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Madden NFL Mobile

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Title Screen

Madden NFL Mobile

Developer: Electronic Arts
Publisher: EA Games
Platforms: iOS, Android
Released internationally: August 26, 2014


DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Unused Text

[default]

; GENERAL 
DummyProperty1 = 1
DummyProperty2 = 2
DummyProperty3 = 3



; KEYBOARD 
;-------------------------------------------------------------------------------
; The Blast virtual key names can be found in header file "Key.h"
;-------------------------------------------------------------------------------

;-------------------------------------------------------------------------------
; OS key code to Blast virtual keys.
;-------------------------------------------------------------------------------
; Maps OS key codes to Blast virtual keys for extra keys not normalized by the OS.
; Some devices provides extra-keys that do not map to any OS virtual key code. For
; example, J2ME only defines few numpad virtual keys. Some J2ME devices has full
; QWERTY keyboards and the letters do not have any OS virtual key mapping. In
; such case, Blast has to provide the correct mapping.
;
; Multiple key codes can map to the same VK. For example if the device sends
; differents key code if the modifier keys are pressed or if the keycode sent
; for the pressed state is different than the keycode sent for the release state.
;
; Format must be: keyCodeValue = virtualKeyName
;
; [devices: HTC544]
; 8234 = kLetterA ; Key code sent when key 'A' is pressed.
; 4328 = kLetterA ; Key code sent when key 'A, is released.
; 3242 = kLetterA ; Key code sent when keys 'Shift' and 'A' are pressed.
;
;-------------------------------------------------------------------------------

;-------------------------------------------------------------------------------
; Blast virtual keys meta data for text edition and game help text.
;-------------------------------------------------------------------------------
; It is possible to embeds meta data associated with a virtual key. The meta
; data is used for text edition if the OS does not provide proper support. The
; following fields are recongnized.
;
; char:   The list of character associated with the key.
; shift:  The list of character associated with the key when the shift key is pressed.
; alt:    The list of character associated with the key when the alt key is pressed.
; ctrl:   The list of character associated with the key when the ctrl key is pressed.
; fn;     The list of character associated with the key when the fn key is pressed.
;
; If a value is not defined, the field can be empty, tail values can be ommited. In the
; list, if the key represents a number, it must be first, then letters and finally
; symbols.
;
; Encode any non-ASCII characters using the 16-bits char C++ notation. (\x3AF2)
;
; Format must be: virtualKeyName = char,shift,alt,ctrl,fn
;
; The Blast virtual key names can be found in file "Key.cpp"
;
; [platforms: Win32]
; kDigit2  = 2,",\x010F
; kLetterA = a,A
;
; [devices:VX7000, VX8000, VX8100]
; kNumPad0 = 0
; kNumpad2 = 2abc,2ABC
;
; [devices:BB8100]
; kLetterQ = qw,QW,!
; kLetterE = 1er,1ER
; kLetterT = 2ty,2TY
; kLetterU = 3ui,3UI
; kLetterO = op,OP,.
;-------------------------------------------------------------------------------

Text referencing to 3 dummy properties.

Debug Mode

package madden.data.debug
{
    import zinc.enum.*;

    public class DebugCommand extends Object
    {
        public var name:String;
        public var onSetValueCallback:Function;
        public var onGetValueCallback:Function;
        public var channel:DebugChannel;
        public var paramType:ParamType;
        public var description:String;
        public var minSliderVal:int;
        public var maxSliderVal:int;
        public var refresh:Boolean;
        public var enum:Class;

        public function DebugCommand(param1:String, param2:Function, param3:Function, param4:int, param5:int, param6:ParamType = null, param7:DebugChannel = null, param8:String = "", param9:Boolean = false, param10:Class = null)
        {
            this.name = param1;
            this.onGetValueCallback = param2;
            this.onSetValueCallback = param3;
            this.paramType = param6;
            this.channel = param7;
            this.description = param8;
            this.minSliderVal = param4;
            this.maxSliderVal = param5;
            this.refresh = param9;
            this.enum = param10;
            return;
        }// end function

    }
}

In the swf file, text to a debug mode can be found but cannot be enabled.

