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LEGO Island 2: The Brickster's Revenge (PlayStation)

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Title Screen

LEGO Island 2: The Brickster's Revenge

Developer: Silicon Dreams
Publisher: LEGO Software
Platform: PlayStation
Released in US: March 30, 2001
Released in EU: March 30, 2001


SourceIcon.png This game has uncompiled source code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
DummyIcon.png This game has unusual dummy files.


ProtoIcon.png This game has a prototype article

The PlayStation version of LEGO Island 2: The Brickster's Revenge is very watered-down compared to the Windows iteration, with many things reworked and even more things dropped or greatly simplified - including whole levels.

Hmmm...
To do:
There seems to be some unused character animations.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Lego Island 2 PSX SubPage Page-Icon.png
Source Code
Automatically-generated source files found throughout the disc.
Lego Island 2 PSX SubPage Talk-Icon.png
Unused Dialogue & Strings
A huge number of unused lines. Some didn't survive the move from PC to PlayStation, while others are unused in both.

Level Select

Lego Island 2 PSX Secret.PNG

There is a byte in memory that defines how many options are visible on the main menu. Increasing it by 1 reveals a hidden option titled "Secret", which takes you to a Level Select screen. It's possible that there is a cheat code to enable it, but if there is, it hasn't been found yet.

Of note, this screen lists several mini-games cut from this port. Selecting one will display a "Subgame not selectable" message. Indeed, all of the appropriate files are missing from the game's disc entirely.

(Source: Original TCRF Research)
Selectable Level Non-Selectable Level
Lego Island 2 PSX LevelSelect.PNG Lego Island 2 PSX NotSelectable.png
Hmmm...
To do:
The subgames below sometimes don't match where a state should take place, which may indicate a misunderstanding as to how the Secret menu works. As such, take this list with a grain of salt.

The unselectable level and state names are below. They are internally written with underscores, but displayed on-screen with spaces.

SubGame State State Num
Z29PAI STATE_FRI_CI_HORSE_TO_BRIDGE_WITH_J* 22
Z30PLI STATE_FRI_JOUST_GAME 23
Z38PAR STATE_FRI_CI_HORSE_TO_BULLS 25
Z21FSH STATE_FRI_CI_TO_DIVE_GAME 17
Z21FSH STATE_ZLG_OD_TO_FISH 42
Z21FSH STATE_ZLG_FISHING_GAME 43
Z21FSH STATE_ZLG_OASIS_TO_DESERT 44
Z38PAR STATE_FRI_PARACHUTE_TRIANING 60
Z40APO STATE_FRG_LI_BOAT_FROM_CI 30
Z40APO STATE_ZLG_OGEL_BY_PARACHUTE 63

Strings with asterisks (*) are too long to be fully displayed on-screen, with the cut-off text shown here in bold.

PADDING.BIN

PADDING.BIN in the NTSC version contains the ending video as it appears in the Windows version of the game, with a higher bitrate and framerate than the PlayStation version.

Unused Music

The PC version dynamically switches the track playing depending on context, such as while next to certain buildings. Other times, this is done simply to iterate through variations on a track.

Most of these instances are not present in the PlayStation version, but much of the music was converted over anyway, only to go unused. There are also tracks that are unused in both versions of the game.

Filename Audio Notes
INFO-3
Infomation Center dynamic track.
INFO-4
Radio Station dynamic track.
INFO-5
Rob & Steve's house dynamic track.
INFO-6
Police Station dynamic track.
INFO-7
Pizzeria dynamic track.
INFO-8
Bricksterbot Theme - Unused in this port. Seems to have a duplicate in INFO-9 that loops for longer.
ISLAND-0
Unknown track.
ISLAND-1
Unknown track.
ISLAND-2
Unknown track.
ISLAND-3
Unknown track.
ISLAND-4
Unknown track.
ISLAND-5
Unknown track.
ISLAND-6
Unknown track.
INFOMANC
Infomaniac theme. Characters don't have dynamic themes in either the PC or PlayStation versions.
NICKBRIK
Nick Brick theme. Characters don't have dynamic themes in either the PC or PlayStation versions.
MAMABRIK
Mama Brickolini theme. Characters don't have dynamic themes in either the PC or PlayStation versions.
PAPABRIK
Papa Brickolini theme. Characters don't have dynamic themes in either the PC or PlayStation versions.
WAKABOT-1
Whack-A-Bot only uses the first track, and never transitions into these two like the PC version does.
WAKABOT-2
WAKASNAK-1
As above, Whack-A-Snake doesn't use this variant.
ADVENT2-1
The game only uses the first track, rendering these two variants unused.
ADVENT2-2
OASIS-1
This track matches the 'Fishing' theme from the PC version which plays when reeling in a fish. This may mean the minigame was still planned when the music was converted.
MUMMIES1-0
Calm variant of main theme (MUMMIES1-1).
BRIKDIVE-1
Brick Dive never transitions to this variant.
BANJO_1
Unused and seemingly unfinished track that would later become the Lego Racers 2 bonus theme. Used in the prototype for the credits theme, but it's baked into the video file there.

