Uploaded November 2021 | Updated September 2026, 1 week ago
UPDATE: I'm positive I got the reasoning for them to implement such thing wrong, this is the most likely reason: twitter.com/RSolidSnake11/status/1455243604545490952
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Every PS2 version of MGS3 in its debug menu has an option called "cdda_test", this debug option is for testing CD-Audio discs, it was probably implemented because they were planning to use them in some capacity in the game, most likely via the healing radio.
Unfortunately, because CD Audio emulation is not that good yet on PCSX2, I'm not exactly sure yet if it's supposed to play audio or not once a CD audio is inserted, atleast it does seem to manage to locate the tracks as it even displays their sector position.
Test results are mixed, with official soundtrack discs, they either not get recognised or PCSX2 crashes instantly, I only managed to get it working with two custom discs, one with just one track and another with two tracks, they were both mastered with UltraISO.
UPDATE: I'm positive I got the reasoning for them to implement such thing wrong, this is the most likely reason: twitter.com/RSolidSnake11/status/1455243604545490952
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Every PS2 version of MGS3 in its debug menu has an option called "cdda_test", this debug option is for testing CD-Audio discs, it was probably implemented because they were planning to use them in some capacity in the game, most likely via the healing radio.
Unfortunately, because CD Audio emulation is not that good yet on PCSX2, I'm not exactly sure yet if it's supposed to play audio or not once a CD audio is inserted, atleast it does seem to manage to locate the tracks as it even displays their sector position.
Test results are mixed, with official soundtrack discs, they either not get recognised or PCSX2 crashes instantly, I only managed to get it working with two custom discs, one with just one track and another with two tracks, they were both mastered with UltraISO.



![Spider-Man PS1 2-18-2000 Preview Build [EXTRA 4] Unused Levels 12
Unused levels that were left inside the CD.WAD container of the February 18 2000 build of the game.
Neversoft made these levels not accessible probably because theyre unfinished and buggy, the aim of this build was probably just to get some coverage of the game on some magazines, with the more stable and finished levels.
TIMESTAMPS:
0:00 L5A2 (Spidey VS. Venom!)
2:26 L5A4 (Sewer Cavern)
4:47 L5A7 (Hidden Switches)
6:48 L6A1 (Tunnel Crawl)
11:03 L6A2 (Venoms Puzzle)
15:00 L6A3 (The Lizards Maze)
21:16 L7A1 (Symbiotes Infest Bugle)
24:04 L7A2 (Elevator Descent)
26:48 L7A3 (Stop The Presses!)
29:00 L7A4 (Bugles Basement)
36:54 L7A5 (Spidey VS. Mysterio!)
39:09 L8A2 (Underwater Trench)
41:99 L8A4 (Spidey VS. Doc Ock!) Spider-Man PS1 2-18-2000 Preview Build [EXTRA 4] Unused Levels 12](https://i.ytimg.com/vi/oSS7Zl6TZ5A/mqdefault.jpg)





![Dino Crisis 2 E3.Ver [EXTRA 2] Voices
All voice data from this build, often youll hear Theres no response, thats a dummy entry for Stages that had no voice tracks ready. Dino Crisis 2 E3.Ver [EXTRA 2] Voices](https://i.ytimg.com/vi/qHI0J5oXvBs/mqdefault.jpg)
