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Gitaroo Man/Console Output Strings

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This is a sub-page of Gitaroo Man.

As the game runs, lots of debug messages are printed to console output. These can be seen with a debug device or PCSX2's console window. Many messages are disabled by default, but the PCSX2 patches below will re-enable them:

Region Patch
Japan patch=0,EE,201465c8,extended,08073bac
North America patch=0,EE,20142588,extended,08071444
South Korea patch=0,EE,20140888,extended,08071d94
Europe patch=0,EE,201409e0,extended,0806b984
(Source: Original TCRF research)

All regions contain the same console strings unless otherwise noted. (Some strings have trailing spaces removed, and tabs have been converted to spaces for proper alignment.)

Startup

The first message the game prints:

------------------------------------------------------------
<< Welcome to GitarooMan Album v0.8.0 (04.22.2001) >>
            (Running Xeios version 1.62)
------------------------------------------------------------

The date is about two months before the Japanese release of Gitaroo Man.


Amount of free memory for dynamic allocation:

Heap size: %d
(Source: Original TCRF research)

Common

Console strings shared by various parts of the game.


Image/texture loading:

Started imx read...
Attempting load of %s (%d)
Registered texture %s as %d bits (Local: %d)


Model loading:

Loading model file %s
Read %d animation entries via xgm


After each loading screen:

Deinitializing loader...


Error for missing model packs, images, song charts, and stage files:[1]

Could not find file %s...


Error loading a model:

Failed graph initialization...


Errors when loading sounds:

ERROR: No name requested
Failed to get file %s...
Did not find ims %s, quitting[2]

(Source: Original TCRF research)

Stages

All Modes

Console messages shared between all stage modes—tutorial, single-player, and multiplayer.

Loading

These messages print when a stage is loading.


Setting up a "snake" that connects between two models:

Found snake parent and set as %s
Found snake end and set as %s

This only gets used in Stage 4, where a chain connects the front and back parts of Woofer-Jet.


Setting up a particle effect.[1] None of the stages actually use particle effects, so this message never prints:

Found particle parent and set as %s


Loading each song section from the song chart:

Read section type: %d
Set Cue at %d (%d) with %d samples discrepancy...


Loading the sound effects:

Reading SEs
Read seWin02
Read seLose02
Read seOk
Read seCancel
Read seSelect
Read seResult_c
Finish Reading SEs

seWin02 and seLose02 are only in single-player and multiplayer, not the tutorial.


Setting the scenes to play when the player wins or loses:

Win A Section set to [%f, %f]
Win B Section set to [%f, %f]
Lost Pre Section set to [%f, %f]
Lose Post Section set to [%f, %f]

[%f, %f] is probably meant to print the first and last frame of each scene, but for some reason it always prints as [0, 0].


Memory usage at various points in the loading process:

Memory usage after stage load: %d
Memory usage (after chart adding): %d
Memory usage (after chart loading): %d


Error reading from the model pack:

Failed load of data, aborting...


Error if the game can't assign a tempo to a model (for tempo-dependent animations):

Could not setup tempo !!


Error if the stage tries to use a nonexistent model:

FATAL WARNING !!!  COULD NOT FIND XG SOURCE MODEL %s, WILL CAUSE LOAD ARTIFACTS !!


Error if a particle effect has an invalid type.[1]

ERR:not support type


Error if the song chart has a gap or overlap between two neighboring Trace Line fragments:

Error length...


Final messages before loading ends and gameplay begins:

Initialization COMPLETE !!
Stopping Load screen...
Memory usage: %d

(For some reason, these ones print in all modes except Japanese multiplayer.)

(Source: Original TCRF research)

Gameplay

These messages print while a stage is being played.