Unused Characters

Bill Ding

Lego Island 2 PSX NTSC Billding Stand.png

Bill Ding is spawned in on Lego Island at all times, but is set not to be visible. If hacked to become visible, he shows up on a curb behind the Pizzeria. He has no behavior or collision, and cannot be talked to.

If another character's behavior is placed on him, you can talk to him. He has no dialogue, but has a talking facial animation and is fully rigged to walk around the island. One of his hands is missing, indicating a scrapped minifig tool that he should be holding.

In the PC version, Bill Ding appears anytime a building is constructed/reconstructed, such as by retrieving a Constructopedia page.

Board Park Characters

Among the models listed in memory for the Board Park are four Lego Island characters. The model names are DJAB , BONE , VALS , and PAPA. Excluding BONE, they highly likely refer to DJ Jackitt, Valerie Stubbins, and Papa Brickolini respectively. As for BONE, this seems to refer to a character that would become Gnarly Bones in the sequel, Island Extreme Stunts, but was scrapped from this port. He can still be seen in the center of the quarterpipes in the image for the board park on Pepper's computer. These four models are placed two on either side of the top of each quarter pipe, but their models don't seem to draw anything, even when another visible object's model is set to their IDs.

Unused Textures

Frontend and Pause Menu

A number of menu graphics, many of which seem closer to the PC version of the game, go unused. Many, if not all, of these files are seemingly loaded while on the title screen, but are never used in a final menu.

There are smaller versions of these icons too, as well as identical duplicates for the same sizes in the same folders. Welcome to the file structure that is LEGO Island 2.

Lego Island 2 PSX NTSC Tex Frontend Pause-Large-24.png

Lego Island 2 PSX NTSC Tex Frontend Pause-Large-25.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-26.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-27.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-14.png

Lego Island 2 PSX NTSC Tex Frontend Pause-Large-15.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-22.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-2.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-8.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-11.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-4.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-5.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-9.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-12.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-6.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-10.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-1.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-18.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-19.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-20.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-21.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-23.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-16.png Lego Island 2 PSX NTSC Tex Frontend Pause-Large-17.png

Apparently an early logo for the title screen. It's unknown why only half of the image survived and why the palette seems incorrect, but it displays the same way when hacked back into the final game's title screen.

Lego Island 2 PSX NTSC Tex Frontend EarlyIsland2Logo.png

Miscellaneous HUD

Adventure Island and Castle Island

Unused HUD icons for Adventure Island. The blue bar is not used anywhere in the game, even when there actually is a progress bar on the side of the HUD.

Duplicates of these files are also found in the Castle Island HUD archive, also unused.

Lego Island 2 PSX NTSC Tex HUD-ADVHUD-1.png

Lego Island 2 PSX NTSC Tex HUD-ADVHUD-2.png Lego Island 2 PSX NTSC Tex HUD-ADVHUD-3.png Lego Island 2 PSX NTSC Tex HUD-ADVHUD-4.png

Lego Island 2 PSX NTSC Tex HUD-ADVHUD-6.png Lego Island 2 PSX NTSC Tex HUD-ADVHUD-7.png Lego Island 2 PSX NTSC Tex HUD-ADVHUD-8.png Lego Island 2 PSX NTSC Tex HUD-ADVHUD-9.png Lego Island 2 PSX NTSC Tex HUD-ADVHUD-5.png

Jousted

Lego Island 2 PSX NTSC Tex HUD-Jousted BlueSpheres.png

Lego Island 2 PSX NTSC Tex HUD-Jousted RedSpheres.png

Infomation Center

Animated I

Presumably for an animation, as the container is called INFOANIM.TBK. It doesn't show up inside the Infomation Center.

