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Broken Sword II: The Smoking Mirror

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Title Screen

Broken Sword II: The Smoking Mirror

Also known as: Les Boucliers de Quetzalcoatl: Les Chevaliers de Baphomet II (FR), Baphomets Fluch II: Die Spiegel der Finsternis (GE), Broken Sword II: La Profezia dei Maya (IT), Broken Sword II: Las Fuerzas del Mal (SP)
Developer: Revolution Software
Publishers: SCEE (EU), Crave Entertainment (US)
Platform: PlayStation
Released in US: November 30, 1999
Released in EU: December 1997


DevTextIcon.png This game has hidden development-related text.
MovieIcon.png This game has unused cinematics.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


George and Nico take a brief break from dealing with sinister conspiracies involving the Knights Templar to deal with a sinister conspiracy theory involving the Mayans.

Debug Text

tty debug console

The tty debug console displays some chatter during gameplay. This is not visible to the user.

...
...
...
total mem=1533k

aaaaaaaaaaaaaaaaaa
might be problem here...
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
size=3604480
Calculate 9999 Frames, 10 Sectors
strQuit=0, rewindSwitch=0
Stream ends
size=46137344
Calculate 9999 Frames, 12 Sectors
strQuit=0, rewindSwitch=0
Stream ends
aaaaaaaaaaaaaaaaaa
...
...
...

SLUS_008.12

The file SLUS_008.12 contains debug text.



%s: path level (%d) error
%s: dir was not found
CdSearchFile: disc error
CdSearchFile: searching %s...
%s:  found
%s: not found
CD_newmedia: Read error in cd_read(PVD)
CD001CD_newmedia: Disc format error in cd'

read(PVD)
CD_newmedia: Read error (PT:%08x)
CD_newmedia: sarching dir..
%08x,%04x,%04x,%s
CD_newmedia: %d dir entries found
CD_cachefile: dir not found
CD_cachefile: searching...
...(%02x:%02x:%02x) %8d %s
CD_cachefile: %d files found
$Id: intr.c,v 1.73 1995/11/10 05:29:40 suzu Exp $unexpected interrupt(%04x)
intr timeout(%04x:%04x)
none$Id: sys.c,v 1.126 1996/09/13 06:29:54 noda Exp $ResetGraph:jtb=%08x,env=%08x
ResetGraph(%d)...
SetGraphReverse(%d)...
SetGraphDebug:level:%d,type:%d reverse:%d
SetGrapQue(%d)...
DrawSyncCallback(%08x)...
SetDispMask(%d)...
DrawSync(%d)...
%s:bad RECT(%d,%d)-(%d,%d)
%s:ClearImageLoadImageStoreImageMoveImageClearOTag(%08x,%d)...
ClearOTagR(%08x,%d)...
DrawOTag(%08x)...
PutDrawEnv(%08x)...
DrawOTagEnv(%08x,&08x)...
PutDispEnv(%08x)...
GPU timeout:que=%d,stat=%08x,chcr=%08x,madr=%08x,func=(%08x)(%08x,%08x)
tpage: (%d,%d,%d,%d)
clut: (%d,%d)
clip (%3d,%3d)-(%d,%d)
ofs  (%3d,%3d)
tw   (%d,%d)-(%d,%d)
dtd   %d
dfe   %d
disp   (%3d,%3d)-(%d,%d)
screen (%3d,%3d)-(%d,%d)
isinter %d
isrgb24 %d
CdInit: Init failed
0123456789abcdef(null)0123456789ABCDEF

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

Sync: timeout

DMA STATUS ERROR %x
MDEC_rest:bad option(%d)
MDEC_in_syncMDEC_out_sync DMA=(%d,%d), ADDR=(0x%08x->0x%08x)
 FIFO=(%d,%d),BUSY=%d,DREQ=(%d,%d),RGB24=%d,STP=%d
%s timeout:
0123456789abcdef(null)0123456789ABCDEF

