This is a sub-page of Proto:Bug Too! (Sega Saturn).
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To do:
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This prototype is documented on Hidden Palace. |
Cheat Codes#
Similar to the final, 0.BIN contains a ton of cheat codes. They appear to be mostly different, much simpler inputs.
Note (From the final): N, W, S, E refers to compass directions. So N would be North which is Up on the D-Pad, W is West which is Left, S is South which is Down, and E is East which is Right, respectively. The codes below refer to the default control scheme.
Code Name |
Inputs |
Description |
|---|---|---|
ZZZ |
Z, Z, Z |
Seems to restart the level. |
XXX |
X, X, X |
Kicks you back to the Cheat Menu. |
CRYBABY |
C, R, Y, B, A, B, Y |
Doesn't seem to do anything... |
CARLSCAR |
C, A, R, L, Down, C, A, R |
Displays "Current Game Information". Code itself is present in the final, but functionality was broken or removed. |
XYXYABCZ |
X, Y, X, Y, A, B, C, Z |
Performs a color display test, where pixels are filled in with random colors; same as final. |
XYZXYZBB |
X, Y, Z, X, Y, Z, B, B |
Pushes Bug / Maggot Dog / Super Fly to the frontmost layer, seemingly in a specific spot each time. |
ABCLABCR |
A, B, C, L, A, B, C, R |
Displays color palette. |
XXYYXXYY |
X, X, Y, Y, X, X, Y, Y |
Removes certain actors from the screen. Also disables the HUD. |
YYYYYYYY |
Y, Y, Y, Y, Y, Y, Y, Y |
Doesn't have any noticeable effect... |
CCCZCCCZ |
C, C, C, Z, C, C, C, Z |
Displays what appears to be Bug's / Maggot Dog's / Super Fly's current coordinates in the level. For some reason, a giant LOADING splash is plastered over the level. Re-entering the code will disable it. |
BBBCBBBC |
B, B, B, C, B, B, B, C |
Displays a different set of numbers; their meaning is unknown. |
AAACAAAC |
A, A, A, C, A, A, A, A, C |
Yet another set of numbers. It has three columns, the first of which is always moving but also seems to respond to Bug's / Maggot Dog's / Super Fly's movements. The rest are unknown. |
Cheat Menu Background#
Beating a stage will take you back to the cheat menu, where the game attempts to load this background image. For whatever reason, however, the LOADING screen awkwardly overlays it.
Checkpoint#
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Prototype |
Final |
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The Checkpoint graphic went from being a colorful word to the character Daddy-O Longlegs holding a sign with the words on it.
Error Handler#
Stored in 0.BIN is an error handler. Its functions are as follows:
Load is stopped because buffer is full
Tray is open
Internal processing times out
Data load area is not at 4-byte boundary
Pickup is being used
No open file handle
Library function is being executed
Incorrect mode
Processing of specified file handler remains
Incorrect offset
Byte number is negative
Reference position is incorrect
Seek position is incorrect
File handle is incorrect
Incorrect file identifier
File name does not exist
File names cannot be used in the current directory
CD block file system error
The specified file is not a directory
The value for the maximum open is incorrect
Contents of directory control table are incorrect
A non-CD ROM disc is set int the player
No CD is set in the player
CD read error
Normal end
(MAINLOOP
VDP-1 Timeout Error
ERROR: VRAM OVERFLOW.
TOO MANY TEXTURES
ERROR: MAP TOO LARGE TO FIT IN SDRAM
%d free in SDRAM.
BEGIN BUILD VIEW
Debug on
ERROR: ZERO MEMORY ALLOCATION!
ERROR: OUT OF MEMORY!
%d attempted allocation.
%d free in SDRAM.
%d free in DRAM.
ERROR: MISSING BACKDROP %d
ACTOR
Actor %d has no sequence.
ERROR: Actor %d sequence %d max %d
ERROR: Appearance of actor %d.
ERROR: ACTOR %d WIDTH OF 640
Error: Actor %d has no AI.
EBFFBACKACTRAIAIBMAPBUGGPRGBLBINMAGGSNDDSUPR
ERROR: UNKNOWN CHUNK IN BFF
WARNING: OUT OF VRAM
ERROR: ACTOR %d TOO HIGH
Position %d
ERROR: MULTIPLE AI %d
COMMANDS ARE 0 TO %d
AICODE
ACT %d AI COMMAND %d OUT OF RANGE
WARNING: ACTOR %d AI STACK OVERFLOW
ERROR! AI RETURN INSTRUCTION WITH
NO PREVIOUS GOSUB OR INTERRUPT.
max != min
Assertion failed: %s, file %s, line %d
ERROR: Too many 4-bit palettes.
