the cutting room mirror

Debug Pages

This is a sub-page of Dead Rising 2.

Debug Jump

Some of the files the game is attempting to reference aren't provided in retail versions of the final game. However it is possible to provide them to the game and the game will work with them. UndeadFrankie compiled them here. Functionally, this works as a level select. All selections have a predefined level which the player is normally set to. However, if the player attempts to start a co-op game and then cancels out while the game is searching, the game will instead use the stats of the selected file, level included. Any levels mentioned here assume that this trick hasn't been used. DR2DebugJump.PNG

Cases#

To do:
Should we document every single case behavior by entering through this mode?

Takes the player to the selected case file. The player will be given levels relatively appropriate to that point in the game. For example, Case 2-1 starts the player at level 8. Starting at Case 6-1, the player gets set at level 30, despite the max level being 50.

X_Survivor_Box#

DR2_X_Survivor_Box.PNG DR2_X_Survivor_Box2.PNG DR2_X_Survivor_Box3.PNG DR2_X_Survivor_Box4.PNG DR2_X_Survivor_Box5.PNG DR2_X_Survivor_Box6.PNG DR2_X_Survivor_Box7.PNG Watch on YouTubeCrashes unless the file is readded. Starts Chuck in a large testing room at level 1. A shotgun, an assault rifle and a push broom can be found nearby as weapons close to where he spawns. Sven and Floyd also spawn near the player and can be recruited (using text from different survivors). An untextured bathroom can also be found close to where the player spawns, as well as a functional vending machine. Exploring around reveals many more things like an unrecruitable version of Kristin, untextured stairs, untextured climbable objects similar to the scaffolding that can be found in the South Plaza, a clothing dispenser that gives a Business Casual shirt/pants, several pushable items like the wheelchair, dolly, drink cart, lawnmower, electric chair, handy chipper and even the unused wheelbarrow (mistakenly labeled as a wheelchair). Going further reveals vehicles, including ones that require unlocking like the motorcycle normally found in the Yucatan Casino and the sports car in the Royal Flush Plaza. Attempting to use them will display that they are locked, but they can be used as normal if mods are used to add the respective keys to the area. The armored van from Case 3-2 is present and can even be destroyed (easiest way to see this is by picking up a zombie and throwing it at the van). On the other side, there are some empty rooms and hallways, potentially for stores. One of the rooms however appears to be for demonstrating untextured slot machines, complete with notes saying "squaretop video slot", "regular video slot", "special slot type 1" and "special slot type 2". One of the hallways cannot be entered on foot because there are doors in the way that are placed too high to be able to be reached to open them. It is possible to go through them though by using the Blitzkrieg carefully which is provided, although some wiggling is needed to get through some of the doors.

X_Vehicle_Box#

Same as the previous, however, it puts the player closer to where the vehicles are.

TheFacts#

Starts at the cutscene of Chuck presenting the laptop from Case 7 to the safe house, starting The Facts.

Tutorial1#

Same as Debug Enter, mentioned below.

Tutorial2_Katey#

Starts Chuck right after the slicecycles event with the cutscene showing the prize money that he won. The player is also given $10000 and 5000 PP, showing that the player is presumed to have gotten first place

Zombrex1#

Shows Chuck and Katey arriving at the safe house being given the goal to get Zombrex before 8 AM.

Zombrex2-4#

Gives Chuck the objective of finding Zombrex for Katey. Zombrex2 does not start Chuck with any Zombrex. Zombrex3 starts Chuck with 1 Zombrex and Zombrex4 starts Chuck with 3 Zombrex.

Zombrex5#

Puts Chuck in the clinic room with TK with the goal of giving him Zombrex during Case 6-2 (which normally does not happen until Case 6-4). Attempting to give TK the Zombrex at this time will work, but the game will not play the cutscene when he's supposed to actually get infected. Chuck also has 3 Zombrex as well.

Scoops#

To do:
Finish listing these

Note: names that are self explanatory or are close to/identical to what they are called in the game will be ignored here unless there's something notable. Chuck will always start with an empty inventory even if the previously mentioned trick is used to start Chuck with higher stats from a save file.

Day2-4Jump#

Starts Chuck at midnight on the day mentioned.

PawnShopScoop#

Starts Chuck at the Platinum Strip right outside the Arena with the case One Man's Trash. Case 2-1 is displayed but not ready yet, showing that the game may have told players about the pawn shops a bit later during development (Stacey normally gives the call about the shops shortly after leaving the Safe House for Case 1-1 in the release game).

