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Crash Bandicoot N. Sane Trilogy/Debugging Material
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This is a sub-page of Crash Bandicoot N. Sane Trilogy.
Contents
- 1 Launch Commands
- 2 Debug Menus
- 2.1 Game
- 2.2 Net
- 2.3 Network Replay
- 2.4 Render
- 2.5 Save Load
- 2.6 Screenspace Target
- 2.7 Sound Bank Debug
- 2.8 Time Trial Leaderboard
- 2.9 Vehicle Upgrade
- 2.10 Upgrade Path Option
- 2.11 Vehicle Upgrade Option
- 2.12 VFX
- 2.13 Waypoint
- 2.14 World Debug
- 2.15 Zone Info
- 2.16 Engine
- 2.16.1 AI
- 2.16.2 Audio
- 2.16.3 Base Vehicle
- 2.16.4 Camera
- 2.16.5 Client
- 2.16.6 Cutscene
- 2.16.7 Client
- 2.16.8 Clock
- 2.16.9 Command
- 2.16.10 Collectible Tracker
- 2.16.11 Combat
- 2.16.12 Combat Target
- 2.16.13 Difficulty
- 2.16.14 Dynamic Sound
- 2.16.15 Update Node
- 2.16.16 Entity Debug
- 2.16.17 Entity
- 2.16.18 Entity Messenger
- 2.16.19 Game Sound
- 2.16.20 Ground Alignment
- 2.16.21 GUI
- 2.16.22 Havok
- 2.16.23 Havok Query
- 2.16.24 Linear Vehicle Spline Mover
- 2.16.25 Nav Power
- 2.16.26 Options
- 2.16.27 Projectile Component
- 2.16.28 QA Tool
- 2.16.29 UI Handler
Launch Commands
For the Windows version, these debug commands can be specified on a command line or the game's shortcut definition file.
Short Switch | Long Switch | Description | Function |
---|---|---|---|
-st | --smoketest | Execute smoketest. | |
-stm | --smoketestmap | Map(s) being smoke tested | |
-sth | --smoketestheroes | Hero(s) being smoke tested | |
-fst | --finalsmoketest | Final build smoke test (cruder version of full smoketest) | |
-gt | --gametest | Execute Game Engine Tests | |
-cc | --codecoverage | Run code coverage. | |
-sttr | --smoketestthreadedrender | Allow threaded render during smoketest (breaks golden images) | |
-sp | --saveprogress | If we want to save our SmokeTest progress | |
-dx | --debugxml | Load the debug.xml file during smoketest. | |
-frh | --forcereporthandler | Force the report handler callback. | |
-mm | --memorymonitor | Enable Memory Monitor | |
-sr | --setregistry | Set a registry key | |
-wfdh | --waitForDurangoHost | Spam CTRL-Z at the end of smoketest so that DurangoHost.py can quit gracefully. | |
-om %map% | --overridemap %map% | Map to use in place of debug map from configuration file. | Loads the given map immediately during the bootup. |
-b | --build | Attempt to start and connect to a build server instance just for this process. | |
-bs | --build-server | Address and port of a build server (default: localhost:1000) | |
-ba | --build-arguments | Command-line arguments to pass to the build server | |
-bfd | --build-final-data | Request final data from the build server. | |
-ps4dm | --ps4developmentmode | PS4 Development Mode | |
-mmtid | --matchmaking-title-id | The title id to use for online matchmaking | |
-pc %d% | --primarycontroller %d% | The primary controller to use [1,2,3,4] when launching into a map. | |
-wd %wd% | --windowdatafile %wd% | The window settings datafile to use. Defaults to WindowData.igx. | |
-h | --host | Name of host computer. | |
-dn | --dotnet | Port to use for DotNet debugging (default: 7265) | |
-wfdd | --waitForDotNetDebugger | Wait for the DotNet debugger to fully connect before starting a level. | |
-wfvd | --waitForVscDebugger | Wait for the Visual Script debugger to fully connect before starting a level. | |
-gc | --gamecomm | Port to use for Game Communication (30001) | |
-hm | --headlessMode | Run in headless mode. (ShowWindow with SW_HIDE arg) | Starts the game with the window hidden. |
-gm | --gameMode | Set the game mode. | |
