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Big Strike Bowling

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Title Screen

Big Strike Bowling

Developer: Coresoft
Publisher: Gotham Games
Platform: PlayStation
Released in US: March 19, 2003
Released in EU: April 17, 2003


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


Big Strike Bowling is a casual bowling title released late into the PlayStation's life.

Debugging Text

Present in SLUS_014.78 at 0x820 is some function text:

File %s Not Found
OH NO Character Renderer Ran out of polys %d
OH NO Character Renderer Ran out of polys %d,%d
Animations %d found
HeapReset, HeapStart:%x 
HeapReset: %d bytes avail
HeapInit 
Heap Start:0x%x, End:0x%x, Size:%d
Heap Alloc Failed: size= %d
HeapAlloc: %d bytes, %d bytes left
HeapTopPop: %u mem left 
HeapTopPush: %u mem left

Also in SLUS_014.78 is text for a debug menu starting at 0xE80:

Debugging Instructions
Left and Right Buttons switch
debug screens
1. Instructions
2. Position Information
3. Active Appearances
Triangle: Toggle Collisions
Circle:   Hero Full Power Up
Cross:    Suspend Enemy Actors
Square:   Pause
# Actors:%d
# Actor: ID: Dbyte:  x:  y:  z:
%2d:%8s %3d %2d %5d %5d %5d
Spawner
%s %d %d Dist:%d
Examin Actor #%d
ID:%d  Dbyte:%d 
p   x:%5d  y:%5d  z:%5d 
lp  x:%5d  y:%5d  z:%5d 
dx: %5d dy: %5d dz: %5d 
ax: %5d ay: %5d az: %5d 
AIStage:%d  
flags: %d 
Mesh View

Mesh #    %d 
Distance  %d 
Scale     %d%s 
Play Track  %d
MoveBall

MovePin

Set Ball and Pin Parameters
ShowCollideData

Set Power Parameters
Set Accuracy Parameters
Fly Through Scoring
Texture Page(8 bit): %d, x:%d,y:%d 
Clut:%d x:%d y:%d
Texture Page(4 bit): %d, x:%d,y:%d 
Texture ID: %d
W:%d H:%d
u:%d v:%d bpp:%d
VRAM Abs x:%d y:%d

and is continued further at 01288:

Controller Check
c1: joy1(%d,%d) joy2(%d,%d) 
c1: No Analog
Control ID: %d
Valid:		%d
Rumble Support
(%s)motor0:   %d
(%s)motor1:   %d
(%s)duration: %d
Options
(%s)Cheat Info Mode: %s
(%s)RingType:	  %s
(%s)HiRes		  
(%s)Add/Sub Time:
(%s)Time Pause:
(%s)View Col Spheres:%s
(%s)Font Test       :%s
Sound Test

Sound #  %d 
Volume   %d 
Pan      %d 
SPU Addr:%d 
InValid SoundID
Channel Use:
   0   1   2   3   4   5   6   7
   8   9  10  11  12  13  14  15
  16  17  18  19  20  21  22  23
pos: %5d, %5d, %5d
rot: %5d, %5d, %5d
Primm Usage
prims:      %5d / %5d

tileprims:  %5d / %5d
DMPrimCount:%5d / %5d
poly_f3:    %5d / %5d
poly_f4:    %5d / %5d
poly_g3:    %5d / %5d
poly_g4     %5d / %5d
BoneModels: %d
Heap Size:    %5d
Mem Usage:    %5d
Mem Free:     %5d
High Water:   %5d
Framerate  = %d

Polys Drawn= %d
Logic  Total%d
Actors  %d
Bones   %d
Level   %d
Explode  %d
Debris  %d
Swarm   %d
Particle%d
Framerate = %d  

Render Total:%d
Hud     %d
Ring    %d
Framerate = %d

Logic  Total:%d
Draw    %d
Frame   %d
Ctrl    %d
Audio   %d
Bone Models Drawn: %d
Bone View

ax:%3d ay:%3d

(%s)Model:    %d 
(%s)Anim:     %d %s
(%s)Frame:    %d 
(%s)Distance  %d 
(%s)Scale     %d%s 
(%s)Y Pos     %d
      ---
(%s)Blend:    %d%s
(%s)Play:     %s
Invalid Model
Language: %d, %s


(Source: Descension)