Skip to main content

Shin Megami Tensei III: Nocturne/Debug Menu









Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!




Shin Megami Tensei III: Nocturne/Debug Menu



From The Cutting Room Floor

< Shin Megami Tensei III: Nocturne


Jump to: navigation, search


This is a sub-page of Shin Megami Tensei III: Nocturne.


Contents




  • 1 Debug Menu


  • 2 Debug Options


    • 2.1 Debug Displays


    • 2.2 DMA-VIF Dump






Debug Menu


Debug menu

There is a debug menu inside the game with a ton of options that were used by the developers to test the game.


To enter the debug mode, you must enter the save terminal. While still in the save terminal, swap the disc with another game. Then exit the save terminal and you'll hopefully be greeted with a debug menu. (This is not fail proof, it seems to result in a black screen most of the time.) After that you need to put the disc back in.


Another option you can do with a memory editor is to edit this address 202E2134 to a map the game can't normally load. E.g 500 while entering a Shop or Cathedral of Shadows. Exiting the shop you entered while changing the map area will send you to the debug menu.


Alternately, you can apply the following code to enable the debug menu at any point in the game. Any cheat device that supports raw codes, such as a GameShark or CodeBreaker will accept them.
Enable Code (Only activate this on a real PlayStation 2)


902C45D8 0C0B111E


Enable Debug Menu (Press L1+Start anytime during game)


D056DEC2 0000FBF7


005AD7C0 00000002




(Source: Punk7890 - GameShark code)





























































































































































Option
Notes
Screenshot
GAME START
Simply closes the debug menu and launches the game from the opening logos.

SMTIIINocturne-GameStartDebug.png
NEW BATTLE TEST

NEW BATTLE TEST Allows you to test encounters and bosses on different stages. Press X, you'll get a party with a LV.50 main character, Mizuchi, Naga and Queen Mab. Square on controller checks off btl_test but gives you same team. Triangle gives you only the main char at LV.1. L2 and R2 launches boss test option. Select opens encounter table.

ENCOUNT: Option to choose which encounter to test.
STAGE: Option to choose which stage the battle should be on.
PLAYER: Allows you to change how many demons are in the party.


DAMAGE, PRESS, NEGODEBUG, NEGOBOUGAIA, NEGOJIHATU and BTL_TEST aren't functional in the final game.



SMT-III-Nocturne-Debug-NEW BATTLE TEST.png
BATTLE FIELD TEST
Allows you to look at all the different battlefields that are in the game.

By pressing right or left on the d-pad, you can change the battlefield that you want to load. Pressing R1 or L1 changes the sub-value.


Pressing triangle or square allows you to change the camera angles.


Pressing select turns off the debug HUD.



SMT-III-Nocturne-Debug-BATTLE FIELD TEST.png
MODEL COLLISION EDITOR
Not functional, returns you to the debug menu.

KERNEL TEST
It's certainly a Kernel Test. Note that this usually would hardlock your game, however that's only because it doesn't find the files it tries to load.

dds3datamodelfieldplayer_a.PB 
dds3datafldff108f108_000.LB
dds3datafldff108f108_001.TB
dds3datafldff108f108_001.f2
dds3datafldfbinnpc01.PB
dds3datafldff108f108_001.f1
dds3datamodeleventtestplayer.PB

These are the files it attempts to load in this order, and the files that are missing are all of the files in the f108 directory, and the dds3datamodeleventtestplayer.PB file. Now if you sub in any other field like f015 and change the names of the files, it will work.




EVENT TEST
This one allows you to view pretty much any cutscene that uses .bf as the file format to store it's text. Meaning pretty much every used cutscene in the game except for IPS/IPU movies which are only shown on rare occasions. However, a few unused cutscenes can be accessed using this mode, which is why it is so significant.

By using the D-Pad you can scroll through every cutscene one by one. Note that not all of the numbers signify an event, if it doesn't load then the file doesn't exist. By pressing Square or R1 you can scroll 100 at a time. Triangle or L1 can be used to scroll 100 at a time backwards. X resets the flag. Pressing Circle lets you view the cutscene.



SMT-III-Nocturne-Debug-EVENT TEST.png
EVENT VIEWER
Allows you to view Work in Progress cutscenes. It's also possible to create cutscenes with this debug option but it's difficult.

Pressing Triangle opens up the menu where you can load and save projects. If you press Triangle again, you can see all of the things that are used in the cutscene; camera angles, background music, characters, field, etc. Pressing Start, starts the cutscene. Select puts you back to the beginning of the cutscene. Circle removes the debug hud. By using the D-Pad you can view the cutscene frame by frame, or 10 frames at a time. X and Square changes the camera angle.



SMTIIINocturne-event-editor.png
FIELD
Hardlock.

MESSAGE SCRIPT TEST
Pressing X, Circle or Triangle lets you change the text that is displayed on screen. The messages translated are "This is a test message" and "This is a Dionysus message". Square changes the background from a picture of Yuko Takao, to an early rendering of Cathedral of Shadows, to an early menu screen.

