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Enter the Matrix (PlayStation 2)
Enter the Matrix |
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Developer: Shiny Entertainment This game has a hidden developer message. This game has a prerelease article |
To do: Document the deleted scenes. source |
Oh dear, I do believe I have the vapors. This page contains content that is not safe for work or other locations with the potential for personal embarrassment. Such as: Colourful language in the error messages. |
Enter the Matrix is the first video game based on the Matrix series, featuring over an hour of original footage. The PS2 version in particular is well-known for being a complete buggy mess.
Contents
Sub-Page
Prerelease Info |
Development-Related Text
Commented Error Messages
A whole lot of commented error messages. Tony Bennet (Programmer), Craig Duman (Supervising Sound Team), Michael "Saxs" Persson (Lead Programmer), Soren Hannibal (Programmer), Brian Lee (Programmer), Charlie Bloomer (Particle and Special Effects Supervisor) and Geoff Erickson (Level Programmer) are mentioned.
SPU WAD STREAM FAILED! BIG FUCK! TELL TONY! SPU WAD STREAM FAILED! TELL TONY! SPU RAM FULL, NO ROOM FOR REVERB by (0x%x) bytes SPU WAD IS TOO BIG FOR RAM! TELL CRAIG! PS2 Sound Engine is making sure drive rotation is stable... it is now! TOO MANY STREAMS GOING ON, TELL TONY!! WARNING: STREAMING DATA IS DANGEROUS Warning: Data stream failed, proceed to block load CINE AUDIO STREAM FAILURE NOT ALLOWED BY THIS POINT! TELL TONY! AUDIO STREAM FAILURE NOT ALLOWED BY THIS POINT! TELL TONY! IMS CHOKED, has to shutdown and restart Giving up. Tex alloc scheme didn't work Too many texture chunks BG strip too long. Tell saxs MASTEROBECT LIGHTING DETECTED: REMOVE!!!: %s BG MaxNrVertices limit blown. Tell Saxs immidiately load failed: background-object "%s" has too many polygons. Around 1000 vertices pr object is the max BG MaxNrVertices limit blown. Tell Saxs immidiately2 Blit Buffer has overflown - wtf? - Tell Soren SETDIALOGPTR: scripter fucked up and tried to trash memory Too much data allocated on the scratchpad either soren screwed up or you didn't get latest of the code DMA data chain too big. Tell Saxs Particle Texture fucked curFrame is fucked, crap data in the UMF file!! Invalid particle combination! Tell Saxs SETDIALOGPTR: scripter fucked up and tried to trash memory WEAPON NOT FOUND! STATS DEFAULT TO NIOBE PISTOL!! Too many items in draw list. Tell Saxs Invalid trigger callback routine used. Report to Saxs immidiately Hello, couldn't start action %d If you are a scripter please tell soren that you have the breaklevel assert. And let him debug it on your machine. Don't just assume that he already knows about it. Thank you Compiler stored an illegal opcode - WTF is all this, then? Illegal command - WTF are you doing? Level %s was exported with an old version of Edward File %s is corrupted - please reexport File %s has an unknown file format version. Get your scripter to get latest and recompile. It thought it was version %d, whereas this elf-file only handles file format %d You need to select a StartSet in Edward. Trigger %s is connected to too many other triggers. Please fix this Using obsolete collision format. Tell Saxs NONUNIFORM OBJECT CAN NOT HAVE KEYFRAME COLLISION: %s isPlayinginSection: preset writebackPtr fucked! isPlayinginSection: sequence writebackPtr fucked! isPlayinginSection: background audio got confused, show Tony ! SX2BGAudio: preset writebackPtr fucked! SX2BGAudio: sequence writebackPtr fucked! Empty sectionptr for car. Crash! Hey pasteeater, you're trying to draw an incomplete text element. FATAL -- No more room for dynamic font textures. FATAL --- Not enough room on dynamic texture for all chars. WARNING: NON SCRIPTED LEVELS ALL USE TEST_WAD\TESTROOM.WAD TEST_WAD\TESTROOM ERROR: SCRIPTER DID NOT ASSIGN WADS TO THIS LEVEL Whore ass. Too many portals. Recursive loop most likely Async textdata_load not allowed anymore - Says Soren. This text-system is outdated anyway kTextDataLoadStateInit: no empty text groups left Could not find text-file "%s". Tell Blee. no empty text mTextData groups left TextData_GetText failed: Tried to use unloaded or freed texts TextData_GetText failed: Illegal text index SETDIALOGPTR: scripter fucked up and tried to trash memory I got into some shady ass BLee save game code. Oh no. Level: %d, Loadpoint: %d, Split: %d WHO'S CALLING MY CODE SHADY! I PITY THE FOOL WHO'S CALLIN' B'S CODE SHADY! PITY I SAY! All files unlocked. Remember to remove this feature from the final version! This particle effect demands a matrix and you did not pass it one setStop: particle writebackPtr fucked! update: particle writebackPtr fucked! ERROR: Effect (%d) not in WAD, tell Charlie (max ID in this WAD is %d) damn you for spawning this many particles at once particleEngineRemoveEffects: writebackPtr fucked! SETDIALOGPTR: scripter fucked up and tried to trash memory can never get here soundEngineRemoveEffects: preset writebackPtr fucked! soundEngineRemoveEffects: preset writebackPtr fucked!! soundEngineRemoveEffects: sequence writebackPtr fucked! soundEngineRemoveEffects: sequence writebackPtr fucked!! WARNING: PRESET HAS SHIT GROUP ASSIGNED (%s) COMMENT: PRESET HAS SHIT GROUP ASSIGNED (%s) ERROR: PRESET HAS SHIT GROUP ASSIGNED (%s) soren made a booboo Something had more than one loadblock-call for a compressed file inside the wad-file. Not good. Definitely not efficient. And not allowed. So Fix It. SorenWad It should never get in here - I think this line of code is a leftover Path callbacks were not added in correct order PathNode callbacks were not added in correct order Trigger callbacks were not added in correct order You guys shouldn't be using the StopCutscene function anymore Hey Charlie, PLAYACTORPARTICLE could not find particle %d for actor %s MAKE_BLINK OUT OF BOUNDS - TALK TO GEOFF
Build Dates
A build date for the game,
Apr 3 2003 19:34:17
and some of the tools used in the development.
