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Star Fox Adventures

From The Cutting Room Floor
Revision as of 18:22, 8 March 2016 by Revenant (talk | contribs) (Undo revision 357036 by Sir Broski (talk) please don't edit articles just to insert ~wacky~ references)
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Title Screen

Star Fox Adventures

Developer: Rare
Publisher: Nintendo
Platform: GameCube
Released in JP: September 27, 2002
Released in US: September 23, 2002
Released in EU: November 22, 2002
Released in AU: November 15, 2002


SourceIcon.png This game has uncompiled source code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page
PrereleaseIcon.png This game has a prerelease article

Originally designed for the Nintendo 64 as Dinosaur Planet with no relation to the franchise, Star Fox Adventures was the last game made by Rare for a non-handheld Nintendo console and the only Rare game for the GameCube. It also has a somewhat divisive reaction, due to its departure from the Star Fox formula.

Hmmm...
To do:
  • An unused map (specifically, animtest), which contains an early version of Thorntail Hollow.
  • Get all the unused graphics up here.
  • Get all the unused music and sounds up here.
  • Version differences (some versions of the game have a Dinosaur language option as a Cheat Token; others have a "message about destiny")

Subpages

TextIcon.png
Dinosaur Planet Leftovers
Leftovers from the game that never was.
SoundIcon.png
Unused Voice Clips
Dialogue the player will never hear in the game.

Unused Graphics

Starfoxadv-splashscreen.png
splashScreen.BIN contains an early logo for the game.

Starfoxadv-debugfont.png
A debug font can be found in several of the texture files.

Unused Text

Inside GAMETEXT.bin is an early script for the game, with several differences from the final version and even including leftovers from when it was Dinosaur Planet.

"How about playing a little game?"
"The rules are simple... Choose how many Scarabs you wish to gamble."
"I will throw them into this cave and you have to collect them within my time limit."

Same as the final version, except "The rules are simple" was omitted.

"Okay,whats with all the noise?"
"I am here with the rest of Starfox Team,"
"We have come to save your planet."
"Queen calls out"
"Vesujo, ohw ehj Miyzh.Ho jicz ohw mho Jehd."
"SCALES Kuzt szojh.Ku Bawd Kuztem ICEMOUNTAIN."
"I am sorry lady, but I can not understand what you are saying."

An early version of Fox's introduction to Queen EarthWalker, most likely. The dialogue is very different, including a piece of dialogue written in some early form of Dino language.

"You're lucky it's a hot spring or you'd be frozen by now."
"Why you little ..."
"Hey, I wouldn't if I were you, my dad's a King EarthWalker and he'll bash you up!"
"I don't think he'll be doing any bashing, he's been captured."
"That's why I've been sent to rescue you!"
"He's been captured?"
"That's right! So stop moaning and let's get you back to your home!"

The last line was re-written to say "That's right! It was your mother that sent me to find you." and the cutscene was expanded so that Tricky and Fox talk about Queen EarthWalker's illness. Also, note the lack of Dino, making it likely that it's a Dinosaur Planet leftover.

"I cannot let you in yet."
"The Store Keeper has gone out to get supplies."

This never happens in the final game, as the shopkeeper is always within the store.

"They sent you to rescue me? ... Hmmpphh."
"The SharpClaws haven't fed me in days so I'm feeling a bit weak."
"If you bring me 12 Frost Weeds I'll be able to get myself out."
"Hurry boy, I'm starving in here!"

Garunda Te only needs three Frost Weeds to break free in the final game, although he doesn't mention how many of them are needed. The dialogue is also worded differently.

"Who are you?"
"My name is Fox, and this is the Crown Prince of the EarthWalkers."
"We have been sent by the SnowHorn Guardian to find the SpellStone."
"Do you know where it's hidden?"
"My name is Belina Te. The Guardian is my father."
"Did he send you to rescue me?"
"I'm sorry Belina, but he feels you have dishonoured the Guardians."
"We were only sent to find the SpellStone."
"The old fool. I had to save the tribe."
"If it wasn't for my father being a Guardian,"
"none of this would have happened in the first place!"

What's odd about this dialogue is that Garunda is still said to be a guardian, but the dialogue is otherwise similar to what's in the final game.

"To power the Jet Bike push forwards on the"
"CONTROL STICK to go faster."
"Pull back to slow down."
"Dodge left and right to avoid obstacles and beat"
"the SharpClaws!"

