Grand Theft Auto Liberty City Stories PSP Beta/Prototype V0.02 Build Sep 1 2005 WORKING over Adrenaline PSVita/TV

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For all the GTA Fans around here and Beta Lovers ->

You read right ! Leaked on 4chan ''2'' Prototype Copys of Grand Theft Auto Liberty City Stories for the PlayStation Portable Build from 2005.
You know where to download it. ;) do it fast, you never know of Take 2 shut it down.

Version 1 Build Version Sep 1 2005 = GTA LCS 01.09.2005 ULUX80146 V0.02.iso

Version 2 Build Version Jul 26 2005 = the NFO say 'The executables don't work, making this build non-functional'.

Result Version 1 = WORKING over Adrenaline, very good
Version 2 = ? testing later

Million Thanks for the Release, the same as Manhunt 2 PSP Alpha Prototype Build.
 
its new, Lets find out, I also want to know it.

EDIT check out other ISO :

MY GOSH ! Version 2 ->
GTA LCS 26.07.2005 ULUX-80146 V0.01.iso

V0.01 Alpha Build
 
Lets find a FIX for the Alpha Version V0.01 ISO ? hmm, I will try something, maybe we can do a ISO FIX. Maybe it need a dongle or what ever, its new... lets test something

@ Smoke1 :
yeah of course
We also must check out Leftover Data Files and maybe RAW files and Source files, and hidden Files, alternate Concept arts.
Of course find out comparsion about Map Design, Violence, Censoring, alternate Stuff like Porn pictures or what ever.
Comparsion with Alpha V0.01 would be the best. Mostly every Rockstar game was somehow censored anywhere. Manhunt 1 and 2 both has tons of differences in Beta status. Mostly in every GTA title was something censored, this is my main goal here to find out when the ESRB had cut the game before release, like Punisher PS2 or Manhunt 2.

We dont need any Android Port anymore for this Title ;) Beta Rules for ever
 
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Alpha PSP Build 26.07.2005 ULUX-80142/ULUX-80146 V0.01 ->

- The EBOOT executable is only a placeholder sample taken from the PSP SDK. The game was probably not ready to run on retail hardware at that time. This build is NOT playable!
- uses old GTA3 road textures

Maybe a Fix is possible with the EBOOT from the Prototype Version V0.02 ?? hmmm

There are maybe more Builds before 26.07.2005, but not released, hmm so we have a 0.01 Alpha, but it gets maybe deeper.
 
Exactly you all heard he said here we are trying to run this build 26.07.2005 and another with our new software, join our discord.gg/xbQyH9NHR8 learn more.
 
Last edited by Chuken,
tcrf was faster than me this time, it has a article reported with differences and pictures.
currently porn and violence was not censored...

btw, when tcrf wants, I have tons of beta articles that there dont have, but its german language only.
 
tcrf was faster than me this time, it has a article reported with differences and pictures.
currently porn and violence was not censored...

btw, when tcrf wants, I have tons of beta articles that there dont have, but its german language only.
Which Version?
 
''I can not post link, because it has the download link...''
text from tcrf, thanks go to them, comparsion difference article ->


Grand Theft Auto: Liberty City Stories Jul 26 2005 prototype ->

General :
- As of now, this build does not boot. The executable, EBOOT.BIN is simply a placeholder taken from the PSP SDK.
Graphics
- Early Load/Splash Screens
- The XMB background used a different image.
- The load screens feature earlier artwork
- LOADSC4 is a previously unseen piece of artwork of an unknown character. In the final game, load screens starting with LOADSC4 are simple placeholders. Here, LOADSC5-LOADSC9 are copies of the first splash screen seen below.
- The splash screens between islands feature the above artwork and a fake load bar
- MPLOAD0-MPLOAD7 are numbered placeholder loading screens for the multiplayer mode.

Menu Graphics :
- Some of the radio icons from the audio menu were slightly different, or in the case of The Liberty Jam, quite rough. The icon for Flashback appears to be either blank or corrupted

Audio :
- The only file in the CUTSCENE folder is the audio for the Biker Heat mission. Its mixed at a slightly lower volume and is missing the ambience.
- MISCOM, found in the MUSIC folder is a completely different Mission Passed theme.
- The only radio stations that are present in the files are Head Radio, Lips 106 and LCFR, though the latter is contained in the file for Rise FM.
- The files for MSX and Double Clef are duplicates of Head Radio.
- The file for Flashback is a copy of Lips 106, while K-Jah and The Liberty Jam are a shortened copy of the same audio.
- No files for Radio Del Mundo or LCFR are present.
- The files for Double Clef and The Liberty Jam are still named as their GTA 3 counterparts were, CLASS and GAME instead of DOUBLE and LJC.
- SFX files contains a large number of voice lines from Vice City, which were removed by the September build.

