Unused Areas#
With debug mode enabled, the option to select the levels Default and TestLevel become available to select under Training. Selecting Default will crash the game during its loading screen. Looking at the logs, the game cannot locate the files for this level, so it has seemingly been removed. However, the TestLevel is still present in the final game and can be accessed.
TestLevel#
A test level containing a mishmash of various models and particle effects.
The geometry of this level largely consists of checkerboard brick, concrete, and asphalt textures seen no where else in the final game. The main area is square and consists of bricks surrounded by a sidewalk and road. Many objects and pedestrians can be found in this area, with NPCs walking around the sidewalk, motorists riding the Voodoo Doctor's tricycle, fire particle and smoke particle effects, breakable props, and more. On a wall that can be seen from the player's spawn, there is an animated texture with Tony Hawk bailing, followed by the text "Holy Mackerel!".
There is a large cylindrical object that changes color depending on the angle it is viewed from, and can only be seen when near or inside of it. Loading this level in two player allows this object to render properly, possibly due to the lack of NPCs in that mode.
Interestingly, the GameCube test level actually differs from the other versions. Most of the level has been stripped out and, save for a couple planes with a transparent fence texture, there is nothing of note.



To access the level in the GameCube version, use this Action Replay code (NA only):
MHYF-X2Y4-64YC4
G6AE-U7UA-4M2WY
T88D-B6T0-AW1XY
New Jersey in Training#
Story Mode picks up from where Underground left off, with the intro beginning with the custom character skating in their backyard, as a crowd watches and cheers. To make it possible, a tiny portion of the New Jersey level from THUG1 was implemented into the Training level, but placed very far away. The area is skateable, albeit very glitchy, and without grindable surfaces.
To access Jersey in the GameCube version, use this Action Replay code (NA only):
HBAW-7X59-7X4ZC
HJE8-XKT8-U6D6T
VPWT-AHJT-E6FTA
GV3R-AF3R-57U10
Unused Graphics#
Placeholder Load Screens#
Placeholder load screens for the Australia, New Orleans, Skatopia and Triangle level exist under DATAP/images. The first three of these placeholders have the postfix "story2", while the used versions have "story". The meaning of this is unclear.
|
Placeholder |
Used |
|---|---|
|
|
|
Placeholder |
Used |
|---|---|
|
|
|
|
Placeholder |
Used |
|---|---|
|
|
Triangle's placeholder has the story postfix, despite that level not being available in story mode in the final game. Of note is that the placeholder simply calls it "Secret 2". This makes sense as the names for the final Pro Skater and Triangle load screens are secret_1 and secret_2 respectively. Using debug mode, a level select for story mode becomes available which, in combination with unlocking all levels via the debug menu, will allow any level to be played in story mode. When loading, levels not intended for story mode use their free skate loading screen. Due to this, the Secret 2 loading screen will still not appear in-game.
|
Placeholder |
Used |
|---|---|
|
N/A |
Load Screens from Other Consoles#
Load screens for the GameCube and Xbox versions of the game are included alongside the other load screens. These usually end in x for Xbox and NGC for Nintendo GameCube.
Park Editor#
GameCube |
Xbox |
|---|---|
![]() |
![]() |
System Link (Xbox)#
System Link Play |
System Link Play: Host |
|---|---|
![]() |
![]() |
Create-A-Trick#
GameCube |
Xbox |
|---|---|
![]() |
![]() |
Copyright Screen (Xbox)#
![]() |
Xbox Dashboard Icons#
In addition to the above, the icons used for the Xbox dashboard are located under /DATAP/miscellaneous:
Miscellaneous#
|
|
To do: |
- Under the "images" folder, there are several files for images used in the European release, left intact in the North American disc.
- Also under the "images" folder are some PS2 leftovers, including "IO" images from the PS2 version's online mode, and a file under the "faces" subfolder for the EyeToy compatibility.
- Under "levels\Sk5Ed2_Shell", there are several files from the PS2 version accompanying the .ngc files. (They include the .ps2 filetype. The GCN version uses .ngc for its files)
- "levels\mainmenu" contains a test camera file, named test_cam.ska.ngc.
- "levels\default" contains more PS2 leftovers.
- "models\veh" contains a test vehicle.
- "models\Ped_Male" contains a test model.
- "images\faces" contains test textures.
- "images\CAGR" has three temporary textures.
Partially Unused#
Since Bam Margera's jacket covers up the sides of his torso, the torso mesh stops before it gets to his sides, thus, only a small portion of his right-side tattoo is applied to the mesh. However, his chest texture actually contains the (almost) full tattoo.
Unused Particle System#
Grind N Barf, one of Bam's special tricks from THUG1, returns in THUG2, with Story Mode even giving you a mission that requires you to use it. When performed, Bam bends over, clutches his stomach, and vomits, followed by a splattering sound. The vomit particles were also carried over from THUG1, but they were not added to the animation this time around. Thus, Bam makes the retching sound, and the splashes/splats are heard afterwards, but nothing comes out.
Unused Characters#
"models\Skater_Pro" has files for Bucky Lasek and Jamie Thomas, neither of whom appear in this game, so they are possibly left over from the previous title. Attempting to replace other character models with them will do nothing. (e.g. Replacing Bob Burnquist with Bucky Lasek will still have Bob Burnquist appear)
Undocumented Cheat Codes#
Inside the game's scripts are definitions for many cheat codes that have yet to be documented. The code strings themselves are obfuscated meaning they can only be gathered through sheer brute force. In the table below are all known working cheat codes for each platform. Those displayed in italic bold are previously undocumented codes that have been successfully retrieved. Most of the cheat codes' effects can be unlocked by playing through the game.