In the final game, there are no instructions as to how to use the jet bike.

",�t?QWake up!"
"Somebody coming."
"Here we go!"

This is the same dialogue used when first going to Moon Mt. Pass, but the last line was removed.

"?BOSS"
"GALADON"

Galadon is probably an early name for either Galleon (the ship Scales rides on in the intro) or Galdon.

"PGrab the key, but don't wake the Sharpclaw."

In the final game, Fox has to get his staff back rather than get a key.

"?If you find my children I will be so happy!"
?
"?If you find all four of my children you will be greatly rewarded.  Please hurry!"

The queen simply never says this.

"?�?�?�?�?�?THE LIGHTFOOT TESTS"
"TOTEM POLE TEST"
"Activate all four Totem Poles| within the Lightfoot Village.| Beat Musclefoot's all time record| of 4m 30secs to pass the test"
"THE TEST OF STRENGTH"
"Rapidly press the A button| to compete against| the mighty Musclefoot.| Only the strongest can| push him into the pit!"

In the final game, the player is given 2:30 to complete the totem pole test (or the Tracking Test, as it's called in-game). The Test of Strength's descriptions are nearly the same as the final version, but it shows a graphic of the A button rather than simply putting it in text and MuscleFoot isn't described as "mighty".

"Thanks for saving my eggs. They will be ready to hatch soon."

Presumably saved after saving a ThornTail's eggs. She doesn't say this.

Development Stuff

"?�?�?�?�?�?�?�?�?level"
"choose"
"select"
"map"
"rotate"
"zoom"
"confirm"
"exit"
"TM & ^ 2001 NINTENDO	#	RARE"
??
"?�?�?�?�?�?�?attack"
"lift"
"jump"
"throw"
"kick"
"fire"
"cancel"

Debugging menu leftovers.

"Gametext requested is not there."
"Have you xdiffed gametext.spec with the sequence guy's gametext.spec?"
"This message is very long,"
"designed to annoy you"
"If you want this message to go then get the correct gametext"
"Look,         "
"pretty buttons"
"Still here?"
"I would of thought that you would have reset the subtitles by now."
"GO AWAY!!"

An error message that would have been used whenever an incorrect string of text is referenced.

Early Credits List

"SOFTWARE DIRECTOR"
"PHIL TOSSELL"
"SOFTWARE ENGINEERS"
"NIK PALMER"
"NICK BURTON"
"PHIL WOODS"
"RAYMOND KERR"
"BRENDAN GUNN"
"ANDREW INNES"
"RICHARD GALE"
"ROB HARRISON"
"ART DIRECTORS"
"JOHNNI CHRISTENSEN"
"KEITH RABBETTE"
"KEVIN BAYLISS"
"3D ARTISTS"
"DEAN SMITH"
"FEARGAL PLANT"
"GAVIN FLINT"
"STUART HOGTON"
"MATTHEW GROVER"
"ANIMATION"
"NICK SOUTHAM"
"MICHAEL CAWOOD"
"DAVID McDERMOTT"
"AISLING DUDDY"
"GAME DESIGN"
"STEVE BRAND"
"SHAUN READ"
"MUSIC"
"DAVID WISE"
"SOUND FX"
"MARTIN PENNY"
"SPEECH ENGINEER"
"BEN CULLUM"
"EXECUTIVE PRODUCERS"
"JOEL HOCHBERG"
"CHRIS STAMPER"
"TIM STAMPER"
"GAME DIRECTOR"
"LEE SCHUNEMAN"

Scattered throughout the file is a list of early credits, missing all of the publisher credits and being fairly unfinished.

(Source: Game Text Dump, Heck Yeah, Dinosaur Planet!)

Source Code

Inside the boot folder, there are some .c files for all the languages (except Japanese) with a '.new' extension added. Shown below is English.c.new. The other files are more or less the same, but with the strings translated.

/*----------------------------------------------------------------------*
  Project: Starfox Adventures on Dinosuar Planet - For GameCube
  File:    D:\binary/Boot/English.c.new
  Copyright 2001 Rare Ltd.  All rights reserved.

  These coded instructions, statements, and computer programs contain
  proprietary information of Rare Ltd, and are protected by Federal
  copyright law.  They may not be disclosed to third parties or copied
  or duplicated in any form, in whole or in part, without the prior
  written consent of Rare Ltd.

