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Proto:Ratchet & Clank: Up Your Arsenal/May 26, 2004 build/Debug Mode

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This is a sub-page of Proto:Ratchet & Clank: Up Your Arsenal/May 26, 2004 build.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Debug Menu

You can either use the button combination; Up+Down+Up+Down+Left+Right+Left+Right+Square. or activate these codes below to activate cheats. Vid-Comics don't have an option to activate debug options innately. So if you want to use the debug mode in the Vid-Comics, then you need to change the value of the address listed below to 1.

Enable debug options (normal)
201E1F14 00000001

Enable debug options (Vid-Comics)
201E2114 00000001
(Source: Research by McJobless and Original TCRF Research)

MAIN

UYA-Build344-MainDebug.png

The first screen you're greeted with when you open the debug menu. Has a lot of basic options that can't be covered in one go so let's just jump into it Philly D style.

UPDATE

Enables/Disables updating of specific types of objects in the world. Disabled objects will not respond to input, but will still be visible/rendered.

  • Ratchet [on | off]: The current player character. Technically a Moby, but separated in the debug menu for testing purposes. This only affects Ratchet himself; his armor, helmet and other attachments still count as mobys, and thus will stay in place if Ratchet is moved while moby updates are disabled.
  • Mobys [on | off]: Handles all moby objects in the level, including Ratchet's attachments, crates and enemies.
  • Parts [on | off]: Deals with particle effects. When disabled, particles can still be generated, but they will not expire which usually leaves a hilarious massive cloud wherever the particles are being generated from.
  • Camera [on | off]: The player's camera. If a cutscene plays while this is disabled, when the cutscene ends the screen will remain black as the camera cannot play its fade-in animation.
  • Step [off | on]: When enabled, the game will appear frozen; tapping the L3 button will step forward one frame at a time.

vu1chain

While not editable, it has some info about how the VU1 (Vector Unit, one of the PS2's units for doing vector math) is being used at any given time.

  • max: Appears to be the maximum amount of memory that was allocated since level load.
  • lim: Appears to be the hard limit of memory that the level is allowed to allocate for VU1.

MODE

Control

Controls general settings for the game, such as how it renders.

Control [normal | camera | cam+chr | volume]: Sets the current control mode, which has the side effect of flipping on/off the Update switches (which can still be manually modified).

  • normal: The default mode. All Update switches are turned on (aside from Step) and the game controls like normal.
  • camera: Detaches the player character from the camera and allows you to fly through the level. L1/R1 control Height, L2/R2 move horizontally, D-Pad-Up/D-Pad-Down move forward/backward, D-Pad-Left/D-Pad-Right rotate the camera in the selected direction, and holding both L2 and R2 with either Up or Down on the D-Pad will rotate the camera up and down. Disables all Update switches.
  • cam+chr: Exact same as Camera Mode, but leaves the player camera attached to the camera. This allows you to place the character anywhere in the level. By default, all Update switches are disabled; enabling Moby Updates will allow you to activate checkpoints and other triggers without most types of enemies noticing you (and those that do cannot damage you), which is useful for studying the tuning info.
  • volume: Same as Camera Mode, but enables both Mobys and Particles while leaving the player character disabled and detatched. Useful for viewing the level without triggering any additional behaviours.

If you use one of these presets while also changing the options in the UPDATE menu, you can for example lock the camera in place, move Ratchet around while having mobys and parts on and etc.

Profile

The Profile debug option allows you to see some information about what is appearing on-screen whenever you select each profile.

Occl

  • Active: Default, occludes objects based on your position in the world.
  • Off: Turns off occlusion, renders everything.
  • Frozen: Freezes the state of occlusion for every object in the world.
Frozen Active
An example of frozen occlusion.
An example of active occlusion.

Bookmark

Originally, programmers could place "bookmark" locations with this setting, which allowed them to skip back to places, but it doesn't work as it requires a developer kit.

Invinc

Toggles invincibility. Ratchet will still play his damage animations, but his health will not decrease.

Draw dist

Controls how far objects can be away from the character and still be visible.

Near Default
An example of near draw distance.
An example of default draw distance.

Coll

Has 3 toggles with hotspt, camera and sound. Although it's likely to change the way collisions work, this option doesn't seem to do anything now. Possibly works on a dev kit or an older prototype of one of the Ratchet & Clank games.

16:9

Activating this through the debug menu is the only method in this prototype as the option in the main menu seems to be broken. 16:9 cuts a bit off the screen at the top and bottom to make a wider screen, but in reality you're just seeing less of the game.

off on
An example of the 4:3 setting.
An example of the 16:9 setting.

Screen

normal split 2 small
Default camera.
Split screen preset. Split 3 and split 4 crash the game and this one doesn't work properly as it's intended for multiplayer.
Small screen setting.

Scene

Press X to change the number, and Circle to attempt to play the cutscene for the loaded level with that ID number. If no cutscene for the level exists under that ID, a warning message pops up instead, or if there is a cutscene but it has a mobyload error, it will crash the game.

You can watch the cutscenes that can be seen with this option here at this very link.

Chunk

Press X to change selected chunk and Circle to load the selected chunk (and unload the current chunk). Warning; will NOT teleport Ratchet to that chunk, so you will more than likely fall to your death unless you set the Control Mode to cam+chr.

