Unused Graphics#
Loaded into VRAM during fights, but never displayed.
Same as above, possibly a debug font.
A small set of numbers that doesn't seem to be loaded at any point.
Unused Music#
These tracks are excluded from the music player in the audio settings.
The track that plays on the continue screen and whenever a "thrill kill" is activated and stops after the move is performed. In both cases, it cuts off early, meaning at least half of it is never heard in-game.
The music heard during a dance finisher. Only the first 20 seconds or so can be heard in-game at most.
The music heard during the credits FMV. The version in the video runs for 6:29 while this version is only 4:19.
Unused Sounds#
The winner is never announced, but clips of the announcer doing so exist in each character's folder.
Clip |
Subtitle |
|---|---|
Belladonna Wins |
|
Cain Wins |
|
Cleetus Wins |
|
Dr. Faustus Wins |
|
Imp Wins |
|
Judas Wins |
|
Mammoth Wins |
|
Marukka Wins |
|
Odd-Ball Wins |
|
Tormentor Wins |
|
Violet Wins |
This sound was used in some builds of the game to replace the sound of Cleetus biting into the leg he carries around.
An effect that sounds like a gunshot.
Development-Related Text#
Miscellaneous strings found at the beginning of GAME.EXE.
Hand Glow
Background
ALL PLAYERS
PLAYER 0
GAME PAUSED
ALL PLAYER
CONFIRM QUIT
CONTROLLER 0 UNPLUGGED
NO CONTROLLERS CONNECTED
BACKGRND.c
File %s line %d
BloodSpray
Bloodpool
Red Smoke
FloorCrack
Lightening
Lght Target
Shockwave
REPLAY.c
MESHFX.c
snddrv.c
JOYDRV.c
TODANIM.c
SCREEN.c
Object does not have model number
index != -1
PSXLIB.c
temp<MAX_SPRITES
FPS:%d.%02d
Frames:%d.%02d
no_sprites-SPRITE_IND_OFFSET<MAX_SPRITES
no_objects<MAX_OBJECTS
header_p->tod_p == (u_long *)-1 || header_p->reference_p == (short *)-1
header_p->tod_p != (u_long *)-1 || header_p->reference_p != (short *)-1
total_sub_objects<SUB_OBJECT_MAX
Has sprites
On texture %d
((*addr) & 0xff) == 0x10
G_Sprite_ind<MAX_SPRITES
load_info->highest_clut < 32
type %d
type == -111
tmdprim_p->n0.vx == tmdprim_p->n1.vx
tmdprim_p->n0.vy == tmdprim_p->n1.vy
tmdprim_p->n0.vz == tmdprim_p->n1.vz
tmdprim_p->n0.vx == tmdprim_p->n2.vx
tmdprim_p->n0.vy == tmdprim_p->n2.vy
tmdprim_p->n0.vz == tmdprim_p->n2.vz
sgn(v1.vx)==sgn(v2.vx)
sgn(v1.vy)==sgn(v2.vy)
sgn(v1.vz)==sgn(v2.vz)
type == -1
*tmdp==0x41
Err %s %d char %d tmdprim.v_ofs != (SVECTOR *)temp
((*todp) & 0xff) == 0x50
\PSXDATA\ANIMATEC.DTA
Too little high mem %d
k<MAX_ANIMATIONS
Invalid Sprite Type
index<MAX_OBJECTS
Err: MAX_SPRITES should %d
err no palette anim
"err no palette anim"
num_frames %d
Err frame %d part %d no before EOA
number_of_frames<maxf
DO_ANIM.c
Err Old animation type with translations no longer supported
Err Compressed animation type no longer supported
nptr %d
nptr < 5
model %d,sub object %d ,packet %d, type %d
Object does not have model number
index != -1
LoadImage2
id =%08x
mode=%08x
timaddr=%08x
analizing TMD...
id=%08X, flags=%d, nobj=%d, objid=%d
vert=%08X, nvert=%d
norm=%08X, nnorm=%d
prim=%08X, nprim=%d
...And at the end:
init
Flash
Block
Shadow
Glow
Blood
Blood2
Chain
Hair
Panel
Flame
Wing
Effects
QUIT
RESUME
YES
TWEAK.c
<<<<
DEBUG.c
Smoke
Explode
fir
ape
cnt
haf
can
imp
dmn
dom
doc
jes
tor
needed
h %d
1==0
k>=1
DRAW.c
k>0
1==0