the cutting room mirror

Dead to Rights (Game Boy Advance)

A rough-n-gutsy, top-down demake of the PS2... classic? Sic your dog on evil construction workers on the go!

Debug Menu Text#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: There's a code making the rounds that supposedly accesses a debug menu, but I can't get that to work

Text for a debug menu can be found in the ROM at 50628.

DeadToRights Debug Screen

Built: Sep 16 2004
----
Main Menu

Profiling

Slow RAM Usage

Back


Main Menu

Profile Menu

Disable PhysicsSystem::Update().TopDownHarry::Update()
TopDownGoon::Update()

TargetFinder::Update()
TopDownProjectile::Update().Weapon:: Update with target.Weapon:: Update no target


Profile Menu


Profile Menu


Enable

Profile Information


Maximum cycles    %-8d
       scanlines %-8d
Average cycles    %-8d
        scanlines %-8d




Slow RAM Stats:

Available:     %8u
Largest Block: %8u
Used Blocks:   %8u
Free Blocks:   %8u
Active Projectile Count:   %u

Additional Dev Text#

There is some additional dev text shortly after the above text, at 51128.

A creature with class string %s, 
(item type [%d]: asset id [%d]) 
was placed that does not exist 
in the generation list

There's also a sample message at 512D0.

This is some sample text to output - 
yes, that's right, I am simply rambling 
on to test out the system.

A more complete compile date can be found at 51980.

Sep 16 2004.21:51:28....%02d%02d%02d %02d%02d