Shortly before the current song section ends, the next one is chosen by checking certain conditions:

Attempting cue setup...
Console Message Condition
[Unconditional] Branch to condition: +%d
[Unconditional] CueId setup as: %d
No condition, always chooses the same result.
[Left side Energy = True] Branch to condition: +%d
[Left side Energy = True] CueId setup as: %d
[Left side Energy = False] Branch to condition: +%d
[Left side Energy = False] CueId setup as: %d
Left side's energy meter is at or below a certain value.
[Right side Energy = True] Branch to condition: +%d
[Right side Energy = True] CueId setup as: %d
[Right side Energy = False] Branch to condition: +%d
[Right side Energy = False] CueId setup as: %d
Right side's energy meter is at or below a certain value.
[Random = True] Branch to condition: +%d
[Random = True] CueId setup as: %d
[Random = False] Branch to condition: +%d
[Random = False] CueId setup as: %d
A random number is below a certain value.
[Left side unavail = True] Branch to condition: +%d
[Left side unavail = True] CueId setup as: %d
[Left side unavail = False] Branch to condition: +%d
[Left side unavail = False] CueId setup as: %d
Player 3 is absent from the match. Only used in multiplayer.
[Right side unavail = True] Branch to condition: +%d
[Right side unavail = True] CueId setup as: %d
[Right side unavail = False] Branch to condition: +%d
[Right side unavail = False] CueId setup as: %d
Player 4 is absent from the match. Only used in multiplayer.
[Left side < Right side = True] Branch to condition: +%d
[Left side < Right side = True] CueId setup as: %d
[Left side < Right side = False] Branch to condition: +%d
[Left side < Right side = False] CueId setup as: %d
Left side's energy meter is lower than the right side's. Only used in multiplayer.
Added cue at cue atoms: %d(%d)

For the conditions above:

  • Branch to condition: +%d messages print when the game is chaining multiple conditions together (e.g. random and right side energy below 70%).
  • CueId setup as: %d messages print when the game has decided on the next song section.


Switching to the next song section:

Detected playback of next segment...
Presetup Switched to section %d (%f, %f)


Switching to a different type of song section (e.g. from Attack to Defend):

Switched to section: %d


Calculating score rank at the end (only single-player and multiplayer, not the tutorial):

Rank Index was calculated as: %d (%d)
(Source: Original TCRF research)

Tutorial Mode

Loading

Entering the tutorial module:

gmTutorial v1.00 (04.22.2001)


Helpful instructions on how to call the tutorial module:

Argument syntax:
    -n [n] -s [stageFile] -m [modelFile] -c [chartFile]
    -z [songFile] -p -t [n] -a [n] -b [n] -k -g -d -w

    -n              Stage number switch
    -s              Stage Description file switch
    [stageFile]     ex. host0:/StageData/Stage02/Stage02.ssq
    -m              Model file switch
    [modelFile]     ex. host0:/test.xgm
    -c              Chart file switch
    [chartFile]     ex. host0:/test.chc
    -z              Song file switch
    [songFile]      ex. host0:/test.ims
    -p              Play immediately
    -t              Tempo setting
    -a              Start frame
    -b              End frame
    -k              Show background sky tex
    -g              Play game, show chart
    -d              Disable actuators
    -w              Stereo phrases switch

Many other modules—for menus, other game modes, and so on—have instructions like these. Since modules are called by passing command-line-like arguments, these instructions actually work for the most part.

Generally, modules are programmed to print their instructions (and then crash the game) if they aren't given enough arguments.


Memory usage entering and leaving the tutorial module:

Startup Memory usage: %d
Shutdown Memory usage: %d


Sound effect loading message:

Read seFo_vox01

A forgotten leftover from Gitaroo Man Wan. Back then, this was the sound effect for Flying O's victory "speech" after you lose. In this game, the message still prints, but nothing loads.

(Source: Original TCRF research)

Single Player Mode

Loading

Entering the single-player module:

gmSinglePlyrGame v1.70 (04.22.2001)


Helpful instructions on how to call the single-player module:

Argument syntax:
    -n [n] -s [stageFile] -m [modelFile] -c [chartFile]
    -z [songFile] -p -t [n] -a [n] -b [n] -k -g -d -w -r [n]

    -n              Stage number switch
    -s              Stage Description file switch
    [stageFile]     ex. host0:/StageData/Stage02/Stage02.ssq
    -m              Model file switch
    [modelFile]     ex. host0:/test.xgm
    -c              Chart file switch
    [chartFile]     ex. host0:/test.chc
    -z              Song file switch
    [songFile]      ex. host0:/test.ims
    -p              Play immediately
    -t              Tempo setting
    -a              Start frame
    -b              End frame
    -k              Show background sky tex
    -g              Play game, show chart
    -d              Disable actuators
    -w              Stereo phrases switch
    -r              Replay count switch


Memory usage entering and leaving the single-player module:

Single Player Startup Memory usage: %d
Single Player Shutdown Memory usage: %d
(Source: Original TCRF research)

Gameplay

When the game stops recording replay data at the end of the stage:

Replay Recorded %d samples...


