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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Super Mario RPG Debugging Menu
  
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Peardian
Posts: 1328/1696
This is really interesting stuff, especially the unused enemies and whatnot. I did learn some uselessly interesting things. For one, there is an official art for Fautso, right? (see back cover on Player's Guide) Wrong! The picture is actually of Baba Yaga. Weird, huh?

Secondly, there is a way to see Crusty with his true colors. Inside the Sunken Ship, go to the last water-filled room. Stand on the barrel (so you're technically on land) and wait until the Bloober Nanny reaches you. A battle will occur, but it won't be underwater. If you're lucky enough, you'll fight Crusty.
Alexa
Posts: 2/625
I tried the first debug menu out yesterday. It was very interesting, since if you picked Bowser's fight, and beat him, layer 3 would constantly shake Also, I found another scene:

1FE - Bowser defeated sequence

It seems that the higher scenes are for events, 1FF is just a cake for some reason too
Mattrizzle
Posts: 46/75
I think at one time that the explosion attack was in the spot that the Bowser spike attack is now. The unused blue Corkpedite body uses the Bowser attack too. Also, I think that Johnny originally occupied the slot that the Left Eye uses now. It makes more sense if you look at it this way.
Grinto
Posts: 42/43
I believe the Go, World! message is the game's error message, which is an error in itself. (The string 'Error Message' is located directly after the 'Go, World' message in the script)
BMF98567
Posts: 1136/1261
Weeeeird...if you defeat just its head/legs right away (the unnamed target), it turns into Bowser, shoots a spike that does zero damage, and disappears...?

Also, WTF at "Go, World!"
HyperLamer
Posts: 7013/8210
WTF is a Grit?
Spekkio
Posts: 21/22
124 = Grit
126 = Smilax
TapTap
Posts: 54/405
Sorry about the bump, but I have Scene Info.
All these are Bosses or Mini-bosses or something similar.

110: Bowser First Fight
111: Freezes Game (The thing that is behind the Axem Rangers)
112: Booster + Snifits
113: Booster Alone
114: One Snifit
115-117: Croco
118: Johnny + Blue Bandanas
119: Red Johnny?
11A: Left Eye + 1 Red Bandana?
11B: Left Eye + 2 Red Bandanas?
11C: Left Eye + 4 Red Bandanas?
11D: King Calamari
11E-120: Belome
121: Valentina
122: Cloaker
123: Microbomb?
124: Grit
125: Czar Dragon
126: Smilax
127: Countdown + Ding-A-Lings
128: Axem Yellow Alone?
129: Birdo in shell
12A: The cake you fight
12B: Knife Guy + Grate Guy
12D: Jinx
12E: Mack + Shysters
12F: Yaridovich
130: Axem Rangers
131: Bowyer
132: Freezes Game
133: Exor (The sword) Battle
134: Smithy Battle
135: Domino + Cloaker
13A: Punchinello
13B: Hammer Bros.
13C, 13D: Crooks from the Mines in Moleville
13E: One Snifit again
14D, 14E: Jinx
150: Peach Crying at the top of Booster Tower
151: Similar to 150
158: Same as 126
159: Same as 13B
15A: Birdo out of shell
15C: Same as 125
15E: I don't know
15F: Formless
164: Dodo
165: Red Magikoopa
166: Boomer
167: Machine Made Mack + Machine Made Shysters
168: Machine Made Bowyer
169: Machine Made Yaridovich
16A: Machine Made Axem Red + Axem Pink + Axem Green
16B: One of Smithy's heads
16F: Factory Chief + Gunyolk
172: 2 Machine Made Axem Blacks and 2 MAchine Made Axem Yellows?
18A: 3 Machine Made Shysters

Edit: Updated, thanks Spekkio.
HyperLamer
Posts: 6933/8210
Originally posted by giangurgolo
Also, here's the code to unlock the quick exit battle option (with SELECT):
C28EFA05

Holding L and/or R while pressing SELECT executes the ending credit sequence.
ShadowSonic
Posts: 65/69
Ok I got my site up and running and updated. Got a question though, for the monsters in my Enemies page, is there a way to fight those monsters in battle and not just view them in the Debug Menu? The SCENES doesn't have any with them in it.
HyperLamer
Posts: 6463/8210
Bah, that's what I get for being sleepy and having not played the game in a while.
Spekkio
Posts: 19/22
Originally posted by Someguy
Originally posted by HyperHacker
042 = Bowser's Castle (same as 00B )


Figured I'd make a quick mention that that's the second time around in Bowser's Castle, where the music is extended and just cooler.