CdlReadSCdlSeekPCdlSeekLCdlGetTDCdlGetTNCdlGetlocPCdlGetlocL?CdlSetmodeCdlSetfilterCdlDemuteCdlMuteCdlResetCdlPauseCdlStopCdlStandby
CdlReadNCdlBackwordCdlForwardCdlPlayCdlSetlocCdlNopCdlSyncDiskErrorDataEndAcknowledgeCompleteDataReadyNoIntrCD 
timeout: %s:(%s) Sync=%s, Ready=%s
DiskError: com=%s,code=(%02x:%02x)
CDROM: unknown intr(%d)
CD_syncCD_ready%s...
%s: no param
CD_cw$Id: bios.c,v 1.80 1996/09/11 07:02:15 ayako Exp $CD_init:addr=%08x
CD_datasyncCdRead: sector error
CdRead: Shell open...
CdRead: retry...
DMA bus error: code=%08x
MADR[%d]=%08x
SPU:T/O [%s]
wait (reset)wait (wrdy H -> L)wait (dmaf clear/W)<NULL>\STREAMS\Sequence filename too long (%s line %u)anims.cpp\SPEECH.CLU;1Failed to allocate %d for sequence speech
Failed to obtain an id for sequence speech
.STR;1Driver Error %.8x in Process_layer(%d) [%s line %u

d_di.cpp
Driver Error %.8x with sprite %s (%d) in Process_image [%s line %u]
ERROR: %d has no anim resource in Register_frameFN_set_palette(0) called, but no current screen available! (%s line %u)Exit with Report %s
ERROR: debug_text_blocks[] full in Make_debug_text_block() at line %d in file "%s"
debug.cpp
%d fpsMem %dFN_set_event out of event slots (%s line %u)
events.cpp
Set_event out of event slotsfn_send_event out of event slots
Start_event can't find event for id %d
FN_start_event can't find event for id %dÿÿÿÿÿÿXOnlV
Enter interpreter data %x, object %x, offset %d
Start script %d with offset %d
Start script with offset %d
End scriptPush local var %d (%d)
Interpreter ASSERT %s,%dinterpre.cppAssert error in interpreter
Push global var %d (%d)
Pop %d into var %d
Call mcode %d with stack = %x
Push address of local variable %d (%x)
Push int32 %d (%x)
Skip %d if %d is false
Skip %d+= %d into var %d->%d-= %d into var %d->%d
Pop %d into global var %d+= %d into global var %d->%d-= %d into global var %d->%d%d == %d -> %d%d + %d -> %d%d - %d -> %d%d * %d -> %d%d / %d -> %d%d != %d -> %d%d > %d -> %d%d < %d -> %d
Process text id %d
Push address of far variable (%x)%d || %d -> %d
Interpreter error: Invalid token %d
Logic engine %d not a run_list
Logic engine %d is not an object %d %x
Logic_engine %d not a far object (its a %d)
Process_session: illegal script return type %d (%s line %u)
logic.cpp
RESTART the loopLogic_up id %d has run off script tree! :-Oclosing closed text bloc number %dtallennazapisz

%d- state %d, ad %x, size %d, p %d, c %d,id %d
Twalloc ran out of memory! %d %d %d
Total used memory = %d
Pool Size = %d
CRwalloc failed to get memory VirtualDefrag said was there
   releasing
ERROR: mouse.pointer==0 for object %d (%s) - update logic script!xxMissing line %d of %s (only 0..%d)
\RESOURCE.INF;1\RESOURCE.TAB;1\;1\SCRIPTS.CLU;1SCRIPTS.CLUInitResMan cannot find SCRIPTS.CLU in resource.inf
\TEXT.CLU;1TEXT.CLUInitResMan cannot find TEXT.CLU in resource.inf
\PLAYERS.CLU;1PLAYERS.CLUInitResMan cannot find PLAYERS.CLU in resource.inf
\GENERAL.CLU;1GENERAL.CLUInitResMan cannot find GENERAL.CLU in resource.inf
\PARIS.CLU;1PARIS.CLUInitResMan cannot find PARIS.CLU in resource.inf
Res_open illegal resource %d (there are %d resources 0-%d)
No vag for resource %d
Res_open tried to open null & void resource number %d
cannot fit res %d into memory, len %d
Failed to allocate %d of sound memory
PANIC - Two copies of same resource in memory. %d
ERROR: walkGridList[] full in %s line %d
router.cpp
%sincorrect CUR_PLAYER_ID=%d (%s line %u)
saverest.cpp
ERROR: Sound queue overflow in FN_play_fx()
FN_choose with no subjects :-O   holding
FN_they_do %d not an object
FN_they_do_we_wait %d not an object
FN_we_wait %d not an object
FN_timed_wait %d not an object
EVENT timed

