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Gitaroo Man/Console Output Strings
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 |
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.)
Contents
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
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]
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.)
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)
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.
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
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)
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
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
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
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...
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
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!
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
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
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
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.
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
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...
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.
Test
Entering the unused test module:
gmTest v1.00 (12.20.2000)
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
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
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
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.
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
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 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<