We just reached 30,000 articles on this wiki! 🥳
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
Madden NFL Mobile
Jump to navigation
Jump to search
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Stubs
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Electronic Arts
Games > Games by platform > Android games
Games > Games by platform > IOS games
Games > Games by publisher > Games published by Electronic Arts > Games published by EA Games
Games > Games by release date > Games released in 2014
Games > Games by release date > Games released in August
Games > Games by release date > Games released in August > Games released on August 26
Games > Games by series > Madden series
Madden NFL Mobile |
---|
Developer: Electronic Arts This game has hidden development-related text. |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
Unused Text
[default] ; GENERAL DummyProperty1 = 1 DummyProperty2 = 2 DummyProperty3 = 3 ; KEYBOARD ;------------------------------------------------------------------------------- ; The Blast virtual key names can be found in header file "Key.h" ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------- ; OS key code to Blast virtual keys. ;------------------------------------------------------------------------------- ; Maps OS key codes to Blast virtual keys for extra keys not normalized by the OS. ; Some devices provides extra-keys that do not map to any OS virtual key code. For ; example, J2ME only defines few numpad virtual keys. Some J2ME devices has full ; QWERTY keyboards and the letters do not have any OS virtual key mapping. In ; such case, Blast has to provide the correct mapping. ; ; Multiple key codes can map to the same VK. For example if the device sends ; differents key code if the modifier keys are pressed or if the keycode sent ; for the pressed state is different than the keycode sent for the release state. ; ; Format must be: keyCodeValue = virtualKeyName ; ; [devices: HTC544] ; 8234 = kLetterA ; Key code sent when key 'A' is pressed. ; 4328 = kLetterA ; Key code sent when key 'A, is released. ; 3242 = kLetterA ; Key code sent when keys 'Shift' and 'A' are pressed. ; ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------- ; Blast virtual keys meta data for text edition and game help text. ;------------------------------------------------------------------------------- ; It is possible to embeds meta data associated with a virtual key. The meta ; data is used for text edition if the OS does not provide proper support. The ; following fields are recongnized. ; ; char: The list of character associated with the key. ; shift: The list of character associated with the key when the shift key is pressed. ; alt: The list of character associated with the key when the alt key is pressed. ; ctrl: The list of character associated with the key when the ctrl key is pressed. ; fn; The list of character associated with the key when the fn key is pressed. ; ; If a value is not defined, the field can be empty, tail values can be ommited. In the ; list, if the key represents a number, it must be first, then letters and finally ; symbols. ; ; Encode any non-ASCII characters using the 16-bits char C++ notation. (\x3AF2) ; ; Format must be: virtualKeyName = char,shift,alt,ctrl,fn ; ; The Blast virtual key names can be found in file "Key.cpp" ; ; [platforms: Win32] ; kDigit2 = 2,",\x010F ; kLetterA = a,A ; ; [devices:VX7000, VX8000, VX8100] ; kNumPad0 = 0 ; kNumpad2 = 2abc,2ABC ; ; [devices:BB8100] ; kLetterQ = qw,QW,! ; kLetterE = 1er,1ER ; kLetterT = 2ty,2TY ; kLetterU = 3ui,3UI ; kLetterO = op,OP,. ;-------------------------------------------------------------------------------
Text referencing to 3 dummy properties.
Debug Mode
package madden.data.debug { import zinc.enum.*; public class DebugCommand extends Object { public var name:String; public var onSetValueCallback:Function; public var onGetValueCallback:Function; public var channel:DebugChannel; public var paramType:ParamType; public var description:String; public var minSliderVal:int; public var maxSliderVal:int; public var refresh:Boolean; public var enum:Class; public function DebugCommand(param1:String, param2:Function, param3:Function, param4:int, param5:int, param6:ParamType = null, param7:DebugChannel = null, param8:String = "", param9:Boolean = false, param10:Class = null) { this.name = param1; this.onGetValueCallback = param2; this.onSetValueCallback = param3; this.paramType = param6; this.channel = param7; this.description = param8; this.minSliderVal = param4; this.maxSliderVal = param5; this.refresh = param9; this.enum = param10; return; }// end function } }
In the swf file, text to a debug mode can be found but cannot be enabled.
