Banjo-Kazooie/Unused Text
This is a sub-page of Banjo-Kazooie.
Much like many N64 games of its kind, Banjo-Kazooie has a ton of unused leftover text (mainly debug stuff).
Contents
Dialogue
Early | Final |
---|---|
MY OILY SCUM WILL MAKE YOU GASP AND CHOKE WHEN YOU'RE IN GRUNTY'S GRASP! |
MY OILY WATER, IN YOU PLUNGE, YOU'LL LOSE AIR WHILE IN THAT GUNGE! |
An early version of the message Grunty says when the player jumps into the water in Rusty Bucket Bay. This change was likely done to make it more clear that Banjo still loses air when swimming on the surface. The earlier line is also fairly disjointed and loose in terms of rhyming.
Early | Final |
---|---|
YOU'LL USE YOUR AIR UP DOUBLE FOLD. I'VE MADE THE WATER ICY COLD. |
YES THAT'S RIGHT, SWIM UNDER THERE, ICY WATER TAKES DOUBLE AIR! |
An early version of the message Grunty says when the player swims under the icy water in the Winter section of Click Clock Wood. It's a slightly awkward line for Grunty to state she directly made the water ice-cold when the level's seasonal cycle can be directly manipulated by the player.
COOL... AN ENORMOUS ICE KEY! WE OUGHT TO KEEP THIS FOR LATER.
This dialogue is spoken by Kazooie when Banjo collects the Ice Key, which is normally inaccessible.
PRESS THE Z TO READ THE INSTRUCTIONS AGAIN, OR START TO QUIT OUT OF THE GAME AT ANY TIME.
Unused text for the puzzle mini-game inside Banjo's house. Pressing Start does quit the game, but pressing Z does nothing.
Early | Final |
---|---|
KAZOOIE CAN CARRY 100 OF THESE IN HER BACKPACK, SO GET COLLECTING! | BIRD BRAIN CAN CARRY 100 EGGS IN HER BACKPACK. |
Presumably, this was going to be part of Bottles' explanation for teaching Blue Eggs.
IF THE ITEM YOU PICKED UP ISN'T NEEDED JUST YET, BEAKY WILL STORE IT IN YOUR BACKPACK.
It's possible this text could have been used for picking up Blue Eggs, Red Feathers, or Golden Feathers before their respective moves were learned. Judging by the nickname "Beaky" it was likely meant to be said by Bottles, but each item has unique dialogue when collected the first time, whether you learned the move or not, and the items themselves speak.
Misc. Text
Present at 0x80378550 in RAM is text for the unused Exit to Witch's Lair option:
EXIT TO WITCH'S LAIR
Present at 0x803950C0 in RAM is a test string for the quiz at the end of the game:
THIS IS A SLIGHTLY LONGER PIECE OF TEXT FOR THE QUIZ DIALOGS!
Present at 0x80368801 in RAM is a hidden copyright:
** BANJO KAZOOIE (c) RARE Ltd 1998 **
Internal Names
Songs
Present at 0x80277A80 in RAM.
Blank Scrap Jungle 2 Snow 2 Bells Beach Swamp Crab Cave Title Notes Jinjo Feather Egg Jigpiece Sky Spooky Training Lighthouse Crab Shell Feather Inv Extra life Honeycomb Empty honey piece Extra honey Mystery You lose Termite nest Outside whale
Spell Witch House In whale Desert In spooky Grave Church Sphinx Invunerability Collapse Snake Sandcastle Summer Winter Right Wrong Achieve Autumn Default forest 5 Jinjos Game over Nintendo Ship Shark Ship inside 100 Notes Door Open Organ sequence Advent
Slalom Race win Race lose Jigsaw magic Oh dear Up Down Shamen Hut Jig 10 Carpet Squirrel Hornet Treetop Turtle Shell House Summer House Autumn Out Buildings Hornet 2 Cabins Rain Jigsaw Open Jigsaw Close Witch 1 Witch 2 Witch 3 Witch 4 Witch 5 Mr Vile Bridge
Turbo Talon Trot Long Legs Witch 6 Boggy sad Boggy happy Quit Witch 7 Witch 8 Spring Squirrel attic Lights Box Witch 9 Open up Puzzle complete Xmas tree Puzzle in Lite tune Open extra Ouija Wozza Intro Gnawty Banjo's Pad Pause Cesspit Quiz Frog GameBoy
Lair Red Extra Gold Extra Egg Extra Note door Cheaty Fairy Skull Square Grunty Square Banjo Square Joker Square Music Lab Fade Up Puzzle Out Secret Gobi Secret Beach Secret Ice Secret Spooky Secret Squirrel Secret Egg Jinjup Turbo Talon Trot short Fade Down Big Jinjo T1000 Credits T1000x Big Door
Descent Wind up Air Do jig Picture Piece up Piece down Spin BarBQ Chord1 Chord2 Chord3 Chord4 Chord5 Chord6 Chord7 Chord8 Chord9 Chord10 Shock1 Shock2 Shock3 Shock4 Sad grunt Podium Endbit Rock Last Bit Unnamed piece Unnamed piece
World Names
Present at 0x802781A0 in RAM.
gs coshow whale
haunted desert beach
jungle swamp ship
snow tree training
intro witch battle
Rooms
Present at 0x80377740 in RAM.