Prints when each guard mark is hit during the replay:

Returned hit accuracy of %f


An error probably related to "hit accuracy" in the previous message:

Error in HitAccuracy...(%f)
(Source: Original TCRF research)

Multiplayer Mode

Loading

Entering the multiplayer module:

gmMultiPlyrGame v1.10 (04.22.2001)


Helpful instructions on how to call the multiplayer module:

Argument syntax:
    -s [stageFile] -m [modelFile] -c [chartFile] -t [n] -k -d
    -1 [iconNum] -2 [iconNum] -3 [iconNum] -4 [iconNum] -w

    -s              Stage Description file switch
    [stageFile]     ex. host0:/StageData/Stage02/Stage02.ssq
    -m              Model file switch
    [modelFile]     ex. host0:/test.xgm
    -c              Chart file switch
    [chartFile]     ex. host0:/test.chc
    -t              Tempo setting
    -k              Show background sky tex
    -d              Disable actuators
    -y              Number of players switch
    -1              Icon number switch
    [iconNum]       ex. 0
    -2              Icon number switch
    [iconNum]       ex. 0
    -3              Icon number switch
    [iconNum]       ex. 0
    -4              Icon number switch
    [iconNum]       ex. 0
    -w              Stereo phrases switch


Memory usage entering and leaving the multiplayer module:[3]

MULTI Player Startup Memory usage: %d
MULTI Player Shutdown Memory usage: %d


Skipping over the models for characters that weren't chosen:

Skipping model %s


Generating random camera movement based on the number of players:

Generating cam move


Errors generating camera movement:

FATAL ERROR !!!!! RANDOM GENERATION OVER ARRAY BOUNDARY...
Could not resolve pointer for %s, will not point !


Prints near the end of the loading screen. Contrary to what is seemingly implied, this doesn't show the amount of free memory:

Free memory: %d
(Source: Original TCRF research)

Gameplay

Displaying subtitles for each character's victory quote:[4]

Force pushed to end (%d)
[PUSH] Section id: %d
[PUSH] Frame: %f
[PUSH] Draw status: %d
(Source: Original TCRF research)

Menus

Language Select

Entering and leaving the European version's language select menu:[3]

Entering gmLanguageSelectHandler
Leaving gmLanguageSelectHandler


Error reading the language select menu graphics:[3]

ERROR READING LANG.XGM
(Source: Original TCRF research)

Title Screen

Entering the title screen module:

Memory used entering TITLE: %d


Console output related to audio playback:[3]

Created MultiStream object...
Initialized MultiStream object...
Stopped the play timer...
(Source: Original TCRF research)

Main Menu, Stage Select, and Theater

The main menu, stage select, and theater are all handled by the "Album Menu" module.


Entering the Album Menu module:

gmMenuAlbum v1.00 (03.16.2001)


Helpful instructions on how to call the Album Menu module:

Argument syntax:
    -t [n]
     n =    0 tital menu
            1 main menu
            2 stage select - single
            3 stage select - masters
            5 theater
    -c [n]
     n =    default cursor position


Memory usage entering and leaving the Album Menu module:

Memory used entering menu: %d
Memory used leaving menu: %d


Entering and leaving the stage select and theater menus:

Entering gmStageSelectHandler
Leaving gmStageSelectHandler
Entering gmTheaterHandler
Leaving gmTheaterHandler


Error reading the stage select and theater graphics:

ERROR READING STGSEL.XGM
ERROR READING THEATER.XGM


Exiting a menu. The return value ("ret") depends on which menu item was chosen:

ret = %d
(Source: Original TCRF research)

Multiplayer Menu

Helpful instructions on how to call the multiplayer menu module:

Argument syntax:
    -t [n]
     n =    0 go Warning
            1 go SelectBGM


Memory usage entering and leaving the multiplayer menu module. For some reason, it prints the same message as Collection:[2]

Memory used entering CharaCollect: %d
Memory used leaving  CharaCollect: %d


Prints for each controller depending on its type:

Deleted pad obj [%d][%d] (DS2)
Deleted pad obj [%d][%d] (DS)
Deleted pad obj [%d][%d] (PB)

DS2 stands for DualShock 2, DS stands for DualShock, and PB stands for PadBase.

