If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

The Legend of Spyro: The Eternal Night (PlayStation 2, Wii)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

The Legend of Spyro: The Eternal Night

Developer: Krome Studios
Publisher: Sierra Entertainment
Platforms: PlayStation 2, Wii
Released in US: October 2, 2007 (PlayStation 2), October 18, 2007 (Wii)
Released in EU: November 1, 2007 (PlayStation 2), December 6, 2007 (Wii)
Released in AU: November 2, 2007 (PlayStation 2), December 14, 2007 (Wii)


AreasIcon.png This game has unused areas.
SourceIcon.png This game has uncompiled source code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


The Legend of Spyro: The Eternal Night is the second entry in the Legend of Spyro series. To compensate for making the combat harder, you can now warp this time to make it "easier".

Note that all of the soundtrack from A New Beginning and the unused graphics are in the files for this game, but it's not worth mentioning here.

Sub-Pages

SoundIcon.png
Unused Audio
There's a sizable amount here.

Debug Options

A few debug options can be accessed in this game. The codes listed below are only for the PlayStation 2 version of this game. If you plan on activating these codes on a real PlayStation 2, activate the following enable code first. If not, skip this step.

USA EU
9017DB90 0C05F68C 9017DB50 0C05F67C

Level Select

Like in the previous game, a level select menu is available. The North American version of this level select has all the test maps removed, however these are still present in the European version, which is good for us. In the level select menu for this game, you can access test maps which test different props, enemies, etc. You can re-enable this menu in the PS2 version with the following codes. Anything that supports RAW codes such as a CodeBreaker or GameShark will work.

USA EU (English) EU (French/Spanish/German/Italian/Dutch)
00C37BD4 00000001
00C37BD5 00000001
00C351D4 00000001
00C351D5 00000001
00C35354 00000001
00C35355 00000001
00C60414 00000001
00C60415 00000001
00C60594 00000001
00C60595 00000001
00C62D54 00000001
00C62D55 00000001
00BC58D4 00000001
00BC58D5 00000001
00C62494 00000001
00C62495 00000001
00C62614 00000001
00C62615 00000001

You can also re-enable this menu in the Wii version with the following decrypted Action Replay codes.

USA EU (English) EU (French/Spanish/German/Italian/Dutch)
007eea14 00000001
007eea15 00000001
00857cb4 00000001
00857cb5 00000001
00857dd4 00000001
00857dd5 00000001
00819f54 00000001
00819f55 00000001
008832b4 00000001
008832b5 00000001
008833d4 00000001
008833d5 00000001
00818234 00000001
00818235 00000001
008852d4 00000001
008852d5 00000001
008853f4 00000001
008853f5 00000001

Debug Displays

Just like in the previous game, a few debug displays can be found in this game as well.

Debug Graph

Debug graph display codes:

USA EU
Version 1
20127070 00000000
20127230 14820003
Version 1
201270B0 00000000
20127258 14830032
Version 2
20127070 00000000
201270D4 00000000
Version 2
201270B0 00000000
20127114 00000000
Version 3
20127070 00000000
201271D0 1060011A
Version 3
201270B0 00000000
20127210 1060011A
Version 4
20127070 00000000
201270D4 00000000
201271DC 14200117
Version 4
201270B0 00000000
20127114 00000000
2012721C 14200117
Version 5
20127070 00000000
201270D4 00000000
201271DC 14200117
2012720C 14830037
Version 5
201270B0 00000000
20127114 00000000
2012721C 14200117
2012724C 14830037
Version 6
20127070 00000000
201270D4 00000000
201271DC 14200117
20127218 14830032
Version 6
201270B0 00000000
20127114 00000000
2012721C 14200117
20127258 14830032
Version 7
20127070 00000000
201270D4 00000000
201271DC 14200117
20127224 1483000F
Version 7
201270B0 00000000
20127114 00000000
2012721C 14200117
20127264 1483000F
Version 8
20127070 00000000
201270D4 00000000
201271DC 14200117
20127248 14400004
Version 8
201270B0 00000000
20127114 00000000
2012721C 14200117
20127270 14820003
Display Everything
20127070 00000000
Display Everything
201270B0 00000000

The above cheat enables a graph in-game at all times. When a certain graphic entry gets loaded into memory, it will flash that icon accordingly. When Spyro shoots fire the fire icons will light up and so on. It's unclear what the numbers represent. Version 1 of the above code is how it probably should normally look. Version 6 is also another good one.

