woofmuteAn unused animation for the title screen showing the project name for Rez, K-Project, shortened to "K-Prj".
I got this by hijacking the title module pointer, but it also required renaming the files for this animation to "Titile_model", as they are referenced misspelled in the title binary. There is currently no known method to run the title model module normally. It crashes during the animation in demul and on an actual Dreamcast.
Pressing 0 on a Dreamcast keyboard will restart the animation.
Rez Build 836 - Unused K-Prj Title Animation (Demul)woofmute2023-09-24 | An unused animation for the title screen showing the project name for Rez, K-Project, shortened to "K-Prj".
I got this by hijacking the title module pointer, but it also required renaming the files for this animation to "Titile_model", as they are referenced misspelled in the title binary. There is currently no known method to run the title model module normally. It crashes during the animation in demul and on an actual Dreamcast.
Pressing 0 on a Dreamcast keyboard will restart the animation.
A version recorded on Flycast without the crash can be found here: youtube.com/watch?v=bJ6LJ-o89BgSeaman E3 99 Build - Breaking the Game with Soft Resetwoofmute2024-04-01 | Normally this prototype displays an error when entering the tank but can continue afterwards. If you keep pressing ABXY+Start in the tank to soft reset the game, eventually you get errors about failing to release textures and you can break your seaman.
youtube is cutting the closing bracket off the hidden palace url for me. if the second link doesn't work, add the closing bracket to the end of it.Sonic Adventure Autodemo - Early Results Displaywoofmute2024-03-27 | I am still working on making this work. It goes fast and doesn't count up the score properly, it's likely there's more i need to analyse.Space Channel 5 Part 2 (Dreamcast) - Gindows Debug Modewoofmute2024-01-11 | The Gindows debug system UGA also used for Rez exists in Space Channel 5 Part 2 and seems fully functional. I demonstrate it here, but I do not fully understand all of the tools it provides.
Sometimes a boss debug mode loads for the second boss but unfortunately it did not load this time.
I started researching the game's main loop and then RocketHorse found the flag being referenced every time the loop was called.
---
Debug Flag location (Set at boot with a cheat or modify 1ST_READ.BIN) raw 0x000D70A2 set 00E5 to 01E5 ram 0x8C0E70A2 set 00E5 to 01E5 demul 0x2C0E70A2 set 00E5 to 01E5
Controller in Port A, Keyboard in Port B, Mouse in Port D. Press the Insert key to display or hide Gindows debug.
Only the right click debug menu exists. Right Click Menu - System Font User [Undefined] Var Editor Console Texture Viewer Profiler
Console Commands breaklevel breaklevel (-1 .. 2) cd change directory coloredit execute color edit window danceman danceman [on/off] dumpwin execute dump window freecam freecam (port number) gakkibito gakkibito [on/off] help Help loadform loadform (file name) ls list directory membernum membernum (0 .. MAX MEMBER) palwin execute palette window saveform saveform (file name) varlist varsearch varset
Keys F1 F2 Sound F3 F4 F5 TaskMemory F6 Console F7 Render Info F8 Texture Viewer F9 Peripheral Info F10 F11 Gindows transparency Off/On F12 Performance Print Screen Scroll Lock Advance frames when paused Pause Pauses game in levels Insert Display/hide Gindows Home Variable Editor Delete End Page Up Scroll up console Page Down Scroll down console Arrow Keys Navigate menus Enter Confirm selection Escape Back out of selection Ctrl+W dgDrawCallBackWindowInfo Ctrl+T TaskDebug Ctrl+P dgPrestreamWindowInfo Ctrl+A dgAudioWindowInfoAll Ctrl+S dgStreamWindowInfo Ctrl+D dgCdbWindowInfo Ctrl+F dgFileSystem Ctrl+H DGSH Ctrl+L Light Ctrl+Z CamEdit Ctrl+X Force (In CamEdit) Ctrl+C Camera Ctrl+V dgVblanktimerWindowInfo Ctrl+B BupDebug Ctrl+M dgMovieWindowCue Ctrl+Enter A on controller 1 on main menu Ctrl+Escape B on controller 1 on main menu Ctrl+Arrows Directions on controller 1 on main menu Ctrl+Delete To title and again to bios Alt+W Wireframe Alt+E ENESET EDITOR Alt+R Current end of level score results display Alt+O PathCtrl Alt+P Player Info Alt+A AudiRate Alt+S Secret Alt+F Select [Can type name for FormationEdit] Alt+G Game info Alt+K ClipDebug Main Alt+L Poison Light Alt+Z CamCtrl Alt+C Level Counter Alt+V Voice Alt+B BupFlagDebug Alt+M MusicMan 無変換 FreeCam in place 全候補 FreeCam targetting player S3 Sets formationedit to a temp nameRez Build 836 - Fish Screensaver Easter Eggwoofmute2023-12-17 | In Rez there is a module called 'Fish', its string is near the screensaver module string. If you hold space on a Dreamcast keyboard in port 4 and wait for the screensaver to activate, the fish module will also be activated.
