Shining Force III/Debug Mode
This is a sub-page of Shining Force III.
To do:
|
Contents
Debug Menu
Entering 36021E0E 0001(Japanese v1.006), 36021F7E 0001(Japanese v2.005), or 3602205E 0001(US/Europe) Will enable a debug mode. It has multiple functions, the most notable of which is replacing the normal Configuration Menu. The functions of this debug menu are as follows:
Name | Explanation |
---|---|
Scn | Area Warp - select the map where you wish to go, hit A then close the menu. Has a bit below the area name, this appears to determine what entrance the character spawns from. |
Flg | Sets event flags. |
Prm | Roster editor. Add or remove character, change their levels or classes. |
Itm | Gives you any item in the game, provided you still have space. There is the GOLD option, which gives you 999,999 Gold coins, the maximum amount possible. |
Sav | Saves file |
Lod | Loads a save file |
Snd | Sound Test |
12P | This option was blanked out in the US. Regardless of the region, it's non-functional, selecting it will just reload the menu. In the Japanese version and Scenarios 2 and 3, this is called "12P" and in the demo "???", along with another deleted option, "MAX" |
Cfg | The normal Configuration menu |
Controls
Pressing X+Y+Z together will pause the game. In this mode, pressing any button other than L, R, or Start will advance the game 1 frame, pressing L will enable some printout information and R will disable. To exit, Press the Start button. Holding Z will disable collision, allowing you to cross out of bounds. In battle, if you hold Z while an enemy or character ends their turn, the battle instantly ends, or instead you can kill specific characters/enemies by holding Start while ending their turn. Finally, pressing R during a cutscene will skip dialogue, and L will disable it. Pressing it multiple times can advance through scenes slightly faster, though this will crash the game on certain scenes, such as when Fake Benetram leaves the Saraband bridge battle.
Controlling Enemies
If Debug is enabled and you press Start on controller 2 during battle, you will now be able to control enemies in addition to your own characters(If Printout is enabled the message "Sousa On" will appear if done successfully.). Alternatively, if the A & B registers at address 0601FC50, are set to 08 and 00 respectively, or setting the bit 0128-6 in Flg to 1 will also enable it.
Fight Menu
Setting 0128-0 in Flg will enable a fight menu, with extra options, they are as follows:
- CNO - Unknown, cannot be changed.
- ACT - For Scenario 1 the options are: Fight, EQITM(Equiptment Item), ItemC, and Magic
- NO - Goes from 0-101, it's use depends on what ACT you selected. I.e if you select magic, it selects what spell you'll use.
- LV - Level of attack, likely only for Spells.
- HIT - Controls what the target character(whoever initiates the battle) does. Options are: NRML(Normal Attack), S--H, N--H, SUKA(Guard), and CRTC(Critical Hit.)
- KAI - Controls what Critical Hit attack is played if CRTC is set. Unknown if it does anything else.
- HAN - Unknown
- D - D1 controls the name of the character being hit, while D2 and D3 are Attacks. By default, D2 is always set to -1. Can crash your game, especially if you attempt to set D1 to an invalid character(i.e. One of the PC## characters).
Note: Printout must be enabled in order to see the display, otherwise you'll just be staring at a black screen.
Debug Flags
To do: Slow Mode and certain other flags doesn't appear to work US version, check both Japanese |
Using the Flg option it is possible to enable extra debug functions, format is "Address-Bit" and they are as follows:
0108-0 - Forces the Camera to pan to a specific angle.
0108-2 - Window layer disabled.
0108-4 - Forces the Camera to Zoom in.
0108-5 - Disables Camera Rotation.
0108-7 - Sprites disabled.
0110-3 - Disables the backgound layer.
0130-0 - Hitbox display (Overlays a wireframe around collision).
0130-3 - Camera Tilting or alternatively, Drunk Mode.
0130-4 - Slows Camera movement.
Battle Scene Test
The file X046.BIN contains the "Battle Scene Test" as it is called in an earlier version of the game. To reach it, in the US version, the addresses 0600CF7C and 0602E904 need to be set to 01 and 270F respectively with a long write. This can be done via the Yaba sanshiro(likely yabuse as well) emulator by entering Tools -> Cheats List and then clicking the "Raw Memory Address" option, selecting "Long write" and inputting Address 0600CF7C/Value 01 and 0602E904/9999. If done correctly, the latter should read "0000270f" after saving the input. Afterwards, the game will attempt to load into it automatically while in-game, or after a save file is loaded on start up. Interestingly, parts of the debug get activated while this code is on, namely the XYZ freeze and printout.
