The Italian Job (2003)
The Italian Job |
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Also known as: The Italian Job: L.A. Heist (EU/AU) This game has hidden development-related text. This game has a prerelease article |
Oh dear, I do believe I have the vapors. This page contains content that is not safe for work or other locations with the potential for personal embarrassment. Such as: It’s a Climax game, after all, so there is going to be profanity hidden in the executable. |
To do: The European Xbox Config.xml has mAllowEuropeanAdverts enabled. See what regional differences are caused by this. |
The Italian Job is a racing game based on the 2003 film of the same name with some style, but not as much substance.
Contents
Sub-Page
Prerelease Info |
Build Date
The executables have a build number, complete with a commit number in some cases:
Note how the PS2 EUR build date is erroneously labelled as September 24, 12 days after its official release date. Its actual build date should be June 24.
GCN (EUR) |
The Italian Job gc/final/msheppard/Jul 10 2003/15:08:28 8a05e4df0e11e65ab931deed4ad5944a |
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GCN (USA) |
The Italian Job gc/final/msheppard/Jun 11 2003/17:43:21 86eef02e96a01f1ca706b312d747e4ac |
PS2 (EUR) |
The Italian Job ps2/final/BAY/Sep 24 2003/16:44:59 dad4a124b73ae2a826e7cecab94fb6a2 |
PS2 (USA) |
The Italian Job ps2/final/BAY/Jun 6 2003/17:46:26 87712e7dae4c4e46f92cae8cebc0aafe |
Xbox (EUR) |
The Italian Job xbox/final/rchilds/Jun 23 2003/19:02:18 UNIQUE_ID |
Xbox (USA) |
The Italian Job xbox/final/rchilds/Jun 1 2003/01:59:58 UNIQUE_ID |
Debug Options
- Rendering Info
Shows information for World Geom Tri, Coll Tri, Tex Mem, Cpu, Render, Tri; Model Tri; Misc Tri; Tex Download, Duplicate.
EUR | USA | |
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GCN | 0057D13F 00000001 | 0055540F 00000001 |
PS2 | 00302D9C 00000001 | 0030365C 00000001 |
Xbox | 002C202C 01 |
- Camera Boxes, Visible Meshes
EUR | USA | |
---|---|---|
GCN | 0057D143 00000001 | 00555413 00000001 |
PS2 | 00302DA0 00000001 | 00303660 00000001 |
Xbox | 002C2030 01 |
- Framerate, Position, and more
The GameCube version displays some memory info at the top, and the Xbox version doesn't display the build tag nor the elapsed time unlike the others. All of the props also have a number displayed on them.
EUR | USA | |
---|---|---|
GCN | 0057D157 00000001 | 00555427 00000001 |
PS2 | 00302DB4 00000001 | 00303674 00000001 |
Xbox | 002C2044 01 |
- Speed Information
EUR | USA | |
---|---|---|
GCN | 0057D14B 00000001 | 0055541B 00000001 |
PS2 | 00302DA8 00000001 | 00303668 00000001 |
Xbox | 002C2038 01 |
XML Debug Options
To do: Check and confirm if this has any effect on PS2 and GCN too. As well as (if possible) document which bytes in memory are toggled by these options in the section above. |
On the Xbox version, adding the options to a Config.xml file allows you to toggle various other debugging options.
None LeftStick1 RightStick1 LeftStick2 RightStick2 Select1 Select2 Europe USA Mission Circuit Stunt Demo Free Hollywood MiniRed mPreferArchive mLoadXMLFromArchive mShowProfileBars mShowBudgetBars mShowOcclusionInfo mShowUnsafeRegion mShowCarInfo mShowHud mShowWarnings mShowDebugInfo mPlayMovies mTestMovies mShowLegals mIgnoreDave mTestPlayerHumanNum mTestPlayerAiNum mTestLevel mTestCar mGameRegion mGameType mTrackNumber mNumberOfLaps mUseTraffic mFrameUpdate mAllowReloads mCycleDebugTexturesButton mReloadVehicleParamsButton mReloadWorldConfigButton mReloadCameraConfigButton mReloadObjectConfigButton mReloadMaterialsButton mScreenshotButton mCycleCarTypeButton mMovieMakerCycleModeButton mMovieMakerPlaceNodeButton mToggleHudButton mToggleWarningsButton mToggleDebugInfoButton mToggleCarDamageButton mToggleScreenshotModeButton mMovieMakerStartOutputButton mTestExplosionButton mMemoryDumpButton mMovieMakerPlaybackSpeed mMemCardEnabled mShowCollision mMeEncantaElTanque mDemoTimeout mUseAntialiasing mForceMappedCameras mCutsceneInfo mCutSceneFilename mSkipMissions mUnlockMissions mUnlockCircuits mUnlockStunts mUnlockCars mUnlockExtraOptions mMissionDebugTimer mDEBUGAIEndSection mDEBUGAIStartSection mVibrationTime mMinImpulseForVibration mVibrationPerUnitImpulse mCtrlVibJitterMag
Additional Development Text
The executables contain a smorgasbord of error and debug messages.