Video :
- The Rockstar logo sequence is completely different.
- The title sequence is a copy of the one from GTA 3.



Grand Theft Auto: Liberty City Stories Sep 1 2005 prototype ->

Debug Menu :
Debug features are enabled by holding down L, R, Down and X on the initial loading screen.
During gameplay:
R, Down and Circle brings up the main debug menu.
L, R, Down and Square triggers the Weapon Cheat.
L, R, Down and Triangle triggers the Player Cheat (armor, health and money).
Otherwise, the menu works mostly the same as covered here. USJ Editor still crashes the game, but coordinates will properly display.

General :
- The animated menu icon was different.
- The in-game and HUD fonts are different.
- The mission specific timers, damage meters etc. use the pricedown font.
- The custom soundtracks option is missing from the audio options.
- The credits are a simple placeholder, just consisting of "ALL - THE TEAM".
- The logo on the load screens had a white dropshadow. Some minor adjustments to the art can also be seen, such as the stripes on the tie here.
- The splash screens between islands received minor edits. Common change between all three being the added empty space in the letter 'a'.
- Changed the upper case D into a lower case one. Also changed the little black rectangle on the lower left into a white one.
- The 'POLICE' decal was redrawn.
- The license plates and the taxi sign were slightly adjusted.
- The radio icons for K-Jah and Rise FM have not yet been finalized.
- The icon for Liberty Jam is much closer to final than what it was in the July 26 build, but not quite there yet. The final lacks the white outline and the "The".

Audio :
- Pickup sound reused directly from Vice City.
- Though given the short placeholder credits, you cannot actually hear it in-game, but the music for the end credits (FINALE.AT3) is a different song. The final game would use an extended looping version of the main theme.

MoCap Cutscenes :
- In general, lighting for the MoCap cutscenes hasn't been quite finalized yet. A few feature unfinished or changed scenery and most have some changes to camera angles and framing.
- Biker Heat, Besides the different camera angles, more props were added and the curtains changed.

Character Models :
- The Avenging Angels outfit is slightly different, with a red beret instead of a black bandanna.
- The Yardie pedestrian models were completely changed for the final game.
- Mickey Hamfists has a completely different model, more closely resembling the early artwork. His appearance was changed to be more in line with how he looked in GTA 3.
- Miguel was still using his GTA 3 appearance.
- Avery Carrington has a completely different model, looking appropriately older, given the game takes place 12 years after his appearance in Vice City. The official artwork actually depicts this older model. The final game uses a copy of his model from that game. Also note the changed wall in the background.
- 8-Ball wore an open jacket with a larger collar, and a shirt sporting the logo of his bomb shop. Seems to more closely follow the official artwor

Map :
- The text from this canopy in Chinatown, at the end point of the mission Slacker, was erased.
- Ma Cipriani's restaurant had a sign above the entrance.
- The Big Shot Casino has a simpler sign out front and is lacking the signage above the front door.

Vehicles :
- The Manchez has a different paintjob and like its final counterpart, has no alternate colors.
- If spawned through the debug menu, the Hunter and Maverick have placeholder names

Mission :

Ma Cipriani
With the exception of Big Rumble in Little China, the muffled filter is missing from all of Ma Cipriani's audio.

No Son of Mine
There is an extra wave of hitmen armed with MP5's before the final wave with AK-47's.

Salvatore Leone
Ho Selecta!
The prototype version of this mission has two additional girls you can choose to pick up. The first one is behind the police station, in a car with three officers. The obvious result of taking them out in order to get the girls is a wanted level.
The second one is in a Bobcat on the Red Light District, near JD's club. Instead of being angered, this client wants to tag along, following you until the end of the mission, effectively taking up a seat in your car. This unique interaction was removed from the final mission as well.

