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Notes:Pac-Man World 2 (Game Boy Advance)

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This page contains notes for the game Pac-Man World 2 (Game Boy Advance).

Most of this is not terribly interesting. A lot of errors and debugging text.

Offset Text
0x9E730
InitialiseWindows - Memory allocation failure
SetWindowZeroPosition : Windows not initialised
SetWindowOnePosition : Windows not initialised
MoveWindowZero : Windows not initialised
MoveWindowOne : Windows not initialised
MoveWindowZeroLeftX : Windows not initialised
MoveWindowZeroRightX : Windows not initialised
MoveWindowZeroUpperY : Windows not initialised
MoveWindowZeroLowerY : Windows not initialised
SetWindowInsideControl : Windows not initialised
SetWindowOutsideControl : Windows not initialised
ActivateWindow : Windows not initialised
MoveWindowOneLeftX : Windows not initialised
MoveWindowOneRightX : Windows not initialised
MoveWindowOneUpperY : Windows not initialised
MoveWindowOneLowerY : Windows not initialised
InitialiseFade - Memory allocation failure

Some pretty standard error messages for various display issues.

0x9EE28
(%s) %d
cleanMainMenu
0x9F7D0
backgroundReplace - invalid pointer passed
backgroundReplace - invalid background size

Riveting error messages.

0x9FBA0
unable to add Tutorial Triggers in initTutorialManagement()
(%s) over by %d characters

Looks like an error display for when the dialogue for the tutorial text is too long.

0xA71E4
Error allocating %i bytes for buffer in %s()
initTaskManagement
%s: Unrecognised task key %d
Error allocating %i bytes for snow field
Error allocating %i bytes in newSpriteTrail
unable to allocate sprites in newSpriteTrail()
%s: sprite set queue full
InsertSpriteSet

More error displays.

0xA7360
eMusic_trees4
eMusic_trees2
eMusic_snow1
eMusic_ocean4
eMusic_ocean3
eMusic_ocean1
eMusic_lava1
eMusic_ghost
eMusic_forest1
play music track %d %s

Looks like debug display for the music system.

0xA7408
prep dynamic areas
updateRider (pac)
maze loc
updateRider (other)
0xA746C
Block Z
No state function for player %X!
Player state unresolved!
Error allocating memory for newProjectileSystem()
Failed to allocate %d bytes for sprite palette management
%s: Insufficient secondary actor structures remaining.
createActorSecondaries
No sprites left!
(%s) vz %d z %d
hurtPacMan
Persistence bit overflow! New area won't persist.
%d bits assigned to new area.
%d bits retrieved for area (%d expected).
%d bits stored for area (%d expected).
deallocatePersistence not called?
%s: Failed to allocate %d bytes for persistence management.
initPersistence
%s: more areas in this level than anticipated.
onEnteringAreaPersistence
Error allocating %d bytes for particle systems
%s: Attempt to release unlisted particle system %X.
releaseParticleSystem
%s: unable to allocate particle sprite
newParticle
%s: no particles available
%s
nullParticleSystemUpdate
nullParticleSystemSuspend

More error/debugging text.

0xA789C
WARNING : PacDot field not big enough on X.
WARNING : PacDot field not big enough on Y.
WARNING : PacDot field not big enough on X.
WARNING : PacDot field not big enough on Y.
deallocatePacDotFields not called?
%s: Failed to allocate %d bytes for pac-dot field management.
initPacDotFields
%d pac-dot fields; containing %d dots and %d nodes.
px %d py %d
ghost exit area index %d
ghost exit node %d
%s: Visible pac-dot limit hit!
copyPacDotFieldsToOam
%s: Pac-dot sprite allocation failed!
%s: Visible pac-dot sprite sets limit hit!
display x%d y %d
ox%d oy %d
initPacDotFieldsNonGrid
copyPacDotFieldsToOamNonGrid
deallocatePacDotChains not called?
ERROR : curved spline have a subdivision of 0, change the referenceIndex field
curved spline found with %d subdivide
%s: Failed to allocate %d bytes for pac-dot chain management.
initPacDotChains
%s: Visible chain sprite limit hit!
copyPacDotChainsToOam
%s: Pac-dot chain sprite allocation failed!
%s: named chain not found.
focusToPacDotChainWithReferenceKey
4 control point minimum are required %d found : %s
generateBSplineCurvature
 error allocating memory in (%s) line %d 
initMapScreenHud
(%s) level %d time trial %d
displayMapScreenLevelText
(%s) type %d
convertMazeGhostIndicatorToNormalByType
Warning, unable to add multiplayer event to cue
Error, no Sprites in SpriteBlock, in newMotionGroup()
Unable to allocate %i bytes in newMotionGroup(), elements = %i
Ghost run away %X: N %d E %d S %d W %d (%d, %d: %d->%d)
Best dir %d (rev dir %d)
Ghost chase turn %X: N %d E %d S %d W %d (%d, %d: %d->%d)
Ghost turn %X: N %d E %d S %d W %d
 %d power pellet found
(%s) couldn't allocate %d bytes for masking
initMasking
Mask %d by %d
%s: Failed to allocate %d bytes for mask map cache
0123456789ABCDEF

Massive glob of error text/debug displays/etc.