Cheat |
PS2 |
Xbox & PC |
GameCube |
|---|---|---|---|
Always Special |
likepaulie |
likepaulie |
likepaulie |
Perfect Rail |
??? |
??? |
??? |
Perfect Skitch |
??? |
??? |
??? |
Perfect Manual |
??? |
??? |
??? |
Moon Gravity |
??? |
??? |
??? |
Unlock Pedestrian Group A |
cyberfans |
cyberfans |
cyberfans |
Unlock Pedestrian Group B |
??? |
??? |
??? |
Unlock Pedestrian Group C |
love2hate |
love2hate |
love2hate |
Unlock Pedestrian Group D |
fruitboot |
fruitboot |
fruitboot |
Unlock Pedestrian Group E |
??? |
??? |
??? |
Unlock Pedestrian Group F |
??? |
??? |
??? |
Unlock Pedestrian Group G |
wdtboys |
wdtboys |
wdtboys |
Unlock Pedestrian Group H |
??? |
??? |
??? |
Unlock Shrek |
greenguy |
farfaraway |
greenguy |
Unlock C.O.D. Soldier |
2infinity |
lockstock |
foxhole |
Unlock Phil Margera |
aprilsman |
notvito |
xxlarge |
Unlock The Hand |
5fingers |
dabird |
5knuckles |
Unlock Paulie Ryan |
mrmouth |
4wheeler |
whoopin |
Unlock Nigel Beaverhausen |
sellout |
skullet |
britteeth |
Unlock Steve-O |
??? |
staplegun |
wildman |
Unlock Jesse James |
wcchoppers |
payups |
outlaw |
Unlock THPS1 Tony Hawk |
original1 |
firstborn |
retro1 |
Unlock Natas Kaupas |
oldskool |
bedizzy |
unscrewed |
Unlock Nick Kang (PC Exclusive) |
N/A |
nicknow |
N/A |
Unlock Price (PC Exclusive, non functional) |
N/A |
pricenow |
N/A |
Unlock all Movies |
boxoffice |
??? |
sikflick |
Unlock all Levels |
d3struct |
??? |
urown3d |
Unlock all Story Mode Characters |
costars! |
xtrahelp |
wakpak |
Unlock all Cheat Codes |
??? |
??? |
??? |
Two more cheat code definitions exist for the PlayStation 2 version, 'Select Shift' and 'SCE Patchtest'. These codes have no known effect.
(Source: CB9001)
Development Text#
blah.txt#
In the root directory of the disc is a text file named blah.txt. Opening it in a text editor reveals that it is a blank file.
qdir.txt#
The "scripts" folder contains a text file named qdir.txt. It contains a list of script files from when the game was in development, with the game referred to as "skate6." (THUG2 was the sixth game in the Tony Hawk series.)
c:\skate6\data\scripts\aaaaloopchecker.qb
c:\skate6\data\scripts\allanims.qb
c:\skate6\data\scripts\andyf.qb
c:\skate6\data\scripts\cas_ped_f.qb
c:\skate6\data\scripts\cas_ped_m.qb
c:\skate6\data\scripts\profile_ped.qb
c:\skate6\data\scripts\skater_helpers.qb
c:\skate6\data\scripts\debugger\debugger_names.qb
c:\skate6\data\scripts\debugger\mouse.qb
c:\skate6\data\scripts\debugger\view_object.qb
c:\skate6\data\scripts\engine\ButtonScripts.qb
c:\skate6\data\scripts\engine\camera.qb
c:\skate6\data\scripts\engine\controller_pulling.qb
c:\skate6\data\scripts\engine\debug.qb
c:\skate6\data\scripts\engine\EventLog.qb
c:\skate6\data\scripts\engine\movies.qb
c:\skate6\data\scripts\engine\reverb.qb
c:\skate6\data\scripts\engine\tod_manager.qb
c:\skate6\data\scripts\engine\xbox_scripts.qb
c:\skate6\data\scripts\engine\menu\consolemessage.qb
c:\skate6\data\scripts\engine\menu\dialogbox.qb
c:\skate6\data\scripts\engine\menu\helper_text.qb
c:\skate6\data\scripts\engine\menu\keyboard.qb
c:\skate6\data\scripts\engine\menu\lighttool.qb
c:\skate6\data\scripts\engine\menu\MenuButtonRemap.qb
c:\skate6\data\scripts\engine\menu\panelmessage.qb
c:\skate6\data\scripts\engine\menu\sliderbar.qb
c:\skate6\data\scripts\engine\menu\timeofday.qb
c:\skate6\data\scripts\fx\bloom_fx.qb
c:\skate6\data\scripts\fx\env_fx.qb
c:\skate6\data\scripts\fx\fast_particle_data.qb
c:\skate6\data\scripts\fx\particle_data.qb
c:\skate6\data\scripts\fx\particle_default_params.qb
c:\skate6\data\scripts\fx\particle_scripts.qb
c:\skate6\data\scripts\fx\particle_update_scripts.qb
c:\skate6\data\scripts\fx\shatter_data.qb
c:\skate6\data\scripts\game\animevents.qb
c:\skate6\data\scripts\game\animtags.qb
c:\skate6\data\scripts\game\casutils.qb
c:\skate6\data\scripts\game\cas_logos.qb
c:\skate6\data\scripts\game\cas_parts.qb
c:\skate6\data\scripts\game\cas_skater_f.qb
c:\skate6\data\scripts\game\cas_skater_m.qb
c:\skate6\data\scripts\game\cas_skater_shared.qb
c:\skate6\data\scripts\game\cas_team.qb
c:\skate6\data\scripts\game\cutscene.qb
c:\skate6\data\scripts\game\cutscene_subtitles.qb
c:\skate6\data\scripts\game\decks.qb
c:\skate6\data\scripts\game\EdPieces2.qb
c:\skate6\data\scripts\game\events.qb
c:\skate6\data\scripts\game\game.qb
c:\skate6\data\scripts\game\gameflow.qb
