Thanks! What debug menu?
Announcement
Collapse
No announcement yet.
my ps1 GS codes
Collapse
X
-
this game seems to have some debug stuff in it i managed to find a what i hope is an unused level and camera option.
thrasher skate and destroy
Unused Level
8008AC5A 000C
there's also an unused camera option
First Person Camera
8008B580 0003
for the camera option to work you have to go into the game options from the main menu
Character Modifier
3008248A 000?
0- scab shirt
1- scab no shirt
2- axl pants
3- axl shorts
4-roach
5- roah hat
6- kali
7- kali vest
8- cyrus
9- cyrus sweater
A- jasmine
B- jasmine sweater
C- bumble bee
D- test (untextured bumble bee)
Comment
-
This is not what I'm looking into, but here is the contents of the "OPTIONS.txt" file:
Code:[COMMON] ;// ;// Tune options ;// ztuneDebugPrint = YES ;// Bool - Enable/Disable debug printing ztuneActive = YES ;// Bool - NO=Disable ztune module (Don't read the script) ;//LogFile=D:\PSX.LOG ;// Str - Log zconsoleLog calls to a file DisableSound = 0 ;// Boolean - Disable sound - only on debug AlwaysDisableSound = 0 ;// Boolean - Disable sound - only on debug RecordKeyPress = NO ;// Boolean - Record keypresses - Save to file on exception ReplayKeyPress = NO ;// Boolean - Replay keypresses (Load from file) ReplayKeyUpdateRate = 1 ;// int - When in replay keypress mode, update every Nth frame DisableExceptions=YES;// The makefile looks for this - Dont change this line, Use the below line to disable exceptions globally ;//DisableExceptions = NO ;// Boolean - Disable exception handler ;//KeyPressFile = Keys.bin ;// String - Filename for keypress buffer ;//;// ;//;// Asset info ;//;// ;//LibPath=c:\ROLLERSB\assets\psx\ ;// Don't forget a back-slash at the end of the line ;//LibAnimation=motion.zal ;//LibMaterial=material.zal ;//LibGeometry=geometry.zal ;//LibData=miscdata.zal ;// ;// Run-Time options ;// [SWITCHES] ProfileBar = OFF ;// Boolean - CPU/GPU profiling bar (ON/OFF) PSXTools = ON ;// Boolean - Enable/Disable PSX debugging tools DisableFloorLayer = NO ;// Boolean - Enable/Disable display layers Disable2DLayer = NO ;// Boolean - " Disable3DLayer = NO ;// Boolean - " DisableHorizonLayer = NO ;// Boolean - " DisableDebugLayer = 1 ;// Boolean - " [TRACK] ;// ;// Track options ;// Feet2Metres=x*.3048 (x * 12 * 2.54 / 100) ;//TrackLengths =0 , 60.96, 24.384 ;// int TrackNum, ZFixed X,Z size of track in metres ;//;//TrackInnerRadii =0 ,18.0, 18.0 ;// int TrackNum, ZFixed Inner track radii (X & Z) ;//;//TrackOuterRadii =0 ,27.0, 27.0 ;// int TrackNum, ZFixed Outer track radii (X & Z) ;//;//TrackHeights =0 , 0.0, 1.5 ;// int TrackNum, ZFixed Height of track at inner/outer limits 0,3 ;//;//TrackWallHeights=0 , 1.0, 1.0 ;// int TrackNum, ZFixed Height of walls at inner/outer ;//;//TrackCentre =0 , 0.0, 0.0 ;// int TrackNum, ZFixed Centre X,Z of track ;//;//TrackSectorRes =0 , 5.0 ;// int TrackNum, ZAngle Sector resolution ;//;//TrackRadialRes =0 , 2 ;// int TrackNum, int Radial reolution ;//;//TrackAddRamp =0 , 0, 0.0, 0.0, 0.8 ;// int TrackNum, int RampType, ZAngle PositionOnTrack, ZFixed InnerHeight, ZFixed OuterHeight ;//;// Red Grn Blu X Z Radius ;//FloorAmbient= 0 , 65, 65, 65 ;//FloorLight = 0 , 100, 0, 0, 0, 0, 12.0 ;// int TrackNum, R, G, B, TileXoffsetFromCentre, TileZOffsetFromCentre, Radius(InMetres) ;//FloorLight = 0 , 0, 0, 120, -6, 0, 10.0 ;//FloorLight = 0 , 0, 0, 120, 6, 0, 10.0 ;//FloorLight = 0 , 255, 0, 0, 6, 3, 6.0 ;//FloorLight = 0 , 255, 0, 0, -6, 3, 6.0 ;//FloorLight = 0 , 255, 0, 0, 9,-0, 5.0 ;//FloorLight = 0 , 255, 0, 0, -9,-0, 5.0 ;// ;//FloorLight = 0 , 255, 0, 0, 6,-3, 6.0 ;//FloorLight = 0 , 255, 0, 0, -6,-3, 6.0
Comment
-
Figuring out what each of these do will take a while. So, knock yourself out in the mean time. :P Still investigating something...
JASMONDA
VERITAS
REAGAN
WHITE
SECRETBABY
HOUSER
FETUS
EMBRYO
EGG
BRIMSTONE
BOINGO
MISTERDNA
CECIL
TORKOS
FERITOF
THRILLHO
PORKBOY
PEELIMA
VINCED
Comment

Comment