User:Video/Sandbox
This is my sandbox. I will usually put recent discoveries or anything I need to temporarily place will be here.
Contents
- 1 Papers, Please
- 2 Minecraft: Java Edition
- 3 Smash Hit
- 4 Minecraft for Windows 10
- 5 Bejeweled 3
- 6 Plants vs. Zombies
- 7 Game Dev Tycoon
- 8 PopCap's Lovely DRM
- 9 Namco Museum: 50th Anniversary (Windows)
- 10 Call of Duty: Modern Warfare 2 (2009)
Papers, Please
Hello inspector. We have audited your recent activities. Your involvement with a group calling themselves THE CUTTING ROOM FLOOR has been uncovered. Several members of this group have been arrested in Arstotzka. At least one TCRF member has confessed to receiving your help. This represents treason of the highest order. Goodbye inspector.
Version Differences
There's a bunch to go through.
v1.4.x
The game was updated on March 7, 2023 to use the Unity engine.
- In v1.2.76 and earlier on Day 30, you are required to re-confiscate Simon Wens' passport after giving it to the vengeful father to avoid a citation. In v1.4.x, you can't re-confiscate the passport and thus are required to approve the passport itself, but you don't get a citation.
Minecraft: Java Edition
Crash Reporting
When the game (both client and server) encounters an uncaught error, it will generate a crash report and then close itself. Here's an example of a crash report generated by version 1.12.2:
--- Minecraft Crash Report ---- // On the bright side, I bought you a teddy bear! Time: 12/29/17 4:42 PM Description: Manually triggered debug crash java.lang.Throwable at bib.aD(SourceFile:1745) at bib.t(SourceFile:1665) at bib.az(SourceFile:1000) at bib.a(SourceFile:419) at net.minecraft.client.main.Main.main(SourceFile:123) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Client thread Stacktrace: at bib.aD(SourceFile:1745) -- Affected level -- Details: Level name: MpServer All players: 1 total; [bud['VideoGameSmash12'/0, l='MpServer', x=8.89, y=4.00, z=8.76]] Chunk stats: MultiplayerChunkCache: 169, 169 Level seed: 0 Level generator: ID 01 - flat, ver 0. Features enabled: false Level generator options: Level spawn location: World: (8,4,8), Chunk: (at 8,0,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Level time: 28827 game time, 1623 day time Level dimension: 0 Level storage version: 0x00000 - Unknown? Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false Forced entities: 1 total; [bud['VideoGameSmash12'/0, l='MpServer', x=8.89, y=4.00, z=8.76]] Retry entities: 0 total; [] Server brand: vanilla Server type: Integrated singleplayer server Stacktrace: at bsb.a(SourceFile:366) at bib.b(SourceFile:2587) at bib.a(SourceFile:428) at net.minecraft.client.main.Main.main(SourceFile:123) -- System Details -- Details: Minecraft Version: 1.12.2 Operating System: Windows 7 (amd64) version 6.1 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 163879016 bytes (156 MB) / 402653184 bytes (384 MB) up to 1073741824 bytes (1024 MB) JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 Launched Version: 1.12.2 LWJGL: 2.9.4 OpenGL: Intel(R) HD Graphics 2500 GL version 4.0.0 - Build 10.18.10.4276, Intel GL Caps: Using GL 1.3 multitexturing. Using GL 1.3 texture combiners. Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported. Shaders are available because OpenGL 2.1 is supported. VBOs are available because OpenGL 1.5 is supported. Using VBOs: No Is Modded: Probably not. Jar signature remains and client brand is untouched. Type: Client (map_client.txt) Resource Packs: Current Language: English (US) Profiler Position: N/A (disabled) CPU: 4x Intel(R) Core(TM) i5-3570 CPU @ 3.40GHz
Snapshots
Snapshots are newly released builds of an upcoming major update that shows off the latest new features before they are a full-fledged release. They can be accessed by using the launcher and turning on the "Enable snapshot" option, but the ability to access older snapshots normally are wiped after a certain period of time.
1.13 - Update Aquatic
17w43a
Release Date: October 25, 2017
17w43a is the first snapshot for 1.13. It is no longer available in the launcher, but can be added back in by providing it with the JAR and JSON files.
Smash Hit
To do: Look into this more. |
I really enjoyed this game. Its soundtrack helped me through some rough times in my life. It's got some cool stuff in it too.
Debug Menu
The load
function in menu/main.lua
contains code for both a debug menu and a button to open that menu.
dbgButton = mgCreateUi("debug.xml") mgSetOrigo(dbgButton, "topleft") mgSetPos(dbgButton, left+70, top+70) dbgMenu = mgCreateUi("debugmenu.xml") mgSetOrigo(dbgMenu, "center") mgSetPos(dbgMenu, (left+right)*0.5, (top+bottom)*0.5) mgSetScale(dbgMenu, 0, 0)
The handleCommand
function in the same file also contains code for hiding and showing the debug menu.
if cmd == "showdebug" then mgSetScale(dbgMenu, 1, 1, "cosine", 0.1) mgSetUiModal(dbgMenu, true) end if cmd == "hidedebug" then mgSetScale(dbgMenu, 0, 0, "cosine", 0.1) mgSetUiModal(dbgMenu, false) end
Diving deeper into the game's XML files reveal that these menus are still present and can still be loaded as actual menus.
debugmenu.xml:
<ui texture="debugmenu.png" selected="debugmenu.png" shade="true"> <rect coords="0 148 746 259" cmd="debug.reset"/> <rect coords="0 260 746 369" cmd="debug.unlockall"/> <rect coords="0 370 746 479" cmd="debug.premium"/> <rect coords="0 480 746 589" cmd="debug.nopremium"/> <outside cmd="script:hidedebug"/> </ui>
debug.xml:
<ui texture="debug.png" selected="debug.png" shade="true"> <rect coords="0 0 227 70" cmd="script:showdebug"/> </ui>
Minecraft for Windows 10
This game is a bloody gold mine.
Unused Graphics
Blocks
Image Name: reactor_core_stage_0.png A texture for stage 0 of the unused Nether Reactor Core block. | |
Image Name: reactor_core_stage_1.png A texture for stage 1 of the unused Nether Reactor Core block. | |
Image Name: reactor_core_stage_2.png A texture for stage 2 of the unused Nether Reactor Core block. |
Leftovers
These are leftovers from older versions of the game.
Image Location: touchgui.png A button. | |
Image Location: touchgui.png A button in its clicked state. | |
Image Location: touchgui.png The "settings" button for an older version of the title screen. | |
Image Location: touchgui.png The "settings" button for an older version of the title screen in its clicked state. | |
Image Location: touchgui.png The "singleplayer" button for an older version of the title screen. | |
Image Location: touchgui.png The "singleplayer" button for an older version of the title screen in its clicked state. | |
Image Location: touchgui.png The "multiplayer" button for an older version of the title screen. | |
Image Location: touchgui.png The "multiplayer" button for an older version of the title screen in its clicked state. | |
Image Location: touchgui.png An old "Create World" button. | |
Image Location: touchgui.png An old "Create World" button in its clicked state. | |
Image Location: touchgui.png A close button. | |
Image Location: touchgui.png A close button in its clicked state. | |
Image Location: touchgui.png A button used to indicate that in-game sounds are not muted. | |
Image Location: touchgui.png A button used to indicate that in-game sounds are muted. | |
Image Location: touchgui.png A button, indicating the player is in the first person perspective. | |
Image Location: touchgui.png A button, indicating the player is in the third person perspective. | |
Image Location: touchgui.png A slider set to the "Off" position. | |
Image Location: touchgui.png A slider set to the "On" position. | |
Image Location: touchgui.png A differently-styled slider set to the "Off" position. | |
Image Location: touchgui.png A differently-styled slider set to the "On" position. | |
Image Location: gui.png Crossed-out and partially overwritten fragments of an older version of the game's GUI. |
Debugging Material
Menus
There are menus in the game's files that were intended for debugging purposes.
