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Threads of Fate

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Title Screen

Threads of Fate

Also known as: Dewprism (JP)
Developer: Square Product Development Division 3
Publishers: Square (JP), Square EA (US)
Platform: PlayStation
Released in JP: October 14, 1999
Released in US: July 9, 2000


CodeIcon.png This game has unused code.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

Threads of Fate was the least known of the three games released by (then) Square at around the same time in 1999-2000. Unlike the others, which were either a loose remake or a non-associated sequel, this one was far more original. Also, it has a very unusual native resolution.

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Debug Room

Hmmm...
To do:
Documentation.

With a Japanese version of the game, enter the following code:

D00A72D4 0001
800711F0 0278
D00A72D4 0001
800711F2 2404
D00A72D4 0001
800711F0 0000
D00A72D4 0001
800711F2 0000

Then select 最初から始める (Start from the Beginning) on the title screen menu and hold L2 + Select right after selecting the desired character. To access the debug room any time during gameplay, hold Square + R2 + Select.

(Source: Ryouji)

Unused Items

Threads of Fate has a fixed number of slots for Monster Coins and Items, but not all of them were used.

Monster Coins

There are 40 coin slots, yet only 32 are used/shown in-game.

  • #22 - This one is labeled "Rue" and has the Behemoth coin icon. It is worth 0G.
  • #34 - Unknown. Worth 38,169G in the Japanese version and 54,553G in the English ones.
  • #s 35-40 - All unknown. They are all worth 999,999G when traded in.

The names for all the unknown coins are:

  • Japanese Version: All of them include △ ヨコざり and a sword icon at the end.
  • English Version: Uses a series of different element icons: Blank, Sword, Hammer, Spear, Wind, Axe, and Fire.

Items

Used Dreamstone Unused Dreamstones
Threadsoffate dreamstone used.png Threadsoffate dreamstone unused1.pngThreadsoffate dreamstone unused2.png

There are nine unused item slots. Two of them include Dream Stones that were never implemented (and do nothing in-game; only the first one triggers an event). The rest use character and monster names. It is possible they were used as either placeholders or there is overlap between the slots and other game elements.

The unused game slots all received English translations, too:

Japanese English
ゆめみいし
ゆめみいし
ルウ
ミント
おにま
ティグレ
マンドラ
ガーゴイル
ハリー
Dream Stone
Dream Stone
Rue
Mint
Pollywog
Saber Tiger
Mandala
Gargoyle
Stinger

Unused Music

The game contains one unused music track.

Unused Code

Rue's Transformations

Some monsters Rue cannot transform into, yet when those monsters are hacked into his selection list, many of them show an attack list.

  • #25 - Little Bat: ✕ Strike, △ Slash
  • #26 - King Ant: △ Strike, (Wind)(Blank), ✕ Slash, △ Slash
  • #28 - Nightmare: ✕ Bite
  • #31 - Gorotan: △ Thrust, ✕ Bite
  • #32 - Blood: △ Slash
  • #34 - Chimaera (name appears as △ Slash): △ Slash, ✕ Strike, △ Tail Slap, ✕ Bite

Attempting to hack in #35 crashes the game. The list cannot go beyond #41, with #1 being Rue himself.

Mint's Spells

Mint's spells are organized in groups of 8 and sorted by color, with some gaps since some colors and effects do not combine to form spells (most noticeable with White and Gold magic) and the 8th spot is not used under normal circumstances. The spells that cannot be combined do not appear on the selection list, but when hacked a handful of them appear as duplicates of other spells, including the cost and damage.

  • #07 - Bubble (#08)
  • #15 - Spark (#16)
  • #31 - Bomb (#32)
  • #39 - Wave (#40)
  • #47 - Burner (#48)
  • #s 60-61 - Dud (costs 0 MP and causes Mint to freeze in place until she is attacked)
  • #62 - Dud (costs 90 MP)
  • #63 - Dud (costs 1 MP)

This loop of spells repeat, so entering in 64, 128, 192, etc. will produce spell #0, "Vulcan". This can also be taken to the next byte, where entering in 01, 02, 03 while keeping the first byte at 0, 64, 128, or 192 will also produce Vulcan.