0xA800C
exram : addr 0x%x
iwram : addr 0x%x
Error allocating %i in newIconMenu()
Error; unable to attach actor to Spline: Spline with matching name not found
Error allocating %i bytes for CurrentGameState
(%s)
initGameState
resetGameState
EXRAM %s
doGameLoop
IWRAM %s
Trace Interrupt Stack
intr stack start %x end %x
Trace User Stack
user stack start %x end %x
TRACK 2
TRACK 1
PAUSA
PAUSE
pause menu respond to exit game
exit to map screen
exit to main menu
Entering %d.%d:
Error allocating %i bytes for riders in initGameLoop()
Warning; named entry point not found in %s() using default level start point
getPlayerStartBoundingAreaIndex
Warning; unable to locate start points for level, no supplied collision data, in initRiders()
Warning; no starting point located in initRiders()
Warning; no collision script detected in initRiders()
%s: Failed to allocate %d bytes to decompress level collision data
getCollisionDataForLevel
Background decompression for character set: %d (top) bytes
%s: Failed to allocate %d bytes to decompress level background character set
initBackgrounds
Background decompression for map: %d (full top size) bytes
Background decompression for map: %d (reduced top) + %d (middle) + %d (bottom) = %d bytes
%s: Failed to allocate %d bytes to decompress level background maps
(%s)
%s
initCollisionData
EXIT_TYPE_RESPAWN
EXIT_TYPE_GAME_OVER
EXIT_TYPE_COMPLETION
EXIT_TYPE_MAP_NEXT_LEVEL
return to world map
EXIT_TYPE_TO_MAP
FRONTEND_MAIN_MENU %d
alpha-blending disabled.
%s: Ceiling area not found! %d
warpDoorUpdate
HorizontalDoorUpdate
Error creating list of event listeners, local array size of %i too small
Error allocating %i bytes in initEventListeners()
instruction %i
Error; unable to attach actor to Spline: Spline with matching name not found
actorCount exceeds temporary array size in initLevelEnvironmentActors()
Error allocating %i bytes for buffer in initLevelEnvironmentActors()
Unrecognised furniture bounding area key %d
%s: Couldn't allocate cork management block
initCorks
No available corks
Error allocating %i bytes for decompression buffer in getDecompressorData()
Error allocating %i bytes for buffer in %s()
initColourControllerManagement
Player %X collision queue is full.
Error adding withinBoundingArea message to list
stop time found
Unrecognised power-up name!
%s: Unrecognised fruit name!
getFruitLabelActorIndex
%s: Fruit number out of range!
collectingFruitByNumber
%s: Letter number out of range!
collectingLetterByNumber
losingFruit
haveFruit
nbFruit %d collected
(timetrial) level %d elapsed %d max %d current %d
eMazeIce
eMazeVolcano
eMazeGhostIsland
eMazeForest
eBossSpookyFinalBoss
eBossGhostIsland
eGhostBayou
eNightCrawling
eGhostIsland
eBossVolcano
eMagmaOpus
eVolcanoPanic
eIntoTheVolcano
eBossIce
eBladeMountain
eAvalanche
eRiverRun
eBossVillage
eTreeTops
eBearBasics
ePacVillage
eWorldMap
double fruit in (%s) area %d
position x %d y %d z %d
bell found in (%s) area %d
double powerUp in (%s) area %d
%s: Couldn't allocate cannonball actor block
initCannonBalls
No available cannon balls
Not enough contiguous free secondary actors for compound cannonball
(%s) cpIndex %d
moveActorToSplineControlPoint
player->npcData[ pm_nativeLevel ] %d
nativeLevel %d
idx %d
GlobalStatus->currentLevelIndex %d

And another.

0xA8E08
(%s)
initMapPath
(%s) spline found %d cp %d
Cannot allocate %d bytes in (%s)
cannot allocate %d bytes for new_heap
no memory left for heap_insert
%d
0xA8ED4
value %d adress 0x%X
extracted value %d
Unable to locate a suitable hardware background, in newLayerManagement()
(%s) no agbmapdata provided
manageCompressedBackground
(%s) unable to allocate %d byte for compressed background
manageCompressedSlicedBackground

That's not even how you spell address.

0xA996C
levelDescription 0x%X
originalPalette 0x%X
string count %d
net enough memory for (%s)
initCinematicText
palette %d
> %s
ERROR: Not enough sprites for string '%s'
Error allocating %i bytes for Cinematic stack controller
Error allocating %i bytes for Cinematic task manager controller
Warning; unable to locate start points for level, no supplied collision data, in %s
initAI
Error allocating %i bytes for AI secondary actor buffer in initAI()
%s
More AI riders in level than allowed for by MAX_AI_RIDERS.
%d AI setup
Not enough contiguous free secondary actors for compound AI actor
 threaten code 
 run code %d
(%s)
AiRGBWaitForHurt
AiRGBWaitForDead
(%s) : state %d not found
setBossState
(%s) %d
ReadAttachmentDescs
Couldn't allocate %d bytes for mechanical ghost boss status.
repeat %d
(%s)
JumpingFish_Init
GHOST_PIERO
GHOST_KIBA
GHOST_KOMON
GHOST_MEHEARTY
GHOST_BLINKY
GHOST_INKY
GHOST_PINKY
GHOST_CLYDE
(%s) : %s
AiGhost_Init
set ghost to exit his home
AiGhost_Wander
AiGhost_Chase
AiGhost_RunAway
AiGhost_GetBackToStart
(%s)
teleportGhostToNode
look for exit node
exit timer %d
(%s) : %s %d
AiGhost_ExitHome
Unrecognised ghost variant %d
Warp area level hash key doesn't match any level!
Left teleport bounding area!
Can't locate teleport target bounding area by hash key
%s: no water bounding area!
PacGetWaterSurfaceZ
PacGetVerticalWaterFlowSpeed
%s: Can't identify rev wheel bounding area!
PacIntoRevWheel
%s
PacAnimateDying
(%s) %d
PacDyingUpdate
(%s)vx %d vy %d
PacHurtShove
%s: no bdoing actor!
PacIntoFullBDoing
Left b-doing bounding area!

Bored yet?