Beverly Hills Cop (PlayStation 2)
Beverly Hills Cop |
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Developer: Atomic Planet Entertainment
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The PS2 Beverly Hills Cop is a low-budget entry released over 20 years after the movie came out, starring a bald white man as Axel Foley.
Contents
Unused Text
Placeholder Text
Two lines are present in the SLES file.
INTRO SCREEN HERE BABY!
lookie here!!...
Compiler Text
Some lines relating to the compiler used for the game are found on line 1815898 in the file DATA1.aif on the disc, which also shows date and time of compile.
// Mission3 // Date 19/10/2005, Time 17:55:41 // Martin Fuller: Automatically Produced By ALE Editor //--------------------------------------------------------------------------------------- #ifndef __MISSION3_H__ #define __MISSION3_H__
Project Folder
Mentioned throughout the DATA1.aif file is the project folder for the game.
c:\Projects\BeverlyHillsCop\
Unused Audio
To do: Check if the audio is still in the game's files. |
Mentioned in the game's DATA1.aif file is an audio file named placeholder_metal_ricochet_II.wav.
Test Levels
Several test levels are listed in the SLES file.
Test Level 8 Test Level 9 Test Level 10 Test Level 11 Test Level 12 Test Level 13 BHC Level 1 - Garage Testbed BHC Level 2 - Warehouse Testbed BHC Level 3 - Docks/Shipping Office Testbed BHC Level 4 - Strip Club Testbed BHC Level 5 - Docks Testbed BHC Level 6 - Mansion Testbed
While the game has six levels, text is present for generic level names all the way through Level 30.
Level 7 Level 8 Level 9 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16 Level 17 Level 18 Level 19 Level 20 Level 21 Level 22 Level 23 Level 24 Level 25 Level 26 Level 27 Level 28 Level 29 Level 30
Another test stage known as "Mission3Test" in the DATA1.aif file on line 1816432:
// Mission3Test // Date 7/11/2006, Time 16:36:24 // Martin Fuller: Automatically Produced By ALE Editor //--------------------------------------------------------------------------------------- #ifndef __MISSION3TEST_H__ #define __MISSION3TEST_H__
Mission8Test
// Mission8Test // Date 10/4/2006, Time 10:9:14 // Martin Fuller: Automatically Produced By ALE Editor //--------------------------------------------------------------------------------------- #ifndef __MISSION8TEST_H__ #define __MISSION8TEST_H__
A room that would test the sounds in the game, known as "afx_test":
// sfx_test // Date 31/8/2006, Time 18:36:10 // Martin Fuller: Automatically Produced By ALE Editor //--------------------------------------------------------------------------------------- #ifndef __SFX_TEST_H__ #define __SFX_TEST_H__ //----------------------------------------------------------------------------------- // External Includes //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- // External Defines //----------------------------------------------------------------------------------- #define