Axis & Allies (CD-i)
| Axis & Allies |
|---|
|
Also known as: Axis and Allies (box art)
|
| 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: A disgruntled developer giving the factions in World War II offensive internal names. |
Axis & Allies is simultaneously the CD-i's best and worst World War II simulator.
(It's also the CD-i's only WWII sim, but you take what you can get.)
Debugging Files
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Can this debug mode be reactivated in some way? |
Two unused files can be found on the disc, both of which contain code and strings meant for a debugging mode. This mode would've been controlled using a keyboard and a CD-i dev kit.
cdi_ana
The first, larger file is cdi_ana, a debug version of the used file cdi_anand. Its strings can be split into two (somewhat) even halves.
The first half deals with various aspects of the game itself - AI logic, map data, and so on. It also has some oddities such as a list of various WWII-themed board games and some crude internal names for the game's factions (listed with "_AROUND").
MISERY:
closeupStage : %d
startZone %s endZone %s
seld_area %s [ics %d]
active_area %s [%d ics]
last_button_inx %d
Map %d
Quad %d
start %d : %s [map %d count %d]
Startup
*** UNABLE TO LOAD SCREENS!
AnA_gloryBoy.c
No data block
B0
No BgMp0
B1
No BgMp1
C0
No closeOver 0 window
C1
No closeOver 1 window
fCM %s and %s : %d
GQFA map %d JUST %s : %d
%s is in quad %d map %d
fCQ map %d %s and %s : %d
Quad : %d[%d]
Map : %d[%d]
CUR %d direction %d (%d, %d)
nextQuad %d
nextMap %d
[%d] map %d quad %d
*** UNABLE TO LOAD QUAD!
showQuad : map %d quad
Finish
Hello, I am your Axis & Allies CD-I Program.
Yowbers
FUCK!
#!?**$#!#*
Before Asset
Before intoro
Tasking :
DONE :
mm_get done
eff_memActive
eff_memDm
eff_memSm
eff_memNumDms
eff_memNumSms
GERMAN_PLAYER 0
JAPANESE_PLAYER 1
RUSSIAN_PLAYER 2
UK_PLAYER 3
US_PLAYER 4
Player : %d
Where :
Inf(0)
Arm(1)
AA(2)
IC(3)
FT(4)
BM(5)
BB(6)
CV(7)
TR(8)
SS(9)
What :
Number :
Total %s in %s for %s : %d
JET_ENGINES 0
ROCKETS 1
SUPER_SUBS 2
LONG_RANGE_AIR 3
INDUSTRIAL_TECH 4
HEAVY_BOMBER 5
Tech :
tech [%d] : %d
Money :
: KeyPress
%s : %d
StartZone %s
EndZone %s
Selected region %s
Active region %s
PORT check
Xports in range of %s (coast %d): %d
Victory status :
Keyboard hit
Area Displayed : [%d]
User Abort!
