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Bookworm Adventures Volume 2

From The Cutting Room Floor
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Title Screen

Bookworm Adventures: Volume 2

Developer: PopCap Games
Publisher: PopCap Games
Platforms: Windows, Mac OS X
Released in US: July 30, 2009

SourceIcon.png This game has uncompiled source code.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.

To do:
Decompile the LUC files, there's more in them, they are compiled with LUA 5.0.2 but likely stupidly headered.

Bookworm Adventures: Volume 2 is a sequel to the previous word-based Bookworm RPG from three years before. It's more of the same pretty much.

Debugging Material

To do:
Enable this if possible.

Developer Cheats

scripts/cheat.luc appear to have developer cheats, functions are modify HP, level up, modify XP, instant kill, complete chapter, complete book, modify tile architectures, set particles, nuke profile, status testing, load debug profile, add items, beatdown multiplier modifiers, die, save, get selected chapter, modify treasure count, bypass/repeating tutorials, give player+enemy buffs/debuffs, enabling minigames, enabling bestiary, delete words, forcing an attack, and hiding treasures.

The game also looks for this file on bootup.

Beta Support

Some files mention BETA_BUILD, this likely refers to builds distributed from PopCap's game beta testing page and is also a flag for what current build type is used when released to the public.

Crash Handler

If the game crashes, a popup saying Fatal Error will appear to report the crash and see a log. A file called crash.txt will be created or replaced in the game's root install directory, containing the exact same text from the error message box.

LUA Error Handler

If an LUA or LUC has an error like file missing or damaged, the game will say: Oops! A lua error occurred and the game needs to shut down. Please contact customer support and provide them with your lua.log file. It will be created or replaced in the game's root install directory.

Bad String Handler

To do:
Where is this detected? The LUC/LUAs and/or plaintext data?

If the game detects a bad string, this text from scripts/common.luc will show in red: Someone passed in a string with invalid characters. Probably because they forgot to save the file as plain text and it contains some specially formatted Word characters. This is bad. We can't render those. I'll let the program continue, but it may result in messed up text. This would probably be a bug for Steve if you get this. I'll let the program keep running though, as this is just cosmetic.

Cheat Detection

To do:
What triggers this? Memory edits, developer cheats or both? Test.

scripts/BattleEngine.luc mentions CHEAT and YOUCHEATED in flagging terms, the game would most likely detect the use of memory editing or some sort of cheat format and force your best and longest word to be CHEAT and YOUCHEATED, it would be impossible to get YOUCHEATED as your longest word during legal play since that word is not in the in-game dictionary.

Uncompiled LUA Files

scripts/common has few plaintext, uncompiled LUA files along with mostly compiled LUAs, the game also supports loading uncompiled LUAs and compiling them as LUCs with debug compile info on after reading, but prioritizes loading the compiled LUA files with the extension LUC first when possible.

Leftover Source Binding Files

main.pak/scripts has a leftover scripts.vssscc and MSSCCPRJ.SCC file, the name of it is capitalized.


"FILE_VERSION" = "9237"


SCC = This is a source code control file

SCC_Aux_Path = "P4SCC#perforce:1666##anthony##AntLaptop"
SCC_Project_Name = Perforce Project

SCC_Aux_Path = "P4SCC#perforce:1666##anthony##AntLaptop"
SCC_Project_Name = Perforce Project

Revision List

To do:
Check other OEMs.
  • = Initial release!
  • = Bug Fixes

Copy Protection

If you remove or rename properties/partner.xml from your installation of the game and use the extracted game executable from the wrapper to play, the keyboard and main in-game GUI other than the Pause and Scramble buttons will stop working after 2 seconds of gameplay. This affects the entirety of the in-game GUI and the keyboard. The pause menu also doesn't have the black background fade.