  This file is machine generated, edits will be lost!
 *----------------------------------------------------------------------*/



// ********************************************************************************
// *	Includes
// ********************************************************************************
#include "GameTextData.h"



// ********************************************************************************
// *	Characters used by English text in Boot
// ********************************************************************************

/*
typedef struct {
	UCS4		character;	// unicode number
	unsigned short	xpos;		// coordinate of leftmost texel in font bitmap
	unsigned short	ypos;		// coordinate of topmost texel in font bitmap
	signed char	left;		// spacing
	signed char	right;		// spacing
	signed char	top;		// spacing
	signed char	bottom;		// spacing
	unsigned char	width;		// size
	unsigned char	height;		// size
	unsigned char	font;		// Index into GameTextFonts[] in GameTextData.h
	unsigned char	texture;	// Index into Textures[] in the binary file
} characterStruct;
*/

characterStruct Boot_English_characters[] = {
//	unicode	xpos	ypos	left	right	top	bottom	width	height	font	texture
	{65,	1,	1,	0,	1,	3,	4,	13,	14,	4,	0},	// latin capital letter a
	{110,	15,	1,	0,	1,	7,	4,	9,	10,	4,	0},	// latin small letter n
	{32,	25,	1,	6,	0,	15,	6,	0,	0,	4,	0},	// space
	{101,	26,	1,	0,	1,	6,	4,	10,	11,	4,	0},	// latin small letter e
	{114,	37,	1,	0,	1,	7,	4,	8,	10,	4,	0},	// latin small letter r
	{111,	46,	1,	0,	1,	7,	4,	10,	10,	4,	0},	// latin small letter o
	{104,	57,	1,	0,	1,	3,	4,	9,	14,	4,	0},	// latin small letter h
	{97,	67,	1,	0,	1,	6,	4,	9,	11,	4,	0},	// latin small letter a
	{115,	77,	1,	0,	1,	7,	4,	9,	10,	4,	0},	// latin small letter s
	{99,	87,	1,	0,	1,	6,	4,	9,	11,	4,	0},	// latin small letter c
	{117,	97,	1,	0,	1,	7,	4,	9,	10,	4,	0},	// latin small letter u
	{100,	107,	1,	0,	1,	3,	4,	9,	14,	4,	0},	// latin small letter d
	{46,	117,	1,	0,	1,	14,	4,	3,	3,	4,	0},	// full stop
	{84,	121,	1,	0,	1,	3,	4,	11,	14,	4,	0},	// latin capital letter t
	{116,	133,	1,	0,	1,	4,	4,	7,	13,	4,	0},	// latin small letter t
	{112,	141,	1,	0,	1,	7,	0,	9,	14,	4,	0},	// latin small letter p
	{119,	151,	1,	0,	1,	7,	4,	14,	10,	4,	0},	// latin small letter w
	{79,	166,	1,	0,	1,	3,	3,	12,	15,	4,	0},	// latin capital letter o
	{70,	179,	1,	0,	1,	3,	4,	10,	14,	4,	0},	// latin capital letter f
	{107,	190,	1,	0,	1,	3,	4,	9,	14,	4,	0},	// latin small letter k
	{78,	200,	1,	0,	1,	3,	4,	13,	14,	4,	0},	// latin capital letter n
	{73,	214,	1,	0,	1,	3,	4,	3,	14,	4,	0},	// latin capital letter i
	{69,	218,	1,	0,	1,	3,	4,	9,	14,	4,	0},	// latin capital letter e
	{68,	228,	1,	0,	1,	3,	4,	12,	14,	4,	0},	// latin capital letter d
	{71,	241,	1,	0,	1,	3,	4,	12,	14,	4,	0},	// latin capital letter g
	{77,	254,	1,	0,	1,	3,	4,	16,	14,	4,	0},	// latin capital letter m
	{67,	271,	1,	0,	1,	3,	4,	12,	14,	4,	0},	// latin capital letter c
	{85,	284,	1,	0,	1,	3,	4,	12,	14,	4,	0},	// latin capital letter u
	{66,	297,	1,	0,	1,	3,	4,	12,	14,	4,	0},	// latin capital letter b
	{105,	310,	1,	0,	1,	3,	4,	3,	14,	4,	0},	// latin small letter i
	{108,	314,	1,	0,	1,	3,	4,	3,	14,	4,	0},	// latin small letter l
	{102,	318,	1,	0,	1,	3,	4,	6,	14,	4,	0},	// latin small letter f
	{109,	325,	1,	0,	1,	6,	4,	15,	11,	4,	0},	// latin small letter m
	{98,	341,	1,	0,	1,	3,	4,	9,	14,	4,	0},	// latin small letter b
	{80,	351,	1,	0,	1,	3,	4,	11,	14,	4,	0},	// latin capital letter p
	{82,	363,	1,	0,	1,	3,	4,	11,	14,	4,	0},	// latin capital letter r
	{103,	375,	1,	0,	1,	6,	0,	9,	15,	4,	0},	// latin small letter g
	{118,	385,	1,	0,	1,	6,	4,	9,	11,	4,	0},	// latin small letter v
	{121,	395,	1,	0,	1,	7,	0,	9,	14,	4,	0},	// latin small letter y
	{44,	405,	1,	0,	1,	14,	2,	3,	5,	4,	0},	// comma
	{83,	409,	1,	0,	1,	3,	4,	11,	14,	4,	0},	// latin capital letter s
	{120,	421,	1,	0,	1,	7,	4,	9,	10,	4,	0},	// latin small letter x
	{76,	431,	1,	0,	1,	3,	4,	9,	14,	4,	0},	// latin capital letter l
};