dim_counter %d
Cursor Wait :
last_button_inx %d
MSG_set %d
UIW_set %d active %d
UIW last %d
MSG last %d
Lock %d icon %d
UIW active %d
MSG active %d
MAP Active %d
Version: %d.%02d
NewAreaToConsider :
threat for %s : %d
? - this message
a - show stats on selected & active areas
A - Abort Asset Load
c - CV_ct_editor
C - turn on cursor process debuggin
d - CV_dm_spit
D - Dump play PCB
e - change forces
E - change player techs
f - free memory & force listing
g - GloryBoy dump
h - CV_hs_spit
H - Unlock Buttons
k - controls dump
K - mechanics dump
m - CV_cmem_diag
o - threat of specific area
p - View Play Position
M - show next map in map window
u - show next area in closeup window
v - show version
V - Victory sequence
R - Restore closeup quad
S - Save off closeup positional information
s - set selected & active regions
w - cursor wait
x - computer opinions for current computer player
z - cursor flasher
^ - dump at address
~ - resync cp
' - dump mailbox
$ - give player money
Addr:00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0d 0e 0f 0123456789abcdef
---- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- ----------------
%04x:
%02x
%s
Great Patriotic War
Manchukuo or Bust
Steam Roll
Hindenburg Line
Drang Nach Osten
Desert Fox
Das Boat
We shall fight them on the beaches
Leto Road
El Alamein
Operation Olympic
Pan Japanese Hegemony
Yamamato
So Much For Treaties
Mississippi Banzai
Home Front
Lend Lease
12 o'clock high
Patton
Nimitz & Halsey
Current Deployments
%s
Current Goals
%s : val %d
Current Deliciousness
Current Lairs
Current Fangs
%s : (off %d %d)
Current Interests
%s : threat %d value %d
Taking out %s from %s
threat analysis
sorting threats
analyzing world
%s Combat Resolution
AI : ORDER OF BATTLE : who %s '%s'
combat at %s
We need combat at %s
context is now %s
AI : combat is over or need not begin
%.7s has no combats
%.7s Combats Done
AI : MACHINE RETREATS : %s from %s : threat %d thresh %d (off %d def %d)
There is a need to retreat
AI : force has been setup in %s : land %d sea %d air %d origin %s
AI : %s retreat from %s to %s (%s thru %s)
AI : %s unable to move %d %s from %s to %s
retreat to %s
retreats away
subHits[%d %d] subTaken[%d %d] No(%d) (faction %d)
SophiesChoice : %s from %s : %d losses (%d)
DM : Moving %d %s from %s to %s : dist %d moveCost %d forceMoves %d
%s %s %s
** DM : (via %d) Alter Force %d %s %d failed
** DM: moveCost %d > range %d : %d %s from %s to %s
moves %d dist %d
DoMove : Force has air %d/%d
DoMove : AAGuns attacking Force %d/%d
%s AA defense
downs %2.2d %.8s %2.2d %.7s
downs %.2d %.8s
DoMove : AAGuns resolved vs Force %d/%d
** DM: Bad ForceMoveCheck %d %s from %s to %s
moves %d dist %d genre (%d %d %d)
finding deployments
sorting deployments
%s will attempt to reinforce %s : %d (bad %d ouch %d)
%s can reinforce %s with (%d of hm %d)
reinforce %s
sorting targets
sorting holdings
Attack path :
%s
: %d attackers %d (%d %d) dist %d
Landings to %s: trs %d : troops %d
%s : Defense %d guys %d strength
%s : Offense %d guys %d strength
reinforcements
PROTECTION : %s at %s
consider %s
Move %d from %s to %s [trs %d defendP %d]
FROM %s (%d) (%s.%s.%s.%s) TO %s
% could land troops %d at %s [%d %d]
Target %s : (us %d tot %d) (them %d tot %d) Worth %d thresh %d
%s is attacking %s : (us %d tot %d | them %d tot %d)
Chance %d : goal%d attack %d
Attack from %s to %s (threat %d HowMale %d)
Attacking from %s to %s : temp %d (src threat %d)
attack %s
Getting Strategem
%s %s Movement
Combat
Non-combat
prioritizing
*** %s in trouble : threat %d
offensives
review %s
START OF MOBILIZATION : %s : %d
Reinforcing with %s in %s : %d (tot %d)
Reinforcing with %s in %s
END OF NORMAL MOBILIZATION
Attempt to place units again
** %s ignoring '%s'
At least one site (%s) for '%s'