Commands

        private function _setupCommands() : void
        {
            this.addCommand("enableCpuBotType", UtilityDebug.setCpuBotType, ParamType.BOOL, DebugChannel.DEFAULT);
            this.addCommand("enterExhibition", this._enterExhibition, ParamType.NONE, DebugChannel.DEFAULT);
            this.addCommand("Show Live Events", this._showLiveEvents, ParamType.NONE, DebugChannel.DEFAULT);
            this.addCommand("dumpMemoryMetrics", UtilityDebug.dumpMemoryMetrics, ParamType.NONE, DebugChannel.DEFAULT);
            this.addCommand("dumpPerformanceMetrics", UtilityDebug.dumpPerformanceMetrics, ParamType.NONE, DebugChannel.DEFAULT);
            this.addCommand("toggleMemoryMetricsDisplay", UtilityDebug.toggleMemoryMetricsDisplay, ParamType.BOOL, DebugChannel.DEFAULT, "Enables/disables memory metrics display");
            this.addCommand("toggleFPSSnapshot", UtilityDebug.toggleFPSSnapshot, ParamType.BOOL, DebugChannel.DEFAULT, "Begins/stops fps snapshot capture.");
            this.addCommand("toggleDrawFrameRate", UtilityDebug.toggleDrawFrameRate, ParamType.BOOL, DebugChannel.DEFAULT, "Enables/disables drawing the frame rate");
            this.addCommand("deleteCache", UtilityDebug.deleteCache, ParamType.NONE, DebugChannel.DEFAULT, "Deletes all the files from the resource cache");
            this.addCommand("addAsVeteran", this._addAsVeteran, ParamType.NONE, DebugChannel.DEFAULT, "Adds this user to the veteran\'s table");
            this.addCommand("resetDailyMessageTimestamp", this._resetDailyMessageTimestamp, ParamType.NONE, DebugChannel.DEFAULT, "Clears the timestamp stored for seeing the daily message alert");
            this.addCommand("advanceTimeOffset", this._advanceTimeOffset, ParamType.TEXT, DebugChannel.DEFAULT, "Advances server time <n> number of seconds from current offset.  Can go backwards, but only if you\'re already in the future.");
            this.addCommand("advanceUserTimeOffset", this._advanceTimeOffsetForUser, ParamType.TEXT, DebugChannel.DEFAULT, "Advances user time <n> number of seconds from current offset.  Can go backwards, but only if you\'re already in the future.");
            this.addCommand("setTimeOffset", this._setTimeOffset, ParamType.TEXT, DebugChannel.DEFAULT, "Sets the server time offset in seconds to be exactly what you entered.  DO NOT enter negative values!");
            this.addCommand("setUserTimeOffset", this._setTimeOffsetForUser, ParamType.TEXT, DebugChannel.DEFAULT, "Sets the user time offset in seconds to be exactly what you entered.  DO NOT enter negative values!");
            this.addCommand("setUserStamina", this._setUserStamina, ParamType.TEXT, DebugChannel.DEFAULT, "Sets the user\'s current stamina.  DO NOT enter negative values!");
            this.addCommand("setUserLastSeenSystemMessageId", this._setUserLastSeenSystemMessageId, ParamType.TEXT, DebugChannel.DEFAULT, "Sets the user\'s last seen system message id.  DO NOT enter negative values!");
            this.addCommand("simulateInactiveUser", this._simulateInactiveUser, ParamType.NONE, DebugChannel.DEFAULT, "Simulates an inactive user so that we can recieve an inactive push notification");
            this.addCommand("crashActionScript", UtilityDebug.crashActionScript, ParamType.NONE, DebugChannel.DEFAULT, "Simulate a Scaleform Crash");
