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Space Channel 5: Part 2 (Dreamcast, PlayStation 2)

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Title Screen

Space Channel 5: Part 2

Developer: United Game Artists
Publishers: Sega (JP), SCEE (EU, PS2), Agetec (US, PS2)
Platforms: Dreamcast, PlayStation 2
Released in JP: February 14, 2002
Released in US: November 13, 2003 (Space Channel 5 Special Edition, PS2)
Released in EU: November 28, 2002 (PS2)


DevTextIcon.png This game has hidden development-related text.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
  • Gindows exists in the Dreamcast version. Does it exist on PS2, PS3, Xbox 360 & PC?
  • The Steam release has these debug strings in the executable.

Space Channel 5: Part 2, being the sequel to the original Space Channel 5 features a bigger story that pivots Ulala and her crew into a bigger threat than they faced four years ago, the Rhythm Rogues.

Also, Space Michael.

Unused Audio

Hmmm...
To do:
Extract them rather than just linking to a showcase video.

There's a lot, including voice lines and unused commands for almost every character.

(Discovery: RUUs Room)

Development-Related Text

A large amount of debug-related text is present in the executable.

       Z : %08x
       Y : %08x
Angle  X : %08x
       Y : % 5.1f
Center X : % 5.1f
       Z : % 5.1f
SCALE  X : % 5.1f
       Z : % 3d
GRID   X : % 3d
Grid Editor
GRID
Break Mtp level : %d
timing for cds
position
block
round
load
save
free
switch
Base Position Editor
sch5bp%1d_%1d_%1d
Position Data Save
Sequence Step %02d
End Of Data.
BREAK
Q & A
BATTLE
MOVE
Start Seq. is %-6s
Dummy Data.
Change Frame :
 -----
step. %d
POS : X = % 8.2f
    : Y = % 8.2f
    : Z = % 8.2f
ANG : X = % 8.2f
Next Seq.
 % 4.0f
Current Frame :
Character Sequence Manager
loadform <file name>
loadform
saveform <file name>
saveform
gakkibito [on / off]
gakkibito
danceman [on / off]
danceman
membernum <0 .. MAX MEMBER>
membernum
breaklevel <-1 .. 2>
breaklevel
party
(def. 0)
member
(def. -1)
break
CharManInit
---Char Man. Game Load Entry---
DIE
! by char_man.c
---Char Man. Game Load Start---
---Char Man. Game Load End---
 CharManSetBattle
Switch Loop L->E. (%5.1f)
Switch Move Motion. (%5.1f)
Timing Task
ID(%d) : Type(%d) : Start(%f)
Current Break Level is %d.
Starting Member %d
off
Usage : danceman [on / off]
Current : danceman %s
OFF
Usage : gakkibito [on / off]
Current : gakkibito %s
Save OK %s
Save FAIL %s
Usage : saveform [file name]
Load OK %s
Load FAIL %s
Usage : loadform [file name]

END 
PLAY
STOP
----
V2 
V1 
M2 
M1 
---
 O 
 E 
 U 
 I 
 A 
SLT
---
@484
FADE
NOP 
----
No:Chr:Stm:STAT:FSTA:IDX:LIP:EndTime:ALPHA:FRM
---
%2d:%3d:%s:%s:%s:%3d:%s:%7.3f:%5.3f:%1.0f
ACTIVE  
PREP    
LOADING 
FREE    
UNKNOWN
EntryNum:%d
Index   :%d
CharNo   :%d
CharNoRef:--
CharNoRef:%d
CharStat :%s %d
LipMotion N: ADR=0x%08x FID=0x%08x
          H: ADR=0x%08x FID=0x%08x
          S: ADR=0x%08x FID=0x%08x
EyeMotion  : ADR=0x%08x FID=0x%08x
PausePose:%d
%3d:LIP:StartTime :LengthTime:DB
No :LIP:StartTime :LengthTime:DB
%3d:%s:%10.6f:%10.6f:%9.6f
SOFT   
HARD   
NORMAL 
SLEEP  
BUSY   
FREE   
NOWLOAD
SET    
UNKNOWN
Order   :%d
Serial  :0x%08x
STAT    :%s %d
LoadStat:%s %d
FID     :0x%08x
BlockNo :%d
---LP1---
DataType:%c%c%c%c
DataSize:%d
CharNo  :%d
PID/IID :%d/%d
Num     :%d
Flag    :0x%08x
        :OFSTIME %f
        :OFSTIME OFF
MtnType :%d %s
--ORIGINAL--
 CharNo  :%d
 PID/IID :%d/%d
 Num     :%d
 Flag    :0x%08x
         :OFSTIME %f
         :OFSTIME OFF
 MtnType :%d %s
ClipDebug Sub
ClipDebug Main
>1:LP1< 2:CHAR 3:PLAY 
 1:LP1 >2:CHAR< 3:PLAY 
 1:LP1  2:CHAR >3:PLAY<

