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The Cutting Room Floor:Основные вещи

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This page is a translated version of the page The Cutting Room Floor:Common Things and the translation is 14% complete.
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Иногда, вы можете найти какую-то часть неиспользованного контента или две части в одной игре. И иногда, этот маленький кусочек может быть найден во многих играх. Цель этой страницы сделать список всех частых неиспользованных вещей в играх, чтобы уменьшить многословие на каждой странице. Если про что-то здесь рассказано, не стоит делать целую статью из-за этих вещей

Основное

  • При нажатии тильды (~) или подобной клавиши над клавишей Tab во время игрового процесса появляется консоль в большинстве игр для Windows, Linux или Mac.
  • Игры сделанные на коммерчески доступных движках как Game Maker, Multimedia Fusion, RPGMaker, Unreal Engine и Unity имеют стандартные ассеты в файлах/папках игры.
  • В похожем случае игры создают логи во время геймплея. Но если они отключены по умолчанию или у игры они скрыты в их расположении, про них не стоит рассказывать, особенно если это касается компьютерных игр.
  • Диалоги и графика, связанные с управлением (например клавиатура, специальные контроллеры), могут меняться в зависимости от платформы на которую вышла игра.
  • Игры могут быть переведены в зависимости от региона. Про неиспользуемые/не выпущенные переводы не стоит рассказывать.
  • Многие современные японские игры имеют предупреждающий экран в котором говорится, что пиратство среди интернета, включая дистрибуцию игры без разрешения владельцев, нелегальна. Пример можно увидеть внизу:

CESA Disclaimer.png

Японский Русский
<ご注意>
ゲームソフトを権利者の許諾なく、インターネットを通じて配
信、配布する行為、また、違法なインターネット配信と知りな
がらダウンロードする行為は法律で固く禁じられております。
みなさまのご理解とご協力をお願いいたします。
<ПРЕДУПРЕЖДЕНИЕ>
Публиковать игру в интернет без разрешения владельца игры, и нелегально скачивать контент в интернете запрещено законом.
Спасибо за понимание.
  • Многие ROM'ы игр начинаются с заголовка. В основном включают в себя серийный номер, номер версии и короткая версия названия игры.

Arcade

Service Mode

Almost every single Arcade game will have an operator's menu. The details of these are usually included in the operator's manual (note that scans may not always be available for a particular game) and is generally accessed either with a test button (not to be confused with a service button, which adds a credit) or a DIP switch, the latter possibly requiring a power cycle. The purpose is usually to assure the machine is still able to accept coins, test for controls, play sounds, and test the monitor. Pictured below is an example from Hebereke's Popoon:

Tilt

Just like pinball machines have a "tilt" feature to penalize cheating and violence against the unit, the JAMMA connector features a dedicated pin for a tilt input (mapped by default in MAME to the T key).

Rarely connected in most cabinets, the consequence of triggering this input vary from absolutely nothing (as in most games), an audible alarm, a warning screen followed by a reset (as in Bubble Bobble) to an immediate reset. It is therefore most analogous to a pinball's slam tilt.

Nintendo

Game Boy Color/Nintendo DSi

  • All licensed software nominally exclusive to the Game Boy Color must, according to Nintendo's technical standards, run as far as to display an error message if the game is inserted into a Game Boy, Super Game Boy, or a similar non-GBC-compatible device. These are only noteworthy if they go completely unused or there are notable regional differences (besides translation).
    • Detection of the Game Boy-compatible console model relies on their different bootroms passing control to the program on cartridge with different values in the CPU registers. If the title restarts from its initial entrypoint without the console actually resetting (for example as a consequence of a bug or glitch in the game), this detection will generally fail and the title will assume a non-GBC-compatible console, and will stop updating the color data, etc. often resulting in visual oddities. This effect is sometimes called Glitch Dimension, due to the usage of said term in the Pokémon glitch community.
  • An equivalent requirement applies to the very limited number of physical DSi-exclusive games, although they contain separate executables for DS and DSi and the onus of running the most appropriate one is the responsibility of the console.
  • Hybrid and exclusive New 3DS titles, which switched back to a single executable, do not have these features - they all contain a 9.2 or above offline update even for original 3DS consoles, and the 9.0+ launcher will enforce New 3DS exclusivity. (Most N3DS-only titles will freeze almost immediately if forced to launch on an "old" 3DS.)

