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Gauntlet Dark Legacy (PlayStation 2, Xbox, GameCube)/Debug Content

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This is a sub-page of Gauntlet Dark Legacy (PlayStation 2, Xbox, GameCube).

This cactus is UNDER CONSTRUCTION
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.
Hmmm...
To do:
Move content from main page to this one.

Throughout Gauntlet's development, many items were created to assist in the development of the game. To include menus, overlays, a model viewer, and texture viewer.

Debug Menus

There are multiple 'types' of debug menus throughout the game. The PS2 has the most unique and in depth menu. This is most likely due to the game being ported from Arcade to PlayStation 2 first.

Playstation 2 (US)

GDL Debugmenu1.png

Access

The debug menu can be accessed via Action Replay with the following code and pressing Select.

Enable Debug Menu
201004AC 0C080AD3
20202B4C 24040008
20202B50 3C020021
20202B54 3C030021
20202B58 8442149A
20202B5C 14820004
20202B60 8C620788
20202B64 38420004
20202B68 AC620788
20202B6C 0806081E
20202B70 24040022
20202B74 3C020021
20202B78 3C03002A
20202B7C 8442149A
20202B80 14820003
20202B84 8C621558
20202B88 38420001
20202B8C AC621558
20202B90 1000FFF6
20202B94 00000000

GameCube (US Revision 1 & PAL)

The debug menu used in the Playstation 2 release had its GUI removed (However, all of the underlying code was left in the game and still works if used with a memory editor.)) and was replaced with a menu where the options were to be selected prior to starting a game. One notable quirk of this menu is it requires the use of specific character names in order to be activated. At the end a little message is given that says "Mike and Bob say, Thank you for Playing!" Presumably, this was probably as a little nod to the play testers.

Access

Activating the menu is done by pressing R+Z after entering an applicable character name. (While the name is blinking.)

Debug Menu (Rev 1) Debug Menu (PAL) Characters
0407B5F0 3C600080
0407B9D4 3C600080
0407ADFC 3C600080
0407B42C 3C600080
DBRNKR
AAAAAA
MNTHRX
ARIENT
ADMBLY*
ZANZI*
NICO*
  • The characters with asterisks will also change the character model like a cheat code.

In Revision 0, the menu does not exist. ADMBLY & MNTHRX will give unlimited everything like a cheat code. ADMBLY just gives unlimited keys & potions.

(Source: CyberNomadic)

Overlays

Hmmm...
To do:
Go into more detail and add necessary codes to enable overlays.

Text Overlay

GDL Debugmenu3.png

All builds of the game contain text overlays for various information. (Camera Position, nearest transmitter, etc.) These are controlled by the DoDebug & AuxLevels variable internally.

Additionally, where the player stats/inventory are located, information pertaining to player location & looking direction are printed over.

The following code also requires the Debug Menu code be enabled to work.

Playstation 2 (USA)
20126FB4 3C020021
20126FBC 24040011
20126FC0 0805855A
20126FC4 AC440788

Arrow Overlay

The Arrow Overlay is only present in the Playstation 2 build. This was used for camera location, placement, and to mark where the camera would move. This can be enabled through the Debug Menu with the option Cameras. The Arrows were originally used to tell players which direction to go in a level on the Arcade version if they were to be turned around or not move for a while.

GDL Debugmenu2.png

Debug Credits Warp/Revision Text

Hmmm...
To do:
Verify presence in other builds.
GauntletDarkLegacy-GCN-CreditsWarp.png

In the GameCube version, press R + Z as the game loads FMV at the title screen to skip to the credits sequence. If the buttons are held, the game revision will be displayed in the lower-right.

The easiest way to do this is to press and hold the buttons during the third and final intro FMV sequence (the orc attack which leads into the title screen), as pressing any buttons during this FMV will jump directly to the title screen.

The USA Rev 0, USA Rev 1, and Europe releases of the game are all identified internally as Version 3.5.

Once this has been done once in the current session, the credits warp can be performed again from screens other than the title screen, such as any of the three opening FMVs, the Game Over FMV, or the attract sequence.

(Source: Original TCRF research)