The Sicilian Gambit
The Sicilian mobsters that may ambush you on the way to the city hall drive yellow Stingers instead of the light blue ones. They also appear to be more likely to appear and act more aggressively.
Upon reaching the city hall, two yellow stingers drive up and have to be taken care of alongside the other enemies. In the final game, no additional enemies arrive at the city hall.
Unlike the final game, your wanted level during the autoscroller isn't locked to zero, resulting in police helicopters showing up during the lighthouse shootout.
At the end of the boat autoscroller, there are two additional enemies standing on the island. If these enemies alongside the ones on the pier are not killed, Salvatore will keep circling the island and enemy boats will continue to spawn until they are dealt with.
The final mobster at the top of the stairs is armed with molotovs.

Maria Latore
Shop 'til You Strop
The store alarms are different.
Taken for a Ride
The intro cutscene uses different camera angles.

Donald Love
Stop the Press
This mission features a mechanic which was removed from the final game. After intimidating Ned Burner and stepping out of the alley, a two star wanted level is triggered and the game warns you to keep intimidating him or he may try to escape. If the scare meter reaches zero, Ned will make a run for it and another wanted star is added. Targeting him refills the scare meter and makes him follow you again. The voice lines for the escape attempts are still in the final game, but unused.


Pictures from tcrf , thanks a lot ->
 

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Last edited by peter8,
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Lets hope this will also pop up in future, my Dream-List ->

Necrodome PSX canceled Prototype Build (from Raven Hexen toymaker)
Mortal Kombat Mythologies Sub Zero PSX Prototype (I had see it on a trader list for 20 years ago, beta preview version)
Quake II PSX Alpha / Beta Version
Medal of Honor PSX Prototype with Blood and Gore, yes you read right.
Powerslave PSX Alpha / Beta Version
Hexen PSX Alpha / Beta Version
Lifeforce Tenka PSX Alpha / Beta Version
Alien Trilogy PSX Alpha / Beta Version
Disruptor PSX Alpha / Beta Version
Carmageddon PSX WIP Prototype Version
Parasite Eve 2 PSX Alpha / Beta Version Japan
Final Fantasy VIII PSX Alpha / Beta Version
Syphon Filter 1 PSX Complete Prototype Build
Mortal Kombat Special Force PSX Beta 2, its on german trailer disc

Manhunt 1 older PS2 Build
Max Payne 1 PS2 Prototype
The Punisher PS2 NTSC Prototype rejected from ESRB
Darkwatch PS2 Prototype
Predator Concrete Jungle PS2 Prototype
Scarface PS2 Prototype
Need for Speed Carbon PS2 with Leftover from Most Wanted

Super Metroid SNES Prototype
Metroid 4 GBA Prototype (from first Trailer)
Zelda Game Boy Prototype
Zelda 3 SNES Prototype
Zelda Minish Cap GBA Prototype
Secret of Mana SNES Prototype
Secret of Evermore SNES Prototype
Terranigma SNES Prototype
Donkey Kong Country 1,2,3 SNES PROTOTYPE ! please give it to us, its on the VHS Promo Tape

Resident Evil Zero N64 Sampler
Resident Evil 3 PSX Sampler Version
Resident Evil 3.5 GC Sampler with Airship
Resident Evil CV Dreamcast Japan early Sampler
D2 Dreamcast Japan Prototype

Condemned 2 PS3 Prototype UNCUT before ESRB Rating
FEAR 2 PS3 Prototype
Dead Space 2 PS3 Prototype

Deus Ex PC Prototype
Hitman 1 PC Prototype
SIN PC Prototype
Blood 2 PC Prototype
Phantasmagoria 1 plus 2 PC Prototype
Soldier of Fortune PC Prototype

Doom N64 Alpha Build with Pyramid Level from Magazin
Quake 1 N64 Alpha Version, its on many Magazins
Quake II N64 Alpha Build
Hexen N64 Alpha Build
Donkey Kong N64 Prototype


and many more , haha
the most stuff is 30 years old, come on Devs bring it out, the fans are waiting :) please before I die.
 