Debug Functions

Performance Stats

In the frame draw function are 2 print functions showing the CPU and GPU usage, along with the frame rate. they can be reactivated in the US version with:

300a7a00 0006

Various Debug Details

Many statistics and values, such as player position, event timers, and character stats, can be printed when this code is entered in the US version:

300a7a08 0001

Debug Text

The file SLUS_010.19 contains a lot of leftover debug text.

act=%d name=%s
func%d:%s
a1=%x
a2=%x
a3=%xFUNC2START:act=%d name=%s %s(%d) in0=%x in1=%x in2=%x
--------event_readmap=%d
FUNC2END:ret=%d

%s:%d
event.cfrom eventeffectwabbgmevpcmevsfpmaptexmapmdlMap Cache Hit!!=%s
Regist
Event Regist

Can't Jump Event 0Shadenb chr over by SEfinexmotion table error. IEBA NAORUYO.chr2chr2 endMAP ERROR
Ouch! MapMemory disposed from Cache!!
exmotion define error
Hey! You didn't call 'sg_ReadSync_ExMotion' between read and attach!!exmotion2 define error
Well, Can't Detach this ExMotion.. because it useing now..Exmotion2 FinishErrorexmotion2 readsync errordispose motion isn't red yet.%s ---------
[CHR][MOT][MAP][BGM]=%d nbuse=%d ptr=%08x
---------
[CHR[MOT[MAP[BGM%d] disposed from Cache because it's overflow.
after cache overafter reallocCache Dispose ErrorCacheData isn't red yet.
nb=%d
ptr=%xCacheData YET Check Error.Cache Unuse Error
CD read finish ErrorEntryCache %d
Cache Error%s=(%d,%d,%d)(R%03x)[%d:%02x]
chr%d=(%d,%d,%d)(R%03x)[%d:%02x]

need MP=%d

not mintchange %d to %d scale %d tscale %d
change to %d
----------------Hensin
Called Hensin stat=%d chNum=%d nb=%d

CHR PTR ERROR(CACHE ERROR)UNUSE:cache %s nb_use=%d
cachehit %s ub_use=%d
character [chr_%s:%d] is not definedCan't use SE!! Reload!Reload finOuch! can't use S.E.!! %s
CHR Texture Area %d
Number of CharacterActor is overflow.-------attach %d actor=%d--------
ElemHide Errornumber of reprace over

CHANGINGDIEMAGICATACKDAMAGEJUMPNULL

It isn't 
     charactor.NAME:  [%s]
NAME:  %s
POS_X: %d
POS_Y: %d
POS_Z: %d
ROT:   %03x(%03x)
POLY:  %d
ID:    %02x
MOTION:%x fin=%d
FRAME: %d %x
MPARA: md%d ho%d
STAT: %c%s
CAMLEN:%d
DAMAGE:%d
HIDE:  %d/B%d
SCALE: %d,%d,%d
D:%d:%dC:%d:%d%

NULL PTR CHECKSUM ER

%s:%s act=%d stat=%d vy=%d
extend motiondata is not exist.
chr=%s
motion=%xhanmptr2

nb motset err

%s:%d
map.cmap%d=%d %d %x

0:%x,%x,%x
1:%x,%x,%x
2:%x,%x,%x
3:%x,%x,%x

player=%x tg=%s:%d ch=%s:%dTAMA BUGidx over

DpAllocChr ErrorEXISTProgramSize is OverFlowDEBUG00cdrom:\LAUNCH2.EXE;1
OverFlow.CoProccesser Exception.
Reserve Instruction Exception.
BpSysBus Error Exception. 
(Store)Bus Error Exception. 
(Fetch)Address Error Exception. 
(Sotre)Address Error Exception. 
(Load or Fetch)TLBSTLBLMODIntzratv0v1a0a1a2a3t0t1t2t3t4t5t6t7s0s1s2s3s4s5s6s7t8t9k0k1gpspfpra
Address from %08X
Bad virtual Address %08X

%c%c(r%02d)=%08x stk %08x %08x
Stack Top=%08x-%08x
ChildStk=%08x-%08x
%d(%08x)=%08x
EFFECTDUP_MODE

LSND_BGMSND_EFFMAP_CLIVTEXMOJICHR_EXMOTIONCHR_NAMEGUICHR_TIMDATCHR_EYEIMGCHR_
MGRPCHR_ENVVTEXCHR_PRIMCHR_NORMMAP_ELEMMAP_PRIMEVENTMAP_MTDMAP_MMDCHR_BINCHR_
SHVTEXCHR_ELISTCHR_MOTIONCHR_IMMCHR_ANMOTAGCHR_MDLCHR_SHPRIMTASKCPU/GPU:%4d/%3d
RATE   : %3dfps
event read error!!!!