Collection

Helpful instructions on how to call the Collection module:

Argument syntax:
    -t [n]
     n =    0 go sideA
            1 go sideB


Memory usage entering and leaving the Collection module:[2]

Memory used entering CharaCollect: %d
Memory used leaving  CharaCollect: %d


Error if a character's description audio is missing:[2]

Did not find ONE ims %s, stop!
(Source: Original TCRF research)

Options

Entering the options module:

gmOptions v1.00 (02/16/2001)


Memory usage entering and leaving the options module:

Memory used entering options: %d
Memory used leaving options: %d


Entering and leaving the options menu:

Entering Option
Leaving Option


Error reading the options menu graphics:

ERROR READING OPTION.XGM
(Source: Original TCRF research)

Save/Load

Entering the Save/Load module:

gmSaveLoad v1.00 (02.11.2001)


Helpful instructions on how to call the Save/Load module:

Argument syntax:
    -s 0        (save album data)
    -s 1        (save single MATSU)
    -s 2        (save single TAKE)
    -s 3        (save single UME)
    -1 0        (load album data)
    -1 1        (load single data)


Memory usage entering and leaving the Save/Load module:

Memory used entering memcard: %d
Memory used leaving memcard: %d
(Source: Original TCRF research)

Save/Load Functions

Console output for various menus and test functions.


Album Save, the final game's save menu:

Entering Album Save
Leaving Save Album


Album Load, the final game's load menu:

Entering Album Load
Leaving Album Load


Save Single, an unused menu that creates Gitaroo Man Wan saved data:

Entering Save Single
Leaving Save Single


ReadData, an unused function that prints info to console about Gitaroo Man Wan saved data:

Entering ReadData
Card data item 1 %4d
Card data item 2 %4d
Card data item 3 %4d
Leaving ReadData


WriteGarbage, an unused function that fills memory card 1:

Entering WriteGarbage
Leaving WriteGarbage


Format, an unused function that formats memory card 1:

Entering Format
Leaving Format


Unformat, an unused function that reverts memory card 1 to an unformatted state:

Entering Unformat
Leaving Unformat
(Source: Original TCRF research)

Free Space Startup Check

At startup, the game looks for a memory card with sufficient free space and warns the player if there isn't one. This check isn't actually part of the Save/Load module, but it's closely related.


Entering and leaving the free space check:

Entering PgmStart
Leaving PgmStart

PgmStart likely stands for Program Start.

(Source: Original TCRF research)

Common Save/Load/Check

Console strings shared by various Save/Load functions and the free space startup check.


Threads for memory card access:

Starting thread...
Error registering thread, terminating and unloading...


Results of various memory card functions:

Queuing sceMcGetInfo: %4d
obj->m_FormatResult %4d
obj->m_UnformatResult %4d
obj->m_OpenResult %4d
obj->m_ReadResult %4d
obj->m_CloseResult %4d
obj->m_MakeDirResult %4d
icon sysdata obj->m_WriteResult %4d
obj->m_WriteResult %4d
totalBytes written %4d


Same as above, but only within the unused ReadData and WriteGarbage functions:

sceMcGetInfo %4d
sceMcOpen %4d
sceMcRead %4d
sceMcClose %4d
sceMcMkdir %4d
sceMcWrite %4d
sceMcFlush %4d


Memory card information:

PORT number: %4d
    ---------------
    SLOT number: %4d
    m_CardType %4d
    m_CardFormat %4d
    m_CardSpace %4d
    Function Call Results:
    m_CardResult %4d
    m_FormatResult %4d
    m_UnformatResult %4d


Error reading the graphics for the various menus:

ERROR READING XGM
(Source: Original TCRF research)

Movies

Entering the movie module:

gmMovie v1.02 (02.11.2000)


