ladyabaxa: (persona)
I've had a little subfolder up on my Space Griffon album for awhile now but haven't yet gotten around to talking about it. It should go without saying, based on the title of this post, that THAR BE SPOILERS HERE. This is also limited solely to the Playstation version of the game.

All images where ripped from an ISO image of the game (which I made myself to cut down on wear and tear to the original disc) using PSicture. Now, before I begin I'll explain how things are named so they will make sense. There are 4 components to each name. I'll use the first image in the album as a reference as I explain.

Image L1A-63

This is entry L1A-63. Resources on the disc are stored in a number of file sets. First are a series of DAT files which hold graphical resources for the game and level data. Common resources are stored in the CMD.DAT file. Each level has it's own DAT file with multi-sectional floors divided into multiple DAT files*. So, this is how the name for the above file breaks down.

L : I assume this stands for 'level'
1 : the number of the floor
A: the section of the floor
63: the number of the file in the TIM archive

I must also stress that I have not changed the file names in any way. They are precisely as output by PSicture. I did this so that I could later find the file on the disc if needed. Anyone reading this post or looking through the Cut Content sub-album can repeat my steps, as well.

In addition to the DAT files for each floor are XA files for each floor which contain all the dialogue for the game. There's an enormous amount of it too. So much so that of the 441 MB on the disc 311.7 are dedicated to XA files. The VAST majority of this space is consumed by dialogue. In other words there's a whole lot of talking.

Anyway I digress. On to the topic of excised content.

Over on the album I put some information in the description of each image detailing where it came from, surrounding files, and some thoughts. I'll now list a few select images and my take on them. I cannot read any Japanese so what they're saying is unknown.

L1A-63

Yes, entry L1A-63 again. To quote myself

"This and entry #64 are from the level 1 data set and are listed after the used ending images at the end of the file. This is possibly part of the ending that was planned but cut."

It is then followed by this file.

L1A-64

Some rather ominous purple! (Once again, I have no idea what it actually says.) It does make sense that these two bits went unused as the game ends on a stinger note implying that all will not be well on earth. If this were to be interpreted chronologically that would mean there was a stinger, then a happier scene, then whatever this was supposed to be. Talk about an emotional yo-yo!

L2B-69

This is file L2B-69.

"This marks a longer set comprising entries 69 - 71 and quite possibly #72 for a cutscene that was planned but never created."

That seems a likely explanation due to the numbering. There are 4 other files at the tale end of the level 2 section B resource file that are also placeholders. Level 2B is a pretty plot-heavy section of the game so I wonder what else they were planning on cramming into this part of HAMLET.

L5A-63

This is file L5A-63. Yes, it is text on a white background.

"This marks the longest planned but unimplemented sequence comprising entries 63 - 69 and possibly including #s 70 and 71 as well. The content of the scene is intriguing particularly in light of the fact that the level 5 data file also has the "hole in the wall" texture used for one brief period during a scene on level 2."

Unlike area 2B, 5A isn't cutscene heavy although it has it's fair share of exposition and plot-moving dialogue. Therefore 9 placeholder files indicating a lengthy scene raises my interest.

L7A-24

This is file L7A-24. It is the only placeholder for level 7. D.B.I. = DataBase Interface? That's purely speculation on my part. Although HAMLET's main database is on level 7 and is critical for the plot it cannot be accessed by the player. I suppose a useable interface is unnecessary if the planned feature is cut.

On a related note while KID is down on level 8 cleaning out the security bots BIGHORN announces he has returned to the databank on level 7. It is possible to go back up the ramp to level 7 and search the area. However, neither BIGHORN nor his VF are anywhere to be found. It seems like such an odd detail to leave out considering how many times KID can go inspect areas other Cleaners have swept through and find evidence of their passing in the form of wreckage.

Is BIGHORN lying in that call? Are the developers trying to subtly imply that this is when he slips away to sabotage HAMLET's power supply? The Atomic Pile is on level 8 but is separated from the security sector by locked, indestructible partitions. If it's supposed to be a plot hint it is something that would only be picked up on successive playthroughs.

L8A-30

This is file L8A-30.

"This unused TIM file is part of the set for the cutscene when Jim and Konrad find Francis unconscious."

The intended use is pretty obvious based on the position in the file and the large red cross. This would have been Francis in HAMLET's medbay on level 3. There are red crosses all over the walls there to mark it as a medical region.

Speaking of level 3, I am now going to address the * listed above. There are 3 exceptions to the "one DAT file for each floor region." These exceptions are levels 3, 4 and 5. Level 5 has a north and south region but one resource file is used for both. Level 3 has three regions: the medbay, the farms, and a small area with elevator 4 and an access ramp down to the eastern portion of level 4. However, there is no way in game to access the farm area. The resource files for level 3 contain one enemy machine texture consisting of two files, one of which has the wreckage image itself, (and THIEF mentions no hostile units when he is in the farm). There is also no English dialogue indicating KID's presence in the farm itself. Level 4 has a smaller region to the east but the bulk of the floor is the winding maze of the bio-monster containment facilities.

It seems that access to the farm was never intended or cut early in development. In reviewing the floor maps by comparing known points that MUST vertically match - namely elevators 5 and 7 - it becomes obvious that no marked elevator from levels 1, 2, or 4 could provide access to the farm on level 3. The only elevator that lines up with the farm and isn't obstructed by other floors is elevator 1 on level 1 but that goes straight from level 1 to level 9. (As an aside, upon checking my notes I find that THIEF does mention finding a key to elevator 1 and unlocking it before heading down to the farm. Perhaps KID is simply wrong when he states elevator 1 goes straight from floor 1 to 9 without stopping or it needs THIEF's key to stop on level 3.)

L9A-13

This is file L9A-13.

"Chibi THIEF! This TIM file is tucked between texture sets so its intended function is unknown."

No other character in the entire game wears a headband so this has to be referencing Mark. Knowing what happens on level 9 that smile is damn creepy.

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Now playing: Shun Nishigaki, Syusaku Uchiyama, Masami Ueda - ''T''-B
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