Can't Allocate SE RAMmake akiS.E. Buffer Overflow!S.E. GetAddr ErrorS.E. Buffer Overflow.!!!!!!!Bgm Alloc %x
Bgm Realloc %x->%x
Sound Realloc ErrorS.E.Chr isn't found????SUGIMASAEND ....DelayFreeLsFONTFREE AREAmem errmemory not enough
%s
size=%08x
addr=%08x
%06x %6x %s %s
No- MCB--- ADDR-- SIZE-- USER GETADD CONTENTS%3d --- ------ ---- 
Free %6x0123456789ABCDEF0123456789abcdef 

MintRue  %s:%dCON
 err%s
System Error

CD PC Read Error %d:%sFile %d
Files %d
[%d: ED %d : %d %d : %x F %x]
%d : NUM %d ADRS %x FUNC %x RA %x
<%d: ED %d : %d %d : %x F %x>
Func %s
ORG FUNC %d FUNC %d [Dist %6d:%6d Dir %3d:%3d]
MusBuf Over %x %x

CDlayoutEffectPrimEffectWorkActor %d TimeOut
Ev%3d(%1d,%1d):Map%3d:Lv%2d MS%1d SE%1d
out of actAct  %2d:%2d  A%2d R%1d I%1d L%d CPU%3d GPU%3d
Var  %2d:%2d
%02x:%8x

[ LV %2d HP %3d:%4d:%4d MP %3d:%4d:%4d ]

Slot %1d Mode %2d Stat %2d Com %2d
Dir %1d Dew %1d Err %2d Chg %2d UnFmt %1d

[BG work %d Pos %d,%d,%d]

c:\proj\image\cd\cd.mdec:\proj\image\cd\cd.fidc:\proj\image\cd\cd.fndc:\proj\image\data\func.bin

[Ref %d (%d,%d,%d)]
[U %4d %4d:%4d]
[D %4d %4d:%4d]
[R %4d %4d:%4d]
[L %4d %4d:%4d]
[B %4d %4d:%4d]
[T %4d %4d:%4d]
[Bar %d %d %d]
[CamOn %5d:%4d]
[CAM WAIT]
[Shake %3d %d]

CdInit: Init failed
noneCdlReadSCdlSeekPCdlSeekLCdlGetTDCdlGetTNCdlGetlocPCdlGetlocL?CdlSetmode
CdlSetfilterCdlDemuteCdlMuteCdlResetCdlPauseCdlStopCdlStandbyCdlReadNCdlBackward
CdlForwardCdlPlayCdlSetlocCdlNopCdlSyncDiskErrorDataEndAcknowledgeCompleteDataReadyNoIntrCD 
timeout: %s:(%s) Sync=%s, Ready=%s
DiskError: com=%s,code=(%02x:%02x)
CDROM: unknown intr(%d)

CD_syncCD_ready%s...
%s: no param
CD_cw$Id: bios.c,v 1.86 1997/03/28 07:42:42 makoto Exp yos $CD_init:addr=%08x
CD_datasync<NULL>VSync: timeout
$Id: intr.c,v 1.75 1997/02/07 09:00:36 makoto Exp $unexpected interrupt(%04x)
intr timeout(%04x:%04x)
DMA bus error: code=%08x
MADR[%d]=%08x
$Id: sys.c,v 1.140 1998/01/12 07:52:27 noda Exp yos $ResetGraph:jtb=%08x,env=%08x
ResetGraph(%d)...
SetGraphDebug:level:%d,type:%d reverse:%d
SetGrapQue(%d)...
DrawSyncCallback(%08x)...
SetDispMask(%d)...
DrawSync(%d)...
%s:bad RECT(%d,%d)-(%d,%d)
%s:ClearImageClearImage2LoadImageStoreImageMoveImageClearOTag(%08x,%d)...
ClearOTagR(%08x,%d)...
DrawOTag(%08x)...
PutDrawEnv(%08x)...
DrawOTagEnv(%08x,&08x)...
PutDispEnv(%08x)...
GPU timeout:que=%d,stat=%08x,chcr=%08x,madr=%08x
LoadImage2

PU:T/O [%s]
wait (reset)wait (wrdy H -> L)wait (dmaf clear/W)

SPU:T/O [%s]
wait (IRQ/ON)wait (IRQ/OFF)

Event System Error

BASLUS-01019-DPbu00:bu10:

Library Programs (c) 1993-1997 Sony Computer Entertainment Inc., All Rights Reserved.

Rev ErrSEMusicMenuRingEffectStackActorEventData

Regional Differences

Opening Screen

Japanese English
Dewprism titlescreen jp.png Threadsoffate titlescreen eng.png

Aside from the title change, the English version made the Dewprism smaller and adjusted its design so the red in the prism can be seen better. Also, the copyright info was updated, the numerical font was made smaller, and the START notice was shifted down and slightly to the left.

Game Introduction

The Japanese version's character introduction can only be accessed by pressing L1 or R1 while on the title screen. The English version automatically plays it after a short time.