Proto:Bug Too! (Sega Saturn)/August 12th, 1996 Prototype
This is a sub-page of Proto:Bug Too! (Sega Saturn).
This prototype is documented on Hidden Palace.
Similar to the final, 0.BIN contains a ton of cheat codes. They appear to be mostly different, much simpler inputs.
Note (From the final): N, W, S, E refers to compass directions. So N would be North which is Up on the D-Pad, W is West which is Left, S is South which is Down, and E is East which is Right, respectively. The codes below refer to the default control scheme.
|ZZZ||Z, Z, Z||Seems to restart the level.|
|XXX||X, X, X||Kicks you back to the Cheat Menu.|
|CRYBABY||C, R, Y, B, A, B, Y||Doesn't seem to do anything...|
|CARLSCAR||C, A, R, L, Down, C, A, R||Displays "Current Game Information". Code itself is present in the final, but functionality was broken or removed.|
|XYXYABCZ||X, Y, X, Y, A, B, C, Z||Performs a color display test, where pixels are filled in with random colors; same as final.|
|XYZXYZBB||X, Y, Z, X, Y, Z, B, B||Pushes Bug / Maggot Dog / Super Fly to the frontmost layer, seemingly in a specific spot each time.|
|ABCLABCR||A, B, C, L, A, B, C, R||Displays color palette.|
|XXYYXXYY||X, X, Y, Y, X, X, Y, Y||Removes certain actors from the screen. Also disables the HUD.|
|YYYYYYYY||Y, Y, Y, Y, Y, Y, Y, Y||Doesn't have any noticable effect...|
|CCCZCCCZ||C, C, C, Z, C, C, C, Z||Displays what appears to be Bug's / Maggot Dog's / Super Fly's current coordinates in the level. For some reason, a giant LOADING splash is plastered over the level. Re-entering the code will disable it.|
|BBBCBBBC||B, B, B, C, B, B, B, C||Displays a different set of numbers; their meaning is unknown.|
|AAACAAAC||A, A, A, C, A, A, A, A, C||Yet another set of numbers. It has three columns, the first of which is always moving but also seems to respond to Bug's / Maggot Dog's / Super Fly's movements. The rest are unknown.|
Cheat Menu Background
Beating a stage will take you back to the cheat menu, where the game attempts to load this background image. For whatever reason, however, the LOADING screen awkwardly overlays it.
The Checkpoint graphic went from being a colorful word to the character Daddy-O Longlegs holding a sign with the words on it.
Stored in 0.BIN is an error handler. Its functions are as follows:
Load is stopped because buffer is full Tray is open Internal processing times out Data load area is not at 4-byte boundary Pickup is being used No open file handle Library function is being executed Incorrect mode Processing of specified file handler remains Incorrect offset Byte number is negative Reference position is incorrect Seek position is incorrect File handle is incorrect Incorrect file identifier File name does not exist File names cannot be used in the current directory CD block file system error The specified file is not a directory The value for the maximum open is incorrect Contents of directory control table are incorrect A non-CD ROM disc is set int the player No CD is set in the player CD read error Normal end
(MAINLOOP VDP-1 Timeout Error ERROR: VRAM OVERFLOW. TOO MANY TEXTURES ERROR: MAP TOO LARGE TO FIT IN SDRAM %d free in SDRAM. BEGIN BUILD VIEW Debug on ERROR: ZERO MEMORY ALLOCATION! ERROR: OUT OF MEMORY! %d attempted allocation. %d free in SDRAM. %d free in DRAM. ERROR: MISSING BACKDROP %d ACTOR Actor %d has no sequence. ERROR: Actor %d sequence %d max %d ERROR: Appearance of actor %d. ERROR: ACTOR %d WIDTH OF 640 Error: Actor %d has no AI. EBFFBACKACTRAIAIBMAPBUGGPRGBLBINMAGGSNDDSUPR ERROR: UNKNOWN CHUNK IN BFF WARNING: OUT OF VRAM ERROR: ACTOR %d TOO HIGH Position %d ERROR: MULTIPLE AI %d COMMANDS ARE 0 TO %d AICODE ACT %d AI COMMAND %d OUT OF RANGE WARNING: ACTOR %d AI STACK OVERFLOW ERROR! AI RETURN INSTRUCTION WITH NO PREVIOUS GOSUB OR INTERRUPT. max != min Assertion failed: %s, file %s, line %d ERROR: Too many 4-bit palettes. CURRENT GAME INFORMATION ------------------------ ACTOR SYSTEM: %d active actors POS:%d ID:%d DB:%d PTR:%X MAPSIZE: %d TEXTURES: %d PROFILE TIMERS: --------------- %s %d ASSERTION FAILED: FILE %s, LINE %d %ld Bug collided with actor %ld %s ACTOR XMIR = %d ACTOR ZMIR = %d ACTOR XMIRFRAMES = %d ERROR: TOO MANY SLAVE FUNCTIONS Memory allocation statistics %s free: %d used: Total in use: %d, total free: %d Attempt to init heap after use Heap and stack collision warning:_unlink called warning:_exit called warning:_kill called warning:_getpid called warning:_raise called warning:_chmod called warning:_chown called warning:_utime called warning:_fork called warning:_wait called warning:_execve called warning:_execv called warning:_pipe called asin: DOMAIN error atan2 atan2f atan2: DOMAIN error hypot hypotf cosh coshf exp expf y0 y0f y0: DOMAIN error y1 y1f y1: DOMAIN error yn ynf yn: DOMAIN error lgamma lgammaf lgamma: SING error log logf log: SING error log: DOMAIN error log10 log10f log10: SING error log10: DOMAIN error pow powf pow(0,0): DOMAIN error pow(0,neg): DOMAIN error neg**non-integral: DOMAIN error sinh sinhf sqrt sqrtf sqrt: DOMAIN error fmod fmodf fmod: DOMAIN error remainder remainderf remainder: DOMAIN error acosh acoshf acosh: DOMAIN error atanh atanhf atanh: DOMAIN error atanh: SING error scalb scalbf : TLOSS error gamma gammaf gamma: SING error
Strangely, 0.BIN also contains a list of .BFF files as well as what seem to be directory paths from wherever it was compiled from:
f:\bug\data\bff\cheat.bff CHEAT.BFF f:\bug\data\bff\desert1.bff DESERT1.BFF f:\bug\data\bff\desert2.bff DESERT2.BFF f:\bug\data\bff\garden1.bff GARDEN1.BFF f:\bug\data\bff\garden3.bff GARDEN3.BFF f:\bug\data\bff\dsuboss.bff DSUBOSS.BFF f:\bug\data\bff\test.bff TEST.BFF f:\bug\data\bff\scott.bff SCOTT.BFF f:\bug\data\bff\centip1.bff CENTIP1.BFF f:\bug\data\bff\centip2.bff CENTIP2.BFF f:\bug\data\bff\centip3.bff CENTIP3.BFF f:\bug\data\bff\falling1.bff FALLING1.BFF f:\bug\data\bff\falling2.bff FALLING2.BFF f:\bug\data\bff\haunted1.bff HAUNTED1.BFF f:\bug\data\bff\haunted2.bff HAUNTED2.BFF f:\bug\data\bff\haunted3.bff HAUNTED3.BFF f:\bug\data\bff\bubble1.bff BUBBLE1.BFF f:\bug\data\bff\bubble2.bff BUBBLE2.BFF f:\bug\data\bff\bandit1.bff BANDIT1.BFF f:\bug\data\bff\bandit2.bff BANDIT2.BFF f:\bug\data\bff\garden2.bff GARDEN2.BFF f:\bug\data\bff\space1.bff SPACE1.BFF f:\bug\data\bff\qbert1.bff QBERT1.BFF f:\bug\data\bff\qbert2.bff QBERT2.BFF f:\bug\data\bff\space3.bff SPACE3.BFF f:\bug\data\bff\title.bff TITLE.BFF f:\bug\data\bff\space2.bff SPACE2.BFF f:\bug\data\bff\space5.bff SPACE5.BFF f:\bug\data\bff\e3level.bff E3LEVEL.BFF f:\bug\data\bff\space4.bff SPACE4.BFF f:\bug\data\bff\kniboss1.bff KNIBOSS1.BFF f:\bug\data\bff\kniboss2.bff KNIBOSS2.BFF f:\bug\data\bff\kniboss3.bff KNIBOSS3.BFF f:\bug\data\bff\karniv1.bff KARNIV1.BFF f:\bug\data\bff\karniv2.bff KARNIV2.BFF f:\bug\data\bff\karniv3.bff KARNIV3.BFF f:\bug\data\bff\karnboss.bff KARNBOSS.BFF f:\bug\data\bff\racing.bff RACING.BFF f:\bug\data\bff\water1.bff WATER1.BFF f:\bug\data\bff\water2.bff WATER2.BFF f:\bug\data\bff\psych1.bff PSYCH1.BFF f:\bug\data\bff\psych2.bff PSYCH2.BFF f:\bug\data\bff\empty.bff EMPTY.BFF f:\bug\data\bff\hauntsel.bff HAUNTSEL.BFF f:\bug\data\bff\duckplay.bff DUCKPLAY.BFF
They aren't even close to the Cheat Menu's order. Additionally, the files GARDEN2.BFF and SHIT.BFF aren't listed, but instead PSYCH1.BFF, PSYCH2.BFF, EMPTY.BFF and DUCKPLAY.BFF are. None of these files are on the disc.
Stored on the disc is this strange dummy file. Its entire contents are as follows:
jim. tst 123456
Whether jim.tst is or ever was a real file is unknown.
The disc contains a plethora of files that the Cheat Menu never calls. Switching DESERT1.BFF with any of these will load the level.