c:\skate6\data\scripts\game\goalattack.qb
c:\skate6\data\scripts\game\goal_utilities.qb
c:\skate6\data\scripts\game\graffiti.qb
c:\skate6\data\scripts\game\Levels.qb
c:\skate6\data\scripts\game\NSCustomParks.qb
c:\skate6\data\scripts\game\object.qb
c:\skate6\data\scripts\game\park_ed.qb
c:\skate6\data\scripts\game\ped.qb
c:\skate6\data\scripts\game\playervehiclesounds.qb
c:\skate6\data\scripts\game\player_controlled_vehicle.qb
c:\skate6\data\scripts\game\pro_anims.qb
c:\skate6\data\scripts\game\pro_anims_Thug2.qb
c:\skate6\data\scripts\game\rigidbodysounds.qb
c:\skate6\data\scripts\game\scaling.qb
c:\skate6\data\scripts\game\Sk4_PedAnim.qb
c:\skate6\data\scripts\game\sk4_PedCollision.qb
c:\skate6\data\scripts\game\sk4_PedScripts.qb
c:\skate6\data\scripts\game\skater_fx.qb
c:\skate6\data\scripts\game\skeleton.qb
c:\skate6\data\scripts\game\skutils.qb
c:\skate6\data\scripts\game\startup.qb
c:\skate6\data\scripts\game\terrain.qb
c:\skate6\data\scripts\game\goals\goal_collect.qb
c:\skate6\data\scripts\game\goals\goal_combo_scripts.qb
c:\skate6\data\scripts\game\goals\goal_counter.qb
c:\skate6\data\scripts\game\goals\goal_descriptions.qb
c:\skate6\data\scripts\game\goals\goal_gaps.qb
c:\skate6\data\scripts\game\goals\goal_highcombo.qb
c:\skate6\data\scripts\game\goals\goal_horse.qb
c:\skate6\data\scripts\game\goals\goal_oldskool.qb
c:\skate6\data\scripts\game\goals\goal_race.qb
c:\skate6\data\scripts\game\goals\goal_rewards.qb
c:\skate6\data\scripts\game\goals\goal_scores.qb
c:\skate6\data\scripts\game\goals\goal_score_scripts.qb
c:\skate6\data\scripts\game\goals\goal_secret_tape.qb
c:\skate6\data\scripts\game\goals\goal_skate_letters.qb
c:\skate6\data\scripts\game\goals\goal_skate_the_line.qb
c:\skate6\data\scripts\game\goals\goal_special.qb
c:\skate6\data\scripts\game\goals\goal_tetris.qb
c:\skate6\data\scripts\game\goals\goal_timed_score_run.qb
c:\skate6\data\scripts\game\goals\goal_tips.qb
c:\skate6\data\scripts\game\goals\goal_trick_beat.qb
c:\skate6\data\scripts\game\goals\goal_trick_the_objects.qb
c:\skate6\data\scripts\game\goals\goal_untimed_collect.qb
c:\skate6\data\scripts\game\goal_editor\goal_editor.qb
c:\skate6\data\scripts\game\menu\ammo_meter.qb
c:\skate6\data\scripts\game\menu\arcade_machine.qb
c:\skate6\data\scripts\game\menu\catmenu.qb
c:\skate6\data\scripts\game\menu\chapter_info.qb
c:\skate6\data\scripts\game\menu\classic_mode_menu.qb
c:\skate6\data\scripts\game\menu\CutsceneLighting.qb
c:\skate6\data\scripts\game\menu\cutscenemenu.qb
c:\skate6\data\scripts\game\menu\displayoptions.qb
c:\skate6\data\scripts\game\menu\edit_tricks_menu.qb
c:\skate6\data\scripts\game\menu\gamemenu.qb
c:\skate6\data\scripts\game\menu\gamemenu_debug.qb
c:\skate6\data\scripts\game\menu\gamemenu_helpers.qb
c:\skate6\data\scripts\game\menu\gamemenu_levelselect.qb
c:\skate6\data\scripts\game\menu\gamemenu_options.qb
c:\skate6\data\scripts\game\menu\gamemenu_pause.qb
c:\skate6\data\scripts\game\menu\gamemenu_stats.qb
c:\skate6\data\scripts\game\menu\game_progress_menu.qb
c:\skate6\data\scripts\game\menu\gap_menu.qb
c:\skate6\data\scripts\game\menu\goal_editor_menu.qb
c:\skate6\data\scripts\game\menu\high_scores_menu.qb
c:\skate6\data\scripts\game\menu\level_textures.qb
c:\skate6\data\scripts\game\menu\memcard.qb
c:\skate6\data\scripts\game\menu\memcardmessages.qb
c:\skate6\data\scripts\game\menu\menu3d.qb
c:\skate6\data\scripts\game\menu\MenuSounds.qb
c:\skate6\data\scripts\game\menu\menutest.qb
c:\skate6\data\scripts\game\menu\models.qb
c:\skate6\data\scripts\game\menu\netmenu.qb
c:\skate6\data\scripts\game\menu\net_vault_menu.qb
c:\skate6\data\scripts\game\menu\onlinestats.qb
c:\skate6\data\scripts\game\menu\optionsmenu.qb
c:\skate6\data\scripts\game\menu\pager_menu.qb
c:\skate6\data\scripts\game\menu\panelstuff.qb
c:\skate6\data\scripts\game\menu\ParkEdMenu.qb
c:\skate6\data\scripts\game\menu\roundbarmenu.qb
c:\skate6\data\scripts\game\menu\skateshop.qb
c:\skate6\data\scripts\game\menu\soundoptions.qb
c:\skate6\data\scripts\game\menu\sprites.qb
c:\skate6\data\scripts\game\menu\stats.qb
c:\skate6\data\scripts\game\menu\tantrum_meter.qb
c:\skate6\data\scripts\game\menu\thememenu.qb
c:\skate6\data\scripts\game\menu\themes.qb
c:\skate6\data\scripts\game\menu\trickmenu.qb
c:\skate6\data\scripts\game\menu\view_goals_menu.qb
c:\skate6\data\scripts\game\misc\autotest.qb
