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1080° Snowboarding

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Title Screen

1080° Snowboarding

Developer: Nintendo
Publisher: Nintendo
Platform: Nintendo 64
Released in JP: February 28, 1998
Released in US: March 31, 1998
Released in EU: October 9, 1998


DevTextIcon.png This game has hidden development-related text.


NotesIcon.png This game has a notes page
DCIcon.png This game has a Data Crystal page

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
Stuff from the partial source code in the 2020-07-25 Nintendo leak

1080° Snowboarding is a rather unique snowboarding game where the player has a health bar to take into consideration while snowboarding. Lose all your health and you will forfeit the race and automatically get last. Realism at its finest.

This game was successful enough to get a sequel for the GameCube titled 1080° Avalanche.

Sub-Page

Miscellaneous tidbits that are interesting enough to point out here.
Notes

Build Info

Version ROM Address Build Message
USA/Japan 0x91F8BE Final nkai_Video_A Wed Feb 4 18:20:04 1998
Europe 0x921F48 Final-PAL/NTSC o_A Mon Mar 16 13:09:38 1998 JST
(Source: Original TCRF research)

Debugging Text

mainuso rom
Info
Sym
Text
Reloc
Data Reloc
RoData Reloc
Text
Data
RoData
Bss
EntrySym
EndOfFile
End
BinaryDataSection
DiskInfo
ReadMem @ %08x for %d
WriteMem
Long unaligned write...
RCP write not an integral number of words
ListProcesses
LoadProgram
GetExeName
imem
rmon
GetRegionCount
GetRegions
rmon: Thread %d created
rmon: Thread %d destroyed
StopThreads %d
Couldn't stop thread %d
ListThreads
ThreadStatus %d method %d
StopThread %d
RunThread %d
SetFault
PANIC!!
SetComm
Set temp BP at %08x  and %08x
ClearTempBreak @ %08x
SetBreak at %08x, method %d
(%08x) = %08x (was %08x)
ListBreak
ClearBreak
SingleStep
Break %d in thread %d
HitBreak
Hit SP Break
HitCpuFault
Brk in thread %d @ %08x, inst %08x
GetGRegisters
SetGRegisters
GetFRegisters
SetFRegisters
GetSRegisters
SetSRegisters
GetVRegisters
SetVRegs
<null>
<node>
ProcessWindow
Quit Process
PauseMenu
GameFlow
Flow
%d:%s
FLOW: free blocks > 1
done
Fader
TimeGadget::Parms xps yps lbx lby l2x l2y
TimeGadget::Parms xps yps
TimeGadget %db%02da%02d
BestTimeGadget %db%02da%02d
BestScoreGadget % 8d
TimeGadget::Parms xps yps shx shy
CountDownGadget %da  %da      %da      a    %02d
PointsGadget    % 8d
SpeedGadget   %d     %d %d
BoardsGadget::Parms xps yps lbx lby l2x l2y
CoolGadget::Parms xps yps mx0 my0 sx0 sy0 mx1 my1 gx0 gy0 pxp pyp bxp byp col adz
CourseGadget    mrk
PointsGadget    %d  %s %d pts    %d pts %d  %d  %d
Colour::Parms rdP rdE 32P 32E goP goE glP glE lsP lsE rtP rtE toP toE rnP rnE rsP rsE nrP nrE adP adE csP csE grP grE dwP dwE ctt cnm ccl clg
Extensions
BACKUP: checking individual chunks
resetting options data
resetting course data
resetting arcade data
resetting ghost data
BACKUP: sizeof ROM %d bytes
Terminate-Canceled Channel %d,Phase %d
S->W
W->S
(D) LOD %d -> %d
S-Resample Pitch %x (old %d -> delay %d)
Warning:Kill Note  %x
Kill Voice %d (ID %d) %d
Warning: Running Sequence's data disappear!
Heap Now %x %x %x
Audio:Memory:Heap OverFlow : Not Allocate %d!
Heap Init : hp %x : base %x,cur %x,len %x
Audio:Memory:DataHeap Not Allocate
StayHeap Not Allocate %d
AutoHeap Not Allocate %d
Status ID0 : %d  ID1 : %d