debug_screen.json
{ "namespace": "debug_screen", "access_button@common_buttons.light_content_button": { "$pressed_button_name": "button.access", "size": [ 20, 20 ], "offset": [ 20, 20 ], "anchor_to": "top_left", "anchor_from": "top_left", "bindings": [ { "binding_name": "#access_screen_visible", "binding_name_override": "#visible" } ] }, "special_render": { "type": "custom", "renderer": "debug_screen_renderer" }, "content_panel": { "type": "panel", "clips_children": false, "size": [ "100%", "100%" ], "controls": [ { "access_button@debug_screen.access_button": { } }, { "special_render@debug_screen.special_render": { } } ] }, "debug_screen@common.base_screen": { "send_telemetry": false, "screen_not_flushable": true, "render_game_behind": true, "is_showing_menu": false, "low_frequency_rendering": true, "is_modal": true, "should_steal_mouse": false, "render_only_when_topmost": false, "screen_draws_last": true, "always_accepts_input": true, "$screen_content": "debug_screen.content_panel", "$screen_animations": [], "$use_loading_bars": false } }
dev_console_screen.json
{ "namespace": "dev_console", "keyboard_button_content@common_buttons.button_content_panel": { "controls": [ { "keyboard_image@chat.keyboard_image": { } } ] }, "keyboard_button@common_buttons.light_content_button": { "$pressed_button_name": "keyboard_button", "$button_content": "dev_console.keyboard_button_content", "size": [ 20, 20 ] }, "button_content@common_buttons.button_content_panel": { "controls": [ { "image@$button_content_image_control": { } } ] }, "up_arrow": { "type": "image", "texture": "textures/ui/up_arrow", "size": [ 12, 12 ] }, "down_arrow": { "type": "image", "texture": "textures/ui/down_arrow", "size": [ 12, 12 ] }, "send_button@common_buttons.light_content_button": { "$pressed_button_name": "button.send", "$button_content": "dev_console.button_content", "$button_content_image_control": "chat.send_image", "size": [ 44, 27 ] }, "sent_message_up_button@common_buttons.light_content_button": { "$pressed_button_name": "button.chat_previous_message", "$button_content": "dev_console.button_content", "$button_content_image_control": "dev_console.up_arrow", "size": [ 30, 27 ], "bindings": [ { "binding_name": "(not #keyboard_helper_visible)", "binding_name_override": "#visible" } ] }, "sent_message_down_button@common_buttons.light_content_button": { "$pressed_button_name": "button.chat_next_message", "$button_content": "dev_console.button_content", "$button_content_image_control": "dev_console.down_arrow", "size": [ 30, 27 ], "bindings": [ { "binding_name": "(not #keyboard_helper_visible)", "binding_name_override": "#visible" } ] }, "chat_stack_panel": { "type": "stack_panel", "orientation": "horizontal", "size": [ "100%", 27 ], "controls": [ { "text_edit_box@chat.text_edit_box": { } }, { "send_button@dev_console.send_button": { } }, { "sent_message_up_button@dev_console.sent_message_up_button": { } }, { "sent_message_down_button@dev_console.sent_message_down_button": { } } ] }, "main_stack_panel": { "type": "stack_panel", "orientation": "vertical", "size": [ "100% - 4px", "100%" ], "controls": [ { "messages_scrolling_panel@chat.messages_scrolling_panel": { "size": [ "100%-2px", "100%-29px" ] } }, { "chat_stack_panel@dev_console.chat_stack_panel": { } } ] }, "main_with_intellisense": { "type": "panel", "controls": [ { "main_stack@dev_console.main_stack_panel": {} }, { "commands_panel@chat.commands_panel": { "size": [ "100%", "100%-29px" ], "offset": [ 0, -29 ], "layer": 11 } } ] }, "dev_console_dialog@common_dialogs.main_panel_no_buttons": { "$child_control": "dev_console.main_with_intellisense", "size": [ "100%", "75%" ], "anchor_from": "top_middle", "anchor_to": "top_middle" }, "dev_console_screen@common.base_screen": { "$screen_content": "dev_console.dev_console_dialog", "force_render_below": true, "button_mappings": [ { "from_button_id": "button.menu_exit", "to_button_id": "button.chat_menu_cancel", "mapping_type": "global" }, { "from_button_id": "button.menu_cancel", "to_button_id": "button.chat_menu_cancel", "mapping_type": "global" } ] } }
Debug Strings
In the game's language files, there are plenty of strings that were most likely intended for a debug menu of some sorts.
Internal Name | en_US.lang |
---|---|
options.dev_game_tip | Gameplay Tips |
options.dev_ad_show_debug_panel | Show EDU Sign In Debug Panel |
options.dev_ad_token_refresh_threshold | EDU Sign In Token Refresh Threshold Seconds |
options.dev_assertions_debug_break | Assertions break in the debugger |
options.dev_assertions_show_dialog | Assertions show a modal dialog |
options.dev_enableDebugUI | Enable Debug UI |
options.dev_createRealmWithoutPurchase | Create realm without purchase |
options.dev_flushOrphanedRealmsPurchases | Flush orphaned Realms purchases |
options.dev_enableMixerInteractive | Enable Mixer interactive commands |
options.dev_storeOfferQueryRequiresXbl | Require XBL for Store Offers |
options.dev_clearPurchaseInventory | Reset Coins & Entitlements |
options.dev_renderBoundingBox | Render bounding box |
options.dev_renderPaths | Render paths |
options.dev_renderGoalState | Render goal state |
options.dev_resetClientId | Reset client ID |
options.dev_showChunkMap | Show chunk map |
options.dev_showServerChunkMap | Chunk map shows server chunks |
options.dev_disableRenderTerrain | Disable Terrain Drawing |
options.dev_disableRenderEntities | Disable Entities Drawing |
options.dev_disableRenderBlockEntities | Disable Block Entities Drawing |
options.dev_disableRenderParticles | Disable Particles Drawing |
options.dev_disableRenderSky | Disable Sky Drawing |
options.dev_disableRenderWeather | Disable Weather Drawing |
options.dev_disableRenderHud | Disable Hud Drawing |
options.dev_disableRenderItemInHand | Disable Item-in-Hand Drawing |
options.dev_serverInstanceThread | Server Instance Thread |
options.dev_newCuller | Use new culler |
options.dev_showBuildInfo | Show build info |
options.dev_showDevConsoleButton | Show dev console button |
options.dev_realmsPermissionsEnabledButton | Show realms permissions |
options.dev_show_tcui_replacement | Show TCUI replacement |
options.dev_enableProfiler | Enable profiler |
options.dev_newParticleSystem | Enable New Particle System |
options.dev_toggle_default_font_overrides | Enable Default Font Overrides |
options.dev_enableDebugHudOverlay | Enable debug HUD |
options.dev_enableDebugHudOverlay.off | Off |
options.dev_enableDebugHudOverlay.basic | Basic |
options.dev_enableDebugHudOverlay.renderchunks | Render chunks |
options.dev_enableDebugHudOverlay.workerthreads | Worker threads |
options.dev_enableDebugHudOverlay.debugtextures | Debug textures |
options.dev_enableDebugHudOverlay.profiler | Profiler |
options.dev_enableDebugHudOverlay.imagememory | Image Memory |
options.dev_enableDebugHudOverlay.debugBlocks | Debug Blocks |
options.dev_enableDebugHudOverlay.client_network | Client Network |
options.dev_enableDebugHudOverlay.server_network | Server Network |
options.dev_multithreadedRendering | Enable multithreaded rendering |
options.dev_file_watcher | Enable File Watcher |
options.dev_achievementsAlwaysEnabled | Achievements always enabled |
options.dev_useLocalServer | Use local server |
options.dev_useIPv6Only | Use IPv6 Only |
options.dev_attachPosRenderLevel | Render Attach Positions |
options.dev_render_attach_pos.none | Off |
options.dev_render_attach_pos.head_pos | Head Position |
options.dev_render_attach_pos.eyes_pos | Eyes Position |
options.dev_render_attach_pos.breath_pos | Breathing Position |
options.dev_render_attach_pos.body_pos | Body Position |
options.dev_render_attach_pos.feet_pos | Feet Position |
options.dev_render_attach_pos.all | All |
options.dev_disable_client_blob_cache | Disable Client Blob Cache |
options.dev_force_client_blob_cache | Force Client Blob Cache On For Local Games |
options.dev_connectionQuality | Connection Quality |
options.dev_connection_quality.no_limit | Unlimited |
options.dev_connection_quality.phone_4g | 4G |
options.dev_connection_quality.phone_3g | 3G |