Also, 01 should say Dodo, not Birdo.

Test is the effect when Smithy transforms.
HyperLamer
Posts: 6454/8210
Well it's a big image. Maybe it should be 'BIGRASTER'?
BMF98567
Posts: 1080/1261
Wow, awesome. A few notes:

- Pressing X while in the "EFFECT" menu toggles transparency.
- "LINE" most likely shows the current CPU usage. The lower the line, the more CPU time the game is using. The Gunstar Heroes sample for the Genesis has a similar feature.
- I think the "UFUFU" menu was disabled on purpose, as the particular effects you can test here don't seem to be used in the game (not that I can remember, anyway). "LASTER" is definitely supposed to be "RASTER," since these test special raster (HDMA) effects. I don't know what "BG" is supposed to mean, though, since both affect backgrounds...
HyperLamer
Posts: 6438/8210
Ah, yeah, I didn't listen to much because Snes9x doesn't have a "don't pause when not focused" option.
Someguy
Posts: 373/397
Originally posted by HyperHacker
042 = Bowser's Castle (same as 00B )


Figured I'd make a quick mention that that's the second time around in Bowser's Castle, where the music is extended and just cooler.
HyperLamer
Posts: 6434/8210
Yep, all those should correspond to their actual values. (Makes it easy to hack PAR codes out of them too. ) And it does work with C0 instead of 00. Is there a flag for the second menu, though, or do you have to use the ASM hack? (Wonder if I could hack it so X switches the two. ) Also I noticed that pressing Select actually ends the battle as if you won, not just exits, and if you select Evt 1 during a battle, then beat Bowser, it shows the parts up to where the castle shakes, then goes back the level you entered the battle in.

Just what is at those offsets anyway? Pointers of some sort?

Oh, and this was found a while ago, but I was bored, so I documented the debug room too:

Debug Room:
The debug room can be accessed with the codes: 7FF40400 + 7FF40501
To access the room, go through the door at Mario's Pad. Various other exits may also work. It contains several people you can talk to by walking into them, displaying menus. Most options are self-explanatory so I won't explain them all. Note that unlike the in-battle menus, these are made entirely using the game's scripting engine; mainly the '3 choices' function. Looking these up would certainly help to figure out the script code. Also, this code is in fact a room modifier; most values will bring you to the debug room. 0000 is totally empty, 0003 is an empty Toadstool's Castle, and 053C is in Booster's Tower somewhere.

Toad in top left corner:
Next Page
Save -> Save the game.
Oops -> Exit menu.
------
Next Page
Treasure Seeker -> Gives you the Signal Ring.
999 Coins -> Makes you rich!
------
Next Page
Princess joins party (note - these don't add the Switch option to the menu!)
Bowser joins party
------
Next Page
Mallow joins party
Geno joins party
------
Next Page
World Map "ON" -> Enables all areas on the world map.
World Map "OFF" -> Disables all areas.
------
End -> Exit menu
Star Menu Test -> The Toad keeps jumping. (Maybe you need to have a star piece first.)
Ending -> View the ending!

Other toads just take you places. Mario doesn't seem to do anything. The map is unfinished, with malformed collision data, so you might have some trouble getting around. There don't seem to be any options for Frog Coins, Flowers, or stats.

Code found by NeoKamek, area documented by HyperHacker.
giangurgolo
Posts: 34/42
Originally posted by HyperHacker
Which 4 bytes? I tried zeroing the ones at 7FAC-7FAF, as well as the addresses they pointed to (1601 and 110F, or 0116 and 0F11; tried both) with PAR codes and nothing happened.


are you implementing the codes in HiRom?
e.g. C07FAC00 not 007FAC00, since these are ROM addresses and not RAM

I noticed the only way to quick exit the battle with select is by zeroing out these offsets with a hex editor/PAR codes. The menu access PAR code (C106AF80) doesn't enable it.

