the cutting room mirror

Debug Text

This is a sub-page of Zombieville (1997).

When viewing ZOMB.EXE in a hex editor, there's a lot of interesting details buried inside. For example, there seems to be duplicated strings from the ZOMB.PRF file inside the executable and plenty of strings for different purposes.

MISC STRINGS#

Under these following addresses in ZOMB.EXE, there seems to be an assortment of miscellaneous strings.

Address

String

Comment

0x00096E04

-Too much to list-

There seems to be game instructions in English.

0x00097400

"No! Don't Peek"

No idea why this is here...

0x00097530

"Monster.Armed..Monster...." and more...

It appears to be Debug Functions of some sort?

0x000978B5

"Next to Bugger"

These handful of strings are about restoring Matt's Health.

0x00097931

"Blunderbuss"

There is no such shotgun in the game. The next "shotgun" references are possibly to help calculate pellet damages.

0x00097A00

"Crow bar wrapped around the cranium"

No idea what this means.

0x00097A68

"Girly Punch"

Possibly refers to zombie melee attacks or a 'sissy' punch animation.

0x00097DA2

"Colt Pistol"

String to show on the top-left when picking up guns and checking guns' ammo. However, this gun isn't found anywhere in-game, let alone its ammo.

0x00097E1D

"M16 + Granade Launcher"

Same as Colt Pistol, but with a misspelling bonus.

0x00097E54

"Revolver"

Unknown if intended to be an usable gun or merely an inventory item.

0x00097EAC

"Chainsaw"

Unknown if intended to be a usable melee weapon but left as work in progress or merely an inventory item.

0x00097EB8

"Cleaver"

Same as from Chainsaw.

0x000980EC

"Smoke Grenade"

Unknown if the M16 w/Grenade Launcher would be able to fire different rounds or Matt would use them in a different scenario.

DEBUG STRINGS#

Under the following addresses in ZOMB.EXE, there seems to be strings meant for a debug menu. It is currently unknown if the debug menu is a remnant of development and is inaccessible, or it is functional but currently there are no known ways to access it.

Address

String

Comment

0x000989B4

"Bedlam Ground Floor"

These handful of strings seem to show all locations in Zombieville.

0x000989CB

"Bedlam exterior"

0x000989D8

"Bedlam First Floor"

0x000989EC

"Town Square"

0x000989F8

"GraveYard"

0x00098A04

"Road house interior"

This location is outside of the Ruby Red bar.

0x00098A18

"Road house exterior"

This location is inside of the Ruby Red bar.

0x00098A2C

"Cathedral"

0x00098A38

"Garage"

0x00098A40

"Ezekiels house interior"

This is where you'll find a pregnant child zombie.

0x00098A58

"Ezekiels house exterior"

0x00098A70

"Industrial area"

This location is the long route you take to get to the warehouse.

0x00098A80

"Pumphouse"

0x00098A8C

"Pumphouse interior"

0x00098AA0

"Warehouse"

0x00098AAC

"Diner"

0x00098AB4

"Sheriffs office"

0x00098AC4

"General store"

0x00098AD4

"Roadblock"

0x00098AE0

"Gas station"

0x00098AEC

"Farmhouse"

0x00098AF8

"Farmhouse shed"

0x00098B08

"Mauseleum"

0x00098B14

"Chapel"

0x00098B1C

"I want to stare at the title Page"

Do you?

INHOUSE LEVEL EDITOR STRINGS?#

For the next handful of strings, it appears to be for an inhouse level editor?

Address

String

0x00098B40

"Percentage Chance of Anim Running"

0x00098B65

"Should this Animation be forced?"

0x00098B88

"Do you want to alter/create NPC end Pos?"

0x00098B88

"Does this ammo hurt characters when fired"

0x00098BE0

"Which level Do you wish to create a status change record"

0x00098C1C

"Which status"

0x00098C2C

"Are You Sure"

0x00098C3C

"Object Designation"

0x00098C50

"Select Level of Translucancy"

0x00098C70

"Radius weapons GFX menu"

0x00098C88

"General GFX menu"

0x00098C9C

"Medical Object health adder menu"

0x00098CC0

"Medical Object GFX menu"

0x00098CD8

"Number of bullets emeny starts with"

0x00098CFC

"Enemy Activation Method Menu"

0x00098D1C

"Enemy hand to hand Hit Points"

0x00098D3C

"Character Health Rating"

0x00098D54

"Max Number of Bullets"

0x00098D6C

"Shot delay (seconds)

0x00098D84

"Number of Bullets"

0x00098D98

"Scatter pattern"

0x00098DA8

"Weapon Hit Points"

0x00098DBC

"Death Dispensors"

0x00098DD0

"Scale value"

0x00098DD8

"General Record Config"

0x00098DF4

"Main Menu"

0x00098E00

"Monster GFX menu"

0x00098E14

"Object type menu"

0x00098E28

"Frame Number"

Credit to: CounterDiving for pointing out potential points of interests here.