Big Game Stakes#

The unannounced scoop where Chuck finds Janus outside of the Atlantica Casino.

Chef#

Spawns Chuck at the door near the Food Court in the Yucatan Casino, assigning the scoop "Tastes Like Chicken". (only noting because it's a different name compared to what the game displays)

DeltaPoint1#

Spawns Chuck outside of the Royal Flush Plaza with Matthew and Michael. Notably, the player is not displayed as having a Case, but the Case File does not display that the others have expired. If Chuck goes to the Underground, it will display that Case 6-3 is present. However, it's set to a version of the Underground where Boykin hasn't crashed through the door yet, so it's impossible to get to Rebecca and continue the story without using freecam. If freecam is used to access her, it reveals that she's on an untextured floor that makes it look like the zombies and her are floating.

Levels#

To do:
To be honest, a lot of this is documented at https://deadrising.fandom.com/wiki/Mod:Debug_Mode#Levels. I suppose I could just disregard that and write my own observations. This may be big enough to warrant its own page. Additionally, my copy from Steam doesn't seem to force Chuck to move automatically. It could be the way I have the debug menu set up, but it just lets me move around freely.

X_AutoChuck#

Starts Chuck facing the door at Royal Flush Plaza that leads to the mall area, away from the Safe House vent with the Case 2-1 at level 5. Chuck gets a Scoop called Demo with the description "Here he comes Chuck!" which points him to go to a spot at the Arena. If the player walks there, they are then prompted to go to a specific area at the Americana Casino. Going there moves the goal marker to the North End of the Silver Strip near Juggz Bar & Grill (Northeast of it). Upon doing so, the game stops and takes the player back to the start screen.

X_AutoChuck1#

Same as before, except Chuck is first told to go to the Food Court at a specific spot. Afterwards, Chuck's next objective is to go to a specific spot at the South Plaza. The next objective from there is to go to the Palisades Mall, near the Atlantica Casino door. Upon doing so, Chuck is sent back to the start screen.

X_AutoChuck2#

Chuck is now advanced to level 14 at Case 4-1. Otherwise, it's still the same as before. Chuck is assigned to go to the Yucatan Casino. Afterwards, he is told to go to the second floor of the Royal Flush Plaza, right outside Albert's Apparel. Lastly, the arrow points him to go to the Atlantica Casino, near the Craps tables, which then, once again, spits him back out at the start screen.

X_AutoChuck3#

Chuck is now advanced to level 31 with the objective to get TK Zombrex. The first (and only) task is to go to the Underground by taking the Royal Flush underground ladder. Upon doing so, the player is sent to the start screen. He's also given the Willamette Mall Security Uniform.

X_AutoChuckWeapons#

Starting outside the Yucatan Casino, Chuck automatically uses several weapons and switches to different ones, teleporting to different areas, which demonstrates using different weapons. Notably, there is no objective marker here.

X_AutoChuckVehicles#

Chuck is given a bike to ride around in, so he goes around the Silver and Platinum Strip a few times.

X_AutoChuckNvidia#

Similar to the above, except Chuck walks on foot. Also zombies are frozen in place.

X_nVidia 3D#

Watch on YouTubeSimilar to above, except Chuck can be controlled by the player for once. All zombies are frozen in place and do not animate. The time is also frozen at 12 PM on September 28th. Zombies can only be interacted with once, but they will usually die instantly from anything, even weapons that are harmless like beach balls or water guns. Chuck is given the mission "PLAY ONLINE", but when inspected in the messages viewer, shows the text "No Mission ID" with no objective text or anything. Interestingly, zombies can be picked up with the pick up move, but if an attempt is made to throw the zombie at a glass window, it will not break but instead harmlessly go through the window. The zombie then moves itself to Chuck's location. Explosives like grenades work as intended. Using explosions (like shooting a gasoline canister near zombies) makes them burn for an extended period of time. Some attacks also seem to make Chuck (and his attacks) intangible to zombies permanently. Additionally, the effects of this level still persist even upon quitting to the main menu and loading up a save file (although the game will not accept any current saves and a new save will have to be made or restarting the story) or selecting a different level through debug enter.

