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Shenmue

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Title Screen

Shenmue

Also known as: Shenmue: Ichishou Yokosuka
Developer: Sega AM2
Publisher: Sega
Platform: Dreamcast
Released in JP: December 29, 1999
Released in US: November 8, 2000
Released in EU: December 1, 2000


SourceIcon.png This game has uncompiled source code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.
BonusIcon.png This game has hidden bonus content.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

I'm looking for a video game that calls itself Shenmue.

Hmmm...
To do:
  • See if we can access some of the debug stuff mentioned below.
  • Extract the rest of the dev texts and error messages.
  • Loads of unused character models.
  • Some unused areas, including prototype versions of these areas.
  • Unused music tracks.
  • More easter eggs.
    • Figure out the hidden Affinity Gauge values for feeding/petting the kitten and put it in a Notes page.
  • Revisional differences:
    • There's a rerelease of Shenmue in Japan called US Shenmue, which has English voice acting and the ability to switch between English and Japanese subtitles on the fly.
    • Shenmue I & II (HD)'s version of Shenmue has many texture differences.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Shin-Megami-Tensei-IV-DevilDNA.png
Source Code

Debug Features

Shenmue Camera Debug Disp.png

Use the following code to display camera-related text.

8C222FEC 0001
8C222FF0 0000
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:
  • Camera debug display function at RAM address 0x0C176C50. It seems to have more debug text.
  • RAM address 0x0C222FF0 is camera number (?)
(Source: Original TCRF research)

Warning Messages

Disc English Audio
1
2
3
Passport
Disc Japanese Audio
1
2
3
Passport

There are unique warning messages for inserting the disc in anything other than the Dreamcast.

Unused Graphics

Unused Title Screen

Possibly an early or alternate title screen.

What appears to be an early or even an alternate version of the main title screen can be found among the game's textures. It bears a strong resemblance to the title screen of Shenmue 2.

Unused Map Icon

Shenmueharbormap.png

A map of the Yokosuka Harbor can be found in the files of the disc. Using an early layout of the area, it was supposed to show the player where he was. The map function wasn't used until Shenmue II.


(Source: phantomriverstone)

Unused VMU Icons

Shenmue Small Ryo.png

Three small graphics for a chibi Ryo punching the screen, found inside 1ST_READ.BIN at 0x25A0A0. It's unknown what these graphics were for.

Unused Textures

Hmmm...
To do:
  • Scavenge through the game's over 8,000 textures and find out which ones go unused.
  • There are several, seemingly duplicate versions of many NPC textures. Find out if there are any differences between them.
I see...

This odd texture of a man (possibly a dev) with a Donald Duck plush appears several times throughout the game's textures. Possibly a placeholder image.

Early labels for the Coca-Cola brand soda cans exist within the final game's textures. They can be seen in the pre-release demo What's Shenmue?.

In-game example of the early designs from "What's Shenmue?"

Easter Eggs

Some incredibly obscure Easter Eggs lurk in Shenmue's depths, only found decades later by devout fans.

Hmmm...
To do:
The means to activate the second egg still needs further exploration

Nozomi Attacks

There's an optional event in Sakuragaoka Park where Nozomi tries to stop Enoki and Nagashima from bullying a local kid, pulling you into a free battle. By fulfilling some incredibly esoteric requirements however, Nozomi herself will spawn into the encounter as an NPC ally, using Ryo's moveset to help him beat down the thugs!

The requirements to access this legitimately are, naturally, absurd:

  • First, you have to get the kitten's hidden "affinity score" above 500. The easiest way to do this is to feed it sliced fish, which earns you 120 points a feed.
  • Go to Sakuragaoka Park before 7pm on a sunny day after the Heartbeats Bar brawl sequence, but before visiting the tattoo parlor, to trigger the park scene.
  • At any point during the first eight or so seconds of the cutscene, punch in the following push-button code VERY QUICKLY (there's a five frame window between each button press!): Y Y B X A A A (or if you're on the PS version of the HD re-release, △ △ 〇 ▢ ✕ ✕ ✕)
(Source: nullpo, Phantom River Stone)

Shin Shoryuken

The harbor blackmail QTE scene has a secret animation in which Ryo performs a Street Fighter III-inspired Shin Shoryuken-style move against Goro! This was apparently created by the development team as an internal joke. Some code for a push-button command to activate it if the kitten's "affinity score" is over 1000 apparently still exists in the game data, but the frame window to input it appears to be inhumanly tight.

