An American Tail (PlayStation 2)
| An American Tail |
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Developer: Data Design Interactive[1]
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The PS2 An American Tail game is a belated tie-in game to the 1986 Don Bluth film, released twenty-one years after the movie released, that essentially incorporates gameplay elements from DDI's other games into one package. The first half of the game is a blatant clone of Super Monkey Ball and far from Data Design Interactive's first time doing so. Combined with a drawn-out flying segment and very familiar platformer gameplay, you're better off playing this game.
Contents
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| Development Info |
Unused Graphics
PC Save Icons
Save icons for a PC version are present, but a PC version was never released.
Billy the Wizard Leftovers
Various models and textures from Billy the Wizard: Rocket Broomstick Racing are still present in the game's data.
Unused Text
The following text can be found in the executable.
Havok
------------------------------------- Havok Hardcore - Version(%d) Build(%d) Client version Base system initialized. -------------------------------------- Warning Havok keycode is invalid. Please check that you have entered it correctly in keycode.h If this problem persists please contact Havok.com for assistance.
Qhull Error
A Qhull error has occurred. Qhull should have corrected the above
precision error. Please send the input and all of the output to
qhull_bug@geom.umn.edu
Precision problems were detected during construction of the convex hull.
This occurs because convex hull algorithms assume that calculations are
exact, but floating-point arithmetic has roundoff errors.
To correct for precision problems, do not use 'Q0'. By default, Qhull
selects 'C-0' or 'Qx' and merges non-convex facets. With option 'QJ',
Qhull joggles the input to prevent precision problems. See "Imprecision
in Qhull" (qh-impre.htm).
If you use 'Q0', the output may include
coplanar ridges, concave ridges, and flipped facets. In 4-d and higher,
Qhull may produce a ridge with four neighbors or two facets with the same
vertices. Qhull reports these events when they occur. It stops when a
concave ridge, flipped facet, or duplicate facet occurs.
Qhull is currently using single precision arithmetic. The following
will probably remove the precision problems:
- recompile qhull for double precision (#define REALfloat 0 in user.h).
When computing the Delaunay triangulation of coordinates > 1.0,
- use 'Qbb' to scale the last coordinate to [0,m] (max previous coordinate)
When computing the Delaunay triangulation:
- use 'Qz' to add a point at-infinity. This reduces precision problems.
If you need triangular output:
- use option 'Qt' to triangulate the output
- use option 'QJ' to joggle the input points and remove precision errors
- use option 'Ft'. It triangulates non-simplicial facets with added points.
If you must use 'Q0',
try one or more of the following options. They can not guarantee an output.
- use 'QbB' to scale the input to a cube.
- use 'Po' to produce output and prevent partitioning for flipped facets
- use 'V0' to set min. distance to visible facet as 0 instead of roundoff
- use 'En' to specify a maximum roundoff error less than %2.2g.
- options 'Qf', 'Qbb', and 'QR0' may also help
To guarantee simplicial output:
- use option 'Qt' to triangulate the output
- use option 'QJ' to joggle the input points and remove precision errors
- use option 'Ft' to triangulate the output by adding points
- use exact arithmetic (see "Imprecision in Qhull", qh-impre.htm)
The input to qhull appears to be less than %d dimensional, or a
computation has overflowed.
Qhull could not construct a clearly convex simplex from points:
The center point is coplanar with a facet, or a vertex is coplanar
with a neighboring facet. The maximum round off error for
computing distances is %2.2g. The center point, facets and distances
to the center point are as follows:
center point
facet
p%d
distance= %4.2g
These points are the dual of the given halfspaces. They indicate that
the intersection is degenerate.
These points either have a maximum or minimum x-coordinate, or
they maximize the determinant for k coordinates. Trial points
are first selected from points that maximize a coordinate.
Because of the high dimension, the min x-coordinate and max-coordinate
points are used if the determinant is non-zero. Option 'Qs' will
do a better, though much slower, job. Instead of 'Qs', you can change
the points by randomly rotating the input with 'QR0'.
The min and max coordinates for each dimension are:
%d: %8.4g %8.4g difference= %4.4g
If the input should be full dimensional, you have several options that
may determine an initial simplex:
- use 'QJ' to joggle the input and make it full dimensional
- use 'QbB' to scale the points to the unit cube
- use 'QR0' to randomly rotate the input for different maximum points
- use 'Qs' to search all points for the initial simplex
- use 'En' to specify a maximum roundoff error less than %2.2g.
- trace execution with 'T3' to see the determinant for each point.
- recompile qhull for double precision (#define REALfloat 0 in qhull.h).
If the input is lower dimensional:
- use 'QJ' to joggle the input and make it full dimensional
- use 'Qbk:0Bk:0' to delete coordinate k from the input. You should
pick the coordinate with the least range. The hull will have the
correct topology.
- determine the flat containing the points, rotate the points
into a coordinate plane, and delete the other coordinates.
- add one or more points to make the input full dimensional.
This is a Delaunay triangulation and the input is co-circular or co-spherical:
- use 'Qz' to add a point "at infinity" (i.e., above the paraboloid)
- or use 'QJ' to joggle the input and avoid co-circular data
References
The An American Tail series
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|---|---|
| SNES | Fievel Goes West |
| PlayStation 2 | An American Tail |
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