PiTest
PiTest |
---|
Developer: Studio Pixel This game has unused graphics. |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Finally, for the first time since Kero Blaster, a platforming game from the brilliant mind of Studio Pixel!
...Huh?
It's not a game?
...It's a testing application?!
...Well, that would explain a few things...
"sidelle sidelle.."
Debug Menu
PiTest contains a debug menu similar to that of Kero Blaster, but somehwat more advanced. To easily access it, you must perform the following modifications to the game:
Download Extract data.bin
File: PiTest_ExtractData.zip (2 KB) (info)
|
- Extract data.bin using this Python script.
- In the extracted data folder, go to the system folder. In sysmenu.ini, on the line "manual =no" to be "manual =yes".
- Recompile data.bin, again, with the Python script.
- Open program.exe in a hex editor. In the hex editor, replace the value at address 0x001F8A1 with 0C.
Once this is done, from now on selecting "Manual" in the system menu will open the debug menu.
Like in Kero Blaster, the debug menu consists of a screen covered in buttons, though here they are much smaller.
show logs
Displays the debug log on the side of the screen as it is being written.
show info
Like in Kero Blaster, it displays the amount of scenes stacked, spinning bars are shown underneath the framerate counter, and NPCs have their Param2 value displayed next to them. However, a great deal more is displayed in PiTest, including:
- The percentage of the allotted RAM that certain parts of the game use.
- The player's position in the overall world.
- To what degree the player's controls are locked by script commands.
- The script label that can currently be skipped to.
show tch
While in Kero Blaster this option revealed the collision boxes for touchscreen buttons, in PiTest it has the arguably more useful effect of showing the collision boxes for the player and all NPCs, as well as the attributes of all tiles.
Params
This screen looks almost identical to how it appeared in Kero Blaster. Only one problem, though: there are no parameters to change, aside from nine squares that start out invisible until the player selects them. If the player selects any of them, an error message will appear, and when the player reopens this menu they will be de-equipped again.
user flag
Allows the player to modify flags used by the current save file.
game flag
Lets the player change flags used by the game as a whole. No global flags are ever set in PiTest, leaving this menu pointless in normal gameplay.
save
Opens an otherwise-unseen save screen. Selecting any of the files will save the game. Due to the lack of any file selection-related text in PiTest, the game throws up an error message whenever the save screen is accessed.
stage
Lets the player view a map of the entire game world, with rooms being unlocked as the player enters them. An error message is brought up, apparently from trying to load a texture file that doesn't exist. Selecting any of the rooms softlocks the game.
BGM test
Lets the player view all the music files in the game, and play them at will. When the cursor is moved over a name, its internal numerical ID will be displayed.
The background uses a unique music note pattern, whereas all other menu backgrounds are reused from Kero Blaster.
Integer
Allows the player to modify integers defined in integer.ini. In PiTest's case, the only option is a normallyzhidden coin count. Apparently, the player has 103 coins at all times.
export PNG
Exports all of the currently-loaded textures into prof-t/tex.
Non-Functional Options
bgm
Unknown.
invlnrble
Makes the player invulnerable in Kero Blaster, but is useless here since there are no enemies (and the player code for PiTest doesn't seem to register damage from NPCs anyway).
Field Jump
In Kero Blaster, this made arrow-shaped warps appear in many maps throughout the game. As there are no warps in PiTest, this does nothing. Notably, selecting this option sets flag 41, whereas in Kero Blaster it set flag 11.
Scene Skip
Again, since there are no cutscenes, there is nothing to skip.
god
Works in Kero Blaster, but not here.
Map Backups
The maps 00rmWeight.pxpack and 00rmLast.pxpack have unused earlier versions found at 00rmWeight.pxpack.bkup and 00rmLast.pxpack.bkup, respectively.
00rmWeight
Early | Final |
---|---|
- One bubble spawner is present, placed exactly in the center of the room. The final version has two bubble spawners: one at a slightly different spot in the top alcove, the other at the bottom.