.ZLD FILES#

In all of the LEVELDAT folders, files with .ZLD extension at this address "4E 6F 21 20 44 6F 6E 74 00 09 50 65 65 6B" contains the following string: "No! Don't..Peek"

It is unsure if this was a little developer comment to dataminers to plea to not look inside these specific files.

ZOMB.PRF#

According to the developers [that will remain anonymous], this ZOMB.PRF file was NOT intended to be shipped with the game and served as for debugging purposes.

It also gives an insight to developers' frustrations at the time, which folks can now appreciate their efforts of developing Zombieville.

NOTE: This file can be opened with NotePad++, numbers on the middle are times that the game called each function. The numbers on the far left are believed to be size in bytes that the function processed.

String

Comment

ZOM_LoadLevelScreen

ZOM_DisplayGameOverScreen

Load_various_shit

I wonder what this does...

determine_music_filename

Music_thingy

Do_memory_stuff

Main_loop_loading_code_type_thingies

initialise_main_loop

service_keypresses

all_together_now

Is this a reference to the Beatle's song under the same name?

game_loop

draw_screen

fade_up

fade_up_special

Draw_world

Refresh_game

look_after_roll

act_like_a_scouser

Not entirely sure what this means in terms of in-game character behaviors

Handle_key_input

run_game

fade_down_g

fade_up_g

Panel_g

ZOM_ConfirmBox

Paused

Loader_bodge

main_loop

find_language

main

trace_line

get_room_no

find_room

set_room_number

read_navigation_list

read_connection_list

read_door_list

assign_finish_node

assign_room_number_and_node

Find_Interpolate_map_angles

calculate_path

calculate_final_path

create_path_step

pick_random_direction

Old_path_to_new

move_to_next_room

interpolate_angles

interpolate_angles_moving

Shift_and_check

Random_direction2

Check_for_character_in_the_way

finality

Was this intended as a parody from Mortal Kombat?

Check_for_destination_in_sight

Check_Partial

Destination

Crashed

mv_type

Set_for_turn

move_using_path_structure_CHARACTER

move_using_path_structure_MONSTER

door_search

setup_path_structure_to_player

assign_start_node

setup_path_structure_allnodes_CHARACTER

home_in_on_player

home_in_on_player_initialise

setup_locals_for_path

read_nav_lists

RGB_Spread

SetKeyInt

free_system

exitProgram

write_nasty_batch_file

The NASTY.BAT[CH] file is empty inside the Zombieville main folder. It is unclear what this exactly writes to the batch file as it's always empty.

write_int

read_int

file_exists

search_and_open_file

DATAVERS_search_and_open_last_file

zv_find_and_malloc

Clean_action_structure

Load_new_file_into_system

LOADER_Check_for_file_in_use

LOADER_ZV_System_load

load_to

load_file

load_sprite

filesize

Name_filesize

file_exist

load_to_buffer

iffload_to

iffdeco

iffattr

idist

Blank_borders

lock_down_game

init_globals

quickSortByZ

Edge_test

SPRPRINT_overlapping_boxes

CursorCollision

generate_circle

copy_shape_to_screen

fade_in

Draw_sprites

MouseResolution

SetMousePos

SetMouseLimits

fix_cursor

Set_new_gfx_filename

set_whirly_cursor_gfx

set_cursor_gfx

I wonder if this can be set to display the unused ? mouse cursor graphic as seen in the E3 video.

print_icon

Quit_Engine

Load_game_stub

Load_for_foot_offsets

Check_for_other_gfx_users

Load_gfx_if_required

Load_inventory

Save_inventory

initialise_gfx_system

gun_with_inventory_item

throw_object

radius_with_environment_handler

OBJECTS_set_manufactured_shared

OBJECTS_manufacture_ammo

There are no objects to manufacture ammo for Mp5, Colt [Revolver] & M60 here.