I am having trouble getting the fish to be visible on hardware, but on Flycast and Demul they have been showing up on my first attempts. I might just be very unlucky. The module is at least loading on hardware too though.
The method to trigger this was discovered by RocketHorse.Rez Build 836 - Pass Edit (Enemy Path Splines)woofmute2023-12-14 | A look at the pass edit tool, which was used for creating and editing enemy path splines for only a few enemies within Area 3, 5, and Lost Area.
This debug tool is buried within all available builds of Rez that we have access to but it is not available by default. It is very very dense with commands and functions and not friendly to use as is. Hoping to never work on a Rez mod where I decide it would be good to need this.
More technical info: If you force the game to run the function that loads passedit into the left click debug menu it will let you open the tool but it will not initialise it's heap properly. What this means is the tool is *very* unstable without further work, trying to read invalid data as pass data and crashing when attempting to access data from 0x00000000 or some other garbage pointer.
My current method to load this is to overwrite the pointer to the mainflow edit function with the pointer to init passedit into the gameflow menu. Remember that if you are using Cheat Engine and Demul 0x8C becomes 0x2C. - The 4 byte pointer at ram 0x8C12DDA8 needs to be set to 8C0C9F9A.
When you click on mainflow edit now it will run passedit menu init, and then you can go back to the left click menu and click on passedit below mainflow edit.
It allocates itself to the end of the task heap and other debug commands and tasks will step on its heap and use it for their own work. To make it function on actual pass data I had to locate where the game loads the pass files and then copy across the first block of data which contained a listing of the pass data and the pointers to the actual data. If you put this into the heap that the tool is looking at it will populate the list properly and allow you to work with the data. - 0x8C971700 is the location S05_ENM.PAS was allocated in the file heap during Area 5. You want to copy 0xFF bytes, down to just before the next 'HEAP' string. - 0x8C941760 is the location passedit was using as its allocated task heap. Paste the 0xFF bytes of S05_ENM.PAS heap here.
This is still unstable because the data will be stepped on and overwritten with invalid data when you run the pass simulation command, or if you toggle the memory overrun check. When I run the pass simulation you can see that the list of pass entries is changed and it exposes the ram of the simulation task's work as strings and integers which looks cool but is invalid. You can fix this by pasting the correct 0xFF bytes back into the passedit heap.Rez Build 836 - Unused K-Prj Title Animation (Flycast - No Crash)woofmute2023-09-25 | A followup to the last video, on Flycast the unused K-Project title animation will animate forever without crashing. This seems to be inacurate behaviour... In Demul and on an actual Dreamcast it will crash once the letters have finished being outlined.
I got this by hijacking the title module pointer, but it also required renaming the files for this animation to "Titile_model", as they are referenced misspelled in the title binary. There is currently no known method to run the title model module normally.
Pressing 0 on a Dreamcast keyboard will restart the animation.
00 No effect, 01 Fade to white, 02 Invert camera, 03 Screen buffer blur (Default effect), 04 Slide the render output from the top left over the screenbuffer screenshot, 05+ Crashes.Rez Build 836 - Proto Score Attack (Forcing Stage Values)woofmute2023-09-15 | A bonus video showing the other area login strings for stg20, stg50, and stg06. I had to insert a valid stg50 for it to not crash on a file not found error, but this confirms it is referred to as "MapViewer", and is probably a staging stage for stages that are being implemented.
A video on this level select is here: youtube.com/watch?v=keIr_-7X0WERez Build 836 - Prototype Score Attack Menuwoofmute2023-09-15 | This level select module is called "areaselect.c", and in 836 is normally inaccessible. It looks as if at one point this used to be the regular level select, there is no indication of it being for score attack and instead it just lists stage difficulty, track artist and track name.
The artist and track names are mostly placeholder in this build however.
Choosing a stage here will display the area login text unlike the normal level select in this build.