id 0 is Stopping
id 0 is Stop
id 1 is Stopping
id 1 is Stop
WARNING: NO FREE AUTOSEQ AREA.
WARNING: NO STOP AUTO AREA.
AND TRY FORCE TO STOP SIDE
Check ID0  (seq ID %d) Useing ...
Check ID1  (seq ID %d) Useing ...
No Free Seq area.
CH %d: ID %d
TWO SIDES ARE LOADING... ALLOC CANCELED.
WARNING: Before Area Overlaid After.
WARNING: After Area Overlaid Before.
MEMORY:SzHeapAlloc ERROR: sza->side %d
Audio:MEMORY:SzHeap Overflow error. (%d bytes)
Auto Heap Unhit for ID %d
Heap Reconstruct Start %x
TEMPO %d %f %f %f
SeqScale %f
--VC %f Sf %f Dr %f Tp %f
AHPBASE %x
AHPCUR  %x
HeapTop %x
SynoutRate %d / %d
FXSIZE %d
FXCOMP %d
FXDOWN %d
WaveCacheLen: %d
SpecChange Finished
Heap overview
HP_MAIN %8x
DAC1    %8x
DAC2    %8x
DAC3    %8x
HP_SYND %8x
CHANNEL  %8x
DREG     %8x
TASK1    %8x
TASK2    %8x
RELT     %8x
delay0L   %8x
delay0R   %8x
delay1L   %8x
delay1R   %8x
Gr0:Sub0  %8x
Warning:Emem Over,not alloc %d
Init Heap %x %x
Single AutoSize %d
Single Ptr %x
Request--------Single-Auto, %d
Retry %x, %x, len %x
DMAing list %d is killed.
Try Kill %d
Try Kill %x %x
Try Kill %x %x %x
Rom back %x %x
Error sw NULL
Request--------Single-Stay, %d
CAUTION:WAVE CACHE FULL %d
SUPERDMA
WaveCache MemorySize is %d
Get %x
BankCount %d
BANK LOAD MISS! FOR %d
Flush Start
%d ->%d
StartSeqReq (Group %d,Seq %d)
useflag %d
BankCount %d
Load Error... No memory?
StartSeq (Group %d,Seq %d)
Process finish
Linking Sequence  -> %d
LoadCtrl, Ptr %x and Media is %d
Load Bank, Type %d , ID %d
get auto
get s-auto %x
Seq %d Write ID OK %d!
Banknumber %d
Bank Offset %x %d %d
PEP Touch %x
VPERC %d: %x
Pass
VEP Touch %x
Warning: INSTCOUNT OVER (%d)
instmap[%d]=%x,insttop= %x
FastCopy
FastCopy Not Supported
Error: DMA Prohibited Media [%d]
Warning: size not align 16 %x  (%s)
Load Bank BG, Type %d , ID %d
Clear Workarea %x -%x size %x
AudioHeap is %x
Heap reset.Synth Change %x
MAINHP BASE    %x
MAINHP CURRENT %x
MAINHP LENGTH  %x
MAINHP COUNT   %x
DAC %x (POINTER %x)
HP POINT %x
---MAINHP BASE    %x
---MAINHP CURRENT %x
---MAINHP LENGTH  %x
---MAINHP COUNT   %x
Heap %x %x %x
Main Heap Initialize.
%d :WaveA %d WaveB %d Inst %d,Perc %d Voice %d
---------- Init Completed. ------------
Syndrv    :[%6d]
Seqdrv    :[%6d]
audiodata :[%6d]
Que %x
Entry--- %d %d
---Block LPS here
===Block LPS end
SLOWCOPY Not Supported
Seq Load Entry--- %d %x
Over SeqMax %d
Req: Src %x Dest %x Len %x,media %d,retcode %d
Remain Size %d
---Block BG here
===Block BG end
Retcode %x
Other Type: Not Write ID.
BGLOAD:Error: dma length 0
BGCOPY Not Supported
InstTop is %x
Error: Already wavetable is touched %x.
Touch Warning: Length zero %x
Media Convert %d -> %d
It's busy now!!!!! %d
BG LOAD BUFFER is OVER.
Warning: Length zero %x
Wave Load %d
Total Bg Wave Load %d
Receive %d
Error: Magic is Broken after loading.
Remain DMA: %d
 N start %d
Error: Magic is Broken: %x
Error: No Handle.
Success: %x
BG LOAD BUFFER is OVER.
Base %x,Len %x Media %d
Wave Load %d
Total Bg Wave Load %d
DAC:Lost 1 Frame.
Address Error %x
DMA: Request queue over.( %d )
DMA [ %d lines] TIMEOUT
Warning: WaveDmaQ contains %d msgs.
Audio:now-max tasklen is %d / %d
Audio:Warning:ABI Tasklist length over (%d)
Play Seq %d
BGLOAD Start %d
Init FIN-QUEUE! %x
QueuAdd %x
mtqueue %x
fullqueue %x
validc %x
first  %x
count  %x
Mesgs  %x
Init FIN-QUEUE!
QueuAdd %x
mtqueue %x
fullqueue %x
validc %x
first  %x
