The "V" represents the volume of the currently played music, ranging from V00 to V7F. It initially starts as #XX and VXX and after being selected it defaults to # 00 and V7F.
It does nothing on this menu.ĬD CHECK: Game soundtrack test. WORLD MAP TEST: Access another area for animation testing. The modified game audio options on the TOMA'S MENU screen do not take effect when accessed by this option. START IN ORDER: Starts the game from the title screen. R1 increases the number by 1, L1 decreases the number by 1, R2 increases the number by 100, L2 decreases the number by 100 and START pauses debug menu and despause. Triangle increases the CD CHECK volume by 1 and X decreases the CD CHECK volume by 1. Circle accesses the selected option and initiates game sounds.
The hex number in the upper right corner represents the amount of time you stay in the Debug Menu.ĭ-Pad chooses options. The keys have different functions in this menu. The World Map Test option, after accessing it and pressing Start, crashes the game. This menu is a menu for testing game sounds and animation through the "World Map Test" menu. After entering it, there is no way out, as none of the options work. This function works on almost all of the debug menus available. The triangle button changes the MONITOR status to OFF or ON consecutively, but this does not seem to work at all. You can move the cursor anywhere, but only the options with text do anything.
In this screen, pressing Circle accesses the 3 available menus. In it, one can see the title "Menu Program", where it has the string "MONITOR ON" and the probable build date, 21:25:24. As soon as the variable is changed, it enters that screen automatically. It can be accessed by setting address 10E5EC to 01 in the US version. Extract the build dates for the other versions.Find out if the memory address is what makes the difference for the functions or if the functionality remains in the ROM. There are differences in the functions and images that were discovered from the above video and the temptation and error test until you find the correct memory address.There's a video of it in action, but there does appear to be some discrepancies. The correct textures exist in the game files, but get overwritten when loaded into VRAM. By modifying the camera position to get closer it is however possible and this will show broken image data. This is normally not visible to the player due to the lower resolution variants of the texture normally only being visible as there is no way to get close enough for the high resolution ones to load. One can only assume that the Balue sprite was intended to be used in the Extra Vision instead of Breezegale’s crest and the Nahatomb sprite would be used in the Final Vision instead of Cress’ crest, but the Lephise sprite is anyone’s guess.ĭue to an oversight the window textures in Vision 6-2 get overwritten in VRAM by another texture. There is no empty version of any of the three. There are three dashboard sprites for the area where the rescued Phantomilians are tallied that go unused: one with a picture of Balue, one with Lephise and one with Nahatomb.