SOUND_DATA_BULLET___CONCRETE_HIT 0xf9833ba0 #define SOUND_DATA_BULLET___FLESH_HIT 0x6c8cb3f2 #define SOUND_DATA_BULLET___GLASS_PIERCE 0x1e1bc732 #define SOUND_DATA_BULLET___METAL_HIT 0x860d3212 #define SOUND_DATA_BULLET___RICOCHET 0x4c17cc21 #define SOUND_DATA_BULLET___WOOD_HIT 0x70026a16 #define SOUND_DATA_DRY_FIRE___9_MM_BRONSTON_HANDGUN 0x6ec5311e #define SOUND_DATA_DRY_FIRE___9_MM_MAGNUS_REVOLUTION 0xe0dcd54a #define SOUND_DATA_DRY_FIRE___GRENADE_LAUNCHER 0x83cffbe4 #define SOUND_DATA_DRY_FIRE___HORNET_SUB_MACHINE_GUN 0x3686921a #define SOUND_DATA_DRY_FIRE___SB_12_GAUGE_SHOT_GUN 0xd2957459 #define SOUND_DATA_DRY_FIRE___SOVIET_ASSAULT_RIFLE 0x91ba6f9f #define SOUND_DATA_DRY_FIRE___TACTICAL_ASSAULT_RIFLE 0x3c7bfb7 #define SOUND_DATA_EQUIP___HAND_WEAPON 0x18aa135b #define SOUND_DATA_EQUIP___LARGE_WEAPON 0x57f6c319 #define SOUND_DATA_EQUIP___RIFLE_WEAPON 0xde1590e4 #define SOUND_DATA_FIRE___9_MM_BRONSTON_HANDGUN 0xb084d9a1 #define SOUND_DATA_FIRE___9_MM_MAGNUS_REVOLUTION 0x8c2185ad #define SOUND_DATA_FIRE___GRENADE_LAUNCHER 0xef34a72 #define SOUND_DATA_FIRE___HORNET_SUB_MACHINE_GUN 0x5a7bc2fd #define SOUND_DATA_FIRE___SB_12_GAUGE_SHOT_GUN__LONG_ 0x614086ed #define SOUND_DATA_FIRE___SB_12_GAUGE_SHOT_GUN__SHORT_ 0xac5adb14 #define SOUND_DATA_FIRE___SOVIET_ASSAULT_RIFLE 0x67f710c3 #define SOUND_DATA_FIRE___TACTICAL_ASSAULT_RIFLE 0x6f3aef50 #define SOUND_DATA_GRENADE_BOUNCE 0x9a65597 #define SOUND_DATA_GRENADE_EXPLOSION 0xeea64326 #define SOUND_DATA_GRENADE_THROW 0xba544dc4 #define SOUND_DATA_RELOAD___9_MM_BRONSTON_HANDGUN 0x6c68674e #define SOUND_DATA_RELOAD___9_MM_MAGNUS_REVOLUTION 0x4408b826 #define SOUND_DATA_RELOAD___GRENADE_LAUNCHER 0x60e4332c #define SOUND_DATA_RELOAD___HORNET_SUB_MACHINE_GUN 0x9252ff76 #define SOUND_DATA_RELOAD___SB_12_GAUGE_SHOT_GUN 0x5ad8dd04 #define SOUND_DATA_RELOAD___SOVIET_ASSAULT_RIFLE 0x19f7c6c2 #define SOUND_DATA_RELOAD___TACTICAL_ASSAULT_RIFLE 0xa713d2db #define SOUND_DATA_CROUCH 0x4a2ef58 #define SOUND_DATA_RUN_FEMALE_HIGH_HEALS_01 0x56d17db0 #define SOUND_DATA_RUN_FEMALE_HIGH_HEALS_02 0x8dc6d527 #define SOUND_DATA_RUN_FEMALE_HIGH_HEALS_03 0xc4cbb2aa #define SOUND_DATA_RUN_FEMALE_HIGH_HEALS_04 0x3f2899be #define SOUND_DATA_RUN_MALE_CONCRETE_01 0x76827f8 #define SOUND_DATA_RUN_MALE_CONCRETE_02 0xdc7f8f6f #define SOUND_DATA_RUN_MALE_CONCRETE_03 0x9572e8e2 #define SOUND_DATA_RUN_MALE_CONCRETE_04 0x6e91c3f6 #define SOUND_DATA_RUN_MALE_DIRT_01 0x628e7e80 #define SOUND_DATA_RUN_MALE_DIRT_02 0xb999d617 #define SOUND_DATA_RUN_MALE_DIRT_03 0xf094b19a #define SOUND_DATA_RUN_MALE_DIRT_04 0xb779a8e #define SOUND_DATA_RUN_MALE_GRASS_01 0xf0b668cb #define SOUND_DATA_RUN_MALE_GRASS_02 0x2ba1c05c #define SOUND_DATA_RUN_MALE_GRASS_03 0x62aca7d1 #define SOUND_DATA_RUN_MALE_GRASS_04 0x994f8cc5 #define SOUND_DATA_RUN_MALE_METAL_01 0x24890b81 #define SOUND_DATA_RUN_MALE_METAL_02 0xff9ea316 #define SOUND_DATA_RUN_MALE_METAL_03 0xb693c49b #define SOUND_DATA_RUN_MALE_METAL_04 0x4d70ef8f #define SOUND_DATA_RUN_MALE_WOOD_01 0xcc8355d7 #define SOUND_DATA_RUN_MALE_WOOD_02 0x1794fd40 #define SOUND_DATA_RUN_MALE_WOOD_03 0x5e999acd #define SOUND_DATA_RUN_MALE_WOOD_04 0xa57ab1d9 #define SOUND_DATA_WALK_FEMALE_HIGH_HEALS_01 0x66df61ba #define SOUND_DATA_WALK_FEMALE_HIGH_HEALS_02 0xbdc8c92d #define SOUND_DATA_WALK_FEMALE_HIGH_HEALS_03 0xf4c5aea0 #define SOUND_DATA_WALK_FEMALE_HIGH_HEALS_04 0xf2685b4 #define SOUND_DATA_WALK_MALE_CONCRETE_01 0x2dcf7ea7 #define SOUND_DATA_WALK_MALE_CONCRETE_02 0xf6d8d630 #define SOUND_DATA_WALK_MALE_CONCRETE_03 0xbfd5b1bd #define SOUND_DATA_WALK_MALE_CONCRETE_04 0x44369aa9 #define SOUND_DATA_WALK_MALE_DIRT_01 0xaeb8b560 #define SOUND_DATA_WALK_MALE_DIRT_02 0x75af1df7 #define SOUND_DATA_WALK_MALE_DIRT_03 0x3ca27a7a #define SOUND_DATA_WALK_MALE_DIRT_04 0xc741516e #define SOUND_DATA_WALK_MALE_GRASS_01 0xaefb8239 #define SOUND_DATA_WALK_MALE_GRASS_02 0x75ec2aae #define SOUND_DATA_WALK_MALE_GRASS_03 0x3ce14d23 #define SOUND_DATA_WALK_MALE_GRASS_04 0xc7026637 #define SOUND_DATA_WALK_MALE_METAL_01 0x7ac4e173 #define SOUND_DATA_WALK_MALE_METAL_02 0xa1d349e4 #define SOUND_DATA_WALK_MALE_METAL_03 0xe8de2e69 #define SOUND_DATA_WALK_MALE_METAL_04 0x133d057d #define SOUND_DATA_WALK_MALE_WOOD_01 0xb59e37 #define SOUND_DATA_WALK_MALE_WOOD_02 0xdba236a0 #define SOUND_DATA_WALK_MALE_WOOD_03 0x92af512d #define SOUND_DATA_WALK_MALE_WOOD_04 0x694c7a39 #define SOUND_DATA_BREAK___GLASS 0xe3f2ec0a #define SOUND_DATA_BREAK___POT 0x6b067d53 #define SOUND_DATA_BREAK___WOOD 0x26adb0e0 #define SOUND_DATA_EXPLOSION___BIG 0x14d0b107 #define SOUND_DATA_EXPLOSION___DISTANT__BIG_ 0xde3ced8a #define SOUND_DATA_EXPLOSION___DISTANT__SMALL_ 0xf8a778c8 #define SOUND_DATA_EXPLOSION___SMALL 0x6b233581 #define SOUND_DATA_MAKE_SELECTION 0xc8849dd4 #define SOUND_DATA_MOVE_SELECTION 0x1c1bdf89 #define SOUND_DATA_NOTIFICATION 0x3384dde4 #define SOUND_DATA_TEXT_POPUP 0x7bab9102 #define SOUND_DATA_LEVEL_ACTION_MUSIC__LOOP_ 0x55289873 #define SOUND_DATA_LEVEL_SNEAK_MUSIC__LOOP_ 0x9831fc1e #define SOUND_DATA_PICKUP_WEAPON 0x43eec6fd #define SOUND_DATA_PICKUP 0x6cfe59d7 #define SOUND_DATA_PICKUP_ARMOUR 0xd572b6fa #define SOUND_DATA_PICKUP_COLL 0x92095668 #define SOUND_DATA_PICKUP_HEALTH 0xa99dd402 #define SOUND_DATA_DOOROPEN 0x611493e4 //----------------------------------------------------------------------------------- // External Enums //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- // External Types //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- // External Variables //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- // External functions //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- // Inline functions //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- // Additional includes that depend on this header //----------------------------------------------------------------------------------- #endif // __SFX_TEST_H__
Debug-Related Text
Various text related to debug and test menus.