Helpful instructions on how to call the movie module:

Argument syntax:
    -m [movieFile] -v n -x

    -m              PlayStation Stream file switch
    [movieFile]     ex. host0:/movie.pss
    -v              Volume
    -x              Cancel on switch


Memory usage entering and leaving the movie module:

Memory used entering MOVIE: %d
Memory used leaving MOVIE: %d


Movie playback begins:

========================== decode MPEG2 ============= %d ===========
IOP memory 0x%08x(size:%d) is allocated
-------- audio information --------------------
[%c%c%c%c]
header size:                            %d
type(0:PCM big, 1:PCM little, 2:ADPCM): %d
sampling rate:                          %dHz
channels:                               %d
interleave size:                        %d
interleave start block address:         %d
interleave end block address:           %d
[%c%c%c%c]
data size:                              %d
Display started... (readoff at %d)


Movie is skipped with the Start button:

decode thread: aborted


Movie playback ends:

Terminating MPEG...
Freed IOP heap safely...


Errors related to movie playback:

Cannot allocate IOP memory
Cannot open '%s'(sceCdSearchFile)
Can't Open file %s
[ Error ] %s
pts buffer overflow
sceMpegGetPicture() decode error
Succesfully restarted cd stream...
Buffer underrun error, stopping cd...
Succesfully restarted after timeout cd stream...
(Source: Original TCRF research)

Unused Modules

Model Viewer

Entering the unused model viewer module:

gmViewer v1.01 (02.10.2001)


Helpful instructions on how to call the model viewer module:

Argument syntax:
    -x [xgmFile] -m [modelNameCAPS] -i [itfcFile] -r -c [web file]

    -x              XGM file switch
    [xgmFile]       ex. /StageData/Stage02/Stage02.xgm
    -m              XGM file switch
    [modelNameCAPS] ex. FLYING_O
    -i              Interface IMX file switch
    [itfcFile]      ex. /StageData/Stage02/itfc.imx
    -r              Reset animation frame on switch switch
    -c              Control web switch
    [web file]      Control web file


Skipping over models until the desired model is found:

Skipped file %s


Errors when the model pack or control web file isn't found:

Couldn't find model file, quitting...
Couldn't find web file, quitting...


Error when the desired model isn't found inside the model pack... at least in theory:

Did not find model %s, quitting

In reality, however, the model viewer will happily continue to search past the end of the model pack until the game crashes.

(Source: Original TCRF research)

Test

Entering the unused test module:

gmTest v1.00 (12.20.2000)
(Source: Original TCRF research)

Memory Card Test

Entering and leaving the unused memory card test module:

Entering Memory Card Test
Leaving Memory Card Test


Error reading the graphics for the memory card test menu:

ERROR READING TEST.XGM
(Source: Original TCRF research)

Sound Preview

Entering the unused sound preview module:

gmSoundPreview v1.00 (04.20.2001)


Helpful instructions on how to call the sound preview module:

Argument syntax:
    -c [imcFile] -s [name]
    -0 n -1 v p -2 v p -3 v p -4 v p -5 v p -6 v p -7 v p -p

    -c              imcFile switch
    [imcFile]       ex. host0:/bgm.imc
    -0              Channel 0 vol/pan switch
    [v p]           ex. 32767 16383
    -1              Channel 1 vol/pan switch
    [v p]           ex. 32767 16383
    -2              Channel 2 vol/pan switch
    [v p]           ex. 32767 16383
    -3              Channel 3 vol/pan switch
    [v p]           ex. 32767 16383
    -4              Channel 4 vol/pan switch
    [v p]           ex. 32767 16383
    -5              Channel 5 vol/pan switch
    [v p]           ex. 32767 16383
    -6              Channel 6 vol/pan switch
    [v p]           ex. 32767 16383
    -7              Channel 7 vol/pan switch
    [v p]           ex. 32767 16383
    -p              Play immediately switch


Error when the desired sound isn't found inside the IMC file:

Couldn't find sound in lib file...


Successfully opening a sound:

Opened %s from library file...
Channels: %d , Sampling Rate: %d
(Source: Original TCRF research)

Xeios Graphics Engine

Xeios is a graphics engine created by AiCube.

