the cutting room mirror

Justice League: Chronicles

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This page details one or more prototype versions of Justice League: Chronicles.

March 3, 2003#

Internally referred to as "V1.2". Both builds showcase very early states of two gameplay sections that made into the final game.

  • Game has the tentative title of "Justice League 2".
  • Both builds have an opening screen showing the build's progress.

Main Gameplay (1st Pass)#

This prototype is documented on Hidden Palace.

  • A prototype build of the GBA Freekstyle is present inside the ROM.
  • Batman's sprite contains the palette, text, and indicators. The sprite is also crude looking.
  • Minions have crude graphics, all just a blob.
  • Transition effects are preliminary.
  • Contains two sections, the Antarctic Ice Station and the Ape City Prison Cell.
  • HUD is a mockup.

Debug Logs#

0x00CDD38 to 0x00CE0FD:

Error allocating memory in initTerraceRegisterBuffer
Terrace height control spline not found.
Terrace shear control spline not found.
Error allocating memory in extractTerraceSegments
Error allocating memory in initTerraceActorList
Line %d: %X, %X, %X
%d of %d
%X -> %X
Error allocating memory for projectile list in initProjectiles.
No free slot for new projectile.
Error allocating %i bytes for particle System
Error creating list of event listeners, local array size of %i too small
Error allocating %i bytes in initEventListeners()
instruction %i
Number = %d
playSoundEffect
Error allocating %i bytes for buffer in initLevelEnvironmentActors()
Error, not enough allocated space for MaskActor
Error allocating %i bytes for MaskLogo stack controller
NPCPlayer created
initPlayerScript
Actor attached to spline
Spline moving speed : %d
Error allocating %i bytes for player stack

0x00CE1B4 to 0x00CE572:

defaultPlayerBehaviour failed to resolve state
GOTO_TARGET BEHAVIOUR ACTIVATED
ATTACK_BEHAVIOUR ACTIVATED
AI_GO_BACK_TO_PATH_BEHAVIOUR ACTIVATED
eAI_GOTO_TARGET_BEHAVIOUR ACTIVATED
STANDARD BEHAVIOUR ACTIVATED
ManageAIBehaviourInScript
AIAgent added
Error allocating %i bytes for AIAgent stack controller
Error, not enough allocated space for AIAgent
Error : Bad behaviour for agent
Error : Bad specific behaviour for agent
specific behaviour must be > to eAI_MAX_BEHAVIOUR
Error : no valid agent specified
ASSERTION FAILED  FILE=[%s] LINE=[%d]  EXP=[%s] 
WARING FILE=[%s] LINE=[%d]  EXP=[%s] 
irq %i: %i
________________________________________________________
Assertion failed: 

Message:    %s
Expression: %s
In file:    %s
On line:    %d
Error allocating memory for actor motion modifiers
Error allocating memory for background motion modifiers

0x00F6AFC to 0x00F74F8:

deallocating block with 0 start
> %i %i
Total Wram usage %i, free %i, blocks used %i
Total Exram usage %i, free %i, blocks used %i
Error allocating %i bytes for key recording
keyCount %i
0x%x, 
Spline count for collision data exceeds maximum available
Error allocating %i bytes in newCollisionDataRam
Error allocating %i bytes for CollisionQuadtree
Error allocating %i bytes for CollisionQuadtree dynamic areas
Not enough space allocated for Quad-tree entries; required , 
Not enough space allocated for Quad-tree nodes; required 
Error adding dynamic BoundingAreas to quadtree, exceeded the allocated %i
Warning: quadtree BoundingArea overflow
Warning: not enough nodes available to subdivide the quadtree further
Warning: %i areas added to quadtree node; this exceeds the warning threshold (%i)
> First prev is not zero.
> Prev next is not current
> Current prev is not prev
Not enough RAM for sprites
Not enough RAM for rotation/scale
Error allocating memory for SpriteVramFree list
There was no free space in Sprite VRAM for requested characters (%i)
There are no free SpriteVramFree entries remaining on a call to freeSpriteVramLocation()
Vram space list
  > %i -> %i
remaining entries %i
spritesFree = %i
No sprites left!
No sprites left for block!
No sprites left for resize!
resizeSpriteBlock: Reduce. Code needs writing.
Error allocating space in exram for actors heap
Error allocating space in exram for actorBlocks heap
No Free AllocatedActorBlocks
Error freeing %i characters in freeMapVramLocation
debugMapVramManagement...
> %i, %i
unable to allocate any space in VRAM for the requested character %i
Unable to allocate space in VRAM for map in newVirtualMap()
error allocating space in VRAM for map mask character
unable to allocate space in VRAM for sprites %i
upload invalid char %i 0x%x
Attempt to clear data in fastMemoryClearARM() with non-multiple of 4 length
Attempt to copy data in fastMemoryCopyARM() with non-multiple of 4 length (%i)
Attempt to clear data in fastMemoryClear16ARM() with non-multiple of 2 length
Attempt to copy data in fastMemoryCopy16ARM() with non-multiple of 2 length
Error allocating space in VRAM for character block in getMapCharacterListCharacter()
unable to allocate any space in VRAM for the requested character %i
ASM> %i
C               
0000000000000000Inf
NaN
0123456789abcdef
(null)
0123456789ABCDEF
bug in vfprintf: bad base
0.Infinity
NaN
0

0x00F7660 to 0x00F767E:

_sbrk: Heap and stack collision

Pseudo 3D Mode (2nd Pass)#

This prototype is documented on Hidden Palace.

  • Background is in an early state.
  • Player sprite is crude.
  • Pressing Start will stop the scroll.