// ********************************************************************************
// *	Strings used by English texts in Boot
// ********************************************************************************

// TEXT_ERROR_CRITICAL
static UTF8 English_825_0[] = {'A','n',' ','e','r','r','o','r',' ','h','a','s',' ','o','c','c','u','r','r','e','d','.',0};
static UTF8 English_825_1[] = {0};		// WARNING - empty string
static UTF8 English_825_2[] = {'T','u','r','n',' ','t','h','e',' ','p','o','w','e','r',' ','O','F','F',' ','a','n','d',' ','c','h','e','c','k',' ','t','h','e',' ','N','I','N','T','E','N','D','O',' ','G','A','M','E','C','U','B','E',' ','I','n','s','t','r','u','c','t','i','o','n',' ','B','o','o','k','l','e','t',' ','f','o','r',' ','f','u','r','t','h','e','r',' ','i','n','s','t','r','u','c','t','i','o','n','s','.',0};
static UTF8 *English_825[] = {
	&English_825_0,
	&English_825_1,
	&English_825_2,
};

// TEXT_ERROR_DISC_UNREADABLE
static UTF8 English_826_0[] = {'T','h','e',' ','G','a','m','e',' ','D','i','s','c',' ','c','o','u','l','d',' ','n','o','t',' ','b','e',' ','r','e','a','d','.',0};
static UTF8 English_826_1[] = {0};		// WARNING - empty string
static UTF8 English_826_2[] = {'P','l','e','a','s','e',' ','r','e','a','d',' ','t','h','e',' ','N','I','N','T','E','N','D','O',' ','G','A','M','E','C','U','B','E',' ','I','n','s','t','r','u','c','t','i','o','n',' ','B','o','o','k','l','e','t',' ','f','o','r',' ','m','o','r','e',' ','i','n','f','o','r','m','a','t','i','o','n','.',0};
static UTF8 *English_826[] = {
	&English_826_0,
	&English_826_1,
	&English_826_2,
};

// TEXT_READING_DISC
static UTF8 English_827_0[] = {'R','e','a','d','i','n','g',' ','d','i','s','c','.','.','.',0};
static UTF8 *English_827[] = {
	&English_827_0,
};

// TEXT_CLOSE_DISC_COVER
static UTF8 English_828_0[] = {'T','h','e',' ','D','i','s','c',' ','C','o','v','e','r',' ','i','s',' ','o','p','e','n','.',0};
static UTF8 English_828_1[] = {0};		// WARNING - empty string
static UTF8 English_828_2[] = {'I','f',' ','y','o','u',' ','w','a','n','t',' ','t','o',' ','c','o','n','t','i','n','u','e',' ','t','h','e',' ','g','a','m','e',',',0};
static UTF8 English_828_3[] = {'p','l','e','a','s','e',' ','c','l','o','s','e',' ','t','h','e',' ','D','i','s','c',' ','C','o','v','e','r','.',0};
static UTF8 *English_828[] = {
	&English_828_0,
	&English_828_1,
	&English_828_2,
	&English_828_3,
};