c:\skate6\data\scripts\game\misc\car_scripts.qb
c:\skate6\data\scripts\game\misc\cheats.qb
c:\skate6\data\scripts\game\misc\compress.qb
c:\skate6\data\scripts\game\misc\flags.qb
c:\skate6\data\scripts\game\misc\gameoptions.qb
c:\skate6\data\scripts\game\misc\game_rewards.qb
c:\skate6\data\scripts\game\misc\global_flags.qb
c:\skate6\data\scripts\game\misc\helper_desc.qb
c:\skate6\data\scripts\game\misc\level_flags.qb
c:\skate6\data\scripts\game\misc\loading_screens.qb
c:\skate6\data\scripts\game\misc\SK4_Scripts.qb
c:\skate6\data\scripts\game\misc\strings.qb
c:\skate6\data\scripts\game\misc\tagsdb.qb
c:\skate6\data\scripts\game\misc\warppoint.qb
c:\skate6\data\scripts\game\net\combo_mambo.qb
c:\skate6\data\scripts\game\net\ctf.qb
c:\skate6\data\scripts\game\net\elimiskate.qb
c:\skate6\data\scripts\game\net\firefight.qb
c:\skate6\data\scripts\game\net\horse.qb
c:\skate6\data\scripts\game\net\king.qb
c:\skate6\data\scripts\game\net\net.qb
c:\skate6\data\scripts\game\net\netmessages.qb
c:\skate6\data\scripts\game\net\netoptions.qb
c:\skate6\data\scripts\game\net\scavenger.qb
c:\skate6\data\scripts\game\net\scorechallenge.qb
c:\skate6\data\scripts\game\net\slap.qb
c:\skate6\data\scripts\game\net\trick_attack.qb
c:\skate6\data\scripts\game\ped\Sk5_PedScripts.qb
c:\skate6\data\scripts\game\ped\Sk5_PedSkater.qb
c:\skate6\data\scripts\game\ped\SK6Ped_Data.qb
c:\skate6\data\scripts\game\ped\Sk6Ped_StateLogic.qb
c:\skate6\data\scripts\game\ped\SK6Ped_UniqueStateLogic.qb
c:\skate6\data\scripts\game\ped\SK6Ped_Utils.qb
c:\skate6\data\scripts\game\rail_editor\rail_editor.qb
c:\skate6\data\scripts\game\sfx\sfxmenu.qb
c:\skate6\data\scripts\game\sfx\sfx_car.qb
c:\skate6\data\scripts\game\sfx\sfx_ped.qb
c:\skate6\data\scripts\game\skater\airtricks.qb
c:\skate6\data\scripts\game\skater\alltricks.qb
c:\skate6\data\scripts\game\skater\anim.qb
c:\skate6\data\scripts\game\skater\bails.qb
c:\skate6\data\scripts\game\skater\CreateATrick.qb
c:\skate6\data\scripts\game\skater\deprecated_tricks.qb
c:\skate6\data\scripts\game\skater\grindlist.qb
c:\skate6\data\scripts\game\skater\grindscripts.qb
c:\skate6\data\scripts\game\skater\groundtricks.qb
c:\skate6\data\scripts\game\skater\iniskater_exceptions.qb
c:\skate6\data\scripts\game\skater\liptricks.qb
c:\skate6\data\scripts\game\skater\manualtricks.qb
c:\skate6\data\scripts\game\skater\physics.qb
c:\skate6\data\scripts\game\skater\pressuretricks.qb
c:\skate6\data\scripts\game\skater\projectiles.qb
c:\skate6\data\scripts\game\skater\protricks.qb
c:\skate6\data\scripts\game\skater\skater_misc.qb
c:\skate6\data\scripts\game\skater\skater_particlesys.qb
c:\skate6\data\scripts\game\skater\skater_profile.qb
c:\skate6\data\scripts\game\skater\skater_sfx.qb
c:\skate6\data\scripts\game\skater\skater_swapping.qb
c:\skate6\data\scripts\game\skater\skater_vehicle.qb
c:\skate6\data\scripts\game\skater\specialitems.qb
c:\skate6\data\scripts\game\skater\switch_control.qb
c:\skate6\data\scripts\game\skater\tricks.qb
c:\skate6\data\scripts\game\skater\walking_control.qb
c:\skate6\data\scripts\game\skater\walltricks.qb
c:\skate6\data\scripts\game\usr\ALF_Scripts.qb
c:\skate6\data\scripts\game\usr\JKU_Scripts.qb
c:\skate6\data\scripts\gamemodes\gamemode.qb
DSP Files#
Files with the txt.ngc extension list the in-development file directories. While most of the files listed in these can still be found on the disc in the open, some, such as pedsult_Sky.txt.ngc and default_Sky.txt.ngc, list DSP extension sound effects. (All of the sound effects ended up being packed into one big file for the final product, with the "sounds" folder being left empty)
c:\skate6\data\sounds\dsp\Terrains\RollConcSmooth02.dsp
c:\skate6\data\sounds\dsp\Terrains\GrindMetal02.dsp
c:\skate6\data\sounds\dsp\Terrains\OllieConc19.dsp
c:\skate6\data\sounds\dsp\Terrains\OllieConc.dsp
c:\skate6\data\sounds\dsp\Terrains\LandConc.dsp
c:\skate6\data\sounds\dsp\Terrains\GrindMetalOff02.dsp
c:\skate6\data\sounds\dsp\Terrains\GrindMetalOn08.dsp
c:\skate6\data\sounds\dsp\Terrains\GrindMetalOn02.dsp
c:\skate6\data\sounds\dsp\Terrains\SlideMetal02.dsp
c:\skate6\data\sounds\dsp\Skater\RevertConc.dsp
PS2 Development Text#
As previously mentioned, the "Sk5Ed2_Shell" folder has files from the PS2 version accompanying the GCN files. Some of them are directories from the development of the PS2 version.