It can be forcibly enabled in all versions of the game with some hex editing. A mod for the HD re-release can be found here.

(Source: nullpo, Phantom River Stone)

Unused Text

A bunch of text for various debug aspects can be found inside 1ST_READ.BIN. Unless noted otherwise, all text below was found in the North American version.

Camera Debug Text

Listed after the capsule toy and warehouse names is some text used for a camera debugger.

0x26ADE8:

CAM FIXED
CAM FREE 
CAM NORMAL
%s
%-13s ID:%s.CAM :  %3.4f
TAR :
ZANG :  %3.5f
PERS :

POS 
no 0
cam %s
int %s
frame 0
cam %8.4f %8.4f %8.4f
int.%8.4f %8.4f %8.4f
camp.%8.4f %8.4f %8.4f
intp.%8.4f %8.4f %8.4f
zang.%8.4f
pers.%8.4f
ABS.REL-FACE
LOC-FACE
REL-FACE-POLE
LOC-FACE-POLE
REL-STEP
LOC-STEP
REL-STEP-POLE
LOC-STEP-POLE
relative_face
local_face
relative_face_pole
local_face_pole
relative_step
local_step
relative_step_pole
local_step_pole

System Meters

This text is the only remnant found for the in-game debug menu.

0x25D1E8:

Gachapon Not Read !! no memory !!
Max : 0x%x
Rel : 0x%x
Min : 0x%x
ITPBase      : 0x%x
ITPLimit     : 0x%x
ITPCurrent   : 0x%x
OBJBase      : 0x%x
OBJLimit     : 0x%x
IVBS Opaque  : 0x%x
IVBS OpaqueM : 0x%x
IVBS Trans   : 0x%x
IVBS TransM  : 0x%x
IVBS Punch   : 0x%x
MVBS Opaque  : 0x%x
MVBS OpaqueM : 0x%x
MVBS Trans   : 0x%x
MVBS TransM  : 0x%x
MVBS Punch   : 0x%x
FreeTexture  : %d
MaxBlockSize : %d
Heap Rest    : %d
Heap Max     : %d
Heap Waste   : %d

Misc Debug Text

0x25D528:

Box Item Not Read !! no memory !!
========== Error Hand Changing !! ==========
Set Hit Frame n
Set Hit Frame 1
Set Hit Frame 2
Set Miss Motion %x %x %d
Motion Offset Limit Over ! : %f
Set After Motion : %x
Set Attack Motion
a mot atk : %d %d %08x


WARNING! Now shifting wave programming model from old type to TR-WAVE(Komori)
---        
Curently no perform in this location
Error: Character Nothing!!
DEBUG TALK STATUS : %d
WARNING: Do not initialize free conversation !!!
Force initialize free conversation for ScnConvStartPerson
WARNING: Not only 'PLAYABLE' but also freeze free conversation !!!
Force restart free conversation
Total SA_Data : [%d]
****************************
*** Init FreeConv Status ***
Sequence Binary


SCNF: GFLG%d is out of range
SCNF: FLG%d is out of range
SCNF: CNT%d is out of range
SCNF: %d is not a flag


DOBUITA EVENT START START START!
DOBUITA EVENT END!
training check error!!!!
VEND_MACHINE_CHECKER_ERROR!!!


