This is a sub-page of Crash Bandicoot N. Sane Trilogy.
Launch Commands#
For the Windows version, these debug commands can be specified on a command line or the game's shortcut definition file.
Short Switch |
Long Switch |
Description |
Function |
|---|---|---|---|
-st |
--smoketest |
Execute smoketest. |
|
-stm |
--smoketestmap |
Map(s) being smoke tested |
|
-sth |
--smoketestheroes |
Hero(s) being smoke tested |
|
-fst |
--finalsmoketest |
Final build smoke test (cruder version of full smoketest) |
|
-gt |
--gametest |
Execute Game Engine Tests |
|
-cc |
--codecoverage |
Run code coverage. |
|
-sttr |
--smoketestthreadedrender |
Allow threaded render during smoketest (breaks golden images) |
|
-sp |
--saveprogress |
If we want to save our SmokeTest progress |
|
-dx |
--debugxml |
Load the debug.xml file during smoketest. |
|
-frh |
--forcereporthandler |
Force the report handler callback. |
|
-mm |
--memorymonitor |
Enable Memory Monitor |
|
-sr |
--setregistry |
Set a registry key |
|
-wfdh |
--waitForDurangoHost |
Spam CTRL-Z at the end of smoketest so that DurangoHost.py can quit gracefully. |
|
-om %map% |
--overridemap %map% |
Map to use in place of debug map from configuration file. |
Loads the given map immediately during the bootup. |
-b |
--build |
Attempt to start and connect to a build server instance just for this process. |
|
-bs |
--build-server |
Address and port of a build server (default: localhost:1000) |
|
-ba |
--build-arguments |
Command-line arguments to pass to the build server |
|
-bfd |
--build-final-data |
Request final data from the build server. |
|
-ps4dm |
--ps4developmentmode |
PS4 Development Mode |
|
-mmtid |
--matchmaking-title-id |
The title id to use for online matchmaking |
|
-pc %d% |
--primarycontroller %d% |
The primary controller to use [1,2,3,4] when launching into a map. |
|
-wd %wd% |
--windowdatafile %wd% |
The window settings datafile to use. Defaults to WindowData.igx. |
|
-h |
--host |
Name of host computer. |
|
-dn |
--dotnet |
Port to use for DotNet debugging (default: 7265) |
|
-wfdd |
--waitForDotNetDebugger |
Wait for the DotNet debugger to fully connect before starting a level. |
|
-wfvd |
--waitForVscDebugger |
Wait for the Visual Script debugger to fully connect before starting a level. |
|
-gc |
--gamecomm |
Port to use for Game Communication (30001) |
|
-hm |
--headlessMode |
Run in headless mode. (ShowWindow with SW_HIDE arg) |
Starts the game with the window hidden. |
-gm |
--gameMode |
Set the game mode. |
|
-warp |
--dx11warp |
Use the DX11 Warp software renderer on Windows platforms. |
|
-cdf |
--cutscene-dump-frames |
Dump frames when playing cutscenes. |
|
-ca |
--cutscene-animation |
Play a specific animation in a cutscene after level load. |
|
-cn |
--cutscene |
Play cutscene immediately after level load. |
|
-hdp |
--havok-debugger-port |
Which port to use for the Havok (API) debugger. |
|
-join |
--join |
Gamertag to auto-join. |
|
-4kf |
--4k-fullscreen |
Forces 4K resolution and fullscreen in the window. |
Runs the game in 4K fullscreen. |
-4kb |
--4k-borderless |
Forces 4K resolution and borderless in the window. |
Runs the game in a 4K borderless window. |
-perf |
--perf |
Enable perf reporter for levels at a 1080p resolution. |
Outputs .perf files for the given map, this sets your resolution to 1080p in fullscreen. |
-perf4k |
--perf4k |
Enable perf reporter for levels at a 4k resolution. |
Outputs .perf files for the given map, this sets your resolution to 4k in fullscreen. |
-gpuWrite |
--gpuWrite |
Enable writing GPU info to file on PC. |
Writes information about your graphics card to a file called *.txt in the directory gpu where "*" is your GPU's name. The file is outputted like: |
Entering unknown arguments will make the game output a usage message which you cannot see.
Debug Menus#
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|
To do:
|
The game has a lot of togglable settings and checkboxes via multiple debug menus throughout the code.