Placing %s at %s (left %d desired %d)
OPTS : At least one site (%s) for '%s'
OPTIONAL Placing %s at %s (left %d desired %d)
NORMAL REALM OF FLOTSAM
Flotsam Deployments at %s (%d %s)
Home Deployments at %s (%d %s)
Mobilization done
REDISTR : noNaval %d
Attempting to redistribute %d %s at %s
Move %s from %s(%d) to %s(%d)
Redistribute : %s from %s to %s
Move %s from %s to %s
**SEELOWE** %s treasury %d troops %d their xports %d
Buying inf for the %s [myInf %d] Treasury %d
FAILURE Buying inf for the %s [myInf %d] Treasury %d
Is Nvr Free %d >= Min size %d
OR Is Saved Game Present %d and is Free %d >= name size %d
Unable to open name file
Unable to read players
Unable to read options
Unable to open '%s' : 's' on plane B
Number of areas to be read : %d
FAILURE reading AREA %d
** Unable to read number of retreats
** FAILURE reading retreat area %s
** FAILURE reading retreat list
ERROR : only read %d of %d bytes for save item %d
Saved Sides
Unable to create name file
Unable to write players
Unable to write options
SaveGamePlease : size %d free %d
Saved Conflict
FAILURE creating nvr_file : size %d free %d
FAILURE writing area number
FAILURE writing AREA %d
Wrote %d bytes : %d areas
** FAILURE to write number of move areas
** FAILURE to write number of retreats
** FAILURE writing retreat area %s
** FAILURE writing retreat list
Wrote retreats for %s(%d)
'%s'
FAILURE writing ITEM %d
Copying %d from 0x%x
WROTE %d wonderful items! : %d
WORKED!
xition %d
Unable to unlink asset %d rtr %d vchan %d
Unable to free assets rtf %d rtr %d vchan %d
Continue failed
Pause failed
Position: %ul
StopPlay : CV_rp_stop has failed : errno %d
StopWhenReady : ss_abort
Unable to create swapper
Unable to copy data from %d to %d
Unable to unlink asset %d type %d
#### Loader Too Long : deathID %d
Unable to setup signal handler %d (func 0x%x)
### DEATH CRUSH (v %d a %d d %d)
Truncating dmaps : %d to %d
Truncating smaps : %d to %d
StopSlideshowNow : WALL IS UP
StopSlideshowNow: OK TO STOP
invalid pool type: 0x%02x
AnA_mem.c
Plane A
Plane B
Sysram
Fragments
%s: %d bytes free [%d min avail]
%-17s %8s %-8s
Type
Size
Address
%3s %s
Tag
Id
0x%06x-0x%06x %8d
DMAP
LINE_ADR
SMAP
DBLOCK
RP_DATA
UNKNOWN
%-8s
%-8s %3d %s
0x%06x-0x%06x %8d FREE
Plane A allocation can't alloc %d plane A memory
Plane B allocation can't alloc %d plane B memory
Sysram allocation can't allos %d sysram memory
Drawmap descriptors
Drawmap tags can't alloc smap pointers
can't alloc smap buffer pointers
eff_memInit
eff_memInit: sm_creat failed
Soundmap pointer table
Soundmap buffer table
Soundmap tags
WARNING: %s: line %d: attempt to free corrupted block at 0x%06x
WARNING: %s: line %d: attempt to free unallocated block at 0x%06x
WARNING: %s: line %d: out of drawmaps: %s
WARNING: %s: line %d: invalid drawmap type: %02x: %s
WARNING: %s: line %d: dm create fails: plane %c, size %d: %s
WARNING: %s: line %d: drawmap %d nonexistent
WARNING: %s: line %d: out of soundmaps: %s
WARNING: %s: line %d: smap alloc failed: memory 0x%02x,
WARNING: %s: line %d: soundmap %d nonexistent
%s
Plane A:
Plane B:
Sysram:
LOAD is %d and max carry is %d
Current Force
%.3s
%02d
%s
'%s'No Sub hits ? %d [hits %d taken %d]
ConductCombat : %s (a %s s %s)
TOP of Context '%s' for Player %s
Still combats at %s
BOTTOM of Context '%s' for Player %s
Done with game : victory %d
Setting context to %s
combatDamage : %d realDamage [%d %d] subHits [%d %d] subTaken [%d %d]
ERROR
disc_error.c
FONT8X8
[%03d:%02d:%04d]
rp_attachbuf.c
rp_attach_buffer: vid %d : x : %d y : %d size : %d Type 0x%x
rp_attach_buffer: NO ALLOC vid %d : x : %d y : %d size : %d Type 0x%x
rp_attach_buffer: Reusing audio buffer %d for %d
rp_attach_buffer : Create audio : size : %d Type 0x%x
rp_attach_buffer: audio %d already exists.