-warp | --dx11warp | Use the DX11 Warp software renderer on Windows platforms. | |
-cdf | --cutscene-dump-frames | Dump frames when playing cutscenes. | |
-ca | --cutscene-animation | Play a specific animation in a cutscene after level load. | |
-cn | --cutscene | Play cutscene immediately after level load. | |
-hdp | --havok-debugger-port | Which port to use for the Havok (API) debugger. | |
-join | --join | Gamertag to auto-join. | |
-4kf | --4k-fullscreen | Forces 4K resolution and fullscreen in the window. | Runs the game in 4K fullscreen. |
-4kb | --4k-borderless | Forces 4K resolution and borderless in the window. | Runs the game in a 4K borderless window. |
-perf | --perf | Enable perf reporter for levels at a 1080p resolution. | Outputs .perf files for the given map, this sets your resolution to 1080p in fullscreen. |
-perf4k | --perf4k | Enable perf reporter for levels at a 4k resolution. | Outputs .perf files for the given map, this sets your resolution to 4k in fullscreen. |
-gpuWrite | --gpuWrite | Enable writing GPU info to file on PC. | Writes information about your graphics card to a file called *.txt in the directory gpu where "*" is your GPU's name. The file is outputted like:
%s Total video memory: %d MB Core Clock speed: %d MHz Overall Performance Value: %d |
Entering unknown arguments will make the game output a usage message which you cannot see.
Debug Menus
To do:
|
The game has a lot of togglable settings and checkboxes via multiple debug menus throughout the code.
Game
Crash Unlock Paths Unlock Time Trials Override Gems Collected
Crash DDA Rating Powers Super Charged Body Slam Double Jump
Death Tornado Spin Fruit Bazooka Speed Shoes Crash 2 Playable Coco Unlocked
DotNet
To do: Is this stripped? |
Net
Draw
Lobby Status Session Status Player Relative Platform Positions
Funnels Analytics Base Game Stats
Crash1 Level Stats Crash2 Level Stats Crash3 Level Stats
Simulation
Mode None Best Mean Worst
Intermittent Custom Cable Connected Cell Network Custom Settings
Bandwidth (KBits/sec) Mean one-way Latency (ms) One-way Jitter (ms) Packet Loss %%
Network Replay
Mode Idle Capture
Replay Load Dummy Peer
Connect Disconnect Activate
Render
Post Process Motion Blur Override Defocus Planes DoF Start DoF End HDR NIT HDR HUD NIT HDR HUD POW hdr curve
Max Fur Shells Override Clip Planes Near Clip Far Clip Show VFX Show Button Prompts Draw Lights Draw Tiles
Global Visualization Is World Gbuffer Albedo Albedo Clipping Backscatter Default Renderer Fur Render
Mode
Windowed VSync Off 60Hz
30Hz Use native resolution Use current resolution: %dx%d
VSync %s: %dx%d %.2fHz Window: (%d,%d) %dx%d
Save Load
Save Now Load Now Delete
Save Show Title Screen
Screenspace Target
Screenspace Target Boxes
Sound Bank Debug
(Not connected to build server) Bank Size
Time Trial Leaderboard
To do: This isn't fully stripped, does it work? |
Combat
Show Combat Lines
Option
Friendly Fire Allow Free Camera
Vehicle Upgrade
Upgrade Path Option
Unlock All
Vehicle Upgrade Option
Unlock All Reset Progress
VFX
Draw
VFX Budget Reporting Fraction
Waypoint
Waypoints
Callback
Draw
World Debug
Draw
World Gameplay Mode
Zone Info
After %s CompleteMap Level Objectives
Complete All Reset All
Map
Initial Relics Collected Initial Crystals Collected Complete All Maps
Engine
AI
Display AI Character Names
Audio
Show Doppler Sounds
Base Vehicle
Vehicle Debug Display
Camera
DebugCam Rotation Speed DebugCam Movement Speed
DebugCam FOV Speed DebugCam Zoom Speed
Client
Option
Allow No Clip Mode Allow Skipping Cutscenes
Oddly, Allow Skipping Cutscenes is also present in QATool.