OBJECTS_manufacture_ammo_shotgun

OBJECTS_manufacture_ammo_pistol

OBJECTS_manufacture_ammo_m16

OBJECTS_manufacture_medi_kit

drop_object

set_gun_view

gun_with_environment_handler

translate_lights_to_index

save_new_ZLD

DATAVERS_read_Holding_data

write_Holding_data

write_object_data

process_walk_cycle

load_offsets

read_foot_offsets

OBJECTS_Check_validity

DATAVERS_read_object_files

turn_object_180_degrees

Check_for_return

DATAVERS_initialise_objects

turn_object_180_degrees

Check_for_return

DATAVERS_initialise_objects

Print_description

Remove_object_from_scene

obtain_object

pick_up_object

Object_error

look_at_object

get_can_see

Check_for_pickup

Use_weapon

object_interactions

Set_anim

SET_NEW_ANIMATION

find_objects_in_sight

calculate_sight_view_volume

Object_shot

find_free_light_g

check_light_source

turn_work

turn_player_to_object

move_if_required

process_friendlies

process_moving_objects

process_special_cases

shut_engine_down_due_to_death

It is unknown what 'death' refers to, whether due to Matt's in-game death or some sort of fatal program error

Hang_about

Handle_dudes

die

Was this intended to show how many times Matt Black dies?

process_animate_objects

create_vector

The_reaper

There is no reaper in the game so

it's unknown what this would exactly 

refer to...

Jobs_done

Is it?

set_ANIM_foot_offsets

Life

update_offscreen_Objects

Clip

process_characters_and_clip

CHAR_CheckForHumanDeath

key_pressed

centre_and_print

print_menu

count_choices

multi_choice_input_editor

Was this a remnant of the inhouse level editor?

get_width_and_depth

print_choice

calculate_size

centre_and_print_game

cursor_input

print_game_menu

Add_to_print_q

Update_print_q

Print_text_string

zvdecode

solve_for_u

How nice of you of solving it for us!

first_order_difference

calculate_3d_movement_adders

get_collision_colour

can_move

position_update

collision_for_real_objects

update_adders

move_real_objects

move_objects

initialise_projectile

calculate_trajectory

initialise_projectile_routines

translate_lights

DATAVERS_read_mix_zld

Someone please look into this on how exactly it reads the ZLD files.

DATAVERS_get_new_zld

DATAVERS_LoadZLD

DATAVERS_convert_slevel_1

DATAVERS_convert_scamera_1

DATAVERS_convert_sroom_1

DATAVERS_convert_LIGHT_1

PLAYER_screw_Character_round

Not sure what exactly this does

shift_character

PLAYER_do_collisions

player_can_move

move_player

player_turn

player_turn_90_degrees

player_finish_animation

player_hit_wall

player_walk

init_hit_frames

player_hit

process_players_character

Decompress_image

Update_mask_for_animation

Decompress_image_character

I believe this is the key to see how ZV decompresses sprites for every character.

print_animation_frame

update_running_animation

play_animation_background

ANIMATE_Set_frame_delay

update_running_animation_CHAR

ANIMATE_update_frame_info

ANIMATE_play_anim_char_initialise

ANIMATE_prepare_for_print

ANIMATE_play_animation_character

ANIMATE_ResetAnims

service_sample

Pick_random_anim

Random_anim

play_speech

Speech_init

Set_speech_buffers

initialise_conversation_structure

read_conversation_file

initialise_and_read_conversation

convert_filenames

Add_conversion_filename

find_floorplan_conversion

Free_conversation_mallocs

expunge_conversation

get_menu_choice

check_menu_position

put_conversation_menu

get_word

Is this referring to reading the conversation texts inside the .cnv files?

Bug_words

Is this referring to reading words with texts containing language symbols?

Move_to_next_word

Set_word_length_and_update_offset

Retype_or_bug_words

Or is this referring to the unused Notepad graphic where players could write their own notes?

