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Dead Rising 2/OTR PC Mods :: Dead Rising 2 Modding (PC) :: Modding Tutorials :: Debug Mode
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allcases
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 Debug Mode
« Thread Started on Oct 10, 2010, 11:50am »

UPDATE BY ANNO: FULL TUTORIAL CLICK HERE

This mod enables the debug mode menu entries on the title screen.

Debug Jump: Used to debug Cases,Scoops,High Rollers and Levels.
Debug Enter: This just seems to start a new game.

Screenshots:

Debug Menu on the startup screen.

[spoiler][image] [/spoiler]

Case, Scoop(?), High Roller, Level select.

[spoiler][image] [/spoiler]

Empty Casino

[spoiler]
[image] [/spoiler]

Empty Food Court

http://sadpanda.us/images/240117-D34NZAL.jpg

Instructions
Instructions an full details of debug mode are also found here.

Two files need to be replaced and a file needs to be created:

Download:

Debug.rar (first few times you attempt to download you may get an error message)
deadrising2_debug.rar


Backup dead rising 2\data\frontend\mainmenu.big and deadrising2.exe.

Copy over mainmenu.big in your "dead rising 2\data\frontend" directory, making sure mainmenu.big is replaced.

Copy over deadrising2.exe.

In a text editor like notepad.exe create a .txt file. Add the following:

Code:
enable_dev_features="True"
test_mode="True"

size_window_x="1024"
size_window_y="768"
OverrideRenderSettings="True"
RenderFullScreen="False"

RenderLocalPlayerPosition="False"

enable_quickie_debug_menu="True"
enable_dev_only_debug_tiwwchnt="True"
enable_debug_jump_menu="True"
test_jumps_enabled="True"



Name the file:
master.ini or user.ini

Save the file in the main folder:

deadrising2.exe.

Now start the game, a Debug Jump and Debug Enter should be on the main start screen (as shown above)






Debug options available

There are 529 debug options available in the game. This options are added to the master.ini or user.ini text file.








How to Enable Debug Mode With Hex Editor by hand (Merged here by Anno1404)
This is FYI information only, this step is NOT needed if you downloaded the deadrising2.exe file.

[spoiler]You will need the program HxD, a freeware hex editor.

Download it from here:
http://mh-nexus.de/en/downloads.php?product=HxD

Open HxD.exe and then open DeadRising2.exe inside it.
Go to View - Bytes Per Row and change it to 32 to make the window look like a normal hex editor ;)

Now press CTRL+G and put in 0098DE9C if you are using v1.0 or 0095BE9C if you are using v1.1 (For purpose of this tutorial i'm using 1.1)
[image]

After you press enter/click OK you will see that you are at this section with a blinking cursor:
[image]

Just write in 00 where it says 01, so that it looks like this:
(your change should be highlighted in red text)
[image]

Once you confirm that you made the edit okay click on File - Save As and give it a new name, then hit OK. You are done.
[image] [/blockquote][/spoiler]

Merged from other posting (Merged here by Anno1404)

COMMAND_DEBUG_TOGGLE_SERIALIZATION

[spoiler]As it says in padmap.txt if you hold L2 + R2 and press Start you enable some sort of debug mode.
I'm using a 360 wired controller which is automatically mapped

This is what I get in the top left corner, I've tried the other button combinations but they don't seem to do anything

[image]

The command relates to mainmenu/debugjump.txt (extracted big file)
[/spoiler]




Automatic Achievement Unlocking

I figured out you can unlock achievements by running the "X_AUTO_CHUCK" level from the "debug jump" screen.

After running "X_AUTO_CHUCK_3" I instantly unlocked "Hero of Fortune City" (the 50 survivor one).

WARNING: Getting achievements this way may result in a ban from xlive. Use with caution.
« Last Edit: May 21, 2011, 5:44am by anno1404 »Link to Post - Back to Top  IP: Logged
hanson185
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 padmap.txt /"zoo" map/"Electric Turkey Carver"
« Reply #1 on Oct 10, 2010, 4:10pm »

Merged from: padmap.txt /"zoo" map/"Electric Turkey Carver"

There is a number of references to a "zoo" map in the game files.

