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Tomoyo After: It's a Wonderful Life - CS Edition (PlayStation 2)

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Title Screen

Tomoyo After: It's a Wonderful Life - CS Edition

Developers: Key, HuneX, VisualArt's
Publisher: Prototype
Platform: PlayStation 2
Released in JP: January 25, 2007


DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


Debug Mode

Tomoyo AfterPS2 - Debugmode1.png Tomoyo AfterPS2 - Debugmode2.png

At the main menu, press Square, L3, Circle, Square, D-Pad Left, L3, D-Pad Left, L3, R1, R1, R2, R2 on Controller 2. This same debug system is also present in Duel Savior Destiny, Kyuuketsu Kitan Moonties, Majokko A La Mode II, Clannad and Ayakashibito: Genyou Ibunroku.

After entering the above code, press Start on Controller 2 to toggle Debug Mode. This allows you to change game-related flags and the volume of each spoken character in the game. Below are the known Controller 2 inputs while this mode is active.

  • Hold Triangle and press D-Pad Left / Right to change an event. When toggled on, you will start in the selected event when starting a new game.
  • Press L1 for flag list.
  • Press R1 for character volume menu.
  • Hold Select to make the menu temporarily invisible.
  • Press Square to enable SCRIPT JUMP KINSI. This appears to skip the new game prologue.
(Source: Original TCRF research)

Debug Display

Tomoyo AfterPS2 - Debugmode3.png

Apply the below code to enable a simple debug display. This is a HuneX debug display present in some other PlayStation 2 games.

Enable Debug Display
201BD460 00000000
201BD4E4 00000000
(Source: Original TCRF research)

Debug Logging

Within the game is a stubbed printf function. This would have logged various background information to a debug unit. This logs information such as files loaded and memory information. It would also report errors if any occurred. To re-enable this mode, apply the below code:

Re-enable printf Messages
2020B498 08085304
2021F010 08085304
2021F014 00000000

If you are playing the game on a regular PlayStation 2, you will need to use a TOOL, RDB, or a debug version of OPL to view the logs. If you are playing on an emulator, you can see this information by enabling the option "Show Console". Below is an example of what type of information gets logged.

PS2RNA: sceSifAllocIopHeap(266304) ret=0x000d4700
PS2RNA: sceSifAllocIopHeap(2256) ret=0x00115800
PS2RNA: sceSifAllocIopHeap(16448) ret=0x00116100
IS CALLED.
(in MemAlloc)(iNo: 4)iSize: 71680, m_pBuff: x
(in MemAlloc)(iNo: 7)iSize: 182016, m_pBuff: x
(in CMemCardMgr::Create 冒頭)
(冒頭)(pFileHeadbuffer: x)(szFilename: (null))(iLoadSize: 3372168)
JYOCHU/MEMDAT.BIN Load
IS DONE
JYOCHU/MEMDAT.BIN Load
(in CMemCardMgr::LoadIconData)(iIconNo: 0)(iSize: 52138)
(iIconSizeMax: 0)(iIconSize: 156414)(iIcon: 0)
(in CMemCardMgr::LoadIconData)FAILURE(iIconNo: 1)(rHfu2.GetTblNum(): 1)
(iIconSizeMax: 52138)(iIconSize: 0)(iIcon: 1)
Create 完了 1e38df0
IconName Set 智代アフター 12
se.msh Load
se.msb Load
is done
is done 01
RR_UserInit を実行します
allpac.nam Load
allpac.hed Load
se.acx Load
voice.nam Load
voice.hed Load
voice2.nam Load
voice2.hed Load
gotf.mrg Load
parts.hed Load
se_nam.mrg Load
IS CALLED.
gotn.mrg Load
IS CALLED.
gamemain_fadewht にセット(0.0e+1)
タスクを gametask_main に切り替えました
GMMODE_TITLE 0
gamemain_fadewht にセット(0)
(Source: Original TCRF research)