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User:OlieGamerTV/Cyberbike Cycling Sports
Cyberbike |
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Also known as: Cyberbike Cycling Sports This game has hidden development-related text. |
Cyberbike is an "exergame" exclusive to the Wii that came with a full exercise bike, where you explore a polluted planet called Cyclo using various environmentally friendly vehicles to clear up waste throughout several stages.
Contents
Development Text
In the main executable, main.dol, there are a lot of string references to debug elements and other development pieces.
Log File
Found in the strings for the main executable, there's text references to a log file with the filename Log.txt, along with headers for when it's opened and closed.
Strings for opening the file:
************************************************************** ******************** Open log file : Log.txt.
Strings for closing the file:
************************************************************** ******************** Close log file.
Compilation Date
In the same area as the log strings, there is also text for a compilation date present for when the build was done.
******************** Compilation date : %s - %s
Strings for the date and time of the compilation build are also present for the string fields.
EUR | USA |
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Aug 3 2009 14:23:53 |
Dec 14 2010 11:16:51 |
Development Tools Reference
In two error messages used when loading a mesh, it mentions a data builder with the filename of NOTAPVS.EXE, one of the development tools used for the game.
Error while loading optimisation/shadow mesh of master mesh %d, please verify errors while you export with the data builder (NOTAPVS) Material ID of the object superior of the number of material in the level : please rebuild material under the data builder (NOTAPVS.EXE)
Debugging Strings
In the main executable file, there are a lot of debugging strings for printing variables, general debugging, or error messages if something went wrong in the function.
Below is a list of those strings, some of these are also shared with other games developed by EKO Software.
Standard
close level fTimeToWaitForLoad %f \n m_lastXAxis : %.4f,m_lastYAxis : %.4f,m_lastRXAxis : %.4f,m_lastRYAxis : %.4f\n Objets executes %d Messages en sortie %d Delais en attente %d During en cours %d Total des objets executes %d Total de messages sortis %d Total des delais executes %d Total des during executes %d NbFreelements %d/%d Elment %d: identifier 0x%x, Status 0x%x\n 2DCAMERA PARAMS : COEFF_INTERPOLATION : %f HEIGHT_TARGET : %f/%f HEIGHT_CAMERA : %f/%f DIST_CAMERA_TARGET : %f/%f DIST_FRONT : %f/%f DIST_REAR : %f/%f Current Rear/Front : %f cam_state = CENTER\n cam_state = FOLLOW\n THPPlayerCalcNeedMemory() %d\n nSizeAlloc %d\n Open DVD file: %s\n Open NAND file: %s\n Openning file in NAND /tmp: error code = %d, bytes free=%d, inodes free=%d\n Create NAND file: %s\n Re-open NAND file: %s\n Total memory: %d bytes | %d k bytes | %d m bytes\n sonar pos : %f, %f, %f \n\n\n\n\n\n m_fClickSpeed : %f Calories : %f X : %.3f\t,\t%.3f\t,\t%.3f\n Y : %.3f\t,\t%.3f\t,\t%.3f\n Z : %.3f\t,\t%.3f\t,\t%.3f\n Sec %f, Sprite #%d SoundCallback: %d, %d\n m_nCurSelect : %d - Last Jump size (XZ): %f (%f, %f).\n Player : %f %f %f \n camera : %f, %f, %f \n camera verif : %f, %f, %f \n speed : %f UP SPEED : %f HEIGHT = %f Vitesse avancement %f Liste de bonus dynamiques pleine !!! SPEED !!! : %.3f \n Vecteur Orientation (Mat+3) : %.3f, %.3f, %.3f Vecteur Position (m_Pos) : %.3f, %.3f, %.3f Sub Prop Cam Pos %f %f %f, target %f %f %f\n cur select: %d %f %f %f %f n cur select : %d m_ncurSelect : %d \n pourcent : %.3f nCur Select : %d \n m_nCurSelect : %d \n Cur select : %d \n Curent Select : %d \n Nb Particles B : %d Nb Particles B nuage : %d FLOWER DRAW