BufSz = %d sectors
rp_attach_buffer: Reusing data buffer %d for %d
rp_attach_buffer: Create data : size : %d
CV_rp_play: WARNING malloc fails
CV_rp_play: malloc fails
rp_attach_buffer: data %d already exists.
BufSz = %d sectors at 0x%x
CV_rp_play: Invalid path %d
rp_play.c
CV_rp_play: Unable to load map information
CV_rp_play: INVALID AUDIO CHANNEL : %d
CV_rp_play: Could not allocate play_loc structure
CV_rp_play: Invalid channel spec for rtfpath %d
CV_rp_play: Start at sector %d
CV_rp_play: Could not determine location
CV_rp_play: task_id = %d
PCB dump
status : 0x%08
signal : %d
max records : %d
channel : 0x%08x
audio chan : 0x%08x
video : 0x%x
audio : 0x%x
data : 0x%x
CV_rp: map_loc: Invalid rtfpath %d
PLAY_LOC:
Record : %d Channel : %d First alarm : %d Trigger : %d
Alloc Count Resp
Video : %d %d %d
Audio : %d %d %d
Data : %d %d %d
FX : %d %d
Video : %d %d %d
Audio : %d %d %d
Data : %d %d %d
FX : %d %d
CV_rp_play: Could not allocate array of dmap pointers
vd_count = vd_alloc = %d
CV_rp_play: Could not allocate array of smap pointers
CV_rp_play: Could not allocate array of data pointers
Restarting clock
CV_rp_play: pcb_handler: Funny stat : 0x%x
CV_rp_open: Seek to 0
rp_open.c
CV_rp_play : Could not open '%s'
.map
CV_rp_play: Could not open info file %s
rp_free.c
RUSSKIS_AROUND
UKSR_AROUND
COLDWARBUDS_AROUND
ALLIES_AROUND
PANSIES_AROUND
JOEBOBS_AROUND
ANGLOFUCKS_AROUND
HUNS_AROUND
AXIS_AROUND
JAPS_AROUND
BATTLE_AROUND
NOONE_AROUND
newForce :
%.3d
currentForce :
%s : %.3d(%.3d)
Selected Area %s(%d) : deploy %d cargo %d
%s :
%d
%s :
%s : %d moved %d [%d]
Active Area %s(%d) eco %d deploy %d cargo %d
orig_fact %d ownership %d orig_own %d indust %d Bomb %d air %d att %d eco %d
Area '%s' deploy %d cargo %d
%d(%d:%d)
uiw
AnA_crtlities.c
No UIW window
msg
No MSG window
map0
No MAP 0 window
map1
No MAP 1 window
Unable to delete %d
Program %s : HEADER Dump for %s
U Front Rear Count Opcode
%c%7d%7d%7d%7x
FreeHelpWall : DONE
AnA_menus.c
FreeHelpWall : DONE
GetHelpWall : BEFORE
GetHelpWall : AT END
StopAnims
AnA_anims.c
Unable to delete anim buffer %d
anim0
### Starting %s during [%s](a %s s %s)
>>>> UpdateActiveForPosition to %s from %s
Done with TakeLosses : combatDamage %d sH [%d %d] sT [%d %d]
** DoneAction for %s (a %s s %s)
** Post Cancel Action for %s (a %s s %s)
>>>> MapSelection to %s from %s
>>>> MapSelection %s to %s from %s
ViewCombatHere : %s
##### Within ViewCombatHere
>>>> Committing to %s from %s
** Commit for %s (a %s s %s)
** Post DoneAction for %s (a %s s %s)
** About to do screen stuff for %s (a %s s %s)
** Post Screen Stuff for %s (a %s s %s)
** CancelAction for %s (a %s s %s)
>>>> Cancel to %s from %s
>>>> CancelSelection %s to %s from %s
##### Within TheProcessor (bcView %d)
The second half contains the data for a CD-i graphics editor that CapDisc used for their games. It also contains the text of a memory editor made by "VDS".
