# Fun Facts from the Code Things the decompilation revealed — every one of these is verifiable in the package (grep `strings.txt` or open the cited function). ## The retail disc is a developer build with the switches off - The game still knows how to load every asset from `host0:/home/xeno/work/` — the host filesystem of a **Sony DTL-T10000 devkit**. The disc-I/O layer (`SRD_*`) has a runtime `DVD | HOST` switch that shipped intact. - Graphics test scenes are still compiled in: `BlendTest.euc.c`, `CullingTest.euc.c`, `ScisTest.euc.c`, `CFLLightTest.euc.c`, `XstAnimTest.euc.c` — plus internal tools `EventViewer.euc.c` and `MotionViewer.euc.c`, and a heap-dump debug printer (`"heap = %p top = %p size = %d"`). All almost certainly reachable again with a flag flip. - `OV04.OVL` is a whole **cheat/debug overlay** with the codes sitting in plain text: `LRLRLR88224466Z` (free all stages), `UDLR8246Z` (sound test), `2648LLLLRRRRZ` (secret stage), plus `EDIT UNLIMITED!`, `MASTER CODE ON!`, and mode switches for `PHOTO MODE!`, `DEBUG MODE!`, `RETAIL MODE!`. ## You can read the dev team's working directories Hardcoded debug asset paths reveal individual developers' folders: `xeno/work/iwase/` (character animation — `kosmos00.xap`, `shionH00.pxy`), `xeno/work/tetsuya/chara/` (character models, with a `C3kosmos01.pxy`-style numeric character-ID scheme), and a shared `xeno/work/_particle/`. ## The error codes contain dates Monolith's error-code convention embeds `YYYYMMDD`: `E2005012801` means that subsystem's error table was revised 2005-01-28. Grepping `E[12]0[0-9]{8}` effectively gives you a **timeline of engine development**. The CRI video middleware is all stamped `Aug 9 2005, 14:26` — one build sweep, eleven months before the July 2006 US release. ## "Illigal" — 22 times The misspelling *"Illigal parameter"* appears 22 times, in both CRI's licensed middleware **and** Monolith's own code. It's a period Japanese-games-industry idiom, not one programmer's typo — and it's a fantastic grep anchor for finding error-handling paths. ## KOS-MOS is a struct field She appears as a literal C identifier: retail assertion strings reference `pKosmos` (and `pChaos`). They're the only two characters whose engine pointers survive by name — there is no `pShion`; don't go looking. ## credit.bin is not the credits It's the **memory-card save illustration container** — 348 JPEGs. The credits/menu overlay (`OV01.OVL`) loads it, hence the misleading name. OV01's only other notable string is a tiny script command: `$init;`. ## Sega's Dreamcast library lives inside a PS2 game Functions with the `nj*` prefix come from **Sega's Ninja library** (`njPlane`, `njString`) — Dreamcast-era licensed code Monolith carried forward. ## Languages that never shipped The locale table includes entries for languages absent from the US release — the build pipeline was multi-region even though only one region's data was mastered. ## The GPU code hides inside the CPU executable 8 KB of **VU1 rendering microcode** (28 microprograms, 29 `XGKICK` packet fires) is stored in the executable's `.vutext` section and DMA'd to the vector unit at runtime — the rendering kernels for every draw call, disassembled in this package as `slus/vutext.s`. ## Sources were EUC-JP, and the filenames say so Every recovered source filename ends `.euc.c` — an early-2000s Japanese convention marking files containing EUC-JP-encoded Japanese text (comments and assert messages), from a world before UTF-8 won. ## The main executable smuggles an overlay The SLUS ELF physically **embeds the OV01 overlay image** inside itself as a load segment at the shared overlay address — the overlay window is never empty, and `main()`'s very first subsystem call jumps into it. The "separate" OV01.OVL file on disc is the same image.