To access this, hijack the pointer for the 'areachoose.c' module, which is at 0x8c09a35a (0x2c in cheat engine with demul). If you change the value of the 4 bytes here to 8c104d78, you will go to this level select when you click play on the title screen.
I made a bonus video showing the login strings when forcing the other three stages in this build: youtube.com/watch?v=irulytlTD5oRez Build 836 - Dataminingwoofmute2023-09-12 | sheRez Build 836 - Boss Boot Debugwoofmute2023-09-08 | nop two branches and we run the boss boot debug code instead of the regular boss boot code. once i have a more reliable method for this i will share it.
boss boot debug displays a boss selection menu when the boss code is ran, and it will stay on this menu indefinitely until you select a boss and difficulty to load. all bosses from earth to eden are available, and there are three difficulties for each boss.Rez Infinite PS5 - Eden Broken Background Videoswoofmute2023-08-26 | the rest of them also brokeRez Infinite PS5 - Eden Phase 1 Background Video Glitchwoofmute2023-08-26 | i did not break it deliberately this time and have no idea why it did thisrez fogwoofmute2023-08-17 | she fogging on my rez til i drop framesRez Build 836 - No Loading Fadeswoofmute2023-08-17 | fade task byte 8C918343 to 00 forever
this is a throwaway video showing what the game looks like when running without the ability to fade to black when loading and initialising modules. it lags because i had ghidra running and flycast debugger through wsl and cheat engine and obs. sorry.
it loads fast but hopefully it is interesting enough despite this.Rez Infinite - Prototype Area 1 Progress [turn your volume down when at boss entry my god]woofmute2023-08-17 | i fixed it (:
i also broke it (:
maybe. so some beginning loops need to also be LPW. but i have no idea why the sounds in boss are breaking atm... the ones that should cover multiple notes do not. same note always.Rez Build 836 (but we can start on any map segment we want)woofmute2023-08-16 | reload savestate modify the byte see the result reload savestate modify the byte see the result rRez Build 836 - Test Mode | Model Half Testwoofmute2023-08-13 | A look at the Model Half test mode from the test module of Rez build 836.
This shows several prototype enemy models, and their animations.Rez Build 836 - Test Mode | Wire Frame Testwoofmute2023-08-13 | A look at the Wire Frame test mode in the test module of Rez build 836.
This shows several test models, a prototype area 1 enemy, and one of the prototype Rez player characters.Rez Infinite - Custom Music Test 2woofmute2023-04-26 | This needs a few velocity changes for Rez Infinite, and still a little bit of track and mute number tweaking. The only glaring issue to me right now is that the pads are getting cut off on layer level transitions...Rez DC - Custom Music | Boss Testwoofmute2022-12-17 | Recorded on hardware over VGA.
This video was recorded so I could reference which mute numbers the area 2 boss uses for each phase of the boss, because it does not progress 1 then 2 then 3 etc., its reuses some and seems to have not used one that I set - but this might have helped me discover a new flag in the KMD0 data for the midi track mute numbers.
Basically now I can tweak these to make the fight's music more engaging. And I can try different ways of sequencing one track so the boss loading lag is less noticable in the audio. Testing these has to be done within the boss fight itself because the Gindows debug system does not allow you to activate the mute numbers for it from the sound menu, and as demonstrated, bosses don't always use mute numbers in the same way as the actual level does.Rez DC - Custom Music WIP 2woofmute2022-12-15 | A newer look at work on adding custom music into the dreamcast version of Rez, captured over VGA on hardware. In this version I have set up the mute numbers, so each layer of the level activates different tracks properly. Only two things seem broken, a pad is set up wrong in the midi or the soundbank, and one track of the midi needs its timing fixing, that track broke during conversion between two DAWs.Rez DC - Custom Music WIPwoofmute2022-08-04 | An attempt at custom music in Rez. I'm using this for my own reference while I fix it up, but here it is so far. Some channels are broken, because the current way to test the soundbank against the midi involves rebuilding and emulating a gdi of the game.Fur Fighters Prototype 23/04/2000 - Placeholder Intro Videowoofmute2022-03-18 | This is the earliest known prototype we have for the game Fur Fighters, and the title video is not finished!
This placeholder shows concept art of the characters as they appear in the theme, until the end where a basic version of the 3D model closeups has been mostly implemented. Juliette appears twice, suggesting Bungalow's model for this was not ready.