SNK

Neo Geo Pocket Color

  • Similar to the Game Boy Color, there's an error message any time a game is inserted into a plain Neo Geo Pocket when a game is meant solely for the Pocket Color. These are only noteworthy if they go completely unused or there are notable regional differences (besides translation).

Неиспользуемый контент

Основное

  • Игры, выпущенные на многих платформах, иногда делятся такими же файлами среди всех портов, включая такие элементы, как графика и текст, относящейся к той аппаратуре, которая игра была выпущена. В результате этого иногда можете заметить те штуки, как, например, кнопки для Xbox и PlayStation 2 в порте на GameCube.

Контент SDK

Nintendo

  • Разные порции GameCube и Wii SDK можно найти в случайных играх.
    • rebirth.thp, части конституции Соединённых Штатах и прочее.
  • Super Game Boy dummy headers are featured in most Game Boy games from 1994 onward.

Unity

  • Various graphics from the Unity SDK tend to be common leftovers. These include Unity logos, various types of "beta" or "development" watermarks, a yellow warning sign, a "personal edition" or "free edition" splash image, and many smaller Unity-specific UI elements.
  • There are many Unity plugins that aid in the development processes of games, through various means, and leftover assets from such plugins can often be found in the files of released Unity games. Some plugins are more popular than others, with assets from them appearing in a number of Unity games.

Unreal Engine

Хммм...
Что нужно:
Несколько примеров, пожалуйста.
  • Различные графики из Unreal Engine UDK считаются обычными остатками.
  • Несколько игр, как например A Hat in Time, держат консольные команды с Unreal Engine 3.

Text Strings

General

  • Many games will contain a string indicating which compiler was used for that game. Examples include (but aren't limited to) Microsoft's C Runtime Library, Borland, CodeWarrior, and Watcom.
    • These strings were often used in decompilers, since it was easy to determine how a compiler worked (especially when the executable has function and variable names left in).
  • Compilers tend to leave file listings or directories behind, containing lists of files used to compile the game. These are usually found within executables. Assertion strings may also reference these.
  • Lorem ipsum text is often used as a placeholder.
  • Executable/cartridge headers can be found in most games. These often contain the game's title in plain text.
    • Sega Genesis/Mega Drive ROM headers contain a build date.
  • Disc-based games often have text files named ABS.TXT, CPY.TXT, and/or BIB.TXT (or similar). These should not be documented unless their contents are particularly notable (e.g. developer notes, the game's story, etc.).
    • One common example in games sold in Japan is "このCD-ROMに収録されているデータは著作権法によって保護されており、無断で転載・複製することはできません。" ("The data contained in this CD-ROM is protected by copyright law and may not be reproduced without permission.")
  • Long lists of profanities and vulgarities, sometimes in multiple languages. These are used as word filters, usually to keep profanities from appearing in a game's dialogue or high-score screen. These have also been used to prevent certain words or ban users on game servers. Unless the list is unused by the game itself, contains something very unusual, or causes a notable effect in-game, it isn't worth documenting.
  • Games that use the Bink video codec will contain the following error strings:
Error opening file.
Not a Bink file.
The file doesn't contain any compressed frames yet.
The file has a corrupt header.
Out of memory.
Error reading Bink header.
This file has bad frame size data.
  • Any SCI-based game will have this string inside the main executable (usually sciv.exe or sierra.exe):
Script Interpreter, Copyright (C) 1987 Sierra On-Line, Inc.
Authors: Jeff Stephenson, Bob Heitman, & Pablo Ghenis

CRIWare

  • The following strings can be commonly seen:
SRD_WaitForExecServer timeout.(10sec)
SRD: SRD Info.
srd_enter_fg       = %d
srd_debug_geterror = %d
srd_obj.stat       = %d
srd_obj.devtype    = DVD
srd_obj.devtype    = HOST
Read Status(DVD=2/HST=1) = %d
SRD: 64bit Host filesystem.
SRD: Enable HostLock
SRD: sceLseek64 error = %d
SRD: sceLseek error = %d
SRD: sceIoctl error = %d
SRD: sceOpen error = %d
SRD: sceClose error = %d
SRD: sceRead error = %d

3DO Company

3DO

  • Все игры на 3DO используют повторённую строку
    iamaduck
    , чтобы заполнить диск.