options.dev_connection_quality.slow | Slow |
options.dev_connection_quality.very_slow | Very Slow |
options.dev_use_fps_independent_turning | Use FPS-independent Turning |
options.dev_use_fast_chunk_culling | Use Fast Chunk Culling |
options.dev_useRetailXboxSandbox | Use Retail MSA Sandbox |
options.dev_displayMarketplaceDocumentId | Show Marketplace Document Id |
options.dev_addCoins | Add 500 Coins |
options.dev_clearPurchaseInventory | Reset Coins & Entitlements |
options.dev_realmsEnvironment | Realms Environment |
options.dev_realms_environment.production | Production |
options.dev_realms_environment.staging | Staging |
options.dev_realms_environment.local | Local |
options.dev_realms_environment.dev | Dev |
options.dev_realmsEndpoint | Realms Endpoint |
options.dev_realmsEndpointPayment | Realms Endpoint Payment |
options.dev_realmsRelyingParty | Realms Relying Party |
options.dev_realmsRelyingPartyPayment | Realms Relying Party Payment |
options.dev_experimentalTreatment | Override Experimental Treatments |
options.dev_sandboxRetail | Xforge Sandbox: Retail |
options.dev_sandboxDev | Xforge Sandbox: Dev |
options.dev_displayTreatmentsPanel | Display Treatments |
options.dev_currentTreatmentsTitle | Current Treatments |
options.dev_unusedTreatmentsTitle | Unused Treatments |
options.dev_addTreatmentId | Add Treatment Id |
options.dev_addLabel | Add |
options.dev_resetTreatmentsToDefault | Reset To Default |
options.dev_clearTreatments | Clear Treatments |
options.dev_reset_day_one_experience | Reset Day One Experience |
options.dev_useZippedInPackagePacks | Use Zipped In-package Packs |
options.dev_importPacksAsZip | Import Packs as Zip |
options.dev_folders_portSettingsFolder | Export Settings Folder |
options.dev_useOverrideDate | Use Override Date |
options.dev_displayOverrideDatetime | Display Datetime |
options.dev_loadOverrideDate | Load Override Date At Launch |
options.dev.timeZoneType | Override Editor Timezone Type |
options.dev.timeZoneType.local | Edit in Local Time |
options.dev.timeZoneType.utc | Edit in UTC |
options.dev_overrideDateYear | Year |
options.dev_overrideDateMonth | Month |
options.dev_overrideDateDay | Day |
options.dev_overrideDateHour | Hour |
options.dev_overrideDateMinute | Minute |
options.dev_overrideDayLength | Override Day Length In Minutes (Min: 1) |
options.dev_overrideTimeScale | Scale Speed That Time Passes (Min: 1, Default: 1) |
options.dev_updateOverrideDate | Update Override Date |
options.dev_overrideVersionMajor | Major |
options.dev_overrideVersionMinor | Minor |
options.dev_overrideVersionPatch | Patch |
options.dev_updateVersionOverride | Update Client Version Override |
options.dev_resetOverrideDate | Reset Override Date |
options.dev_clearStoreCache | Clear Marketplace Cache |
options.dev_clearAllCache | Clear All Cache |
options.dev_connection_quality | Network conditioner (simulate bad connections) |
options.dev_connection_off | Off - In-memory connection enabled for local play |
options.dev_connection_nolimit | Full network stack enabled - No limits |
options.dev_connection_4g | 4G - 15Mbps, 100ms latency, 1% packet loss |
options.dev_connection_3g | 3G - 1.5Mbps, 200ms latency, 2% packet loss |
options.dev_connection_slow | Slow - 400Kbps, 300ms latency, 3% packet loss |
options.dev_connection_veryslow | Very slow - 200Kbps, 400ms latency, 4% packet loss |
options.dev_deleteAllPersonas | Delete All Personas |
options.dev_deleteLegacyPersona | Delete Legacy Persona Slot |
options.dev_identity_environment | New Identity and Online Infrastructure Environment (requires restart) |
options.dev_identity_environment.dev | Development |
options.dev_identity_environment.test | Test |
options.dev_identity_environment.prod | Production |
options.dev.windowsStore | Select Windows Store (Restart Required) |
options.dev.windowsStore.auto | Automatic |
options.dev.windowsStore.v6 | Legacy Windows Store - V6 |
options.dev.windowsStore.v8 | OneStore - V8 |
options.dev.stores | Currently Active Stores: |
Localized String Comments
These comments surround the localized strings from addServer.add
to survey.title
.
## the following strings are still in-use in 15.* and should not be removed until we are done servicing the 15.* releases ## end of 15.* release branch strings
File Paths
This is from the game's executable file alone.
F:\DarwinWork\178\s\BuildOutput\v141\Apps\x64\Minecraft.Windows\UAP.Publish\Minecraft.Windows.pdb f:\darwinwork\178\s\handheld\src-client\common\client\gui\screens\uianimationcontroller.cpp f:\darwinwork\178\s\handheld\src-client\common\client\gui\controls\uicontrolfactory.cpp f:\darwinwork\178\s\handheld\src-client\common\client\gui\uidefrepository.cpp f:\darwinwork\178\s\handheld\src-client\common\client\renderer\texturegroup.cpp f:\darwinwork\178\s\handheld\src-client\common\client\tts\ttseventmanager.cpp f:\darwinwork\178\s\handheld\src-client\win\winrt\appplatformwinrtdispatcher.cpp f:\darwinwork\178\s\handheld\src-deps\audio\src\fmod\soundsystemfmod.cpp f:\darwinwork\178\s\handheld\src-deps\core\src\debug\bedrockeventlogger.cpp f:\darwinwork\178\s\handheld\src-deps\core\src\timing\time.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\bitstream.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\ds_bytequeue.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\ds_huffmanencodingtree.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\ds_memorypool.h f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\raknetsocket2.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\rakpeer.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\rakstring.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\reliabilitylayer.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\socketlayer.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\stringtable.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\tcpinterface.cpp f:\darwinwork\178\s\handheld\src-deps\raknet\raknet\tcpinterface.h f:\darwinwork\178\s\handheld\src-deps\renderer\src\hal\d3d\d3dshader.cpp f:\darwinwork\178\s\handheld\src-deps\renderer\src\hal\dx11\framebufferattachmentdx11.cpp f:\darwinwork\178\s\handheld\src-deps\renderer\src\hal\dx11\shaderprogramdx11.cpp f:\darwinwork\178\s\handheld\src-deps\renderer\src\hal\dxgi\helpers\gfxerrorhelper.cpp f:\darwinwork\178\s\handheld\src\win\oculus\riftdevices.cpp
Bejeweled 3
The latest entry in the mainstream Bejeweled series, including a Quests system, a more relaxing Zen mode, and an unsurprisingly stressful Lightning mode.
File Paths
In the Origin release of the game's executable:
c:\work_managed\Bej3\prime\Bej3\Bejeweled3.pdb
In the Steam release of the game's executable:
c:\p4_managed\Bej3\steam_adapt_engineer\Bej3\Bejeweled3.pdb
Version Differences
According to the game's readme.html file, the Steam version uses an older version of the game, compared to the Origin version. Also, the Steam version of the readme.html file doesn't include a link to PopCap's website.
Steam | Origin |
---|---|
Bejeweled® 3 Version 1.1.12.4196 Release Date: December 7, 2010 Build Date: October 31, 2011 Developed and published by PopCap Games, Inc. We hope you enjoy the game! |
Bejeweled® 3 Version 1.0.8.6128 Release Date: December 7, 2010 Build Date: April 10, 2012 Developed and published by PopCap Games, Inc. www.popcap.com We hope you enjoy the game! |
Debugging Material
Keybinds
Aside from the debug menus that are already documented on this wiki, there is also some debugging shortcuts present in the game. Press Ctrl + Alt + D in-game to toggle a debugging keybind mode. At this point, you can use the keybinds noted below to toggle or trigger various debugging functions in-game.
Plants vs. Zombies
I grew up with this game. I used to play the hell out of it and I occasionally still do.
Unused Graphics
To do: There's still more in /images/reloaded/quickplay to go through. |
Version Differences
There is a difference that lies within the game's actual readme.html files. For some reason, the system requirements is upped in the Steam version of the game.