(gcSectionMin) Training - Spiral Mountain Jungle Beach - Pirate Ship Hold Beach - Crab Shell Beach Beach - Sea Castle Beach - Sand Castle Whale Jungle - Termite Hill Swamp Jungle - Shamen Hut Swamp - Crocodile Head Swamp - Turtle Desert Desert - Pyramid 1 (Match the pairs) Desert - Pyramid 2 (Maze) Desert - Pyramid 3 (Water) Desert - Pyramid 4 (Snake) Desert - Sphinx Desert - Secret Chamber Haunted House Haunted House - Organ Haunted House - Cellar Intro - Start - Nintendo Intro - Start - Rareware Intro - End Scene 2 : Not 100 Intro - Grunties Lair 1 - Scene 1 Intro - Grunties Lair 2 Intro - Grunties Lair 3 - Machine 1 Intro - Grunties Lair 4 - Game Over Intro - Grunties Lair 5 Intro - Inside Banjo's Cave 1 - Scenes 3,7 Intro - Inside Banjo's Cave 2 Intro - Inside Banjo's Cave 3 Intro - Spiral 'A' - Scenes 2,4 Intro - Spiral 'B' - Scenes 5,6 Intro - Spiral 'C' Intro - Spiral 'D' Intro - Spiral 'E' Intro - Spiral 'F' Intro - Spiral 'G' Intro - End Scene 3 : All 100 Intro - Grunty Threat 1 Intro - Grunty Threat 2 Intro - End Scene Intro - End Scene 4 Whale - Inside A Whale - Inside B Whale - Inside C Haunted House - Ouija Board Haunted House - Well Haunted House - Dining Room Haunted House - Room 1 Haunted House - Room 2 Haunted House - Room 3 : Fireplace Haunted House - Church Haunted House - Room 4 : Bathroom Haunted House - Room 5 : Bedroom Haunted House - Room 6 : Floorboards Haunted House - Barrel Haunted House - Shamen Hut Haunted House - Septic Tank Ship Ship - Anchor room
Ship - Prop Room Ship - Warehouse 1 Ship - Warehouse 2 Ship - Container 1 Ship - Container 3 Ship - Crew Cabin Ship - Hold Ship - Store Room Ship - Galley Ship - Navigation Room Ship - Container 2 Ship - Captain's Cabin Tree - Start Tree - Main (Spring) Tree - Main (Summer) Tree - Main (Autumn) Tree - Main (Winter) Swamp - Shamen Hut Tree - Shamen Hut (Spring) Tree - Shamen Hut (Summer) Tree - Shamen Hut (Autumn) Tree - Shamen Hut (Winter) Snow - Inside Xmas Tree Snow - Igloo Snow Snow - Shamen Hut Tree - Wasp Hive (Summer) Tree - Wasp Hive (Spring) Tree - Wasp Hive (Autumn) Tree - Squirrel House (Spring) Tree - Squirrel House (Summer) Tree - Squirrel House (Autumn) Tree - Squirrel House (Winter) Tree - Squirrel Room 1 (Winter) Tree - Squirrel Room 2 (Autumn) Tree - Squirrel Room 2 (Winter) Tree - Top (Spring) Tree - Top (Summer) Tree - Top (Autumn) Tree - Top (Winter) Witch - Flr 1, Area 1 : Mumbo Witch - Flr 1, Area 2 Witch - Flr 1, Area 3 Witch - Flr 1, Area 3a : Cauldron Witch - Flr 1, Area 4 : Pirate ship Witch - Flr 1, Area 5 : Pipes room Witch - Flr 1, Area 6 : Witch statue Witch - Flr 1, Area 7 : Swamp/Snow Witch - Flr 2, Area 1 : Sand Chamber Witch - Flr 2, Area 2 : Spooky/Advent Witch - Flr 2, Area 4 : Dark room Witch - Flr 2, Area 5 : Crypt outside Witch - Flr 2, Area 5a : Crypt inside Witch - Flr 3, Area 1 Witch - Flr 3, Area 2 : Ship side Witch - Flr 3, Area 3 Witch - Flr 3, Area 4 : Tree trunks Witch - Flr 3, Area 4a Witch - Flr 4, Area 1 : Quiz Room Witch - Flr 5, Area 1 : Gruntie's rooms Witch - Battlements Snow - Wozza Cave Training - Banjo Cave Training - Banjo Cave Save (gcSectionMax)
Debugging Text
Present at 0x80278340 in RAM is some audio-related debugging text:
comusic.c n_csplayer.c n_seqplayer.c FALSE seqp->state != AL_PLAYING seqp->state == AL_STOPPED seqp->bank != NULL event->type == AL_SEQ_MIDI_EVT || event->type == AL_SEQP_MIDI_EVT TRACE: '%s' {Line %d} inst != NULL
Present at 0x80275658 in RAM is this string:
HjunkDire:218755
A lot of development-related strings are sometimes loaded into memory, but never displayed on-screen. These were likely displayed on a developer console:
