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.
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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.
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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. |
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