Build 1.0.0.1051 | Build 1.2.0.1096 (Steam) |
---|---|
OS*: Windows 2000/XP/Vista Processor: 1.2+GHz Memory (RAM): 512+MB Free Hard Drive Space: 65+MB DirectX Version: 8 or later Sound: DirectX-compatible Video: DirectX-compatible; 128+MB Color Quality: 16-bit or 32-bit color mode (256 colors may not work) Controls: Keyboard and mouse Internet: Internet connection is required to register/unlock game trials — including those delivered via CD-ROM *You must be an administrator to install this game. |
OS*: Windows XP/Vista/7 Processor: 1.2+GHz Memory (RAM): 1+GB Free Hard Drive Space: 65+MB DirectX Version: 8 or later Sound: DirectX-compatible Video: DirectX-compatible; 128+MB Color Quality: 16-bit or 32-bit color mode (256 colors may not work) Controls: Keyboard and mouse Internet: Internet connection is required to register/unlock game trials — including those delivered via CD-ROM *You must be an administrator to install and run this game. |
Game Dev Tycoon
Apparently, this game used to be on the wiki, but isn't anymore. Huh.
Developer Comments
In readme.txt:
Copyright 2012-2018 Greenheart Games Pty. Ltd. All Rights Reserved. All images copyrighted. Reverse engineering or code re-use prohibited. Please support us by buying our games. Modding only allowed in compliance with the Modding Agreement available under ./mods Credits at http://www.greenheartgames.com/credits/game-dev-tycoon/ More license information in ./licenses www.greenheartgames.com support@greenheartgames.com
In /compressed/codeNw.js:
/* Copyright 2012-2018 Greenheart Games Pty. Ltd. Reverse engineering or code re-use prohibited. Please support us by buying our games. Modding only allowed in compliance with the Modding Agreement available under ./mods www.greenheartgames.com support@greenheartgames.com All Rights Reserved.*/
In /css/layout.css:
/*custom css - (c) 2013-2017 Greenheart Games Pty. Ltd.*/
Unused CSS Code
In /css/achievements.css, some commented-out CSS for menus regarding achievements are present.
/*#achievementsPanel .windowTitle { text-align: left; } .achievementsScore { position:absolute; right:20px; vertical-align:middle; font-size:22pt; text-align:right; }*/
In /css/greenworks.css, there are some extra lines of CSS for .modsPanelContainerWorkshop
that were commented-out.
/* overflow-x: hidden; overflow-y: auto; */
In /css/simplemodal.css, a bunch of commented-out CSS for containers are present.
/*#simplemodal-container {height:400px; width:600px; color:#bbb; background-color:#333; border:5px solid #444;} #simplemodal-container .simplemodal-data { padding:15px; } #simplemodal-container code {background:#141414; border-left:5px solid #65B43D; color:#bbb; display:block; font-size:12px; margin-bottom:15px; padding:5px;} #simplemodal-container a {color:#ddd;}*/ /* #simplemodal-container a.modalCloseImg {background:url(../img/basic/x.png) no-repeat; width:25px; height:29px; display:inline; z-index:3200; position:absolute; top:-15px; right:-16px; cursor:pointer;} */ /*#simplemodal-container h3 {color:#84b8d9;}*/ /*#simplemodal-container a.modalCloseImg { background:url(../images/x.png) no-repeat; width:30px; height:30px; display:inline; z-index:3200; position:absolute; top:-1px; right:-1px; cursor:pointer; }*/
PopCap's Lovely DRM
Some of PopCap's old games (with their legacy DRM) literally embed their actual executable within its DRM executable. This part documents the DRM part of many games' executable files.
Development Strings
Complete Object Locator' Class Hierarchy Descriptor' Base Class Array' Base Class Descriptor at ( Type Descriptor' `local static thread guard' `managed vector copy constructor iterator' `vector vbase copy constructor iterator' `vector copy constructor iterator' `dynamic atexit destructor for ' `dynamic initializer for ' `eh vector vbase copy constructor iterator' `eh vector copy constructor iterator' `managed vector destructor iterator' `managed vector constructor iterator' `placement delete[] closure' `placement delete closure' `omni callsig' delete[] new[] `local vftable constructor closure' `local vftable' `RTTI `EH `udt returning' `copy constructor closure' `eh vector vbase constructor iterator' `eh vector destructor iterator' `eh vector constructor iterator' `virtual displacement map' `vector vbase constructor iterator' `vector destructor iterator' `vector constructor iterator' `scalar deleting destructor' `default constructor closure' `vector deleting destructor' `vbase destructor' `string' `local static guard' `typeof' `vcall' `vbtable' `vftable'
delete new __unaligned __restrict __ptr64 __clrcall __fastcall __thiscall __stdcall __pascal __cdecl __based(
File Path
c:\bin\DRMProtectRun.pdb
Namco Museum: 50th Anniversary (Windows)
This is a game I hold very near and dear to my heart, so I decided to dig into it for the fun of it. I ended up finding quite a few things as a result.
UI.SR
I suspect this one is for like the online leaderboards or something.
24 80 2048 0 1714 100 0 0 friendrequeston.ia 2048 1850 100 0 0 gameinviteon.ia 4096 66184 100 0 0 gc_clines.ia 71680 66564 100 0 0 gcloading.ia 139264 16454 100 0 0 loading.ia 157696 31711 100 0 0 loadingicon.ia 190464 1037 100 0 0 pausehighlight.ia 192512 130 100 0 0 serial 194560 48596 100 0 0 pausemenu.ia 243712 66248 100 0 0 ps2_clines.ia 311296 66564 100 0 0 ps2loading.ia 378880 66248 100 0 0 xbox_clines.ia 446464 66568 100 0 0 xboxloading.ia 514048 65081 100 0 0 gamestartbox.ia 579584 2681 100 0 0 mouse_cursor.ia 583680 2681 100 0 0 mouse_cursor_up.ia 587776 2681 100 0 0 mouse_cursor_down.ia 591872 19424 1 44100 16 accept.wav 612352 19424 1 44100 16 back.wav 632832 22592 1 44100 16 cancel.wav 657408 12048 1 44100 16 popup.wav 669696 24384 1 44100 16 rotate.wav 694272 2480 1 44100 16 select.wav 698368 992 1 44100 16 switch.wav
namco50.sr
I bet this one contains all of the game resources like the roms and the WAV files, considering the fact that this was at the beginning of the file.