Game#
Crash
Unlock Paths
Unlock Time Trials
Override Gems Collected
Crash DDA Rating
Powers
Super Charged Body Slam
Double Jump
Death Tornado Spin
Fruit Bazooka
Speed Shoes Crash 2
Playable Coco Unlocked
DotNet#
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To do: |
Net#
Draw#
Lobby Status
Session Status
Player Relative Platform Positions
Funnels
Analytics
Base Game Stats
Crash1 Level Stats
Crash2 Level Stats
Crash3 Level Stats
Simulation#
Mode
None
Best
Mean
Worst
Intermittent
Custom
Cable Connected
Cell Network
Custom Settings
Bandwidth (KBits/sec)
Mean one-way Latency (ms)
One-way Jitter (ms)
Packet Loss %%
Network Replay#
Mode
Idle
Capture
Replay
Load
Dummy Peer
Connect
Disconnect
Activate
Render#
Post Process
Motion Blur
Override Defocus Planes
DoF Start
DoF End
HDR NIT
HDR HUD NIT
HDR HUD POW
hdr curve
Max Fur Shells
Override Clip Planes
Near Clip
Far Clip
Show VFX
Show Button Prompts
Draw
Lights
Draw Tiles
Global Visualization
Is World
Gbuffer
Albedo
Albedo Clipping
Backscatter
Default Renderer
Fur Render
Mode#
Windowed
VSync Off
60Hz
30Hz
Use native resolution
Use current resolution: %dx%d
VSync
%s: %dx%d %.2fHz
Window: (%d,%d) %dx%d
Save Load#
Save Now
Load Now
Delete
Save
Show Title Screen
Screenspace Target#
Screenspace Target Boxes
Sound Bank Debug#
(Not connected to build server)
Bank Size
Time Trial Leaderboard#
|
|
To do: |
Combat#
Show Combat Lines
Option#
Friendly Fire
Allow Free Camera
Vehicle Upgrade#
Upgrade Path Option#
Unlock All
Vehicle Upgrade Option#
Unlock All
Reset Progress
VFX#
Draw#
VFX Budget Reporting Fraction
Waypoint#
Waypoints
Callback#
Draw
World Debug#
Draw#
World Gameplay Mode
Zone Info#
After %s
CompleteMap
Level Objectives
Complete All
Reset All
Map#
Initial Relics Collected
Initial Crystals Collected
Complete All Maps
Engine#
AI#
Display AI Character Names
Audio#
Show Doppler Sounds
Base Vehicle#
Vehicle Debug Display
Camera#
DebugCam Rotation Speed
DebugCam Movement Speed
DebugCam FOV Speed
DebugCam Zoom Speed
Client#
Option
Allow No Clip Mode
Allow Skipping Cutscenes
Oddly, Allow Skipping Cutscenes is also present in QATool.
Cutscene#
Show Time Elapsed
Loop Shot
Kill VFX At Loop End
Draw Actor Names
Draw Actor Bolt Names
Play
Stop
Reset in-out range
Set in-out range to 36s-39s
Play configured range
In point (sec)
Out point (sec)
Out point (sec)
Seeking accuracy
Client#
Draw
Splines
Clock#
Draw
Game Speed
Option
Animation Speed
Debug Lock Frame Rate
Command#
AI
Heal all enemy AI to max health
Audio
Print Loaded Banks
Play All Character Localized VO
Play All Vehicle Localized VO
Stop Localized VO Playback Test
Camera
Reset Camera
Memory
Dump Selected Pools
Fragmentation Report
Dump All Pools
Dump Vram Report
Dump String Pool Stats
Report Vfx Pool Sizes
Report Vfx Usage
Report Havok Usage
Report Object Handle Manager Usage
Print Memory Report
Option
Pause or Resume world instance timers
Collectible Tracker#
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|
To do: |
Collectibles
Combat#
Show Vulnerable Regions
Show Player Damage Per Second
Ignore crits for DPS Display
Reset Player Damage Per Second
Combat Target#
Show Combat Targets
Difficulty#
Difficulty Level
Combat
Show Difficulty Calculations
Reset Dynamic Difficulty For Zone
Dynamic Sound#
Enable Dynamic Sound Debugging
Update Node#
|
|
To do: |
Options/Debug Update Channels
Entity Debug#
Show Actor Stats
God Mode [HEROES]
Hero Undying
Touch of Death
Enemies Undying
Show Custom Parts
Show Entity Parts
Show Most Expensive Entities
Dump Entity Cost Stats
Enable Entity Debug Update
Show Static Count
Show Collectible Counts
Show Entity Scale
Show Entity Names
Show Entity Teams
Show Entity Axis
Show Entity Positions
Show Entity Rotations
Show Entity Model Names
Show Entity Extents
Show Rigid Body Extents
Show Entity Bolts
Show Destructible Stages
Show Actor Count
Show Actor Muting
AI
Display enemy type tags
Combat
Display Movement Speed
Infinite Lives
Kill Hero
Draw
Physics Properties
Health Display
Ground Material
Entity#
Draw Visibility Cylinder
Entity Messenger#
Send Gravy Message
Game Sound#
Audio Options
Show Actor Mute Info
Show Actor Muting
Show Actor Count
Show Actor Stats
Ground Alignment#
Ground Alignment
Draw
GUI#
Draw HUD
HUD Disable Fading
Havok#
Entity
Draw Actor Collision
Option
Debug Havok
Debug Havok AutoCapture
Havok Query#
Havok Queries
Option
Dump Havok Queries
Linear Vehicle Spline Mover#
Vehicle Spline Lanes
Draw
Nav Power#
Display NavMesh
Display NavPower Memory
Options#
Toggle Subtitles
Projectile Component#
Show Projectile Damage Regions
Show Projectile Collision Radii
Combat
QA Tool#
XP Multiplier
KidTest Mode
UI Handler#
Audio
EnableAudio
Camera
Invert Pitch Controls
EnableDebugDraw
EnableTargetingDebugDraw
EnableCameraShake
CameraSystemEnabled
ResetCameraWhenExitingNoClip
IgnoreNoClipResetForShortDistances
DebugDrawCameraBoxesInNoClip
DisplayActiveCameras
DisplayActiveCameraTargets
DisplayCameraZoomInfo
DisplayCameraInfo
ToggleFreecam
LockFreeCamToCurrentVisibility
ToggleNoClip
DisplayTetherInfo
EnableTethering
CameraTethering
Draw
Triggers
Traversal Paths
Vehicle Collisions
OnContact Points
Ground Detection
Ceiling Detection
Screen Flash
Hero Position
Option
Reset On Debug Load
Experimental Air Control