Amstrad

CPC

  • Any game that uses the Speedlock protection system will have this string:
SPEEDLOCK PROTECTION SYSTEM (C) 1987 SPEEDLOCK ASSOCIATES : HACKER'S CHATLINE 0793-724317!
  • Likewise, for AMSCopy, this string:
AMSCOPY II (c) Ultratec 198(5)

Arcade

Konami Bemani DJ-Main

  • All games contain the string COPYRIGHT (C) KONAMIGRXXX 96.10.26DJ GROOVE at the beginning of their PRG ROMs 6a and 8a (which are the odd and even split bytes of one single binary image). This string likely refers to a working title for the original beatmania.

Atari

7800

  • All games contain
    ACTUAL CART DATA STARTS HERE
    after the header.

Microsoft

DOS

  • Every DOS executable has "MZ" to note that it's a legitimate executable.

Windows

  • "This program cannot be run in DOS mode.", "This program requires Microsoft Windows.", or something similar appears in many Windows games when trying to run these in DOS or DOS-likes such as FreeDOS.
  • "PADDING" repeated over and over is frequently seen inside Windows executables.

Funtech

Super A'can

  • All games contain the following strings in order near the beginning of the ROM:
(reverse engineer)
Trademark by United Microelectronics Corp. and Funtech Entertainment Corp. All rights reserved. License is permitted.

Nintendo

  • In virtually any Game Boy Color or Game Boy Advance game using the GHX or GAX Engine, it is guaranteed that you will find at least one copyright string for the GAX Engine in every game.
    • The same also goes for the driver error strings.

Game Boy Advance

  • Games that use the GBA Link Cable or the GameCube-Game Boy Advance Cable will contain the below strings:
MultiSio4Sio32Load010528 Sio32MultiLoad010214

Nintendo DS(i)

  • Various SDK compiler strings can be found at the beginning of the ARM9 binary. Below is an example of the ones from Mario Kart DS:
[SDK+NINTENDO:BACKUP]
[SDK+NINTENDO:DWC20051007-1634_DWC20051007_NOTOUCH]
[SDK+NINTENDO:WiFi1.0.10200.0510061936]
[SDK+UBIQUITOUS:SSL]
[SDK+UBIQUITOUS:CPS]
  • Games that have Nintendo Wifi support will sometimes contain company certificates somewhere in the ROM. Below is an example of the ones from Diddy Kong Racing DS:
BE, GlobalSign nv-sa, Root CA, GlobalSign Root CA
IE, Baltimore, CyberTrust, Baltimore CyberTrust Root
US, GTE Corporation, GTE CyberTrust Solutions, Inc., GTE CyberTrust Global Root
US, GTE Corporation, GTE CyberTrust Root
US, Washington, Nintendo of America Inc, NOA, Nintendo CA, ca@noa.nintendo.com
ZA, Western Cape, Cape Town, Thawte Consulting cc, Certification Services Division, Thawte Premium Server
CA, premium-server@thawte.com
ZA, Western Cape, Cape Town, Thawte Consulting cc, Certification Services Division, Thawte Server
CA, server-certs@thawte.com
US, VeriSign, Inc., Class 3 Public Primary Certification Authority - G2, (c) 1998 VeriSign, Inc. - For authorized use only, VeriSign Trust Network
US, VeriSign, Inc., VeriSign Trust Network, (c) 1999 VeriSign, Inc. - For authorized use only, VeriSign Class 3 Public Primary Certification Authority - G3
US, VeriSign, Inc., Class 3 Public Primary Certification Authority
US, RSA Data Security, Inc., Secure Server Certification Authority