140 80 12288 0 49952 100 0 0 Bosconian.rom 51200 34812 1 22050 8 BIGBANG.WAV 86016 53796 1 22050 8 MIDBANG.WAV 141312 18706 1 22050 8 SHOT.WAV 161792 56096 100 0 0 DigDug.rom 219136 37664 100 0 0 Galaga.rom 258048 44129 1 22050 8 GALAGA.WAV 303104 14368 100 0 0 Galaxian.rom 319488 12000 1 22050 8 BACKGND.WAV 331776 51606 1 22050 8 DEATH.WAV 385024 20020 1 22050 8 FIRE.WAV 405504 54048 100 0 0 Mappy.rom 460800 33312 100 0 0 MsPacMan.rom 495616 25120 100 0 0 PacMan.rom 522240 21280 100 0 0 RallyX.rom 544768 38404 1 22050 8 BANG.WAV 583680 112384 100 0 0 SkyKid.rom 696320 88064 100 0 0 Xevious.rom 784384 21146 1 22050 8 XEVIOUS1.WAV 806912 39090 1 22050 8 XEVIOUS2.WAV 847872 21955 1 44100 8 XEVIOUS3.WAV 870400 4096 100 0 0 NS86MCU.ROM 874496 65536 100 0 0 RT-CHR0.ROM 940032 32768 100 0 0 RT-CHR1.ROM 972800 32768 100 0 0 RT-CHR2.ROM 1005568 16384 100 0 0 RT-CHR3.ROM 1021952 5152 100 0 0 RT-COLOR.ROM 1028096 32768 100 0 0 RT-MPR0.ROM 1060864 65536 100 0 0 RT-MPR1.ROM 1126400 65536 100 0 0 RT-MPR2.ROM 1191936 65536 100 0 0 RT-MPR3.ROM 1257472 65536 100 0 0 RT-MPR4.ROM 1323008 65536 100 0 0 RT-OBJ0.ROM 1388544 65536 100 0 0 RT-OBJ1.ROM 1454080 65536 100 0 0 RT-OBJ2.ROM 1519616 65536 100 0 0 RT-OBJ3.ROM 1585152 65536 100 0 0 RT-OBJ4.ROM 1650688 65536 100 0 0 RT-OBJ5.ROM 1716224 65536 100 0 0 RT-OBJ6.ROM 1781760 65536 100 0 0 RT-OBJ7.ROM 1847296 32768 100 0 0 RT-SPR0.ROM 1880064 32768 100 0 0 RT-SPR1.ROM 1912832 32768 100 0 0 RT-XMCU.ROM 1945600 1615 1 6000 8 RT-VOI01.WAV 1947648 5683 1 6000 8 RT-VOI02.WAV 1953792 2806 1 6000 8 RT-VOI03.WAV 1957888 2478 1 6000 8 RT-VOI04.WAV 1961984 4792 1 6000 8 RT-VOI05.WAV 1968128 11734 1 6000 8 RT-VOI06.WAV 1980416 5122 1 6000 8 RT-VOI07.WAV 1986560 921 1 6000 8 RT-VOI08.WAV 1988608 3441 1 6000 8 RT-VOI09.WAV 1992704 9816 1 6000 8 RT-VOI10.WAV 2002944 1314 1 6000 8 RT-VOI11.WAV 2004992 1743 1 6000 8 RT-VOI12.WAV 2007040 2043 1 6000 8 RT-VOI13.WAV 2009088 3652 1 6000 8 RT-VOI14.WAV 2013184 2559 1 6000 8 RT-VOI15.WAV 2017280 8468 1 6000 8 RT-VOI16.WAV 2027520 2244 1 6000 8 RT-VOI17.WAV 2031616 3648 1 6000 8 RT-VOI18.WAV 2035712 1759 1 6000 8 RT-VOI19.WAV 2037760 2175 1 6000 8 RT-VOI20.WAV 2041856 2159 1 6000 8 RT-VOI21.WAV 2045952 17408 1 6000 8 RT-VOI22.WAV 2064384 1503 1 6000 8 RT-VOI23.WAV 2066432 5545 1 6000 8 RT-VOI24.WAV 2072576 811 1 6000 8 RT-VOI25.WAV 2074624 2559 1 6000 8 RT-VOI26.WAV 2078720 6180 1 6000 8 RT-VOI27.WAV 2086912 4096 100 0 0 NS1-MCU.ROM 2091008 131072 100 0 0 DR-CHR0.ROM 2222080 131072 100 0 0 DR-CHR1.ROM 2353152 131072 100 0 0 DR-CHR2.ROM 2484224 131072 100 0 0 DR-CHR3.ROM 2615296 131072 100 0 0 DR-CHR4.ROM 2746368 131072 100 0 0 DR-CHR5.ROM 2877440 131072 100 0 0 DR-CHR6.ROM 3008512 131072 100 0 0 DR-CHR7.ROM 3139584 131072 100 0 0 DR-CHR8.ROM 3270656 131072 100 0 0 DR-OBJ0.ROM 3401728 131072 100 0 0 DR-OBJ1.ROM 3532800 131072 100 0 0 DR-OBJ2.ROM 3663872 131072 100 0 0 DR-OBJ3.ROM 3794944 65536 100 0 0 DR-OBJ4.ROM 3860480 65536 100 0 0 DR-PRG0.ROM 3926016 65536 100 0 0 DR-PRG1.ROM 3991552 65536 100 0 0 DR-PRG2.ROM 4057088 65536 100 0 0 DR-PRG3.ROM 4122624 65536 100 0 0 DR-PRG4.ROM 4188160 65536 100 0 0 DR-PRG5.ROM 4253696 65536 100 0 0 DR-PRG6.ROM 4319232 65536 100 0 0 DR-PRG7.ROM 4384768 65536 100 0 0 DR-SND0.ROM 4450304 65536 100 0 0 DR-SND1.ROM 4515840 65536 100 0 0 DR-VOI0.ROM 4581376 131072 100 0 0 DR-VOI1.ROM 4712448 131072 100 0 0 DR-VOI2.ROM 4843520 131072 100 0 0 DR-VOI3.ROM 4974592 131072 100 0 0 DR-VOI4.ROM 5105664 131072 100 0 0 G8-CHR0.ROM 5236736 131072 100 0 0 G8-CHR1.ROM 5367808 131072 100 0 0 G8-CHR2.ROM 5498880 131072 100 0 0 G8-CHR3.ROM 5629952 131072 100 0 0 G8-CHR8.ROM 5761024 131072 100 0 0 G8-OBJ0.ROM 5892096 131072 100 0 0 G8-OBJ1.ROM 6023168 131072 100 0 0 G8-OBJ2.ROM 6154240 131072 100 0 0 G8-OBJ3.ROM 6285312 131072 100 0 0 G8-OBJ4.ROM 6416384 131072 100 0 0 G8-OBJ5.ROM 6547456 65536 100 0 0 G8-PRG0.ROM 6612992 65536 100 0 0 G8-PRG1.ROM 6678528 65536 100 0 0 G8-PRG5.ROM 6744064 65536 100 0 0 G8-PRG6.ROM 6809600 65536 100 0 0 G8-PRG7.ROM 6875136 65536 100 0 0 G8-SND0.ROM 6940672 65536 100 0 0 G8-SND1.ROM 7006208 65536 100 0 0 G8-VOI0.ROM 7071744 65536 100 0 0 G8-VOI1.ROM 7137280 65536 100 0 0 G8-VOI2.ROM 7202816 65536 100 0 0 G8-VOI3.ROM 7268352 65536 100 0 0 G8-VOI4.ROM 7333888 65536 100 0 0 G8-VOI5.ROM 7399424 131072 100 0 0 PM-CHR0.ROM 7530496 131072 100 0 0 PM-CHR1.ROM 7661568 131072 100 0 0 PM-CHR2.ROM 7792640 131072 100 0 0 PM-CHR3.ROM 7923712 65536 100 0 0 PM-CHR8.ROM 7989248 131072 100 0 0 PM-OBJ0.ROM 8120320 131072 100 0 0 PM-OBJ1.ROM 8251392 131072 100 0 0 PM-PRG6.ROM 8382464 65536 100 0 0 PM-PRG7.ROM 8448000 65536 100 0 0 PM-SND0.ROM 8513536 65536 100 0 0 PM-SND1.ROM 8579072 65536 100 0 0 PM-VOI0.ROM 8644608 172288 100 0 0 PolePosition1.rom 8818688 213248 100 0 0 PolePosition2.rom 9033728 47442 1 22050 8 PolePos1.WAV 9082880 135464 1 22050 8 PolePos2.WAV
pcFE.sr
Looks like this one is for the main menu, where you'd pick which game you wanted to play.