X_AutoChuck4#

Similar to AutoChuck2 but with some odd differences. Chuck is spawned with 4 survivors. Europa, Helen, Lulu and Camille. Helen and Lulu are notable because they normally cannot be recruited as survivors. Helen gets killed during the outbreak and Lulu is already at the Safe House. If the player attempts to talk to Helen, she will say the text shown during ending A, specifically about Chuck Greene never being heard from again, but otherwise, all 4 survivors get recruited. Rescuing Helen reveals that she has no dialogue for when she's saved. Rescuing Lulu does reveal normally unseen text, mentioning that she would have been zombie bait if Chuck didn't save her. As for the mission itself, the player is given the same objects as AutoChuck2.

X_AutoChuckThrowWeapons#

Similar to AutoChuckWeapons, except Chuck throws baseball bats at zombies.

X_Survivor_Box#

Same as the above one in Cases.

X_Vehicle_Box#

Ditto.

X_GAMEPLAY_ZOO#

DR2_GameplayZoo.PNG DR2_GameplayZoo2.PNG Watch on YouTubeCrashes if the file is not provided. When provided, there is a flat area with many of the game's interactables laying around, primarily ones that give PP, but also just general items. There's a blender with some vodka, a regular hamburger and a spoiled hamburger, likely to demonstrate mixed drinks. There's a pan near a stovetop in another area. There's also a drill from Case 3-2, the Comedy Trophy that's normally exclusive to a single scoop. Near the peep show, there's an unlabeled section where a button prompt appears. Pressing it will spawn a baseball bat which can be repeated infinitely. Near a drill and bucket is an invisible combo workbench. Even though they don't show the combo symbols, the weapons can still be made, like the drill bucket and spear launcher. Also present is the car and superbike which is normally bought. They cannot be used as the player doesn't have the key (although the files can be modded to support this). This map also shows a normally unseen mechanic of the ramster ball where it ignores checks to see if the person in it fell off the map (allowing the player to fall onto an invisible floor). The map has no walls, so Chuck can walk or jump right off.

X_FORTUNE_EXTERIOR#

Spawns Chuck outside of the Arena. Zombie spawns appear to be disabled and the time is stuck at 12:01 AM.

X_Shader_Zoo#

To do:
See if these ever gets found and posted online

Crashes the game.

Z_RICHARD#

Crashes the game.

Z_RSTAYER#

Crashes the game.

Z_CBABIC#

Crashes the game.

Z_DPETTY#

Crashes the game.

Z_FRANK#

Crashes the game.

Z_JSTOUT#

Crashes the game.

Z_LGILBRIDE#

Crashes the game.

Z_MSHEPPARD#

Crashes the game. (Last one, I promise)

X_GAMEPLAY_METRICS_BOX#

A massive area showing several gameplay elements, split into multiple rooms.

Starting area#

There's a section labeled "JUMP AND CLIMB HEIGHTS" showing 5 platforms labeled "AUTO STEP 40 CM", "LOW CLIMB 70 CM", "MID CLIMB 124 CM", "HIGH CLIMB 200 CM" and "HIGHEST CLIMB 250 CM". Auto step allows you to just step on it and climb up, similar to stairs. The others are clearly notes for map creators to show how high they can place a ledge where Chuck can still grab on to.

To the right of this are bowling pins arranged in a typical 10 pin set up with 4 bowling balls nearby, potentially for a bowling minigame or PP event (or just a developer having fun with bowling).

Nearby are 2 tower blocks that are 250cm tall (according to the in game metrics) with text saying "400 cm MAX JUMP DISTANCE", presumably to show how far Chuck can jump and still grab on to another object.

Exploring shows a CURE protester sign standing up, multiple casino props (like the Liberty Torch from the Slot Ranch Casino, the Treasure Chest from the Atlantica Casino and the Stone Statue from the Yucatan Casino) as well as a platform affixed on the roof with text saying "MINIMUM CLEARANCE 220 CM". A few combo weapons can be found here too, like the Tesla Ball, the Electric Chair and Freedom Bear.

Nearby Freedom Bear are 2 other objects identifying themselves as a 35° RAMP and a "RAILING" with metric of "10 cm length (rail), 200cm wide, 125 cm TALL", which Chuck is able to vault over.

Also the room is surrounded by glass, but it cannot be broken.

WALL, STAIR AND DOOR METRICS (unofficial name)#

Oddly, unlike the other metric areas, this one doesn't display a name, so it's just.., blank.

Immediately to the left is text saying "WALL WIDTH" showing walls with a width of 20, 50 and 100 CM respectively. There's also a small bump on the ground labeled "SIDEWALK CURB 15 cm", similar to the AUTO STEP mentioned above.

