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This page is rather stubbly and could use some expansion. |
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To do:
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Space Channel 5: Part 2, being the sequel to the original Space Channel 5 features a bigger story that pivots Ulala and her crew into a bigger threat than they faced four years ago, the Rhythm Rogues.
Also, Space Michael.
Unused Audio#
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To do: |
There's a lot, including voice lines and unused commands for almost every character.
(Discovery: RUUs Room)
Development-Related Text#
A large amount of debug-related text is present in the executable.
Z : %08x
Y : %08x
Angle X : %08x
Y : % 5.1f
Center X : % 5.1f
Z : % 5.1f
SCALE X : % 5.1f
Z : % 3d
GRID X : % 3d
Grid Editor
GRID
Break Mtp level : %d
timing for cds
position
block
round
load
save
free
switch
Base Position Editor
sch5bp%1d_%1d_%1d
Position Data Save
Sequence Step %02d
End Of Data.
BREAK
Q & A
BATTLE
MOVE
Start Seq. is %-6s
Dummy Data.
Change Frame :
-----
step. %d
POS : X = % 8.2f
: Y = % 8.2f
: Z = % 8.2f
ANG : X = % 8.2f
Next Seq.
% 4.0f
Current Frame :
Character Sequence Manager
loadform <file name>
loadform
saveform <file name>
saveform
gakkibito [on / off]
gakkibito
danceman [on / off]
danceman
membernum <0 .. MAX MEMBER>
membernum
breaklevel <-1 .. 2>
breaklevel
party
(def. 0)
member
(def. -1)
break
CharManInit
---Char Man. Game Load Entry---
DIE
! by char_man.c
---Char Man. Game Load Start---
---Char Man. Game Load End---
CharManSetBattle
Switch Loop L->E. (%5.1f)
Switch Move Motion. (%5.1f)
Timing Task
ID(%d) : Type(%d) : Start(%f)
Current Break Level is %d.
Starting Member %d
off
Usage : danceman [on / off]
Current : danceman %s
OFF
Usage : gakkibito [on / off]
Current : gakkibito %s
Save OK %s
Save FAIL %s
Usage : saveform [file name]
Load OK %s
Load FAIL %s
Usage : loadform [file name]
END
PLAY
STOP
----
V2
V1
M2
M1
---
O
E
U
I
A
SLT
---
@484
FADE
NOP
----
No:Chr:Stm:STAT:FSTA:IDX:LIP:EndTime:ALPHA:FRM
---
%2d:%3d:%s:%s:%s:%3d:%s:%7.3f:%5.3f:%1.0f
ACTIVE
PREP
LOADING
FREE
UNKNOWN
EntryNum:%d
Index :%d
CharNo :%d
CharNoRef:--
CharNoRef:%d
CharStat :%s %d
LipMotion N: ADR=0x%08x FID=0x%08x
H: ADR=0x%08x FID=0x%08x
S: ADR=0x%08x FID=0x%08x
EyeMotion : ADR=0x%08x FID=0x%08x
PausePose:%d
%3d:LIP:StartTime :LengthTime:DB
No :LIP:StartTime :LengthTime:DB
%3d:%s:%10.6f:%10.6f:%9.6f
SOFT
HARD
NORMAL
SLEEP
BUSY
FREE
NOWLOAD
SET
UNKNOWN
Order :%d
Serial :0x%08x
STAT :%s %d
LoadStat:%s %d
FID :0x%08x
BlockNo :%d
---LP1---
DataType:%c%c%c%c
DataSize:%d
CharNo :%d
PID/IID :%d/%d
Num :%d
Flag :0x%08x
:OFSTIME %f
:OFSTIME OFF
MtnType :%d %s
--ORIGINAL--
CharNo :%d
PID/IID :%d/%d
Num :%d
Flag :0x%08x
:OFSTIME %f
:OFSTIME OFF
MtnType :%d %s
ClipDebug Sub
ClipDebug Main
>1:LP1< 2:CHAR 3:PLAY
1:LP1 >2:CHAR< 3:PLAY
1:LP1 2:CHAR >3:PLAY<
***** Create For Debug *****
[%d block] [%d block] (%s)
you need [%d block] (%s)
Analyze... [NG] (%08X)
Analyze... [OK]
Now Loading... (%s)
Now Saving... (%s)
Error > Save False... (%s)
remain block [%d block]
you need [%d block]
Now Format...
try Format, but error!
complete!
