Pachi-Slot Kanzen Kouryaku: Gigazone - The Meteor Strike
Pachi-Slot Kanzen Kouryaku: Gigazone - The Meteor Strike |
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Developer: Syscom This game has hidden developer credits. |
To do: Other debug options at memory locations:
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VRAM Viewer
Applying the below code will enable a VRAM viewer where you can view textures at any time.
Re-enable VRAM Viewer 00207E18 0000007C 10207E1C 00000100 00207390 0000007C
With the code on, press Select to enable or disable it and press the shoulder buttons to change the displayed graphic.
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 20247F08 080A5CEA 20247F0C 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.
initial pad Pad Init Start[0]1 Pad Init End vram_frame :<00000000> vram_frame0 :<00000000> vram_frame1 :<00046000> vram_zbuffer:<0008c000> vram_texture:<000d2000> vram_clut :,000f8000> initial free main memory 0 initial VU1 micro program initial text get_file_sizeCD <cdrom0:¥TEX¥FONT.TEX;1> come here[56442] @@@@@@@@@@@@@@@@ TEX¥FONT.TEX[56442] @@@@@@@@@@@@@@@@@@@@@@@ try open..<cdrom0:¥TEX¥FONT.TEX;1>..closed [56442] SUM OK!! LZSS compress size[412112] create_texture:t_handle[0] w:256 h:256 name:<font16.ext> < 8bit:clut[0]> BANK[0:38] size[4] :<font16.ext> create_texture:t_handle[1] w:512 h:512 name:<nowloading1.ext> < 8bit:clut[1]> BANK[4:38] size[16] :<nowloading1.ext> create_texture:t_handle[2] w:128 h:512 name:<nowloading2.ext> < 8bit:clut[2]> BANK[20:38] size[4] :<nowloading2.ext> create_texture:t_handle[3] w:256 h:64 name:<s_saver0.ext> < 8bit:clut[3]> BANK[24:38] size[1] :<s_saver0.ext> about initial text get_file_sizeCD <cdrom0:¥TEX¥FONT.TEX;1> come here[56442] @@@@@@@@@@@@@@@@ TEX¥FONT.TEX[56442] @@@@@@@@@@@@@@@@@@@@@@@ try open..<cdrom0:¥TEX¥FONT.TEX;1>..closed [56442] SUM OK!! LZSS compress size[412112] create_texture:union texture used <font16.ext> create_texture:union texture used <nowloading1.ext> create_texture:union texture used <nowloading2.ext> create_texture:union texture used <s_saver0.ext> about load_stay_texture get_file_sizeCD <cdrom0:¥TEX¥TRUEFONT.TEX;1> come here[73330] @@@@@@@@@@@@@@@@ TEX¥TRUEFONT.TEX[73330] @@@@@@@@@@@@@@@@@@@@@@@ try open..<cdrom0:¥TEX¥TRUEFONT.TEX;1>..closed [73330] SUM OK!! LZSS compress size[264656] create_texture:t_handle[4] w:256 h:256 name:<message16_00.ext> < 8bit:clut[4]> BANK[25:38] size[4] :<message16_00.ext> create_texture:t_handle[5] w:256 h:256 name:<message16_01.ext> < 8bit:clut[5]> BANK[29:38] size[4] :<message16_01.ext> create_texture:t_handle[6] w:256 h:256 name:<message20_00.ext> < 8bit:clut[6]> BANK[33:38] size[4] :<message20_00.ext> create_texture:t_handle[7] w:256 h:256 name:<message20_01.ext> < 8bit:clut[7]> BANK[0:38] size[4] :<message20_01.ext> TRUEFONT[0] <message16_00.ext> TRUEFONT[1] <message16_01.ext> TRUEFONT[0] <message20_00.ext> TRUEFONT[1] <message20_01.ext> NUMBER[0] next[1] NUMBER[1] next[0] NUMBER[2] next[-] NUMBER[3] next[-] NUMBER[4] next[-] NUMBER[5] next[-] NUMBER[6] next[-] NUMBER[7] next[-] NUMBER[8] next[-] move all thread SYSTEM start set_rank 0[6] set_rank 1[6] START THREAD [2] NUMBER[0] next[1] NUMBER[1] next[2] NUMBER[2] next[0] NUMBER[3] next[-] NUMBER[4] next[-] NUMBER[5] next[-] NUMBER[6] next[-] NUMBER[7] next[-] NUMBER[8] next[-] ________GzSyuhenInit()___s_iSyuProc = 30_____ get_file_sizeCD <cdrom0:¥TEX¥DAI_TEX.TEX;1> come here[190528] @@@@@@@@@@@@@@@@ TEX¥DAI_TEX.TEX[190528] @@@@@@@@@@@@@@@@@@@@@@@ try open..<cdrom0:¥TEX¥DAI_TEX.TEX;1>..closed [190528] SUM OK!! LZSS compress size[312192] create_texture:t_handle[8] w:128 h:64 name:<bu_11s.ext> <32bit> BANK[4:38] size[2] :<bu_11s.ext> create_texture:t_handle[9] w:512 h:512 name:<dailow.ext> < 8bit:clut[8]> BANK[6:38] size[16] :<dailow.ext> create_texture:t_handle[10] w:64 h:64 name:<glass.ext> <32bit> BANK[22:38] size[1] :<glass.ext> get_file_sizeCD <cdrom0:¥PAC¥DAI.PAC;1> come here[511488] try open..<cdrom0:¥PAC¥DAI.PAC;1>..Pad[0] PadIsLED is OFF closed [511488] SUM OK!! decode: scan PAC file <dailow.uni> max:4..copied<510688> BIN name:<daitex_mini> ->[daitex_mini] →use texture<dailow.ext> t_handle[9] BIN name:<lambert147SG> ->[lambert147SG] →use texture<glass.ext> t_handle[10] BIN name:<phong4SG> ->[phong4SG] →use texture<bu_11s.ext> t_handle[8] end get_file_sizeCD <cdrom0:¥TEX¥SYU_01.TEX;1> come here[1258465] @@@@@@@@@@@@@@@@ TEX¥SYU_01.TEX[1258465] @@@@@@@@@@@@@@@@@@@@@@@ try open..