This is very similar to a used version without the greenish tint stored in WALLS.TBK, where most of the Infomation Center's rack-mounted consoles live. For that version, the fade occurs when you access the database. There is an additional fully-black frame, but since it's literally nothing they haven't been uploaded.

Lego Island 2 PSX NTSC Tex IFC AnimatedbigIabovemydesk-1.png

Lego Island 2 PSX NTSC Tex IFC AnimatedbigIabovemydesk-2.png Lego Island 2 PSX NTSC Tex IFC AnimatedbigIabovemydesk-3.png Lego Island 2 PSX NTSC Tex IFC AnimatedbigIabovemydesk-4.png

Map Arrow

An extra frame for the minimap arrow. The used one has a red outline, so it was probably intended to alternate flash with this one.

Lego Island 2 PSX NTSC Tex IFC UnusedFlashingArrowFrame-1.png

Brick Dive

Red Brick

The final game uses a yellow brick from a different archive for the HUD icon.

Lego Island 2 PSX NTSC Tex BKDHUD RedBrickYouStay.png

Centrifuge

Blue Timing Lamp

A blue texture for the centrifuge timing lamps. The blue lamp models are actually loaded at runtime, but there doesn't seem to be any functionality in the minigame to cause it to appear. As a side note, there seems to be separate models loaded in memory for every lamp state. Per side. That means four each side for a total of eight models. The blue lamp models are, therefore, unused too.

Lego Island 2 PSX NTSC Tex CNT BlueLamp-Texture.png

Stud Timing Lamp

It gets better, as there are also eight more models for 1×1 green studs, similar to the ones on the centrifuge base model, which may have been earlier indicator lamps. The first four are regular green, and the other four are a very marginal slightly brighter green.

Lego Island 2 PSX NTSC Tex GreenStudLamp-1.png

Lego Island 2 PSX NTSC Tex GreenStudLamp-2.png

Asteroid Belt

Particle Sprites

A 2D asteroid (the final uses only 3D models for asteroids) and an unknown warning bubble that are unused in Asteroid Belt. They are stored alongside the graphic used for the 2D stars that fly by, so the 2D asteroid might have presumably flown past as well.

Lego Island 2 PSX NTSC Tex ASB Asteroid-1.png

Lego Island 2 PSX NTSC Tex ASB WarningUI.png

HUD

Lego Island 2 PSX NTSC Tex ASB AsteroidExclaimationHUD.png

Desert Speedster

Arrows

Unknown arrows stored alongside the rest of the minigame's particle effects.

Lego Island 2 PSX NTSC Tex DSP ArrowR-Texture.png

Lego Island 2 PSX NTSC Tex DSP ArrowL-Texture.png

Mr Hates Camp

Unknown

This strange image is stored randomly with an assortment of other Hates Camp textures.

Lego Island 2 PSX NTSC Tex Hat StrangeImage.png

Skybox

The camera angle makes it impossible to see the sky in Hates Camp, but it does apparently have textures. Considering there are other leftover textures from Lego Island in the "HAT" folder, and that the minigame seems to have some of the other island's wrapping behavior, Hates Camp may have started out as a copy of Lego Island.

Lego Island 2 PSX NTSC Tex Hat Skybox-1.png

Lego Island 2 PSX NTSC Tex Hat Skybox-2.png

Characters

Multi-colour Bricksterbot

Lego Island 2 PSX NTSC Tex Body-Bricksterbot-MultiColour.png

Unused Files

Files found within, or around, the PSXFILE.

\DATA\FRONTEND\LANG

TEST.TXT

TEST1: Bollocks!
TEST2: 2   Bollocks!
TEST3: 3455 Bollcoks!
TEST4: 3456Bollocks!!

