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Pajama sam 1 debug menu
Pajama sam 1 debug menu







pajama sam 1 debug menu

# Next, try to create a 5-5-5 render targetīOOT_CreateRenderTarget( globals.DEFAULT_WIDTH, globals.DEFAULT_HEIGHT, _X1R5G5B5, globals.DEFAULT_BUFFERS, fullscreen )ĭef BOOT_EnumFullscreenModes( targetMode ): # Perform setup operations and start the gameīOOT_CreateRenderTarget( globals.DEFAULT_WIDTH, globals.DEFAULT_HEIGHT, _R5G6B5, globals.DEFAULT_BUFFERS, fullscreen ) Globals.g_RenderTarget.cursorVisible = false Globals.g_RenderTarget.title = globals.PROJECT_NAME # Set the title to be the name of the project If( yagagraphics.GraphicsSystem().systemType = _HARDWARE ): Yagagraphics.GraphicsSystem().systemType = _SOFTWARE Yagagraphics.GraphicsSystem().systemType = _HARDWARE """BOOT SCRIPT - MAIN ENTRY POINT FOR THE YAGA SYSTEM""" Keep your eyes open for Backyard Hockey in stores this fall."ĭef BOOT_Main( fullscreen=false, hardware=false ): Print "This E3 game build has expired and can no longer be played. If( lc > globals.DEMO_TIME_OUT_DATE ):Įlif( lc = globals.DEMO_TIME_OUT_DATE ): Raise "ERROR: A diedie.die file was found" # Turn off case-sensitivity when searching for modules # nags us whenever any objects are leaking due to circular references, etc. # This sets it up so that the garbage collector's leak detection Globals.RecordExecution = RecordExecution # Handy for debugging/optimising, but not recommended for day to day usage. # Handy/ugly way of making the instrumentation function globally available.

#PAJAMA SAM 1 DEBUG MENU CODE#

# You can insert code like this: RecordExecution(str(self._class_), 10) # will be the 'cost' of the function, which is usually how many lines # and how much you want the count incremented by. Just call it from each function and pass in a name # Utility function that uses the timing system to instrument all GetAttr # value = timings.get("player_machine_attr", 0)

pajama sam 1 debug menu

# A more robust timing system would be very useful. # put code like this at the beginning of it. For instance, to count calls to player_machine._getattr_ you might # number of calls to a function, and they will be printed and zeroed each Put named values into here representing, for instance,

pajama sam 1 debug menu

# This is done as early as possible so that the boot process can be monitored. # The try/except block is necessary because HeDbg will not exist if you aren't # for everyone - including the debugger watch window. # Import the HeDbg module and put it in the global namespace, so it will be available # purposes is prohibited without prior written consent. Copying or other reproduction except for archival Located near the end of the game's executable, the game runs this Python script on boot up. This screen allows you to pick up any object at any time. A separate area for the Chess bleachers is hinted at.ĭo the same as above to reach the inventory debug, but instead of "map" enter "inventor圜heat".The peanut is always picked up at the vista in normal gameplay, but this screen shows it could have been placed in the dust bunny corral too.The sidetable area also mentions a Roman soldier, which does have concept artwork but did not make the final cut.In the final game it takes you straight to the aquarium, which completely messes up the layout. You would reach this by going off the cliff where the fireflies were. A lampcord area and a sidetable top connected to each other, which would link with the aquarium.An area inside the aquarium (a background of it still exists in the files, though).There are several things mentioned here that didn't make the final cut in the real game: This will make the room exit you specified take you to the debug screen instead. It can be accessed by finding a line in one of the XML files located in the rooms.he file labeled "" to Here is the room debug screen, which allows you to jump to any room.









Pajama sam 1 debug menu