Do_letters

put_conversation_text

Move_Character_Conv

initialise_converse_task

initialise_conversation_task

control_animation

control_anim

Anim_handler

initialise_conversation_chunk

sound_finished

menu_address

initialise_current_event_and_timeout

activate_mainiacs

Not sure who(m) is/are the maniac(s) in ZombieVille

Copy_and_create_object

Npc_give

open_a_door

check_for_status_change

PC_give_object

Npc_take

Npc_no_talk

Npc_attack

Npc_massattack

Npc_bothattack

CONV_ShootWithinConversation

This is believed to allow Matt to immediately shoot characters after talking with them (i.e. Quickdraw the General)

Npc_special

do_conv_path

Npc_leave

Npc_leave_game

Npc_Die

PC_Scouses_off

Is PC referring to "Player Character"?

Bug

This doesn't seem to be called. Perhaps that there's no bugs in Zombieville

Npc_change_status

PC_Shoots_NPC

parse_special_case_bits

Random_anim_handler

swap_anim

Swap_anims

handle_interchange

play_conversation

setup_chat

Ezekials_Bodge_in_a_subroutine

It's unknown what kind of subroutines these characters would find themselves in. Ezekial seems to be only one to be calling this function...

Fatties_Bodge_in_a_subroutine

Doggy_Bodge_in_a_subroutine

Margie_Bodge_in_a_subroutine

Roadhouse_Bodge_in_a_subroutine

converse

door_handler

Pass_value

lock_handler

door_collisions

load_doors_and_objects

Draw_Objects

DOOR_OutsideDoorposts

Door_collisions_Fatty

Auto_animate_door

Run_off_frame_doors

draw_doors

DOOR_DoorCursorCollision

draw_a_block_line

draw_a_line

break_debugger

tricksies

What kind of tricksies Zombieville would pull off?

gradient_palette

load_frame_n

load_frame

update_lights

calculate_lighting

y_height_from_zbuffer

VectToAngle

get_nvector_f

get_nvector_ff

Vectangle

Calculate_direction_offset

hello_globalise

Is this a remnant of early development or a inside joke for global variables?

find_object_angle2

get_cam_angle

get_relative_angle

Generate_camera_relative_angle

new_frame_new_direction

make_vector

find_object_angle

f_frameinf

f_process_for_camera

CAM_AdjustStartPos

CAM_CheckSurroundingMapPixels

S_rotate

Sort_points

rotate_into_y

SHADOW_Prepare

scan_map_for_open_legs

get_navroom

fill_zombie_database

Oh shoot! There's a database for zombies?

zombies_in_motion

update_zombie_positions

check_zombie_positions

frag_path

set_zombie_targets

reset_zombies

nudge_zombies

set_janitor_in_motion

coax_first_floor_janitor

stop_zombies

Tell them that it's hammer time!

scale_to_p_buf

bedlam_down_buttons

Panel_handler

PANEL_SwapIcons

Tidy_up_panel

initialise_panel

print_panel

copy_unlit_button

start_speaker_music

refresh_speaker_music

stop_all_speaker_music

setup_dictaphone_record

write_dictaphone_record

get_dictaphone_header

update_dictaphone_structure

load_dictaphone_gfx

remove_dictaphone_mallocs

Fast_Forward

quit_conv

Play_or_stop

Rewind_tape

initialise_dictaphone_conversation

Play_tape

run_dictaphone_system

Dictaphone_loop

grab_secret_fatty

Not entirely sure if this is actually referring to a secret in-game or a method that stops Matt in his tracks.

unlock_fatty

Remove_armaments

Process_loop_bits

Update_anims_if_required

Seq_path_work

Seq_anim_work

Seq_wait_work

seq_work

Seq_setup_turn

Seq_setup_wait

seq_setup

SEQ_initialise_Zombie_state

SEQ_set_insitu

SEQ_remove_insitu

SEQ_initialise

SEQ_Frag_rubbish

SEQ_Check_for_status_change_all

SEQ_Check_for_status_change

play_waiting_game

Please tell me what this is about. I'll wait..

trace_lline2_shfted

printone

DrawSprite2d

Texture

DrawBackground

DeltaDo

AddDelta

ScrCpy

std_refresh

do_everything

The best function in the game.

conv_refresh

reset_lists

Update

MakeConv

CalcProgram

Lighting

Zoom

height_fix

read_simples

write_simples

read_complex

write_complex

seek_sfx_s

seek_sfx_c

play_simple

play_complex

Cutscene_handler

fade_pallet

xf_open_read

xf_close

xf_fread

xf_fredirect

cross_fade_video

xfade_write_tables

set_up_fade_table

set_up_colour_transform

get_combo_index

get_pallette_index

set_up_diff_table

FredScalarProd

FredIsInPoly

What does this mean?