151 80 12288 0 272100 100 0 0 Bosco_01.png 272384 268378 100 0 0 Bosco_02.png 542720 270613 100 0 0 Bosco_03.png 815104 290267 100 0 0 Bosco_04.png 1105920 287629 100 0 0 Bosco_05.png 1394688 290872 100 0 0 Bosco_06.png 1687552 288822 100 0 0 DigDug_01.png 1978368 292575 100 0 0 DigDug_02.png 2271232 290491 100 0 0 DigDug_03.png 2562048 259429 100 0 0 DigDug_04.png 2822144 247624 100 0 0 DigDug_05.png 3069952 250189 100 0 0 DigDug_06.png 3321856 252100 100 0 0 DragonSpirit_01.png 3575808 247383 100 0 0 DragonSpirit_02.png 3823616 243417 100 0 0 DragonSpirit_03.png 4067328 262746 100 0 0 DragonSpirit_04.png 4331520 288701 100 0 0 DragonSpirit_05.png 4620288 285712 100 0 0 DragonSpirit_06.png 4907008 274886 100 0 0 Galaga88_01.png 5183488 274698 100 0 0 Galaga88_02.png 5459968 277594 100 0 0 Galaga88_03.png 5738496 289980 100 0 0 Galaga88_04.png 6029312 289903 100 0 0 Galaga88_05.png 6320128 285455 100 0 0 Galaga88_06.png 6606848 283597 100 0 0 Galaga_01.png 6891520 281194 100 0 0 Galaga_02.png 7174144 277739 100 0 0 Galaga_03.png 7452672 280198 100 0 0 Galaga_04.png 7733248 270762 100 0 0 Galaga_05.png 8005632 269491 100 0 0 Galaga_06.png 8275968 269846 100 0 0 Galaxian_01.png 8546304 267066 100 0 0 Galaxian_02.png 8814592 274839 100 0 0 Galaxian_03.png 9091072 295494 100 0 0 Galaxian_04.png 9388032 309833 100 0 0 Galaxian_05.png 9699328 311404 100 0 0 Galaxian_06.png 10012672 311827 100 0 0 Mappy_01.png 10326016 311227 100 0 0 Mappy_02.png 10637312 309657 100 0 0 Mappy_03.png 10948608 302333 100 0 0 Mappy_04.png 11251712 288584 100 0 0 Mappy_05.png 11540480 291224 100 0 0 Mappy_06.png 11833344 291213 100 0 0 MsPac_01.png 12126208 287576 100 0 0 MsPac_02.png 12414976 290257 100 0 0 MsPac_03.png 12705792 302294 100 0 0 MsPac_04.png 13008896 312256 100 0 0 MsPac_05.png 13322240 312819 100 0 0 MsPac_06.png 13635584 285726 100 0 0 PacMania_01.png 13922304 282911 100 0 0 PacMania_02.png 14206976 277702 100 0 0 PacMania_03.png 14485504 291687 100 0 0 PacMania_04.png 14778368 269181 100 0 0 PacMania_05.png 15048704 271361 100 0 0 PacMania_06.png 15321088 313797 100 0 0 PacMan_01.png 15636480 315241 100 0 0 PacMan_02.png 15951872 321766 100 0 0 PacMan_03.png 16275456 307988 100 0 0 PacMan_04.png 16584704 291742 100 0 0 PacMan_05.png 16877568 293733 100 0 0 PacMan_06.png 17172480 292627 100 0 0 PolePositionII_01.png 17465344 291946 100 0 0 PolePositionII_02.png 17758208 287551 100 0 0 PolePositionII_03.png 18046976 270045 100 0 0 PolePositionII_04.png 18317312 261303 100 0 0 PolePositionII_05.png 18579456 263919 100 0 0 PolePositionII_06.png 18843648 293002 100 0 0 PolePosition_01.png 19138560 292336 100 0 0 PolePosition_02.png 19431424 291516 100 0 0 PolePosition_03.png 19724288 291840 100 0 0 PolePosition_04.png 20017152 293544 100 0 0 PolePosition_05.png 20312064 293336 100 0 0 PolePosition_06.png 20606976 257819 100 0 0 RallyX_01.png 20865024 258259 100 0 0 RallyX_02.png 21125120 267246 100 0 0 RallyX_03.png 21393408 267514 100 0 0 RallyX_04.png 21661696 266187 100 0 0 RallyX_05.png 21927936 269645 100 0 0 RallyX_06.png 22198272 275298 100 0 0 RollingThunder_01.png 22474752 275651 100 0 0 RollingThunder_02.png 22751232 276276 100 0 0 RollingThunder_03.png 23027712 265757 100 0 0 RollingThunder_04.png 23293952 238148 100 0 0 RollingThunder_05.png 23533568 238272 100 0 0 RollingThunder_06.png 23773184 284201 100 0 0 Xevious_01.png 24057856 283548 100 0 0 Xevious_02.png 24342528 287053 100 0 0 Xevious_03.png 24631296 291760 100 0 0 Xevious_04.png 24924160 281709 100 0 0 Xevious_05.png 25206784 277998 100 0 0 Xevious_06.png 25485312 244644 100 0 0 Sky_kid_01.png 25731072 247087 100 0 0 Sky_kid_02.png 25978880 264376 100 0 0 Sky_kid_03.png 26245120 273047 100 0 0 Sky_kid_04.png 26519552 281583 100 0 0 Sky_kid_05.png 26802176 283043 100 0 0 Sky_kid_06.png 27086848 810 100 0 0 button.png 27088896 835 100 0 0 button_high.png 27090944 852 100 0 0 button_large.png 27092992 925 100 0 0 button_large_high.png 27095040 52637 100 0 0 buttonarrow.ia 27148288 831 100 0 0 buttonexit.png 27150336 1028 100 0 0 buttonexit_high.png 27152384 308220 100 0 0 desi_logo.ia 27461632 228327 100 0 0 legal.png 27691008 308180 100 0 0 namcosettings.ia 28000256 308092 100 0 0 namco_logo.ia 28309504 308228 100 0 0 splash.ia 28618752 29840 100 0 0 namco_control.png 28649472 25007 100 0 0 namco_options.png 28676096 291796 100 0 0 START01.png 28968960 292127 100 0 0 START02.png 29261824 293557 100 0 0 START03.png 29556736 296062 100 0 0 START04.png 29853696 299037 100 0 0 START05.png 30154752 304778 100 0 0 START06.png 30459904 327733 100 0 0 START07.png 30789632 342007 100 0 0 START08.png 31131648 324325 100 0 0 START09.png 31457280 314378 100 0 0 START10.png 31772672 313951 100 0 0 START11.png 32088064 314031 100 0 0 START12.png 32403456 313429 100 0 0 START13.png 32718848 163970 100 0 0 TITLE01.png 32884736 150092 100 0 0 TITLE02.png 33036288 124408 100 0 0 TITLE03.png 33161216 91659 100 0 0 TITLE04.png 33253376 9907 100 0 0 TITLE05.png 33263616 1153 100 0 0 buttonarrowleft_high.png 33265664 1011 100 0 0 buttonarrowleft.png 33267712 1137 100 0 0 buttonarrowright_high.png 33269760 1014 100 0 0 buttonarrowright.png 33271808 25295 100 0 0 HUD.png 33298432 1038 100 0 0 highscore_arrowleft.png 33300480 967 100 0 0 highscore_arrowleft_high.png 33302528 1057 100 0 0 highscore_arrowright.png 33304576 960 100 0 0 highscore_arrowright_high.png 33306624 449 100 0 0 newhighlight.png 33308672 1205 100 0 0 tab_2angles.png 33310720 979 100 0 0 tab_2angles_high.png 33312768 547 100 0 0 tab_halfangle.png 33314816 357 100 0 0 tab_square.png 33316864 370 100 0 0 tab_square_high.png 33318912 2821 100 0 0 Lock_Icon.png 33323008 19424 1 44100 16 accept.wav 33343488 19424 1 44100 16 back.wav 33363968 22592 1 44100 16 cancel.wav 33388544 12048 1 44100 16 popup.wav 33400832 24384 1 44100 16 rotate.wav 33425408 2480 1 44100 16 select.wav 33429504 992 1 44100 16 switch.wav
Assertion Failures
ASSERTION FAILED: Description:WTF? Invalid state, or dont care about this Expression:0
ASSERTION FAILED: Description:unsupported platform Expression:0
ASSERTION FAILED: Description:array overflow Expression:mNumberOfButtons < MAX_BUTTONS_AND_SUB_PANES
ASSERTION FAILED: Description:array overflow Expression:mNumberOfTextButtons < MAX_BUTTONS_AND_SUB_PANES
ASSERTION FAILED: Description:array overflow Expression:mNumberOfSubPanes < MAX_BUTTONS_AND_SUB_PANES
ASSERTION FAILED: Description: Expression:button < MAX_CUSTOM_BUTTONS
ASSERTION FAILED: Description: Expression:vbutton < 8
ASSERTION FAILED: Description:lzo1x_decompress() problem Expression:err == LZO_E_OK
ASSERTION FAILED: Description:RL16 rl16buf buffer size too small Expression:uncompsize <= sizeof(rl16buf)
ASSERTION FAILED: Description:Error cant Find File Expression:0
ASSERTION FAILED: Description:NULL ACTIVE SCREEN! Expression:mpActiveScreen != NULL
ASSERTION FAILED: Description:WTF Where is the FE singleton! Expression:pStaticFESingleton != NULL
ASSERTION FAILED: Description:warning - trying to print with too small a buffersize Expression:0
ASSERTION FAILED: Description:Layer::Printf() - buffer overrun - whoever called this specified something too much text! Expression:nLen < 1024
ASSERTION FAILED: Description:Layer::Printf() - error printing Expression:nLen >= 0
ASSERTION FAILED: Description:Layer::SetDefaultTextPalette() - This layer says it is not a text layer. Why did you call this function?! Expression:isText
ASSERTION FAILED: Description:Layer::SetDefaultTextPalette() - No palette allocated. This is not a valid text layer. Expression:palette != 0
ASSERTION FAILED: Description:Layer::SetTextColour() - Colour ranges can only be specified on text layers. Expression:isText
ASSERTION FAILED: Description:Layer::SetTextColour() - Invalid colour range specified. Expression:Range <= knNUM_OF_RANGES