\DATA\PAUSE

STATUS.ME

@MULTI-EDIT VERSION 7.0    C:\LEGO2PSX\COMMON\MAIN\DATA\PAUSE\
/MISC=1/I=1/V=2/SC=0/EV=0/CC=1
/W=1/WNM=A/A=1/WA=0/FN=C:\LEGO2PSX\COMMON\MAIN\DATA\PAUSE\ENGLISH.TXT/C=1/L=24/R=24/IL=1/WS=1/IS=0/D=0/LS=0/BI=7/BTML=1/RM=79/LT=\C\L/FLL=0/SN=1
/G_INT=DEFAULT_INSERT_MODE
1
/G_STR=DEF_SWITCHES
I
/G_STR=DEF_REPL_SWITCHES
PI
/G_STR=DEF_FS_SWITCHES
I
/G_STR=DEF_FSR_SWITCHES
I
/G_INT=DIR_IMMEDIATE
1
/G_INT=AUTO_ARRANGE_ICONS
1
/G_INT=DEF_SCRN_STYLE
1
/G_INT=CUR_SCRN
1
/G_STR=DIR_SORT_STR
n
/G_STR=CALC_PARAMS
/X=18/Y=8/BASE=10
/G_STR=FSWITCHES
I
/G_STR=FRSWITCHES
I
/G_STR=FC_CONFIG_STR
/SH=0/CC=79/IC=48/RW=30208/NKEY=30208/PKEY=33792/RKEY=5118/KEYSTR=NextDif<CtrlPGDN> PrevDif<CtrlPGUP> Report<AltShftR>
/G_INT=EXEC_ENV_MODE
1
/G_STR=FORMAT_CODE_DELIMIT
.
/G_STR=EXTENSIONS
.?
/G_STR=FILE_HISTORY
/#=1
/G_STR=FILE_HISTORY1
C:\\LEGO2PSX\\COMMON\\MAIN\\DATA\\PAUSE\\ENGLISH.TXT
/G_INT=NO_CONFIRM_OVERWRITE
1
/G_STR=PRINTER_DEVICE
LPT1
/G_STR=PRINTER_TYPE
HP LASERII
/G_INT=KEYDELAY
1
/G_INT=LOAD_COUNT
1
/G_INT=RESTORE
1
/G_INT=SEARCH_INTR_STYLE
1
/G_STR=SWITCHES
I
/G_STR=REPL_SWITCHES
PI
/G_INT=SPLIT_EDGE_MODE
1

Debugging Strings

Many debugging strings are loaded while on the title screen and while in other levels, some generic, and some containing jokes towards developers.

The list below is scrollable.

Remember to give Paul some toast!

