Build Date#
The executables have a build number, complete with a commit number in some cases:
Note how the PS2 EUR build date is erroneously labelled as September 24, 12 days after its official release date. Its actual build date should be June 24.
GCN |
The Italian Job |
|---|---|
GCN |
The Italian Job |
PS2 |
The Italian Job |
PS2 |
The Italian Job |
Xbox |
The Italian Job |
Xbox |
The Italian Job |
Debug Options#
- Rendering Info
Shows information for World Geom Tri, Coll Tri, Tex Mem, Cpu, Render, Tri; Model Tri; Misc Tri; Tex Download, Duplicate.
EUR |
USA |
|
GCN |
0057D13F 00000001 |
0055540F 00000001 |
PS2 |
00302D9C 00000001 |
0030365C 00000001 |
Xbox |
002C202C 01 |
|
- Camera Boxes, Visible Meshes
EUR |
USA |
|
GCN |
0057D143 00000001 |
00555413 00000001 |
PS2 |
00302DA0 00000001 |
00303660 00000001 |
Xbox |
002C2030 01 |
|
- Framerate, Position, and more
The GameCube version displays some memory info at the top, and the Xbox version doesn't display the build tag nor the elapsed time unlike the others. All of the props also have a number displayed on them.
EUR |
USA |
|
GCN |
0057D157 00000001 |
00555427 00000001 |
PS2 |
00302DB4 00000001 |
00303674 00000001 |
Xbox |
002C2044 01 |
|
- Speed Information
EUR |
USA |
|
GCN |
0057D14B 00000001 |
0055541B 00000001 |
PS2 |
00302DA8 00000001 |
00303668 00000001 |
Xbox |
002C2038 01 |
|
(Source: Edness)
XML Debug Options#
|
|
To do: |

On the Xbox version, adding the options to a Config.xml file allows you to toggle various other debugging options.
None
LeftStick1
RightStick1
LeftStick2
RightStick2
Select1
Select2
Europe
USA
Mission
Circuit
Stunt
Demo
Free
Hollywood
MiniRed
mPreferArchive
mLoadXMLFromArchive
mShowProfileBars
mShowBudgetBars
mShowOcclusionInfo
mShowUnsafeRegion
mShowCarInfo
mShowHud
mShowWarnings
mShowDebugInfo
mPlayMovies
mTestMovies
mShowLegals
mIgnoreDave
mTestPlayerHumanNum
mTestPlayerAiNum
mTestLevel
mTestCar
mGameRegion
mGameType
mTrackNumber
mNumberOfLaps
mUseTraffic
mFrameUpdate
mAllowReloads
mCycleDebugTexturesButton
mReloadVehicleParamsButton
mReloadWorldConfigButton
mReloadCameraConfigButton
mReloadObjectConfigButton
mReloadMaterialsButton
mScreenshotButton
mCycleCarTypeButton
mMovieMakerCycleModeButton
mMovieMakerPlaceNodeButton
mToggleHudButton
mToggleWarningsButton
mToggleDebugInfoButton
mToggleCarDamageButton
mToggleScreenshotModeButton
mMovieMakerStartOutputButton
mTestExplosionButton
mMemoryDumpButton
mMovieMakerPlaybackSpeed
mMemCardEnabled
mShowCollision
mMeEncantaElTanque
mDemoTimeout
mUseAntialiasing
mForceMappedCameras
mCutsceneInfo
mCutSceneFilename
mSkipMissions
mUnlockMissions
mUnlockCircuits
mUnlockStunts
mUnlockCars
mUnlockExtraOptions
mMissionDebugTimer
mDEBUGAIEndSection
mDEBUGAIStartSection
mVibrationTime
mMinImpulseForVibration
mVibrationPerUnitImpulse
mCtrlVibJitterMag
Additional Development Text#
The executables contain a smorgasbord of error and debug messages.
ObjectID %s got focus
ObjectID %s lost focus
ObjectID %s moved
ObjectID %s sized
ObjectID %s rcvd Nav
ObjectID %s rcvd Msg
***ERROR*** - Did not load ParticleSettings, using default values
!!! UNKNOWN TOKEN !!!
!!! THIS STRING IS TOO BIG !!!
TRANSITION STILL ACTIVE!
Ballz mate! Too many impostors pal!
Tex Downloaded
Obj Required
Tex Required
Obj Rendered
Vif Finished
Gif Finished
Vif1 Start
Vif1 Start Fail
Vif1 Stop
Gif Start
Gif Start Fail
Gif Stop
Vif1 Zed Stored
Vif1 Profile
Gif Profile
Path3InterruptLog.txt
Interrupt Event Log
===================
Another light? Not without increasing CLIGHT_MAX you can't!
Pre MenuSystemOpen = %ldk
%s/%s
Post MenuSystemOpen = %ldk
Pre MenuSystemClose = %ldk
Post MenuSystemClose = %ldkFailed to setup model file for %s
ROM 1.27
Sorry mate! That palette type ain't supported!
Palette already dead!
Attempt to load into uninitialized palette!
Attempt to allocate invalid palette size
BeginObject/EndObject pairs did not match! bad things will probably happen now :(
BACKGROUND
POSITION: %s;
HEIGHT: %ld; WIDTH: %ld; TOP: %ld; LEFT: %ld
out of range
Couldn't find attribute '%s' under path '%s'
Couldn't recognise enum '%s' in node '%s.%s'
Couldn't recognise enum bit '%s' in node '%s.%s'
Ballz mate! Too many basic shadows!
Dodgy magic '%s' in model file '%s'!
Failed to alloc texture mem for '%s'!
Failed to alloc box mem for '%s'!
Failed to alloc point mem for '%s'!
Failed to alloc face-me mem for '%s'!
Failed to alloc mesh header mem for '%s'!
Failed to load '%s'!
Dodgy magic '%s' in skeleton file '%s'!
\Building this skeleton will cause stack overrun!
WTF? Seriously corrupt stack command when building anim skeleton!
Ballz mate! Too many tex anims - increase TEX_ANIM_MAX pal!
Failed to load texture box file '%s'!
Dodgy Magic '%x' in ink file '%s'!
Zed Store: Height = %ld, Qwc = %ld
Using Reversed DMA list to store Z Buffer
VIF1 DMA at %x
GIF DMA at %x
Attempt to use point light with no object position! Can't get dir!
Attempt to use spotlight with no object position!
Eh? What kind of light are you supposed to be?!
Failed to open '%s'!
Unsupported zed mode!
Cleared VRAM to: a%d r%d g%d b%d
Failed to Load Sif Module: %s - Error Code: %d!
System not initialized!
__ . , __ ___ __ _ _ __ __ __ __ __
(__` \_/ (__` | |__ |\ /| |__ |__) |__) / \ |__)
.__) | .__) | |__ | V | |__ | \ | \ \__/ | \
Dodgy bog standard (Jesus, Duncan!)
fuckhead
'%s' in '%s'!pack_header_field_flag needs to be '0' in PS
The size of work area is too small
work area size is too small
image buffer needs to be aligned to 64byte boundary(0x%08x)
pack_header_field_flag needs to be '0' in PS
The size of work area is too small
work area size is too small
image buffer needs to be aligned to 64byte boundary(0x%08x)
(Source: Descension, CounterDiving)
Unused Graphics#
Only in the European Xbox version there is a System folder with two placeholder graphics:
- missing.bog
- white.bog
A small 16×16 graphic with nothing but the color white. This file can also be found in Hot Wheels World Race’s init folder.