Spyro: Enter the Dragonfly (GameCube)
Spyro: Enter the Dragonfly |
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Developers: Equinoxe,
Check Six Studios
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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: Plenty of stuff here from Ralf, including a debug menu. |
A GameCube port of the PlayStation 2 version of Spyro: Enter the Dragonfly and also just as notoriously buggy as its PlayStation 2 counterpart.
Contents
Level Select
Using the codes below allows you to explore a level select that shows every level, cinematic, the Game Over screen, and even the demos. It also shows a build date for each version of the game.
US | EU |
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04003BE0 4C657665 04003BE4 6C205365 04003BE8 6C656374 0417E094 3C608000 0417E098 60633BE0 0417E97C 38000024 |
BNFZ-YDUU-CHY9C CQUW-E9EF-3QGYW RY7Q-GJY3-339W2 YZEK-BHJ7-U0UT0 QDUU-P3Z4-Z168E FTE4-2VZ4-Q3QWT HF94-V6W1-P9UZH |
Title Screen
US |
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04187C98 38600024 04187C9C 38800024 |
US: OCT 18 2002, 01:58:59
EU: OCT 28 2002, 16:49:55
Cheat Menu
Using the codes below gives you access to a small cheat menu when you press Start.
US | EU |
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04103628 38800030 041893E8 3800002E 04289640 C4100000 |
YTGE-2PBM-FD2UP UY7J-FH4B-UDYYM ZQP1-QVBQ-YKM8F 1J1W-XJ4H-J15VD |
Cheat | Effect |
---|---|
Fly Cheat | Allows you to fly anywhere. |
Return to Start | Resets your position to the starting position of the level. |
User Camera Mode | Unknown. |
Back | Takes you to the pause screen. |
SpyroBugs.xls
A list of bugs that were apparently going to be fixed.
Date | Assigned To | Description | Reported By | Priority | Status | Comments |
---|---|---|---|---|---|---|
5/22/2001 | Jimmy | Real time Shadows to be implemented | Joel | 1 | Open | Currently working on it |
5/22/2001 | Jimmy | Rotate Scaled sprites to be reimplemented | Joel | 1 | Open | |
7/17/2001 | Warren | In monkey monk when spyro jumps of a ledge, allot of times he does not glide | Alex |
Development Text
!!clean.bat
del *.hdl del *final.txt del *initial.txt
atlas.txt
A .txt file on the disc labeled "atlas.txt" contains a bit of info regarding the game.
# You should have at least 4 pages, and an even number of them. # Every page should only be linked-to once, because the linking # page will be used as the return page. # Each tag number should be unique when it is used to indicate # the color of the text to be displayed (Text, Goal, Image). # For a text to highlight, when it is an option, make its flag the Pagelink number # For a text to be bigger, make its flag 0 # For a text to be smaller, make its flag 99 # Level links will be activated only upon a certain code-activated flag # Color? Greyed, highligted, darkened # Flags (Atlas specific) # { x y tag-type ... } # HUD Images # types : 1/Gem 2/Dfly 3/fire 4/ice 5/lightning 6/bubble # { x y HUDImage type <scale> } # Dragonfly linked to a collection flag 0 200 # { 0.3 0.61 HUDImage 0 0 200 0.1 } # IMPORTANT NOTE ABOUT LEVEL INDICES # I know that you can specify level text files in the level definitions # but please don't change the corresponding levels, because it is now # hardcoded in the system that level 0 through 7 are the game levels # and level 8 is the hub, and if you change that, stuff is gonna go # haywire.
The rest of the file is miscellaneous code.
