Star Wars Jedi Starfighter - Debugging Functions Found!
It was 5 A.M., I had just put the finishing touches on my Improved Final Mission mod, and I had ruled out every then-possibility of a proper release format. I was about to go to bed, but then the topic of REG files came up.
Both Starfighter games actually use a Windows registry file on all platforms, even PS2, to set some data. Technically they're both developed on PC and ported to consoles, so it makes sense. I then noticed a value in Jedi Starfighter's registry file called "NumKeyboards" which was set to 0.
Out of curiousity, I went and looked at PS2 Starfighter's registry file to see if this was any different there, because it has debug functions that work out of the box. Brett Douville (Starfighter Senior Programmer, Jedi Starfighter Lead Programmer) told me that the debug access was found after release so it was removed in Jedi Starfighter, but I thought it was at least worth a look.
PS2 Starfighter had it set to 1. After extracting Jedi Starfighter's registry file, changing "NumKeyboards" to 1, and putting it back in, all of a sudden, it started recognizing keyboards and ALL of the classic Starfighter debugging functions activated! This includes a debug console that, while a lot simpler, wasn't even known to exist by Brett Douville himself!
Controls are the same, but it has no output, meaning it won't tell you what you did right or wrong, and since some Starfighter syntaxes don't work here (like $flyactor not working) and a lot of new unknown syntaxes, it's much harder to use. Both Xbox Starfighter and Xbox Jedi Starfighter, while they have this seemingly fully removed, they have a "cmddump" command that can be executed through modifying cheat codes which dumps a list of all possible commands to a file. Unfortunately, 99% of them are blank lines for some reason.
This is a good first start, but it'll take a long while before I'm able to use this fluently.
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