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Strike Witches: Silver Wing

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Title Screen

Strike Witches: Silver Wing

Developer: Gulti
Publisher: CyberFront
Platforms: Xbox 360, PlayStation Portable
Released in JP: July 29, 2010 (360), June 28, 2012 (PSP)


DevMessageIcon.png This game has a hidden developer message.
DevTextIcon.png This game has hidden development-related text.
MovieIcon.png This game has unused cinematics.
DebugIcon.png This game has debugging material.


DCIcon.png This game has a Data Crystal page

A shmup set in the Strike Witches universe. The game mixes elements from bullet hell and twin stick shooters.

Debug Mode and Options

Hmmm...
To do:
A formal debug menu exists, with it appearing as an option in the main menu. Figure out how to activate it


On the Xbox 360 version, creating STRIKES.INI in the root of the ROM and adding the following lines gives various behavior:

debug_mode=1 enables a debug mode.

  • LStick to fast forward

disp_predrawSDW=1 SD rendering debugger?

disp_predrawHDR=1 HDR debugger?

disp_debconsole enables the debug console. Splits the screen into 4 sections: one displaying a quarter of the usual render, one rendering at 1/4 resolution, and 2 sections dedicated to the console.

disp_hit=1 enables a hitbox viewer. Most hitboxes themselves are unused, as you only take damage if the "core" of your character is hit. Some non-3D/game elements such as the UI also show hitboxes.

disp_meter=1 enables a performance profiler.

disp_level=1 doesn't appear to do anything.

no_death=1 prevents HP from decreasing.

power_fire=1 causes all damage to be lethal (HP bar not correctly updated). Also removes dimming on continue screen.

power_shot=1 doesn't appear to do anything.

medal_on=0 disables enemies dropping score medals on defeat.

leader_only=1 allows for solo play with the group's leader.

bg_debug=1 enables background debugging, does nothing?

no_enemy=1 disables all non-boss enemies.

enemylife1=1 - all enemies are OHKO'd, including bosses.

Unused Text

Unused Cutscene Text

In "VN" cutscenes, any time a line of text is identical, the line will be included twice in the file, but the game will point both messages to the first instance of text in the file, rendering repeat lines beyond the first unused. This appears to be a botched attempt at making the files smaller to reduce load times.

default.xex

Debug Mode Strings

debug_shot
photo_mode
infinity_gauge
kill_frame
select_formation
medal_on
leader_only
bg_debug
camera_start
camera_test
no_enemy
enemylife1
debug_team
debug_game_mode
debug_use_voice
stage_select
debug_mode
vibration
debug_stage0
scene_skip

MENU_DEBUGLOCK
EVENT_TEST
LOCK
SETTING2
SETTING1
MENU_DEBUGMENU
NO HIT
NO DAMAGE
LEADER ONLY
PHOTO MODE
DISP LEVEL
DEBUG MODE
STAGE SELECT
POWER SHOT
INFINITY GAUGE
SCENE SKIP
NO ENEMY
STEP PAUSE
DISP CAMERA
DISP HIT
NO DEATH
MENU_DEBUGSETTING1
LEADERBOARDS_RESET
ADD MEDEAL
%d LEVEL %d
MENU_DEBUGSETTING2

debug_rom
dlc_debug

Unused File References

References to a png file for the title screen. In the final game DDS textures are used for everything.

game:\title.png

Programmer Credit

There is a string crediting Gulti programmer Osamu Chadani for the GGXArchiver packer format.

(C)2007GULTICO GGX Archive    System. Created By Osamu Chadani

Unused Stage 3 Cutscene

The file adv_st[x]_19.bin contains data for an unused "VN" version of the cutscene after the Witches are hit by the Graf Zeppelin's lasers. Attempting to replace other files with it results in the game simply skipping the cutscene, as the data seems to be corrupt/incomplete. In the final game this cutscene plays out in 3D.

Unused Textures

Inside the sc_menu.bin archive the file MENU_BG07.DDS contains an early sketch of a texture for the meeting room with the text "waiting for material" below.

Placeholder Final
Sw unused1.png Sw used1.png