Sk5Ed2_Shell.txt.ps2#
c:\skate6\data\sounds\vag\Terrains\RollConcSmooth02.vag
c:\skate6\data\sounds\vag\Terrains\GrindMetal02.vag
c:\skate6\data\sounds\vag\Terrains\OllieConc19.vag
c:\skate6\data\sounds\vag\Terrains\OllieConc.vag
c:\skate6\data\sounds\vag\Terrains\LandConc.vag
c:\skate6\data\sounds\vag\Terrains\GrindMetalOff02.vag
c:\skate6\data\sounds\vag\Terrains\GrindMetalOn08.vag
c:\skate6\data\sounds\vag\Terrains\GrindMetalOn02.vag
c:\skate6\data\sounds\vag\Terrains\SlideMetal02.vag
c:\skate6\data\sounds\vag\Skater\RevertConc.vag
c:\skate6\data\images\particles\dt_nj_puff01b.img.ps2
c:\skate6\data\images\particles\apm_spray_01.img.ps2
c:\skate6\data\images\particles\jow_no_drops01.img.ps2
Sk5Ed2_Shellcol.txt.ps2#
c:\skate6\data\levels\Sk5Ed2_Shell\Sk5Ed2_Shell.col.ps2
Sk5Ed2_Shellped.txt.ps2#
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Head05.tex.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Head05.skin.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Head05.cas.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Head06.tex.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Head06.skin.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Head06.cas.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Head07.tex.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Head07.skin.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Head07.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head01.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head01.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head01.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head02.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head02.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head02.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head03.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head03.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head03.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head05.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head05.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head05.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head07.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head07.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Head07.cas.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Torso05.tex.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Torso05.skin.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Torso05.cas.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Torso07.tex.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Torso07.skin.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Torso07.cas.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Torso09.tex.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Torso09.skin.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Torso09.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso01.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso01.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso01.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso03.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso03.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso03.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso05.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso05.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso05.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso07.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso07.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Torso07.cas.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Legs02.tex.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Legs02.skin.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Legs02.cas.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Legs04.tex.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Legs04.skin.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Legs04.cas.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Legs05.tex.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Legs05.skin.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Legs05.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs01.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs01.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs01.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs02.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs02.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs02.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs03.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs03.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs03.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs04.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs04.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs04.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs05.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs05.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs05.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs06.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs06.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Legs06.cas.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Glasses01.tex.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Glasses01.skin.ps2
c:\skate6\data\models/ped_male/Boston/Ped_M_BO_Glasses01.cas.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Glasses02.tex.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Glasses02.skin.ps2
c:\skate6\data\models/ped_male/Barcelona/Ped_M_BA_Glasses02.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head01.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head01.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head01.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head03.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head03.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head03.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head04.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head04.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head04.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head06.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head06.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head06.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head07.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head07.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head07.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head08.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head08.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Head08.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso01.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso01.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso01.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso03.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso03.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso03.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso04.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso04.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso04.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso06.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso06.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso06.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso08.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso08.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso08.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso07.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso07.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Torso07.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs04.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs04.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs04.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs05.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs05.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs05.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs03.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs03.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs03.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs01.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs01.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs01.cas.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs06.tex.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs06.skin.ps2
c:\skate6\data\models/ped_female/Ped_F_NO_Legs06.cas.ps2
c:\skate6\data\models/skater_male/board_default.tex.ps2
c:\skate6\data\models/skater_male/board_default.skin.ps2
c:\skate6\data\models/skater_male/board_default.cas.ps2
c:\skate6\data\models/skater_secret/Board_THPS_Hawk.tex.ps2
c:\skate6\data\models/skater_secret/Board_THPS_Hawk.skin.ps2
c:\skate6\data\models/skater_secret/Board_THPS_Hawk.cas.ps2
c:\skate6\data\models/veh/veh_segmotor/segmotor.tex.ps2
c:\skate6\data\models/veh/veh_segmotor/segmotor.skin.ps2
c:\skate6\data\models/veh/veh_segmotor/segmotor.cas.ps2
Sk5Ed2_Shellscn.txt.ps2#
c:\skate6\data\levels\Sk5Ed2_Shell\Sk5Ed2_Shell.tex.ps2
Unused Scripts#
debug#
This script, stored in /scripts/engine/, contains some code for a basic debug display.