Planet # of chunks
Veldin 1
Florana 1
Phoenix 1
Marcadia 3 - Main, BFD, LDF.
Colliseum 1
Aquatos 3 - Main and 2 leftover chunks
L8Clank 1
L8Mines 1
Tyhrranosis 2 - Main and Bossfight

Minor

UYA-Build344-BoltMining.png

This debug option will allow you to trick the game into making you believe you're in a Minor segment.

The Mining System is used in Minor segments to prevent players from farming for bolts when they re-enter a segment, to encourage players progressing and moving forward with the game. When Mining is active (by collecting a bolt in a Minor segment), some additional debugging information is added in a couple places.

Firstly, a simple text display is added at the bottom of the screen; this appears in-game, in-cutscene and in the pause menu, but not in sub-menus or in the debug menu. When first activated, it will generally look something like this;

0 / 0:01 = 0 (5)

The actual formulas for deciding what amount of bolts are more complex than this, but the goal of the mining system is to reduce the number of bolts available to you over time. The formula displayed can be broken down into;

Amount Mined / Time Spent Mining = ???

  • The Mining System appears to be designed to reduce the amount of bolts and/or experience you get from revisting previously completed worlds, maybe to prevent grinding? The problem is that while all the numbers tick away, it's not clear at all what the underlying math is, or what exactly it's trying to do.
  • Only appears when you replay a level (revisiting the planet) and collect a bolt. At this point, the timer will activate.
  • Is per-planet, but on an individual planets the counters are never reset (so if you did 14 minutes of mining and then fly back, the timer is still at 14 minutes).
  • The timer freezes after idling for a certain amount of time. This may or may not be intentional.

DRAW

Quite a few of these options dont seem to work, and may work on a dev-kit. However there are a few that can be enabled as shown below.

  • Darken: This was most likely meant to darken the background to make debugging text easier to see, but it doesn't appear to work.
  • Env coll: Doesn't appear to function; likely would have shown the collision meshes for environment objects in the world.
  • Moby coll: Doesn't appear to function; likely would have shown the collision meshes for active mobys.
  • Hero coll: Doesn't appear to function; likely would have shown the collision meshes for the player character.
  • B spheres: Doesn't appear to function; likely would have shown the bounding spheres for objects in the world.
  • Cameras: Unknown.
  • Cuboids: Doesn't appear to work in this version, but would most likely have shown the cuboids for triggering enemy alert radii.
  • Sample pts: Unknown.
  • Text: Creates 5 lines of white text at the bottom of the screen.
  • UIDs: Displays the Unique IDentifiers for object instances in the world, prefixed with 'u' (salmon colour). Many objects (such as Ratchet and his ship) are marked as "UX", purpose unknown.
  • Moby Num: Displays another set of identifier numbers over any mobys, prefixed with 'o' (blue colour).
  • Groups: Displays yet another set of identifier numbers over objects which indicate their "grouping", with the prefix 'g' (green colour). Ratchet, his ship, vendors and other objects are often marked as 'g255'.
  • Interp: May have been intended to display splines that objects use to interpolate between positions, but it doesn't seem to do anything in this build.
  • Tuning [off | black | white | blue]: Adds tuning debugging info in the specified colour. See the "Tuning" section for more info.
  • Sky: Unknown.
  • Sound: Unknown.

Tuning

Like text, adds some lines of debugging information to the screen. The option sets the colour of the text. Tuning also enables both the UIDs display (but in the colour of Tuning text and ONLY for enemies), as well as an additional bit of text under the UIDs (purpose unknown, known values include "*0Ae", "*0A-", "*0Be", "*0C-", "*0Ce", "*0Ch", "*0Cm", "3A-" or "0i"). While Tuning is enabled, the debug lines shown by the "Text" option are hidden, regardless of if "Text" is enabled or not. The debugging information that appears also is dependant on if "mining" has been enabled (see the "Mining" section);

  • Max Wage: (Mining Only) Unknown. Value remains static once you load into a level, but is different for each level.
  • Amt Mined: (Mining Only) The amount of bolts collected when mining is active.
  • Time Mining: (Mining Only) A timer that displays how long since mining has been active.
  • Mining: (Mining Only) Unknown. Seems to be a multiplier hardcoded between 0.5 and 5.0, but not sure how it's used.
  • XP Deficit: If an enemy falls into an unreachable area, normally their XP and Bolts would be lost forever. The game tracks when this happens and stores how many points they were supposed to award you, making it up over the next couple of times you make gains. XP Deficit never seems to increase, however, most likely because the system automatically awards you the XP rather than waiting for you to kill another enemy.
  • Bolt Deficit: Same as above, but also takes into consideration crates (but not other breakables). This value does correctly increase and decrease as you make bolt gains.
  • Current XP: Unknown, as this doesn't not correlate to the player's actual XP amount as displayed in the Text->XP message.
  • Enemies: #/ #: A display of the amount of "enemies" (including explosive boxes left in the level. The right side represents the total spawned, while the right represents the maximum amount of enemies available (independent of difficulty tuning). Killing an enemy reduces both values.
  • Crates: #/ #: Same concept as above, but this is specifically for health crates.
  • Showing: Unknown. Seen values such as '-1', '0', 'C', 'min' and 'h' listed, but as to what they refer to, I'm not sure.
  • Hero Seg: This seems to change as you get to different parts of the level, and is always in the format of a number followed by either "min", "maj" or "cmp".

MISC

Some additional controls to affect how the game works.