Unrecognised 2D prop %d - remove it from BanjoReactiveObjs in gsprops.c! Unrecognised 3D prop %d - remove it from BanjoReactiveObjs in gsprops.c! parentInst->Radius<=10 parentInst->Radius>=1 baavatar.c: This message means that bug #93 is fixed! mode != baBanjoRestModeNull (clock >= 0) && (clock < baBanjoClockLastClock) badraw.c : baDrawMake :(CS) : Loading Banjo model id < NUM_BANJO_SPHERES C–(flag > baFlagNull) && (flag < baFlagLastFlag) ffinput == baInputWaterDive (id >= baKeyButtonStart) && (id < baKeyLastButton) gsWorldGetSection() == gcSectionSpiralMountain (done >= 0) && (done < baKnowDoneLastDone) (done >= 0) && (done < baBanjoKnowLastKnow) (knowledge >= 0) && (knowledge < baBanjoKnowLastKnow) &Done-&Know == 1 ------------------------------- OUT OF MAP! --------------------- Don't know the id %d bamesg.c: Queue is too big! bamesg.c: Did not expect to get ChMsg_HitYou (CS) bapreload.c : baPreLoadMake :(CS) : Pre-loading player model bareact.c: Can't find a reaction to match the hitFx #%d state < bsLastState line < MAXRANGELINES id < baTimerLast numActiveBoosts < sizeof(AnimVels) / sizeof(float) bscroc.c : bsCrocEatMake :(CS) : Crocodile food ChMsg_RideStop was received cabalookat.c: caBanjoCtrl is %d cabalookat.c: Did not expect Mode to be %d Spline.ref != -1 cabaspline.c: You have overlapped a 'Spline leave' box with a 'Spline goto' box (CS) Me.link.List[index].used == 0 (List[index].used) && (List[index].camType == camType) cadb.c: I expected to be passed camera type %d, but I was given camera type %d instead cadb.c: Camera %d does not exist! List[index].used cadbdist.c : caDbDistMake :(CS) : Camera inst (distance data) cadbdolly.c : caDbDollyMake :(CS) : Camera inst (fixed pos) cadbfixpos.c : caDbFixPosMake :(CS) : Camera inst (fixed pos) cadbfixposrot.c : caDbFixPosRotMake :(CS) : Camera inst (fixed pos and rot) setup < sizeof(MarkerTable) caworld.c: Bad setup number! (%d) cofont : meMakeWorld :(ON) : Characters table cofont : meMakeWorld :(ON) : Font units table cofont : meMakeWorld :(ON) : Text units table cofont : meMakeWorld :(ON) : Text world structure INFO on Peak Gfx/Mtx/Vtx values:.Gfx=%d MAX=%d, Mtx=%d MAX=%d, Vtx=%d MAX=%d gcSectionMin < section && section < gcSectionMax dsIndexIsUsed(W->fadeindex, 1) seq>=0 seq >= 0 (W) && (rate>0) && (rate<32768) comusic.c: Trying to lock a non-existent tune (%d) coMusic: Warning! You're trying to fade a non-existent tune (%d) to nothing? comusic.c : coMusicMake :(JS) : W - Seq. List cosectionstor : coSectionStorSave :(PJM): Saved section for re-entry CubeList.top <= CubeList.base + CubeListMax dbhit.c: Too many triangles - array overflow avoided - Tell CS dbvtx.c : dbVtxMake :(MB) : Vtx array index > 0 && index < ds->noBlocks dsindex.c : dsIndexMake :(MB) : dsIndex..index > 0 0 <= index && index < (list->top - list->base) / list->blockSize dst >= list->base && dst < list->top && src >= list->base && src < list->top index >= 0 && index <= (list->top - list->base) / list->blockSize dslist.c : dsListMake :(MB) : list.fx->audio noTransitions >= 0..fx - fxBase fxbanjoscore.c : fxBanjoScoreTick :(GS) : Demand Loading scoreboard 25d frame fxbanjoscore.c : fxBanjoScoreTick :(GS): Demand Loading scoreboard 25d frame fxbubble.c : fxBubbleMake :(JS) : 'inst' fxbubble.c : fxBubbleMake :(JS) : 'Scales' fxbubble.c : fxBubbleMake :(JS) : loading texture1 fxbubble.c : fxBubbleMake :(JS) : loading texture0 ERROR: fxBubbleMake : Not enough memory for inst fxbubble.c : fxBubbleMake :(JS) : 'Frames' fxbubble.c : fxBubbleInsert :(JS) : 'b' fxcommon3score.c : fxCommon3ScoreTick :(GS): Demand Loading scoreboard 3d frame fxcommonscore.c : fxCommonScoreTick :(GS): Demand Loading scoreboard 25d frame fxenergybar.c : fxEnergyBarTick :(GS): Demand Loading scoreboard 25d