AiCube Renderer

Starting up the renderer:

AiCube Renderer starting up.
AIR.NGP %s %s: starting up
May 12 2001
19:50:07
AIR.NGP: initialize
GS id: 0x%2x, GS rev: 0x%2x
AIR: ready
Surface %dx%d allocated at 0x%08x


Shutting down the renderer:

AIR.NGP: shutdown
AIR: shutdown


Strings that are copied into memory, possibly to be printed as debug output:

AiCube xeRender for PS2 (c)1999 AiCube Co. Ltd.
Texture(DMA1) downloads
Texture(DMA2) downloads
Total texture bytes downloaded
Texture predictor hits
Texture predictor miss
Texture selects
Number of state flushes
Number of DMA's from list execution
Blocked DMA's
DMA byte count
match %d %d %d %d %d %d
delete %d
create %d
endscene
startscene
(Source: Original TCRF research)

Particle System

In all versions besides the Japanese version, there are console strings for an unused particle system.


Each type of particle effect contains some text, possibly to be printed as debug output:[1]

this is base class
particle_pandora
particle_firework
particle_rocket
particle_star
particle_burner


Printed when initializing each type of particle effect:[1]

*particle_pandora initialize...
*particle_crush initialize...
*particle_fire initialize...
*particle_star initialize...
*particle_burner initialize...


Various errors when initializing a particle effect:[1]

*Can't create particle system.
*Can't create particle format.
*Can't create particle stream.
*Can't allocate particle stream buffer.
*Can't create emitter
*Can't create size ramp.
*Can't allocate size ramp.
*Can't create color ramp.
*Can't allocate color ramp.
*Can't create particle pipe.
*Can't create emitter 1.
*Can't create emitter 2.
ERR!!: file not found>>LENZBPP8.imx
ERR!!: file not found>>DOTBPP8.imx
ERR!!:*Can't create particle format.
(Source: Original TCRF research)

Graphics Engine Errors

Errors parsing and loading a model:

%s(%d) : error : %s
unexpected '['
expecting {
expecting '"'
expecting '%c', got '%s'
cannot open file
could not read version
invalid version
unknown format
unrecognised type '%s'
reference to non existing node '%s'
unknown node '%s'
unexpected token '%s'
node '%s' does not have an output attribute '%s'
node '%s' was not found
unknown property or input attribute '%s'
xgTexture: failed to download 1 or more mipmaps of '%s'
file is not in Softimage PIC file format.
cannot add dag arc because node '%s' is not a dag node type.
cannot add dag arc because node at address 0x%08x is not a dag node type.
ERROR: cannot add connection because output attribute and input attributes type don't match.


Assertion errors:

ASSERTION FAILURE: %s, %d : %s
First %s Second %s
xeParticleFormatImpl.cpp
xeParticleCmdList.cpp
xeParticleEmitterImpl.cpp
xeParticleEventImpl.cpp
false
array.cpp
arraygl.cpp
flags & ARRAYF_XYZ_ENABLED
flags & ARRAYF_XYZW_ENABLED
flags & ARRAYF_NORMAL_ENABLED
flags & ARRAYF_COLOR_ENABLED
flags & ARRAYF_ST_ENABLED
flags & ARRAYF_STQ_ENABLED
flags & ARRAYF_STRIDE_ENABLED
elem>0 && elem<sizeof(xeVertexElement)
!(flags & ARRAYF_XYZ_ENABLED)
!(flags & ARRAYF_XYZW_ENABLED)
!(flags & ARRAYF_NORMAL_ENABLED)
!(flags & ARRAYF_COLOR_ENABLED)
!(flags & ARRAYF_ST_ENABLED)
!(flags & ARRAYF_STQ_ENABLED)
!(flags & ARRAYF_STRIDE_ENABLED)
texmanager.cpp
enabled
texture.cpp
FALSE
xgNode.cpp
__nNodes >= 0


Other graphics engine errors:

invalid textureGen mode parameter
invalid textureGen coord parameter
must set primitive type before beginning a surface
ERROR: MATRIX STACK OVERFLOW
Managed Textures unable to allocate meet memory requirement.
xeVertexStride invalid with GlClass
ERROR: xgUpdateOutput called during node cleaning, VERY BAD.
*ERROR*: cannot load file '%s'
All pics haven't been freed
All nodes haven't been freed
(Source: Original TCRF research)

Crash Dump

Diagnostic text that prints to console when the graphics engine crashes. The website for the email address below is now defunct.