  • Ratchet HP [#]: If this is set higher than Ratchet's current HP, will play the Nanotech Increase effect and message, but otherwise does nothing and will reset when you reopen the Debug menu. This is because you need a certain XP value for this value to actually go up/down. XP can also be changed in the debug menu as shown below.
  • Bolts [#]: Either adds or subtracts bolts from Ratchet (functions correctly).
  • XP [#]: Adds or subtracts .1 of a point to Ratchet's current XP (functions correctly, untested if you go under the amount needed for a previous level). This value matches (minus the decimal part) the XP value for the Draw->Text option.
  • Raritanium [#]: This is simply just a leftover from Ratchet & Clank: Going Commando. This game has no raritanium so this appears to have no effect.
  • Battle cam [off | on]: Unknown.
  • Actuator [on | off]: Unknown.
  • Add sample [no]: Refers to the audio system, but doesn't appear to work.
  • Add start [no]: Refers to the audio system, but doesn't appear to work.

FOG

Hmmm...
To do:
Explain better.

These controls change fogging.

WEAPONS

UYA-Build344-WeaponsDebug.png

This menu allows you to upgrade weapons to any level, as well as also adjust the amount of ammo each weapon has. By looking at how this table works, we can work out what each of the headers stand for.

  • NAME: Obviously this is the name of the weapon.
  • UPG: The current level of the weapon. '0' indicates that a weapon has not been purchased yet. Pressing the Circle button will let you increase level (and unlock a weapon if not already bought), while X will decrease.
  • AMMO: How much ammo that player has for that weapon.
  • DMG: A float value that somehow represents the amount of damage each weapon does.
  • HP2: This value represents what the DMG value of the next upgrade will be.
  • HP1G: seems to be the damage amount done by emitted bombs and stuff. For example, the bouncer breaks into smaller balls.
  • HP2G: seems to have the same role as HP2, except used for HP1G possibly.

GADGET XP

UYA-Build344-GadgetXPDebug.png

Allows you to adjust how much XP each weapon has.

XP Thresholds
Weapon 0 1 2 3 4 5 6 7
GADGET_SHOCKBLASTER 0 200 600 1800 3600
GADGET_WRENCH 0 100 200 300 400 500 600 700
GADGET_NITROCHARGEGUN 0 150 450 1350 2700
GADGET_DISCBLADEGUN 0 5000 10000 15000 20000
GADGET_ASSAULTRIFLE 0 250 750 2250 4500
GADGET_INFECTOR 0 200 600 1800 3600
GADGET_QUANTUMRIFLE 0 300 900 2700 5400
GADGET_ROCKETRPG 0 800 2400 7200 14400
GADGET_RIFTINDUCER 0 5000 10000 15000 20000
GADGET_PLASMACOILGUN 0 2100 2100 12000
GADGET_LAVAGUN 0
GADGET_SHIELD_CHARGER 0 450 450 4800
GADGET_SPITTINGHYDRA 0 400 1200 3600 7200
GADGET_SUCKCANNON2 0 300 900 2700 5400
GADGET_BOUNCER_LAUNCHER 0 1700 1700 5000
GADGET_MINITURRET 0 750 750 6000
GADGET_PLASMAWHIP 0 250 750 2250 4500
GADGET_AGENTSOFDOOM 0 500 1500 4500 9000
GADGET_HOLOSHIELD 0 5000 10000 15000 20000
GADGET_QWACKORAY 0 5000 10000 15000 20000

LOAD LEVEL

UYA-Build344-LoadLevelDebug.png

Here you can load any level. Note that only 9 levels and 2 Vid-Comics are available in this build so most of these levels are not possible to load at all.

Planet Retail name Planet ID Accessibility
Veldin Veldin 1 Yes
Florana Florana 2 Yes
Phoenix Phoenix 3 Yes
Marcadia Marcadia 4 Yes
Daxx Research Daxx 5 No
Colliseum Annihilation Nation 7 Yes
Ocean Hideout Aquatos 8 Yes
L8Clank Aquatos Clank 27 Yes
L8Mines Aquatos Sewers 28 Yes
Tyranosis Tyhrranosis 9 Yes
Tyranosis BFD Tyhrranosis Battlefield 29 No
Zeldrin Zeldrin Starport 10 No
Obani Obani Gemini 11 No
Obani Pt2 Obani Draco 21 No
Holowood Holostar Lot 43 13 No
HoloStar Clank Holostar Lot 42 23 No
Metropolis Metropolis 16 No
Metropolis BFD Metropolis Battlefield 26 No
Qwark1 Vid-Comic 1 31 Yes
Qwark2 Vid-Comic 2 32 No
Qwark3 Vid-Comic 3 33 Yes
Qwark4 Vid-Comic 4 34 No
Qwark5 Vid-Comic 5 35 No
Aridia BFD Aridia 18 No

TUNING

Hmmm...
To do:
Formatting.
UYA-Build344-TuningDebug.png

This option is used for tuning the difficulty of levels, often on how many enemies are on each level and how many should spawn etc. Upon finishing a planet and revisiting it, these settings may change on their own.