// TEXT_INSERT_GAME_DISC
static UTF8 English_829_0[] = {'P','l','e','a','s','e',' ','i','n','s','e','r','t',' ','a',0};
static UTF8 English_829_1[] = {'S','t','a','r',' ','F','o','x',' ','A','d','v','e','n','t','u','r','e','s',' ','G','a','m','e',' ','D','i','s','c','.',0};
static UTF8 *English_829[] = {
	&English_829_0,
	&English_829_1,
};

// TEXT_ERROR_WRONG_DISC
static UTF8 English_830_0[] = {'T','h','i','s',' ','i','s',' ','n','o','t',' ','t','h','e',0};
static UTF8 English_830_1[] = {'S','t','a','r',' ','F','o','x',' ','A','d','v','e','n','t','u','r','e','s',0};
static UTF8 English_830_2[] = {'G','a','m','e',' ','D','i','s','c','.',0};
static UTF8 English_830_3[] = {0};		// WARNING - empty string
static UTF8 English_830_4[] = {'P','l','e','a','s','e',' ','i','n','s','e','r','t',' ','a',0};
static UTF8 English_830_5[] = {'S','t','a','r',' ','F','o','x',' ','A','d','v','e','n','t','u','r','e','s',' ','G','a','m','e',' ','D','i','s','c','.',0};
static UTF8 *English_830[] = {
	&English_830_0,
	&English_830_1,
	&English_830_2,
	&English_830_3,
	&English_830_4,
	&English_830_5,
};

// DiscOpenBootError_1381
static UTF8 English_1381_0[] = {'L','o','a','d','i','n','g','.','.','.',0};
static UTF8 *English_1381[] = {
	&English_1381_0,
};



// ********************************************************************************
// *	English gametexts in Boot
// ********************************************************************************

/*
typedef struct {
	unsigned short	identifier;	// which game text is this
	unsigned short	numPhrases;	// how many phrases this text has
	unsigned char	window;		// preferred window
	unsigned char	alignH;		// horizontal alignment
	unsigned char	alignV;		// vertical alignment
	unsigned char	language;	// LANGUAGE_xxx from GameTextData.h
	UTF8		**phrases;	// pointer to <numPhrases> pointers to localised strings
} gametextStruct;
*/

gametextStruct Boot_English_texts[] = {
	{
		TEXT_ERROR_CRITICAL, // (825)
		3,		// numPhrases
		129,		// window
		0,		// horizontalAlign
		0,		// verticalAlign
		LANGUAGE_ENGLISH,
		&English_825,	// strings table
	},
	{
		TEXT_ERROR_DISC_UNREADABLE, // (826)
		3,		// numPhrases
		129,		// window
		0,		// horizontalAlign
		0,		// verticalAlign
		LANGUAGE_ENGLISH,
		&English_826,	// strings table
	},
	{
		TEXT_READING_DISC, // (827)
		1,		// numPhrases
		129,		// window
		0,		// horizontalAlign
		0,		// verticalAlign
		LANGUAGE_ENGLISH,
		&English_827,	// strings table
	},
	{
		TEXT_CLOSE_DISC_COVER, // (828)
		4,		// numPhrases
		129,		// window
		0,		// horizontalAlign
		0,		// verticalAlign
		LANGUAGE_ENGLISH,
		&English_828,	// strings table
	},
	{
		TEXT_INSERT_GAME_DISC, // (829)
		2,		// numPhrases
		129,		// window
		0,		// horizontalAlign
		0,		// verticalAlign
		LANGUAGE_ENGLISH,
		&English_829,	// strings table
	},
	{
		TEXT_ERROR_WRONG_DISC, // (830)
		6,		// numPhrases
		129,		// window
		0,		// horizontalAlign
		0,		// verticalAlign
		LANGUAGE_ENGLISH,
		&English_830,	// strings table
	},
	{
		DiscOpenBootError_1381, // (1381)
		1,		// numPhrases
		147,		// window
		0,		// horizontalAlign
		0,		// verticalAlign
		LANGUAGE_ENGLISH,
		&English_1381,	// strings table
	},
};

