This is a sub-page of Proto:Pac-Man World 2 (Game Boy Advance).
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Starting at 0009FA01 and ending at 000A30F7 is a large chunk of errors, presumably for printing out logs when the game is compiled. This reveals a portion of the source glossary for the prototype.
Source Glossary#
Accordingly, left over in the humongous amount of error logs are source variables and symbol names.
- PacIntoRevWheel - "Rev Wheel", a early name for Pac-Man's Rev Roll move.
- AiRGBWaitForHurt - AI for the RGB object.
- initPacDotFields - Initialize Pac-Dot fields that you can collect.
- initCannonBalls - Initialize Cannon Ball object.
- EEPROM_V124 - Likely a build number.
Error Table List#
000985C0 to 000988E0:
#% Complete
InitialiseWindows - Memory allocation failure
SetWindowZeroPosition : Windows not initialised
SetWindowOnePosition : Windows not initialised
MoveWindowZero : Windows not initialised
MoveWindowOne : Windows not initialised
MoveWindowZeroLeftX : Windows not initialised
MoveWindowZeroRightX : Windows not initialised
MoveWindowZeroUpperY : Windows not initialised
MoveWindowZeroLowerY : Windows not initialised
SetWindowInsideControl : Windows not initialised
SetWindowOutsideControl : Windows not initialised
ActivateWindow : Windows not initialised
MoveWindowOneLeftX : Windows not initialised
MoveWindowOneRightX : Windows not initialised
MoveWindowOneUpperY : Windows not initialised
MoveWindowOneLowerY : Windows not initialised
InitialiseFade - Memory allocation failure
0009FA01 to 000A30F7:
Error allocating %i bytes for buffer in %s()
initTaskManagement %s: Unrecognised task key %d
Error allocating %i bytes for snow field
Error allocating %i bytes in newSpriteTrail
unable to allocate sprites in newSpriteTrail()
%s: sprite set queue full
InsertSpriteSet prep dynamic areas updateRider (pac) maze loc updateRider (other)
Block Z
No state function for player %X!
Player state unresolved!
Error allocating memory for newProjectileSystem()
Failed to allocate %d bytes for sprite palette management
More than 16 sprite palettes requested at same time
%s: Insufficient secondary actor structures remaining.
createActorSecondaries No sprites left! Persistence bit overflow! New area won't persist.
%d bits assigned to new area.
%d bits retrieved for area (%d expected).
%d bits stored for area (%d expected).
deallocatePersistence not called?
%s: Failed to allocate %d bytes for persistence management. initPersistence %s: more areas in this level than anticipated.
onEnteringAreaPersistence Error allocating %d bytes for particle systems
%s: Attempt to release unlisted particle system %X.
releaseParticleSystem %s: unable to allocate particle sprite
newParticle %s: no particles available
%s
nullParticleSystemUpdate
nullParticleSystemSuspend
WARNING : PacDot field not big enough on X.
WARNING : PacDot field not big enough on Y.
deallocatePacDotFields not called?
%s: Failed to allocate %d bytes for pac-dot field management.
initPacDotFields
%d pac-dot fields; containing %d dots and %d nodes.
%s: Visible pac-dot limit hit!
copyPacDotFieldsToOam
%s: Pac-dot sprite allocation failed!
%s: Visible pac-dot sprite sets limit hit!
display x%d y %d
ox%d oy %d
deallocatePacDotChains not called?
ERROR : curved spline have a subdivision of 0, change the referenceIndex field
curved spline found with %d subdivide
%s: Failed to allocate %d bytes for pac-dot chain management.
initPacDotChains %s: Visible chain sprite limit hit! copyPacDotChainsToOam %s: Pac-dot chain sprite allocation failed!
%s: named chain not found.
focusToPacDotChainWithReferenceKey 4 control point minimum are required %d found : %s
generateBSplineCurvature error allocating memory in (%s) line %d
initMapScreenHud / % Warning, unable to add multiplayer event to cue
Error, no Sprites in SpriteBlock, in newMotionGroup()
Unable to allocate %i bytes in newMotionGroup(), elements = %i
X O
0 Ghost run away %X: N %d E %d S %d W %d (%d, %d: %d->%d)
Best dir %d (rev dir %d)
Ghost chase turn %X: N %d E %d S %d W %d (%d, %d: %d->%d)
Ghost turn %X: N %d E %d S %d W %d
%d power pellet found
Mask %d by %d
%s: Failed to allocate %d bytes for mask map cache
initMasking 0123456789ABCDEF
Error allocating %i in newIconMenu()
Error; unable to attach actor to Spline: Spline with matching name not found
Error allocating %i bytes for CurrentGameState
%s
doGameLoop Trace Interrupt Stack
intr stack start %x end %x
Trace User Stack
user stack start %x end %x
TRACK 2
TRACK 1
PAUSA
PAUSE pause menu respond to exit game
Entering %d.%d:
Error allocating %i bytes for riders in initGameLoop()
Warning; named entry point not found in %s() using default level start point
getPlayerStartBoundingAreaIndex Warning; unable to locate start points for level, no supplied collision data, in initRiders()
Warning; no starting point located in initRiders()
Warning; no collision script detected in initRiders()
%s: Failed to allocate %d bytes to decompress level collision data
getCollisionDataForLevel Background decompression for character set: %d (top) bytes
%s: Failed to allocate %d bytes to decompress level background character set
initBackgrounds Background decompression for map: %d (full top size) bytes
Background decompression for map: %d (reduced top) + %d (middle) + %d (bottom) = %d bytes
%s: Failed to allocate %d bytes to decompress level background maps
(%s)
%s
initCollisionData return to world map
Not enough layers to enable alpha-blending.