- The spawner has a Param2 value of 35, whereas in the final the top spawner has a value of 25 and the bottom one a value of 10. This change was likely done to help the player get a better grasp on the sheer amount of moving objects in the room.
00rmLast
Early | Final |
---|---|
- The report-printing penguin's computer is three pixels further to the left. Aside from this, the room is identical.
Unused Graphics
attribute.png
The spritesheet that was used for Kero Blaster's level editor to display tile attributes reappears here. Some notable additions include perfectly curved blocks, solid arrow blocks, and an unknown dot located alongside the mud, ice, and snow tiles.
fuTest.png
A green alien. Given its close proximity to the bubble graphic, it may have been an alternate design for the duplicating bubbles in the NPC testing room.
A sprite of the girl who stole the sunflowers glancing behind her, or looking away in shame.
font.png
The symbol used when an unaccounted-for text character is printed has been updated since Kero Blaster.
In place of the dollar sign ("$") symbol, there is a coin graphic, just like in Kero Blaster. As there are no coins, this obviously goes unused.
dialo2.png
This entire spritesheet is unused in normal gameplay. These seem to be sample graphics for things like the player's health, enemy and boss health, batteries(?), and more. The clock and calculator graphics are used on the save file screen, which would eventually be used in Haru to Shura.
Unused NPCs
To do: Record footage of non-self-explanatory NPCs, as well as map out NPCs. |
goal
gondola
snowset
title
A placeholder title screen object. It would eventually be used in Haru to Shura, where it displayed that game's logo.
license
A placeholder license information NPC. See above.
pushkey
A blinking object that would have instructed players on the title screen how to start the game. Once again, this was used in Haru to Shura, although the graphics used there are the exact same as here.
Unused Sounds
dlg_save.ptnoise
The filename suggests this would be used when the game is saved, but it doesn't even pop up in the unused save selection screen.
dlg_pi0.ptnoise
Used in the debug menu when selecting an object.
dlg_pi1.ptnoise
Used in the debug menu when deselecting an object.
Unused Sound Filenames
In the executable of Pixel's programs, there is a hardcoded list of filenames for sound effects to be played at some point by the game. This list is far longer than the amount of sound effects actually present in the game files.
These sound effect filenames are all leftovers from Kero Blaster:
airstep appear arms_beam blst_fire blst_weed boost bubble_l bubble_s crab_jump crab_land dash destroy1 destroy2 destroy3 disappear dlg_click1 dlg_click2 dlg_exclam dlg_nod elecnoise electric ene_call ene_leaser ene_shot_s fall_s fire_l fire_s hit_kiss hit_wall icepick mpc_dead mpc_dmg mpc_ladder mpc_swim mpc_tread quake shutter snow soil_land splash_s stream teleport tire translight
These sound effect filenames are unique, and are not known to be used by any other game:
To do: Are these filenames used by Guxt, Soaprun, Akantares, Azarashi? |
bbl_dead blk_dead blk_dmg blk_land bom_burne bom_drop crow_s dlg_tlk_df dlg_tlk_l dlg_tlk_m2 dlg_tlk_s door_close door_open ene_dead_L ene_dead_m ene_dead_s ene_dmg_boss ene_dmg_L ene_dmg_m ene_dmg_s ene_jump_L ene_spring eruption evapor inhale jetpack mpc_charge mpc_ripple mpc_shot mpc_smslt no_damage obtn_batt obtn_dot obtn_life obtn_money plnt_dead plnt_dmg sing_fall smoke splash_L splash_M thunder wind_noise
- Pages missing developer references
- Games developed by Studio Pixel
- Pages missing publisher references
- Games published by Studio Pixel
- Windows games
- Pages missing date references
- Games released in 2021
- Games released in July
- Games released on July 13
- Games with unused graphics
- Games with unused text
- Games with debugging functions
- Games with hidden level selects
- Works In Progress
- To do
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > Works In Progress
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Studio Pixel
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Studio Pixel
Games > Games by release date > Games released in 2021
Games > Games by release date > Games released in July
Games > Games by release date > Games released in July > Games released on July 13