Debugging Text

MIDIWADLoadedCallback load error
WARNING:DVDCancelStreamAsync returned FALSE
curvesSetupMoveNetworkCurve: There must be at least four control points
curvesSetupMoveNetworkCurve: There must be a multiple of four control points for bezier or hermite curves
curvesMove: There must be at least four control points
curvesMove: There must be a multiple of four control points for bezier or hermite curves
VOXMAPS: route nodes list overflow
Childnode Null
overflow in 'genVoxelCircle'
VOXMAP: attempt to load invalid object voxmap '%d'
VOXMAP: Size overflow on object voxmap load->Ignoring defined voxmap
<voxLoadVoxMapActual>  Warning voxRomTab is NULL
VOXMAP: Size overflow on load->Ignoring defined voxmap
<voxLoadVoxMapActual>  Warning uncompressedSize is 0
WARNING: Voxmap has no mem available
<uninitialised>
<loading>
<file empty!>
<no file!>
<%d's not in %s>
<%d, doesn't have phrase %d>
gametext/%s/%s.bin
WARNING in mainSetBits: Bit %d can't be set to %d while a savegame is loading
GAME_STATE_RESETPRESSED
GAME_STATE_RESETNOW
audioQuit passed
GX flush passed
VIFlush passed
reset default
finished init
<mmShowInfoFBMemoryStore> failed to find store with requested handle in MMSTORE_ARRAY
thisStore 0x%8x
thisStore->handle %d
thisStore->size %d
thisStore->ptrStore 0x%8x
thisStore->ptrCurrent 0x%8x
end of this store array 0x%8x
<mmAllocateFromFBMemoryStore> failed to find store with requested handle in MMSTORE_ARRAY
<mmAllocateFromFBMemoryStore> available space in this store %d size wanted %d
<mmDestroyMemoryStore> failed to find store with requested handle in MMSTORE_ARRAY
<mmCreateMemoryStore> failed as size was %d
<mmCreateMemoryStore> failed as size %d was greater than MM_MAX_MEM_STORE_SIZE %d
<mmCreateMemoryStore> failed to allocate mmStore Object
mmStore->ptrStore
<mmCreateMemoryStore> failed to allocate mmStore->ptrStore
<mmCreateMemoryStore> failed to find slot in MMSTORE_ARRAY
mm:audioheap
mem %dk/%dk %dk/%dk %dk/%dk %dk/%dk
slot %d/%d %d/%d %d/%d %d/%d
SPAWNED A SLOT NOT ALIGNED TO 32 slot->stack %d slot->loc 0x%x slot->size %d
ERROR<free> memory usage value corrupted
7: *** mm Error *** ---> stbf stack too deep!
5: *** mm Error *** ---> Can't free ram at this location: %x
6: *** mm Error *** ---> No match found for mmFree, %08x.
1: *** mm Error *** ---> '%s' No more slots available.  region %d used %d avail %d
ERROR<alloc> memory usage value corrupted
mmUniqueIdent
2: *** mm Error *** --->  '%s'
region=%d
col=%x
wantsize=%d largestsize=%d...
No suitble block found for allocation.
Warning: Model animation buffer overflow!! size=%d
<objSetupObject>  loading is locked can't setup objno %d
LOADED OBJECT %s
=======  OBJFREEALL
LOADING CHARACTER
maptype %d
playerno %d
objFreeObjdef: Error!! (%d)
Tried to free non-existent object
FREED OBJECT %s
Warning: Unknown object type '%d/%d romdefno %d', using DummyObject (128)
<objanim.c -- setBlendMove> WARNING tried to load anim -1 from cache modno %d
HIT VOLUMES: an object has too many hit spheres
hitstate frame=%f
objHitReact.c: sphere overflow! %d
objAddObjectType: Reached MAXTYPES!!
objmsg (%x): overflow in object %d defno=%d FROM: defno %d
<renderOpMatrix> ERROR CASE numMatrices = %d
Suspected graphics hang or infinite loop
GP status %d%d%d%d%d%d -->
GP hang due to XF stall bug.
GP hang due to unterminated primitive
GP hang due to illegal instruction.
GP appears to be not hung (waiting for input).
GP is in unknown state.
GP hang due to XF stall bug.
