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Rez (Dreamcast)

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Unused Textures#

Several textures exist in the Test folder of the game, and go unused in normal gameplay. These textures do not fit in stylistically with any of the textures that do get used in the final game, and seem to be leftovers from early versions of the game before UGA went with the cyberspace theme.

Unused Enemies#

It is possible to spawn what seems to be a test enemy in the Venus boss battle, using the KODE debug mode. Interestingly, this enemy is the only one that actually has collision with the environment.

Unused Sounds#

A sample from Underworld's song "Rez" exists in the files for Area 1. Most likely a remnant from when the game was going to use Underworld's music for this level.

Debug Mode#

Gindows#

Watch on YouTube

Sega's Gindows debug system can be accessed in the final version of the game. The byte at 0x8C28E08D is part of the system flags (2C instead of 8C for Demul with Cheat Engine). This byte, when set to C5, enables the debug mode. This gives access to almost all debugging features of the prototype, with the exception of the Nindows debug mode.

A Japanese keyboard is recommended (slot 4). It is advised to use a Dreamcast mouse (slot 2), but you can use a regular controller instead. A is left click and B is right click, and you can use both the thumbstick and D-Pad to move the cursor.

Keyboard Commands

Key

Function

Tilde

Console

F1

Performance Window

F2

Memory Window

F3

Mainflow Editor

F4

GameInfo Window

F5

Camera Window

F6

Frame Stabilizer On/Off

F7

Variable Editor

F8

Free Camera

F9

System Window

F11

Reset Mainflow, Passflow and Gameflow Count

F12

Hides/Displays Debug Mode

Alt+F11

Loads Next Phase (In levels)

Print Screen

Debug Info

Scroll Lock

Advance Game by One Frame when Paused

Pause/Break

Pause Game

Alt+Tab

Switch Windows

Ctrl+1

Auto Stabilizer 1 [Smooth, Heavy Performance]

Ctrl+2

Auto Stabilizer 2

Ctrl+3

Auto Stabilizer 3

Ctrl+4

Auto Stabilizer 4

Ctrl+5

Auto Stabilizer 5 [Skips Frames, Lightest Performance]

P [In Level Select]

Unlock All Levels

Console#

Accessible from the right click menu or by pressing the button under Escape, is a console menu. This prints very little information to the screen compared to the prototype.

Console Commands

Command

Function

Help

Gives a list of commands [Some are in Japanese]

CD

Change directory

Coloredit

Execute color edit window

Dumpwin

Execute memory dump window

Fullrange

'OK! OK!' Appears, Japanese when typed again

Heap_map

HeapMap view

Heap_overrun

Heap overrun check

Heapb_map

HeapBaseMap view

LS

List directory

Maxieditor

Draws grid on screen, saves Maxidat[Number] files to VMU

Palwin

Execute palette window

Play_log

Prints your play log from the flash memory

R_load

Replay load

R_save

Replay save

Varlist

Displays a list of variables and some descriptions

Varsearch

Search for variables

Varset

Set variables

Mainflow Editor#

The Mainflow editor can be used to place enemies and edit the events in a level, and these can be saved to a VMU. If a valid Mainflow file is found on the VMU, this will be loaded instead of the file on disc.

Mainflow Keyboard Commands

Key

Function

N

New Command

K

Kill Selected Command

C

Mainflow Count Change

S

Save to VMU

D

Delete selected enemy

Page Up/Down

Change the Type of Command

Enter

Edit Command's Settings

Command Editor Keyboard Commands

Key

Function

V

Vector to Angle

A

Angle to Vector

C

Camera to Target

Shift+C

Target to Camera

M

Make

P

Disp On/Off

Ctrl+U

Undo

Ctrl+C

Copy to Buffer

CTRL+V

Copy from Buffer

Free Camera#

Uses Player 1's Controller.

Button

Function

L+R

Camera Movement Speed [1.0, 10.0, 100.0, 0.1]

Thumbstick

Rotates Camera Clockwise/Anti-Clockwise

A

Lower Camera

X

Raise Camera

B

Rotate Camera Downwards

Y

Rotate Camera Upwards

D-Pad Up

Move Camera Forwards

D-Pad Down

Move Camera Backwards

D-Pad Left

Move Camera Left

D-Pad Right

Move Camera Right

Home

Reset Camera to 0,0,0

Variable Editor#

The Variable Editor enables you to edit variables. This menu opens in Japanese but can be switched to English by clicking the HELP button. It can also be switched to a transparent mode by clicking on TRANS. You can save the current variables and load them from VMU using the Save_Variable and Load_Variable options respectively.

Regional Differences#

In the Japanese version of the game, the 'Travelling' mode is called 'Easy Rez'.

Oddities#

Pressing F12 on a Dreamcast keyboard without enabling the debug mode will save the game. In both the prototype and final, the debug level select refers to a 'STG50'. This is missing in both versions.