Shifters
Shifters |
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Also known as: Shifters of Might and Magic This game has hidden development-related text. |
Shifters is the direct sequel ofto Warriors of Might and Magic. This time you can change into various creatures, though.
Contents
Debug Mode
A set of development features can be restored if a USB keyboard is plugged into the console while in-game. If you're using PSCX2, you'll need the Nuvee plugin in order to emulate one.
Keyboard Inputs
Key | Effect |
---|---|
Esc | Brings up the Pause menu. |
F3 | Toggles God Mode. |
F/Alt | Runs an attacked animation. |
N | Triggers another attacked animation. |
M | Runs a slightly different attacked animation of the above. |
Pause Break | Increases the game's speed. |
Scroll Lock | Decreases the game's speed. |
Enter | Brings up a console. Working commands are unknown so far. |
Camera Controls
Insert and Delete zoom in and out the camera, while Start and End pan the camera upwards and downwards (albeit at a snails' pace). Any time these keys are pressed a cryptic X IN will appear onscreen; pressing the X button doesn't seem to have any effect here other than attacking.
Debug Displays
- C brings up technical statistics about the player.
- F12 shows information about the level, the player's coordinates, frames per second, and so on.
- T lets the player view up to four pages composed by many of the game's settings. It's possible to scroll through them with the G and B keys.
- Page Up reveals the commands performed by the console.
Transformations
Every single transformation can be accessed with the following set of keys.
- W sets the creature group you want to shift into.
- S chooses the class of the creature above.
- Q transforms Alleron based on the settings above.
- A shifts the player into a Beast Warlord, but prints Automotron Grunt on screen instead. Its purpose is unknown.
Unused Graphics
Title Screen
An unseen title screen can be viewed by joining title1.tga, title2.tga, title3.tga and title4.tga together. The game jumps straight to the main menu following the 3DO logo and the introductory video.
Language Select
Four screens for a language select can be found under the following. Neither the US nor the European version use this, potentially because no translations were ever done.
The third picture is made up by ui_language1.tga and ui_language2.tga.
Fonts
There are at least three fonts sets that go unseen. One of the yellow tinted fonts is actually used but only within the console environment.
Unused Textures
Placeholders
A handful of labeled 128x128 images on a flat color background.
Grids
A small set of grids likely meant as a base for making actual textures. The last one appears to be a placeholder judging by the filename.
Miscellaneous
Development Files
Download Leftover Scripts
File: SHIFT_TEMP.7z (24,8 KB) (info)
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The American release has a TEMP folder that is not present in the European version, despite being released earlier. It contains several header (.h) files ranging from January 2001 to February 2002 according to the commented-out text printed on top of each one of them. Inside are also a few Python scripts and some .tab files which seem to bind audio files together. All of these can be found in the SOUND\PS2 directory.
All of these header files are related to the audio components of the game, and have commented out development folder from at least 4 different sources. A sample (JACKAL.H) is displayed below.
//====================================================================== // Created By ASB Creator - 10-24-2001 //====================================================================== // Wavesample Defines: #define AUDIO_JACKAL_BASEWAVEINDEX 0 #define AUDIO_JACKAL_CRIT_JACKALMAN_AMBIENT 0 // C:\WINDOWS\Desktop\ShifterSFXwav\Beastmen\vag\10.24.01\Crit_JackalMan_Ambient.VAG #define AUDIO_JACKAL_CRIT_JACKALMAN_ALERT 1 // C:\WINDOWS\Desktop\ShifterSFXwav\Beastmen\vag\10.24.01\Crit_JackalMan_Alert.VAG #define AUDIO_JACKAL_CRIT_JACKALMAN_ATTACK 2 // C:\WINDOWS\Desktop\ShifterSFXwav\Beastmen\vag\10.24.01\Crit_JackalMan_Attack.VAG #define AUDIO_JACKAL_CRIT_JACKALMAN_DEATH 3 // C:\WINDOWS\Desktop\ShifterSFXwav\Beastmen\vag\10.24.01\Crit_JackalMan_Death.VAG #define AUDIO_JACKAL_CRIT_JACKALMAN_FALL 4 // C:\WINDOWS\Desktop\ShifterSFXwav\Beastmen\vag\10.24.01\crit_jackalman_fall.VAG #define AUDIO_JACKAL_CRIT_JACKALMAN_IMPACTHVY 5 // C:\WINDOWS\Desktop\ShifterSFXwav\Beastmen\vag\10.24.01\Crit_JackalMan_ImpactHvy.VAG #define AUDIO_JACKAL_CRIT_JACKALMAN_IMPACTLT 6 // C:\WINDOWS\Desktop\ShifterSFXwav\Beastmen\vag\10.24.01\Crit_JackalMan_ImpactLt.VAG #define AUDIO_JACKAL_CRIT_JACKALMAN_IMPACTMED 7 // C:\WINDOWS\Desktop\ShifterSFXwav\Beastmen\vag\10.24.01\crit_jackalman_impactmed.VAG #define AUDIO_JACKAL_CRIT_JACKALMAN_JUMP 8 // C:\WINDOWS\Desktop\ShifterSFXwav\Beastmen\vag\10.24.01\crit_jackalman_jump.VAG #define AUDIO_JACKAL_CRIT_JACKALMAN_LAND 9 // C:\WINDOWS\Desktop\ShifterSFXwav\Beastmen\vag\10.24.01\crit_jackalman_land.VAG #define AUDIO_JACKAL_NUMSAMPLES 10 // Patch Defines: #define AUDIO_JACKAL_BASEPATCHINDEX 0 #define AUDIO_JACKAL_PATCH_SIZE 4
Hidden Text
The folder above contains two plain text files with instructions for the developers.
README
The first one describes the functions of some of the .py scripts.