%s: Ceiling area not found! %d
warpDoorUpdate HorizontalDoorUpdate Error creating list of event listeners, local array size of %i too small
Error allocating %i bytes in initEventListeners()
instruction %i
Error; unable to attach actor to Spline: Spline with matching name not found
actorCount exceeds temporary array size in initLevelEnvironmentActors()
Error allocating %i bytes for buffer in initLevelEnvironmentActors()
Unrecognised furniture bounding area key %d
%s: Couldn't allocate cork management block
initCorks No available corks
Error allocating %i bytes for decompression buffer in getDecompressorData()
Error allocating %i bytes for buffer in %s()
initColourControllerManagement Player %X collision queue is full.
Error adding withinBoundingArea message to list
stop time found
Unrecognised power-up name!
%s: Unrecognised fruit name!
getFruitLabelActorIndex
%s: Fruit number out of range!
collectingFruitByNumber
%s: Letter number out of range!
collectingLetterByNumber
losingFruit
haveFruit
%s: Couldn't allocate cannonball actor block
initCannonBalls No available cannon balls
Not enough contiguous free secondary actors for compound cannonball
An error occured in initBatteryBackup(), calling IdentifyEeprom()
Error occured in writeToBatteryBackup() - failed at %i
Error occured in readFromBatteryBackup() - failed at %i
(%s) cpIndex %d
moveActorToSplineControlPoint player->npcData[ pm_nativeLevel ] %d
GlobalStatus->currentLevelIndex %d
cannot allocate %d bytes for new_heap
no memory left for heap_insert
%d
value %d adress 0x%X
extracted value %d
Unable to locate a suitable hardware background, in newLayerManagement()
(%s) no agbmapdata provided
manageCompressedBackground (%s) unable to allocate %d byte for compressed background
manageCompressedSlicedBackground
levelDescription 0x%X
originalPalette 0x%X
string count %d
net enough memory for (%s)
initCinematicText palette %d
> %s
ERROR: Not enough sprites for string '%s'
Error allocating %i bytes for Cinematic stack controller
Error allocating %i bytes for Cinematic task manager controller
Warning; unable to locate start points for level, no supplied collision data, in %s
initAI Error allocating %i bytes for AI secondary actor buffer in initAI()
%s
More AI riders in level than allowed for by MAX_AI_RIDERS.
%d AI setup
Not enough contiguous free secondary actors for compound AI actor
should awake a skeleton
threaten code
run code %d
(%s)
AiRGBWaitForHurt
AiRGBWaitForDead
(%s) : state %d not found
setBossState Couldn't allocate %d bytes for mechanical ghost boss status.
repeat %d
(%s)
JumpingFish_Init
eGB_StateMax
eGB_Middle_Text
eGB_Entry_Text
eGB_Dead_Text
eGB_Dead
eGB_SpinningWait
eGB_SpinningCharge
eGB_Vulnerable
eGB_Fall
eGB_HoverLower
eGB_Attack
eGB_HoverWait
eGB_Hover
eGB_MoveToGround
eGB_MoveToMiddle
eGB_MoveToHigh
Unrecognised ghost variant %d
%d: %s failed to reach completion.
AiGenericBoss_ExecuteScript Couldn't allocate %d bytes for boss status.
%s: Can't find launcher with name %d
FixupPointersInAttackDescs %s: Can't find projectile with name %d
Beginning boss stage %d
Boss can't find a spline named %d.
%s: Hit maximum number of control point action triggers.
BeginNextInstruction Proximity named %d not found.
No spline selected for following %s: Attack description with name %d is incomplete.
PerformBossAttack %s: Can't find attack with name %d
Warp area level hash key doesn't match any level!
Left teleport bounding area!
Can't locate teleport target bounding area by hash key
%s: no water bounding area!
PacGetWaterSurfaceZ PacGetVerticalWaterFlowSpeed %s: Can't identify rev wheel bounding area! PacIntoRevWheel (%s)vx %d vy %d
PacHurtShove %s: no bdoing actor!
PacIntoFullBDoing Left b-doing bounding area!
unable to allocate space in VRAM for sprites %i
upload invalid char %i 0x%x
EEPROM_V124
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
000CCBC0 to 000CCD00:
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