<cdrom0:¥TEX¥SYU_01.TEX;1>..closed [1258465] SUM OK!! LZSS compress size[5058640] create_texture:t_handle[11] w:512 h:512 name:<before01.ext> < 8bit:clut[9]> BANK[0:38] size[16] :<before01.ext> create_texture:t_handle[12] w:512 h:512 name:<before02.ext> < 8bit:clut[10]> BANK[16:38] size[16] :<before02.ext> create_texture:t_handle[13] w:512 h:512 name:<before03.ext> < 8bit:clut[11]> BANK[0:38] size[16] :<before03.ext> create_texture:t_handle[14] w:512 h:512 name:<before04.ext> < 8bit:clut[12]> BANK[16:38] size[16] :<before04.ext> create_texture:t_handle[15] w:512 h:512 name:<before05.ext> < 8bit:clut[13]> BANK[0:38] size[16] :<before05.ext> create_texture:t_handle[16] w:512 h:512 name:<before06.ext> < 8bit:clut[14]> BANK[16:38] size[16] :<before06.ext> create_texture:t_handle[17] w:512 h:512 name:<before07.ext> < 8bit:clut[15]> BANK[0:38] size[16] :<before07.ext> create_texture:t_handle[18] w:512 h:512 name:<caution01.ext> < 8bit:clut[16]> BANK[16:38] size[16] :<caution01.ext> create_texture:t_handle[19] w:512 h:512 name:<caution02.ext> < 8bit:clut[16]> BANK[0:38] size[16] :<caution02.ext> create_texture:t_handle[20] w:512 h:512 name:<common01.ext> < 8bit:clut[17]> BANK[16:38] size[16] :<common01.ext> create_texture:t_handle[21] w:512 h:512 name:<common02.ext> < 8bit:clut[18]> BANK[0:38] size[16] :<common02.ext> create_texture:t_handle[22] w:512 h:512 name:<com_a01.ext> < 8bit:clut[19]> BANK[16:38] size[16] :<com_a01.ext> create_texture:t_handle[23] w:512 h:512 name:<logo.ext> < 8bit:clut[20]> BANK[0:38] size[16] :<logo.ext> create_texture:t_handle[24] w:512 h:512 name:<mode_a01.ext> < 8bit:clut[21]> BANK[16:38] size[16] :<mode_a01.ext> create_texture:t_handle[25] w:512 h:512 name:<mode_a02.ext> < 8bit:clut[22]> BANK[0:38] size[16] :<mode_a02.ext> create_texture:t_handle[26] w:512 h:512 name:<mode_a03.ext> < 8bit:clut[23]> BANK[16:38] size[16] :<mode_a03.ext> create_texture:t_handle[27] w:512 h:512 name:<nlconf01.ext> < 8bit:clut[24]> BANK[0:38] size[16] :<nlconf01.ext> create_texture:t_handle[28] w:128 h:512 name:<nlconf02.ext> < 8bit:clut[24]> BANK[16:38] size[4] :<nlconf02.ext> create_texture:t_handle[29] w:512 h:512 name:<title01.ext> < 8bit:clut[25]> BANK[20:38] size[16] :<title01.ext> create_texture:t_handle[30] w:512 h:512 name:<title02.ext> < 8bit:clut[26]> BANK[0:38] size[16] :<title02.ext> VAG: create thread ID= 23319889 _SndDrv_SetMasterVolume : core = 0 , vol = 3fff3fff _SndDrv_SetMasterVolume : core = 1 , vol = 3fff3fff ---SetSyuhenSceneProc[1010]--- FILENAME : 1 cdrom0:¥SOUND¥P00 SeSq_BdHdOpen : cdrom0:¥SOUND¥P00 LOOP GO !! Se_BdHdOpen : cdrom0:¥SOUND¥P00.BD;1 BD_ADDR = 53264 Se_BdHdOpen : cdrom0:¥SOUND¥P00.HD;1 HDADDR : 1897344 SeSq_BdHdOpen : LOOP END !! _SeSq_SetEnable : GO !! _SeSq_SetEnable : END !! StartAddr 107008 EndAddr 1897344 _Sound_StartLoad : OK T0[998 T1[1000 T2[8734 EE[11141 GS[11141 all[11241 free main memory [0] Pad[0] PadIsLED is ON Not Found SAVE_DIR No files Dualshock2[0] Pad is connected Dualshock2[0] Pad actuator is ready ---SetSyuhenSceneProc[1000]--- ST[0 MEM[0 T0[0 T1[0 T2[0 EE[1 GS[1 all[100 free main memory [0]
Unused Image
A crudely drawn image with the text "Dummy 1" can be seen here. This is actually loaded in the background of the main menu. You can also view this image in-game if you set memory location 0x0061943F to 01.
Developer Credit
Present at 0x00606D90 in memory is the following text string:
タカサゴデンキサンギョウ ギガゾーン SUB CPU PROGRAM 2001/08/18 YOSHIKI FUJII
- Pages missing developer references
- Games developed by Syscom
- Pages missing publisher references
- Games published by Syscom
- PlayStation 2 games
- Pages missing date references
- Games released in 2002
- Games released in October
- Games released on October 17
- Games with hidden developer credits
- Games with unused graphics
- Games with debugging functions
- To do
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Syscom
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Syscom
Games > Games by release date > Games released in 2002
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 17