GP hang due to unterminated primitive.
GP hang due to illegal instruction.
thread: state=%d attr=%d suspend=%d
Failed to allocate memory->forcing texture free
^^^^^^^^^^^^^^^^  Restruct textures Running
^^^^^^^^^^^^^^^^  REREGION
texRestructRefs  No Space to ReRegion from 0x%x size %d!!!!
texRestructRefs   Optimal ReRegion from 0x%x to 0x%x size %d!!!!
^^^^^^^^^^^^^^^^  AFTER REREGION
texRestructRefs  No Space to Restructure from 0x%x size %d!!!!
texRestructRefs Wrong region from 0x%x to 0x%x size %d!!!!
texRestructRefs   SubOptimal Restructure from 0x%x to 0x%x size %d!!!!
texRestructRefs   Optimal Restructure from 0x%x to 0x%x size %d!!!!
texRestructRefs ReRegioned alloc can't get back into region 0 from 0x%x to 0x%x size %d!!!!
texRestructRefs   ReRegioned alloc Optimal Restructure from 0x%x to 0x%x size %d!!!!
^^^^^^^^^^^^^^^^  Restruct textures Finished passes %d
LOAD PASS: Level object
LOAD FAIL: Manual load
LOAD FAIL: Outside map x=%f y=%f z=%f
LOAD FAIL: No block
LOAD PASS: Block object
LOAD PASS: In range %f
LOAD FAIL: Out of range
TRACK ERROR: Global texanim overflow
trackLoadBlockEnd: track block overrun
track piLocked %x
cellx %i celly %i cellz %i
NO FREE LAST LINE
trackIntersect:
FUNC OVERFLOW %d
HIT OVERFLOW
ObjSequence: max number of obj frees
SEQUENCE: Could not Find Object %i
<objLoadAnimdata>  Warning ACRomTab is NULL
!!! Error non-existant cloud id - %i - in snowFreeSnowCloud
!!! Error non-existant cloud id - %i - in snowPrintSnowCloud
!!! Error non-existant cloud id - %i - in snowReposSnowCloud
warning in newcloud dll no spare memory for light available
warning in newclouds dll no spare memory for clouds available
!!! Error non-existant cloud id - %i - in snowKillSnowCloud
Could not allocate memory for waterfx dll
<projgfx rayhit Do>No Longer supported
<projgfx setzscale Do>No Longer supported
<projgfx release Do>No Longer supported
Corner is too far out (%f)
Found new walk group patch from walkgroup %d
Error in isPointWithinPatchGroup
Unable to find exit point 0 on patch between walkgroup %d and %d
Unable to find exit point 1 on patch between walkgroup %d and %d
MAX_ROMCURVES exceeded!!
<projdummy Do>No Longer supported
<projmagicstream Do>No Longer supported
<projmagicemmit1 Do>No Longer supported
<projroombeam Do>No Longer supported
<projlightning1 Do>No Longer supported
<projlightning2 Do>No Longer supported
<projlightning3 Do>No Longer supported
<projlightning4 Do>No Longer supported
<projlightning5 Do>No Longer supported
<projlightning7 Do>No Longer supported
<projlightning6 Do>No Longer supported
<projenergise1 Do>No Longer supported
<projenergise2 Do>No Longer supported
<projrobotfire Do>No Longer supported
<projsquirt1 Do>No Longer supported
<projship1 Do>No Longer supported
<projwallpower Do>No Longer supported
<projquakeshock Do>No Longer supported
<projsunshock Do>No Longer supported
<projtesla Do>No Longer supported
<projcore1 Do>No Longer supported
<projcore2 Do>No Longer supported
<projcore3 Do>No Longer supported
<projdfp1r Do>No Longer supported
<camcontrol.c>  failed to load triggered camaction actionno %d
PATHCAM error: need at least two control points
n_rareware
^^^^^^^^^^^^^^^^  malloc for movie failed
^^^^^^^^^^^^^^^^  RESTRUCT for movie
n_attractmode.c Fail to prepare
%3d:%02d:%02d
/savegame/save%d.bin
PICMENU: tex overflow
UPLINK overflow=%d
DOWNLINK overflow=%d
LEFTLINK overflow=%d
RIGHTLINK overflow=%d
errorThreadFunc %x
Exception:
System reset
Machine check
Alignment
Performance monitor
