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Fire Emblem: Monshou no Nazo/Debug Menu

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This is a sub-page of Fire Emblem: Monshou no Nazo.

Fire Emblem: Monshou no Nazo's debug menu lets you test out battle scenes with a pretty impressive level of detail. It features a massive list of variables to mess with, generating battle scenes that play out exactly according to your chosen settings, regardless of whether said settings make any sense together or happen to contradict each other.

To access the menu, set the bytes at 7E074A and 7E0C0B to 06 and you'll be quickly redirected to it. You can do this at any point, but it's quickest to do so when the game is booting up.

(Source: Fire Emblem Universe)

Controls

  • The D-Pad navigates the menu options.
  • A increases the currently highlighted value by 1.
  • B decreases the currently highlighted value by 1.
  • X increases the currently highlighted value by 16.
  • Y decreases the currently highlighted value by 16.
  • Select toggles between the upper and lower menus.
  • Start brings the Start menu up.
  • L and R do not appear to do anything.

Upper Menu

Fire Emblem MnN Debug Menu 1.png

The upper section of the menu mostly affects what is displayed in the tested battle. It is split into two columns: the left CP column affects the enemy unit, and the right PL column affects the player unit. Its last few options relate to the outcome of the battle.

  • Class (へいしゅ): Sets the units' classes.
  • Weapon (ぶき): Sets the units' weapons. Oddly, the list of compatible values ends at 6A (Orion's bolt), although subsequent items are still available in the dropped item selector.
  • Terrain (ちけい) Sets the terrain type shown in the background of each unit's side of the screen. Both default to a snowy plain (0C).
  • Name (なまえ): Sets the displayed unit name. Player-side default is Marth (00), enemy-side default is a generic Dolhr soldier (50).
  • Level (レベル): Sets the units' level. This is not actually visible anywhere and is only relevant if you simulate a level-up.
  • Max HP (さいだいHP): Sets the unit's maximum number of hit points.
  • HP (HP): Sets the amount of HP the unit has remaining at the start of the battle scene.
  • Hit (HIT): Sets the accuracy rate reported by the stat box. Does not cause attacks to hit or miss.
  • Atk (ATK): Sets the attack stat number reported by the stat box. Does not alter the damage dealt in the scene in any way.
  • Crit (CLT): Sets the critical hit rate reported by the stat box. Does not influence whether or not a critical hit happens.
  • Def (DEF): Sets the defense stat number reported by the stat box. Does not alter the damage dealt in the scene in any way.
  • EXP (EXP): Sets the experience amounts the units start the scene with. This only affects the player-side unit.
  • Arena Turn (とうぎターン): Left column only. Sets the arena round number that will be displayed if the "Arena" setting in the start menu is enabled. Can be set to anywhere between 00 and FF, though the number displayed will not go above 99 (0x63).
  • EXP Change (EXPへんか): Right column only. Sets the amount of EXP the player-side unit gains at the end of the battle.
  • HP Change (HPへんか): Sets the amount of HP that each unit is stated to have taken in the message box at the end of the battle scene in "Fast" animation mode. This doesn't affect and isn't affected by the actual damage dealt, and is not brought up at all in "Slow" animation mode.
  • Dead? (しんだ?): Toggles whether or not the unit will live (いきてる) or die (しんだ) at the end of the battle scene. If both units are set to die, only the player-side unit will actually be depicted doing so.
  • MD/Range (MD/きょり):
    • The left column (MD) toggles animation mode between "Slow" (おそい; enables the default text captions) and "Fast" (はやい; disables captions, speeding up battle slightly).
    • The right column (Range) toggles the range at which combat is taking place: "Direct" (ちょくせつ) or "Indirect" (かんせつ). Both toggles prevent any unit whose weapon lacks a compatible range from attacking in the tested battle.
  • Dropped Item (もらったぶき): Up to four items can be set to drop at the end of the battle scene.
(Source: Fire Emblem Universe)

Lower Menu

Fire Emblem MnN Debug Menu 2.png

Press Select on the main menu to switch to the lower menu, which allows the player to tweak the actual events of the tested battle. There are options to modify the effects and results of all three of the strikes that will be undertaken in the battle scene: the initial strike by the attacking unit, the counter-attack by the defending unit, and one last double-attack by either unit.

