We just released a prototype of the cancelled SNES port of Puggsy! Take a look!
As always, thank you for supporting The Cutting Room Floor on Patreon!

Brave: The Search for Spirit Dancer

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Brave: The Search for Spirit Dancer

Developer: VIS Entertainment
Publishers: SCEE (EU), Evolved Games (US)
Platform: PlayStation 2
Released in US: April 9, 2007
Released in EU: September 2, 2005

DevTextIcon.png This game has hidden development-related text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
To do:
  • DEFAULT.PAK has lots of random things - symbols maps, a text compiler, etc. Not only this, but the game uses LUA scripts, making finds a lot easier.
  • There's an in-game debug menu if 0x0046A088 is AND equal to 0x2, but like the debug camera, there appears to be no controller mappings or sub routines.

Front End Debug Menu

Brave TSFSD-debugmenu1.png Brave TSFSD-debugmenu2.png Brave TSFSD-debugmenu3.png

Enabling the below code will send you to this screen after the game boots.

USA code:

Enable Debug Menu at Boot
20465C48 00000000
(Source: Original TCRF research)

Debug Mode

Brave TSFSD-debugmenu4.png

Enabling the below code will grant access to a few debug button combinations.

USA code:

Enable Debug Mode
20427FE4 00000001
  • R2 + L2 = New Character System Debug Menu.
  • R2 + Square = Debug Camera (doesn't work?).
(Source: Original TCRF research)

Debug Texts

Brave TSFSD-Debug Text.png

During main gameplay (i.e. after the bear chase sequence at the beginning of the game), holding R2 on Controller 2 will show a debug functionality. The player can press L1 to go to a HUD test (the only option left is a sound test) or L2 to show octree data. Pressing R1 progresses back through the menus.

Development Texts

Seen inside SLUS_211.27:

Trying to fly the eagle again too soon, he's still fading out
Storage data has not been allocated!
Character data type %i for %s still present in heap %s about to be destroyed!!!
ERROR COL_InitGame: Error initialising collision system!
Woops, I've forgotten I had effects running.
Particle Effect (%s) Activation failed with code: %x
 Effect Started
 Effect failed to start
Joint %d
Couldn't create particle effect on pickup item
Select Mode
Front End
Debug Maplist
Format Card
Unformat Card
Cheat activated, hurrah
GME_UpdateTimers: frame time %f > %f seconds - assuming that the game has been stopped and restarted by the debugger