:i $METRIC_TIME$ = %i(1,00000001)
:i $METRIC_ARENAUSAGE$ = %i(2,00000002)
:i $METRIC_TOTALPOLYS$ = %i(4,00000004)
:i $METRIC_POLYSPROC$ = %i(8,00000008)
:i $METRIC_VERTS$ = %i(16,00000010)
:i $METRIC_RESOURCEALLOCS$ = %i(32,00000020)
:i $METRIC_TEXTUREUPLOADS$ = %i(64,00000040)
:i $METRIC_VU1$ = %i(128,00000080)
:i $METRIC_DMA1$ = %i(256,00000100)
:i $METRIC_DMA2$ = %i(512,00000200)
:i $METRIC_VBLANKS$ = %i(1024,00000400)
:i $METRIC_DRAWTIME$ = %i(2048,00000800)
:i $METRIC_IHANDLERTIME$ = %i(4096,00001000)
:i $METRIC_SKYCACHE$ = %i(8192,00002000)
:i $METRIC_VIDEOMODE$ = %i(16384,00004000)
:i $METRIC_VRAMUSAGE$ = %i(32768,00008000)
:i $METRIC_MEMUSED$ = %i(65536,00010000)
:i $METRIC_MEMFREE$ = %i(131072,00020000)
:i $METRIC_REGIONINFO$ = %i(262144,00040000)
:i :end
gamecube#
A leftover from the GameCube version, which contains a number of messages related to disc errors (in multiple languages) and video modes.
DATAP/gamecube.qb.ps2
:i $allow_dvd_errors$ = %i(1,00000001)
:i function $ngc_dvd_fatal_f$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(24,"Une erreur est survenue.")$y$ = %i(128,00000080)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(22,"Eteignez la console et")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(15,"référez-vous au")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(21,"manuel d'instructions")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(23,"Nintendo GameCube pour")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(28,"de plus amples informations.")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(410,0000019a)$y$ = %i(238,000000ee)$scale$ = %f(0.500000)
:i endfunction
:i function $ngc_dvd_retry_f$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(30,"La lecture du disque a échoué.")$y$ = %i(128,00000080)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(31,"Veuillez vous référer au manuel")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(33,"d'instructions Nintendo GameCube ")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(33,"pour de plus amples informations.")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(550,00000226)$y$ = %i(178,000000b2)$scale$ = %f(0.500000)
:i endfunction
:i function $ngc_dvd_cover_open_f$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(24,"Le couvercle est ouvert.")$y$ = %i(160,000000a0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(23,"Pour continuer à jouer,")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(29,"veuillez fermer le couvercle.")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_dvd_no_disk_f$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(26,"Veuillez insérer le disque")$y$ = %i(160,000000a0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(26,"Tony Hawk's Underground 2.")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_dvd_fatal_d$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(27,"Ein Fehler ist aufgetreten.")$y$ = %i(128,00000080)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(22,"Bitte schalten Sie den")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(32,"Nintendo GameCube aus und lesen")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(31,"Sie die Bedienungsanleitung, um")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(34,"weitere Informationen zu erhalten.")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(348,0000015c)$y$ = %i(182,000000b6)$scale$ = %f(0.500000)
:i endfunction
:i function $ngc_dvd_retry_d$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(26,"Diese Game Disc kann nicht")$y$ = %i(128,00000080)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(15,"gelesen werden.")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(19,"Bitte lesen Sie die")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(23,"Bedienungsanleitung des")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(29,"Nintendo GameCube um weitere")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(26,"Informationen zu erhalten.")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(370,00000172)$y$ = %i(240,000000f0)$scale$ = %f(0.400000)
:i endfunction
:i function $ngc_dvd_cover_open_d$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(29,"Der Disc-Deckel ist geöffnet.")$y$ = %i(160,000000a0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(32,"Bitte den Disc-Deckel schließen,")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(30,"um mit dem Spiel fortzufahren.")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_dvd_no_disk_d$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(19,"Bitte legen Sie die")$y$ = %i(160,000000a0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(35,"Tony Hawk's Underground 2-Disc ein.")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_dvd_fatal_e$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(22,"An error has occurred.")$y$ = %i(128,00000080)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(23,"Turn the power off and ")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(30,"refer to the Nintendo GameCube")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(23,"Instruction Booklet for")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(25,"for further instructions.")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(533,00000215)$y$ = %i(179,000000b3)$scale$ = %f(0.500000)
:i endfunction
:i function $ngc_dvd_retry_e$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(32,"The Game Disc could not be read.")$y$ = %i(128,00000080)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(15,"Please read the")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(17,"Nintendo GameCube")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(23,"Instruction Booklet for")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(17,"more information.")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(2,"TM")$x$ = %i(455,000001c7)$y$ = %i(185,000000b9)$scale$ = %f(0.500000)
:i endfunction
:i function $ngc_dvd_cover_open_e$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(23,"The Disc Cover is open.")$y$ = %i(160,000000a0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(23,"If you want to continue")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(27,"the game, please close the ")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(11,"Disc Cover.")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_dvd_no_disk_e$
:i call $ngc_bgcolor$ arguments
$r$ = %i(64,00000040)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(17,"Please insert the")$y$ = %i(160,000000a0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(25,"Tony Hawk's Underground 2")$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(10,"Game Disc.")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_dvd_fatal$
:i if $french$
:i $ngc_dvd_fatal_f$
:i else
:i if $german$
:i $ngc_dvd_fatal_d$