The values in the 'Scene' option comply directly to the formation byte. I've already documented a complete list of monster formations, so no need to go through hours of work.
HyperLamer
Posts: 6433/8210
Which 4 bytes? I tried zeroing the ones at 7FAC-7FAF, as well as the addresses they pointed to (1601 and 110F, or 0116 and 0F11; tried both) with PAR codes and nothing happened. As I recall Super Metroid used this system; several bytes around this same area, when set to 1, activated various debugging features. (Makes you wonder if Nintendo's devkits had DIP switches connected to these addresses or something.) I bet you could find neat stuff in other games by playing with those...

Anyway, here's my documentation:
To access the menus, press Start when choosing your battle plan. A or Y accepts, B exits.
Menu 1 can be accessed with the code: C106AF80

It contains:
SCENE
OBJ
BG

HPMAX
MUSIC
SE
LINE

EFFECT
EVT 1
EVT 2
EVT 3
TEST


Scene: Allows you to select which enemies you're fighting. Music changes appropriately, most of the time. Press B to start a battle with the selected enemy set. Not sure what the 00 at the bottom means; it may just be printed there on all menus.
Partial Scene list:
000 = Terrapin
00B = Goomba, 2 Paratroopas
00C = 2 Goombas
00D = 3 Goombas
110 = Bowser (1st fight)
11A = ???
18C-1FC = Nothing! Odd results if selected. You fight 'All', which is way off the screen and hangs the game on attacking. You can target other glitched enemies, including 'h Bomb', 'a Flame' and '*Therapy'.
1FF = Machine Made Shyster


Obj: Allows you to view every sprite in the game in every pose, with animation! L and R adjust the SEQ number (sprite's pose). Interestingly, each sprite can only have 16 poses, and so the main characters span several sprites. Some sprites have the wrong palette, presumably they use different palettes than the ones loaded in battle.

Interesting object sets:
007 (#4)
068
0DE
208


BG: Allows you to select a battle arena.
BG List:
000 = Forest (unused?)
001 = Giant tree stump
002 = Vines
003 = Sunken ship, giant squid area (off center)
004 = Sunken Ship
005 = Mines
006 = Mines with big blue splotches
007 = Bowser's Castle
008 = Volcano
009 = Outdoor
00A = Rocks
00B = House
00C = Booster's Tower
00D = Peach's Castle
00E = Sewer, in water (messes up Goomba palettes)
00F = Peach's Castle 2
010 = Fighting giant sword (who seems to be a solid object )
011 = Booster's Balcony
012 = Alternate Dimension (with big clock )
013 = Alternate Dimension
014 = Volcano 2
015 = Sewer
016 = Nimbus Castle
017 = Nimbus Castle, with giant eggshell
018 = Nimbus Land
019 = Underground
01A = Glitched up like hell
01B = Same as 000 (or similar, anyway)
01C = Musrhoom Kingdom, during Shyster attack
01D = Bowser (1st fight)
01E = Forest (off center)
01F = Level Up screen with crud flying around!
020 = Flowers... Lots of flowers.
021 = Harbor
022 = Underwater, blue BG (unused?)
023 = Marrymore, room with big cake
024 = Star Hill
025 = Rocks (Boss in harbor town)
026 = Underwater
027 = Axem Rangers' Ship
028 = Alternate Dimension (off center)
029 = Bean Valley
02A = Belome's Temple
02B = Desert
02C = Factory
02D = Factory 2 (Final boss)
02E = Dojo
02F = Stars (Culex arena)
030 = Factory 3
031 = Temple (green)
032-03D = Glitch
03E = Nowhere! (White)
03F = Nowhere! (Black)
040+ = Wraps around


HP Max: Restores all your HP.