Level 1 - Veldin nme 0 = Enemy Segment [Changes 2 (nme+nme2), 4 (nme0+bf8+ref9), 8 (nme1)] bat 2 = Battlefield Segment [Changes 2 (nme+nme2), 4 (nme0+bf8+ref9), 8 (nme1)]

Level 2 - Florana nme 0 = Enemy Segment 0 (Beginning of Level until Checkpoint overlooking water) [Changes 2 (nme2), 4 (nme0+bf8+ref9), 8 (nme1), 9 (bld1+ne6+nw5)] nme 2 2 = Enemy Segment 2 (From previous to Qwark cutscene) [Changes 4 (nme0+bf8+ref9), 8 (nme1), 9 (bld1+ne6+nw5)]

Level 4 - Marcadia nme 0 = Enemy Segment bf 8 = Battlefield Segment ref 9 = Refactor/Puzzle Segment

Level 5 - Daxx nme 6 = Enemy Segment ape 4 = ??? Segment (path where you get the charge boots)

Level 7 - Annihilation Nation gnt 0 = Gauntlet Segment arn 1 = Arena Segment

Level 8 - Aquatos nme 1 = Enemy Segment

Level 9 = Tyranosis' bld 1 = ??? Segment (when you land with the rangers) se 4 = South-East Segment sw 3 = South-West Segment ne 6 = North-East Segment nw 5 = North-West Segment

WEAPON MODS ON/OFF PAGE

For each of the weapons in the game, allows you to enable/disable the Shock, Acid and/or Lock-On mods, but only for weapons that can take those addons (for example, the Qwack-O-Ray cannot use any of them).

UYA-Build344-WeaponModsOnOffPageDebug.png

SPACE COMBAT

UYA-Build344-SpaceCombatDebug.png

There are no space combat sections in the final version of the game nor this prototype so this section is very useless and is just a remnant from the Ratchet & Clank 2 debug mode.

RC2HUD TWEAKS N' SETTINGS

Contains two settings for controlling HUD functionality, which can be turned on and off.

  • QSEL PAUSE: Does the game pause while holding open the Quick-Select menu? Enabled by default.
  • IGE DEBUG: When enabled, prints some garbage to the screen (it's likely the font used in R&C2 was not included). Ratchet's movement is paused, but everything else (including the camera) moves. Disabled by default.
UYA-Build344-RC2HudTweaksDebug.png

RATCHET ARMOR

UYA-Build344-RatchetArmorDebug.png

A menu for changing the armor Ratchet is wearing. At this stage in development, the armors we know and love in the final were not present and instead just use the Ratchet & Clank 2 armors.

CAM FLY BY

UYA-Build344-CamFlyByDebug.png

If you press the 'X' button, this is supposed to play a short camera fly-by animation, but only if one exists for the level (a red message will appear if it doesn't exist). However, in this build, there are no planets that actually have this so this screen seems to be pretty useless.

Other Debug Options

There are a few other debug options that aren't related to the regular debug mode code that you need to access through other means.

Various Button Combos

Unlock All Planets & Vid-Comics

Inputting Up+Down+Up+Down+Left+Right+Left+Right+Circle will allow you to unlock all Planets and Vid-Comics.

Unlock All Weapons/Gadgets

Holding all shoulder buttons on the pause menu will add almost all of the weapons to your inventory.

Delete Save Data

Holding all shoulder buttons on the debug menu will replace your save data with 1KB of corrupted data.

Change Camera Modes

Tapping L1 button 3 times in a row will change your current Camera Mode to First Person or Third Person.

And tapping the L1 3 times in a row while simultaniously holding the L2 button will change your Camera Mode to a very unfinished version of Lock-Strafe.

Screen Adjustment

On the debug menu - holding L2+R2 and pressing any direction on D-Pad, you can adjust the screen. Moving it upwards makes it dissapear until you move it back down again.

This only works on console.

Debug Displays

There are a few debug displays that can be accessed by using a memory editor and changing the addresses below. The WidgetText debug display is animated and runs a test that looks very interesting.

WidgetText debug display
201DD5C8 00000001

Test Predraw() debug display
201DD5C0 00000001

And by holding all shoulder buttons andL3+R3, you can get this to pop up as well in the corner.

UYA-Build344-AllShoulderButtonsDebugDisplay.png

Hacker Editor

UYA-Build344-HackerEditorDebug.png

By changing the states of these addresses to 9 in a memory editor, you can edit the non-functional hacker puzzles.

  • 1st Hacker: 21C28CE0
  • 2nd Hacker: 21C28DE0
  • 3rd Hacker: 21C28EE0

Marcadia Debug Options

Marcadia has a few button combinations you can knock in with cheats enabled that will show some debug information.

  • R1 + R2 + Right D-Pad - Mission time, stage, percentage.
  • R1 + R2 + Right D-Pad Twice - Same as previous + enemy pools.
  • R1 + R2 + Up D-Pad - Select previous enemy pool.
  • R1 + R2 + Up D-Down - Select next enemy pool.
  • R1 + R2 + Left D-Pad - Unlock all missions.

Developer Logs

This code will enable developer logs in the PCSX2 console. An example of how it looks like is shown below:

Enable Dev console logs
2013F880 00000001
*AFTER REVERB* level 2 - free sram 1789888 (max block 1789888)
*AFTER LOAD* level 2 - free sram 306688 (max block 306688)
startlevel2() = 0x003bc608
Hud: Loading hudwad.hdr...
Hud: decompressing bank 0
 Hud GS ram remain 586752 
Hud: decompressing bank 1
Hud: done loading all hud banks
rebuild moby 19: extra frame bug
rebuild moby 3684: extra frame bug
rebuild moby 3790: extra frame bug
rebuild moby 6310: extra frame bug
rebuild moby 6333: extra frame bug
rebuild moby 6338: extra frame bug
rebuild moby 6342: extra frame bug
rebuild moby 6518: extra frame bug
rebuild moby 6988: extra frame bug
rebuild moby 7138: extra frame bug
rebuild moby 7257: extra frame bug
moby 5822:      551.4K
moby 5805:      523.9K
moby 6499:      422.0K
moby 5835:      349.0K
moby 5882:      229.1K
moby 6992:      153.0K
moby 6874:      144.3K
moby 5947:      129.5K
moby 2:      119.1K
moby 1:      117.4K
moby 3412:      113.9K
moby 601:      98.6K
moby 2375:      98.0K
moby 607:      97.7K
moby 10:      89.8K
moby 7056:      84.8K
moby 71:      78.6K
moby 3004:      70.1K
moby 4677:      55.3K
moby 4679:      55.3K
moby 3742:      50.3K
moby 6333:      44.8K
moby 4498:      43.6K
moby 1290:      39.5K
moby 7107:      39.1K
moby 608:      37.1K
moby 11:      32.1K
moby 173:      31.3K
moby 4967:      31.0K
moby 192:      30.8K
moby 4966:      30.2K
moby 6239:      27.3K
moby 2652:      26.4K
moby 6319:      26.4K
moby 6619:      24.9K
moby 7138:      24.7K
moby 6988:      23.3K
moby 6310:      23.2K
moby 7035:      22.6K
moby 609:      21.1K
moby 1134:      18.6K
moby 6295:      17.9K
moby 6879:      17.7K
moby 511:      17.0K
moby 500:      16.9K
moby 505:      16.8K
moby 6258:      16.8K
moby 16:      15.8K
moby 6253:      15.1K
moby 6338:      14.4K
moby 3696:      14.4K
moby 4313:      14.0K
moby 0:      13.5K
moby 6342:      11.4K
moby 6465:      11.4K
moby 4312:      10.9K
moby 209:      10.6K
moby 501:      9.9K
moby 1143:      8.7K
moby 2675:      8.5K
moby 7181:      8.3K
moby 15:      7.9K
moby 4311:      7.8K
moby 6247:      7.6K
moby 5833:      7.6K
moby 19:      6.9K
moby 2784:      6.2K
moby 17:      6.1K
moby 4322:      5.9K
moby 18:      5.6K
moby 4661:      5.4K
moby 5955:      5.4K
moby 5980:      5.4K
moby 4308:      5.2K
moby 6518:      4.9K
moby 13:      4.9K
moby 1192:      4.6K
moby 4320:      4.6K
moby 14:      4.4K
moby 112:      4.4K
moby 2862:      4.4K
moby 4321:      4.4K
moby 2690:      4.4K
moby 3684:      4.2K
moby 2143:      4.2K
moby 121:      4.0K
moby 4317:      3.8K
moby 7257:      3.8K
moby 2088:      3.7K
moby 4324:      3.7K
moby 6292:      3.6K
moby 6282:      3.6K
moby 6291:      3.6K
moby 6297:      3.6K
moby 4319:      2.9K
moby 3291:      2.9K
moby 6838:      2.9K
moby 6234:      2.5K
moby 4318:      2.4K
moby 4314:      2.2K
moby 4315:      2.2K
moby 4310:      2.1K
moby 357:      1.9K
moby 3790:      1.9K
moby 4309:      1.8K
moby 6227:      1.8K
moby 775:      1.7K
moby 4316:      1.7K
moby 1204:      1.6K
moby 6251:      1.6K
moby 6736:      1.6K
moby 6273:      1.5K
moby 4325:      1.3K
moby 6202:      1.3K
moby 358:      1.1K
moby 6204:      1.1K
moby 6259:      1.1K
moby 122:      0.9K
moby 166:      0.9K
moby 639:      0.5K
moby 1007:      0.5K
moby 428:      0.4K
BOLT COUNTS
 major 6004
 minor 2999
 other 6065
major exist 6004
10 mobys skipped
crappy hero has a pvar index of 0
Map: Moby 0 (class 3412) registered as IMoby 6
Unknown device 'host'
Unknown device 'host'

*** MEMORY MAP ***

os:             1024 k
code mem:       3856 k
tfrag geom:     2408 k
occlusion:      848 k
sky:            330 k
collision:      2142 k
shared vram:    4213 k
particle vram:  162 k
effects vram:   766 k
mobys:          4710 k
ties:           803 k
shrubs:         82 k
ratchet seqs:   1158 k
gameplay:       0 k
help messages:  114 k
tie insts:      372 k
shrub insts:    578 k
moby insts:     254 k
moby pvars:     269 k
misc insts:     57 k
part insts:     141 k
vu chain bufs:  3584 k
tie cache:      1024 k
hud:            400 k
gui:            256 k
level total:    29879 k

free mem:       2 megs and 840 k

est. free mem:  3 megs and 223 k

Map: loading raw map
Maps.cpp->StashSendData returned a handle
Map: map system initialized

Hud memory map:
----------------------------------------
0x1f54000    3712  hud wad header
0x1f54e80  311040  hud bank 1
0x1fa0d80    6848  control map
0x1fa2840    3552  map mask
0x1fa3620    4096  map cache
0x1fa4620   32768  map fog
free space: 47584


Hud memory map:
----------------------------------------
0x1f54000    3712  hud wad header
0x1f54e80  311040  hud bank 1
0x1fa0d80    6848  control map
0x1fa2840    3552  map mask
0x1fa3620    4096  map cache
0x1fa4620   32768  map fog
free space: 47584


Hud memory map:
----------------------------------------
0x1f54000    3712  hud wad header
0x1f54e80  311040  hud bank 1
0x1fa0d80    6848  control map
0x1fa2840    3552  map mask
0x1fa3620    4096  map cache
0x1fa4620   32768  map fog
free space: 47584