count  %x
Mesgs  %x
Error: OverFlow Your Request
---AudioSending (%d->%d)
AudioSend: %d -> %d (%d)
Warning: MesgQ is Full, Retry Next Send.
Next Start %d
Continue Port
%d -> %d
Sync-Frame  Break. (Remain %d [%d,%d])
specchg conjunction error (Msg:%d Cur:%d)
Warning : Queue is not empty,drop this (number %d )
Warning: SpecChange is processing now[number %d]
Same SpecChange...  Cancel.
Overwrite SpecNumber.[->%d]
Coherency safety wait..
Normal SpecChange [num %d]
Undefined Port Command %d
Audio: setvol: volume minus %f
Audio: setvol: volume overflow %f
Audio: setpitch: pitch zero or minus %f
----------------------Double-Error CH: %x %f
----------------------Double-Error NT: %x
CAUTION:SUB IS SEPARATED FROM GROUP
CAUTION:PAUSE EMERGENCY
Error:Wait Track disappear
Audio: voiceman: No bank error %d
Audio: voiceman: progNo. overflow %d,%d
ptr2 %x
Audio: voiceman: progNo. undefined %d,%d
Audio: voiceman: No bank error %d
Audio: voiceman: Percussion Overflow %d,%d
Audio: voiceman: Percussion table pointer (bank %d) is irregular %x.
Audio: voiceman: Percpointer NULL %d,%d
--4 %x
Audio: voiceman: PercVoicepointer NULL %d,%d
Audio:Warn: No Percussion here.
NoteOff Comes during wait release %x (note %x)
Slow Release Batting
Audio:Wavemem: Bad voiceno (%d)
Basepitch %f , sweep %f
%x %d LOD %d - > %d,
Audio: C-Alloc : Dealloc voice is NULL
Alloc Error:Dim voice-Alloc %d
Error:Same List Add
Already Cut
Audio: C-Alloc : lowerPrio is NULL Intterupt UseStop %d (Kill %d)
Intterupt RelWait %d (Kill %d)
Drop Voice (Prio %x)
Init Channel %d,%x
Audio:Envp: overflow  %f
Audio:Track :Call Macro Level Over Error!
Audio:Track :Loops Macro Level Over Error!
Audio:Track:Warning: No Free Notetrack
Stop Release
Error:Same List Add
Wait Time out!
WARNING: NPRG: cannot change %d
Audio:Track:NOTE:UNDEFINED NOTE COM. %x
Error: Subtrack no prg.
ERR %x
Voice Here %x
Note OverFlow %d
trs %d , %d, %d
%f %f %f
%d samples -> %f frames
Audio: Note:Velocity Error %d
SUB:ERR:BANK %d NOT CACHED.
SUB:ERR:BANK %d NOT CACHED.
%x <-%x
Audio:Track: CTBLCALL Macro Level Over Error!
Set Noise %d
[%2x]
Err :Sub %x ,address %x:Undefined SubTrack Function %x
Error:Bad Note %d (Command %x)
VoiceLoad Error Bank:%d,Prog:%d
Disappear Sequence or Bank %d
Seq %d
Bank %d
ID %d and %d
MIDI mode not supported
Group:Undefine upper C0h command (%x)
Seq Load Start %d %d
Group:Undefined Command
Call Sub %x,Gtp %xHalfPipe Snare Track Mute off
SnareIN %d
%d Tempo %d
%d Tune %f
Audio:Now Scene is %d
Audio:Now Course is %d
Shot Z %d
Shot R %d
Shot L %d
x = %d
Audio:Now Scene is not ENDING (%d)
Entry:FadeInTime %d
FadeInTime %d
Load VSEQ %d
Tune %f
Audio: Player SE is muted in title scene.
Entry Player %d (Chr.%d) (Cam %d)
Audio: Spin 180
Audio: Spin 360
Leaf Flag
Stagger Return!
Audio:Charge Stop
>>Crash: Ground,SlopeType %d
>>Crash: SnowWall
>>Crash: WoodWall
>>Crash: StealWall
>>Crash: RockWall
>>Crash: Tree
>>Crash: Man
#########  This player is force changed to Com-Player %x #########
Exit Player %d
Audio: Stagger is voice only
This is Special Chr.
%x:Cmflag is %d (Chr.%d)
Action %d (%f)
Wall[A]
Wall[B]
Tree
Man
Ground (Anim %d)
Do nothing for ghost.
Down Retio %f
Up Retio %f
Sound::Voice Flyhigh! (%d)
Audio: System SE  : %x %x
Snare Insert Start
 Count Down Remain %d
Audio: CheckPoint Time %d
Course decided %d
Option %d (Character %d) (player %d)
