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

EyeToy: Play

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

EyeToy: Play

Developer: SCEE London Studio
Publisher: Sony Computer Entertainment
Platform: PlayStation 2
Released in JP: February 11, 2004
Released in US: November 4, 2003
Released in EU: July 4, 2003

DevTextIcon.png This game has hidden development-related text.
RegionIcon.png This game has regional differences.

EyeToy: Play is a collection of minigames and is notable for being the first game to utilize the PlayStation 2's motion-detecting EyeToy camera.

To do:
  • Regional translation differences in the "How to Play" ("HOWTOET") video to document as it has different narrators, and transcript differences in the narration for every different language in each regional version of the game, including;
    • English (European, PAL)
    • English (British)
    • English (USA, NTSC-U)
    • Japanese (NTSC-J)
    • Chinese
    • Korean
    • French (European-exclusive)
    • German (European-exclusive)
    • Italian (European-exclusive)
    • Spanish (European-exclusive)
    • Danish (European-exclusive)
    • Dutch (European-exclusive)
    • Finnish (European-exclusive)
    • Norwegian (European-exclusive)
    • Portuguese (European-exclusive)
    • Swedish (European-exclusive)
  • Prerelease European and Japanese demos, and a European beta version of the game exist. Look into their ISO roms and document for any prerelease differences.

Build Date and Time

Contained in the ELF file, the date and time are different for each region.


Welcome to Eyetoy - built at %s on %s
May 20 2003


Welcome to Eyetoy - built at %s on %s
Sep  8 2003


Welcome to Eyetoy - built at %s on %s
Nov  5 2003

Development Text

There are several development messages in the ELF file.

Multiple references to cpp files:

libimage: ipu.cpp: ipu image error
audio level setting = %d
File: .cpp, Func: , Msg: Failed to Init sound driver.
File: .cpp, Func: , Msg: Failed to Init SPU2.

Various error messages:

Width of bitmap too big
Height of bitmap too big
Couldn't load image '%s' for texture '%s'
DMA TIMEOUT!!!  Channel %d Failed
Address not aligned! (%p)
Allocator has buffer of %d bytes starting at %p
>>>>> ERROR: SOUND_StartCommand
Previous command (%d) not completed
To complete a command, it must end with SOUND_EndCommand
Stream (%d) out of range
Call SOUND_SetMaxStreamLimit to allow more
Must range from 0-47
Error: SOUND_AddLongData
RPC buffer full. Call SOUND_FlushIOPCommand
Error: SOUND_AddData
ERROR: SOUND_CloseStreamBuffer
Stream channel %d out of range
>>>>>ERROR: SOUND_GetStreamInfo
Only NON-STREAM related info is valid
(such as CD status etc..)
use SOUND_SetMaxStreamLimit to allow more streams
>>>>>ERROR: SOUND_SetStreamChild_Int
StrmChan (%d) out of range (0-%d)
Parent (%d) out of range (0-47)
SPUChan (%d) out of range (0-47)
>>>>>ERROR: SOUND_SetStreamParent_Int
>>>> Error: SOUND_GetMSHInfo
Header file contains %d sample data packets
>>>> Error: SOUND_PatchMSH
Error: SOUND_AddString
>>>>>ERROR: SOUND_AllocateStreamBuffer
Stream out of range. (%d)
Stream must range from 0-47
ERROR: SOUND_SetMaxStreamLimit
Limit (0x%x) out of range (must be 0-47)
SOUND_FindFreeStreamRange(): Error, maximum exceeds available streams.
No Spare streams free
No free stream channels
>>>>>ERROR: SOUND_PlayStream
>>>>> ERROR: SOUND_EndCommand
This function is called before a SOUND_StartCommand has
been called. Exiting
*** Function:SOUND_EndCommand - IOP Buffer full ***
SOUND_FlushIOPCommand busy. Could not flush
SOUND_FlushIOPCommand called. Buffer now empty
error: sceSifBindRpc

Near the end of the file:

MW MIPS C Compiler ( PlayStation2