:i else
:i $ngc_dvd_fatal_e$
:i endif
:i endif
:i endfunction
:i function $ngc_dvd_retry$
:i if $french$
:i $ngc_dvd_retry_f$
:i else
:i if $german$
:i $ngc_dvd_retry_d$
:i else
:i $ngc_dvd_retry_e$
:i endif
:i endif
:i endfunction
:i function $ngc_dvd_cover_open$
:i if $french$
:i $ngc_dvd_cover_open_f$
:i else
:i if $german$
:i $ngc_dvd_cover_open_d$
:i else
:i $ngc_dvd_cover_open_e$
:i endif
:i endif
:i endfunction
:i function $ngc_dvd_no_disk$
:i if $french$
:i $ngc_dvd_no_disk_f$
:i else
:i if $german$
:i $ngc_dvd_no_disk_d$
:i else
:i $ngc_dvd_no_disk_e$
:i endif
:i endif
:i endfunction
:i function $ngc_dvd_wrong_disk$
:i if $french$
:i $ngc_dvd_no_disk_f$
:i else
:i if $german$
:i $ngc_dvd_no_disk_d$
:i else
:i $ngc_dvd_no_disk_e$
:i endif
:i endif
:i endfunction
:i function $ngc_dvd_unknown$
:i if $french$
:i $ngc_dvd_fatal_f$
:i else
:i if $german$
:i $ngc_dvd_fatal_d$
:i else
:i $ngc_dvd_fatal_e$
:i endif
:i endif
:i endfunction
:i function $ngc_widescreen$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(22,"Do you want to display")$y$ = %i(160,000000a0)$scale$ = %f(1.300000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(20,"in Progressive Mode?")$scale$ = %f(1.300000)
:i call $ngc_menu$ arguments
$font$ = %s(12,"newtrickfont")$sr$ = %i(128,00000080)$sg$ = %i(128,00000080)$sb$ = %i(0,00000000)$sa$ = %i(255,000000ff)$ur$ = %i(64,00000040)$ug$ = %i(32,00000020)$ub$ = %i(0,00000000)$ua$ = %i(255,000000ff)$items$ = %i(2,00000002)$item0$ = %s(3,"Yes")$item1$ = %s(2,"No")$scale$ = %f(1.300000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(1," ")
:i endfunction
:i function $ngc_license$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(20,"Licensed by Nintendo")$y$ = %i(192,000000c0)$scale$ = %f(1.300000)
:i call $ngc_message$ arguments
$font$ = %s(5,"small")$text$ = %s(1," ")
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(1," ")
:i call $ngc_message$ arguments
$font$ = %s(12,"newtimerfont")$text$ = %s(1," ")
:i endfunction
:i function $ngc_progressive$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(19,"Screen has been set")$y$ = %i(192,000000c0)$scale$ = %f(1.300000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(19,"to Progressive Mode")$scale$ = %f(1.300000)
:i endfunction
:i function $ngc_progressive_off$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(20,"Progressive Mode has")$y$ = %i(192,000000c0)$scale$ = %f(1.300000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(19,"been turned to off.")$scale$ = %f(1.300000)
:i endfunction
:i function $ngc_select0$
:i $ngc_setstandard$
:i call $ngc_set480p$ arguments
$showmessage$ = %GLOBAL%$showmessage$
:i endfunction
:i function $ngc_select1$
:i $ngc_setstandard$
:i $ngc_set480i$
:i endfunction
:i function $ngc_pal60_e$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(25,"Would you like to display")$y$ = %i(160,000000a0)$scale$ = %f(1.300000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(14,"in 60 Hz mode?")$scale$ = %f(1.300000)
:i call $ngc_menu$ arguments
$font$ = %s(12,"newtrickfont")$sr$ = %i(128,00000080)$sg$ = %i(128,00000080)$sb$ = %i(0,00000000)$sa$ = %i(255,000000ff)$ur$ = %i(64,00000040)$ug$ = %i(32,00000020)$ub$ = %i(0,00000000)$ua$ = %i(255,000000ff)$items$ = %i(2,00000002)$item0$ = %s(3,"Yes")$item1$ = %s(2,"No")$scale$ = %f(1.300000)
:i endfunction
:i function $ngc_pal60_f$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(20,"Voulez-vous afficher")$y$ = %i(160,000000a0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(22,"l'image en mode 60 Hz?")$scale$ = %f(1.000000)
:i call $ngc_menu$ arguments
$font$ = %s(12,"newtrickfont")$sr$ = %i(128,00000080)$sg$ = %i(128,00000080)$sb$ = %i(0,00000000)$sa$ = %i(255,000000ff)$ur$ = %i(64,00000040)$ug$ = %i(32,00000020)$ub$ = %i(0,00000000)$ua$ = %i(255,000000ff)$items$ = %i(2,00000002)$item0$ = %s(3,"Oui")$item1$ = %s(3,"Non")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_pal60_d$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(23,"Soll die Darstellung im")$y$ = %i(160,000000a0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(20,"60Hz-Modus erfolgen?")$scale$ = %f(1.000000)
:i call $ngc_menu$ arguments
$font$ = %s(12,"newtrickfont")$sr$ = %i(128,00000080)$sg$ = %i(128,00000080)$sb$ = %i(0,00000000)$sa$ = %i(255,000000ff)$ur$ = %i(64,00000040)$ug$ = %i(32,00000020)$ub$ = %i(0,00000000)$ua$ = %i(255,000000ff)$items$ = %i(2,00000002)$item0$ = %s(2,"Ja")$item1$ = %s(4,"Nein")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_pal60$
:i if $french$
:i $ngc_pal60_f$
:i else
:i if $german$
:i $ngc_pal60_d$
:i else
:i $ngc_pal60_e$
:i endif
:i endif
:i endfunction
:i function $ngc_60hz_e$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(27,"Screen display has been set")$y$ = %i(192,000000c0)$scale$ = %f(1.300000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(13,"to 60 Hz mode")$scale$ = %f(1.300000)
:i endfunction
:i function $ngc_60hz_f$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(18,"L'affichage est en")$y$ = %i(192,000000c0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(11,"mode 60 Hz.")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_60hz_d$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(25,"Die Bildschirmdarstellung")$y$ = %i(192,000000c0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(22,"erfolgt im 60Hz-Modus.")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_60hz$
:i if $french$
:i $ngc_60hz_f$
:i else
:i if $german$
:i $ngc_60hz_d$
:i else
:i $ngc_60hz_e$
:i endif
:i endif
:i endfunction
:i function $ngc_50hz_e$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(27,"Screen display has been set")$y$ = %i(192,000000c0)$scale$ = %f(1.300000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(13,"to 50 Hz mode")$scale$ = %f(1.300000)
:i endfunction
:i function $ngc_50hz_f$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(18,"L'affichage est en")$y$ = %i(192,000000c0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(11,"mode 50 Hz.")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_50hz_d$
:i call $ngc_bgcolor$ arguments
$r$ = %i(0,00000000)$g$ = %i(0,00000000)$b$ = %i(0,00000000)$a$ = %i(255,000000ff)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(25,"Die Bildschirmdarstellung")$y$ = %i(192,000000c0)$scale$ = %f(1.000000)
:i call $ngc_message$ arguments
$font$ = %s(12,"newtrickfont")$text$ = %s(22,"erfolgt im 50Hz-Modus.")$scale$ = %f(1.000000)
:i endfunction
:i function $ngc_50hz$
:i if $french$
:i $ngc_50hz_f$
:i else
:i if $german$
:i $ngc_50hz_d$
:i else
:i $ngc_50hz_e$
:i endif
:i endif
:i endfunction
:i function $ngc_selectPAL0$
:i $ngc_setstandard$
:i $ngc_set60Hz$
:i endfunction
:i function $ngc_selectPAL1$
:i $ngc_setstandard$
:i $ngc_set50Hz$
:i endfunction
:i :end
xbox_scripts#
Another leftover, this time from the Xbox version.
