If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Banjo-Kazooie/Unused Text

From The Cutting Room Floor
Jump to navigation Jump to search

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).

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.

(Source: Ferrox)
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
(Source: Ferrox)