New RC2 total GUI ram use: 257328, channel size = 28800,  our Max Ram: 262144, 4816 bytes 
remain.
IGE::Facade memory report - using: 880 bytes.Tried to access invalid gameplay area -1.
Tried to access invalid gameplay area -1.
Tried to access invalid gameplay area -1.
Tried to access invalid gameplay area -1.
Tried to access invalid gameplay area -1.
Starting track
Starting track body
Tried to play sound 17 out of 4 for core
size = 71680
Tried to play sound 19 out of 4 for core
 Hud GS ram remain 586752 
Tried to play sound 18 out of 4 for core
 Hud GS ram remain 586752 
*AFTER GADGET* - free sram 306688 (max block 306688)
Gadget id=87 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

*AFTER GADGET* - free sram 306688 (max block 306688)
Gadget id=37 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Nearest env sample point to location (483.059, 584.417, 315.121) is greater than 20m
*AFTER GADGET* - free sram 257536 (max block 257536)
 Spawned  60 [   60,    77, -    0] 
 Spawned  70 [  130,   154, -    0] 
 Spawned  70 [  200,   231, -    0] 
 Spawned  50 [  250,   308, -    0] 
 Spawned  50 [  300,   386, -    0] 
 Spawned  50 [  350,   464, -    0] 
 Spawned  50 [  400,   542, -    0] 
 Spawned  70 [  470,   621, -    0] 
Nearest env sample point to location (472.387, 581.235, 313.747) is greater than 20m
wtf - music handle got lost
wtf - music handle got lost
BOLT COUNTS
 major 6004
 minor 2999
 other 6065
major exist 6004
10 mobys skipped
crappy hero has a pvar index of 0
Map: Moby 0 (class 3412) registered as IMoby 6
Starting track
Tried to access invalid gameplay area -1.
Tried to access invalid gameplay area -1.
Tried to access invalid gameplay area -1.
Tried to access invalid gameplay area -1.
Tried to access invalid gameplay area -1.
Starting track body
Tried to play sound 18 out of 4 for core
Tried to play sound 4 out of 4 for core
Tried to play sound 4 out of 4 for core
Tried to play sound 4 out of 4 for core
Tried to play sound 4 out of 4 for core
 Hud GS ram remain 586752 
Swapping modes... from 0 to 1
 Hud GS ram remain 586752 
added 0 xp and 0 bolts
 Spawned  40 [  510,   662, -    0] 
 Spawned  50 [  560,   703, -    0] 
 Spawned  30 [  590,   744, -    0] 
 Spawned  41 [  631,   785, -    0] 
 Spawned  75 [  706,   864, -    0] 
Tried to play sound 18 out of 4 for core
Gadget id=17 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=19 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=21 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=22 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=32 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=42 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=47 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=52 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=57 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=62 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=67 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=72 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=77 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=82 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=92 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Gadget id=102 has been made sellable inside MakeGadgetAvail
  Equip flag = 1

