If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Lucian Bee's: Resurrection Supernova (PlayStation 2)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Luxury & Beauty - Lucian Bee's: Resurrection Supernova

Developer: HuneX
Publisher: 5pb
Platform: PlayStation 2
Released in JP: July 30, 2009


DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


Debug Menu

Lucian Bee's Resurrection Supernova - Debugmenu.png

Applying the below code will grant access to this menu while pressing and holding Triangle + Circle when returning to the main menu while in-game. The best way to do this is to enter the game, pause and click "Title" then when the "Do you wish the return to the title screen?" text is on-screen, press the above buttons over the "yes" option.

This menu will let you quickly select any event to choose from, play music and sounds, and select any game mode of your choice.

Master Code (Only needed for cheat devices)
90110C30 0C0442B4

Enable Debug Menu (Triangle + Circle while returning to the title screen)
D05819BE 0000CFFF
001A5868 00000017
D05819BE 0000FFFF
001A5868 00000008
(Source: Original TCRF research)

Debug Logging

Within the game is a stubbed printf function which would have logged various background information to a debug unit. This logs information such as files loaded and memory information. It would also report errors if any occurred. To re-enable this mode, apply the below code:

Re-enable Debug printf Messages
201671C0 08044192
201671C4 00000000

If you are playing the game on a regular PlayStation 2, you will need to use a TOOL, RDB, or a debug version of OPL to view the logs. If you are playing on an emulator, you can see this information by enabling the option "Show Console". Below is an example of what type of information gets logged.

H3D> ===========================================
H3D>  HuneX Consumer 3D System for PlayStation2
H3D>    Runtime Library Release VER 1.07
H3D> ------------------------------------------
H3D>  WELCOME TO PLEASANT GAME DEVELOPMENT!

H3D> Replace Module [cdrom0:¥MODULES¥SCE¥IOPRP280.IMG;1]
Get Reboot Request From EE
ROM directory not found

PlayStation 2 ======== Update rebooting..

PlayStation 2 ======== Update reboot complete
cdvdman Init


IOP Realtime Kernel Ver. 2.2

    Copyright 1999-2002 (C) Sony Computer Entertainment Inc. 

Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 (C)SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15) 
iop heap service (99/11/03)
H3D> SCE Load Module [cdrom0:¥MODULES¥SCE¥SIO2MAN.IRX;1]
loadmodule: fname cdrom0:¥MODULES¥SCE¥SIO2MAN.IRX;1 args 0 arg 
loadmodule: id 25, ret 0
H3D> SCE Load Module [cdrom0:¥MODULES¥SCE¥PADMAN.IRX;1]
loadmodule: fname cdrom0:¥MODULES¥SCE¥PADMAN.IRX;1 args 0 arg 
loadmodule: id 26, ret 0
H3D> SCE Load Module [cdrom0:¥MODULES¥SCE¥MCMAN.IRX;1]
loadmodule: fname cdrom0:¥MODULES¥SCE¥MCMAN.IRX;1 args 0 arg 
loadmodule: id 27, ret 2
H3D> SCE Load Module [cdrom0:¥MODULES¥SCE¥MCSERV.IRX;1]
loadmodule: fname cdrom0:¥MODULES¥SCE¥MCSERV.IRX;1 args 0 arg 
loadmodule: id 28, ret 2
H3D> SCE Load Module [cdrom0:¥MODULES¥SCE¥LIBSD.IRX;1]
loadmodule: fname cdrom0:¥MODULES¥SCE¥LIBSD.IRX;1 args 0 arg 
loadmodule: id 29, ret 0
H3D> SCE Load Module [cdrom0:¥MODULES¥SCE¥SDRDRV.IRX;1]
loadmodule: fname cdrom0:¥MODULES¥SCE¥SDRDRV.IRX;1 args 0 arg 
SDR driver version 4.0.1 (C) SCEI
 Exit rsd_main 
loadmodule: id 30, ret 2
H3D> SCE Load Module [cdrom0:¥MODULES¥SCE¥CDVDSTM.IRX;1]
loadmodule: fname cdrom0:¥MODULES¥SCE¥CDVDSTM.IRX;1 args 0 arg 
loadmodule: id 31, ret 2
H3D> H3D Load Module [cdrom0:¥MODULES¥HCS¥STREAM2.IRX;1]
loadmodule: fname cdrom0:¥MODULES¥HCS¥STREAM2.IRX;1 args 0 arg 
Fujii Stream IRX Thread Start.
Custom Ver 1.01
loadmodule: id 32, ret 0
H3D> H3D Load Module [cdrom0:¥MODULES¥CRI¥CRI_ADXI.IRX;1]
loadmodule: fname cdrom0:¥MODULES¥CRI¥CRI_ADXI.IRX;1 args 0 arg 
CRI ADX Driver Ver.10.39(Nov 14 2007 20:48:47)
CRI ADX Driver : Main Thread Priority = 39
CRI ADX Driver : PSM Thread Priority  = 39
CRI ADX Driver : DTX Thread Priority  = 48
CRI ADX Driver : SPU CORE Number = 0
CRI ADX Driver : sceSdInit(SD_INIT_COLD) call.
loadmodule: id 33, ret 2
H3D> VU1 Micro Code
H3D>  - Static Model    [.1fKB : 0x]
H3D>  - Dynamic Model   [.1fKB : 0x]
H3D>  - Shadow Model    [.1fKB : 0x]
H3D>  - World Primitive [.1fKB : 0x]
H3D>  - Alpha Primitive [.1fKB : 0x]
H3D> VU1 MicroCode Base [.1fKB]
H3D> ----------------  System Heap Infomation  ----------------
H3D> PS2 SYSTEM HEAP SIZE  = 27MB / 00028593KB / 29279856Byte
H3D> TOTAL ALLOCATED SPACE = 02MB / 00002509KB / 02570232Byte
H3D> TOTAL NON INUSE SPACE = 00MB / 00000007KB / 00007816Byte
H3D> RELEASABLE SPACE      =        00000007KB / 00007336Byte
H3D> SYSTEM MEMORY AREA    = 02MB / 00002517KB / 02578048Byte
H3D> ----------------------------------------------------------
Read Media (DVD) 
Initializing RndomSystem.
Initializing RTC System.
Initializing Task System.
Initializing Memory System.
Initializing LoadInfo System.
Initializing Load System.
Initializing ADV Sprite System.
Initializing Memcard System.
Initializing Pad(Viblation) System.
Initializing Sound System.
Initializing MotherTask System.
Initializing ScriptSeq System.
Initializing Fade System.
Initializing Wipe System.
Initializing Font System.
Initializing Voice System.
Initializing Rule System.
Initializing AdvMem Manager.
Initializing AdvData Class.
mem_length = 1048448 : 1023KB
mem_length = 1048448 : 1023KB
mem_length = 21495680 : 20991KB
Initializing CRI ADX System.
DVCI: "DATA¥GAMEDT.AFS" found.
DVCI: "DATA¥VOICE1.AFS" found.
DVCI: "DATA¥VOICE2.AFS" found.
DVCI: "DATA¥VOICE3.AFS" found.
DVCI: "DATA¥VOICE4.AFS" found.
DVCI: "DATA¥VOICE5.AFS" found.
DVCI: Total 6 files.
PS2RNA: sceSifAllocIopHeap(266304) ret=0x000c0100
PS2RNA: sceSifAllocIopHeap(2256) ret=0x00101200
PS2RNA: sceSifAllocIopHeap(16448) ret=0x00101b00
=====SAVE_NEED_SPACE 369760  + ICON 18278  BISLPM-55194-LB=====
Allocate NEW Cache  128 (20992KB).
RUN=0 (PRIO=0)
cLoadinfo.cpp> cLoadInfo Ready.
cLoadADX.cpp> let's Loading.   Que 0  Data/GAMEDT.BIN (0/833787/1277952)
cLoadADX.cpp> let's Loading.   Que 1  Data/GAMEDT.BIN (2/870728/3747840)
cLoadADX.cpp> let's Loading.   Que 2  Data/GAMEDT.BIN (29/459112/1146880)
cLoadADX.cpp> let's Loading.   Que 3  Data/GAMEDT.BIN (27/126776/475136)
alloc 0x0 0x1140f40 0x784570
alloc 0x0 0x1141780 0x884590
alloc 0x0 0x11697c0 0x9845d0
RUN=64 (PRIO=2)
RUN=65 (PRIO=2)
cLoadADX.cpp> let's Loading.   Que 4  Data/GAMEDT.BIN (26/59818/440320)
 >> LoadTask Ready OK! 
cLoadADX.cpp> let's Loading.   Que 5  Data/GAMEDT.BIN (28/387109/576392)
cLoadADX.cpp> let's Loading.   Que 6  Data/GAMEDT.BIN (30/43961/71712)
cLoadADX.cpp> let's Loading.   Que 7  Data/GAMEDT.BIN (44/37615/287776)
cLoadADX.cpp> let's Loading.   Que 8  Data/ADVDT.BIN (1177/59125/287776)
SAVE NEED 390   FREE 2458
 >> LoadTask Next() 
 >> LoadTask End() 
alloc 0x0 0x12c6980 0x9845f0
(Source: Original TCRF research)