ASSERTION FAILED: Description:Already have error layers Expression:errorLayers == 0
ASSERTION FAILED: Description:Layers in place before error layers; probably bad. Expression:layers == 0
ASSERTION FAILED: Description:Hmm, StartPlayer() shouldn't be starting _that_ player. Expression:player[ply].state == PLAYER_NEEDS_START
ASSERTION FAILED: Description:bad controller in StartPlayer Expression:controllerNumber >= 0 && controllerNumber <= 3
ASSERTION FAILED: Description:bad player in StartPlayer Expression:ply >= 0 && ply <= 3
ASSERTION FAILED: Description:Bad controller setup number Expression:config >= 0 && config < 3
ASSERTION FAILED: Description:A game can not request more time after it gets a second shot at the CPU! Expression:temp == 0
ASSERTION FAILED: Description:No game chosen. Expression:gGame != 0
ASSERTION FAILED: Description:IA can only go on a paletted layer Expression:layer->palette != 0
ASSERTION FAILED: Description:CreateLayerFromIA - file not found Expression:0
ASSERTION FAILED: Description:DrawPNG - error, only 32 bit layers are supported Expression:layer->pixelFormat.pixelBits == 32
ASSERTION FAILED: Description:PCFramework::Run - refcount leak on gpD3DDevice Expression:ref == 0
ASSERTION FAILED: Description:PCLayer::UpdateTexture(): stride > texRect.Pitch Expression:stride <= texRect.Pitch
ASSERTION FAILED: Description:PCLayer::UpdateTexture(): Failed to lock texture. Expression:SUCCEEDED(hr)
ASSERTION FAILED: Description:PCLayer::RestoreD3DTexture(): Failed to create a valid texture. Expression:SUCCEEDED(hr)
ASSERTION FAILED: Description:PCFont::PlatformSpecificInitialize(): Failed to lock texture. Expression:SUCCEEDED(hr)
ASSERTION FAILED: Description:PCFont::PlatformSpecificInitialize(): Failed to create a valid texture. Expression:SUCCEEDED(hr)
ASSERTION FAILED: Description:PCLayer::PCLayer(): The code should never get here... Someone must've added a new layer type. Expression:false
ASSERTION FAILED: Description:ShutdownDirectInput - ref count leak on DInput Expression:ref == 0
ASSERTION FAILED: Description:ShutdownDirectInput - ref count leak on controller Expression:ref == 0
ASSERTION FAILED: Description:InputMapper::SaveConfig - save failed Expression:wrote == mNumPlayers * MAX_ACTIONS
ASSERTION FAILED: Description:InputMapper::LoadConfig - load failed Expression:read == mNumPlayers * MAX_ACTIONS
ASSERTION FAILED: Description:illegal board_position, out of Range Expression:0
ASSERTION FAILED: Description:illegal board_number, out of Range Expression:0
ASSERTION FAILED: Description:illegal GameID, out of Range Expression:0
ASSERTION FAILED: Description:illegal Scoreboard_position, Your Input is either less than 0 or Greater than the number of listings for this scoreboard Expression:0
ASSERTION FAILED: Description:illegal Scoreboard_number, Your Input is either less than 0 or Greater than the number of score boards for this game Expression:0
ASSERTION FAILED: Description:illegal GameID Entered for ScoreBoard, Illegal GameID entered make sure its between 0 and 19 Expression:0
ASSERTION FAILED: Description:cPersistentDataManager::CalculateBoardSize - too many scores Expression:totalScoreSize <= MAX_SCORE_ARRAY_SIZE
ASSERTION FAILED: Description:cPersistentDataManager::CalculateBoardSize - too many initials Expression:totalInitialSize+1 <= MAX_INTIALS_ARRAY_SIZE
ASSERTION FAILED: Description:Version Number MisMatch, Possible Corrupt Data Or New Uninitialized Data, hit F9 (ps2) or F5 (xbox) to continue! Expression:0
ASSERTION FAILED: Description:PCFrameWork::DrawLayers() - Clear failed. Expression:SUCCEEDED(hr)
ASSERTION FAILED: Description:PCFramework::DrawLayers() - The current colour range puts the palette entries out of bounds. Expression:offset + pLayer->knRANGE_LENGTH < 256
ASSERTION FAILED: Description:bin_lseek invalid seek on WMA file, can only seek to start Expression:newpos == 0
ASSERTION FAILED: Description:SfxFile - Seeking not supported Expression:0
ASSERTION FAILED: Description:Invalid bin_lseek whence. Expression:false
ASSERTION FAILED: Description:ShutdownDirectSound - refcount leak on device Expression:ref == 0
ASSERTION FAILED: Description:Only 16 bits/sample supported Expression:bitsPerSample == 16
ASSERTION FAILED: Description:Missing MAT2 resource. Expression:0
ASSERTION FAILED: Description:Invalid resource number. Expression:resourceNumber >= 0 && resourceNumber < eTOTAL_RESOURCES
ASSERTION FAILED: Description:Menu stack overflow Expression:sp < MENU_STACK_SIZE - 1
ASSERTION FAILED: Description:No such menu Expression:menu[which] != 0
ASSERTION FAILED: Description:Bad menu # Expression:which >= 0 && which < eMenuCount
ASSERTION FAILED: Description:TimeMonitor::DisplayTimings() - can not function without valid layers to draw on. Expression:pGraphLayer && pDescLayer
ASSERTION FAILED: Description:Description layer was not created! Expression:pDescLayer != 0
ASSERTION FAILED: Description:Graph layer was not created! Expression:pGraphLayer != 0
ASSERTION FAILED: Description:The description layer shouldn't already exist! Expression:pDescLayer == 0
ASSERTION FAILED: Description:The graphing layer shouldn't already exist! Expression:pGraphLayer == 0
ASSERTION FAILED: Description:TimeMonitor::ShowTimings() - Can not hide or show the timings if the layers haven't been instantiated! Expression:pGraphLayer && pDescLayer
ASSERTION FAILED: Description:Cannot initialize font data; byte order not understood. Expression:*swapNote == SWAP_REQUIRED || *swapNote == ORDER_OK
ASSERTION FAILED: Description:Invalid font data - bad magic number. Expression:rawData[0] == 'T' && rawData[1] == 'O' && rawData[2] == 'N' && rawData[3] == 'F'
ASSERTION FAILED: Description:NULL data given to Font Expression:rawData != 0
File Paths
\source\pc\input.cpp \source\pc\PCFramework.cpp \source\pc\sound.cpp \source\pc\video.cpp \source\cGameOptionsScreen.cpp \source\cScreen.cpp \source\cScreenPane.cpp \source\Font.cpp \source\fw.cpp \source\GameControllerMappings.cpp \source\image.cpp \source\InGameUI.cpp \source\layer.cpp \source\MAT2resource.cpp \source\PersistentData.cpp \source\rl16.cpp \source\SimpleRes.cpp \source\TimeMonitor.cpp \FauxFrontEnd.cpp
c:\Projects\Namco50\source\Fauxfrontendpc\Release\FauxFrontEndPC.pdb
Misc
Programmer chose %s
m_pInternalTexture->Release() RestartDirectX...done RestartDirectX WaitForSingleObject ShowWindow CreateProcess Successful Going to CreateProcess memCardData.SaveBeforeLaunch() PCFramework::Run()
George Peter Jeff Dean Taylor _Version_3_
Call of Duty: Modern Warfare 2 (2009)
After being made made a featured page, I stopped focusing my attention on this game's page, but I still want to document the metric ton of stuff that I wanted to document or include in the past.
Debugging Material
ai_debugCorpsePlant
The game will briefly draw an X where an enemy dies when both ai_debugCorpsePlant
and developer
are set to 1.
glass_debug
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: What do the numbers mean? |
When both glass_debug
and developer
are set to 1, the game will display an overlay consisting of numbers regarding nearby glass and glass shards. Shattered glass shows tracers to and from where they came from.
melee_debug
When both melee_debug
and developer
are set to 1, a series of tracers will be temporarily rendered at your exact viewing angle every time you use a melee attack. These are likely hitscan tracers. The tracers are colored depending on what was in the path of the tracers. Red tracers are tracers that hit nothing, blue tracers are tracers that hit an object (but not an NPC), and green tracers are tracers that hit an NPC.
Unused Checkpoints
To do: Document the rest of the missions. |
There are multiple checkpoints in the singleplayer campaign missions that just aren't used. They can be accessed by using the console command /start
followed by the checkpoint's name.