:i $AnimLODInterleave2$ = %f(800.000000)
:i $AnimLODInterleave4$ = %f(1200.000000)
:i $LOD0DistanceMultiplier$ = %f(1.000000)
:i $LOD1DistanceMultiplier$ = %f(1.000000)
:i $SuspendDistanceMultiplier$ = %f(1.000000)
:i $EnvMapDisableDistance$ = %f(200.000000):end
online.qpt#
A file that was meant to contain script patches for online gaming.
// This files contains script patches to be transfered
// when a player connects to the server
// Patch V1.0
// This is an empty patch that does nothing.
p4#
A dummy file found in fl and nj, both found in /sound/wav. "David R" refers to Neversoft sound designer David Rowe.
This file is only so that perforce can have folders.
They can't have an empty folder, so therefore I must create this stupid text file.
David R
Oddities#
- The "models\Animals" folder contains folders for a chicken, a cow, a cockatoo, an elephant, an alligator, a goat, and a rat. All of these folders are empty despite the fact that an alligator and a goat appear in the game. However, all of these animals did have models in the first Underground, so these are likely THUG1 remnants.
- Under "models\Peds\PedPros", there are empty folders for Steve Caballero, Kareem Campbell, Rune Glifberg, Andrew Reynolds, Geoff Rowley, Elissa Steamer, and Jamie Thomas. All of these skaters were in the first Underground, but none of them are in Underground 2, thus, making more THUG1 remnants.
- Ryan Sheckler's last name is misspelled as "shekler" in his model files.
- Ryan Sheckler's model is scaled incorrectly when playing as him in any other mode besides the Story.
- If one looks closely during the second act of the Story Mode intro, they will see that Eric Sparrow has already wet his pants before Bam comes in with the chainsaw.
- In the Story Mode intro, Paulie "Wheels of Fury" Ryan flips the bird at the player character, with his hand blurred out for comedic effect. If one takes the scene frame-by-frame, they will find that Paulie is merely making a fist; his middle finger isn't even up.
- In the cutscene where Nigel Beaverhausen makes a deal with Tony and Bam to pay for the expenses, Bam says, "Hey, I'm startin' to like this deal!" However, the subtitles cite the speaker as [Nigel] instead of [Bam].
- When adding an unzipped hoodie to a male player and adjusting the colors, the sweatshirt part of the hoodie changes color, while the hood remains white.
- Save hacking can alter a female Create a Skater's leg clothing to a pair of panties. These are worn during a cutscene in Australia, and they are visible under several items, but they are not selectable on their own even though their only issue is that they are not included in the Create a Skate menu.
- There is an issue unique to the GameCube version involving distorted bone weights on skater animations, this is especially noticeable when skating as Shrek and oddly seems to be affected by the camera.
Miscellaneous#

On the road in Barcelona, there is an out-of-bounds wall with graffiti of the letters "CKY" on it. CKY stands for "Camp Kill Yourself," which is the name of Jess Margera (Bam's brother)'s band, as well as the name of Bam's group of friends.
|
The Tony Hawk series | |
|---|---|
|
Pro Skater | |
|
PlayStation |
Tony Hawk's Pro Skater (Prototypes) • Pro Skater 2 (Prototypes) • Pro Skater 3 (Prototypes) • Pro Skater 4 |
|
Nintendo 64 |
|
|
Dreamcast |
|
|
PlayStation 2, GameCube |
|
|
Xbox |
|
|
Windows |
Pro Skater 2 • Pro Skater 3 • Pro Skater 4 • Pro Skater HD • Pro Skater 3 + 4 |
|
Mac OS Classic, Mac OS X |
|
|
Game Boy Color |
|
|
Game Boy Advance |
|
|
PlayStation 3, Xbox 360 |
|
|
PlayStation 4, Xbox One |
|
|
PlayStation 5, Xbox Series X and S, Nintendo Switch, Nintendo Switch 2 |
|
|
Story-Based | |
|
PlayStation 2 |
Tony Hawk's Underground (Prototypes) • Underground 2 • Project 8 • Proving Ground |
|
Xbox |
|
|
GameCube |
|
|
Windows |
|
|
PlayStation Portable |
|
|
Game Boy Advance |
|
|
Nintendo DS |
|
|
Xbox 360, PlayStation 3 |
|
|
Wii |
|
|
Spin-offs/Related | |
|
GameCube, PlayStation 2, Xbox |
|
|
Game Boy Advance |
|
|
Nintendo DS |
|
|
See Also | |