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Lets hope this will also pop up in future, my Dream-List ->

Necrodome PSX canceled Prototype Build (from Raven Hexen toymaker)
Mortal Kombat Mythologies Sub Zero PSX Prototype (I had see it on a trader list for 20 years ago, beta preview version)
Quake II PSX Alpha / Beta Version
Medal of Honor PSX Prototype with Blood and Gore, yes you read right.
Powerslave PSX Alpha / Beta Version
Hexen PSX Alpha / Beta Version
Lifeforce Tenka PSX Alpha / Beta Version
Alien Trilogy PSX Alpha / Beta Version
Disruptor PSX Alpha / Beta Version
Carmageddon PSX WIP Prototype Version
Parasite Eve 2 PSX Alpha / Beta Version Japan
Final Fantasy VIII PSX Alpha / Beta Version
Syphon Filter 1 PSX Complete Prototype Build
Mortal Kombat Special Force PSX Beta 2, its on german trailer disc

Manhunt 1 older PS2 Build
Max Payne 1 PS2 Prototype
The Punisher PS2 NTSC Prototype rejected from ESRB
Darkwatch PS2 Prototype
Predator Concrete Jungle PS2 Prototype
Scarface PS2 Prototype
Need for Speed Carbon PS2 with Leftover from Most Wanted

Super Metroid SNES Prototype
Metroid 4 GBA Prototype (from first Trailer)
Zelda Game Boy Prototype
Zelda 3 SNES Prototype
Zelda Minish Cap GBA Prototype
Secret of Mana SNES Prototype
Secret of Evermore SNES Prototype
Terranigma SNES Prototype
Donkey Kong Country 1,2,3 SNES PROTOTYPE ! please give it to us, its on the VHS Promo Tape

Resident Evil Zero N64 Sampler
Resident Evil 3 PSX Sampler Version
Resident Evil 3.5 GC Sampler with Airship
Resident Evil CV Dreamcast Japan early Sampler
D2 Dreamcast Japan Prototype

Condemned 2 PS3 Prototype UNCUT before ESRB Rating
FEAR 2 PS3 Prototype
Dead Space 2 PS3 Prototype

Deus Ex PC Prototype
Hitman 1 PC Prototype
SIN PC Prototype
Blood 2 PC Prototype
Phantasmagoria 1 plus 2 PC Prototype
Soldier of Fortune PC Prototype

Doom N64 Alpha Build with Pyramid Level from Magazin
Quake 1 N64 Alpha Version, its on many Magazins
Quake II N64 Alpha Build
Hexen N64 Alpha Build
Donkey Kong N64 Prototype


and many more , haha
the most stuff is 30 years old, come on Devs bring it out, the fans are waiting :) please before I die.
My list is mostly 64DD titles tbh: Cabbage, Wall Street 64, Emperor of the Jungle; but the main one I really wish I can play before I kick the bucket is MOTHER 64. It doesn't matter if it's only half of the first chapter, I really hope we can at least see more of MOTHER 64 in some future.
 
How do you patch a PSP ISO? VCS (24 Sept 2006) has a Debug Mode, but requires replacing the MAIN.SCM File in the

pspiso-psp_game-usrdir-rundata-main.scm

directory
 
For all the GTA Fans around here and Beta Lovers ->

You read right ! Leaked on 4chan ''2'' Prototype Copys of Grand Theft Auto Liberty City Stories for the PlayStation Portable Build from 2005.
You know where to download it. ;) do it fast, you never know of Take 2 shut it down.

Version 1 Build Version Sep 1 2005 = GTA LCS 01.09.2005 ULUX80146 V0.02.iso

Version 2 Build Version Jul 26 2005 = the NFO say 'The executables don't work, making this build non-functional'.

Result Version 1 = WORKING over Adrenaline, very good
Version 2 = ? testing later

Million Thanks for the Release, the same as Manhunt 2 PSP Alpha Prototype Build.
Post automatically merged:

Version 0.02 can be connected online
 

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I have managed to complete this game (the September 1st build of course), with 100% completion. It was a long journey due to the unfortunate amounts of crashes, bugs and random BS that came through this game.

Avenging Angels on Shoreside Vale was horrendous, as if you completed it, you would've been stuck on a endless loop and eventually if you got busted/wasted, your game either softlocks or crashes. There was a way around it by going to the safehouse, choosing a different outfit, and as soon as the time popped up, you had to shoot yourself with a rocket launcher with low health. One of Stunt Jumps in Portland (where the strike was occuring), had an impossible to jump obstacle, and in order to complete it, you had to spawn a Maverick helicopter to reach that further point. Much thanks to dr.saltbath for informing on YT about all of this.

Other than that, I've spent 2 weeks 100%'ing this game, sometimes game couldn't save and softlocked so I had to retry 2-3 times. Especially some missions couldn't work on PPSSPP or on Mobile emulator, for me the Physical PSP went through with every mission possible.

For sooth, I say, GGs.


 
Last edited by igames,

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