CURRENT GAME INFORMATION ------------------------
ACTOR SYSTEM: %d active actors
POS:%d ID:%d DB:%d
PTR:%X
MAPSIZE: %d
TEXTURES: %d
PROFILE TIMERS: --------------- %s %d
ASSERTION FAILED:
FILE %s, LINE %d
%ld Bug collided with actor %ld %s
ACTOR XMIR = %d
ACTOR ZMIR = %d
ACTOR XMIRFRAMES = %d
ERROR: TOO MANY SLAVE FUNCTIONS
Memory allocation statistics %s
free: %d
used:
Total in use: %d, total free: %d
Attempt to init heap after use
Heap and stack collision
warning:_unlink called
warning:_exit called
warning:_kill called
warning:_getpid called
warning:_raise called
warning:_chmod called
warning:_chown called
warning:_utime called
warning:_fork called
warning:_wait called
warning:_execve called
warning:_execv called
warning:_pipe called
asin: DOMAIN error
atan2 atan2f atan2: DOMAIN error
hypot hypotf cosh coshf exp expf y0 y0f y0: DOMAIN error
y1 y1f y1: DOMAIN error
yn ynf yn: DOMAIN error
lgamma lgammaf lgamma: SING error
log logf log: SING error
log: DOMAIN error
log10 log10f log10: SING error
log10: DOMAIN error
pow powf pow(0,0): DOMAIN error
pow(0,neg): DOMAIN error
neg**non-integral: DOMAIN error
sinh sinhf sqrt sqrtf sqrt: DOMAIN error
fmod fmodf fmod: DOMAIN error
remainder remainderf remainder: DOMAIN error
acosh acoshf acosh: DOMAIN error
atanh atanhf atanh: DOMAIN error
atanh: SING error
scalb scalbf : TLOSS error
gamma gammaf gamma: SING error
Level List#
Strangely, 0.BIN also contains a list of .BFF files as well as what seem to be directory paths from wherever it was compiled from:
f:\bug\data\bff\cheat.bff CHEAT.BFF
f:\bug\data\bff\desert1.bff DESERT1.BFF
f:\bug\data\bff\desert2.bff DESERT2.BFF
f:\bug\data\bff\garden1.bff GARDEN1.BFF
f:\bug\data\bff\garden3.bff GARDEN3.BFF
f:\bug\data\bff\dsuboss.bff DSUBOSS.BFF
f:\bug\data\bff\test.bff TEST.BFF
f:\bug\data\bff\scott.bff SCOTT.BFF
f:\bug\data\bff\centip1.bff CENTIP1.BFF
f:\bug\data\bff\centip2.bff CENTIP2.BFF
f:\bug\data\bff\centip3.bff CENTIP3.BFF
f:\bug\data\bff\falling1.bff FALLING1.BFF
f:\bug\data\bff\falling2.bff FALLING2.BFF
f:\bug\data\bff\haunted1.bff HAUNTED1.BFF
f:\bug\data\bff\haunted2.bff HAUNTED2.BFF
f:\bug\data\bff\haunted3.bff HAUNTED3.BFF
f:\bug\data\bff\bubble1.bff BUBBLE1.BFF
f:\bug\data\bff\bubble2.bff BUBBLE2.BFF
f:\bug\data\bff\bandit1.bff BANDIT1.BFF
f:\bug\data\bff\bandit2.bff BANDIT2.BFF
f:\bug\data\bff\garden2.bff GARDEN2.BFF
f:\bug\data\bff\space1.bff SPACE1.BFF
f:\bug\data\bff\qbert1.bff QBERT1.BFF
f:\bug\data\bff\qbert2.bff QBERT2.BFF
f:\bug\data\bff\space3.bff SPACE3.BFF
f:\bug\data\bff\title.bff TITLE.BFF
f:\bug\data\bff\space2.bff SPACE2.BFF
f:\bug\data\bff\space5.bff SPACE5.BFF
f:\bug\data\bff\e3level.bff E3LEVEL.BFF
f:\bug\data\bff\space4.bff SPACE4.BFF
f:\bug\data\bff\kniboss1.bff KNIBOSS1.BFF
f:\bug\data\bff\kniboss2.bff KNIBOSS2.BFF
f:\bug\data\bff\kniboss3.bff KNIBOSS3.BFF
f:\bug\data\bff\karniv1.bff KARNIV1.BFF
f:\bug\data\bff\karniv2.bff KARNIV2.BFF
f:\bug\data\bff\karniv3.bff KARNIV3.BFF
f:\bug\data\bff\karnboss.bff KARNBOSS.BFF
f:\bug\data\bff\racing.bff RACING.BFF
f:\bug\data\bff\water1.bff WATER1.BFF
f:\bug\data\bff\water2.bff WATER2.BFF
f:\bug\data\bff\psych1.bff PSYCH1.BFF
f:\bug\data\bff\psych2.bff PSYCH2.BFF
f:\bug\data\bff\empty.bff EMPTY.BFF
f:\bug\data\bff\hauntsel.bff HAUNTSEL.BFF
f:\bug\data\bff\duckplay.bff DUCKPLAY.BFF
They aren't even close to the Cheat Menu's order. Additionally, the files GARDEN2.BFF and SHIT.BFF aren't listed, but instead PSYCH1.BFF, PSYCH2.BFF, EMPTY.BFF and DUCKPLAY.BFF are. None of these files are on the disc.
SHIT.PFF#
Stored on the disc is this strange dummy file. Its entire contents are as follows:
jim.
tst 123456
Whether jim.tst is or ever was a real file is unknown.
Unused Files#
The disc contains a plethora of files that the Cheat Menu never calls. Switching DESERT1.BFF with any of these will load the level.
- CENTIP2.BFF
- DESERT2.BFF
- DSUBOSS.BFF
- E3LEVEL.BFF
- GARDEN1.BFF
- HAUNTED3.BFF
- HAUNTSEL.BFF
- KARNBOSS.BFF
- KNIBOSS1.BFF
- KNIBOSS2.BFF
- KNIBOSS3.BFF
- SAMPLE.BFF
- SCOTT.BFF
- SPACE2.BFF
- SPACE5.BFF
- TEST.BFF
- WATER2.BFF