SNES

  • In many games using Nintendo's sound driver, there's a string with
    *Ver S1.20*
    in it.
  • Many games made using Nintendo's development tools also contain the string
    NAK1989 S-CG-CADVer1.02 910320
    or similar (the date and version number may be different).
  • Any game that uses or detects the SNES Mouse has the following strings. The version number may differ, but the strings otherwise remain the same:
START OF MOUSE BIOS
NINTENDO SHVC MOUSE BIOS Ver1.10
END OF MOUSE BIOS
  • Any game that uses or detects the Multitap peripheral has the following strings or something similar:
START OF MULTI5 CONNECT CHECK
NINTENDO SHVC MULTI5 CONNECT CHECK Ver1.00
END OF MULTI5 CONNECT CHECK
START OF MULTI5 BIOS
NINTENDO SHVC MULTI5 BIOS Ver2.00
END OF MULTI5 BIOS
  • Likewise for the Super Scope:
START OF SCOPE BIOS
NINTENDO SHVC SCOPE BIOS Ver1.00
END OF SCOPE BIOS

Nintendo 64

  • All Nintendo 64 games have some string to indicate the microcode version used. Below is an example of the microcode credits from Mario Kart 64:
RSP Gfx ucode F3DEX         0.95 Yoshitaka Yasumoto Nintendo
RSP Gfx ucode F3DLX         0.95 Yoshitaka Yasumoto Nintendo
  • Some games will contain these filenames:
reverb.c
save.c
sprawdma.c
sirawread.c
sirawwrite.c
sirawdma.c
pirawread.c
epirawread.c
  • A couple of common audio-related strings:
N64 PtrTablesV2
N64 WaveTables

GameCube

  • All GameCube games will contain these strings within the executables:
    • Apploader strings, which are very common in most games.
    • These will often be printed to console, if one is connected (e.g. via the Dolphin emulator).
    • A list of controllers, including Nintendo 64 controllers plus peripherals and unreleased controllers like the Steering Wheel.
    • A warning about using the PAL debug setting:
! ! ! C A U T I O N ! ! !
This TV format "DEBUG_PAL" is only for
temporary solution until PAL DAC board
is available. Please do NOT use this
mode in real games!!!
  • Games that use the GameCube-Game Boy Advance Link Cable will contain a copy of the Game Boy Advance BIOS in the executable which contains the hidden credit
    // Coded by Kawasedo
    .