Error Messages
A variety of colorful messages can be seen inside start.dol. Many of these are also found in the PS2 version:
c6Texture::PreLoadTextures() Oh crap! I forgot to set that pointer to the sublevel memory context. c6Texture::PreLoadTextures() Crucify the programmer the screwed this up. c6Texture::PreLoadTextures() You broke my code. You suck. Hey! Your %s and PXTs dont match! You're gonna get hosed if you try to use this texture RESOLVED TEXTURE %d (fileid=%d) c6Texture::LoadPlatformTexture() ERROR: Unsupported filesystem. You must choose a file system before you load textures. c6Texture::ResolveTextureAddresses() entry c6Texture::PreLoadTextures() Unsupported filesystem. You must choose a file system before you load textures. c6Texture::ResolveTextureAddresses() resolving Dude! Your %08X.PXT and PXHs dont match! You're gonna get hosed if you try to use this texture c6Texture::ResolveTextureAddresses() success c6Texture::LoadTextures() Unsupported filesystem. You must choose a file system before you load textures. c6Texture::PreLoadTextures() Uh Oh! I was expecting that to be NULL but it isn't. c6Texture::LoadPSX2Textures() Too many textures: %d is greater than %d c6Texture::LoadPlatformTextures() entry c6Texture: The memory context is NULL c6Texture: Tried to allocate %d bytes of memory c6Texture: the .CFG did not specify enough %s memory CScreenFont2D::ParseKerning() couldn't get token %d CScreenFont2D::ParseUVCoords() couldn't read character number (token %d) CScreenFont2D::ParseUVCoords() couldn't get token (uvcoord %d, token %d) CScreenFont2D::ParseUVCoords() couldn't get "END" token UVCOORDS CScreenFont2D::LoadFontData() failed to load %s CScreenFont2D::Load() Error: could not parse UV coordinates. CScreenFont2D::Load() Error: could not parse Kerning. CScreenFont2D::LoadFontTexture() falied to load %s CScreenText2D CScreenText2D::Render_NormalText() go ahead, acid test my code, I dare you! CScreenText2D::DrawTextComputeBoundingRect() you are a jerk! Try initizing the pointers. CScreenText2D::DrawText() evil fiend, you didnt initialize the pointers! CScreenText2D::Render() nice try punk ass! Now read my comments and initialize the pointers correctly. SpyroNodeLoader::LoadSubGraph Couldn't find specified AGR for Weapon (Type = %d)!!! WARNING: Two instances of same Spyro Weapon encountered! (%s) Failed test (%s): outside maximum yaw range (%3.3f,%3.3f) %s, Failed test (%s): no target located %s, Failed test (%s): inside minimum target range (%3.3f,%3.3f) %s, Failed test (%s): outside maximum target range (%3.3f,%3.3f) Please check your exit state flows for the conversation state. Exiting conversation prematurely! Size of Scene Memory %d bytes Could Not Allocate Scene Memory: Level does not exist NO PILL INFORMATION PRESENT FOR THIS ENTITY! (%s) NO MESH INFORMATION PRESENT FOR THIS ENTITY! (%s) Collide With NonPlayer Entites::UNKNOWN COLLISION TYPE!! ******* Fix me!!! More than %d non-player entities in Spyro_BSPManager!!! Spyro_ProgressBar::UpdateProgress() You suck ERROR!!! InitializeFromPriorEntity should never be called for a MINIGAME ARBITRATOR!!! J U K E B O X EXTERNAL E R R O R S J U K E B O X INTERNAL E R R O R S J U K E B O X D I A G N O S T I C S %d %s %d %d %d %d %d %d %d %d %d Stream: %x NOTIFY TABLE %d %s (%s%s%s%s%s%s) -> %d %s NOTIFY: Used=%d Free=%d Max=%d Peak=%d T E S T 6 %d C A L L B A C K 1 %d JukeBox_UnitTest7() starting stream Pausing Stream nPausing Stream JukeBox_UnitTest91() restarting stream Stopping Stream PS2_JukeBox::ForceRecomputeAllSoundVolume() I doubt it will ever happen. -- Paul 7-10-2002 PS2_JukeBox::ForceRecomputeAllSoundVolume() crap what the hell is it? PS2_JukeBox:: I don't think you are ever going to play a voice over durring the menu! -- Paul 7-10-2002 NGC JUKE BOX FATAL ASSERTION: %s line %d cn.pSoundTransform != NULL cn.sound->bSoundVoiceOver cn.pSoundTransform == NULL !