Trick Hold %d
Trick Success! %d point
Scene is Play
Onemake Retry
Halfpipe Retry (Snare Off)
Onemake Retry2 %d
Cheer Entry %d
SceneChange %d
Now Briz %d
Entry Briz %d
Voice Begin Character %d %d
Request2 %d
Request1 %d
Audio:Scene SetUp Start (%d,%d,%d).
Before is Title ,
Remain %d
Audio:HalfPipeGoal
Audio:Scene SetUp End.
Scene Finish for %d  -> %d
Audio: Extend Memory Get! (%d)
Audio: Extend Memory Lost!
VOICE 1 %d,(RND %d)
VOICE 2 %d
VOICE 3 %d (B-%d)
Scene Stop!
InitAudio ROM-ADDRESS %x %x %x
InitAudio End
Assertion failed: '%s' in file '%s' line %d
arse
Write() bad length
Write not at end
Write -ve len
read not aligned %d %x  bad read len %d
write not aligned %d, %x    bad write len %d
Out of DMA slots
Read() bad length
Read (read) not at end
Read (write) not at end
Read -ve len
Stopped
Runnable
Running
Waiting
Unknown Threads: %s (%d): %s : (%s,0x%x)
PC=0x%x
Fault (%s,0x%x) 0x%x in Thread %s (%d)
HostIO
pure_virtual_called
RunApp
gfx.Start
CPU
Update()
Display()
SndCPU
usoLoad()
error loading file %s: %d cant unload %s (%d)
TempBuffer busy
TempHeap alloc fail %6.2fk
OpenFile Error '%s': %d
Remote OpenFile fail '%s'
SRAM read %x, %d from %x
bad SRAM DMA align
ReadFile Error: %d
read async local only
Cant write to Local SRAM write %x, %d to %x
bad SRAM DMA align
FileInfo '%s': %d
FileSize on local
camera
Global out of range %d
FOV
BallRotator
Radius
cam man
Speed
Dup parm '%s'
Parm '%s' ignored
Loading ItemType '%s' (%d)
ItemMgr::Load
ItemType not found '%s'
RemoveItems
ChangeType
Items
Unknown ItemType %s
From
To
changed '%s' to '%s'
HostIO init error %d
HostIO: No hilited node
HostIO: unknown command %d
DefQNode
QNode
VQS
CVQS
MtxMode
New():
Cant allocate %dk
%x = New(%d,%d, %d) (%.2fk)
delete (%x)
App
SysLib
GfxLib
App::Reset
SoftReset %d
Security Check: FAIL
con reset1
con reset2
GfxLibParms App::InitInstance() called
App Version:
Memory
Pause
Freeze
SysLinks %d*%d
AppLinks %d*%d
Memory Dump Display
App::Update
APP DELETE: %s
App::Display
rb  %s %s
%dk/%dk free/largest
%dk/%dk used/size
Error set %d %d
%3.0f,%3.0f - %3.0f,%3.0f
X %d
Y %d
Hold
Texture not aligned
FogParms
Min
Max
GfxLibParms
Shadow
Alpha
CvgTest
Auto
Lights
FifoLen
Dump Screen
Dump ZBuffer
Dump Error
Show DL Usage
RcpStatus: %s/%s vt=%d, dp=%d, sp=%d, busy=%d
GfxStatus: %s
gfx1
ScreenWindow
taskDL1
taskDL2
TestDL
MainStaticDL
MainStatic
OneFrame
WARNING: zero v frame time
1GFrame video mode not supported
num < GDL_MAX_DDM
Start
MHupd
Anm End
CPU
MorphUpd
ADrawUpd
1GFrame
Swap
DoneSwap
too many windows
face overflow
%s setup
PolyShape
genmat
genpoly
pGrid != NULL
end genpoly
fin init poly
NumPnts
NumPolys
AmbientGamma
hiliteMaterial
No PNorms for flat shading  %d %d %d
Too many objects for List
Morphpoly: nothing to update
new colours
(dvtx-FirstVtx) < (NumPnts * 10)
copy
shadow
sprite
StartDL
sprblock
EndDL
FrameBuffers
no ScreenWindow for zbuffer
DLs startdraw
setupDyn
bgDyn
bg
pick %d
found Node %s
Window
Show DL Usage
vFP1
fastQ
NoC
RcpTask
remove
RCP Mgr
Entering RcpMgr::Update()...
none
rcpMgrThread
stack overflow
SndRSP
Resume
gfx-resume
Snd SndRSP
snd RCP
Snd SndRSP
snd SndWork
sndV
Retrace
flush when active
flush when tasks pending
RCP got unkown message no. %d
RcpTask already active
Gfx gfx
RSP RcpMgr: unsupported task
Too many Rcp Tasks
dispmgr DisplayMgr::Add() too many objects
Too many objects for List