APE Tech demo - test menu Level Select Page 1 Level Select Page 2 Level Select Page 3
APE tech demo level selection (TRIANGLE) Display Free Memory : ON (TRIANGLE) Display Free Memory : OFF (CIRCLE) Display Frames per Second : ON (CIRCLE) Display Frames per Second : OFF
Test Object Tweaker Animation Ratio Tweaker Simple menu test Character Movement Profile
[Memory Debug] Use a debug build for detailed information on each allocation and alignments BlockType : Address End Size Bytes FreeBlock : %p %p %i Block : %p-%p %-11i %i Headers minimum of %i bytes used by memory system (Actual size only stored in debug) Used Memory %i bytes Free Memory %i bytes Memory accounted for: %i bytes of managed %i bytes Approx %f%% used by / available to app
001b08d0 00000030 0 DebugMenuControlActivate(void) 001b0900 00000030 0 DebugMenuControlDeactivate(void) 001b0930 00000030 0 DebugMenuControlTriangle(void) 001b0960 00000030 0 DebugMenuControlCircle(void) 001b0990 00000030 0 DebugMenuControlCross(void) 001b09c0 0000002c 0 DebugMenuControlSquare(void) 001b09f0 0000002c 0 DebugMenuPageLeft(void) 001b0a20 00000030 0 DebugMenuPageRight(void) 001b0a50 0000002c 0 DebugMenuItemUp(void) 001b0a80 00000030 0 DebugMenuItemDown(void) 001b0ab0 00000030 0 DebugMenuItemLeft(void) 001b0ae0 00000030 0 DebugMenuItemRight(void) 001b0b10 00000028 0 DebugMenuAnalogLeftRight(void) 001b0b38 00000028 0 DebugMenuAnalogUpDown(void) 001b0bb0 0000000c 0 DEBUG_MENU_IsMenuActive(void) 001b0bc8 000000a4 0 DEBUG_MENU_Render(void)
002624b0 00001b78 8 C:\Projects\Apetec\enginelibincs\ps2\libs\PS2_engine_r.lib(camera.obj) 00263420 0000003c 0 CAM_SetSection 00263418 00000008 0 CAM_SetDebugMessage 00262f78 0000003c 0 CAM_Init 00263fb0 00000074 0 CAM_GetOrientation 002624c8 000001cc 0 FUST_CheckAABB 00263cc0 000002ec 0 CAM_SetOrientation 00263588 00000734 0 CAM_UpdateFreeCam 00262a08 000001cc 0 GUARD_CheckAABB_WithClipPS2 00263050 000003c4 0 CAM_SetCamera 00262698 00000370 0 FUST_CheckAABB_WithClip 002624b0 00000018 0 FUST_GetClipPlane 00262fb8 00000098 0 CAM_SetTransform 00262bd8 000001c8 0 GUARD_CheckAABB_WithClipPSP 00262da0 000001d4 0 FUST_CreatePlanes 00263460 0000000c 0 CAM_GetSection 00263470 000000ac 0 VECT3_DTransformByCamera_Aspect 00263520 00000068 0 CAM_SetFreeCam
002bdc48 00002330 8 C:\Projects\lua-5.0.2\PS2Lib\Lua_CoreRel.lib(ldebug.obj) 002be7f0 000001bc 0 lua_getinfo 002bdf78 00000150 0 lua_getstack 002bfd48 0000016c 0 luaG_errormsg 002bddb0 00000080 0 luaG_inithooks 002bde30 000000a0 0 lua_sethook 002bded0 00000038 0 lua_gethook 002bdf08 00000038 0 lua_gethookmask 002bdf40 00000038 0 lua_gethookcount 002be128 000000e8 0 lua_getlocal 002be210 00000148 0 lua_setlocal 002bfeb8 000000bc 0 luaG_runerror 002bf4b8 00000054 0 luaG_checkcode 002bf9c0 0000010c 0 luaG_typeerror 002bfad0 00000068 0 luaG_concaterror 002bfb38 00000070 0 luaG_aritherror 002bfba8 000000e4 0 luaG_ordererror
0031b538 00000928 8 c:\Projects\BeverlyHillsCop\Code\PS2 Release\DebugMenu.obj 0031be30 00000030 0 DebugMenu_LevelSelect 0031b538 000000e0 0 testItems 0031b618 000000d0 0 demoLevelSelectItems 0031b6e8 000000b0 0 levelSelectItems1 0031b798 000000b0 0 levelSelectItems2 0031b848 000000b0 0 levelSelectItems3 0031b8f8 00000010 0 demoLevelSelectMenu 0031b908 00000010 0 levelSelectMenu1 0031b918 00000010 0 levelSelectMenu2 0031b928 00000010 0 levelSelectMenu3 0031b938 00000168 0 profileTweaker 0031baa0 00000014 0 tweaker 0031bab8 00000120 0 threatSelectionTweaks 0031bbd8 00000014 0 threatSelectionTweaker 0031bbf0 00000168 0 animRatioTweaks 0031bd58 00000014 0 animRatioTweaker 0031bd70 000000c0 0 DebugMenuPage
The Beverly Hills Cop series
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BBC Micro | Beverly Hills Cop |
Commodore 64 | Beverly Hills Cop |
DOS | Beverly Hills Cop |
PlayStation 2 | Beverly Hills Cop |
- Pages missing developer references
- Games developed by Atomic Planet Entertainment
- Pages missing publisher references
- Games published by Blast! Entertainment
- PlayStation 2 games
- Pages missing date references
- Games released in 2006
- Games released in October
- Games released on October 2
- Games released on October 26
- Games with hidden development-related text
- Games with unused text
- To do
- Beverly Hills Cop series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Atomic Planet Entertainment
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Blast! Entertainment
Games > Games by release date > Games released in 2006
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 2
Games > Games by release date > Games released in October > Games released on October 26
Games > Games by series > Beverly Hills Cop series