Unable to allocate chunk
playbumper.c
Open bumper map file %s
Unable to open map file %s
Unable to read bumper map information
Unable to allocate pcsl
Allocated %d pcls at 0x%x first asset @ %d
Loading bumper into plane %d
Unable to load bumper %s
cdi_bumpdata
Unable to link to bumper data module
Bumper fork failed!!!
PCB error stat = 0x%x
Error in PCL %d
editmem.c
: invalid address
: invalid array reference
: alignment error
usage:
r [<addr> [<len>]]
read memory
w <addr> <byte1> [...]
write to memory
m CV_cmem_diag()
M CV_mem_doc()
& print addresses
* print values
q quite editor
<addr> may be one of:
[0-9]*
decimal quantity
0x[0-9a-fA-F]
hexadecimal quantity
<name>
address of <name>
*<name>
address <name> points to
Memory Editor V1.1 (by VDS) ***
%s usage: w addr [b1 [b2 [...]]]
%-30s%-50s
RECT
ERECT
POLY
CIRC
CWDG
ELPS
EWDG
RGN
BFIL
FFIL
CMPLX
CV_hs_spit: no current hotspot tree
Address: 0x%x
func=0x%x, data=0x%x
Hotspot Tree:
HS_EV_IN
HS_EV_OUT
HS_EV_MOVE
HS_EV_UP0
HS_EV_UP1
HS_EV_DOWN0
HS_EV_DOWN1
HS_EV_DRAG0
HS_EV_DRAG1
HS_EV_UP
HS_EV_DOWN
HS_EV_DRAG
addr:0x%x type:%s bounds:(%d,%d)-(%d,%d) %sACTIVE
IN
???
Quit
New Control Table
Dissassemble
Enter Instruction
Help
Search for Instruction
Insert NOPs into the LCT
1.02
CV control table editor V%s
Starting line?
Number of lines?
8 (normal)
4 (double)
8 (high)
Half
Full
Black
Blue
Green
Cyan
Red
Magenta
Yellow
White
OFF
CLUT8
CLUT7/RL7
CLUT7/RL7 (Dual)
DYUV
CLUT4/RL3
RGB555
QHY
END
IFCA
IFCB
Matte Flag Off
Matte Flag On
Matte Flag Off + IFCA
Matte Flag On + IFCA
Matte Flag Off + IFCB
Matte Flag On + IFCB
1
2
A over B
B over A
x2
x4
x8
x16
Normal
Runlength
Mosaic
Bit = 0
Bit = 1
CKey = FALSE
CKey = TRUE
MFlag 0 off
MFlag 0 off & CKey FALSE
MFlag 0 on
MFlag 0 on & CKey TRUE
MFlag 1 off
MFlag 1 off & CKey FALSE
MFlag 1 on
MFlag 1 on & CKey TRUE
off
on
Line?
Column?
clut number
red value
green value
blue value
matte register
Enter opcode
matte flag
icf
x position
Enter brightness
Enter color
clut bank
Not allowed!
Enter mode
Enter pixel repeat
Enter Bits/pixel
icf value
Enter plane A ICM
Enter plane B ICM
Enter # mattes
external video
enable pixel hold
pixel hold factor
Enter plane order
mixing: 0=OFF, 1=ON
Enter plane A TCI
Enter plane B TCI
y start value
u start value
v start value
Write failed, errno=%d!
FCT 0
FCT 1
LCT 0
LCT 1
PAL LCT 0
PAL LCT 1
Decode which control table?