You can do this too using Demul and Cheat Engine! Address to modify the game state - 2C187494. Change this to 04 for free camera, press jump to place your character, then change this value back to 00 to resume playing.
Release here: en.sega-dreamcast-info-games-preservation.com/fur-fighters-release-prototype-document-dreamcast-iso-gdiMetroid Prime - Unused Frigate Escape Explosion Triggerwoofmute2021-07-26 | here's a remnant of an older frigate escape route. there's a trigger under the unusable elevator in emergency evac, if you stand in it this explosion happens, and prevents you going back into the frigate. this hints at that elevator having once been the intended escape, and based on the prerelease demo, the connection point of the elevator where samus loses her items.Yakuza Kiwami PC - Tojo Clan Fire Escape Door (Indestructible)woofmute2019-02-19 | I saw the entire door flashing as I approached it. I picked it up.Metroid Prime Demo - Prototype Title Menuswoofmute2018-11-09 | These menus are accessible by modifying the demo's game tweaks in the tweaks.pak file. The layout is a lot simpler here. The build date is drawn on the title screen due to the modifications done to the game tweaks.
byte 0x1b in the game tweaks needs to be set from 01 to 00, you'll need to use metroid prime pak tools to extract the tweaks pak and find the one listed as containing game tweaks. alternatively, this ar code should enable the debug stuff in the prerelease mp1 demo without needing to modify the tweak file: 0035ecfb 00000000Metroid Prime Demo - Debug Map Teleportwoofmute2018-11-09 | A debug feature enabled by editing the demo's game tweaks in the tweaks.pak file. With this feature, you can highlight a room on the map and press Z. The game will then load you into that room, on the normally unused room spawn point if it exists. These spawn points are set up to give you most items, an energy tank, and 50 missiles.
byte 0x1b in the game tweaks needs to be set from 01 to 00, you'll need to use metroid prime pak tools to extract the tweaks pak and find the one listed as containing game tweaks. alternatively, this ar code should enable the debug stuff in the prerelease mp1 demo without needing to modify the tweak file: 0035ecfb 00000000Sonic Adventure Autodemo - Chaos 2s Actionswoofmute2018-04-12 | Following on from the previous video (youtube.com/watch?v=-McauO499HI). These are all of the actions Chaos 2 can do in the Autodemo.
Chaos 2's next action ID is at 0x8C6A4EA1 (0x2C6A4EA1 in demul with cheat engine) 00 Reset 01 Deactivated 02 Walk 03 Take Damage 04 Ball Form 05 Deactivated 06 Deactivated 07 Jump Back when Near Player 08 Sink 09 Rise 0A Enter Ball Form 0B Exit Ball Form 0C Goes to 0D 0D Punch 0E Ball Form 0F Sink and Create Large Ripples 10 Mini Ball Attack 11 Swing arm (To knock player back) 12 Deactivated 13+ Deactivated
Recorded through demul.Sonic Adventure Autodemo - Chaos 2 Battlewoofmute2018-04-12 | Originally thought to be non-functional, it turns out you can activate Chaos 2 by pressing X and then pressing B on controller 1. After Chaos has been activated once, you can press X to deactivate it and A or B to activate it. The camera will lock whenever Chaos 2 is active. Chaos 2 apparently does have his punching attack, but I'm not sure how to activate it. Updated video coming when I figure this out or am told about it.
The textures for this battle are missing so the game is using garbage data.
Credit to SpeepsHighway and MainJP for discovering this. For a look at Chaos 2's available actions, see the next video (youtube.com/watch?v=giCiBLVy8RQ).
Recorded through Demul.TipTups Adventures Beyond the Ultraworldwoofmute2018-02-02 | plsChao Garden Limitswoofmute2015-11-27 | A stern warning. Streamed on June 16th, 2014.MGSV: The Phantom Platformwoofmute2015-10-17 | What is happening.Sonic Adventure - Sonic Turns His Headwoofmute2015-05-21 | In the Dreamcast versions of Sonic Adventure, Sonic turns his head to his left in the character select when the game receives a C, D or Z button input. During gameplay, this affects all characters, and they will stare at the camera.Fur Fighters PC Debug Build 26/09/2000woofmute2014-12-18 | A brief look at a debug build of Fur Fighters for the PC. The final version was built on 23/10/2000.