Commands
private function _setupCommands() : void { this.addCommand("enableCpuBotType", UtilityDebug.setCpuBotType, ParamType.BOOL, DebugChannel.DEFAULT); this.addCommand("enterExhibition", this._enterExhibition, ParamType.NONE, DebugChannel.DEFAULT); this.addCommand("Show Live Events", this._showLiveEvents, ParamType.NONE, DebugChannel.DEFAULT); this.addCommand("dumpMemoryMetrics", UtilityDebug.dumpMemoryMetrics, ParamType.NONE, DebugChannel.DEFAULT); this.addCommand("dumpPerformanceMetrics", UtilityDebug.dumpPerformanceMetrics, ParamType.NONE, DebugChannel.DEFAULT); this.addCommand("toggleMemoryMetricsDisplay", UtilityDebug.toggleMemoryMetricsDisplay, ParamType.BOOL, DebugChannel.DEFAULT, "Enables/disables memory metrics display"); this.addCommand("toggleFPSSnapshot", UtilityDebug.toggleFPSSnapshot, ParamType.BOOL, DebugChannel.DEFAULT, "Begins/stops fps snapshot capture."); this.addCommand("toggleDrawFrameRate", UtilityDebug.toggleDrawFrameRate, ParamType.BOOL, DebugChannel.DEFAULT, "Enables/disables drawing the frame rate"); this.addCommand("deleteCache", UtilityDebug.deleteCache, ParamType.NONE, DebugChannel.DEFAULT, "Deletes all the files from the resource cache"); this.addCommand("addAsVeteran", this._addAsVeteran, ParamType.NONE, DebugChannel.DEFAULT, "Adds this user to the veteran\'s table"); this.addCommand("resetDailyMessageTimestamp", this._resetDailyMessageTimestamp, ParamType.NONE, DebugChannel.DEFAULT, "Clears the timestamp stored for seeing the daily message alert"); this.addCommand("advanceTimeOffset", this._advanceTimeOffset, ParamType.TEXT, DebugChannel.DEFAULT, "Advances server time <n> number of seconds from current offset. Can go backwards, but only if you\'re already in the future."); this.addCommand("advanceUserTimeOffset", this._advanceTimeOffsetForUser, ParamType.TEXT, DebugChannel.DEFAULT, "Advances user time <n> number of seconds from current offset. Can go backwards, but only if you\'re already in the future."); this.addCommand("setTimeOffset", this._setTimeOffset, ParamType.TEXT, DebugChannel.DEFAULT, "Sets the server time offset in seconds to be exactly what you entered. DO NOT enter negative values!"); this.addCommand("setUserTimeOffset", this._setTimeOffsetForUser, ParamType.TEXT, DebugChannel.DEFAULT, "Sets the user time offset in seconds to be exactly what you entered. DO NOT enter negative values!"); this.addCommand("setUserStamina", this._setUserStamina, ParamType.TEXT, DebugChannel.DEFAULT, "Sets the user\'s current stamina. DO NOT enter negative values!"); this.addCommand("setUserLastSeenSystemMessageId", this._setUserLastSeenSystemMessageId, ParamType.TEXT, DebugChannel.DEFAULT, "Sets the user\'s last seen system message id. DO NOT enter negative values!"); this.addCommand("simulateInactiveUser", this._simulateInactiveUser, ParamType.NONE, DebugChannel.DEFAULT, "Simulates an inactive user so that we can recieve an inactive push notification"); this.addCommand("crashActionScript", UtilityDebug.crashActionScript, ParamType.NONE, DebugChannel.DEFAULT, "Simulate a Scaleform Crash"); this.addSliderEntryCommand("Replay Debug Player", GameplayDebug.replayDebugPlayerGet, GameplayDebug.replayDebugPlayerSet, -1, 21, DebugChannel.GAMEPLAY, "The targetted player for debug info (0-10)offense (11-21)defense"); this.addEnumEntryCommand("Replay Debug Mode", GameplayDebug.replayDebugModeGet, GameplayDebug.replayDebugModeSet, DebugMode, DebugChannel.GAMEPLAY); this.addCommand("Allow Game Modifiers", GameplayDebug.toggleAllowGameModifiers, ParamType.BOOL, DebugChannel.GAMEPLAY); this.addCommand("alwaysFumble", GameplayDebug.toggleAlwaysFumble, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables/disables