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my ps1 GS codes

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  • #16
    Thanks! What debug menu?

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    • #17
      the game has the word DEBUG sprinkled around and so i'm guessing alot of them are red herrings . theres also a memory card debug options menu which is not apart of the pause menu

      RIP MOM 6-27-52 - 12-25-10

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      • #18
        I noticed those "DEBUG" labels. They don't look to be anything special. Also, I see what you're talking about with the memory card debug options. I'll look into it.

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        • #19
          there is also this menu i'm guessing something is not showing up right i think there's more needed for the code
          800CF3C0 0003
          shows a map and selection arrows but i can't move the map to another

          RIP MOM 6-27-52 - 12-25-10

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          • #20
            I'll look into your find later.

            I forgot to post these pics based on your Excalibur 2555 A.D. debug text find.
            Attached Files

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            • #21
              colony wars vengeance
              a new beginning
              VVVSUlp6WlpaTk5Obm5ubC
              Ending 1
              VVVSUlpauru7r6*vj4*PjD

              RIP MOM 6-27-52 - 12-25-10

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              • #22
                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)

                RIP MOM 6-27-52 - 12-25-10

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                • #23
                  I believe the level you found is called "Debugville".

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                  • #24
                    has a nice ring to it don't it
                    i was hoping it was debugville

                    RIP MOM 6-27-52 - 12-25-10

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                    • #25
                      sadly i think the map was called debugville which held the gametest level

                      RIP MOM 6-27-52 - 12-25-10

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                      • #26
                        That looks to be the case. Open the "OPTIONS" file in the "ASSETS" folder. I'll share something new not relating to that file ASAP.

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                        • #27
                          wish i could check it out no puter to do so. well debugville may be gone but at least the gametest level still remains

                          RIP MOM 6-27-52 - 12-25-10

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                          • #28
                            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

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                            • #29
                              wow quite a bit there

                              RIP MOM 6-27-52 - 12-25-10

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                              • #30
                                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

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