8bpN
8 bits/pixel, Normal resolution
4bpD
4 bits/pixel, Double resolution
8bpH
8 bits/pixel, High resolution
Any color can be at 1/2 intensity
??
Illegal
--
Off
c4
Clut 4 or RunLength 3
c7
Clut 7 or RunLength 7
77
Clut 7/7 or RunLength 7/7 (dual clut)
c8
Clut 8
dv
r5
qy
???
Illegal value
end
Ignore all commands in higher registers
icfa
Change ICF value for plane A
icfb
Change ICF value for plane B
MFoff
Turn Matte Flag off
MFon
Turn Matte Flag on
offIa
Turn Matte Flag off and change ICF for plane A
onIa
Turn Matte Flag on and change ICF for plane A
offIb
Turn Matte Flag off and change ICF for plane B
onIb
Turn Matte Flag on and change ICF for plane B
nml
rl
RunLength enabled
mos
Mosaic enabled
Illegal mode
b0
Transparency bit 0
B1
Transparency bit 1
cF
Color Key FALSE
cT
Color Key TRUE
m0F
Matte Flag 0 FALSE
m0FcF
Matte Flag 0 FALSE or Color Key FALSE
m0T
Matte Flag 0 TRUE
m0TcT
Matte Flag 0 TRUE or Color Key TRUE
m1F
Matte Flag 1 FALSE
m1FcF
Matte Flag 1 FALSE or Color Key FALSE
m1T
Matte Flag 1 TRUE
m1TcT
Matte Flag 1 TRUE or Color Key TRUE
Never transparent
Always transparent
CLUT<clut number> <red> <green> <blue>
<clut number> 0 - 63
<red>, <green>, <blue> 0 - 255
72
5.5
MR<register> <op> <matte flag> <icf> <x position>
<register> 0 - 7
op
<matte flag> 0 - 1
<icf> 0 - 63
<x position> 0 - 1023
83
5.10.3
BKCOL <color>
color
91
5.13
CLTB <bank>
<bank> 0 - 3
DLS <address>
57
4.5.2.2
DPRM <mode> <pixel repeat> <bits/pixel>
mode
<pixel repeat> 2, 4, 8, or 16
bits/pixel
59
4.6.1
ICF<plane> <value>
<plane> A or B
<value> 0 - 63
79
5.9
ICM <icm A> <icm B> <# mattes> <external video> <clut bank>
icm A
icm B
<# mattes> 1 - 2
<external video> 0 - 1
<clut bank> 0 - 1
58
LINK LCT <address>
56, Note 1
4.5.1
MCOL<plane> <red> <green> <blue>
<plane> A or B
<red> 0 - 255
<green> 0 - 255
<blue> 0 - 255
76
5.7.2.2
PHLD<plane> <enable> <value>
<plane> A/B
<enable> on/off
<value> 0 - 255
86
5.11.1.1
NOP
56
PO <value>
<value> B over A or A over B
75
5.7.1
SIG video interrpt
74
5.6
TCOL<plane> <red> <green> <blue>
TCI <mix> <tci a> <tci b>
<mix> on/of(f)
tci a>, <tci b
5.7.3
YUV<plane> <y> <u> <v>
<y> 0 - 255
<u> 0 - 255
<v> 0 - 255
61
4.6.2
Starting row
Starting column
Number of rows
Number of columns
Any Clut Instruction
Specific Clut Number
Any Matte Instruction
Specific Matte Register
Look for:
CLUT number
Matte Register
Start line?
Step (-1 or +1) ?
Instruction not found.
At line %d , column %d : %s
CLUT
MR
BKCOL
CLTB
DLS
DPRM
ICF
ICM
LCT
MCOL
PHLD
NOP
PO
SIG
TCOL
TCI
YUV
Choose Instruction Type:
Green Book Reference: Vol. I, V.%s, page V-%s
<%s> is one of:
%-5s
%s
Allowed on plane A or B (may be set independently on each)
(different opcodes on each plane)
plane A only
CLUT%-2d %3d %3d %3d
CLTB set bank %-5d
DLS 0x%-13x
ICF%c %-14d
LINK
LCT 0x%-8x
MCOL%c %3d %3d %3d
PHLD%c %-3s %3d
on
off
%-19s
NOP
PO %-16s
B ovr A
A over B
SIG video interrupt
TCOL%c %3d %3d %3d
YUV%c %3d %3d %3d
ERROR in the CT??