inflate 1.1.4 Copyright 1995-2002 Mark Adler INIT: Sound Engine V%1.1f for PAL INIT: Sound Engine V%1.1f for NTSC
Level Art Progress
Some sort of progress report on level artwork.
Tut. Dojo: Level Art: 40%% Complete Tut. Rooftops: Level Art: 35%% Complete Post Office: Level Art: 37%% Complete City: Level Art: 42%% Complete Rooftops: Level Art: 50%% Complete C5 Transport: Level Art: 25%% Complete Airport: Level Art: 47%% Complete Aqueduct: Level Art: 42%% Complete Industrial Hallway: Level Art: 25%% Complete Sewer: Level Art: 38%% Complete Chateau: Level Art: 29%% Complete Lower Whacker: Level Art: 42%% Complete Zen Garden: Level Art: 58%% Complete Freeway: Level Art: 42%% Complete Power Plant Interior: Level Art: 28%% Complete Power Plant Exterior: Level Art: 28%% Complete Tea House: Level Art: 51%% Complete Chinatown Rooftops: Level Art: 27%% Complete Chinatown: Level Art: 40%% Complete Skyscraper: Level Art: 46%% Complete
Misc.
Text relating to taking screenshots.
FPS: %f, GAME EE time=%d%% screenshots\shot%.4d.tga ScrnShot Not enough memory to save a screenshot... No screenshot saved Grabbing Screenshot...%d ScrnShotHuge ScrnShotCine Saving Huge Screenshot... Done Saving! cinecaptures\CINE_%04d_%s.tga Saving Cineractive Screenshot...%s Saving Screenshot...
A warning for devs:
================================================= WARNING - If you are loading this cutscene from the game, it may be incorrect. WARNING - Make sure you set the cutscene script to NONE before running the game. =================================================
Some AI(?) descriptions:
Basic traversal. - 1 actor will follow you around - Ladder climb - Fence climb - Balance walk - Ledge walk Frontal attack - 1 actor will attack. He is not allowed to hide. Attack from around the corner - Corner Hiding attack - He will run for weapon if you strip the one in his hand Guard Path - 2 guys from the balconys will fire - Railing death - Collapsing balcony - Sniper rifle training and precision shooting Ambush - 2 guys will jump through windows in an ambush attempt Free 4 all - Constant stream of swat guy will attack in the BigBox room Rebel AI - Constant stream of swat and rebel will attack each other
A bit of leftover text from an earlier build:
Cannot draw debug line: No Debug Line Drawing Function Set. Empty interaction will be used for debug version, but release version will produce undefined behaviour. Kea debugRequest is not supported this release
The Matrix series
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PlayStation 2 | Enter the Matrix • The Matrix: Path of Neo |
Xbox | The Matrix: Path of Neo |
- Pages missing developer references
- Games developed by Shiny Entertainment
- Pages missing publisher references
- Games published by Infogrames
- Games published by Bandai
- PlayStation 2 games
- Pages missing date references
- Games released in 2003
- Games released in June
- Games released on June 19
- Games released in May
- Games released on May 14
- Games released on May 15
- Games with hidden developer messages
- Games with hidden development-related text
- To do
- NSFW articles
- The Matrix series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
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Games > Games by content > Games with hidden development-related text
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Games > Games by release date > Games released in June > Games released on June 19
Games > Games by release date > Games released in May
Games > Games by release date > Games released in May > Games released on May 14
Games > Games by release date > Games released in May > Games released on May 15
Games > Games by series > The Matrix series