Xeios has detected a system lockup. If you have been instructed by Xeios support
please send the information between the marked lines to support@xeios.com
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
D_CTRL:         0x%04x
D_STAT:         0x%04x
D_PCR:          0x%04x
D_ENABLER:      0x%04x
D1_CHCR:        0x%04x
  running
D1_MADR:        0x%04x
D1_TADR:        0x%04x
D1_ASR0:        0x%04x
D1_ASR1:        0x%04x
D1_QWC:         0x%04x
D1_ASR0:        0x%04x
d1Buffer:       0x%04x
d1Ptr:          0x%04x
d1BufferEnd:    0x%04x
d1LastTag:      0x%04x
d1EndTag:       0x%04x
d1NextCheck:    0x%04x
d1Type:         0x%04x
D2_CHCR:        0x%04x
  running
D2_MADR:        0x%04x
D2_TADR:        0x%04x
D2_ASR0:        0x%04x
D2_ASR1:        0x%04x
D2_QWC:         0x%04x
D2_ASR0:        0x%04x
d2Buffer:       0x%04x
d2Ptr:          0x%04x
d2BufferEnd:    0x%04x
d2LastTag:      0x%04x
d2EndTag:       0x%04x
d2NextCheck:    0x%04x
d2Type:         0x%04x
VIF1_STAT:      0x%04x
  EWAIT
  GWAIT
VIF1_NUM:       0x%04x
VIF1_CODE:      0x%04x
VIF1_ERR:       0x%04x
vi%02d: %04x
vf%02d: %f %f %f %f
TPC: %04x
GIF_STAT:       0x%04x
GIF_TAG0:       0x%04x
GIF_TAG1:       0x%04x
GIF_TAG2:       0x%04x
GIF_TAG3:       0x%04x
GIF_CNT:        0x%04x
GIF_P3CNT:      0x%04x
GIF_P3TAG:      0x%04x
lighting enabled: %d
light %d: enabled
light %d: disabled
%d active lights
primitive type: %d
prmode.IIP  %d
prmode.TME  %d
prmode.FGE  %d
prmode.ABE  %d
prmode.AA1  %d
prmode.FST  %d
prmode.CTXT %d
prmode.FIX  %d
alpha 0x%x
prmode.IIP %d
test.ATE   %d
test.ATST  %d
test.AREF  %d
test.AFAIL %d
test.DATE  %d
test.DATM  %d
test.ZTE   %d
test.ZTST  %d
tex0.TBP0  0x%x
tex0.TBW   %d
tex0.PSM   0x%x
tex0.TW    %d
tex0.TH    %x
tex0.TCC   %x
tex0.TFX   %x
tex0.CBP   %x
tex0.CPSM  %x
tex0.CSM   %x
tex0.CSA   %x
tex0.CLD   %x
tex1.LCM  %x
tex1.MXL  %x
tex1.MMAG  %x
tex1.MMIN  %x
tex1.MTBA  %x
tex1.L  %x
tex1.K  %x
mip1.TBP1  %x
mip1.TBW1  %x
mip1.TBP2  %x
mip1.TBW2  %x
mip1.TBP3  %x
mip1.TBW3  %x
mip2.TBP4  %x
mip2.TBW4  %x
mip2.TBP5  %x
mip2.TBW5  %x
mip2.TBP6  %x
mip2.TBW6  %x
clamp.WMS  %x
clamp.WMT  %x
clamp.MINU  %x
clamp.MAXU  %x
clamp.MINV  %x
clamp.MAXV  %x
VIF MAT:
dat
row
col
msk
%08x:  %08x %08x %08x %08x
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
(Source: Original TCRF research)

Remarks

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Non-Japanese versions only (i.e. North American, South Korean, and European).
  2. 2.0 2.1 2.2 2.3 Japanese version only.
  3. 3.0 3.1 3.2 3.3 European version only.
  4. South Korean and European versions only.