out of this menu actually brings the player to American Wasteland's pause menu.

Debug Menu#

Debug Menu

A menu filled with a large amount of debugging options that mostly don't function in the release build.

HAWK8c Debug Options#

THAW Pause Menu

HAWK8c Debug Options

Found in the leftover American Wasteland pause menu. This allows the user to tweak various gameplay options that were implemented into Project 8.

Option

Effect

Physics

Cycles between various physics options. Options include Skate8c, Sk8NVSFT, ProtoA, ProtoB, OldClassicPhysics and Skate7.

Camera

Lets the user swap between Camera8c (THP8's camera) and Camera7 (THAW's camera)

look_around

Relates to the way the player moves the camera. The 'New' setting uses Project 8's tweaked camera movement and 'Old' reverts back to the camera movement from previous games.

grind camera

Presumably related to the way the camera adjusts during a grind. Neither option seems to make a difference.

turning camera

Doesn't appear to change anything.

Endurance

Seems to affect whether or not the speed boost drains the special meter or not.

Manual Controls

Chooses the inputs for manuals. Options are 'Circle/Square and Up/Down' (the default, contrary to the setting Circle does not start a manual), 'Circle/Square' and 'Up/Down' (default for previous games)

Extra Run Timer

Affects the use of the run out timer when landing a trick. Options are 'On Quarterpipes' (default), 'On Always' and 'Off' (behavior from previous games)

Unused Videos#

test2.bik#

Watch on YouTube

A gameplay demo from a much earlier build can be located with the other attract mode movies. Many visual assets from American Wasteland are still being used at this point.

6th Gen Exclusive & Unused Music#

The Shaba developed versions of Project 8 feature six exclusive songs but only three of them are actually used in the game's playlist.

Folder and Filename

Artist and Song Name

Notes

songs/HipHop/My_Pen_and_Pad

Blackalicious, My Pen and Pad

Unused.

songs/Rock/Im_the_one

Danzig, I'm The One

Unused.

songs/Rock/UncleTodd

ESWS, Uncle Todd's Cabin

songs/Rock/CommunistParties

Stay Gold Pony Boy, Communist Parties

Unused.

songs/Rock/ComeTasteIt

The Long Thaw, Come Taste It

songs/Rock/job_is_killing_me

The Walkmen, Tenley Town

Used instead of This Job Is Killing Me from the Next Gen versions but is still incorrectly labelled as said song.

Unused Text#

A few files related to development are located within the root of the DATAP.WAD file used by the PS2 version.

build_monitor.cfg#

A file that seems to relate to the game's building process.

//
//  This is a cfg file to go with dirmonitor.exe
//  At any time this file can be delete or renamed and
//  the app will automatically dump out the default cfg file.
//  
//  Known Commands:
//  ROOT_DIR= will Set the directory to monitor
//  CMD_CLOSE_ON_LOG_DELETED will Tells the app to close if it detects that the log file has been deleted
//  LOG_FILE= will Set the log file to print the monitor results to (note: must be within the ROOT_DIR in order for DirMonitor to detect when it's deleted.)
//  DEBUG_LOG_FILE= will print an unfiltered debug log file.
//  DEBUG_CACHE_DUMP_FILE= will print out the cache to a file each time it is altered 
//  INCLUDE_EXT= will Add a file extention to the list of monitored files 
//  EXCLUDE_DIR= will Add a directory to the list of areas that are not monitored
//  EXCLUDE_FILE= will Add a specific file to the list of files that are not monitored
//

ROOT_DIR=c:\Skate8c\
LOG_FILE=c:\skate8c\data\build_monitor.log
//DEBUG_LOG_FILE=c:\skate8c\data\build_monitor_d.log
//DEBUG_CACHE_DUMP_FILE=c:\skate8c\data\build_monitor_cache.log
//CMD_CLOSE_ON_LOG_DELETED


INCLUDE_EXT=.rar
INCLUDE_EXT=.tex.q
INCLUDE_EXT=.tex.qb
INCLUDE_EXT=.q
INCLUDE_EXT=.qn
INCLUDE_EXT=.qnx
INCLUDE_EXT=.qb
INCLUDE_EXT=.pfx
INCLUDE_EXT=.png
INCLUDE_EXT=.skin
INCLUDE_EXT=.mdl
INCLUDE_EXT=.scn
INCLUDE_EXT=.ske
INCLUDE_EXT=.ska
INCLUDE_EXT=.wav
INCLUDE_EXT=.fam
INCLUDE_EXT=.qb.ps2
INCLUDE_EXT=.txt.ps2
INCLUDE_EXT=.dbg
INCLUDE_EXT=.ps2
INCLUDE_EXT=.col.ps2
INCLUDE_EXT=.tex.ps2
INCLUDE_EXT=.itex.ps2
INCLUDE_EXT=.usg.ps2
INCLUDE_EXT=.nav.ps2
INCLUDE_EXT=.geom.ps2

EXCLUDE_DIR=c:\skate8c\Assets\
EXCLUDE_DIR=c:\skate8c\Bin\
EXCLUDE_DIR=c:\skate8c\Build\
EXCLUDE_DIR=c:\skate8c\burn\
EXCLUDE_DIR=c:\skate8c\Code\
EXCLUDE_DIR=c:\skate8c\Docs\
EXCLUDE_DIR=c:\skate8c\ndumps\
EXCLUDE_DIR=c:\skate8c\ServerSide\
EXCLUDE_DIR=c:\skate8c\Tools\
EXCLUDE_DIR=c:\skate8c\XLAST\

//EXCLUDE_FILE=c:\skate8c\data\locald.txt

cag_replaceable.ini#

Related to changing flags on specific textures.

[cs_nsn_hatlogo]        ; covers all hat logos
Flags=0
[cs_nsn_logo]           ; covers all shirt logos
Flags=0
[cs_nsn_board_default]    
Flags=0
[cs_nsn_griptape_default]
Flags=0
[cs_nn_board_trans01]   
Flags=0
[temp_replace_hat]
Flags=0
[temp_replace_torso]
Flags=0
[temp_replace_deck]
Flags=0
[cs_nsn_tat]            ; covers all tatoos
Flags=0
[base_deck_wood]
Flags=1
[cas_01]
Flags=1
[Helmet_hassan_d]
Flags=0
[Helmet_Lasek_d]
Flags=0
[socks_m]
Flags=0
[beard_m]
Flags=0
[tag_]
Flags=0
[sm_hj_birds01]
Flags=0
[sm_hj_trashcan]
Flags=0
[bh_apm_vr_window001]
Flags=0
[bh_apm_wilsher_door01]
Flags=0
[bh_apm_tran_window03]
Flags=0
[bh_tb_rodeo_sign_vglari_31]
Flags=0
[sv2_jh_rooftop_03]
Flags=0
[sv_th_transition_grate]
Flags=0
;Punk Parts
[Punk_Body_Head01_Scalp01]
Flags=0

texturehack.ini#

A file for quick and dirty texture fixes.

[ho_cp_CABLE02]         ; single issue in HO, overrides DXT and forces 32bit
Flags=1                    
[ho_cp_billboard_ladder]    ; single issue in HO, overrides DXT and forces 32bit
Flags=1
[ho_cp_kodak_railing2]      ; single issue in HO, overrides DXT and forces 32bit
Flags=1