The code to activate the debug mode in-game using R1 is 8006B456 0101.
But it only works on disc one. Is there some way to find the equivalent for disc two?
More importantly, why does it even work on Disc 1? The program files are the same between both discs...
I'll file this in the "things to figure out when rewriting the engine mostly to fix bugs" category (in other words, sometime after the editor gets written), unless someone figures it out before me.
Debug room is specifically that, a room, I think. it isn't the program that would be missing from disc 2, but rather the room, the debug menus are all part of the fieldscript for that room, as I see it. Conjecture, but it would make sense.
The thing is, the debug menus show up in the dialogue tables for basically
every room... It really is, as I said a page or two ago, more of a debug
flag that we're setting than any real debug
room.
As far as the CC-logo-on-floor room... hm. That shows promise for other things, especially if it has any actual fieldscript attached to it.
It'd help if the room numbers from the modifier code (or even from the debug menu!) corresponded in any way I can figure out to the file sets, though. Strike that. The room numbers at the very beginning that crash/give black screens get filed in MISC.
NOTE TO EVERYONE: To convert from a room number in the debug menu to the file numbers, multiply by 3 and add 332. This is the first file out of the set of three.
BTW, there aren't any actual rooms above #544 on Disc 1, or above #559 on Disc 2 (confirmed by way of examining files). I'm not entirely sure what would happen if you tried loading rooms beyond that (for example, trying to load Room 545 on Disc 1 should load the pause screen effect, the pause screen text, and the status screen graphics and try and interpret it as room data) but I suspect the game simply crashes as the files aren't in the proper format.
Other things to note:
0001.out -
BOOT = cdrom:\SLUS_010.41;1
TCB = 4
EVENT = 16
STACK = 801fe000That's the exact contents of it (aside from that what immediately precedes the equals signs is tabs instead of spaces). Does changing this file actually change settings (the only one I'd recommend changing,
ever, is the STACK line, and even then it's doubtful)?
0004.out - Has a
lot of function names at the beginning, including many many kz_* functions, such as the following:
kz_CheckEquipGrandorion()
kz_CheckEquipBraveShield()
kz_CheckEquipBraveGoods()
and the great one:
kz_GetBeta()
0005.out - The first 303 bytes are all that's readily apparent as far as interesting things (note: I skipped the first 96 bytes as it's just file names + some junk):
-----------------------------------
%s
<------------select------------->
cd mode
pc mode
emulator mode
psx mode
pcprog mode
cdprog mode
disk = 1
disk = 20018.out - Shop-related stuff, along with status messages while saving/loading and the little save blurbs. Why those are in the same file, who knows... guess they decided those used a sufficiently similar interface to put all the data into one thing. It's got a DRP header, though, like the second file out of any room triad. (It doesn't form a full room, though, obviously.)
0015.out - Looks like it references eight models (?? Or perhaps just elements of some sort for the "screen" it produces), bit_ and bit2-bit7. Again, DRP header, but not an actual room to the best of my knowledge.
It'll be interesting to see whether the room dialogue scripts on Disc 2 have debug mode text. It would be utterly weird to have a debug mode only on one disc though, wouldn't it?
You'd have to check one of the "unique to Disc 2" rooms - either where the file itself is a different size, or where it's just flat-out dummied on Disc 1.