always fumble modifier"); this.addCommand("alwaysIntercept", GameplayDebug.toggleAlwaysIntercept, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables/disables always intercept modifier"); this.addTextEntryCommand("Allow Switch Player Button", GameplayDebug.allowSwitchPlayerGet, GameplayDebug.allowSwitchPlayerSet, ParamType.BOOL, DebugChannel.GAMEPLAY, "Allows a button to switch players on defense"); this.addTextEntryCommand("Show Both Team Play Art", GameplayDebug.allPlayArtGet, GameplayDebug.allPlayArtSet, ParamType.BOOL, DebugChannel.GAMEPLAY, "Allows you to see your opponent\'s play when showing playart"); this.addCommand("freezeDefense", GameplayDebug.toggleFreezeDefense, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables/disables freeze defense system"); this.addCommand("playerNames", GameplayDebug.togglePlayerNames, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables/disables player name system"); this.addCommand("detReplayRecord", GameplayDebug.toggleDetReplayRecord, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables deterministic replay recording."); this.addCommand("detReplayPlay", GameplayDebug.toggleDetReplayPlay, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables deterministic replay playback."); this.addTextEntryCommand("Allow Penalties", GameplayDebug.penaltiesGet, GameplayDebug.penaltiesSet, ParamType.BOOL, DebugChannel.GAMEPLAY, "Enables / Disables penalties"); this.addEnumEntryCommand("Force CPU Difficulty", GameplayDebug.forceCpuDifficultyGet, GameplayDebug.forceCpuDifficultySet, MatchDifficulty, DebugChannel.GAMEPLAY, "Forces cpu difficulty level"); this.addEnumEntryCommand("Force HUMAN Difficulty", GameplayDebug.forceHumanDifficultyGet, GameplayDebug.forceHumanDifficultySet, MatchDifficulty, DebugChannel.GAMEPLAY, "Forces human difficulty level"); this.addCommand("Force Off Play", GameplayDebug.setOffPlay, ParamType.TEXT, DebugChannel.GAMEPLAY); this.addCommand("Force Def Play", GameplayDebug.setDefPlay, ParamType.TEXT, DebugChannel.GAMEPLAY); this.addCommand("Refresh Playbooks", GameplayDebug.refreshPlaybooks, ParamType.NONE, DebugChannel.GAMEPLAY); this.addCommand("Logging", PlayCounterDebug.toggleCounterPlayLogging, ParamType.BOOL, DebugChannel.PLAY_COUNTER, "Generates a results log file"); this.addTextEntryCommand("Opponent Rating", PlayCounterDebug.DefRating_Get, PlayCounterDebug.DefRating_Set, ParamType.TEXT, DebugChannel.PLAY_COUNTER, "Sets the defensive team\'s rating (0-100)"); this.addTextEntryCommand("User Rating", PlayCounterDebug.OffRating_Get, PlayCounterDebug.OffRating_Set, ParamType.TEXT, DebugChannel.PLAY_COUNTER, "Sets the offensive team\'s rating (0-100)"); this.addTextEntryCommand("Opponent Level", PlayCounterDebug.DefLevel_Get, PlayCounterDebug.DefLevel_Set, ParamType.TEXT, DebugChannel.PLAY_COUNTER, "Sets the deffensive team\'s level"); this.addTextEntryCommand("User Level", PlayCounterDebug.OffLevel_Get, PlayCounterDebug.OffLevel_Set, ParamType.TEXT, DebugChannel.PLAY_COUNTER, "Sets the offensive team\'s level"); this.addCommand("Bot Mode", PlayCounterDebug.toggleBotMode, ParamType.BOOL, DebugChannel.PLAY_COUNTER, "Player is a human or false for bot"); this.addCommand("Always Counter", PlayCounterDebug.toggleAlwaysCounter, ParamType.BOOL, DebugChannel.PLAY_COUNTER, "Always call the counter play"); this.addCommand("Enable CP Debug Mode", PlayCounterDebug.togglePlayCounterDebug, ParamType.BOOL, DebugChannel.PLAY_COUNTER, "Enables/Disables play countering debugging"); this.addCommand("Enable Counter