***** Create For Debug *****
[%d block] [%d block] (%s)
you need [%d block] (%s)
Analyze... [NG] (%08X)
Analyze... [OK]
Now Loading... (%s)
Now Saving... (%s)
Error > Save False... (%s)
remain block [%d block]
you need [%d block]
Now Format...
try Format, but error!
complete!
Can't Load File (%s)
Can't Find POF0 (adr:%08X)
Not Chunk  (adr:%08X)
CamDebug
ERROR
NULL
load     : %s
save     : %s
frame    : %d
tes frame: (%d) %d
c type   : %d
buph     : %08X
save img : %08X
curr seq : %08X
curr node: %08X
point    : %08X
ctrlratio: %.2f
[<= =>] Select Edit Sequence %3d
[Shift+L] Load
[Shift+S] Save
Now Sequence %3d
[<= =>] Select Node %3d/%3d
Frame %3d
[A]     Add Node
[D]     Delete Node
Now Edit Sequence %3d
Now Edit Node     %3d
Select Point      %3d/%3d
Frame             %3d
[A]      Add Node
[D]      Delete Node
[SPACE]  Calc Spline
[123456] Change Camera
eye  : %.3f %.3f %.3f
ang  : %.3f
roll : %.3f
int: %.3f %.3f %.3f
CamEdit
Delete ? (Y/N)
CamEdit Dialog
analyze: %08X %08X
save_img: %08X
save_data: %08X (%08X)
Status: %d
camedit.bin
SAVE
LOAD
CamEditFname
p0: (%f %f %f)
p1: (%f %f %f)
p2: (%f %f %f)
p01: (%f %f %f) [%f]
p12: (%f %f %f) [%f]
len: [%f]
p02: (%f %f %f) [%f]
out: (%f %f %f)
H&4
Warning > CamEdit already Exist!!
 fff 
analyze: %08X %08X
No Fname!
save_img: %08X
save_data: %08X (%08X)
Status: %d
tmp.bin
()4
SAVE
LOAD AS READ
LOAD
LOAD!!
LOAD (as read)!!
SAVE!!
h)4
CamEditFname
Global  
P Center (start)
P Center (always)
P Base  
P Center IXY (always)
CamEditDialog
Base Frame
Camera
Interest
Set Roll
0.0
Set Angle
45.0
Set Frame
Set Power

************* START [%4d %2d/%2d %02d:%02d:%02d]*************
WHO: %s (%d %d)
TN : %d
MD : %d
MR : %06X (%06X)
DMR: %06X (%06X)
M2 : %06X (%06X)
TaskMemory
8Q4
debug
window
Performance
Task     %5.2fms
Gindows  %5.2fms
Total    %5.2fms
Render   %5.2fms
Frame Rate
       %5.0f FPS
Port 2
Port 1
Peripheral Info
 > 
 < 
Port:%s
ON     :%08X
OFF    :%08X
NOW    :%08X
(X1,Y1):(% 4d,% 4d)
(X2,Y2):(% 4d,% 4d)
YES
NO 
vib enable  : %s
vib ready   : [%s, %s]
tvr connect : %s
tvr num     : %d
Render Info
Model Vertex %8d
Calc  Vertex %8d
Set   Vertex %8d
Texture Memory
  MAX     %06X
  FREE    %06X
  BLOCK   %06X
    %3.0f%% Free
Vertex Buffer Used