Can't Load File (%s)
Can't Find POF0 (adr:%08X)
Not Chunk (adr:%08X)
CamDebug
ERROR
NULL
load : %s
save : %s
frame : %d
tes frame: (%d) %d
c type : %d
buph : %08X
save img : %08X
curr seq : %08X
curr node: %08X
point : %08X
ctrlratio: %.2f
[<= =>] Select Edit Sequence %3d
[Shift+L] Load
[Shift+S] Save
Now Sequence %3d
[<= =>] Select Node %3d/%3d
Frame %3d
[A] Add Node
[D] Delete Node
Now Edit Sequence %3d
Now Edit Node %3d
Select Point %3d/%3d
Frame %3d
[A] Add Node
[D] Delete Node
[SPACE] Calc Spline
[123456] Change Camera
eye : %.3f %.3f %.3f
ang : %.3f
roll : %.3f
int: %.3f %.3f %.3f
CamEdit
Delete ? (Y/N)
CamEdit Dialog
analyze: %08X %08X
save_img: %08X
save_data: %08X (%08X)
Status: %d
camedit.bin
SAVE
LOAD
CamEditFname
p0: (%f %f %f)
p1: (%f %f %f)
p2: (%f %f %f)
p01: (%f %f %f) [%f]
p12: (%f %f %f) [%f]
len: [%f]
p02: (%f %f %f) [%f]
out: (%f %f %f)
H&4
Warning > CamEdit already Exist!!
fff
analyze: %08X %08X
No Fname!
save_img: %08X
save_data: %08X (%08X)
Status: %d
tmp.bin
()4
SAVE
LOAD AS READ
LOAD
LOAD!!
LOAD (as read)!!
SAVE!!
h)4
CamEditFname
Global
P Center (start)
P Center (always)
P Base
P Center IXY (always)
CamEditDialog
Base Frame
Camera
Interest
Set Roll
0.0
Set Angle
45.0
Set Frame
Set Power
************* START [%4d %2d/%2d %02d:%02d:%02d]*************
WHO: %s (%d %d)
TN : %d
MD : %d
MR : %06X (%06X)
DMR: %06X (%06X)
M2 : %06X (%06X)
TaskMemory
8Q4
debug
window
Performance
Task %5.2fms
Gindows %5.2fms
Total %5.2fms
Render %5.2fms
Frame Rate
%5.0f FPS
Port 2
Port 1
Peripheral Info
>
<
Port:%s
ON :%08X
OFF :%08X
NOW :%08X
(X1,Y1):(% 4d,% 4d)
(X2,Y2):(% 4d,% 4d)
YES
NO
vib enable : %s
vib ready : [%s, %s]
tvr connect : %s
tvr num : %d
Render Info
Model Vertex %8d
Calc Vertex %8d
Set Vertex %8d
Texture Memory
MAX %06X
FREE %06X
BLOCK %06X
%3.0f%% Free
Vertex Buffer Used
TaskDebug
free_cam
ANG-LIMIT
RAD-MAX
RAD-MIN
RAD-DEF
ON/OFF
angle_edit
R-SPEED
SPEED
port
ON/OFF
switch
Window ON/OFF
window
freecam <port number>
freecam
Dialog
OK
CANCEL
Free Camera
POSITION
X : % 6.2f
Y : % 6.2f
Z : % 6.2f
INTEREST
VIEW ANGLE
% 6.2f
Free Camera start
Free Camera end
Free Camera Finished.