Collision Overlay

Enable Spyro collision overlay code:

USA EU
2014B18C 00000000 2014B1CC 00000000

Memory Info

Enable memory info code:

USA EU
20123530 14400003 20123500 00000000
2012350C 00000000
(Source: Original TCRF research)

Load All Chunks

Just like in A New Beginning, there is an unused fonction that loads all the chunks in the game in the order they appear in the Level Select and then loads all the Dragon Challenges in order. Note that the EU version also loads all of the test levels. If enabled from the main menu, it will display "Autolevelswitch running..." on the screen. In the Wii version, you can enable it by setting 804a0d3c (USA) or 804a127c (EU) to 1. You can also use the following GameShark / CodeBreaker code to enable Autolevelswitch in the PS2 version of the game : 209465FC 00000001 (USA) or 20946B7C 00000001 (EU).

Fast Forward Cutscenes

There is also another unused fonction from A New Beginning that allows to fast-forward most cutscenes in the game. In the Wii version, you can enable it by setting 804a0d40 (USA) or 804a1280 (EU) to 1. You can also use the following GameShark / CodeBreaker code to enable Fast-Forward Cutscenes in the PS2 version of the game : 20946600 00000001 (USA) or 20946B80 00000001 (EU).

(Source: Original TCRF research)

Hidden Cheats

Several cheats never uncovered before can be inputted while inside the pause menu in-game. Press the following buttons listed below to enable them.

Button Inputs Reward
L2, R2, R2, L2, Left, Right, Right, Left, L1, R1, L2, R2, Start Unlimited Magic.
L2, R2, R2, L2, Left, Right, Right, Left, R2, L2, R1, L1 Start Unlimited Health.
L2, R2, R2, L2, Left, Right, Right, Left, R1, L1, L1, R1, Start Unlimited dragon time/slow motion.
L2, R2, R2, L2, Left, Right, Right, Left, R1, R2, R2, R1, Start All magic at max. There is no confirmation sound to this cheat.
L2, R2, R2, L2, Left, Right, Right, Left, L2, R2, R2, L2, Start All feathers.
(Source: Original TCRF research)

Graphics

Prototype Logo A New Beginning Logo Final Logo
TLOS-TEN-Unused Logo.png TLOS-A-New-Beginning-Full Logo.png TLOS-TEN-Used-Logo.png

There is an unused early logo in the files of the game, more resembling the logo used for A New Beginning.

Hmmm...
To do:
Find a better screenshot/logo.
Unused Used
TLOS-TEN-Russian-Logo.png
Spyro Night LogoRu.jpg

This early Russian logo can be found in the game's files. The "Spyro" lettering was slightly darker, the formatting of "The Legend of" was altered, and the word "ночь" ("Night") misuses "B" instead of "Ь". While the typo was corrected in the final logo, the letter that was used has a closer resemblance to the Latin lowercase "b".

(Source: Original TCRF research)

Unused Areas

There are a few test maps in the game that can be accessed through the hidden level select.

Test Maps

test_01.lc3.bni

TLOS-TEN-test 01 (1).png TLOS-TEN-test 01 (2).png TLOS-TEN-test 01 (3).png

test_01.lc3.bni contains a ton of props all around the map to test different features. There are also dialogue box buttons that test how they work in-game.

demo_01.lc3.bni

TLOS-TEN-demo 01 (1).png TLOS-TEN-demo 01 (2).png TLOS-TEN-demo 01 (3).png TLOS-TEN-demo 01 (4).png

Like the map above, this one contains a ton of props. It also tests slopes and different effects.