Spline Grade (%d / %d) 
sprite
STAFF_S.GZ
rim004.snd
start: init game - complete
start: init game - failed
start: load game #%d - complete
start: load game #%d - failed


unknown tag '%s' in 'Shadow'
scene/%02d/model
scene/%02d/%c%c%c%c
/model/chara
%s.MT5
Image
Mode
Position
Scale
Yang
Height
MISC
system1.snd
SCENE/%02d/SOUND
FREE
AICADRV.BIN
Sound Err %d
SELECT
fre%02d00.snd
Warning : Can not translate Sound Pack
SOFT
NORMAL
HARD


Busy Rain To Snow
Rain or Snow Busy
No Set DefaultWeatherArea
DefaultWeatherArea Delete
Using DefaultWeatherArea
No Avail DefaultWeatherArea
No Use DefaultWeatherArea
DefaultWeatherArea Remove
Cut Point Table Over
Not Set AppendWeatherAir()
%s
SPR
sprite
WDAT
CLUD
RAIN
SNOW
FCAS
Weather Soft2_Data Read
sprite
WEATHER.BIN
WEAT_ORG.BIN
Weather Org_Data Read
Free pTexSurfDesc
Free Texture Call
Free Texture End
DC_KANA.FON
DC_KANJI.FON
RYOU.FON
Warning : 2nd kanji font not loading
illegal string in CreateMojiTexture() : str = '%s',len/width = %d/%d
NULL
illegal string in CreateMojiTextureTate() : str = '%s',len/height = %d/%d


SCN_CNG: %d


Level
Adjust
Contact
Size
Weight
Range
Radius
Height
warning: cancel force mode %d


0x25A8C8:

change to PLAYABLE
change to UNPLAYABLE
PLAYABLE
UNPLAYABLE
22:30:


0x268788:

entry to save: %02d,'%c%c%c%c',%02d
okaimono: shop=%d item=%d num=%d
Illegal Character ID NULL
Illegal Character ID (%c%c%c%c)
SCEX: START, scene no:%2d, end frame:%5d
****** Error : Illegal authoring scene number #%d ******
****** Error : Illegal authoring control number #%d ******
****** Warning : Already set or running authoring data[%d]. ******
%s.%s.%s
%s
Author Data Don't Free
Author Moving


Nothing TinyMotionData!!
not TinyMotionData

\SCENE\03\YDMA\REDME.TXT

Original:


=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=

 99-YDMA-00 『旅立ち』

=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
================================================
  涼
================================================
体    "/vcd/scene/model/chara/YKB_M.MT5"
顔    "/vcd/scene/99/model/face/YKB_F.MT5"

左手  "/vcd/scene/99/model/hand/YKB_TL.MT5" 
右手  "/vcd/scene/99/model/hand/YKB_TR.MT5"

左腕  "/vcd/scene/99/model/hand/YKB_UL.MT5"
右腕  "/vcd/scene/99/model/hand/YKB_UR.MT5"

================================================
  オブジェクト
================================================
"/vcd/scene/99/model/chara/C83N303G.MT5"
"/vcd/scene/99/model/chara/YUKS500G.MT5"
"/vcd/scene/99/model/chara/YUKS502G.MT5"
"/vcd/scene/99/model/chara/YUKS503G.MT5"

================================================
 サウンドファイル
================================================
SE   "/vcd/scene/03/sound/a1_tabid.snd"

Translation:


=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=

 99-YDMA-00 "Departure"

=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
================================================
  Ryou
================================================
Model       "/vcd/scene/model/chara/YKB_M.MT5"
Face        "/vcd/scene/99/model/face/YKB_F.MT5"

Left Hand   "/vcd/scene/99/model/hand/YKB_TL.MT5" 
Right Hand  "/vcd/scene/99/model/hand/YKB_TR.MT5"

Left Arm    "/vcd/scene/99/model/hand/YKB_UL.MT5"
Right Arm   "/vcd/scene/99/model/hand/YKB_UR.MT5"

================================================
  Objects
================================================
"/vcd/scene/99/model/chara/C83N303G.MT5"
"/vcd/scene/99/model/chara/YUKS500G.MT5"
"/vcd/scene/99/model/chara/YUKS502G.MT5"
"/vcd/scene/99/model/chara/YUKS503G.MT5"

================================================
  Sound Files
================================================
SE   "/vcd/scene/03/sound/a1_tabid.snd"

Regional Differences

In-game example.

In Japan, the vending machines allowed players to get various real-life drinks from the Coca-Cola Company. These include Coca-Cola, Sprite, Fanta, and Georgia Coffee Original. However, because Sega only got the rights to use them in Japan, they were changed to more generic Bell Wood machines. These instead offer Jet Cola, Jet Soda, Fruda and Bell Wood Coffee.