GenerateSoundList.py Before running, checkout "GenerateSoundList.tab". Creates list of sounds used by each level. This list is used by Sound Designer to build lists of sounds that go into ASBs. Should be run biweekly and given to Sound Designer. This script also runs "_EPParse.py" and "_ROLParse.py". _GenerateAsbList.py Before running, checkout "runtime data\script\asblist.tab". Creates "asblist.tab", which lists which ASB files need to be loaded for each cap. Should be run when entity types are added to a cap. You need to run "GenerateSoundList.py" before running this script. GenerateATX.py Generates ATX files and reports on SPU budget. Should be run whenever ASB files are created. You need to run "_GenerateAsbList.py" before running this script.
WHERE
The second one details where the game's sound files are referenced within the code.
Sound Resources are referenced in the following places: C/C++ files textures.nfo EP files ROL files Entity Database Form Database GLOBAL SOUNDS C/C++ files: aud_constants.cpp ( by hand ) TEXTURES.NFO EP files: ( EPParse.py ) global ep files ai.ep ai_*.ep entities.ep globals.ep obstacles.ep spell_*.ep weapons.ep igc.ep ? LEVEL SOUNDS EP files for level ( EPParse.py ) ROL files: (ROLparse.py) "SND:" references SoundFlag references Entity references What about NPC's ? ENTITY SOUNDS Entity Database ( by hand ) ( list entities by level ) FORM SOUNDS Form Database ( by hand )
TEXTURES
Located in TEXTURES.ZIP is the lengthy .nfo file named in the previous text.
// Textures.nfo // // - Enumerates and describes categories of texture material properties // ///////////////// // // Wood Category Wood Ricochet wpn_blunt_wood FootstepL crit_Alleron_walk_wood_L1 FootstepR crit_Alleron_walk_wood_L1 FootstepD footprint BreakApart wpn_hitbarrel01 SparxDust ent_footDust Decal hole KFriction 1.0 //HasDetail Symbol WD // Earth Category Earth FootstepL crit_Alleron_walk_dirt_L1 FootstepR crit_Alleron_walk_dirt_L1 FootstepD footprint SparxDust ent_footDust Decal scorch KFriction 1.0 //HasDetail Symbol ER // Stone Category Stone Ricochet amb_thud FootstepL crit_Alleron_walk_stone_L1 FootstepR crit_Alleron_walk_stone_L1 SparxDust ent_footDust Decal slash KFriction 1.0 //HasDetail Symbol ST // Metal Category Metal Ricochet wpn_hitmetal01 FootstepL crit_Alleron_walk_metal_L1 FootstepR crit_Alleron_walk_metal_L1 SparxDust none Decal scorch KFriction 1.0 //HasDetail Symbol ML // Sand Category Sand Ricochet crit_Alleron_walk_sand_L1 FootstepL crit_Alleron_walk_sand_L1 FootstepR crit_Alleron_walk_sand_L1 SparxDust ent_footDust Decal scorch KFriction 1.0 //HasDetail Symbol SD // Cloth Category Cloth Ricochet wpn_hitleather01 FootstepL crit_Alleron_walk_dirt_L1 FootstepR crit_Alleron_walk_dirt_L1 SparxDust none Decal scorch KFriction 1.0 //HasDetail Symbol CL // Organic Category Organic FootstepL crit_Alleron_walk_grass_L1 FootstepR crit_Alleron_walk_grass_L1 SparxDust none Decal scorch KFriction 1.0 //HasDetail Symbol OG // Liquid Category Liquid FootstepL crit_Alleron_walk_water_L1 FootstepR crit_Alleron_walk_water_L1 Decal scorch KFriction 1.0 //HasDetail Symbol LQ // Sky Category Sky SparxDust none Decal scorch KFriction 1.0 Symbol SY // Glass Category Glass BreakApart amb_jarbreak SparxDust none Decal scorch KFriction 1.0 Symbol GL // Snow Category Snow Ricochet crit_Alleron_walk_snow_L1 FootstepL crit_Alleron_walk_snow_L1 FootstepR crit_Alleron_walk_snow_L1 SparxDust none Decal scorch KFriction 1.0 //HasDetail Symbol SN // Grass Category Grass Ricochet crit_Alleron_walk_grass_L1 FootstepL crit_Alleron_walk_grass_L1 FootstepR crit_Alleron_walk_grass_L1 SparxDust none Decal scorch KFriction 1.0 //HasDetail Symbol GR // Special Category Special SparxDust ent_footDust Decal scorch KFriction 1.0 Symbol SP // Materials database proxy Category DatabaseMaterial SparxDust none Decal scorch KFriction 1.0 Symbol DB // Sliding Category Sliding Decal scorch KFriction 0.0 Symbol SL
The Might and Magic series
| |
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NES | Secret of the Inner Sanctum |
Mac OS Classic | II: Gates to Another World |
DOS | III: Isles of Terra • IV: Clouds of Xeen (Demo) • V: Darkside of Xeen (Demo) • IV + V: World of Xeen • Swords of Xeen |
SNES | II: Gates to Another World • Book II • III: Isles of Terra (Prototype) |
Windows | VI: The Mandate of Heaven • VII: For Blood and Honor (Prototypes) • VIII: Day of the Destroyer • IX: Writ of Fate (Prototype) Clash of Heroes |
PlayStation 2 | VIII: Day of the Destroyer |
Heroes of Might and Magic | |
Windows | A Strategic Quest (Demo) • II: The Succession Wars • III: The Restoration of Erathia • V • VI • VII |
Dreamcast | III: The Restoration of Erathia |
Other | |
Windows | Dark Messiah of Might and Magic |
Game Boy Color | Warriors of Might and Magic |
PlayStation 2 | Shifters |
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