Battle Test

TLOS-TEN-reset-test.png TLOS-TEN-reset-test 2.png TLOS-TEN-reset-test 3.png TLOS-TEN-reset-test 4.png

The Reset Test option in the level select launches a battle test of some sorts where you need to activate different stuff, kill enemies etc. to get to the next stage. There are four stages inside the Reset Test option.

Enemy Testing

There are maps for enemy testing inside the game files. With these you can pretty much fight every enemy that is supposed to appear in the map. From dogs to assassins. By going on the green button, you can spawn the select enemy. Going on the red button will despawn the enemy. Every single one of these maps take a section from a normal map and puts buttons on it.

enemy-temple_01.lc3.bni

TLOS-TEN-enemy-temple 01 (1).png TLOS-TEN-enemy-temple 01 (2).png TLOS-TEN-enemy-temple 01 (3).png TLOS-TEN-enemy-temple 01 (4).png

Temple Enemy Testing.

enemy-grove_01.lc3.bni

TLOS-TEN-enemy-grove 01 (1).png TLOS-TEN-enemy-grove 01 (2).png TLOS-TEN-enemy-grove 01 (3).png

Ancient Grove Enemy Testing. This map acts as a testing-section for the Ancient Grove part and the Underground Grove part.

enemy-caves_01.lc3.bni

TLOS-TEN-enemy-caves 01 (1).png TLOS-TEN-enemy-caves 01 (2).png TLOS-TEN-enemy-caves 01 (3).png

Celestial Caves and Dream Sequence enemies testing map.

enemy-arena_01.lc3.bni

TLOS-TEN-enemy-arena 01 (1).png TLOS-TEN-enemy-arena 01 (3).png TLOS-TEN-enemy-arena 01 (2).png

Pirate Fleet and Fellmuth Arena enemy testing. The third image is an assassin enemy test. One weird side-effect with testing them like that is that you can't breathe fire on them.

enemy-fortress_01.lc3.bni

TLOS-TEN-ememy-fortress 01 (1).png TLOS-TEN-ememy-fortress 01 (3).png TLOS-TEN-ememy-fortress 01 (4).png

Mountain Fortress enemy testing map.

(Source: Original TCRF research)

Early Boss Area

There is also an unused area out of bounds in the Ancient Grove level.

TLoS-TEN ScrappedBossArea.png

There is a circular platform between the tree triggering the Arborick intro cutscene and the Arborick fight itself, hidden by a black wall. It looks like an unifinished area for a boss fight and might have been originally planned for Arborick. There is no collision except for the black wall. It can't be seen in normal gameplay and the only way to access it without hacks is by using glitches to get out of bounds.

(Source: Original TCRF research)

Developer Text

MAKE.LANG.VBS

Warren Spence was a production assistant on the project.

'MAKE_LANG.vbs
'Author: Warren Spence - December 06

  Set objShell = WScript.CreateObject("WScript.Shell")
  
	Dim objXL
	Set objXL = WScript.CreateObject("Excel.Application")
	objXL.Visible = FALSE
	
	Set objWorkBook = objXL.Workbooks.Open(objShell.CurrentDirectory & "\cutscenes.xls")	
	objWorkBook.SaveAs objShell.CurrentDirectory & "\cutscenes.xml", 46 '46 = XML file format
	objWorkBook.Close True
	
	Set objWorkBook = objXL.Workbooks.Open(objShell.CurrentDirectory & "\names.xls")	
	objWorkBook.SaveAs objShell.CurrentDirectory & "\names.xml", 46 '46 = XML file format
	objWorkBook.Close True
	
	Set objWorkBook = objXL.Workbooks.Open(objShell.CurrentDirectory & "\translations.xls")	
	objWorkBook.SaveAs objShell.CurrentDirectory & "\translations.xml", 46 '46 = XML file format
	objWorkBook.Close True		

	objXL.Quit
	
	' now run the batch file to export the text files
	objShell.Run "exportlang.bat", 1, True
	
