We just reached 30,000 articles on this wiki! 🥳
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

SSX (2000)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

SSX

Also known as: X-treme Racing SSX (JP)
Developer: EA Canada
Publishers: EA Sports Big (US/EU), EA Square (JP)
Platform: PlayStation 2
Released in JP: October 26, 2000
Released in US: October 30, 2000
Released in EU: November 24, 2000


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


Hmmm...
To do:
  • There is a ton of unused audio which could go in its own extensive sub-page.
  • The final JP build (and PAL demo) has a unused American .loc file which contains earlier (pre proof-reading, given some of the errors) revisions of hints, strings relating to cut features, a couple developer in-jokes, and more! Share how to access it + said funnies.
  • Figure out what the cheats do.

The pure riding, jibbing, action, and tricks-galore extreme snowboarding game series needed a start somehow.

As an exclusive launch title for the PlayStation 2 in the US (reportably because Sony actually sent engineers to EA Canada to help them, in exchange for making the game a exclusive for the PS2), which itself started development as a Dreamcast title, before Electronic Arts completely dipped out of making/publishing Dreamcast games, this was it. AND IT KICKS.

Welcome to SSX.

Sub-Pages

SSX Unused Gamemode Icon.png
Unused Gamemodes
Unused and completely removed gamemodes.
SSX warmup sky.png
Unused Textures And Oddities
Unused textures, and odd or unused things in used textures.

Build Date/Time

At the following addresses, there are two separate strings for the build date and build time:

Region/Version Date/Time Addresses Build Date/Time
JP/SLPS-20025 0x002B3450 (Date)/0x002B3460 (Time) Aug 29 2000 20:16:13
PAL/SLPS-50030 0x002BA790 (Date)/0x002BA7A0 (Time) Oct 10 2000 12:17:57
US/SLUS-20095 0x002B3490 (Date)/0x002B34A0 (Time) Aug 30 2000 11:11:36

These strings are actually used to compose a "ALPHA CDROM" version string at runtime.


(Source: modeco80)

Framerate Display

Frontend

Hmmm...
To do:
  • Maybe find another later spot the jump can be encoded into? (Assuming it was intended to be on top. The current instruction overwrite makes the current cFE3DScreen instance render on top of the framerate counter)
  • addr/val pair for JP/SLPS-20025

Writing the value at the given address in the following table will overwrite a call to an cFrontend3D member function which does nothing, to instead call a otherwise unused member function which displays the frame rate while in the frontend/the game's main menus.

Region/Version Address Value
PAL/SLES-50030 0x001661F0 AC9E05 (3 bytes)
US/SLUS-20095 0x001660D8 669E (2 bytes)
SSX - Debugdisplay.png

In-Game

A framerate display also exists in the cGame class (the class used to handle the gameflow).

It can be enabled by setting the 4-byte value at the following address (for your region/version) to any non-zero value.

Region/Version Address
JP/SLPS-20025 0x00285B24
PAL/SLPM-60124 (PlayStation 2 Demo Disc) 0x00286300
PAL/SLPS-50030 0x0028CFA0
US/SLUS-20095 0x00285A7C
FPS displayed during the venue intro sequence.
FPS displayed in-game.
(Source: Punk7890 (Frontend code), modeco80 (In-game version rediscovery))

Debug Menu

There is evidence of two large debug menus being once embedded in the pause menu.

No main routine in the game enables the sub-menus to these menus.

The cDebugMenu class, and other submenu classes still exist in game code, however.

One of cDebugMenu's unique thiscall functions (presumably the function for actually registering the menu) has been completely dummied out, and as such, the menu doesn't work.

SSX - Debugmenu.png
(Source: Punk7890, modeco80 (Reverse engineering))

Cheats

Unused Cheats

Several unused cheats exist that no longer have any effects, but likely did at an earlier point in development.

While in the options menu, hold L1 + L2 + R1 + R2 and press the following:

Inputs
X(×7), Triangle
X(×7), Circle
X(x4), Triangle(x4)
Circle(×4), Square(×4)

The last cheat is used, but only in the European release, which cycles between the three languages. This was likely used for testing as language can be easily changed from within the Options menu.

Additionally, there's a cheat which does work and does affect gameplay in some way, but the specifics are unknown:

Inputs
X(x8)

Japanese Release Cheats

The Japanese release of the game has the same cheat codes as the American and European releases, but their inputs are flipped and/or reversed.

Inputs Effect
Square, Triangle, Circle, X, Right, Up, Down, Left Unlock Everything
X, Circle, Triangle, Square, X, Circle, Triangle, Square Running Man Mode
X, Circle, X, Circle, X, Circle, X, Circle All Course Hints
Square, X(x7) Full Stats
Square, Triangle, X, Circle(×5) Mallora Board + Full Stats

All of the unused cheats exist here too, their inputs also being swapped.


(Source: SlyCooperReloadCoded, modeco80)