frame particleRef<MaxBit2D particleRef>MinBit2D particleRef<MaxBit3D particleRef>=0 fxextracombs.c : fxExtraCombsTick :(GS): Demand Loading scoreboard 25d frame fxfont : meFontMakeLUT :(PJM): Font lookup table fxfont.c : fxFontMake :(KC) : Loading temporary scoreboard font texture fxfont.c : fxFontMake :(KC) : Reload scoreboard alpha font fxfont.c : fxFontMake :(KC) : Reload scoreboard numeric font fxfont.c : fxFontMake :(KC) : Load scoreboard alpha font glStringLen(pnt->Text) < 32.fl yfadesize<=MAX_FADE_HEIGHT fxfont : fxFontMake :(PJM): Font print list fxfont.c : fxFontMake :(KC) : Load Japanese font fxfont.c : fxFontMake :(KC) : Load scoreboard numeric font fxfont.c : fxFontMake :(KC) : Load dialog alpha/numeric font fxgen.c : fxGenMake :(MB) : frames fxgen.c : fxGenMake :(MB) : model lvel <= hvel lyaw <= hyaw lpitch <= hpitch fxgen.c : fxGenCtrlMake :(PJM): CtrlList for automatic fxGen driver fxgenerator.c : fxGenMake :(MB) : gen G[d].used d > 0 && d < MaxUnits fxgendl.c: Had to delete an fxGenDl myself! fxsnow.c : fxIceMake :(MB) : model fxice.c : fxIceMake :(PJM): fxIce particle DBase fxice.c : fxIceMake :(PJM): fxIce fxjinjoscore.c : fxJinjoScoreTick :(GS): Demand Loading scoreboard 25d frame fxleaves.c : fxLeavesMake :(MB) : model fxleaves.c : fxLeavesMake :(MB) : fxLeaves fxmix.c : meMakeFrame :(MB) : frame mix->frame fxrain.c : fxRainMake :(MB) : model fxrain.c : fxRainMake :(MB) : fxRain (rgb[0] != 255) || (rgb[1] != 255) || (rgb[2] != 255) RefTable[ref].ref == ref ref < sizeof(RefTable) / sizeof(struct Unit) fxscore.c : fxScorePreLoad :(KC) : Quick-Load permanent scoreboard graphic fxscore.c : fxScorePreLoad :(PJM): Pre-Load permanent scoreboard graphic step->fx1 step->fx0 fxstep.c : fxStepMake :(CS) : fxStep info fxwaterbar.c : fxWaterBarTick :(GS): Demand Loading scoreboard 25d frame meFxTable[inst].active gcaudio.c: The last sfx ref for this (now invalid) entry was %d gcaudio.c: meFxTable[%d].active = %d called from line %d gcaudio.c: Bad audio reference: %d (ref > 0) && (ref <= MAXREFS) ref <= MAXREFS ref > 0 gcaudio.c: Too many sound effect references have been used! (CS) !meFxRefGetValue(me->ref) cam->pan >= 0 && cam->pan <= 127 start > stop start < stop gcaudio.c: You are trying to quick play a looped sound (%d) *idx<HITlistSIZE areaId < MAX_AREA_IDS gccube.c : gcCubeMake :(GDS): gsGrid: infinite size grid with hits gccube.c : gcCubeMake :(PJM): gsGrid: infinite size grid gccube.c : gcCubeMake :(MB) : base gccube.c : gcCubeMakeBIL :(PJM): BILbase gccube.c : meGenArray :(PJM): Layer Array gccube.c : gcCubeMakeBAREA :(PJM): Bounding Areas Array for Jigsaw pieces gccube.c : gcCubeMakeBAREA :(PJM): Bounding Areas Array for Cameras gccube.c : gcCubeMakeBAREA :(PJM): Bounding Areas Array gccube.c : gcCubeBoundInsert :(PJM): Bounding Area List gccube.c : gcCubeBoundInsertCam:(PJM): Camera Bounding Area List gccube.c : gcCubeBoundInsertJig:(PJM): Jigsaw Bounding Area List hed->id < MAX_AREA_IDS gccube.c: Unknown camera bits in mask %x hex VisNext<MaxCamBoxes maxTo>minTo.Me mult[2]<=MaxGridSize rel<Me mult[2] rel>=0 Me.JapBodge != 2 Me.JapBodge != 1 inslen + curlen < INSERT_TEXT_LENGTH Me.charID[Me.J] < MAX_CHARS - DIALOG_BANJO gcdialog.c : meDialogDemand :(KC) : Dialog structure gcDialogInProgress() Me.CleanUpCount < MAX_DIALOG_BOXES Me.Qsize < MAX_DIALOG_QUEUE SplineNum >= 0 && SplineNum < obDialogSplineEnd - obDialogSplineStart gcfloor.c : gcFloorMake :(CS) : Floor hit info flag >= 0 && flag < gcGameFlagMax flag >=0 && flag < gcGameFlagMax-N+1 flag >= 0 && flag < gcGameFlagMax-N+1 Me.top <= Me.min + Max gchoneysaw.c: Incorrect honeysaw number (%d) - honeysaw probably does not have a 'honeysaw bounding area' gcHoneySet:. Incorrect