  • Damage (ダメージ): Sets the amount of damage inflicted by each strike, if set to negative numbers. If set to positive numbers, that strike heals the target's HP instead.
  • Devil Weapon (デビルぶき): Toggling this to "Curse" (のろい) activates the devil sword/axe backfire effect on a strike.
  • Phase (フェイス): Sets which unit performs the strike. Toggles between "Player" (プレーヤ) and "CP". If the first strike is toggled to Player, then the strike attack is automatically set to CP, and vice versa. The third strike can be freely toggled to either unit.
  • End (しゅうりょう): Sets whether the battle scene continues after the given strike. All three are set to "Continue" (つづける) by default; the battle scene ends after the first attack to be set to "END". Since only three strikes are possible, the battle scene will end after the third even if it is set to "Continue".
  • Weapon Break (ぶきこわれ): Breaks the unit's weapon after the strike.
  • Critical (ひっさつ): Sets the strike to be a critical hit. This does not affect damage, which remains fixed at the amount set earlier, but does play the matching text box and shaking effect.
  • Hit (めいちゅう): Toggles between "HIT!" and "Miss" (はずれた). Sets whether the strike... well, hits or misses.
  • Attack OK? (こうげきOK?): Sets whether the unit is able to attack and, if they can't, the specific circumstances preventing them from it:
    • Able (できる): Unit attacks normally.
    • Range (しゃてい): Unit is treated as if they have incompatible weapon range and does not attack.
    • No Weapon (ブキなし): Unit is treated as if they have no weapon equipped. They are still shown with a weapon on the battle screen, but they do not attack.
    • Imhullu (マフー): The Imhullu/Darksphere effect activates on this unit, preventing them from attacking.
    • Cleric (シスター): Unit does not attack. Presumably has something to do with the cleric's inability to attack.
(Source: Fire Emblem Universe)

Start Menu

Fire Emblem MnN Debug Menu 3.png

Press Start at any point to bring up one last menu to tweak player-side elements of the battle scene and its outcomes. Once you have finished making your tweaks, press Start again to start the battle scene. To back out of this menu without starting a battle scene, press the Select button.

  • Level (レベル): Enables a level-up sequence at the end of the battle scene, adding/subtracting the set number to the unit's set level. Can be set to up to +/-9.
  • Strength (ちから): Displays a strength stat increase/decrease in the level-up sequence. Can be set to up to +/-9.
  • Skill (わざ): Displays a skill stat increase/decrease in the level-up sequence. Can be set to up to +/-9.
  • Speed (すばやさ): Displays a speed stat increase/decrease in the level-up sequence. Can be set to up to +/-9.
  • Luck (うんのよさ): Displays a luck stat increase/decrease in the level-up sequence. Can be set to up to +/-9.
  • Defense (しゅびりょく): Displays a defense stat increase/decrease in the level-up sequence. Can be set to up to +/-9.
  • Weapon Level (ぶきレベル): Displays a weapon level stat increase/decrease in the level-up sequence. Can be set to up to +/-9.
  • Resistance (まほうDEF): Displays a resistance stat increase/decrease in the level-up sequence. Can be set to up to +/-9.
  • Movement (いどうりょく): Displays a movement stat increase/decrease in the level-up sequence. Can be set to up to +/-9.
  • Maximum HP (さいだいHP): Displays a maximum HP stat increase/decrease in the level-up sequence. Can be set to up to +/-9.
  • Hit Number (ヒット数): Has no known visible effect.
  • Arena (とうぎじょう): If set to anything other than 0, it enables the "Round (X)" and "Fight!" popups seen in arena battles. The displayed round number is determined by the "Arena Turn" value you set earlier. Can be set to up to +/-9, though what you set here doesn't seem to actually affect anything.
  • T. Attack (T.アタック): If set to 1, all strikes performed by the player-side unit will be Triangle Attacks. This does not affect damage, which remains fixed at the amount set earlier, but does play the matching text box and shaking effect.
  • Imitate (へんしん): Set to 1 when the unit is a freelancer to test Xane's Imitate ability. The battle scene will depict the player-side unit transforming into the enemy-side unit. Unlike the actual Imitate function, it also copies the enemy-side unit's name and equipped weapon.
  • Emblem (エムブレム): Set to 1 when the player unit is a lord to enable Marth's Fire Emblem-carrying sprites and animations.
  • HP Period (HPきかん): Has no known visible effect.
  • Wait (ウエイト): Has no known visible effect.
(Source: Fire Emblem Universe)

Notes

If you set a class/weapon mismatch and begin a battle sequence, the mismatched unit(s) default to an unarmed lord who does nothing. The scene otherwise plays out normally. The exception is if the mismatched class is a shadow dragon, which will just cause the game to softlock. The game will also softlock if you set a cleric or bishop with a staff as its "weapon".

When selecting characters, classes and weapons, the debug menu reads from a completely separate list of name strings. Though their contents are more or less the same, the biggest difference is that this batch does not use kanji at all and spells everything in just hiragana and katakana. The strings also have a maximum length of 8 characters, while in ordinary gameplay only 7 will fit.