Black
1/2 Blue
1/2 Green
1/2 Cyan
1/2 Red
1/2 Magenta
1/2 Yellow
1/2 White
Blue
Green
Cyan
Red
Magenta
Yellow
White
BKCOL %-13s
Dumping FCT #%d, starting line=%d numlines=%d
%03d %s
Dumping LCT #%d, start line=%d numlines=%d
%03d %s
CV_dm_close: drawmap %d not found on resource list
CV_dm_close: dm_close fails (%d) : vpath : %d dnum : %d
CV_dm_create: dm_create fails plane %d width %d height $d length %d
type : %d tag : %s
CV_dm_create: Could not allocate resource node
OFF
UNKWN
CL4
CL7
CL8
RL3
RL7
DYUV
RGB
QHY
DMID Filename Line Tag Size Plane Type X Y
%4d %-10.10s %4d %-25.25s %6d %c %-5.5s %4d %4d
Used plane A: %6d
Used plane B: %6d
Used total : %6d
device table
path table
process table
event table
Address Size Type Tag
0x%08x-%08x %8d %-8.8s %s
UNKNOWN
Plane A:
Plane B:
FREE
MODULE
DMAP
DMAPDESC
SMAP
SMAPDESC
DBLOCK
LINE ADR
PROC MEM
DEV MEM
PATH BUF
MOD MEM
RES NODE
RES TAG
c - Colored memory diagnostic
f - Colored memory free list
t - Colored memory free total
q - Quit ==>
Plane A:
Plane B:
%s (line %d): WARNING: %d:
%s (line %d): ERROR: %d:
CV_res_open: Invalid resource type %d
resource.c
Can't allocate resource pool
Can't allocate tag pool
cdi_res
CV_res_init: Could not create data module %s
CV_res_find: Invalid resource type %d
CV_res_close: Invalid resource type %d
CV_res_close: No current resource node for type %d
CV_res_close: resource not found: restype : %d node %d
CV_sm_close: soundmap %d not found on resource list
CV_sm_close: sm_close fails : apath : %d snum : %d
CV_sm_create : sm_creat fails type %d n %d ptr 0x%x
tag : %s
CV_sm_create: Could not allocate resource node
A : %d bytes B : %d bytes Total : %d Stack : %d
Malloc'd : %u
init
Can't get init module
CV_get_plane.c
CV_malloc grabbing %d bytes from %x (%s:%d)
CV_free: INVALID POINTER : 0x%x SYNC : 0x%x (%s:%d)
CV_free releasing %d bytes at 0x%x (%s:%d)
Can't ss_enable controls
CV_root.c
Load module %s:%d
applinit.c
CV_appl_init: Unable to load module: %s into plane %d
Open file %s
CV_appl_init: Unable to open file '%s'
CFREE: _srtmem error %d 0x%x
cfree.c
cdi_ana_data
The second, much smaller, file is cdi_ana_data, a debug version of the used file cdi_anand_data. The only difference between the two versions is an additional kilobyte of data spread throughout the former.
Cleanup
Cleanup
Cleanup
Cleanup > To investigate
Games > Games by content > Games with hidden development-related text
Games > Games by content > NSFW articles
Games > Games by developer > Games developed by Capitol Multimedia > Games developed by Capitol Disc Interactive
Games > Games by platform > CD-i games
Games > Games by publisher > Games published by Philips > Games published by Philips Media
Games > Games by release date > Games released in 1994
Hidden categories > Pages missing date references
Hidden categories > Pages missing developer references
Hidden categories > Pages missing publisher references