honey number (%d) - honey probably does not have a 'honey bounding area' gcjigsaw.c: Incorrect jigsaw number (%d) - jigsaw probably does not have a 'jigsaw bounding area' gcJigsawSet:. Incorrect jigsaw number (%d) - jigsaw probably does not have a 'jigsaw bounding area' jig >= 1 && jig <= NoJigs flag >= 0 && flag < gcLevelFlagMax flag >=0 && flag < gcLevelFlagMax-N+1 flag >= 0 && flag < gcLevelFlagMax-N+1 gcMap: There is a problem with the section model - please show this to MB gsmap.c : gcMapMake :(MB) : model (2) Me.hit0 && gl3d1GetVtx(Me.model0) gsmap.c : gcMapMake :(MB) : model (1) gcPause.c : gcPauseMake :(KC) : Ice key model gcPause.c : gcPauseMake :(KC) : Easter egg model gcPause.c : gcPauseMake :(KC) : Japanese Total Title gcPause.c : gcPauseMake :(KC) : Button graphic gcPause.c : gcPauseMake :(KC) : Stick graphic gcprops.c : gecPropsGetModel3 :(MB) : Demand loading model gcprops.c : gcPropsGetModel2 :(PJM): Demand loading frame gcprops.c : gcProps3Make :(PJM): Me2 gcprops.c : gcProps3Make :(MB) : Me3 gcPropsTick: The FORCED demand dumping has ended early because a usable free region was recovered from 'Me2' gcPropsTick: The FORCED demand dumping has ended early because a usable free region was recovered from 'Me3' Order[i] <= Upper Question->Lines[boxID] <= MAX_LINES_PER_BOX.numWrong > 1 numCorrect + numWrong > 2 correct > 0 && correct <= numCorrect numCorrect > 0..glDialogGetLanguage() < numLangs gcQuestion.c : meQuestionDemand :(KC) : Raw Question Data Callback Timeout >= 0 Number >=0 && Number < gcQuestionNumberOfQuestions(Category) Category >= 0 && Category < NUMBER_CATEGORIES Question gcQuestion.c : gcQuestionMake :(KC) : Fixed raw question data gcQuestion.c : gcQuestionMake :(KC) : Question Data flag >= 0 && flag < gcQuizFlagsMax gcQuizFlags.c : gcQuizFlagsMake :(KC) : Quiz flags EggBounce gcshamensaw.c: Incorrect shamensaw number (%d) - shamensaw probably does not have a 'shamensaw bounding area' gcShamenSet:. Incorrect shamen number (%d) - shamen probably does not have a 'shamen bounding area' gsmap.c : gcSkyMake :(MB) : model numPoints > 0 switchNo < MAX_SWITCHES.switchNo > 0 value >= 0 && value <= 255 gcswitch.c : gcSwitchMake :(CS) : Switch list for intro characters gctransition.c : meSetMode :(MB) : Model gctransition.c : meSetMode :(MB) : Model (white) gctransition.c : meSetMode :(MB) : Model (black) flag >= 0 && flag < gcVolatileMax flag >= 0 && flag < gcVolatileMax-N+1 Data->NumSounds == 0 index <= MAX_FRAME_SEQS.index <= MAX_SYLLABLES Data->DrawBoxFlag Head drawing gcZoomBox.c : gcZoomBoxMake :(KC) : Head graphic Text[i].NumLines <= MAX_LINES_PER_ZOOMBOX Data->DrawOldHead Data->TextLine gcZoomBox.c : gcZoomBoxMake :(KC) : Demand loaded dialog box model gcZoomBox.c : gcZoomBoxMake :(KC) : Zoom Box Data (tickIdx >= geEdPropsCamGotoFirst) && (tickIdx <= geEdPropsCamGotoLast) head->opcode >= 0 && head->opcode < mcOpcodeMax switchId >= 0 && switchId < dbSwitchMax model distance > FadeInDistance && distance <= 30000 grp->childIp != 0 gl3d1.c: Asking for switch %d, when only values 0 to %d are valid (switchId %d) End model Start model Transparency alpha < 255 gl3d1.c : gl3d1Draw :(MB) : glDbLoading (virtual) model.Ez (((int) model) & 3) == 0 0 <= joint && joint < anim->size glanim1.c : glAnim1Make :(MB) : anim cycle >= 0 && cycle <= 1 glanim1: cycle is %5.32f 0 <= cycle && cycle < 1.<€..