There is also a reference to two sections from Dead Rising 1. waypoint_dr1_foodcourt.txt and waypoint_dr1_paradiseplaza.txt

I don't remember which file it was in, but I spotted an item I KNOW is not in DR2. It was an "Electric Turkey Carver"

Finally there are some interesting commands that I'd like to know if someone can figure out how to get them to work.

These are from the controls padmap.txt file


Quote:
COMMAND_PLAYER_HADOUKEN_PRESSED( BUTTON_L1, HELD, BUTTON_3, PRESSED, AND)
COMMAND_PLAYER_HADOUKEN_CHARGE( BUTTON_L1, HELD, BUTTON_3, HELD, AND)
COMMAND_PLAYER_DRAGONPUNCH( BUTTON_R1, HELD, BUTTON_3, PRESSED, AND)
COMMAND_PLAYER_HURRICANEKICK( BUTTON_R2, HELD, BUTTON_3, PRESSED, AND)
COMMAND_AI_PLAYERDEBUGINFO( BUTTON_R3, PRESSED, BUTTON_R1, HELD, AND)
COMMAND_AI_QUICKREPLAY_1( BUTTON_L1, PRESSED, BUTTON_R1, HELD, AND)
COMMAND_AI_QUICKREPLAY_2( BUTTON_R1, PRESSED, BUTTON_L1, HELD, AND)

COMMAND_DEBUG_TOGGLE_SERIALIZATION_1( BUTTON_L2, HELD, BUTTON_R2, HELD, AND)
COMMAND_DEBUG_TOGGLE_SERIALIZATION_2( BUTTON_START, PRESSED, NONE, NONE, NONE)

COMMAND_DEBUG_QUICKIE_MENU( BUTTON_L1, HELD, BUTTON_R2, HELD, AND)
COMMAND_DEBUG_QUICKIE_MENU_SUB1( DPAD_LEFT, PRESSED, NONE, NONE, NONE)
COMMAND_DEBUG_QUICKIE_MENU_SUB2( DPAD_RIGHT, PRESSED, NONE, NONE, NONE)



Obviously these are debug mode features, I wonder if we can figure out how to access debug mode. I think it would help a lot for testing and getting info for mods.
« Last Edit: Apr 23, 2011, 11:03am by anno1404 »Link to Post - Back to Top  IP: Logged
allcases
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 Re: Debug Mode
« Reply #2 on Oct 10, 2010, 4:16pm »


Oct 10, 2010, 4:10pm, hanson185 wrote:
Good find etc, still a little confused on how to properly use it tho.


Debug Enter is only interesting if you can debug the process.
But you can use Debug Jump to change to certain maps/cases.

Basicly you have 5 fields on the debug jump menu.
Select the Cases to teleport to a case time/day (left most item).
Select levels (right most) to teleport to a map (non-time/case specific)

On the bottom you see what level/map is loading and what spawnpoint it uses.

Levels starting with X or Z always crash the game.
High Rollers (only 1 entry) teleports you to an empty world. Items are there but no zombies or missions.
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 Re: Debug Mode
« Reply #3 on Oct 10, 2010, 4:17pm »

For full debug mode and other settings see my notes here:

http://svn.gib.me/public/deadrising2/trunk/docs/

[spoiler][image] [/spoiler]
« Last Edit: Jan 30, 2011, 11:27am by anno1404 »Link to Post - Back to Top  IP: Logged
allcases
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 Re: Debug Mode
« Reply #4 on Oct 10, 2010, 4:20pm »

It's an honour to meet you gibbed :)

How did you find this "true debug" mode?

Also, this leaves GFWL intact.
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 Re: Debug Mode
« Reply #5 on Oct 10, 2010, 4:22pm »


Oct 10, 2010, 4:20pm, allcases wrote:
How did you find this "true debug" mode?
I was looking for how to enable the quickie debug menu (there are keybinds for it) and came across the game looking for master.ini / user.ini to load from if a certain flag is false.