- A button
Printout needs to be activated for this menu to display properly. "Effect" plays spell animations, with left or right changing what spell plays before selecting it, with "Level", naturally, increasing the level of the spell animation played. "Position" changes the positioning of the enemy character. "Clip" introduces crops out the part background image, similar to how battles look in later scenarios though the option exists to push it even further than what gets used. "Disp BG" turns on/off the stage background entirely, allowing the characters to fight in a void. Finally, "Effect end" clears spell animations if there is one playing, otherwise it will do nothing.
- B button
This is the meat and bones of the menu. To start, pressing the X button will switch from "Poly Char A" to "Poly Char B", allowing you to select between the Player and Enemy characters.
The box on the left changes the character selected, what animation they play and how fast they play it. "Player", of course, lets you choose between all which lets you choose the playable character models, "Enemy", self-explanatory, and "summon" which allows use of the summon models(interestingly the colossus is also part of this list.) Oddly, there also appears to be an optional to select what type of weapon a Playable Character uses, but it defaults to "0 Bronze Knife", and cannot be changed. "Animation" and "Anime Speed" control what animations a character uses and how fast it is played respectively. What animations a character has varies, but generally the player characters have way more than enemies.
The box on the right can be split into two different sets of options. "Attribute", "Light", and "Fade" appear to control aspects of the poly char selected, likely for testing the special effects on critical hits and magic, as once an option is made the character's normal textures are removed. "Enkei" changes the background image of the battlefield, while "Stage" changes the flooring. "?????" doesn't appear to be functional, most likely a placeholder option. The Z button appears to remove whichever poly char is selected.
- C button
An menu for controlling attacks.
- Attack
This options plays the various attack animations a player character has: "ATTACK" is self-explanatory, while "HANGEKI" appears to be intended for long ranged weapons and will look broken if a model with short ranged weapon is selected. "MAGIC" and "ITEM" are also self-explanatory, while "KAISIN0" "KAISIN1" and "KAISIN2" cycle through the weapon level critical hits (i.e. if the character uses a standard sword, KAISIN0 would be Sonic Wave.)
- Hangeki
Different option than the one in the Attack menu. Strangely, this option is blank until highlighted, whereby it then changes to "ATTACK". It doesn't appear to change, what effects it's supposed to have are unknown.
- Damage Rcv & Damage Act
How much Damage is given to the enemy, and how much you are dealt. Setting the former to 0 initiates a block, and leaving it like that while setting the latter to any number other than 0 will initiate a counter.
- Hissatsu
Allows you to use all 190 critical hit attacks in the game.
- R button
Finally, the R Button initiates a camera pan.
X, Y, Z and L appear to do nothing by themselves, however, Start + Y and Start + Z turns off the HP box and wireframe hitboxes respectively. They can be reenabled with Start + B for the HP, and r Start + C for the wire frame. Both can be disabled and reenabled at the same time with Start + X and Start + A. L + Z also plays a series of sprite animations all at once, and finally, Start + L(Start absolutely must be pressed before L) seems to be how you are supposed to exit the mode, but as it is now, it only reloads the test.
Error Handler
The game has a fairly robust Error Handler, separated into two parts. The first loads from 1ST.BIN and are as follows:
DSP Activated By Illegal Process What ? ADDRESS ERROR DMA ADDRESS ERROR GENERAL UNDEFINED INSTRUCTION SLOT UNDEFINED INSTRUCTION MATRIX PUSH-POP ERROR Caution!! Re-Entry SyncJob!! PageChanged fb00! PageChanged fb01! FBCOPY PID ERROR CD READ ERROR! PLEASE CHECK CD AND PICKUP LENS Error Loading ID Cannot OPEN Illegal WaveMania Param Illegal TexMan Param Illegal TransMix Param DSP -[Letter] Lost DSP Int DSPJOB FULL
While these load from X014.BIN, and are specifically for Battles. These can be seen by enabling the printout in debug mode(press X+Y+Z together which freezes the game, press L to enable, and then unfreeze game by pressing start, and initiate a battle.)
- STA [#]
- EXP [#]
- END [#]
- DSP - [Letter]
- Poly
- Anim
- Stag
- Text
- TVer
- TPol
- DPol
- OBJ
- PART
- SEFF
- frmA
- frmB
- Time [###]