Space Channel 5: Part 2 (Dreamcast, PlayStation 2)
Space Channel 5: Part 2 |
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Developer: United Game Artists
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This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
To do:
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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
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.
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.
Debug Flag Location | |
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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 |
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System |
Font |
User [Undefined] |
Var Editor |
Console |
Texture Viewer |
Profiler |
Console Commands | |
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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 | |
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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 |
The Space Channel 5 series
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Dreamcast | Space Channel 5 (Prototype) • Space Channel 5: Part 2 |
PlayStation 2 | Space Channel 5: Part 2 |
Game Boy Advance | Space Channel 5: Ulala's Cosmic Attack |
PlayStation 4, Oculus Quest, Windows | Space Channel 5 VR Kinda Funky News Flash! |
- Pages missing developer references
- Games developed by United Game Artists
- Pages missing publisher references
- Games published by Sega
- Games published by SCEE
- Games published by SCE Australia
- Games published by Agetec
- Dreamcast games
- PlayStation 2 games
- Pages missing date references
- Games released in 2002
- Games released in February
- Games released on February 14
- Games released in November
- Games released on November 28
- Games with hidden development-related text
- Games with unused sounds
- Games with debugging functions
- Stubs
- To do
- Space Channel 5 series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Stubs
Cleanup > To do
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Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Sega > Games developed by Sonic Team > Games developed by United Game Artists
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Games > Games by publisher > Games published by Sony > Games published by Sony Interactive Entertainment > Games published by Sony Computer Entertainment > Games published by SCEE
Games > Games by publisher > Games published by Sony > Games published by Sony Interactive Entertainment > Games published by Sony Computer Entertainment > Games published by SCE Australia
Games > Games by release date > Games released in 2002
Games > Games by release date > Games released in February
Games > Games by release date > Games released in February > Games released on February 14
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 28
Games > Games by series > Space Channel 5 series