We just reached 20,000 articles on this wiki!
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Rail Chase 2

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Rail Chase 2

Developer: Sega AM3
Publisher: Sega
Platform: Arcade (Sega Model 2)
Released in JP: June 1995
Released in US: 1994


DevTextIcon.png This game has hidden development-related text.


Development Text

Present at 0x16D40 in the main CPU.

 HOW TO 'JYON_KORI KUN MEGARO'
 MODEL CHANGE    1P_LEVER + 1P_SHOT             
 QUICK CHANGE    1P_LEVER + 1P_SHOT + 2P_SHOT   
 PAT_CHG SPEED   1P_LEVER                       
 ROTATE XY       1P_LEVER + 1P_SHOT + 1P_START  
 MOVE dir_Z      2P_LEVER + 2P_SHOT             
 MOVE dir_XY     2P_LEVER + 2P_SHOT + 1P_START  
 TEX BANK CHANGE 2P_START                       
 POSITION RESET  1P_START + 2P_START            

Present at 0x20AD0 in the main CPU.

TEXTURE BANK %d
pat_num  %04d 
pat_name %s   
motion   %s   
pat_num           
motion                          
Pos_X      %8.4f
Pos_Y      %8.4f
Pos_Z      %8.4f
Rotate_Y   %4x
Rotate_X   %4x

Present at 0x22180 in the main CPU.

Scroll  Disp 
segalast
Scroll  Disp 2
pos X %4d  
pos Y %4d  
map name %s         
BANK %s

Present at 0x2B5F0 in the main CPU.

Dip.0  STATUS_DISP
Dip.1  Auto_speed 
Dip.2  VR_mode    
Dip.3  Life_dec 1p
Dip.4  Life_dec 2p
Dip.5  Auto_branch
Dip.6  Texture Lod
Dip.7  Timer N_inc
Dip.0  ENE_Colli  
Dip.1  PL_Colli   
Dip.2  Mode_Disp  
Dip.3  ENESET_Data
Dip.4  Zako_Enemy 
Dip.5  VR_SET_Mode
Dip.SW[1]_6       
Dip.SW[1]_7       
Dip.SW[2]_0       
Dip.SW[2]_1       
Dip.SW[2]_2       
Dip.SW[2]_3       
Dip.SW[2]_4       
Dip.SW[2]_5       
Dip.SW[2]_6       
Dip.SW[2]_7       
[   E X I T  ]    
ON 
OFF
TEXTURE BANK %d
G_F     SOF
wX
wY
wZ
branch_0
branch_1
branch_2
branch_3
PL_speed
Course_ptr
PL_pos
incline
Y_angle
Speed control now
target speed %4d
add    speed %10.8f
control speed %10.8f
timer     %4d
reaction ->[               ]
reaction ->[ DAMAGE!! HARD ]
reaction ->[ DAMAGE!! SOFT ]
reaction ->[ BOMB BURRN    ]
reaction ->[ ZUSHIN        ]
reaction ->[ ENEMY_BURRN   ]
reaction ->[ ELEVATOR      ]
reaction ->[ TANK FALL     ]
reaction ->[ DOM           ]
reaction ->[ ZUBI          ]
%4x SOF %4x
%10.4f
%8x
VR_NORMAL     
VR_SURROUND_1 
VR_SURROUND_2 
VR_SURROUND_3 
VR_RALLY      
VR_TOP_VIEW   
VR_MAP        
VR_X_ROT_FIX  
VR_LEAD       
VR_ELEVATOR   
VR_OPENING    
%4d
%4x
rear l %s  
rear r %s  
Main   %s  
next l %s  
next r %s  <pre>

Present at {{hex|0xD0820}} in the main CPU.
<pre> VR SETTING...      
 VR SET CHECK...    
%2d
MODE: %4x 
  bx: %6.1f 
  by: %6.1f 
  bz: %6.1f 
camX: %6.1f 
camY: %6.1f 
camZ: %6.1f 
rotY: %4x 
camP: %4d 
 SET: %4x 

Present at 0x1051D1 in the main CPU.

CRSptr & Reset
 XYZpos
 XYangle
 Scale
>
(PT,SX,SY,SZ,AX,AY):
 %3d, %3.1f,%3.1f,%3.1f, %04x,%04x, %2.3f  
(pt,sx,sy,sz,ax,ay):

Present at 0x107800 in the main CPU.

Colli_n:  %d  
Ecolli_n: %d  
(Source: Original TCRF research)