Plays", GameplayDebug.toggleCounterPlays, ParamType.BOOL, DebugChannel.PLAY_COUNTER, "Enables/Disables play countering system"); this.addSliderEntryCommand("Play Clock (seconds)", GameScenarioDebug.playClockGet, GameScenarioDebug.playClockSet, 1, 100, DebugChannel.GAME_SCENARIO); this.addSliderEntryCommand("Game Clock (seconds)", GameScenarioDebug.gameClockGet, GameScenarioDebug.gameClockSet, 1, 600, DebugChannel.GAME_SCENARIO); this.addEnumEntryCommand("Quarter", GameScenarioDebug.quarterGet, GameScenarioDebug.quarterSet, QuarterEnum, DebugChannel.GAME_SCENARIO); this.addSliderEntryCommand("Away Score", GameScenarioDebug.awayScoreGet, GameScenarioDebug.awayScoreSet, 0, 200, DebugChannel.GAME_SCENARIO); this.addSliderEntryCommand("Home Score", GameScenarioDebug.homeScoreGet, GameScenarioDebug.homeScoreSet, 0, 200, DebugChannel.GAME_SCENARIO); this.addSliderEntryCommand("Yards To 1st Down", GameScenarioDebug.firstDownGet, GameScenarioDebug.firstDownSet, 1, 100, DebugChannel.GAME_SCENARIO); this.addSliderEntryCommand("LOS", GameScenarioDebug.losGet, GameScenarioDebug.losSet, -50, 50, DebugChannel.GAME_SCENARIO); this.addEnumEntryCommand("Down", GameScenarioDebug.downGet, GameScenarioDebug.downSet, DownEnum, DebugChannel.GAME_SCENARIO); this.addTextEntryCommand("User On Defense", GameScenarioDebug.defenseGet, GameScenarioDebug.defenseSet, ParamType.BOOL, DebugChannel.GAME_SCENARIO, "Should the user be on defense?"); this.addTextEntryCommand("Repeat", GameScenarioDebug.repeatGet, GameScenarioDebug.repeatSet, ParamType.BOOL, DebugChannel.GAME_SCENARIO, "Repeat current scenario"); this.addCommand("Reset Scenario", GameScenarioDebug.reset, ParamType.NONE, DebugChannel.GAME_SCENARIO, "Resets the scenario to the current in game conditions", true); this.addTextEntryCommand("Enable", GameScenarioDebug.enabledGet, GameScenarioDebug.enabledSet, ParamType.BOOL, DebugChannel.GAME_SCENARIO, "Enables the below scenario next play"); this.addTextEntryCommand("setGameSpeedAllMadden", GameConfigDebug.getGameSpeedAllMadden, GameConfigDebug.setGameSpeedAllMadden, ParamType.TEXT, DebugChannel.GAME_CONFIG); this.addTextEntryCommand("setGameSpeedAllPro", GameConfigDebug.getGameSpeedAllPro, GameConfigDebug.setGameSpeedAllPro, ParamType.TEXT, DebugChannel.GAME_CONFIG); this.addTextEntryCommand("setGameSpeedPro", GameConfigDebug.getGameSpeedPro, GameConfigDebug.setGameSpeedPro, ParamType.TEXT, DebugChannel.GAME_CONFIG); this.addTextEntryCommand("setGameSpeedRookie", GameConfigDebug.getGameSpeedRookie, GameConfigDebug.setGameSpeedRookie, ParamType.TEXT, DebugChannel.GAME_CONFIG); this.addTextEntryCommand("setMaxMoveTurnSpeed", GameConfigDebug.getMaxMoveTurnSpeed, GameConfigDebug.setMaxMoveTurnSpeed, ParamType.TEXT, DebugChannel.GAME_CONFIG); this.addTextEntryCommand("setMaxFaceTurnSpeed", GameConfigDebug.getMaxFaceTurnSpeed, GameConfigDebug.setMaxFaceTurnSpeed, ParamType.TEXT, DebugChannel.GAME_CONFIG); this.addTextEntryCommand("setMaxSprintAngle", GameConfigDebug.getMaxSprintAngle, GameConfigDebug.setMaxSprintAngle, ParamType.TEXT, DebugChannel.GAME_CONFIG); this.addTextEntryCommand("snapTimeVariation", GameConfigDebug.getSnapTimeVariation, GameConfigDebug.setSnapTimeVariation, ParamType.TEXT, DebugChannel.GAME_CONFIG); this.addTextEntryCommand("motionSnapTimeBase", GameConfigDebug.getMotionSnapTimeBase, GameConfigDebug.setMotionSnapTimeBase, ParamType.TEXT, DebugChannel.GAME_CONFIG); this.addTextEntryCommand("normalSnapTimeBase", GameConfigDebug.getNormalSnapTimeBase, GameConfigDebug.setNormalSnapTimeBase, ParamType.TEXT, DebugChannel.GAME_CONFIG); this.addCommand("resetAllGameConfigs", GameConfigDebug.resetAllGameConfigs, ParamType.NONE, DebugChannel.GAME_CONFIG); this.addCommand("Crash