Plyaer Info
BASE POS : % 7.3f, % 7.3f, % 7.3f
BASE ANG : %08x, %08x, %08x
POS : % 7.3f, % 7.3f, % 7.3f
Motion : %3d / % 4.0f
SIDE : %s
Gindows Debug#
Like with Rez, UGA used Gindows as the debugging system for Space Channel 5: Part 2. In the Dreamcast version this is fairly easy to access.
(Discovery: Woofmute, RocketHorse)
Debug Flag Location |
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1st_read.bin |
0x000D70A2 |
ram |
0x8C0E70A2 |
demul ram |
0x2C0E70A2 |
To enable debug set the debug flag on boot from 00E5 to 01E5. You can modify 1st_read.bin if you prefer. Controller in Port A, Keyboard in Port B, Mouse in Port D, press the Insert key to display or hide Gindows debug. There is no left click debug menu, only the right click one. The game was made with the Japanese Dreamcast keyboard in mind as it relies on two of its additional keys for two of the freecam modes.
Right Click Menu |
|---|
System |
Font |
User [Undefined] |
Var Editor |
Console |
Texture Viewer |
Profiler |
Console Commands |
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breaklevel |
breaklevel <-1 .. 2> |
cd |
change directory |
coloredit |
execute color edit window |
danceman |
danceman [on/off] |
dumpwin |
execute dump window |
freecam |
freecam |
gakkibito |
gakkibito [on/off] |
help |
Help |
loadform |
loadform |
ls |
list directory |
membernum |
membernum <0 .. MAX MEMBER> |
palwin |
execute palette window |
saveform |
saveform |
varlist |
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varsearch |
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varset |
Keyboard Functions |
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F2 |
Sound |
F5 |
TaskMemory |
F6 |
Console |
F7 |
Render Info |
F8 |
Texture Viewer |
F9 |
Peripheral Info |
F11 |
Gindows transparency Off/On |
F12 |
Performance |
Scroll Lock |
Advance frames when paused |
Pause |
Pauses game in levels |
Insert |
Display/hide Gindows |
Home |
Variable Editor |
Page Up |
Scroll up console |
Page Down |
Scroll down console |
Arrow Keys |
Navigate debug menus |
Enter |
Confirm selection |
Escape |
Cancel selection |
Ctrl+W |
dgDrawCallBackWindowInfo |
Ctrl+T |
TaskDebug |
Ctrl+P |
dgPrestreamWindowInfo |
Ctrl+A |
dgAudioWindowInfoAll |
Ctrl+S |
dgStreamWindowInfo |
Ctrl+D |
dgCdbWindowInfo |
Ctrl+F |
dgFileSystem |
Ctrl+H |
DGSH |
Ctrl+L |
Light |
Ctrl+Z |
CamEdit |
Ctrl+X |
Force (In CamEdit) |
Ctrl+C |
Camera |
Ctrl+V |
dgVblanktimerWindowInfo |
Ctrl+B |
BupDebug |
Ctrl+M |
dgMovieWindowCue |
Ctrl+Enter |
A on controller 1 on main menu |
Ctrl+Escape |
B on controller 1 on main menu |
Ctrl+Arrows |
Directions on controller 1 on main menu |
Ctrl+Delete |
To title and again to bios |
Alt+W |
Character Wireframe |
Alt+E |
ENESET EDITOR |
Alt+R |
Current end of level score results display |
Alt+O |
PathCtrl |
Alt+P |
Player Info |
Alt+A |
AudiRate |
Alt+S |
Secret |
Alt+F |
Select [Can type name for FormationEdit] |
Alt+G |
Game info |
Alt+K |
ClipDebug Main |
Alt+L |
Poison Light |
Alt+Z |
CamCtrl |
Alt+C |
Level Counter |
Alt+V |
Voice |
Alt+B |
BupFlagDebug |
Alt+M |
MusicMan |
無変換 |
FreeCam in place |
全候補 |
FreeCam targetting player |
S3 |
Sets FormationEdit to a temp name |
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The Space Channel 5 series | |
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Dreamcast |
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PlayStation 2 |
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Game Boy Advance |
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PlayStation 4, Oculus Quest, Windows |
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