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Spyro: Enter the Dragonfly (GameCube)

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Title Screen

Spyro: Enter the Dragonfly

Developers: Equinoxe, Check Six Studios
Publisher: Universal Interactive
Platform: GameCube
Released in US: November 8, 2002
Released in EU: November 29, 2002


DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
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:
Plenty of stuff here from Ralf, including a debug menu.

Spyro: Enter the Dragonfly is a 2002 video game published by Universal Interactive for the PlayStation 2 and GameCube. The PlayStation 2 version was developed by Check Six Games, while GameCube version was ported by Equinoxe. This article is about the GameCube version.

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
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

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.

The cheat menu in-game.
US EU
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 Lets you control the camera with the C-Stick (Left and Right move the camera in the pressed direction and Down resets the camera behind you, Up doesn't do anything).
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