(cycle >=0) && (cycle < 1.0) anim3->tweenTo anim3->tweenFrom anim3->anim2 anim3->anim1 glanim3.c : glAnim3SetAnim :(MB) : Animation.anim3 glanim3.c : glAnim3 :(MB) : anim3 1 != 0 && l2 != 0 glCalc.c : glCalcMake :(ON) : 'ASin2' inverse sine table lz < uz ly < uy lx < ux min[2] < max[2] min[1] < max[1] min[0] < max[0] ToFrom==OUTgoing || ToFrom==INcoming %c%cH If this is not enough to solve your woes then you'll probably be seeing my happy self again!!! Increase the value for 'Max' in 'gldb.c' to %d object >= 0 && object < MemRoot->noOfObjects gldb.c : glDbReset :(MB) : 'MemIndex' gldb.c : glDbReset :(MB) : 'MemRoot' gldb.c : glDbReset :(PJM): 'PjmLibObjs' gldb.c : glDbReset :(PJM): 'PjmLibCount' gldb.c : glDbReset :(PJM): 'PjmLibraryQik' gldb.c : glDbReset :(PJM): 'PjmLibrary' glDb: Description: '%s' glDb: Trying to glDbLoadObject(unknown object id %d ~ NB. should be 0 to %d) glDb: Cannot load to address as size of block is not large enough OriginalSize>=0 && OriginalSize<1024*1024*2.glDbGetClass(object)!=dbClassNull object was %d glDb: PjmLibrary is too small for number of objects being loaded Me.obDialog == -1 Me.RawBlock == NULL glDialogGetLanguage() < dlgLangs gldialog.c : meDialogDemand :(KC) : Raw dialog data obDialog == Me.obDialog value<((Name+1)*1000) value>=(Name*1000) Name<ErrMax.Name>=0 glface.c : glFaceMake :(MB) : glFace glfx.c : glFxMake :(CS) : Allocating audio heap new360fx.ctl (mix >= 0) && (mix <= 127) (pan >= 0) && (pan <= 127) gameData[VERSION_OFFSET] == SAVE_GAME_VERSION Assertion failed: '%s' in file %s, line %d glGlobalAnCtrlFail failed: NOT a valid anCtrl pointer %p, in file %s, line %d iMax > i (char*) gu - (char*) gid == gsize glid.c : glIdMake :(MB) : glId me->frameNo < glFrames1GetNoOfFrames(me->frames) me->frames (i > 0) && (i < MAXITEMS) && (Items[i].used) (item > 0) && (item < MAXITEMS) && (Items[item].used) glitem2d.c : glItem2SetFrames :(CS) : 2D frame(s) (item > 0) && (item < MAXITEMS) Allocating mini frame buffer for jiggy subgame jigInfos[id-1].data.link id>start && id<=end LF_ANKLEC RT_ANKLEC LF_KNEEB RT_KNEEB LF_ANKLEB RT_ANKLEB NECKA BACKA BASEA RT_WINGC RT_WINGB RT_WINGA LF_WINGC LF_WINGB LF_WINGA RT_ANKLEA RT_KNEEA RT_HIPA LF_ANKLEA LF_KNEEA LF_HIPA GEN_ZZ GEN_YY GEN_XX GEN_WW GEN_VV GEN_UU GEN_TT GEN_SS GEN_RR GEN_QQ GEN_PP GEN_OO GEN_NN GEN_MM GEN_LL GEN_KK GEN_JJ GEN_II GEN_HH GEN_GG GEN_FF GEN_EE GEN_DD GEN_CC GEN_BB GEN_AA GEN_Z GEN_Y GEN_X GEN_W GEN_V GEN_U GEN_T GEN_S GEN_R GEN_Q GEN_P GEN_O GEN_N GEN_M GEN_L GEN_K GEN_J GEN_I GEN_H GEN_G GEN_F GEN_E GEN_D GEN_C GEN_B GEN_A HEAD TAIL_TIP TAIL RT_TOES RT_BTOES LF_TOES LF_BTOES TAIL_C TAIL_B TAIL_A RT_WRIST# RT_WRIST RT_SHOULDER# RT_SHOULDER RT_KNEE# RT_KNEE RT_HIP# RT_HIP RT_ELBOW# RT_ELBOW RT_ANKLE# RT_ANKLE NECK# NECK LF_WRIST# LF_WRIST LF_SHOULDER# LF_SHOULDER LF_KNEE# LF_KNEE LF_HIP# LF_HIP LF_ELBOW# LF_ELBOW LF_ANKLE# LF_ANKLE CENT BASE# BASE BACK# BACK 0 <= action && action < glJoyActionMax Top - Base > 0 Top - Base < Max - 1 (move > 0) && (move < MAXMOVES) && (Moves[move].used) (move > 0) && (move < MAXMOVES) index >= 0 && index < pose->size glpose.c : glPoseMake :(MB) : Pose. 0 <= delta && delta <= 1 gfxTop - gfxBase <= MaxGfx vtxTop - vtxBase <= MaxVtx glquick.c : glQuickMake :(PJM): 'quick/vtxTop/vtxBase/unit->gfx' space frames->noOfFrames <= MaxSizes glrcp.c : glRcpReset :(MB) : VtxBase[1] glrcp.c : glRcpReset :(MB) : VtxBase[0] glrcp.c : glRcpReset :(MB) : MtxBase[1] glrcp.c : glRcpReset :(MB) : MtxBase[0] glrcp.c : glRcpReset :(MB) : GfxBase[1] glrcp.c : glRcpReset :(MB) : GfxBase[0] glRecordMake: Replay buffer (GDS 15/3/98) 0 <= refNo && refNo < dbRefMax glref.c : glRefMake :(MB) : glRef K HZ RCP CPU spareSlot4!