            this.addSliderEntryCommand("Replay Debug Player", GameplayDebug.replayDebugPlayerGet, GameplayDebug.replayDebugPlayerSet, -1, 21, DebugChannel.GAMEPLAY, "The targetted player for debug info (0-10)offense (11-21)defense");
            this.addEnumEntryCommand("Replay Debug Mode", GameplayDebug.replayDebugModeGet, GameplayDebug.replayDebugModeSet, DebugMode, DebugChannel.GAMEPLAY);
            this.addCommand("Allow Game Modifiers", GameplayDebug.toggleAllowGameModifiers, ParamType.BOOL, DebugChannel.GAMEPLAY);
            this.addCommand("alwaysFumble", GameplayDebug.toggleAlwaysFumble, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables/disables always fumble modifier");
            this.addCommand("alwaysIntercept", GameplayDebug.toggleAlwaysIntercept, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables/disables always intercept modifier");
            this.addTextEntryCommand("Allow Switch Player Button", GameplayDebug.allowSwitchPlayerGet, GameplayDebug.allowSwitchPlayerSet, ParamType.BOOL, DebugChannel.GAMEPLAY, "Allows a button to switch players on defense");
            this.addTextEntryCommand("Show Both Team Play Art", GameplayDebug.allPlayArtGet, GameplayDebug.allPlayArtSet, ParamType.BOOL, DebugChannel.GAMEPLAY, "Allows you to see your opponent\'s play when showing playart");
            this.addCommand("freezeDefense", GameplayDebug.toggleFreezeDefense, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables/disables freeze defense system");
            this.addCommand("playerNames", GameplayDebug.togglePlayerNames, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables/disables player name system");
            this.addCommand("detReplayRecord", GameplayDebug.toggleDetReplayRecord, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables deterministic replay recording.");
            this.addCommand("detReplayPlay", GameplayDebug.toggleDetReplayPlay, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables deterministic replay playback.");
            this.addTextEntryCommand("Allow Penalties", GameplayDebug.penaltiesGet, GameplayDebug.penaltiesSet, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables / Disables penalties");
            this.addEnumEntryCommand("Force CPU Difficulty", GameplayDebug.forceCpuDifficultyGet, GameplayDebug.forceCpuDifficultySet, MatchDifficulty, DebugChannel.GAMEPLAY, "Forces cpu difficulty level");
            this.addEnumEntryCommand("Force HUMAN Difficulty", GameplayDebug.forceHumanDifficultyGet, GameplayDebug.forceHumanDifficultySet, MatchDifficulty, DebugChannel.GAMEPLAY, "Forces human difficulty level");
            this.addCommand("Force Off Play", GameplayDebug.setOffPlay, ParamType.TEXT, DebugChannel.GAMEPLAY);
            this.addCommand("Force Def Play", GameplayDebug.setDefPlay, ParamType.TEXT, DebugChannel.GAMEPLAY);
            this.addCommand("Refresh Playbooks", GameplayDebug.refreshPlaybooks, ParamType.NONE, DebugChannel.GAMEPLAY);
            this.addCommand("Logging", PlayCounterDebug.toggleCounterPlayLogging, ParamType.BOOL, DebugChannel.PLAY_COUNTER, "Generates a results log file");
            this.addTextEntryCommand("Opponent Rating", PlayCounterDebug.DefRating_Get, PlayCounterDebug.DefRating_Set, ParamType.TEXT, DebugChannel.PLAY_COUNTER, "Sets the defensive team\'s rating (0-100)");
            this.addTextEntryCommand("User Rating", PlayCounterDebug.OffRating_Get, PlayCounterDebug.OffRating_Set, ParamType.TEXT, DebugChannel.PLAY_COUNTER, "Sets the offensive team\'s rating (0-100)");