System management interrupt
Memory Protection Error
Unknown error
Stack trace Stack %x; depth %d %08x %08x
General Purpose Registers %08x %08x %08x %08x
in water
out of water
moveTricky:
Turning in water
Turning out of water
tricky wg %d->%d target wg %d, dest wg %d
tricky last walk group is zero. Has he been loaded within a walk group? %f %f %f
velbefore %f, vel now %f
target is within a walkGroup or its patch
target is not within a walkGroup or any patches
target is within patch group %d
Patch %d: Last xyz %f %f %f
Last Patch Point %f %f %f
Tricky is neither in a walkgroup or in a patch
tricky error, target patch %d, targetWalkGroup %d, trickyWalkGroup %d, tricky last walkGroup %d, tricky in patch %d
tricky error 2!!!!!
movement state is %d
walk wait
walk free
walk start patch
walk patch exit
walk end patch
walk to node %d %d
curve setup
walk nodes
Jump run up
Jump prep
Jumping
Jump up run up
JUMPDOWN or JUMPUP
JUMPDOWN_RUNUP
entered a non valid movementstate
GROWLAT_GOTO
GROWLAT_GROWLING
GROWLAT_GOTOFLAME
GROWLAT_FLAME
BADDIEALERT_GOTO
BADDIEALERT_BARK %d %d
BADDIEALLERT_GOTOFLAME
BADDIEALLERT_FLAME
error tricky should never stop when circling
GUARD_INIT
GUARD_FINDING
GUARD_TOSPOT
GUARD_TOFRONT
GUARD_TOBADDIE
GUARD_FLAME
GUARD_DOWNTOGROWL
GUARD_GROWL
GUARD_UPFROMGROWL
FLAME_NONE
FLAME_FINDING_OUT
FLAME_GOINGTOEDGE
FLAME_TOSTART
FLAME_OUT
FLAME_FINDING_IN
FLAME_TURNING_IN
FLAME_IN
FLAME_TOEND
DIGTUNNEL_FINDING
DIGTUNNEL_GOINGTOSTART
DIGTUNNEL_DIGGING
DIGTUNNEL_TOEND1 %f
DIGTUNNEL_TOEND2
DIGTUNNEL_WAIT
sideCommandEnable warning: need to increase MAX_COMM_PRESENT
hits: %d %d %d %d %d %d %d %d   
Energy: %d/%d
find command used on the wrong object
PUSHPULL OBJECT: hitpoint overflow
vel %f, depth %f dot %f
newseqobj %d: need bit clear during sequence
newseqobj %d: used bit set during sequence
newseqobj %d: need bit clear before preempting sequence
newseqobj %d: used bit set before preempting sequence
newseqobj %d: about to prempt the sequence - objs %d
newseqobj %d: need bit clear after sequence
newseqobj %d: used bit set after sequence
newseqobj %d: need bit clear before sequence
newseqobj %d: used bit set before sequence
newseqobj %d: about to start the sequence
newseqobj %d: Need Bit %d, Used Bit %d
TEXFRAMEANIM %i
!!!!!!!!!!! TRIGGER %d  ident %d
initialise
Trigger [%d], Environment Effect, Action Num [%d], Range [%d]
^^^^^^^^^^^^^^^^LOAD %d
^^^^^^^^^^^^^^^^FREE %d
^^^^^^^^^^^^^^^^LEVELLOCKED level %d  bucket %d
^^^^^^^^^^^^^^^^LEVELUNLOCKED level %d  bucket %d
<DIMBoss.c> freeing assets for DIMBoss
<DIMBoss.c> loading assets for DIMTop
WARNING Water Spike [%d] as invalid xyzAnim ID
angle %d, obj-yaw %d
Thorntail entered an invalid state
popOutOfGround
burstIntoGroun
biteAttack
standStill
standAndSpit
hitFightMain
fight_die
runto_Object
runto_ThrowObj
pickup_Object
throw_AtObject
wait_forObject
Wait_for_throw
try_to_catch
catch_Object
Kill_Object
GREATER
<doorswitch Init>No Longer supported
<dfperchwitch Init>No Longer supported
Stack -------------------
%i : %s : Opand %i
HAS BALL : %x= %x
THROW CHANCE %i
<textblock.c Init>No Longer supported
<laser.c Init>No Longer supported
<platform1 draw>No Longer supported
<platform1 control>No Longer supported
<platform1 Init>No Longer supported
DRAKOR SPEED %f
YAW DIFF
Time %i : %i
YAW
Angle: %d
Mode: PITCH
Mode: DIFFUSE COLOUR RED
Colour: %d
Mode: DIFFUSE COLOUR GREEN
Mode: DIFFUSE COLOUR BLUE
Mode: SPECULAR COLOUR RED
Mode: SPECULAR COLOUR GREEN
Mode: SPECULAR COLOUR BLUE