=-1 spareSlot4 != -1 glscore.c: Don't know marker %d glseq.c : glSeqInsert :(CS) : Load midi sequence into RAM before playing N < MAXSEQS glseq.c : glSeqMake :(CS) : List of pointers to sequences in RAM nspans>=1 glspline.c : glSplineMake :(PJM): Spline glspline.c : glSplineMake :(PJM): Spline Slider list glspline.c : glSplineMake :(PJM): 'lst' table glspline.c : glSplineMake :(PJM): Slots for SFX/MIDI (array) glspline.c : glSplineMake :(PJM): SliderList (array) glspline.c : glSplineMake :(PJM): SplinesList (array) !fail glsurface.c: Mismatch of surface table with surface %d on line %d glsurface.c: Passed a surface of %d on line %d texNo >= 0 && texNo < dbTexAnimMax Units[me] glunit.c: Failed on meAlloc() - cannot allocate a unit link = %x anim = %x item = %x move = %x ctrl = %x glunit.c: Unit #%d me!=-1 (Me >= 0) && (Me < MAXUNITS) Units[unit].active ! (maker->mode == gsMakerModeRamWrite && maker->ramMin) gsmaker.c : gsMakerMakeDb :(JS) : Loading Db object gsmaker.c : gsMakerMakeDb : Unable allocate memory for maker gsmaker.c : gsMakerMakeDb :(JS) : gsMaker maker->ramPtr + size <= maker->ramMax !list2 !list gsprops.c : gs PropsMakeModule :(PJM): DLoad list for avatar objects gsPropsTickDemLoad: The FORCED demand dumping has ended early because a usable free region was recovered gsprops.c :gsPropsGetRemoteQuick:(PJM): Demand Loaded frame/quick for 2d remote avatar link->BaddieFlag gsprops.c : gs PropsMaker :(PJM): HitsBits gsprops.c : gsPropsMakeRoamsList:(PJM): gsPRoam list for avatar links (29/10/97) (prop->avatar.parent)->avatar == (gsPropAvatar) prop (prop->avatar.parent)->Plist == grid gsprops.c : me Insert :(PJM): props !LockPBase gsprops.c : gs Props Read :(PJM): prop list gsprops.c : gs Props Read :(PJM): ctrl list (19/05/97) gsprops.c : gs Props Read :(PJM): ctrl list (6/10/97) gsprops.c :gsPropsGetRemoteModel:(PJM): Demand Loaded model for 3d remote avatar (glDbGetClass(link->DemandLoadObj) == dbClassRaw || glDbGetClass(link->DemandLoadObj) == dbClassNull) mode == gcModeDemo || mode == gcModeEdit || mode == gcModeGame || mode == gcModeNone **** This version is too old to load the section - please upgrade to a newer version **** !level || !overlay || glOverlayIsCurrent(overlay) iu->userNext Me.sound2 Me.sound1 Me.id0 && Me.id1 water1 && water2 water sub Me.sound mafish.c : maFishMake :(MB) : Units mafish.c : maFishMake :(MB) : Gens mafish.c : maFishMake :(MB) : Sphere model mafish.c : maFishMake :(MB) : Fish model malens.c : maLensMake :(MB) : Model maorgan.c: dialogEnd when current mode is %d key >= 0 && key < 24 Cat >= 0 && Cat < NUMBER_OF_CATEGORIES Flag >= 0 && Flag < Pool[Cat] maQuiz_Quiz->Alarm maQuiz.c : maQuizMake :(KC) : Quiz Lights maQuiz.c : maQuizMake :(KC) : Quiz Data meDummyFlags[num].link meActiveFlags[num].link num < NUM_GATES.num >=0 && num < NUM_BRIDGES meBridgeLinks[num] pntBoggy Me.boggyLink WARNING: (maslalom.c) - You must set a valid radius distGatesSq * WARNING * :maSnowButton.c: Jigsaw 45 CANNOT find it's bootup marker point * WARNING * :masnowy.c: Jigsaw 49 CANNOT find it's bootup marker point blink >= 1 && blink <= 4 mawhale.c : maWhaleMake :(MB) : Model s->avatar pid >= 0 && pid < Me.uTop - Me.uMin u->audio pcworld.c : pcWorldMake :(MB) : pcUnits pcworld.c : pcWorldMake :(MB) : Model prop->PTyp && ! prop->remote inst->Mode == ModeBang ctrl < MAXCTRLS state < stDbLastState (colour >= 0) && (colour <= 6) suaudio.c : suaudioMake :(PJM): Slots for SFX/MIDI (array) gsPropsGetIfRemoteModel(inst->avatar) gsPropsUnlockMarker(inst) gl3d1GetSkeleton(model) gsPropsLockMarker(inst) OBJECT TYPE CODE: inst->dbvtx[i] Test sphere size load subaddie: meGetRemoteModel flags & DOUBLE_VERTEX subaddie.c :suBaddieInsert:(PJM): Instances DBase (ch_Instance) (link)->meTickerSpline RAWFiles\ (ctrl->cycleStart >= ctrl->markStart) && (ctrl->cycleStart <= ctrl->markEnd) (mode > anCtrlModeNull) && (mode < anCtrlModeLastMode) (dir == 0) || (dir == 1) (tw == anCtrlTweenModeOff) || (tw == anCtrlTweenModeOn) (mode == 0) || (mode == 1) (cycle >= 0) && (cycle < 1) anctrl.c : anCtrlMake :(CS) : Animation controller ctrl->used (mode > anCtrl2ModeNull) && (mode < anCtrl2ModeLastMode) speed > 0 andb1.c: Possible leak (quiz not active) in index %d Anims[ref].mode != meModeNull ---- USED %3d : %3d> - : %3d> X : Total memory used = %d bytes (largest so far = %d) | .Ref>Use: Tick: Data | Ref>Use: Tick: Data andb2.c : anDb2GetAnim :(CS) : glDbLoading animation data obAnim < obAnimEnd anseq.c : anSeqMake :(CS) : anSeq header.loop chbaddie.c : chBaddieMake :(PJM): RList me->def->section me->mode == TargetMove pnt->SndLoop FXGEN2 == NULL FXGEN1 == NULL Oops - had to delete lemming bounce object. Please tell Graham * WARNING * :chBringStatueTick: Jigsaw 70 CANNOT find it's bootup marker point pnt->ChildLink me->audio[1] me->audio[0] chcamel2.c : chCamel2Make :(MB) : Sphere model pnt->Radius<=10.pnt->Radius>=1 GetMarkerWp chclimbbase.c: was found (at %s), seem to be rather far apart! chclimbbase.c: The base at %s and the closest top marker that chclimbbase.c: Could not find any Climb Top marker points corresponding to the base at %s MoleData[RADIUS_TO_TABLE].camera != NO_CAMERA pnt->Radius > MIN_MOLEHILL && pnt->Radius < MAX_MOLEHILL MoleData[RADIUS_TO_TABLE].learn != LEARN_NOTHING MoleData[RADIUS_TO_TABLE].dialog != NO_DIALOG sppoint.c : spPointInsert :(MB) : Test model sppoint.c : spPointMake :(MB) : point chflags.c : chFlagsBuild :(PJM): User Flags table total < (1 << 3) chgoblinhood: Help! I don't recognise this section as being on the tree level chgodmother.c: I am saying more than I know! Help me! * WARNING * :chhipirate.c / meChangeModeJig: Jigsaw 20 CANNOT find it's bootup marker point chhipirate.c: I can't seem to find the request marker! me->audio chhoney.c: Can't find a honey bounding area for the newly setup honey piece at %s! !honeyFullMask honeyFullCount==1 chIDPodium: I could not obtain a sub for ID %d Jiggy game data 4 Jiggy game data 3 Jiggy game data 2 Jiggy game data 1 chjiggy.c : meTick . :(GS) : jiggy frame image chjiggy.c : meTick . :(GS) : Duplicate map model chjigsaw.c: Can't find a jigsaw bounding area for the newly setup jigsaw piece at %s! unit->sfx2 chlmonkey.c: This software only works on the Jungle chmiditrigger.c: I was asked to trigger an effect, but there are no more in the table inst->yaw < (sizeof(Main) / sizeof(struct Unit)) pnt->Radius > 0 && pnt->Radius < MAX_MOLEHILL gcVolatileGet(gcVolatile_PhysicalChallenge_Active) dsListGetSize(me->list) > 0 chphoto.c : meTick . :(GS) : Duplicate map model chphysctrl: Oh dear, I couldn't change Banjo into a crocodile spell > baBanjoBeBanjo && spell <= baBanjoBeBee spell > baBanjoBeBanjo && spell <= baBanjoBeWasher chshamen.c: Can't find a shamen bounding area for the newly setup shamen coin at %s! !gcVolatileGet(gcVolatile_EndGameSequence_Active) sharkRoam == NULL chshipprop2.c : chShipProp2Make :(MB) : Model pnt->wsExists pt->Radius<=2 pt->Radius>=1 radius<=9 radius>=1 radius<=6 * WARNING * :chsmashes(), meSeq2: Jigsaw #%d CANNOT find it's bootup marker point Level > gcLevelMin && Level < gcLevelTraining WaterDropSound * WARNING * :chSmashesTick_SwampSwitch1: Jigsaw 32 CANNOT find it's bootup marker point * WARNING * :chSmashesTick_SwampSwitch37: Jigsaw 37 CANNOT find it's bootup marker point pnt->Radius<=2 * WARNING * :meSetupJigsaw53: Jigsaw 53 CANNOT find it's bootup marker point chswarm.c : meMakeBees :(KC) : Bee Data chSwarm_AudioInUse chswarm.c : chSwarmTick :(KC) : Shadow Model Me.active > 0 chtreecamel.c : chTreeCamelMake :(MB) : Spit model pnt->Mode == BM_VegPatch_NewGame me->part < 7 chvile1.c : chVile1Make :(MB) : Model mode >= MoveNone mode < MoveNone chVile1GetPart(me->vile1) > 0 && chVile1GetPart(me->vile1) < 7 chvile3.c : chVile3Make :(MB) : Vile3 model