Cout\SPEECH.CLU;1
Failed to allocate %d for speech
initialising start menu
STARTUP.INF
Init_start_menu 
cannot open startup.inf
WARNING MAX_starts exceeded!%d screen manager objects+querying screen manager %d- resource %d ok- resource %d invalidNo run list available
------- Thankyou for Playing Broken Sword II -------
\;1
Read_file %d memman not enough space
Read_file %d memman not enough space [file=%s line=%u]
tony_gsd.cpp
Invalid direction (%d) in FN_walk (%s line %u)
walker.cpp
WARNING: FN_walk_to_anim(%s) used standby coords
Invalid direction (%d) in FN_walk_to_anim (%s line %u)
Invalid direction (%d) in FN_turn (%s line %u)
Invalid direction (%d) in FN_stand_at (%s line %u)
WARNING: FN_stand_after_anim(%s) used standby coords
Invalid direction (%d) in FN_stand_after_anim (%s line %u)
WARNING: FN_stand_at_anim(%s) used standby coords
FN_face_mega %d not an object
FN_walk_to_talk_to_mega %d not an object
FN_set_walkgrid no longer valid
FN_register_walkgrid no longer valid
Invalid direction (%d) in FN_set_standby_coords (%s line %u)
error: could not create file 
Failed writing header
error: failed whilst writing data
error: could not open file!
Error failed whilst reading header
Error failed whilst reading data
Error could not open file to read header...%s
this is not kanji !!
total mem=%dk
Mem - Cannot allocate pool
UID of failing alloc %d
Mem - Error run out of blocks
Requested %d
Largest free block = %d?
MEM_nullMEM_freeMEM_lockedMEM_floatbase %d total %d
%d- state %s, ad %x, size %d, p %d, c %d,id %u
Total used memory = %d
Pool Size = %d
l %u, f %u, x %u %u


\QUANTUM.CLU;1Cannot allocate %d data for fast load
ERROR: no controller %d
PANIC - More resources than can handle %d > %d
Error 1 - Cannot find %s ?
Error 1
DiskError? %d
Options I
MEMORY CARD
Screen Settings
Brightness
Volume
Controller Speed (Digital only)
Exit
Normal Controller Speed
Fast Controller Speed
Digital Controller Speed Settings
Brightness Setting
Back
MEMORY CARD slot 1 ...
Save
Delete
Format
processing
ready
full
not inserted
unformatted
EMPTY BLOCK
BLOCK UNAVAILABLE
BLOCK IN USE
€Block in use
Save to block
Load from block
Unknown file
Delete block
Format 
MEMORY CARD
Format
Unavailable
Delete
Unavailable
- Yes
- No
- Succeeded
- Failed
Player
Computer
Speech
Music
Please insert a Controller or Mouse
- Loading
- Saving
- Deleteing
- Formatting
Subtitles
A Disc error has occured0M€The Disc may be dirty
BASLUS-00812\WARNING.TIM;1cÿLoading€Broken Sword 2: %s%d>Checksum error
BASLUS-00812%c\TITLE.VAG;1\CREDITS.TXT;1Cannot find Credits.txt
\STREAMS\DUMMY.STR;1
Could not find DUMMY.STR
Select Start Point(null)\SCREENS.CLU;1<<<<F--- Welcome to Broken Sword II ---
might be problem here...
Warning not enough strips to cope with screen %d
strip too big %d %d
a%d %d %d %d %d %d %d
\MUSIC.CLU;1%d %d
Cannot reallocate music memory
\STREAMS\INTRO.STR;1\STREAMS\CRAVE.STR;1\STREAMS\RDEMO.STR;1\SWORD2\RDEMO.STR;1\STREAMS\BDEMO.STR;1\SWORD2\INTRO.STR;1Calculate %d Frames, %d Sectors
Found sector frame index over > num (%ld < %d)
Found sector frame index < internal frame count. (%ld < %d)
Internal frame count > calculated last (%d >= %d).
Found bad sized frame (%d x %d) is not (%d x %d),quit.
Could not find stream file '%s'.
size=%d
strQuit=%d, rewindSwitch=%d
Stream ends
Stream - Unable to set seek location
Stream - Unable to start streaming
...
...
...

Unused Video

The American release contains an earlier version of the intro cutscene on the folder STREAMS, labeled as INTRO_X.STR.

(Source: tikal.)

Regional Differences

Intro Cutscene

The American release adds an additional screen before the Revolution logo appears.

BrokenSwordII-newscreen.png

Main Menu

The European release has options to view demonstration videos for this game, as well as for Broken Sword: The Shadow of the Templars. These are not present in the American release, though the videos are still in the data.

EU US
BrokenSwordII-titleEU.png Brokensword2title.png