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  1. Ok here we go
  2. You can do whatever you like with this info (to do list, subpages, notations, etc.)
  3. I have 3 games that have new info, but most of it is for the gamecube version of ratatouille
  4. #1. The demo video that plays when you idle on the title screen has prerelease footage. I need to grab screenshots and document
  5. #2. The stages where you're chased by one of the humans have unused sections of the stages hidden out of bounds
  6. Each stage is divided by 2 checkpoints across 3 sections
  7. However, beyond the goal of each stage is a completely unused 4th section, with the exception of "chop chop chase" in Little Chef - Big Kitchen
  8. I need to get footage and document
  9. #3. In chop chop chase, there appears to be a giant green down arrow floating just outside of the stage boundaries
  10. You can see it during regular gameplay with camera manipulation. I need to get a screenshot of this
  11. #4. On the subject of chase stages, each scene has 3 files for each section of the chase for the humans that follow you
  12. Not entirely sure what they do, but they're probably scripts or something
  13. However, in folder RTC, the city of lights has an unused file simply named CT_CHASE.DGC
  14. The other 3 files are there and intact, so this singular file goes unused
  15. It's at least 5 times as big as the other 3 combined, so my guess is that it's from earlier in development, and it's all 4 sections in one chase file, instead of 3 separate files for each section
  16. (Including the aforementioned unused section)
  17. #5. More of an oddity, but the music for the stage destiny river is known internally as MB_CHASE
  18. MB stands for Mabel, the old lady from the tutorial stage "somewhere in France"
  19. Somewhere in France doesn't have a chase scene in the final version of the game, however, the unrelated xbox360 version of the game did, where she followed you with her shotgun like in the film
  20. Maybe they removed it for rating reasons...?
  21. I'm really not sure here, it's more of a little internal oddity
  22. #6. TCRF says that there's an unused dream world leftover in the ps2 version, and says documentation for other systems is needed
  23. There are 10 dreams in the final game, with dream01-dream11 being listed
  24. Dream09 is completely missing, and there are no references to it in the game's files anywhere (gamecube version)
  25. #7. In levels.tsc, at offset 0x7CFF there's text for a minigame called "MG_POTA2"
  26. In the final game, there's a cooking minigame called peeling potatoes, which is known internally as MG_POTA
  27. MG_POTA is found next to all the other cooking minigames that are played in little Chef - big kitchen, but this one solitary instance of MG_POTA2 is next to the minigames for The Deserted Kitchen
  28. However, there's only one potato minigame in the final version, so could there possibly have been one planned for the final stage as well?
  29. #8. In levels.tsc again, there are references to 4 test stages
  30. At 0x10BE "Test_Mar"
  31. At 0x10E3 "Test_Connex"
  32. At 0x110B "Test_Nico"
  33. And at 0x1131 "Test_Julien"
  34. #9. In most of the stages, the images used for the mission briefing in the pause menu are stored just outside of the stage boundaries. I need to get pictures and document
  35. #10. In the city of lights, the back door to gusteau's kitchen has a modeled interior you never see
  36. It appears in cutscenes, but is very detailed and much higher poly
  37. I need to get screenshots of course
  38. #11. Out of bounds in kitchen pipe is an entire wall segment ripped straight from the city of lights. I don't even need to say it
  39. #12. Paris Streets is a one time, one-off stage you play at the beginning of the game
  40. At the end of the stage, there's an invisible loading zone that instantly transports you out
  41. If you were to somehow get back in the stage after it closes off, the loading zone to leave the stage mysteriously stops working, forcing you to completely quit the game to leave
  42. #13. There are grates in the hub world that prevent you from playing stages out of order, however, multiple grates can only be seen by hacking your way out of bounds to see them
  43. This is because when the grates are normally up, you're locked behind a closed door, but when the door opens, the grates are already gone
  44. #14. After beating a chase stage, you have to take a pipe slide back to the hub world. Normally the loading zone from the pipe back to the previous world is inaccessible
  45. However, if you somehow manage to get to it (can be done in leaky pipes with a well placed jump) you can reenter the previous world
  46. But for some reason, once the world finishes loading, it immediately boots you back into the pipe, and there's no way around this, forcing you to continue into the sewers
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