Wii

  • All Wii games will contain these strings within the executable, in addition to those seen in GameCube games:
    • A list of development units.
    • IOS strings, including error strings.
    • Wii Remote Bluetooth connection debugging messages.
    • In almost every Wii game, messages are sent to the console on the initialization (startup) of the game. Most of the messages aren't unique to any game, and are used in other Wii games. The below fragment, for example, came from Wii Sports Resort:
Most, if not all, of the messages.
App_MEMalloc\n
App_MEMfree\n
__wudSyncFlushCallback() : %d, Sync: %d\n
Nintendo RVL-CNT
Nintendo RVL-WBC
Found the registered WBC in database\n
Removed WBC data\n
new entry index is %d\n
%d devices is stored into SC.\n
NANDOpen. [%d]\n
NANDSeek. [%d]\n
NANDWrite. [%d]\n
NANDClose. [%d]\n
Pairing Done\n
write stored link key\n
addr : %02x:%02x:%02x:%02x:%02x:%02x\n
key  : %02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x\n
Cancel searching because 4 connections exist.\n
/title/00010004/52464e4a/data/RPHealth.dat
WbcSaveData: %s\n
WBC to WiiFit\n
 %02x %02x %02x %02x %02x %02x\n
 %02x %02x %02x %02x %02x %02x %02x %02x\n
 %02x%02x%02x%02x\n
 WARNING: Illigal status\n
__wudDeleteFlushCallback() : %d, Delete: %d\n
hci_version   : %02x\n
hci_revision  : %04x\n
lmp_version   : %02x\n
lmp_subversion: %04x\n
manufacturer  : %04x\n
 ==> 2045 firmware ver.002.003.014.%d\n
__wudInitFlushCallback() : %d, Init: %d\n
name : %s\n
Nintendo RVL-CNT-01
Error: the workarea for synchronizing WBC pairing information is not allocated.\n
NANDInit. [%d]\n
CRC  = %d:%08x\n
CRC' = %d:%08x\n
CRC Error on WiiFit SaveData.\n
WiiFit does not register WBC yet.\n
LinkKey saved in WiiFit SaveData is invalid.\n
WBC from WiiFit\n
__wudShutdownFlushCallback() : %d, Shutdown: %d\n
__wudClearControlBlock\n
BTA_Init() is started\n
BTA_Init() is done\n
WUDShutdown()\n
WUDSetSyncDeviceCallback\n
WUDSetClearDeviceCallback\n
WUDStartSyncSpDevice()\n
WUDStartClearDevice()\n
WUDSetDisableChannel()\n
BTM_SetAfhChannels() : %d\n
WUDSetHidRecvCallback()\n
WUDSetHidConnCallback()\n
Initialize the BCM2045 firmware complete.\n
Reset again!\n
Install the patches\n
Download the patch codes [%d]\n
RemovePatch Callback\n
SuperPeekPoke Callback\n
RemovePatch\n
__wudAppendRuntimePatch()\n
SuperPeekPoke\n
start __wudInitSub()\n
BTA_DmAddDevice(): %d\n
BTA_HhAddDev()\n
WUDiRemoveDevice : \n
 handle : %d,  addr : %02x:%02x:%02x:%02x:%02x:%02x\n
remove device info from database.\n
BTA_HhRemoveDev()\n
 handle : %d\n
BTA_DmRemoveDevice(): %d\n
WARNING: USB_CLOSE_FAILURE!\n
__wudCleanupStackCallback: 
BTA_ENABLE_EVT\n
host : %02x:%02x:%02x:%02x:%02x:%02x\n
BTA_DISABLE_EVT\n
BTA_DM_PIN_REQ_EVT\n
BTA_DM_AUTH_CMPL_EVT\n
  addr : %02x:%02x:%02x:%02x:%02x:%02x\n
  key  : %02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x\n
  result = %d\n
BTA_DM_AUTHORIZE_EVT\n
BTA_DM_LINK_UP_EVT\n
   addr : %02x:%02x:%02x:%02x:%02x:%02x\n
%s --> %02x:%02x:%02x:%02x:%02x:%02x\n
not paired
4 links exist
BTA_DM_LINK_DOWN_EVT\n
result: %d\n
this device in not paired\n
WARNING: link num count is reset.\n
BTA_DM_SIG_STRENGTH_EVT\n
BTA_DM_BUSY_LEVEL_EVT\n
INQUIRY RESULT: %02x:%02x:%02x:%02x:%02x:%02x   %02x%02x%02x   %d\n
INQUIRY_COMPLETED\n
DISCOVER RESULT:  %02x:%02x:%02x:%02x:%02x:%02x   %s (%04x)\n
DISCOVER COMPLETED\n
SEARCH CANCEL\n\n
Warning: Search Callback returns invalid event\n
__wudProcSyncEvent()\n
__wudProcDeleteEvent()\n
MODULE FATAL ERROR\n
__wudDeviceStatusEventStackCallback\n
---- WARNING: USB FATAL ERROR! ----\n
BTM_CB_EVT_RETURN_LINK_KEYS\n
BD_ADDR:  %02x:%02x:%02x:%02x:%02x:%02x\n
LINKKEY: %02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x:%02x\n
this device is not stored in NAND\n
   LAST: %02x:%02x:%02x:%02x:%02x:%02x\n
BTM_CB_EVT_READ_STORED_LINK_KEYS\n
  status: %d  max_keys: %d  num_keys: %d\n
BTM_CB_EVT_WRITE_STORED_LINK_KEYS\n
  status: %d  num_keys: %d\n
BTM_CB_EVT_DELETE_STORED_LINK_KEYS\n
WARNING: no entry is deleted\n
Unknown event\n
__wudPowerMangeEventStackCallback\n
hci_status = %d\n
Unknown device is connected and changes the connection type!!!!\n
 addr = %02x:%02x:%02x:%02x:%02x:%02x,  status = %d\n
_WUDEnableTestMode\n
_WUDStartSyncDevice()\n
_WUDDeleteStoreDevice()\n
dev number = %d\n
Not Found
Found the registered WBC\n
Removed\n
Not Found WBC\n
BTA_HH_ENABLE_EVT\n
BTA_HH_DISABLE_EVT\n
BTA_HH_OPEN_EVT\n
handle: %d, addr: %02x:%02x:%02x:%02x:%02x:%02x\n
Nintendo RVL-CNT
error code: %d\n
BTA_HH_CLOSE_EVT\n
device handle : %d   status = %d\n
BTA_HH_ADD_DEV_EVT\n
result: %d, handle: %d, addr: %02x:%02x:%02x:%02x:%02x:%02x\n
BTA_HH_RMV_DEV_EVT\n
WARNING: link num count is modified.\n
BTA_HH_SET_RPT_EVT\n
BTA_HH_GET_RPT_EVT\n
BTA_HH_SET_PROTO_EVT\n
BTA_HH_GET_PROTO_EVT\n
BTA_HH_SET_IDLE_EVT\n
BTA_HH_GET_IDLE_EVT\n
BTA_HH_GET_DCSP_EVT\n
BTA_HH_VS_UNPLUG_EVT\n