data/savegame/american.dat
DATA/messages/FE/ENGLISH/STD.str
Sub Game skipped: %d
Could not claim memory in sound ram for commentary
error in sep file sequence file count
data/music/%s.vh
data/music/%s.vb
tune VAB header open failed
tune VAB body open failed
data/sfx/%s.vh
data/sfx/%s.vb
sfx VAB header open failed
sfx VAB body open failed
data/music/%s.sep
failed to count sequences in %s
music sep %s failed to open
data/sfx/%s.sep
sfx sep %s failed to open
No TOC found: please use CD-DA disc
Too many tracks
tracknum too big
CdControlB mode set error
CdControlB play error
Could not find COMFile %s
commentry file %s initialised ok
Data/%s.dat
commentry header file %s initialised ok, %d phrases available
AAAA-XXXXX
sdtest 
%sB%c%s%s
data/frontend/load.tbk
Could not find overlay %s
Failed to read overlay %s
loaded overlay %s
Could not open model block %s
Could not claim memory for model block %s
0123456789ABCDEF
0123456789abcdef
Failed to claim memory!
Warning - identifier '%s' does not end; ignored
No room to create look up table
Failed to load data
Failed to open file
No room to load messages
Message file not exist or of zero length
Warning passed font cel pointer is zero
CdRead: sector error
CdRead: Shell open
CdRead: retry
%s: path level (%d) error
%s: dir was not found
CdSearchFile: disc error
CdSearchFile: searching %s
%s:  found
%s: not found
CD_newmedia: Read error in cd_read(PVD)
CD001
CD_newmedia: Disc format error in cd_read(PVD)
CD_newmedia: Read error (PT:%08x)
CD_newmedia: sarching dir
%08x,%04x,%04x,%s
CD_newmedia: %d dir entries found
CD_cachefile: dir not found
CD_cachefile: searching
(%02x:%02x:%02x) %8d %s
CD_cachefile: %d files found
Can't Open Sequence data any more
track=%d,%d
CdGetToc2: %02x:%02x:00
CdGetToc2: error
VSync: timeout
card read error
$Id: intr
c,v 1
76 1997/02/12 12:45:05 makoto Exp $
unexpected interrupt(%04x)
intr timeout(%04x:%04x)
$Id: sys
c,v 1
129 1996/12/25 03:36:20 noda Exp $
ResetGraph:jtb=%08x,env=%08x
ResetGraph(%d)
SetGraphReverse(%d)
SetGraphDebug:level:%d,type:%d reverse:%d
SetGrapQue(%d)
DrawSyncCallback(%08x)
SetDispMask(%d)
DrawSync(%d)
%s:bad RECT
(%d,%d)-(%d,%d)
%s:
ClearImage
LoadImage
StoreImage
MoveImage
ClearOTag(%08x,%d)
ClearOTagR(%08x,%d)
DrawOTag(%08x)
PutDrawEnv(%08x)
DrawOTagEnv(%08x,&08x)
PutDispEnv(%08x)
GPU timeout:que=%d,stat=%08x,chcr=%08x,madr=%08x,
func=(%08x)(%08x,%08x)
unable to open 16 bit background
unable to claim main RAM for background!
0123456789ABCDEF
tpage: (%d,%d,%d,%d)
clut: (%d,%d)
clip (%3d,%3d)-(%d,%d)
ofs  (%3d,%3d)
tw   (%d,%d)-(%d,%d)
dtd   %d
dfe   %d
disp   (%3d,%3d)-(%d,%d)
screen (%3d,%3d)-(%d,%d)
isinter %d
isrgb24 %d
CdInit: Init failed
Fail:pDict->iNumEntries + 1 < pDict->iMaxEntries
Andys an pillock
Fonts/%s
No VRAM available for Kanji font workspace
CSM Started without paths being defined
data/cutscene/%s/%s.cut
data/messages/%s/%s/%s.str
ENGLISH
SPU:T/O [%s]
wait (reset)
wait (wrdy H -> L)
wait (dmaf clear/W)
CdlReadS
CdlSeekP
CdlSeekL
CdlGetTD
CdlGetTN
CdlGetlocP
CdlGetlocL
?
CdlSetmode
CdlSetfilter
CdlDemute
CdlMute
CdlReset
CdlPause
CdlStop
CdlStandby
CdlReadN
CdlBackward
CdlForward
CdlPlay
CdlSetloc
CdlNop
CdlSync
DiskError
DataEnd
Acknowledge
Complete
DataReady
NoIntr
CD timeout: 
%s:(%s) Sync=%s, Ready=%s
DiskError: 
com=%s,code=(%02x:%02x)
CDROM: unknown intr
(%d)
CD_sync
CD_ready
%s
%s: no param
CD_cw
$Id: bios
c,v 1
86 1997/03/28 07:42:42 makoto Exp $
CD_init:
addr=%08x
CD_datasync
SPU:T/O [%s]
wait (IRQ/ON)
wait (IRQ/OFF)
This is not SEP Data
DMA bus error: code=%08x
MADR[%d]=%08x
bad hankaku code 0x%x
A new cutscene cannot be selected until this one has finished
Fail:CSMManager
pCurrent
Fail:iIndex < CSMManager
iMaxScript
CSM serious error
Asked to Start/Queue cutscene %i, but queue full
[Continue] will ignore this request
Oi!  The script you are intending to start is NOT LOADED!
Call Paul, give him some toast
CSMManager
Actor to be added, but no room remains