S.S.D.D
no_game
no_game
is a checkpoint present in nearly every level that disables mission scripting (including areas that you may need to get past) and sometimes has oddly-placed objects. Enemy intelligence laptops are present, but cannot be collected. Often times, you will need to use the noclip
console command to get past certain obstacles.
There are several oddities with this checkpoint:
- All the targets are standing straight up, but oddly enough have something blocking the actual target.
- The ammo crates in the Pit are misplaced.
- In the part of the Pit where you normally test your combat effectiveness, all of the targets and civilians also have something covering part of their face.
Team Player
no_game
Upon starting the level, you are given both the M4A1 and the M9. The bridge at the beginning of the level appears to be misplaced.
Cliffhanger
e3
To do: Figure out how to bypass the softlock and examine the rest of the mission to see if there are any differences between this checkpoint and the final game's. |
This checkpoint is exactly what it says on the tin. This checkpoint was likely used for the game's presentation during E3. At first, it starts off like the final game's version, but after Soap rescues you from certain death, the game fades to black with the text "In the interest of time.." on screen. At this point, the level effectively softlocks due to a bug in the level's script that prevents you from progressing further.
no_game
Upon starting the level, you will be completely unable to move. If you crouch, you won't be able to stand back up again. You won't be able to climb, either.
This checkpoint has a few oddities:
- There are two disembodied arms where you would have climbed the mountain.
- Near the mountain where you would prepare to make a massive leap of faith with the snowmobiles, there's a strange group of triangular objects off to your right.
No Russian
To do: There's more than this. Document them. |
With the exception of no_game
, all checkpoints in this mission have a 30 second delay that prevent you from doing anything at all.
escape
You start near the end of the level, right before you reach the ambulance.
grigs
You start in the elevator. As soon as the level starts, you are sent flying out of bounds and killed almost instantly.
no_game
You start in the elevator, though the doors never open.
This checkpoint has a bunch of oddities:
- There are dozens of T-Posing mannequin-like NPCs scattered throughout the level, with most of them being near the airport gates.
- The aircraft near the end of the mission have engines that are both blown up and also not, causing Z-fighting.
- The ambulance at the end isn't present, but its doors are.
Scrapped Dialogue
The singleplayer mission scripts have commented-out code that indicated additional dialogue that isn't used. Thankfully for us, the developers were kind enough to include what the actual dialogue was supposed to say in the comments.
roadkill
Initially, there was going to be a scene during the car ride where you encountered a civilian on the streets and an exchange between Corporal Dunn and Sergeant Foley would occur. This was replaced with the scene where you see multiple men on the balcony shortly before things hit the fan. The sounds roadkill_fly_holdoff
, roadkill_cpd_scoutingus
, and roadkill_fly_doesntmean
are used, but the actual lines in the sounds are just the final version's dialogue. roadkill_cpd_allworkedup
is missing from the game's files altogether.
Speaker | Text | File | Internal Alias |
---|---|---|---|
Sgt. Foley | Hold off, it’s a civilian. | N/A | roadkill_fly_holdoff
|
Cpl. Dunn | Bet he’s scouting us. | N/A | roadkill_cpd_scoutingus
|
Sgt. Foley | Doesn’t mean you can shoot him. | N/A | roadkill_fly_doesntmean
|
Cpl. Dunn | Wonder what's got him all worked up? | N/A | roadkill_cpd_allworkedup
|
Just afterwards, there is what appears to be an early version of a scene that happens much earlier in the car ride. While roadkill_cpd_seeanything
is used (spoken by someone else instead of Corporal Dunn), roadkill_fly_watchsector
and roadkill_fly_stayfrosty
are nowhere to be found in the game's files.
Speaker | Text | File | Internal Alias |
---|---|---|---|
Sgt. Foley | Watch your sector! | N/A | roadkill_fly_watchsector
|
Cpl. Dunn | You see anything? | N/A | roadkill_cpd_seeanything
|
Sgt. Foley | Stay frosty! | N/A | roadkill_fly_stayfrosty
|
When things started to hit the fan, there were additional bits and pieces pieces of dialogue that were commented out individually. Some still have their dialogue in the game files, while others do not.
Speaker | Text (Level Script) | Text (iw4sp.str) | File | Internal Alias |
---|---|---|---|---|
Cpl. Dunn | Watch for movement! | Watch for movement! | roadkill_cpd_watchmvmnt
| |
Unknown | There they are!!!! Right there! | N/A | roadkill_ar1_rightthere
| |
Cpl. Dunn | Shut that thing off! | N/A | N/A | roadkill_cpd_shutitoff
|
Hunter 2-3 | Hunter 2-1, this is Hunter 2-3, our humvee got shot up and we're cut off from you, over! | Hunter 2-1, this is Hunter 2-3, Haggerty's hurt bad and we're taking a lot of fire, where are you? | roadkill_ar2_shotup
| |
Sgt. Foley | Solid copy Hunter 2-3! Hang tight! We'll make our way back to you, over! | Solid copy Hunter 2-3! Hang tight! We're making our way back to you, over! | roadkill_fly_hangtight
| |
Hunter 2-3 | Hunter 2-3 solid copy! | Hunter 2-3 solid copy! | roadkill_ar2_solidcopy
|
At the part where you are exiting the school, there was intended to be a part where Shepherd would come on the radio. This changed during development, because the sound file is actually from Hunter 2-3, not Shepherd.
Speaker | Text (Level Script) | Text (iw4sp.str) | File | Internal Alias |
---|---|---|---|---|
Hunter 2-3 | All the way! We'll see you on the flipside Hunter 2-1, Shepherd out. | We'll see you on the flipside Hunter 2-1, 2-3 out. | roadkill_shp_alltheway
|
Unused Strings
To do: 2 things:
|
Friendly Fire Messages
These strings go unused because SCRIPT_MISSIONFAIL_KILLTEAM_AMERICAN
is the only variant that actually shows up when you kill a teammate in the singleplayer campaign.
The Russian fersion is a Call of Duty 2 leftover.
REFERENCE | LANG_ENGLISH |
---|---|
SCRIPT_MISSIONFAIL_KILLTEAM_RUSSIAN |
You are a traitor to the motherland! |
SCRIPT_MISSIONFAIL_KILLTEAM_BRITISH |
Friendly fire will not be tolerated! |
Server Browser
These strings would have been for the multiplayer menu that lists all of the available servers. However, Infinity Ward decided to use matchmaking instead of allowing people to create dedicated servers, leaving these strings unused.
REFERENCE | English | French |
---|---|---|
EXE_LOCAL | Local | Local |
EXE_INTERNET | Internet | Internet |
EXE_FAVORITES | Favorites | Favoris |
EXE_NETSOURCE | Source: &&1 | Source : &&1 |
EXE_SERVERFILTER | Filter: &&1 | Filtre : &&1 |
EXE_SV_INFO_SERVERNAME | Server Name | Nom du serveur |
EXE_SV_INFO_ADDRESS | IP Address | Adresse IP |
EXE_SV_INFO_GAMENAME | Game Name | Nom de la partie |
File Paths
In iw4sp.exe:
c:\trees\build-iw4-pc\iw4\code_source\src\CodeOutput\iw4sp\Steam_CEG_bin\iw4sp.pdb c:\trees\build-iw4-pc\iw4\code_source\src\game\g_scr_main_sp.cpp c:\trees\build-iw4-pc\iw4\code_source\src\server\sv_game.cpp c:\trees\build-iw4-pc\iw4\code_source\src\universal\com_memory.cpp c:\trees\build-iw4-pc\iw4\code_source\src\universal\physicalmemory.cpp
In iw4mp.exe:
c:\trees\iw4-depot\iw4-pc\game\pc\iw4mp.pdb
"ui_load_level" Map Names
A list of internal map names, including some that no longer exist. From ui.ff:
"trainer" "ai_testbed" "sentry" "firingrange" "toy_test" "toy_destructible_vehicles" "slowmo_breach" "oilrig" "cliffhanger" "bridge" "dcburning" "invasion" "ghillie_enemies_test" "ai_riotshield" "ai_melee" "ai_battlechatter" "gulag" "airport" "bigcity_destroyed" "glass_shatter_test" "model_previewer_outsourced" "model_previewer03" "model_previewer04" "roadkill" "favela" "favela_escape" "arcadia" "contingency" "estate" "boneyard" "af_caves" "af_chase" "interior_concept" "roadkill_demo" "character_room" "dcemp" "dc_whitehouse" "co_village"