Tried to play sound 4 out of 4 for core
 Hud GS ram remain 586752 
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
 Spawned  40 [  746,   903, -    0] 
 Spawned  25 [  771,   942, -    0] 
 Spawned   0 [  771,   945, -    0] 
 Spawned  45 [  816,   984, -    0] 
 Spawned  41 [  857,  1023, -    0] 
 Spawned  30 [  887,  1062, -    0] 
 Spawned  40 [  927,  1101, -    0] 
 Spawned  25 [  952,  1140, -    0] 
 Spawned   0 [  952,  1143, -    0] 
 Spawned  60 [ 1012,  1222, -    0] 
WARNING: Called SEGMENT_COMPLETED() with bad segment.
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
music: could not play track head 4, it is not packed on the disk
WARNING: Called SEGMENT_COMPLETED() with bad segment.
music: could not play track head 4, it is not packed on the disk
Tried to play sound 18 out of 4 for core
Tried to play sound 4 out of 4 for core
 Hud GS ram remain 586752 
*AFTER GADGET* - free sram 257536 (max block 257536)
 Spawned  40 [ 1052,  1261, -    0] 
 Spawned  40 [ 1092,  1300, -    0] 
 Spawned  40 [ 1132,  1339, -    0] 
 Spawned  25 [ 1157,  1378, -    0] 
 Spawned   0 [ 1157,  1382, -    0] 
WARNING: continue with bad segment
Tried to play sound 7 out of 4 for core
Tried to play sound 8 out of 4 for core
Tried to play sound 8 out of 4 for core
 Spawned  90 [ 1247,  1462, -    0] 
 Spawned  40 [ 1287,  1502, -    0] 
 Spawned  30 [ 1317,  1542, -    0] 
 Spawned  20 [ 1337,  1582, -    0] 
Tried to play sound 7 out of 4 for core
Tried to play sound 8 out of 4 for core
 Spawned  71 [ 1408,  1662, -    0] 
Tried to play sound 8 out of 4 for core
Tried to access invalid gameplay area -1.
Tried to play sound 8 out of 4 for core
Tried to access invalid gameplay area -1.
Tried to play sound 7 out of 4 for core
Tried to play sound 8 out of 4 for core
Tried to play sound 8 out of 4 for core
Nearest env sample point to location (167.046, 288.417, 38.030) is greater than 20m
Moby class 1134 has no sounds!
Nearest env sample point to location (167.046, 288.417, 38.000) is greater than 20m
Impossible blend for D3D: (Cd - Cs) * Ad + Cd
*Warning: camera failsafe - RAR
Tried to play sound 18 out of 4 for core
 Hud GS ram remain 586752 
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
Nearest env sample point to location (207.780, 197.780, 45.030) is greater than 20m
 Spawned   0 [ 1408,  1666, -    0] 
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
music: could not play track head 4, it is not packed on the disk
unloaded sound bank 0x00185500
unloaded sound bank 0x00198000
989snd Error: cause 22 -> 0, 0, 0, 0
stall in state 0 (0)
*AFTER REVERB* level 3 - free sram 1789888 (max block 1789888)
*AFTER LOAD* level 3 - free sram 600832 (max block 600832)
startlevel3() = 0x003c4070
WARNING: Bogus data in GadgetOrder[].  Fixing.
WARNING: Bogus data in GadgetOrder[].  Fixing.
WARNING: Bogus data in GadgetOrder[].  Fixing.
WARNING: Bogus data in GadgetOrder[].  Fixing.
Hud: Loading hudwad.hdr...
Hud: decompressing bank 0
 Hud GS ram remain 586752 
Hud: decompressing bank 1
Hud: done loading all hud banks
rebuild moby 19: extra frame bug
rebuild moby 3684: extra frame bug
rebuild moby 3790: extra frame bug
rebuild moby 6454: extra frame bug
rebuild moby 6336: extra frame bug
rebuild moby 6345: extra frame bug
rebuild moby 6346: extra frame bug
rebuild moby 6370: extra frame bug
rebuild moby 6371: extra frame bug
rebuild moby 6377: extra frame bug
rebuild moby 6380: extra frame bug
rebuild moby 6400: extra frame bug
rebuild moby 6401: extra frame bug
rebuild moby 6416: extra frame bug
rebuild moby 6474: extra frame bug
rebuild moby 6475: extra frame bug
rebuild moby 6495: extra frame bug
rebuild moby 6496: extra frame bug
rebuild moby 6497: extra frame bug
rebuild moby 6535: extra frame bug
rebuild moby 6591: extra frame bug
rebuild moby 6605: extra frame bug
rebuild moby 6936: extra frame bug
rebuild moby 6937: extra frame bug
rebuild moby 6938: extra frame bug
rebuild moby 7044: extra frame bug
rebuild moby 7172: extra frame bug
rebuild moby 7231: extra frame bug
rebuild moby 7257: extra frame bug
rebuild moby 6365: extra frame bug
rebuild moby 6368: extra frame bug
rebuild moby 6379: extra frame bug
moby 7014:      611.2K
moby 6588:      596.4K
moby 5822:      551.4K
moby 7012:      520.4K
moby 7000:      516.0K
moby 5835:      349.0K
moby 6993:      316.1K
moby 7013:      222.5K
moby 7169:      219.0K
moby 7029:      206.1K
moby 6468:      184.9K
moby 6874:      144.3K
moby 5978:      132.9K
moby 5947:      129.5K
moby 6501:      129.1K
moby 6642:      127.8K
moby 2:      119.1K
moby 1:      117.4K
moby 3412:      113.9K
moby 601:      98.6K
moby 607:      97.7K
moby 6417:      90.8K
moby 5542:      90.2K
moby 6366:      89.9K
moby 10:      89.8K
moby 71:      78.6K
moby 6523:      67.6K
moby 6524:      62.8K
moby 4677:      55.3K
moby 4679:      55.3K
moby 6522:      53.8K
moby 6380:      52.4K
moby 5639:      51.9K
moby 3742:      50.3K
moby 6880:      43.7K
moby 4498:      43.6K
moby 6902:      43.1K
moby 6535:      41.8K
moby 1290:      39.5K
moby 7107:      39.1K
moby 608:      37.1K
moby 6374:      34.9K
moby 11:      32.1K
moby 173:      31.3K
moby 4967:      31.0K
moby 192:      30.8K
moby 4966:      30.2K
moby 6239:      27.3K
moby 6395:      26.4K
moby 2652:      26.4K
moby 6471:      23.3K
moby 7232:      22.9K
moby 609:      21.1K
moby 6475:      20.1K
moby 6398:      19.9K
moby 6295:      17.9K
moby 6879:      17.7K
moby 511:      17.0K
moby 500:      16.9K
moby 6258:      16.8K
moby 16:      15.8K
moby 4000:      15.6K
moby 6253:      15.1K
moby 6393:      14.7K
moby 3696:      14.4K
moby 4313:      14.0K
moby 6400:      13.6K
moby 6474:      13.6K
moby 0:      13.5K
moby 6401:      12.9K
moby 7230:      12.0K
moby 6605:      11.6K
moby 6465:      11.4K
moby 4312:      10.9K
moby 209:      10.6K
moby 7231:      10.1K
moby 6416:      9.6K
moby 6591:      9.6K
moby 6431:      9.1K
moby 6372:      8.9K
moby 1143:      8.7K
moby 2675:      8.5K
moby 6379:      8.4K
moby 7181:      8.3K
moby 6936:      8.1K
moby 15:      7.9K
moby 4311:      7.8K
moby 6247:      7.6K
moby 5833:      7.6K
moby 6937:      7.5K
moby 6365:      7.3K
moby 6938:      7.0K
moby 19:      6.9K
moby 6346:      6.9K
moby 7172:      6.8K
moby 6377:      6.6K
moby 6370:      6.4K
moby 6497:      6.3K
moby 2784:      6.2K
moby 6495:      6.2K
moby 17:      6.1K
moby 6345:      6.1K
moby 4322:      5.9K
moby 803:      5.7K
moby 18:      5.6K
moby 4661:      5.4K
moby 5955:      5.4K
moby 4308:      5.2K
moby 13:      4.9K
moby 6496:      4.8K
moby 758:      4.8K
moby 6336:      4.8K
moby 1192:      4.6K
moby 4320:      4.6K
moby 14:      4.4K
moby 112:      4.4K
moby 2862:      4.4K
moby 4321:      4.4K
moby 2690:      4.4K
moby 3684:      4.2K
moby 2143:      4.2K
moby 6221:      4.1K
moby 6368:      4.1K
moby 121:      4.0K
moby 4317:      3.8K
moby 7257:      3.8K
moby 2088:      3.7K
moby 4324:      3.7K
moby 6292:      3.6K
moby 6454:      3.6K
moby 6282:      3.6K
moby 6291:      3.6K
moby 6297:      3.6K
moby 6371:      3.3K
moby 6435:      3.3K
moby 6437:      3.1K
moby 7224:      3.0K
moby 4319:      2.9K
moby 3291:      2.9K
moby 6838:      2.9K
moby 7044:      2.8K
moby 6432:      2.8K
moby 6234:      2.5K
moby 4318:      2.4K
moby 6433:      2.3K
moby 4314:      2.2K
moby 4315:      2.2K
moby 4310:      2.1K
moby 357:      1.9K
moby 3790:      1.9K
moby 4309:      1.8K
moby 6227:      1.8K
moby 775:      1.7K
moby 4316:      1.7K
moby 1204:      1.6K
moby 6251:      1.6K
moby 6736:      1.6K
moby 6273:      1.5K
moby 4325:      1.3K
moby 6202:      1.3K
moby 358:      1.1K
moby 6204:      1.1K
moby 6259:      1.1K
moby 122:      0.9K
moby 166:      0.9K
moby 7174:      0.9K
moby 639:      0.5K
moby 1007:      0.5K
moby 428:      0.4K
BOLT COUNTS
 major 1260
 minor 0
 other 0
major exist 1260
5 mobys skipped
crappy hero has a pvar index of 0
Map: Moby 0 (class 3412) registered as IMoby 10
***
occlusion out of date on mobys (4 / 4)
***
***
occlusion out of date on tfrag
***
***
occlusion out of date on ties (650 / 1999)
***
Unknown device 'host'
Unknown device 'host'