Cutscene
Show Time Elapsed Loop Shot Kill VFX At Loop End Draw Actor Names Draw Actor Bolt Names
Play Stop Reset in-out range Set in-out range to 36s-39s Play configured range
In point (sec) Out point (sec) Out point (sec) Seeking accuracy
Client
Draw
Splines
Clock
Draw
Game Speed
Option
Animation Speed Debug Lock Frame Rate
Command
AI
Heal all enemy AI to max health
Audio
Print Loaded Banks Play All Character Localized VO
Play All Vehicle Localized VO Stop Localized VO Playback Test
Camera
Reset Camera
Memory
Dump Selected Pools Fragmentation Report Dump All Pools Dump Vram Report Dump String Pool Stats
Report Vfx Pool Sizes Report Vfx Usage Report Havok Usage Report Object Handle Manager Usage Print Memory Report
Option
Pause or Resume world instance timers
Collectible Tracker
To do: This isn't fully stripped as the game calls a "Collectibles" option, does it work? |
Collectibles
Combat
Show Vulnerable Regions Show Player Damage Per Second
Ignore crits for DPS Display Reset Player Damage Per Second
Combat Target
Show Combat Targets
Difficulty
Difficulty Level
Combat
Show Difficulty Calculations Reset Dynamic Difficulty For Zone
Dynamic Sound
Enable Dynamic Sound Debugging
Update Node
To do: This isn't fully stripped as the game calls a said option, does it work? |
Options/Debug Update Channels
Entity Debug
Show Actor Stats God Mode [HEROES] Hero Undying Touch of Death Enemies Undying Show Custom Parts Show Entity Parts Show Most Expensive Entities Dump Entity Cost Stats
Enable Entity Debug Update Show Static Count Show Collectible Counts Show Entity Scale Show Entity Names Show Entity Teams Show Entity Axis Show Entity Positions
Show Entity Rotations Show Entity Model Names Show Entity Extents Show Rigid Body Extents Show Entity Bolts Show Destructible Stages Show Actor Count Show Actor Muting
AI
Display enemy type tags
Combat
Display Movement Speed Infinite Lives Kill Hero
Draw
Physics Properties Health Display Ground Material
Entity
Draw Visibility Cylinder
Entity Messenger
Send Gravy Message
Game Sound
Audio Options
Show Actor Mute Info Show Actor Muting
Show Actor Count Show Actor Stats
Ground Alignment
Ground Alignment Draw
GUI
Draw HUD HUD Disable Fading
Havok
Entity
Draw Actor Collision
Option
Debug Havok Debug Havok AutoCapture
Havok Query
Havok Queries
Option
Dump Havok Queries
Linear Vehicle Spline Mover
Vehicle Spline Lanes Draw
Display NavMesh Display NavPower Memory
Options
Toggle Subtitles
Projectile Component
Show Projectile Damage Regions Show Projectile Collision Radii Combat
QA Tool
XP Multiplier KidTest Mode
UI Handler
Audio
EnableAudio
Camera
Invert Pitch Controls EnableDebugDraw EnableTargetingDebugDraw EnableCameraShake CameraSystemEnabled ResetCameraWhenExitingNoClip
IgnoreNoClipResetForShortDistances DebugDrawCameraBoxesInNoClip DisplayActiveCameras DisplayActiveCameraTargets DisplayCameraZoomInfo DisplayCameraInfo
ToggleFreecam LockFreeCamToCurrentVisibility ToggleNoClip DisplayTetherInfo EnableTethering CameraTethering
Draw
Triggers Traversal Paths Vehicle Collisions OnContact Points
Ground Detection Ceiling Detection Screen Flash Hero Position
Option
Reset On Debug Load Experimental Air Control