Native Code", BugSentryDebug.crashInNativeCode, ParamType.NONE, DebugChannel.BUG_SENTRY, "Causes a crash in C++ code to test crash reporting"); this.addCommand("Crash AS3 Code", BugSentryDebug.crashInActionScript, ParamType.NONE, DebugChannel.BUG_SENTRY, "Causes a crash in AS code to test crash reporting"); this.addCommand("Stackoverflow AS3 Code", BugSentryDebug.stackOverflowActionScript, ParamType.NONE, DebugChannel.BUG_SENTRY, "Causes a stack overflow in AS code to test crash reporting"); this.addCommand("Send OS Low Mem Rpt", BugSentryDebug.sendOSLowMemoryReport, ParamType.NONE, DebugChannel.BUG_SENTRY, "Simulates an OS Low Memory alert"); this.addCommand("Send Det Replay Report", BugSentryDebug.sendDetReplayDesyncReport, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a det replay desync report"); this.addCommand("Send Heap Overrun Report", BugSentryDebug.sendHeapOverrunReport, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a heap overrun report"); this.addCommand("Send Server Session Error", BugSentryDebug.sendServerSessionError, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a server session error report"); this.addCommand("Send Boot Session Start", BugSentryDebug.sendBootSessionStart, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a boot session start event"); this.addCommand("Send Server Session Start", BugSentryDebug.sendServerSessionStart, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a server session start event"); this.addCommand("Send Game Session Start", BugSentryDebug.sendGameSessionStart, ParamType.NONE, DebugChannel.BUG_SENTRY, "Sends a game session start event"); UtilityDebug.addCustomCommands(this); return; }// end function
The Madden series
| |
---|---|
Genesis | John Madden Football '92 • Madden NFL '94 • Madden NFL '95 • Madden NFL '96 • Madden NFL '97 • Madden NFL '98 |
SNES | John Madden Football • John Madden Football '93 • Madden NFL '94 • Madden NFL '95 • Madden NFL '96 • Madden NFL '97 • Madden NFL '98 |
Nintendo 64 | Madden Football 64 (Prototype) • Madden NFL 99 (Prototype) • Madden NFL 2000 • Madden NFL 2001 • Madden NFL 2002 |
Game Boy (Color) | John Madden Football • Madden '95 • Madden '96 • Madden '97 • Madden NFL 2001 • Madden NFL 2002 |
PlayStation | Madden NFL '96 • Madden NFL '99 • Madden NFL 2000 • Madden NFL 2001 |
Game Boy Advance | Madden NFL 2002 • Madden NFL 2003 • Madden NFL 2004 • Madden NFL '07 |
PlayStation 2, Xbox, GameCube | Madden NFL '08 |
iOS, Android | Madden NFL Mobile |
Windows, PlayStation 4, Xbox One | Madden NFL '19 • Madden NFL '20 |
Categories:
- Pages missing developer references
- Games developed by Electronic Arts
- Pages missing publisher references
- Games published by EA Games
- IOS games
- Android games
- Pages missing date references
- Games released in 2014
- Games released in August
- Games released on August 26
- Games with hidden development-related text
- Games with unused text
- Games with debugging functions
- Stubs
- Madden series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Stubs
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Electronic Arts
Games > Games by platform > Android games
Games > Games by platform > IOS games
Games > Games by publisher > Games published by Electronic Arts > Games published by EA Games
Games > Games by release date > Games released in 2014
Games > Games by release date > Games released in August
Games > Games by release date > Games released in August > Games released on August 26
Games > Games by series > Madden series