To the right are differently labeled stairs labaled as "MEDIUM", "LARGE" and "SMALL". Each staircase has text on the right side which appears to be showing the side of a step, meaning the MEDIUM sized one has steps of 25cm tall by 40cm long, the LARGE sized one has steps of the same height and a width of 80cm, and the SMALL sized one has steps at a height of 15cm tall and 25cm long.

In front are 3 doorways, labeled "STANDARD SINGLE" at 220cm tall and 140cm wide, "MEDIUM DOUBLE" at 250cm tall and 240cm wide and "LARGE SINGLE" at 315cm tall and 160 cm wide.

Walking past the doors reveal several push mowers, Servbot Masks and a floating invisible work bench where they can be combined to make a Super Slicer.

Nearby is a nonfunctional escalator that doesn't push the player up (but still can be walked on), as well as ceilings labeled as LOW and MEDIUM with heights of 360cm and 500cm respectively.

Left of this is an elevator called "ELEVATOR / SMALLEST SPACE" with a height of 244 cm and width of 280 cm. Going inside reveals metrics of 600 cm wide and 600 cm long with a height of 304 cm.

At the far side are 2 hallways with only a wall at the end, labeled Medium and Small. The Medium one mentions being 400cm wide and 400cm high while the small one mentions being 300cm wide and 450cm high. They both have an approximate length of 2100cm (being 21 1m blocks long)

The last thing in this room is a hallway with some stairs. You can certainly walk up them and there's a corner where the player can walk even higher, leading to a dead end.

CASINO METRICS#

There's a lot less to note here. Untextured slot machines can be seen here, with certain attributes to them being labeled like the height of chairs (66cm), how high the slot machines are from the ground (70cm), whether they can be climbed on. A few chairs seem to have Chuck's model sitting in them colored blue, showing that at the time, Chuck may have been considered to be able to actually sit at slot machines to play them, rather than just standing and inserting money. There are also 4 tables with text over them saying "POKER", "CRAPS, "BLACKJACK" and "ROULETTE" with untextured Chucks sitting at the former 2. There's also a green box about 3 meters high, 4 meters wide and roughly 5 meters long.

INTERIOR METRICS#

This room shows objects intended for, well, interiors, mostly stores. Immediately to the right are the stuffed animals like the stuffed elephant and rabbit. Left shows several utility items like newspaper boxes, trash cans, a water cooler as well as assets like an untextured bench, counters (including a slightly taller one for jewelry stores) and other things intended to be placed in general interior areas like the hotel and bathrooms. There's also an untextured wall phone. Oddly, this room has a Tesla Ball.

STORE TEMPLATES#

Immediately inside are many items intended to decorate stores or be a part of them. Oddly, the Porta Mower and Handy Chipper combo weapons are just here. Multiple layouts of stores are presented here of different sizes. At the very end are 2 drivable bikes as well as a drug store that's similar to Roy's Mart. This is by far the biggest sub area in this area.

X_AUDIO_ZOO#

To do:
With the right file, this DOES work in Off the Record. More testing will need to be done to see how to get it to work here.

It doesn't crash, but it appears to be an infinite loading screen.

High Rollers#

To do:
There is a way to make it so you can choose who specifically you fight, which I have enabled, but I don't remember how I did that

No relation to the scoop/message of the same name. This takes the player to a random psychopath (usually Antoine) with 4 weapons, an assault rifle, a spear, a broadsword and a baseball bat. Zombies also do not spawn. Psychopath scripts after defeating them do not work, so even if you defeat Antoine, his cutscene will not play. Same for if you fight TK, where defeating him will trap the player in his arena because the game won't load the ending cutscene. Attempting to go to the Safe House will start the cutscene for when Chuck enters the Safe House normally, advancing the time to 3 AM and beginning the game as normal. This may have been a test mode for psychopaths, a scrapped psychopath boss rush mode, or even an early version of Infinity Mode from the first game, similar to how psychopaths can be fought outside of missions during Sandbox in Off the Record.

Debug Enter

Immediately launches the player into a new game at the intro cutscene. The game plays as normal.

Terror is Reality Debug Enter

To do:
Does anyone know if this works online? TiR isn't exactly a mode that a lot of people play, you know. If 4 people would like to play to discover if it works, that would be amazing.

DR2_TIR_DebugEnter.PNG

Gives the player a menu to set a number of private slots (between 0 and 3) as well as which game they'd like to play. This does not allow playing them in single player.