TaskDebug
free_cam
ANG-LIMIT
RAD-MAX
RAD-MIN
RAD-DEF
ON/OFF
angle_edit
R-SPEED
SPEED
port
ON/OFF
switch
Window ON/OFF
window
freecam <port number>
freecam
Dialog
          
 OK 
 CANCEL 
Free Camera
POSITION
  X : % 6.2f
  Y : % 6.2f
  Z : % 6.2f
INTEREST
VIEW ANGLE
      % 6.2f
Free Camera start
Free Camera end
Free Camera Finished.

Plyaer Info
BASE POS : % 7.3f, % 7.3f, % 7.3f
BASE ANG : %08x, %08x, %08x
     POS : % 7.3f, % 7.3f, % 7.3f
Motion   : %3d / % 4.0f
SIDE     : %s

Gindows Debug

Like with Rez, UGA used Gindows as the debugging system for Space Channel 5 Part 2. In the Dreamcast version this is fairly easy to access.

(Discovery: Woofmute, RocketHorse)
Debug Flag Location
1st_read.bin 0x000D70A2
ram 0x8C0E70A2
demul ram 0x2C0E70A2

To enable debug set the debug flag on boot from 00E5 to 01E5. You can modify 1st_read.bin if you prefer.
Controller in Port A, Keyboard in Port B, Mouse in Port D, press the Insert key to display or hide Gindows debug.
There is no left click debug menu, only the right click one.

Right Click Menu
System
Font
User [Undefined]
Var Editor
Console
Texture Viewer
Profiler
Console Commands
breaklevel breaklevel <-1 .. 2>
cd change directory
coloredit execute color edit window
danceman danceman [on/off]
dumpwin execute dump window
freecam freecam <port number>
gakkibito gakkibito [on/off]
help Help
loadform loadform <file name>
ls list directory
membernum membernum <0 .. MAX MEMBER>
palwin execute palette window
saveform saveform <file name>
varlist
varsearch
varset
Keyboard Functions
F2 Sound
F5 TaskMemory
F6 Console
F7 Render Info
F8 Texture Viewer
F9 Peripheral Info
F11 Gindows transparency Off/On
F12 Performance
Scroll Lock Advance frames when paused
Pause Pauses game in levels
Insert Display/hide Gindows
Home Variable Editor
Page Up Scroll up console
Page Down Scroll down console
Arrow Keys Navigate debug menus
Enter Confirm selection
Escape Cancel selection
Ctrl+W dgDrawCallBackWindowInfo
Ctrl+T TaskDebug
Ctrl+P dgPrestreamWindowInfo
Ctrl+A dgAudioWindowInfoAll
Ctrl+S dgStreamWindowInfo
Ctrl+D dgCdbWindowInfo
Ctrl+F dgFileSystem
Ctrl+H DGSH
Ctrl+L Light
Ctrl+Z CamEdit
Ctrl+X Force (In CamEdit)
Ctrl+C Camera
Ctrl+V dgVblanktimerWindowInfo
Ctrl+B BupDebug
Ctrl+M dgMovieWindowCue
Ctrl+Enter A on controller 1 on main menu
Ctrl+Escape B on controller 1 on main menu
Ctrl+Arrows Directions on controller 1 on main menu
Ctrl+Delete To title and again to bios
Alt+W Character Wireframe
Alt+E ENESET EDITOR
Alt+R Current end of level score results display
Alt+O PathCtrl
Alt+P Player Info
Alt+A AudiRate
Alt+S Secret
Alt+F Select [Can type name for FormationEdit]
Alt+G Game info
Alt+K ClipDebug Main
Alt+L Poison Light
Alt+Z CamCtrl
Alt+C Level Counter
Alt+V Voice
Alt+B BupFlagDebug
Alt+M MusicMan
無変換 FreeCam in place
全候補 FreeCam targetting player
S3 Sets FormationEdit to a temp name