Errors
CommonRessources déjà chargées !!! Source : %s, Ligne : %d Pas de font dans votre common.rck !!! SetTypeInstance dans un delay INTERDIT !!! : %x ERREUR FATALE : InitLangagae %s, %d - Nombre d'objets du langage different du nombre d'objets du moteur !!! Can't load lightsystem : please rebuild lights !!! The only way to close a level is to set m_bHaveToClose to true !!! Trying to play a none 4 bits sound (ADPCM) Augmenter le nombre de sons controllables\npar le CCactusDefaultSoundController.\n[%d] ne suffit plus! Problem during AllocSound! Impossible to allocate. Problem during AllocSound! Impossible to use default controller. Problem during SubmitSound! Call Tridi on an already Played sound! Problem during SetSoundTridi! Can not get Default controller. Problem during PlaySound! Impossible to validate sound. BUFFER OVERFLOW : INSTANCEPOLYGONALMESH_MANAGER\n Error while loading optimisation/shadow mesh of master mesh %d, please verify errors while you export with the data builder (NOTAPVS) Too many vertex in a collision mesh (n°%d): max is 63. Too many vertex (%d) in a face of a collision mesh (n°%d): max is 16. Material ID of the object superior of the number of material in the level : please rebuild material under the data builder (NOTAPVS.EXE) An object outside the world\n Polyligne non utilisee sur sur Camera (instance 0x%x) A camera outside the world\n Trop de delais simultanés. Maximum MAX_DELAY =%d. Conflit: La version du compilateur est %d. La version de l'emulateur est %d\n Emulation du mot cle cut ajournee.\n Vous ne serez plus avertis pour les executions ulterieures\n Trop de mesages a l'init. Maximum %d. Attendez vous a des mauvaises blagues. world_collision::MessageIn sans Press prealable\n world_collision::UnPress sans Press prealable\n world_collision::MessagePersoUnpress sans Press prealable\n world_volume::MessageIn sans Enter prealable\n world_volume::MessageLeave sans Enter prealable\n world_volume::MessagePersoLeave sans Enter prealable\n ComputeBase ne gere pas les anims mocapées CreateCam ne gere pas les anims mocapées L'anim %d n'existe pas dans cet objet... Message %d non géré par l'instance 0x%x Attention : Demande d'interpolation de camera sans changement de CameraMotionType sur le viewport %d SET_CAMERA_MOTION_RACE : L'instance RacePath n'a pas de polyline SET_CAMERA_MOTION_RACE : L'instance CameraPath n'a pas de polyline SET_CAMERA_MOTION_CIRCLE : IdInstance non valide !!! SET_CAMERA_MOTION_2DCAMERA : IdInstance non valide !!! ERREUR FATALE : ProcessMessage %s, %d - L'instance %d n'existe pas, on ne peut donc pas lui envoyer son message Unhandled Engine message : 0x%X Fichier de ressources invalide.\n Version du fichier de ressources trop vielle: %d.\n, La version du chargeur de ressources est %d.\n On continue quand meme hein? Version du fichier de ressources trop recente: %d.\n La version du chargeur de ressources est %d.\n On continue quand meme hein? Numero de banque du fichier de ressource incorrect %d possibilite[%d, %d].\n On saute.