ObjectID %s got focus ObjectID %s lost focus ObjectID %s moved ObjectID %s sized ObjectID %s rcvd Nav ObjectID %s rcvd Msg ***ERROR*** - Did not load ParticleSettings, using default values !!! UNKNOWN TOKEN !!! !!! THIS STRING IS TOO BIG !!! TRANSITION STILL ACTIVE! Ballz mate! Too many impostors pal! Tex Downloaded Obj Required Tex Required Obj Rendered Vif Finished Gif Finished Vif1 Start Vif1 Start Fail Vif1 Stop Gif Start Gif Start Fail Gif Stop Vif1 Zed Stored Vif1 Profile Gif Profile Path3InterruptLog.txt Interrupt Event Log =================== Another light? Not without increasing CLIGHT_MAX you can't! Pre MenuSystemOpen = %ldk %s/%s Post MenuSystemOpen = %ldk Pre MenuSystemClose = %ldk Post MenuSystemClose = %ldkFailed to setup model file for %s ROM 1.27 Sorry mate! That palette type ain't supported! Palette already dead! Attempt to load into uninitialized palette! Attempt to allocate invalid palette size BeginObject/EndObject pairs did not match! bad things will probably happen now :( BACKGROUND POSITION: %s; HEIGHT: %ld; WIDTH: %ld; TOP: %ld; LEFT: %ld out of range Couldn't find attribute '%s' under path '%s' Couldn't recognise enum '%s' in node '%s.%s' Couldn't recognise enum bit '%s' in node '%s.%s' Ballz mate! Too many basic shadows! Dodgy magic '%s' in model file '%s'! Failed to alloc texture mem for '%s'! Failed to alloc box mem for '%s'! Failed to alloc point mem for '%s'! Failed to alloc face-me mem for '%s'! Failed to alloc mesh header mem for '%s'! Failed to load '%s'! Dodgy magic '%s' in skeleton file '%s'! \Building this skeleton will cause stack overrun! WTF? Seriously corrupt stack command when building anim skeleton! Ballz mate! Too many tex anims - increase TEX_ANIM_MAX pal! Failed to load texture box file '%s'! Dodgy Magic '%x' in ink file '%s'! Zed Store: Height = %ld, Qwc = %ld Using Reversed DMA list to store Z Buffer VIF1 DMA at %x GIF DMA at %x Attempt to use point light with no object position! Can't get dir! Attempt to use spotlight with no object position! Eh? What kind of light are you supposed to be?! Failed to open '%s'! Unsupported zed mode! Cleared VRAM to: a%d r%d g%d b%d Failed to Load Sif Module: %s - Error Code: %d! System not initialized! __ . , __ ___ __ _ _ __ __ __ __ __ (__` \_/ (__` | |__ |\ /| |__ |__) |__) / \ |__) .__) | .__) | |__ | V | |__ | \ | \ \__/ | \ Dodgy bog standard (Jesus, Duncan!) fuckhead '%s' in '%s'!pack_header_field_flag needs to be '0' in PS The size of work area is too small work area size is too small image buffer needs to be aligned to 64byte boundary(0x%08x) pack_header_field_flag needs to be '0' in PS The size of work area is too small work area size is too small image buffer needs to be aligned to 64byte boundary(0x%08x)
Unused Graphics
Only in the European Xbox version there is a System folder with two placeholder graphics:
- missing.bog
- white.bog
A small 16×16 graphic with nothing but the color white. This file can also be found in Hot Wheels World Race’s init folder.
- Pages missing developer references
- Games developed by Climax Studios
- Pages missing publisher references
- Games published by Eidos Interactive
- GameCube games
- PlayStation 2 games
- Xbox games
- Pages missing date references
- Games released in 2003
- Games released in June
- Games released on June 24
- Games released in July
- Games released on July 15
- Games released in September
- Games released on September 12
- Games with hidden development-related text
- Games with unused graphics
- Games with debugging functions
- NSFW articles
- To do
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
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