*** MEMORY MAP ***

os:             1024 k
code mem:       3904 k
tfrag geom:     1279 k
occlusion:      189 k
sky:            92 k
collision:      1517 k
shared vram:    4051 k
particle vram:  212 k
effects vram:   745 k
mobys:          7754 k
ties:           1865 k
shrubs:         104 k
ratchet seqs:   858 k
gameplay:       0 k
help messages:  117 k
tie insts:      391 k
shrub insts:    69 k
moby insts:     205 k
moby pvars:     121 k
misc insts:     40 k
part insts:     129 k
vu chain bufs:  3584 k
tie cache:      1024 k
hud:            400 k
gui:            256 k
level total:    30258 k

free mem:       2 megs and 461 k

est. free mem:  3 megs and 3 k

Map: loading raw map
Maps.cpp->StashSendData returned a handle
Map: map system initialized

Hud memory map:
----------------------------------------
0x1f54000    3712  hud wad header
0x1f54e80  311040  hud bank 1
0x1fa0d80    9024  control map
0x1fa30c0    4784  map mask
0x1fa4370    4096  map cache
0x1fa5370   32768  map fog
free space: 44176


Hud memory map:
----------------------------------------
0x1f54000    3712  hud wad header
0x1f54e80  311040  hud bank 1
0x1fa0d80    9024  control map
0x1fa30c0    4784  map mask
0x1fa4370    4096  map cache
0x1fa5370   32768  map fog
free space: 44176


Hud memory map:
----------------------------------------
0x1f54000    3712  hud wad header
0x1f54e80  311040  hud bank 1
0x1fa0d80    9024  control map
0x1fa30c0    4784  map mask
0x1fa4370    4096  map cache
0x1fa5370   32768  map fog
free space: 44176

New RC2 total GUI ram use: 257328, channel size = 28800,  our Max Ram: 262144, 4816 bytes 
remain.
IGE::Facade memory report - using: 880 bytes.

*-*-*-*-*-*-*-*-*-*-*-*-PLEASE NOTIFY MIKE STOUT-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
HACKER MOBY UID: 14 HAS NO RAND_SEED SPECIFIED. SEED GENERATED ON LOAD: 476
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*



*-*-*-*-*-*-*-*-*-*-*-*-PLEASE NOTIFY MIKE STOUT-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
HACKER MOBY UID: 928 HAS NO RAND_SEED SPECIFIED. SEED GENERATED ON LOAD: 8
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*



*-*-*-*-*-*-*-*-*-*-*-*-PLEASE NOTIFY MIKE STOUT-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
HACKER MOBY UID: 929 HAS NO RAND_SEED SPECIFIED. SEED GENERATED ON LOAD: 943
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

Starting track
Starting track body
*AFTER GADGET* - free sram 600832 (max block 600832)
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
[music_StartSpeech] WARNING: Speech is already playing, this call will be ignored!
music: could not play track head 4, it is not packed on the disk
(Source: ImJustATester)