(cn.sound->bSoundVoiceOver) cn.sound->bSoundLooping JUKE BOX ERROR: Unknown Special case, suspect this will never happen. PLAY SOUND: %d is not in sound list NGC_JukeBox::PlaySound() THIS SOUND IS STREAMING %d %s voiceDrop() D R O P P E D %d D A N G E R ! D A N G E R ! JUKE BOX FATAL ERROR: %s sound handle %d is out of range. JUKE BOX FATAL ERROR: %s sound handle %d not a valid sound Sound handle %d is invalid. You can not stop a sound using an invalid handle. StopSound() The is already stopped. StopSound() marking sound dead %d NGC_JukeBox::Update() Audio Message %d Not Supported NGC_JukeBox::End() NGC_JukeBox::Begin() NGC_JukeBox::Begin() ERROR sound samples are not loaded NGC_JukeBox::Begin() ERROR: could not open file %s NGC_JukeBox::Begin() ERROR: Invalid Audio Assets NGC_JukeBox::Begin() ERROR: Expected Audio assets version %d. Do not know how to load verion %d. JukeBox_InitSoundTable() ERROR: sound table is NULL NGC_JukeBox::Begin() guessing this is music.... ... Sound Id = %d, asset = %s NGC_JukeBox::Begin() found more than one Stereo Streaming Interleaved sound... ... don't know if it is supposed to be music. NGC_JukeBox::Begin() ERROR: could not guess which Sound Id was supposed to be music JukeBox_LoadAudioAssets() ERROR: could not open file %s Audio file size = %d BUFFER IS ZERO DMASync(): DMA Address out of range. Gen_JukeBox::ComputeSoundVolume() Head Transfom is NULL Gen_JukeBox::ComputeSoundVolume() 3D Sound Transfom is CallbackThis_ARQPostRequest_FillStream() Starting Stream CallbackThis_ARQPostRequest_FillStream() ERROR no voice ARQ LAST REQUEST TO F I L L DVD D O N E W I T H F I L L NGC_AudioStream::StartStream() LOOP IS ON NGC_AudioStream::StartStream() LOOP IS OFF StartStream() Loading file StartStream() Starting Stream Cannot open %s CNGCApplication c6RefClass %s: %s NGCApplication: initializing the Juke Box NGCApplication: The NGC Juke Box is initialized Protecting stack... Stack: 0x%8.8x down to 0x%8.8x NGC Main should never exit ERROR: FUNCTION IS OBSOLETE: bool c6FileSystem::Init( c6s8* filename, bool bUseHost /*= false*/, bool bFlatFileSystem /*= false*/, bool bIOPFileSystem /*= false */ ) USE INSTEAD: bool Init( c6s8* filename /*= NULL*/, c6u32 nType /*= FILESYSTEM_HOST*/ ) ERROR: c6FileSystem::Init() Hierarchical Filesystem is not supported M E M C A R D T R A N S I E N T E V E N T S Spyro_World: No cameras found in scene Crap! CACMApplication::InitFileSystem() the levelFileName is NULL ERROR: Could not initialize H O S T File System. ERROR: Could not initialize H O S T File System. ERROR: Unknown File System Type. ERROR: Unknown File System Type. ERROR: Could not initialize Chunk File System. ERROR: Could not initialize Chunk File System. %s Allocated %i of %i %c%c %s Allocated %i of %i %s%s.TXT FILE: %s DESC: %s %c%cTotal Memory Used %i of %i Allocated %c%c Total Memory Used %i of %i Allocated SPYROCFG_NGC.CFG Total Memory = %d: %d bytes for handles: Anim = %d, Mesh = %d ERROR: CSpyroApplication::ParseFileSystem() FileSystem must be either Host, Flat, or Iop
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