There are a handful of notable exceptions, where the debug listings go under a completely different name from the finished product, hinting at other changes in development.

Classes

ID Debug List Final Name Notes
06 レディナイト
(Lady Knight)
ナイト
(Knight)
This is the slot for dismounted female cavaliers, pegasus knights, etc.
17 おんなまどうし
(Female Mage)
まどうし
(Mage)
No other class is labeled by gender like this, but then, the only other class with a distinct female variant is the bishop, which...
18 マザー
(Mother)
しさい
(Bishop)
...got a completely different name here. Since clerics are referred to by the religious title "sister" in the Japanese games, they evidently intended to extend that pattern to their promoted form as well at one point.
1B けんじゃ
(Sage)
しさい
(Bishop)
This is Merric's unique bishop variant. The sage class was introduced in Fire Emblem Gaiden and replaced bishops as the standard promotion for mages in the Nintendo DS remakes.
1C チキちゃん
(Tiki-chan)
マクムート
(Manakete)
This, unsurprisingly, is Tiki's unique manakete variant.

Items

ID Debug List Final Name Notes
08 マージキラー
(Magekiller)
レディソード
(Ladyblade)
Presumably, this weapon would've been effective against mages, like all the other weapons whose names end in "Killer" (or "Slayer" in the localizations). The ladyblade is itself effective against something, though, just not mages.
0E エイミリオン
(Amielleon)
ソードキラー
(Swordslayer)
Being that the name sounds like... well, a name, this could have been meant to be a special or legendary weapon at some point.
15 マスターランス
(Meisterlanze)
キラーランス
(Killer Lance)
Possibly a lance counterpart for the meisterschwert weapon. Fire Emblem: Thracia 776 eventually introduced a used meisterlanze as one of the game's four meister weapons (heavier and less accurate brave weapons with mostly better range).
29 ブレス1 ひ
(Breath 1: Fire)
ひのブレス
(Fire Breath)
All four breath weapons are assigned these more formulaic labels.
2A ブレス2 れいき
(Breath 2: Cold)
こおりのブレス
(Ice Breath)
2B ブレス3 どく
(Breath 3: Poison)
やみのブレス
(Dark Breath)
2C ブレス4 きり
(Breath 4: Fog)
きりのブレス
(Breath of Fog)
4D シースルー
(See-Through)
ウォッチの杖
(Watch Staff)
This seems to be a simple renaming, since "see-through" aptly describes what Watch does in the finished game.
4E フリーズ
(Freeze)
アゲインの杖
(Anew Staff)
Fire Emblem Fates eventually introduced a staff called Freeze, which reduces its target's movement to 0 when cast. Perhaps that was what they had in mind here before deciding on having Anew instead.
50 かいりゅうせき
(Ocean Dragonstone)
オームの杖
(Aum Staff)
Evidently, this slot was once intended for a matching dragonstone for the unused ocean dragon class. It was eventually replaced with the Part 2 variant of Aum.
54 はくりゅうせき
(White Dragonstone)
あんこく竜石
(Shadow Dragonstone)
The preceding game, Fire Emblem Gaiden, featured antagonistic white dragons. Perhaps they were intended to have something to do with Medeus's shadow dragon form at some point?
7A アミュレット
(Amulet)
オームのかけら
(Aum Shard)
A cut item replaced with... a cut item.
7D ほしのオーブ
(Starsphere)
ひかりのオーブ
(Lightsphere)
Evidently, these two items were swapped around or confused for each other at some point.
7E ひかりのオーブ
(Lightsphere)
ほしのオーブ
(Starsphere)

Units

ID Debug List Final Name Notes
00 まるす
(Marth)
マルス
(Marth)
Oddly, the menu spells Marth's name in hiragana instead of katakana.
5A しろきしだん
(Whitewings)
てんまきしだん
(Pegasus Knights)
This is the label used by all generic pegasus knight enemies. Perhaps they were all meant to specifically be part of Minerva's Whitewings at some point?
5D テーベマージ
(Thabes Mage)
ダークマージ
(Dark Mage)
The generic mage enemies in Part 1 Chapter 18 may have been meant to be named specifically for the battle's setting, Thabes.
60 にせガーネフ
(Fake Gharnef)
ガーネフ
(Gharnef)
This, unsurprisingly, is the character ID for the Gharnef doppelgangers in Part 1 Chapter 18. Likely a simple tactic to prevent mistaking it for the real Gharnef's character ID (4E).
78 かぜのぶぞく
(Wind Tribe)
すなのぶぞく
(Sand Tribe)
Evidently, the barbarians found in Part 2 Chapter 11 went through a change of element theming.
(Source: Fire Emblem Universe)