            this.addTextEntryCommand("Opponent Level", PlayCounterDebug.DefLevel_Get, PlayCounterDebug.DefLevel_Set, ParamType.TEXT, DebugChannel.PLAY_COUNTER, "Sets the deffensive team\'s level");
            this.addTextEntryCommand("User Level", PlayCounterDebug.OffLevel_Get, PlayCounterDebug.OffLevel_Set, ParamType.TEXT, DebugChannel.PLAY_COUNTER, "Sets the offensive team\'s level");
            this.addCommand("Bot Mode", PlayCounterDebug.toggleBotMode, ParamType.BOOL, DebugChannel.PLAY_COUNTER, "Player is a human or false for bot");
            this.addCommand("Always Counter", PlayCounterDebug.toggleAlwaysCounter, ParamType.BOOL, DebugChannel.PLAY_COUNTER, "Always call the counter play");
            this.addCommand("Enable CP Debug Mode", PlayCounterDebug.togglePlayCounterDebug, ParamType.BOOL, DebugChannel.PLAY_COUNTER, "Enables/Disables play countering debugging");
            this.addCommand("Enable Counter Plays", GameplayDebug.toggleCounterPlays, ParamType.BOOL, DebugChannel.PLAY_COUNTER, "Enables/Disables play countering system");
            this.addSliderEntryCommand("Play Clock (seconds)", GameScenarioDebug.playClockGet, GameScenarioDebug.playClockSet, 1, 100, DebugChannel.GAME_SCENARIO);
            this.addSliderEntryCommand("Game Clock (seconds)", GameScenarioDebug.gameClockGet, GameScenarioDebug.gameClockSet, 1, 600, DebugChannel.GAME_SCENARIO);
            this.addEnumEntryCommand("Quarter", GameScenarioDebug.quarterGet, GameScenarioDebug.quarterSet, QuarterEnum, DebugChannel.GAME_SCENARIO);
            this.addSliderEntryCommand("Away Score", GameScenarioDebug.awayScoreGet, GameScenarioDebug.awayScoreSet, 0, 200, DebugChannel.GAME_SCENARIO);
            this.addSliderEntryCommand("Home Score", GameScenarioDebug.homeScoreGet, GameScenarioDebug.homeScoreSet, 0, 200, DebugChannel.GAME_SCENARIO);
            this.addSliderEntryCommand("Yards To 1st Down", GameScenarioDebug.firstDownGet, GameScenarioDebug.firstDownSet, 1, 100, DebugChannel.GAME_SCENARIO);
            this.addSliderEntryCommand("LOS", GameScenarioDebug.losGet, GameScenarioDebug.losSet, -50, 50, DebugChannel.GAME_SCENARIO);
            this.addEnumEntryCommand("Down", GameScenarioDebug.downGet, GameScenarioDebug.downSet, DownEnum, DebugChannel.GAME_SCENARIO);
            this.addTextEntryCommand("User On Defense", GameScenarioDebug.defenseGet, GameScenarioDebug.defenseSet, ParamType.BOOL, DebugChannel.GAME_SCENARIO, "Should the user be on defense?");
            this.addTextEntryCommand("Repeat", GameScenarioDebug.repeatGet, GameScenarioDebug.repeatSet, ParamType.BOOL, DebugChannel.GAME_SCENARIO, "Repeat current scenario");
            this.addCommand("Reset Scenario", GameScenarioDebug.reset, ParamType.NONE, DebugChannel.GAME_SCENARIO, "Resets the scenario to the current in game conditions", true);
            this.addTextEntryCommand("Enable", GameScenarioDebug.enabledGet, GameScenarioDebug.enabledSet, ParamType.BOOL, DebugChannel.GAME_SCENARIO, "Enables the below scenario next play");
            this.addTextEntryCommand("setGameSpeedAllMadden", GameConfigDebug.getGameSpeedAllMadden, GameConfigDebug.setGameSpeedAllMadden, ParamType.TEXT, DebugChannel.GAME_CONFIG);
            this.addTextEntryCommand("setGameSpeedAllPro", GameConfigDebug.getGameSpeedAllPro, GameConfigDebug.setGameSpeedAllPro, ParamType.TEXT, DebugChannel.GAME_CONFIG);
