- BOTH_WALKBACK_STAFF and BOTH_WALKBACK_DUALS are both broken ingame, but function correctly in ModView (and possibly rend2). Neither of these animations are used. - RMG -- random map generation -- in both MP and SP are both fully functional so long as you change MAX_TERRAIN (thanks to Rich Whitehouse for this note) - The game has no hunk memory period. Furthermore, the cvar com_hunkmegs doesn't exist at all, despite claims largely propagated by Magnavolge that this cvar improves server load. The game uses zone memory instead of hunk, which is worrying for performance but perhaps necessary for consoles due to their low amount of RAM. - It's possible that Xids used to sign Jedi Academy can also be used to sign Jedi Outcast, allowing it to run on Xbox 360 using the emulator. In effect, the emulator profile for JA would be hijacked to run JK2. I don't know much personally about this, however. - Asian languages do function for the game; they work by replacing all fonts using .fontdats with something similar to charsgrid_med.tga - Contrary to popular belief, languages aren't hardcoded at all (you can add new folders such as /Dutch/ in /Strings/ and it will work just fine). Unicode isn't supported though. - Gamecube code doesn't exist for JA at all. (Some small fragments found in JK2 but not much) - Related: Xbox versions of the game split the .bsp lumps into different files, possibly for RAM reasons - Despite batteries not being used/existing, using a GONK Droid still attempts to give the player batteries.