CheckFarmhouse

CheckGasStation

set_Humvee_returns

Check_for_Humvee_in_view

time_set

time_copy

time_add

time_add_s

time_compare

set_nuclear_countdown

set_timer_event

get_timer_events

force_timer_events

check_for_timer_events

pause_for_timer

set_watch_frame_numbers

draw_watch_hands

show_time

Conversation_Specials_Handler

read_isolated

SP_IsoMemorySetup

play_isolated

seek_sfx_i

Snapshot_Fatty

Draw_Special_Sprite

What is considered as the special sprite?

Grab_SPC_background

Draw_SPC_background

setup_greyscale

convert_to_greyscale

convert_to_greyscale_index

brighten_greyscale_index

set_teleport_pallet

do_teleport_out

do_teleport_in

Teleport_handler

reduce_half_and_index_gsbuffer

draw_photo_i

copy_photo_to_screen

blur_and_fade_gti

bw_photo_i

SP_GetScreenShotFilename

SP_WriteTiffHeader

SP_SetTiffTag

SP_CreateTiffTags

SP_WriteTiffData

SP_Converttobit

SP_WriteTiffImage

SP_ScreenShot

SP_ghostify_pallet

SP_invert_pallet

SP_WhiteScreen

SP_FindAndResetDorling

SP_BodgeBuckmaster

SP_BuckmasterDies

SP_FattyDiesWhenMargieDies

For some reason, the game automatically kills Matt Black

if you kill Margie (the truck driver) in her garage with no

rhyme or reason (even when you kill all spawned zombies).

SP_RemoveJanitor

SP_TurnOffIntercom

SP_RemoveDoggy

SP_BodgeForProblematicFiles

Play_sfx

translate_SFX_name_to_offset

Set_fx

play_periodic_sfx

initialise_sfx_spatial_info

Set_sfx_spatial_info

Set_sfx_source_v

Set_sfx_source_g

InitPrint

DisinitPrint

OpenFontFile

check_mouse

read_volume_levels

do_init_for_game

Static_gfx_load

systemSetup

get_last_file_TYPE

spool_file_to_save

parse_directory_and_Write

Save_data_files

Save_Complete_game

Write_data_file

parse_file_and_Write_Data

Write_data_files

Load_Complete_game

LDSV_BackupFloorplan

LDSV_RestoreFloorplan

SplatSprite

Grab_bar_graphics

draw_face_buttons

Update_face_screen

Load_Face

face_loop

Refresh_title

setup_title

alloc_memory

dealloc_memory

title_loop

Grab_Piccy

Splat_Piccy

Piccy_to_screen

LoadHeaders

InitGamePanel

DeInitGamePanel

gfxprintf

nfontlenf

draw_basic

find_string

scan_cheat_buffer_for_codes

Handle_strings

HandleKey

ReadLn

LoadGame

Load_game

SaveGame

Save_game

Start_game

BogusGnuDepack

VolumeWithin

PutEye

write_volume_levels

ClearLabels

Music_Volume

write_wait_structure

write_visible_object

write_monster_type

write_armed_monster_type

write_friendly_type

write_moving_type

write_special_case_type

write_medical_type

write_radius_type

write_main_character_type

There's only one main character in Zombieville and that is Matt Black.

Was there multiple playable characters at one point?

What kind of type(s) Matthew Black could be before release?