	' remove the XML files
	'objShell.Exec "del " & objShell.CurrentDirectory & "\cutscenes.xml"
	'objShell.Exec "del " & objShell.CurrentDirectory & "\names.xml"
	'objShell.Exec "del " & objShell.CurrentDirectory & "\translations.xml"
	

Tasks.txt

1 Spyro Passes Out In Temple                  - File : Temple_env.lv3, Triggered In Prop ID : 316,TriggerBox_04 
2 Spyro Passes Out In Grove                   - File : (Yet to be triggered)
3 Spyro Passes Out In Arena                   - File : (Yet to be triggered)
4 Spyro Passes Out In AirShip                 - File : (Yet to be triggered)
5 Spyro Wakes up From Dream in Temple         - File : Temple_02.lv3, Triggered In Prop ID : 473,Cutscene_07
6 Spyro Disables Feather Relic in temple_02   - File : Temple_env, Triggered by ConceptRelic_01
7
8
9
10 
11 1st Dream Sequence Complete                - File : Dream_env.lv3,  Triggered In Prop ID : 313,TriggerBox_01
12 2nd Dream Sequence Complete                - File : Dream_env.lv3,  Triggered In Prop ID : 314,TriggerBox_02
13 3rd Dream Sequence Complete                - File : Dream_env.lv3,  Triggered In Prop ID : 315,TriggerBox_03
14 4th Dream Sequence Complete                - File : Dream_env.lv3,  Triggered In Prop ID : 316,TriggerBox_04
15
16
17
18
19
20 Caves Hub - Finished Fire Trial
21 Caves Hub - Finished Ice Trial
22 Caves Hub - Finished Electricity Trial
23 Caves Hub - Finished Earth trial
24 Caves Hub - Finihsed All Trials
25 Tutorial Task in Caves for displaying Button Crab when player first comes across them. 
26 Caves Ice Boss
27 Caves Electricity Boss
28 Caves Fire Boss
29 Caves Earth Boss
30 
31

IgnoredEnemies.txt

// Whatever global.model enemy entries are listed here will be ignored by the automated AnimationTester.exe which
// is run in the Update.bat.
//
// Note: 	If one of -1 -2 -3 -4 -5 -6 -7 or -8 is listed after an enemey then, rather than ignoring the enemy
//		all together, AnimationTester.exe just ignores that particular test for the enemy.
//
//
//	'1' tests whether an animation is defined in the .bad but not the .add
// 	'2' tests whether an animation is defined in the .add but not the .bad
// 	'3' tests for cycle loop and cycle stop in the animations that require it
// 	'4' tests whether attacks have the required 'AttackBegin' and 'AttackEnd'
//	'5' tests whether the reference points used in the add files exist in m3d
//      '6' tests whether subobjects and armour are set up correctly
//      '7' tests whether the melee trails are set up correctly if they exist
//	'8' tests if .add file has an entry for either ASV_HitKnockdown or ASV_HitFall

DeathHound -4
TempleDeathHound -4
GroveDeathHound -4
CynderDeathHound -4

ConvexTier3 -8
ElecTier2_TEMP -8
MiningMoleLeader -8
RavageRider -8

ConvexityTier2
ConvexTier2
CynderTier1_A
CynderTier2_A
CynderTier3_A
CynderTier1_B
CynderTier2_B
CynderTier3_B
CynderTier1_C
CynderTier2_C
CynderTier3_C
CynderTier2Train_C
CynderTier1_D
CynderTier2_D
CynderTier3_D
Dreadwing_A
Dreadwing_B
Dreadwing_D
Dreadwing_Z
EarthTier3
ElecTier1
ElecTier3
Exhumor
FireBoss
FireTier1
FireTier2
FireTier3
IceBoss
IceTier1
IceTier3
SwampTier1
SwampTier2
SwampTier3
FleetGhost
FOrtressYak
(Source: Original TCRF research)