Debug Menu - Godzilla: Save The Earth (Xbox)

Debug Menu - Godzilla: Save The Earth (Xbox)

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Published on ● Video Link: https://www.youtube.com/watch?v=hhIVRPKmeS4



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A Godzilla: Save The Earth debug executable that was found and recovered from cheese007's Infogrames HDD dump.

This executable was compiled as part of a November 3rd, 2004 build of Godzilla: Save The Earth. There are some other files from this build (only Shell stuff from what I can tell), but some of them are fragmented, so I didn't use anything from it besides the executable. Why it was compiled months after the game's retail executable was compiled is unknown, but it may have something to do with the November 3rd, 2004 build of the unreleased Turf Wars that was also found on the drive and recovered by Dink. The game runs fine with the retail files, but the monster select screen is a bit jacked up, and there are two white boxes covering the screen during gameplay (not present in Attract mode as seen in the video), so I guess they changed some stuff in November for some reason. Even weirder is how they took Biollante's face out of the monster select screen's .ifc file. A bit late to start phasing Biollante out the game's files :P

The original file for this video is twenty minutes long, so I'm not planning on going much more in depth with this executable. Yup, I really sat there for twenty minutes watching the AI fight in 2.4 frames per second. It's a dreadful experience having to play the game at 2.4 FPS, and I wasn't even playing the game in this video. Though the executable can be launched on a softmodded Xbox, you will be unable to load into any matches, and you will experience lag spikes in the menu. This executable does not work with CXBX-Reloaded and can only be ran properly on an Xbox debug kit or with a debug-configured XEMU/XQEMU. If I owned a debug kit myself or if the game didn't run at 2.4 FPS on XEMU, I would definitely spend more time messing around with this executable. UPDATE: I now own a debug kit and can run the debug executable at a glorious 15 FPS now.

The debug menu can be opened by pressing the black, white, start, and back buttons all at the same time. Most of the debug functions appear to work as they should (I did notice that the skip intros command did not work). The debug executable also outputs several debug logs and something called "Godzilla.jnl". I don't know what that is yet, but considering how there is an option to enabled or disable journal playback, I assume it's some sort of gameplay replay feature. The "Slot #" stuff on the screen refers to the map sections. Only one stage in the retail version, Monster Island, utilizes the map section functionality, but it was used extensively for the cut story mode with maps having as many as 24 sections. I suspect they would have reduced sections for those stages, but we'll never know. I love the "Draw Monster AI" command as it tells you your opponent's every move lol. It's also just cool to see how the AI works and what kind of commands/goals it's given.

One of my favorite parts about the debug executable is being able to skip the company logos. It's such a minor thing, but it's so much more convenient to be able to skip them and get in-game faster.

Not much else to say. Here's the executable recovered mostly by Dink with a bit of help from me: http://www.mediafire.com/file/h0fal01w8hmyymb/GodzillaD.xbe/file







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Godzilla: Save the Earth Statistics For DylanRocket

There are 6,984,580 views in 116 videos for Godzilla: Save the Earth. The game makes up 13 hours of published video on his channel, roughly 30.70% of Godzilla: Save the Earth content that DylanRocket has uploaded to YouTube.