We just released a Feb. 5 '89 prototype of DuckTales for the NES!
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If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Space Channel 5: Part 2 (PlayStation 2)
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Cleanup > Stubs
Cleanup > To do
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
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Agetec
Games > Games by publisher > Games published by Sega
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 release date > Games released in 2002
| Space Channel 5: Part 2 |
|---|
|
Developer:
United Game Artists
|
| This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
To do:
|
Unused Audios
Recently, a lot of unused audios were found by "RUUsRoom" channel:
Including voice lines and unused commands from almost every character!
Development Related Text
A large amount of debug-related text still exists 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
Cleanup > Stubs
Cleanup > To do
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
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Agetec
Games > Games by publisher > Games published by Sega
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 release date > Games released in 2002