Call Paul or press [Continue] to carry on
PEPP
Fail:CSMManager
Actor[i]
pGOB
ERROR: skeleton plotter
Data/Objects/%s/%s.pmc
Camera action not recognised - call Paul
SERIOUS CSM ERROR!
The camera POSITION has been SET but is already moving
This is not allowed!
[Continue] will proceed with script, but camera faults are a result of this error
Fail:pAction->SetPos
Target
pTargetActor
Invalid MOVETYPE for camera positioning
Call Paul
SERIOUS CSM ERROR!
The camera TARGET has been SET but is already moving
This is not allowed!
[Continue] will proceed with script, but camera faults are a result of this error
SERIOUS CSM ERROR!
The camera POSITION has been MOVED but is already moving
This is not allowed!
[Continue] will proceed with script, but camera faults are a result of this error
SERIOUS CSM ERROR!
The camera TARGET has been MOVED but is already moving
This is not allowed!
[Continue] will proceed with script, but camera faults are a result of this error
Unknown waypoint in camera MOVETARGET
Call Paul
Camera MOVETARGET to actor NULL!
Call Paul
Unknown camera MOVETARGET action
Call Paul
faces.tbk
heads.tbk
bodys.tbk
lhands.tbk
rhands.tbk
heads.blk
bodys.blk
lhands.blk
rhands.blk
Data/Objects/%s/%s.pmh
Data/Objects/%s/%s.tbk
Data/grid.TBK 
Serious CSM error.Cutscene number %i is already loaded.Check loading of %s %s.[Continue] will skip this extra load
.cut
Fail:sizeof(TBinHeader) == iSizeOfHeader
SWCH
PLAY
Failed to find waypoint %s in CSM/PATH waypoint maps
Failed to find PATH waypoint %s.[Continue] will carry on parsing script.Failed to find CSM waypoint %s.[Continue] will carry on parsing script
Cut-scene error.Failed to find actor %c%c%c%c in FOLLOW
Failed to find switch %s - call Paul
.CSMLoader_LoadBinary received an invalid filename (%s)
CSMLoader_LoadBinary could not find filename (%s)
CSMLoader_LoadBinary fell over handling %s - call Paul
GOB action not recognised - call Paul
Serious CSM error.GOB %c%c%c%c has no route handle.Cannot proceed with move.Unknown MOVETYPE in CSM script - Call Paul
Serious cut-scene error!.Actor %c%c%c%c has no hRoute
Serious CSM error.String %s overran the 4 lines of the HUD.Call Paul
Unable to open track file %s
Data/grid.TBK
throwpizza
GenParts
pizzasplat
pizzasplat.par
throwpizza.par
BOATWAKE
GenParts
data/fonts/main/main
data/fonts/csm/csm
GenParts
%s/%s/%s.???
Data/Tracks/%s/%s.???
Data/Tracks/%s/sky.???
Data/Games/%s/objects/%s.???
Data/Games/%s/oblist.txt
Data/Games/%s/%s.zon
Zero length zone GOB list file (%s)
time out in decoding !
CONTINUE
SAVEGAME
QUITCONF
Data/Messages/fe/ENGLISH/pause.str
Data/Pause/Pause1.tbk
MCREADING
MCNOTIN1
MCNOTIN2
MCNOTFOR1
MCNOTFOR2
MCNOTFOR3
MCFORMAT
MCFORREMOVE
MCFORFAIL
MCFORGOOD
%s %s %03d%%
GAME%01d
MCCARDFULL4.MCCARDFULL3.MCCHOOSESAVE
MCNEWSAVE
MCOVERWRITE.MCNEWSAVE2
MCSAVEREMOVE
MCDOOVER
MCDOSAVE
MCSAVEGOOD
MCSAVEBAD
BUTTON_UP
BUTTON_DOWN.BUTTON_LEFT.BUTTON_RIGHT
BUTTON_2
BUTTON_1
BUTTON_4
BUTTON_3
CONTROL%i
SWIMWAKE
GenParts
DMA STATUS ERROR %x
MDEC_rest:bad option(%d)
MDEC_in_sync
MDEC_out_sync
DMA=(%d,%d), ADDR=(0x%08x->0x%08x)
FIFO=(%d,%d),BUSY=%d,DREQ=(%d,%d),RGB24=%d,STP=%d
%s timeout:.

"loaded overlay %s", "commentry file %s initialised ok", and "commentry header file %s initialised ok, %d phrases available" have been observed as functional and are output to the TTY console, but are otherwise not visible during normal play. The first one outputs the filename of the binary overlay for that given level. The second outputs the name of the audio archive chosen, which contains each character's voice lines. The third and final one outputs the filename for the associated header file, then the total available individual voice lines listed within it.

A working example when loading into Lego Island from a new game would be:

loaded overlay \BINS\Z90PSX.BIN;1
commentry file \LGI.VAG;1 initialised ok.
commentry header file Data/lgi.dat initialised ok, 802 phrases available