These messages follow the printf formatting.

    • These will often be printed to console, if one is connected (e.g. via the Dolphin emulator).

Wii U

  • Multiple Wii games released on the eShop have empty folders removed from the filesystem and a few bytes in the dol changed.

Sinclair Research

ZX Spectrum

  • Любая игра, использующая Speedlock как защиту, будет иметь это сообщение ближе к началу даты игры:
SPEEDLOCK Protection System
© DJL Software & D. Aubrey Jones 1984 - Tel:0793 724317
* Government Health Warning
- Attempting to crack SPEEDLOCK can damage your sanity!

Sony

PlayStation

  • Virtually every PlayStation game has a list of functions from the standard library.

The first lines of the PlayStation game executable usually has the region string.

Sony Computer Entertainment Inc. for North America area

Games that use Multitap will include the following string:

PS-X Control TAP Driver  Ver 3.0

Common commands visible in most games via the tty debug console or text in the game files.

$Id: sys.c,v 1.104 1995/09/01 02:20:49 
ResetGraph:jtb=%08x,env=%08x
ResetGraph(%d)...
SetGraphReverse(%d)...
SetGraphDebug:level:%d,type:%d reverse:%d
SetGrapQue(%d)...
DrawSyncCallback(%08x)...
SetDispMask(%d)...
DrawSync(%d)...
%s:bad RECT(%d,%d)-(%d,%d)
%s:ClearImageLoadImageStoreImageMoveImageClearOTag(%08x,%d)...
ClearOTagR(%08x,%d)...
DrawOTag(%08x)...
PutDrawEnv(%08x)...
PutDispEnv(%08x)...
GPU timeout:que=%d,stat=%08x,chcr=%08x,madr=%08x,func=(%08x)(%08x,%08x)
$Id: intr.c,v 1.71 1995/08/29 11:01:44 suzu Exp $unexpected interrupt(%04x)
intr timeout(%04x:%04x)
DMA bus error: code=%08x
VSync: timeout
SPU:T/O [%s]
wait (reset)wait (wrdy H -> L)wait (dmaf clear/W)wait (ioctl/IRQ)
Can't Open Sequence data any more

This is not SEP Data.
This is not SEQ Data.
This is an old SEQ Data Format.

MDEC_rest:bad option(%d)
MDEC_in_syncMDEC_out_sync DMA=(%d,%d), ADDR=(0x%08x->0x%08x)
 FIFO=(%d,%d),BUSY=%d,DREQ=(%d,%d), RGB24=%d,STP=%d
%s timeout:
MDEC_vlec: invalid VLC ID
noneCdlReadSCdlSeekPCdlSeekLCdlGetTDCdlGetTNCdlGetlocPCdlGetlocL?CdlSetmodeCdlSetfilterCdlDemuteCdlMuteCdlReset
CdlPauseCdlStopCdlStandbyCdlReadNCdlBackwordCdlForwardCdlPlayCdlSetlocCdlNopCdlSyncDiskErrorDataEndAcknowledge
CompleteDataReadyNoIntr%s:(%s) timeout Sync=%s, Ready=%s