\n Problem with texture size : xsize = %d, ysize = %d Can't open DVD file %s\n NANDInit failed: %d\n Can't open NAND file: %s (%d)\n Check fail: %d\n Can't create NAND file: %s (%d)\n Can't open NAND file %s (%d)\n No enough free memory in %s for allocating %d bytes (%d k bytes)\n Trop d'objets à tracer tout le temps... Liste des instances de jeu a reseter trop petite. PAS DE AddLoopSoundObject EN DEHORS D'UN INIT Too many NpcPath in this level (max is %d) CCameraSave :: SaveCamera - Erreur de viewport... CCameraSave :: SaveCamera - Il ne faut pas utiliser LOAD_HANDCAMERA_PARAMS, SAVE_HANDCAMERA_PARAMS ou SET_HANDCAMERA_PARAMS dans THE PLAN CCameraSave :: SaveCamera - Il ne faut pas utiliser SET_CAMERA_MOTION_RACE dans THE PLAN CCameraSave :: SaveCamera - Il ne faut pas utiliser SET_CAMERA_MOTION_HANDCAMERA dans THE PLAN CCameraSave :: SaveCamera - Il ne faut pas utiliser autre chose que des cameras de type TYPE_TARGET dans THE PLAN CCameraSave :: SaveCamera - Il ne faut pas utiliser SET_CAMERA_AUTOFOCUS dans THE PLAN SET_CAMERA_MOTION_CINEMATIC NON GERE POUR L'INSTANT CCameraSave :: SaveCamera - Message de camera inconnu GET_MENULEVEL : Ne pas utliser!!! Message DisplaySprite : Texture %x non valide Use SaveAuto(Instance)!!!\nInstance will be used for Position and Direction. In multiplayer level use SaveAutoMulti!!! Use WrongPlace(Volume)!!!\nVolume is used to know which one is in. Unknown MenuId Can't open configuration file, options not saved... Too many Characters (Player(s) and/or Npc). Max is %d An ennemy (Id=%x) is outside of the world, please check this !!! Unknow message (%d) for NPC (Id=%x) Unknow teleportation mode ! The instance given as path for npc does not have any path A path for an Npc must have at least 2 vertex %i Unknown Mini Game State You can't redefine a generic box, this is the default setting !!! Unknow type for exploding object (Id=%x) Aggrandir le tableau des Bonus Wagon, limite dépassée : %d Max FLowers Reached Suction Pad non Taggué correctement pour le fx
Asset References
Found in the game's root file directory and the game's main executable file, there's references to assets that used to exist in the files during development.
Root Directory - Levels
About 3 unused directories can be found in the root file directory for the game, all files that would've been included in these directories were deleted. These are:
Text Reference(s) | Note(s) |
---|---|
Level_Training_01_City_Breath | Likely intended to have been used as a training level at one point. |
Lvl_Peche | Unknown as to what this could have been outside of pĂȘche meaning fishing in French. |
Race_01 | Possibly an unused bike race minigame. |
Executable File - Assets
In the main executable file, there are references to some files that were later removed from the game data, these include:
Text Reference(s) | Note(s) |
---|---|
MUSICS/03.VOICE01.WAV | A removed WAV audio file, possibly meant to go with a voice-over. |
ObjetCommun/WldExportation/Video/bonus.thp | A removed THP Video file, unknown as to what the contents could be. |
Executable File - Levels
Several more references to level files and their directories can be found in the main executable file, the files were completely removed and only exist as string references. These are:
Text Reference(s) | Note(s) |
---|---|
Lvl_Submarine_01/WldExportation/Layer1/Lvl_Submarine_01.gel Lvl_Submarine_02/WldExportation/Layer1/Lvl_Submarine_02.gel |
Possibly an older version of the Lvl_New_Sub levels. |
Lvl_Test_Turret/WldExportation/Layer1/Lvl_Test_Turret.gel | Likely a simple test level to assist with developing the mechanics before use. |
Lvl_Turret_01/WldExportation/Layer1/Lvl_Turret_01.gel Lvl_Turret_02/WldExportation/Layer1/Lvl_Turret_02.gel |
Possibly a different set of levels at some point during development.
While the directory itself no longer exists, the files it references are still used for the Lvl_New_Sub levels. |
References
- â Games - Cyberbike Cycling Sports (Wiiâą) - Neko Entertainment
- â Cyberbike - EKO Software
- â 3.0 3.1 3.2 Cyberbike Ships Release - BigBen Interactive, Jun. 29, 2011
- â Cyberbike - Gamereactor