write_ammunition_type

write_gun_type

write_gfx_record

write_Object

init_wait

Check_for_initialisation

DATAVERS_read_wait_structure

DATAVERS_read_gfx_record

DATAVERS_read_monster_record

DATAVERS_read_monster_armed_record

DATAVERS_read_friendly_type

DATAVERS_read_moving_type

DATAVERS_read_special_case_type

DATAVERS_read_medical_type

DATAVERS_read_radius_type

DATAVERS_read_ammunition_type

DATAVERS_read_main_character_type

DATAVERS_read_gun_type

dummy_routine

dummy_routine_v

dummy_routine

dummy_routine

vector_grab_int

find_routine_index_void

vector_grab_void_int

find_empty_path_structure

DATAVERS_read_visible_object

DATAVERS_read_object_record

DATAVERS_convert_VISIBLE_OBJECT_

DATAVERS_convert_PATH_RECORD_

DATAVERS_convert_WAIT_STRUCTURE_HEADER_

DATAVERS_convert_WAIT_STRUCTURE_

DATAVERS_convert_GAME_SFX_

DATAVERS_convert_OBJECT_BIT_PACK_

DATAVERS_convert_OBJECT_GFX_

DATAVERS_convert_MAIN_CHARACTER_RECORD_

DATAVERS_convert_MONSTER_UNARMED_

DATAVERS_convert_ARMED_MONSTER_

DATAVERS_convert_TALKING_CHARACTERS_

DATAVERS_convert_ANIMATING_OBJECTS_

DATAVERS_convert_SUB_SYSTEMS_

DATAVERS_convert_MEDICINE_

DATAVERS_convert_RADIUS_WEAPONS_

DATAVERS_convert_AMMO_

DATAVERS_convert_GUNS_

set_language_strings

error_exit

mattblk_conversion

INV_HandleMultiWeaponChoice

INV_set_weapon

INV_ArmFattyWithBestWeapon

INV_ArmFattyWithSpecificWeapon

INV_CheckWeaponValidity

INV_FixGunDamage

INV_CompareWeapons

INV_Get_Weapon_Number

INV_AddAmmo

Reload

Was it originally intended for Matt Black to reload weapons after firing X amount of times?

Reload_weapons

INV_swap_item_with_holding

INV_check_for_health

INV_add_object_to_inv

INV_place_in_inventory

scan_inventory_for_object

scan_inventory_for_type

INV_validate_screen

Dos_interupt

Setup_for_DOS_interupt

Eject_CD

CD_unhappy

print_cd_message

wait_for_CD

wait_for_correct_CD

allocMSCDmem

CD_init

Nowt

activate_monster

line_of_sight_to_player

radius_check_to_player

activate_armed_monster

line_of_sight_to_player_armed

radius_check_to_player_armed

MONSTER_Get_safe_place

MONSTER_find_gfx_file

MONSTER_Fix_object_height

MONSTER_Spawn_zombie

Monster_hit

turn_monster_to_player

attack_player_with_hands

handle_player_collision

MONSTER_move_monster

Blast_monsters_through_floor

Activate_monster_tasks

Check_for_Monster_activation

process_monsters

MONSTER_Check_for_activation

MONSTERS_Activate_everything

MONSTERS_ActivateJustZombies

ARMED_MONSTER_shoot_player

ARMED_MONSTER_Wander_or_turn

ARMED_MONSTER_monster_find_player_in_sight

ARMED_MONSTER_decide_what_to_do

ARMED_MONSTER_Active

ARMED_MONSTER_process_armed_monsters

PARTICLE_Skelly

PARTICLE_Palette_spread

PARTICLE_Set_external_variables

PARTICLE_Initialise_internal_variables

PARTICLE_get_clip_structure_ID

PARTICLE_Set_Clip_List

PARTICLE_mud_gush

PARTICLE_Blood_gush

PARTICLE_Add_particle

PARTICLE_Set_particle_group

PARTICLE_Update_particle

PARTICLE_Generate_child

PARTICLE_Process_internal

PARTICLE_Process

PARTICLE_Delta

PARTICLE_Set_blood_clut

PARTICLE_Blood_pool

PARTICLE_Blood_jet

PARTICLE_Mud_bath

PARTICLE_FireFountain_FX

PARTICLE_initialise

ADD_TO_FREE_LIST

ADD_TO_VISIBLE_LIST

ITEMLIST_Get_free_object

ITEMLIST_setup_free_object_list

ITEMLIST_find_object_id

ITEMLIST_Remove_from_item_list

ITEMLIST_insert_in_item_list

VMMinfo

virtual_memory

DOSallocmem

DOSfreemem

largest_extended_block

largest_DOS_block

largest_block

grab_extended

grab_DOS

FREE_OBJECT

MEM_InitMemLists

grab_memory

free_memory

zv_malloc_size

zv_malloc

zv_test_malloc

reset_mem_pool

FREE_POINTER

collapse_blocks_list

collapse_allocs_list

defrag_memory

MEM_Remove_gfx_file

MEM_Remove_GFX_and_tidy

frag_offscreen_doors

frag_offscreen_objects

frag_offscreen_characters

frag_offscreen