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Space Channel 5: Part 2 (PlayStation 2)

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Title Screen

Space Channel 5: Part 2

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


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


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:
  • I'm fairly certain one can enable Gindows here.
  • The Steam release has these debug strings in the exe.

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