Music: MUSIC TEST!
Music list:
000 = Nothing
001 = Dodo pecking statues
002 = Mushroom Kingdom
003 = Boss
004 = Yoshter Isle
005 = Harbor
006 = Normal battle music
007 = Pipe Vault
008 = Star
009 = Victory
00A = Where's Peach?
00B = Bowser's Castle
00C = Bowser Battle
00D = Outdoor
00E = Mario's Pad
00F = This doesn't seem right...
010 = Yoshi Race
011 = Tadpole Pond
012 = Rose Town
013 = Yoshi race training beat
014 = OMFG
015 = Sad Music
016 = Midas River
017 = Getting star piece
018 = Star piece pt 2
019 = Boss 2
01A = Forest
01B = Sewer
01C = Playing with dolls
01D = File Select
01E = Super Mario Bros theme!
01F = Booster's Tower 1 (lower floors)
020 = Booster's Tower 2 (higher floors)
021 = Moleville
022 = Star Hill
023 = Mine cart ride
024 = Explanation
025 = Booster Hill 1 (drums)
026 = Booster Hill 2 (race)
027 = Marrymore
028 = New party member
029 = Sunken ship
02A = Outdoor 2
02B = Nothing?
02C = Water flowing (before sunken ship)
02D = Super Mario Bros theme (fast)
02E = 8-bit Mario died
02F = Casino
030 = Geno coming to life
031 = Piano song
032 = Nimbus Land
033 = Monstro Town
034 = Toadovski's music
035 = Nothing?
036 = Intro
037 = Map Screen
038 = Factory sounds
039 = Big sword falling
03A = Culex talking (Final Fantasy music, w00t!)
03B = Culex
03C = Culex victory
03D = Nimbus Castle 1 (Valentina taken over)
03E = Volcano
03F = Axem Chase
040 = Secret music (wait a minute at the very end of the game)
041 = Wind blowing (unused?)
042 = Bowser's Castle 2
043 = Alternate Dimension (sounds way better than others... true stereo! Maybe a Snes9x thing)
044 = Smithy battle 1
045 = Smithy battle 2
046 = Ending 1
047 = Ending 2
048 = Ending 3 (Warning - playing this switches music sets, which makes a HORRIBLE ear-splitting noise when you move the cursor and may crash the game! )
049 = Ending 4
04A-05F = Nothing?
060+ = Wraps around


SE: Sound effect test. Not gonna try to list them all.


Line: Makes lines appear on the screen. (Probably interrupt debugging or some such. BMF54123 says it may indicate the game's CPU usage - the higher the line, the higher CPU usage.)


Effect: Lets you view attack effects. There are a lot of interesting looking effects... 70 and up are all the same, and it ends at 7F. Pressing X here toggles transparency (thanks to BMF54123).


Evt 1: Takes you to the first Bowser battle.


Evt 2: Takes you to the Boomer battle.


Evt 3: Takes you to the Smithy battle. (He uses Sledge right away. )


Test: Display's Smithy's transformation effect, then the game hangs.


Menu 2 can be accessed with the code: C106D2F3 + C106D307
Note: You must also have the Menu 1 code on.
It contains:
MAGIC
LASTER
BGLASTER
......
......

Magic: Shows various spell animations.


Laster: Displays a giant Big Boo. Pressing Left and Right skew the image (not sure what exactly it does). Press Left a lot to get the original image. A or Y will return to the battle. Also leaves layer 3 translucent.


BGLaster: Displays part of a HUGE Big Boo. Left and Right rotate the image, up and down stretch it.


......: Exits the menu (both options).


Codes found by giangurgolo; menus documented by HyperHacker.

[edit] Fixed some stuff.
giangurgolo
Posts: 33/42
my mistake, those aren't accumulators
they're indexed ROM addresses (in LoRom) at offsets $007FAC and $007FAE, and changing those four bytes to zeros breaks the debug menu lock
it's directly above the embedded cartridge information

also, pressing SELECT during a battle exits the battle
This is a long thread. Click here to view it.
Acmlm's Board - I2 Archive - Rom Hacking - Super Mario RPG Debugging Menu


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