[spoiler][image] [/spoiler]
« Last Edit: Jan 30, 2011, 11:27am by anno1404 »Link to Post - Back to Top  IP: Logged
allcases
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 Re: Debug Mode
« Reply #6 on Oct 10, 2010, 4:28pm »

I'm not going to lie to you here but I think I might have failed trying to attach kernel debuggers to hook the COMMAND_DEBUG_QUICKIE_MENU method.

Could you please enlighten us? or me ???

P.S

Noone seems to care about the debug mode, what's up with that?
« Last Edit: Oct 10, 2010, 4:29pm by allcases »Link to Post - Back to Top  IP: Logged
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 Re: Debug Mode
« Reply #7 on Oct 10, 2010, 4:34pm »


Oct 10, 2010, 4:28pm, allcases wrote:
I'm not going to lie to you here but I think I might have failed trying to attach kernel debuggers to hook the COMMAND_DEBUG_QUICKIE_MENU method.

Could you please enlighten us? or me ???

P.S

Noone seems to care about the debug mode, what's up with that?
I thought I replied but it didn't get through? Hmm.

Anyway, I said you can't really attach a debugger to the game while GFWL is active since GFWL is selfchecking and will blow the game process up if it detects any tomfoolery.
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 Re: Debug Mode
« Reply #8 on Oct 10, 2010, 4:39pm »

Sorry =/

I managed to attach a debugger with a (delphi) custom version of cheat engine 5.6.something with kernelmode debug and global debugregisters enabled. The custom version just has diffirent method names to fool gameguard, but it works on xlive.

Anyway, what I wanted to know, how did you find out about the debug menu?
« Last Edit: Oct 10, 2010, 4:41pm by allcases »Link to Post - Back to Top  IP: Logged
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 Re: Debug Mode
« Reply #9 on Oct 10, 2010, 4:42pm »


Oct 10, 2010, 4:39pm, allcases wrote:
Anyway, what I wanted to know, how did you find out about the debug menu?
I said before my screenshot of the quickie menu.
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 Re: Debug Mode
« Reply #10 on Oct 10, 2010, 4:53pm »


Oct 10, 2010, 4:48pm, allcases wrote:
I'm very sorry if this is an insult to you, but I know how to get to the result you describe, I just want to know how you got to that results.

How did you get to discovering the offset to enabling debug mode.

Please don't get me the wrong way, you are the one who helped me discover the borderlands weapon integrity check so you'll always have my respect.
Exactly as described, I saw the game checking for a flag if it should load master.ini or user.ini, that flag is what my notes describe to patch.
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 Re: Debug Mode
« Reply #11 on Oct 10, 2010, 5:21pm »

Hi! Can you please tell us where the master.ini or user.ini files are? I'm interested in making the game go into Window Mode without having to use dxwnd, thanks:)
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 Re: Debug Mode
« Reply #12 on Oct 10, 2010, 6:05pm »


Oct 10, 2010, 5:21pm, adeno wrote:
Hi! Can you please tell us where the master.ini or user.ini files are? I'm interested in making the game go into Window Mode without having to use dxwnd, thanks:)
They don't exist normally, you put them in the same directory as deadrising2.exe.
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 Re: Debug Mode
« Reply #13 on Oct 10, 2010, 6:48pm »

thank you for posting this debug mode information

DrawCameraPosition="True"
RenderLocalPlayerPosition="True"
show_camera_info="True"

hopefully i can use these variables to try and get coordinates for use with cItemPlacement and safehouse.txt
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 Re: Debug Mode
« Reply #14 on Oct 10, 2010, 7:38pm »


Oct 10, 2010, 6:48pm, evretibia wrote:
thank you for posting this debug mode information

DrawCameraPosition="True"
RenderLocalPlayerPosition="True"
show_camera_info="True"

hopefully i can use these variables to try and get coordinates for use with cItemPlacement and safehouse.txt
RenderLocalPlayerPosition is probably the only one necessary, but yeah.
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