%s: DiskError(%02x)
CDROM: unknown intr(%d)
CD_syncCD_ready%s...
%s: no param
CD_cwCD open(%02x)...
CD_init:addr=%08x
CD read retry %2d(%02x:%02x:%02x)
CD_readCD_datasyncCdInit: Init failed
%s: path level (%d) error
%s: dir was not found
CdSearchFile: disc error
CdSearchFile: searching %s...
%s:  found
%s: not found
CD_newmedia: Read error in cd_read(PVD)
CD001CD_newmedia: Disc format error in cd_read(PVD)
CD_newmedia: Read error (PT:%08x)
CD_newmedia: sarching dir..
%08x,%04x,%04x,%s
CD_newmedia: %d dir entries found
CD_cachefile: dir not found
CD_cachefile: searching...
...(%02x:%02x:%02x) %8d %s
CD_cachefile: %d files found
track=%d,%d
CdGetToc2: %02x:%02x:00
CdGetToc2: error
DMA STATUS ERROR %x
0123456789abcdef0123456789ABCDEF

Regional Differences

General

  • Publisher information can change between games.
  • The European versions of some games will contain a language option not found in the other versions of the game. This is more common on consoles that lack a built-in language setting like the Nintendo 64 or Game Boy Advance.
    • The European versions can also have more languages or a different set of languages compared to other versions of games.
  • Japanese games may include an option to show or hide furigana above kanji. An option like this will no doubt be absent from any other version.
  • PAL versions of games will sometimes have an option to choose between 50Hz or 60Hz. This is most commonly seen in Dreamcast and GameCube games.
  • Platform names will be changed accordingly by region. An example of this can be seen in Kirby's Dream Land 3:
Japan International
KDL3MinigameSFC.png KDL3MinigameSNES.png

Arcade

  • It's common for games made for the US market between 1989 and 2000 to have a "Winners Don't Do Drugs" screen, due to a deal between FBI Director William S. Sessions and the American Amusement Machine Association. This is also true for "Recycle It, Don't Trash It!", although this is less commonly seen. Only noteworthy if it goes unused or was added in a later revision, as was the case with Cabal.
  • Japanese games will have a screen warning against exporting it outside of Japan. Screens like these can sometimes be removed, but are often changed to the appropriate region that game was distributed in.

Nintendo

  • The Nintendo logo can be blue or silver in Japanese (and sometimes Korean, Asian, or Chinese) versions of games, but is usually red outside of Japan.

Sony

  • In the Japanese versions of many games, you press to confirm and to cancel. For the international versions, it's vice versa (in most PS1 and PS2 games, however, you may press instead to cancel).
    • Some PS1/PS2 games, such as those in the Gran Turismo series (until Gran Turismo 4), use both / to confirm and / to cancel.
    • From the PSP and PS3 onwards, games can query the console for the appropriate "OK" button, however this is rarely implemented, and where it is - it may be inconsistently so (for example, using the system's default for standardized save/load dialogs, and a hardcoded default everywhere else)
    • On Japanese/Asian PS4 units with firmware 6.50 or newer, it is possible to officially select which button stands for "OK"; the effects may differ from game to game.
  • European versions of PlayStation games may have an anti-piracy warning before any publisher/developer logos.
PS1 PAL piracy warning.png

Anti-Piracy

General

  • A common method of anti-piracy is still to have the game lock up on a black screen if the copy protection checks fail.
  • All forms of media, manual, or goodie checks present on home computer games (other than ones that react to being subverted). If the game is later patched or rereleased, it is also common that said copy protections get removed.

Microsoft

  • Every game has a 14 MB sector readable by any regular DVD drive, and that is the only one that can be read by most. This sector contains a single movie with an Xbox animation (seen to the right) and a disclaimer screen.

Xbox 360

  • Similar to the above, but ~60 MB this time.

Sony

PlayStation

  • Some games will display a "Software Terminated" or similar error message if a modchip is detected. The Legend of Dragoon, for example, displays this message contained in the file SCUS_944.01 on the disc:

PSXsoftwareterminated.png

SOFTWARE TERMINATED
CONSOLE MAY HAVE BEEN MODIFIED
     CALL 1-888-780-7690

Others

Adobe Flash

  • Games can check if they are running on a site other than the one(s) intended. If the check fails, they will display a message like this one from Papa's Pizzeria:

Papa's Anti-Piracy Pizza.png