For more information, please visit the Fur Fighters wiki: http://furfighters.wikia.com/wiki/Fur_Fighters_PC#Debug_BuildsRez Beta - Area 1woofmute2014-07-01 | Updated with a better quality recording. Differences include the working name of 'Vibes' for the title screen, different text in some menus, different music and enemy patterns. Some of these enemy patterns were reused for the Lost Area in the final version. The music is Rez/Cowgirl and Born Slippy.NUXX, all by Underworld. The samples seem to be placeholder, and very few exist in the final.Fur Fighters (DC) - Debug Menuwoofmute2014-05-15 | The debug menu in the Dreamcast version of Fur Fighters.
The Debug Values menu seems to have had its options removed, using it will crash the game when you try to scroll through it. The debug toggles seem to not work entirely, however everything else in the Cheat Menu and the Ini Values will take effect!
To access it, change the byte at address 0x8C192DB4 to 03. If you pause the game before trying to do this, you will only get a dev version of the pause menu instead of the debug mode. Here is a list of some values and their effects: 01 Pause menu 02 Pause menu 03 Debug menu/Dev pause menu 04 Free camera 05 Rotating camera (For "out of time" menu) 06 Invisible pause menu 07 Invisible pause menu 08 Player 1 wins! Rotating camera 09 Uncloseable pause menu
The original Japanese version of SA running with the final PAL version's voice files.Sonic Adventure - TGS Modewoofmute2014-02-08 | Setting the byte at 0x8C9001C6 (Japanese version) to 00 instead of 45 will make the title screen use the beta version image, except backwards, and after a second or so Tikal's music will play. This title screen lasts for about 4 seconds, like the Autodemo, and uses the same loading screen. Pressing start will take you to the unused character select screen. Not shown in this video is that pressing X and Y on this title screen will open the level select.
The parts where the audio repeats are where I pause the cpu to actually edit the memory. I did not pause the cpu on the title screen, however.Sonic Shuffle High Poly Viewerwoofmute2014-01-23 | I've replaced TITLE.BIN with HPVIEW.BIN. This is referred to as "High Poly Viewer" within 1ST_READ.BIN. It allows you to select from Sonic, Tails, Knuckles, Amy, Lumina, Illumina, and Void. You can then cycle through their animations, open or close their mouth (Using L and R) and edit the lighting. It hangs when you use the exit function, but codescape says it is still running. This might be a problem with having replaced TITLE.BIN.Sonic Shuffle Test_0woofmute2014-01-23 | I've replaced TITLE.BIN with TEST_0.BIN. Test_0 is interesting in that it uses Sega's Nindows debug system, which was the second debug system used in Rez, and the same debug system used in the Tower of Babel tech demo and the Scud Racer SDK sample from R2 of the Dreamcast SDK, the one made for the pci slot development system. At the start I unplugged my DC keyboard from the 4th port to try and use my mouse. This removed the grid. My mouse wouldn't work on any port.Sonic Shuffle Model Viewerwoofmute2014-01-23 | I've replaced TITLE.BIN with MDLVIEW.BIN. The model viewer can crash easily, the codescape debugger tells me it's a miss read error, so be careful what you try to view. Usually happens when you change the model id or texture id and it most likely can't find it when you press A.Rez - Debug Modewoofmute2013-11-13 | The debug mode in the final version of Rez. Note that the different target reticule is a custom edit I have made, not one that was caused by debug mode. To activate it, change the byte at address 8C28E08D from 05 to C5. Codebreaker code: 0028E08D 000000C5 For Demul and Cheat Engine, that should be address 2C28E08D.Fur Fighters (DC) - Level Select, Pool Test, Char Testwoofmute2013-11-13 | A look at the remaining test levels in the final version of Fur Fighters for the Dreamcast.
To enable this for yourself, you need to set the bytes at addresses 8C1954BC-F to FF. This unlocks all cheats, including the level select which is enabled by default once the bytes are set. Just press L on the main menu.
If you want to use Demul and Cheat Engine, the addresses would be 2C1954BC-F. This has been done with the PAL version, the values should be similar for any other versions.
I crashed the game during the boss entry by trying to start the boss event.Sonic Generations - Ok, Scripted Loopswoofmute2011-11-05 | This was mildly annoying.Sonic Generations - Ok, Physicswoofmute2011-11-04 | Yes. Alright. Ok. Yeah. This works. I fell into this by accident on my first playthrough of the game. Sonic was running on his own at this point back and forth, and only started getting hurt and dying when I started recording it.Pikmin 2D Test Modewoofmute2011-07-20 | A nice menu. I can't help but feel there is more there though...