            this.addTextEntryCommand("setGameSpeedPro", GameConfigDebug.getGameSpeedPro, GameConfigDebug.setGameSpeedPro, ParamType.TEXT, DebugChannel.GAME_CONFIG);
            this.addTextEntryCommand("setGameSpeedRookie", GameConfigDebug.getGameSpeedRookie, GameConfigDebug.setGameSpeedRookie, ParamType.TEXT, DebugChannel.GAME_CONFIG);
            this.addTextEntryCommand("setMaxMoveTurnSpeed", GameConfigDebug.getMaxMoveTurnSpeed, GameConfigDebug.setMaxMoveTurnSpeed, ParamType.TEXT, DebugChannel.GAME_CONFIG);
            this.addTextEntryCommand("setMaxFaceTurnSpeed", GameConfigDebug.getMaxFaceTurnSpeed, GameConfigDebug.setMaxFaceTurnSpeed, ParamType.TEXT, DebugChannel.GAME_CONFIG);
            this.addTextEntryCommand("setMaxSprintAngle", GameConfigDebug.getMaxSprintAngle, GameConfigDebug.setMaxSprintAngle, ParamType.TEXT, DebugChannel.GAME_CONFIG);
            this.addTextEntryCommand("snapTimeVariation", GameConfigDebug.getSnapTimeVariation, GameConfigDebug.setSnapTimeVariation, ParamType.TEXT, DebugChannel.GAME_CONFIG);
            this.addTextEntryCommand("motionSnapTimeBase", GameConfigDebug.getMotionSnapTimeBase, GameConfigDebug.setMotionSnapTimeBase, ParamType.TEXT, DebugChannel.GAME_CONFIG);
            this.addTextEntryCommand("normalSnapTimeBase", GameConfigDebug.getNormalSnapTimeBase, GameConfigDebug.setNormalSnapTimeBase, ParamType.TEXT, DebugChannel.GAME_CONFIG);
            this.addCommand("resetAllGameConfigs", GameConfigDebug.resetAllGameConfigs, ParamType.NONE, DebugChannel.GAME_CONFIG);
            this.addCommand("Crash Native Code", BugSentryDebug.crashInNativeCode, ParamType.NONE, DebugChannel.BUG_SENTRY, "Causes a crash in C++ code to test crash reporting");
            this.addCommand("Crash AS3 Code", BugSentryDebug.crashInActionScript, ParamType.NONE, DebugChannel.BUG_SENTRY, "Causes a crash in AS code to test crash reporting");
            this.addCommand("Stackoverflow AS3 Code", BugSentryDebug.stackOverflowActionScript, ParamType.NONE, DebugChannel.BUG_SENTRY, "Causes a stack overflow in AS code to test crash reporting");
            this.addCommand("Send OS Low Mem Rpt", BugSentryDebug.sendOSLowMemoryReport, ParamType.NONE, DebugChannel.BUG_SENTRY, "Simulates an OS Low Memory alert");
            this.addCommand("Send Det Replay Report", BugSentryDebug.sendDetReplayDesyncReport, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a det replay desync report");
            this.addCommand("Send Heap Overrun Report", BugSentryDebug.sendHeapOverrunReport, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a heap overrun report");
            this.addCommand("Send Server Session Error", BugSentryDebug.sendServerSessionError, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a server session error report");
            this.addCommand("Send Boot Session Start", BugSentryDebug.sendBootSessionStart, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a boot session start event");
            this.addCommand("Send Server Session Start", BugSentryDebug.sendServerSessionStart, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a server session start event");
            this.addCommand("Send Game Session Start", BugSentryDebug.sendGameSessionStart, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a game session start event");
            UtilityDebug.addCustomCommands(this);
            return;
        }// end function