SMT-III-Nocturne-Debug-MESSAGE SCRIPT TEST.png
CAMP TEST
Opens the pause menu. One interesting effect with this one is that it completely changes your demon roster, magatama and items. It also resets your story state. Exiting sends you back to Debug Menu.

SMTIIINocturne-Debug-CAMP-TEST.png
COMBINE TEST
Opens the Cathedral of Shadows to test fusions. Exiting sends you back to Debug Menu.

SMTIIINocturne-Debug-COMBINE-TEST.png
SHOP TEST
Opens a Junk Shop. Exiting sends you back to Debug Menu.

SMTIIINocturne-Debug-SHOP-TEST.png
RAG TEST
Opens a Rag's Jewelry shop. Exiting sends you back to Debug Menu.

SMTIIINocturne-Debug-RAG-TEST.png
RECOVER TEST
Opens up a Healing Spring. Exiting sends you back to Debug Menu.

SMTIIINocturne-Debug-RECOVER-TEST.png
TERMINAL TEST
Opens the terminal in Shinjuku Hospital. Exiting sends you back to the basement in Shinjuku Hospital.

SMTIIINocturne-Debug-TERMINAL-TEST.png
RESULT2 TEST
Opens a result screen. Your demons level up here surprisingly. The game gives the demons experience and levels them up. This was used to test the stuff in the 'result2' folder.

SMTIIINocturne-Debug-RESULT2-TEST.png
NAME ENTRY TEST
Opens a Name Entry screen where you can change the main character's name. This option resets your file to have no items, demons or magatama and also resets the point of the story to the start of the game.

SMTIIINocturne-Debug-NAME-ENTRY-TEST.png
MODEL VIEWER
The model viewer lets you view all of the models contained inside the 'model' folder. This includes models that are used in cutscenes, models that are used in battles, and even models that are completely unused.

The model viewer has 11 options to mess around with.


MODELː Allows you to view different models. CAMERAː Allows you to change the camera angle by rotating or simply going further back or zooming in. Press square to change the mode. OBJECTː Allows you to move and rotate the model. Press square to change the mode. MOTIONː Shows the motion of the model, allows you to pause, play in slow motion and even see when the animation loops. LIGHTː Allows you to move or change the lightning. FOGː Option for adjusting fog. FACE-DIVː Changes the shading. ARRANGEː Allows you to add another model to the screen. You can compare two models this way. Sync-motion syncs the two models together. TEXTUREː Option for viewing the textures used for the model. OPTIONː You can change the background color, and toggle debug stuff here. EFFECTː You can view the effect used on the model here.



SMT-III-Nocturne-Debug-MODEL VIEWER.png
SOUND TEST
Hardlock

FONT TEST
Hardlock

PARTICLE EDITOR
Sends you back to debug menu.

SPRITE VIEWER
Sends you back to debug menu.

MAGATUHI EDITOR
Sends you back to debug menu.

RESTORE PLAYDATA
Sends you back to debug menu.

NEGO PLAYDATA SET
Sends you back to debug menu.

PUZZLE BOY GAME
Launches the dreaded Puzzle Boy Game.

SMTIIINocturne-Debug-PuzzleBoyGame.png
PUZZLE BOY MAP EDITOR
This loads up the puzzle boy game, but crashes instantly so it's not functional. However, there are some leftover text strings from how it used to work.

FLOOR
WALL
NORMAL BLOCK CORE
NORMAL BLOCK
ROUND BLOCK CORE
ROUND BLOCK
EXIT


SMTIIINocturne-Debug-PUZZLE-BOY-MAP.EDITOR.png
MOVIE VIEWER
Option for viewing IPS/IPU files. However, it doesn't work properly and only displays the title screen movie 2.

By pressing circle, you can start the movie. Select lets you pause the movie at a certain frame.



SMTIIINocturne-Debug-MOVIE-VIEWER.png
STAFF TEST
Launches the Staff Roll.

SMTIIINocturne-Debug-STAFF-TEST.png
ENDSAVE TEST
Sends you to the save screen after the staff roll. You can start a cycle 2 this way even if your file hasn't even gotten past Shibuya.

SMTIIINocturne-Debug-ENDSAVE-TEST.png

Debug Options


A few debug options not associated with the debug menu can be seen and enabled here. If you plan on activating these codes on real hardware, enable this code 902C45D8 0C0B111E. If not, skip this step.


Debug Displays



Enable FullOpen Debug
0052E324 00000001
Enable Debug Options
0052DCA4 00000001


  • Enable FullOpen Debug will allow you to see all of the current map in the pause menu with this code on.

  • Enable Debug Options will allow you to view and enable a few extra debug displays. While in battle, press L1 to bring up collision display, R1 to look at properties of the demons in battle, L1+R1+L2+R2 to win a battle, and A on a USB keyboard to bring up more info.


With the Enable Debug Options code on, you can enable a couple more displays while in game at anytime. It's unclear what they mean. They appear to have no effect when they are on.



Display's DISTBLUR_NUMBERR
0052DE64 000000xx
Display's RIPBLUR_NUMBERR
0052DE68 000000xx

Where xx is, put any number there.



DMA-VIF Dump


A debug option that lets you dump current VIF data. This is most likely 3D model data currently loaded in the map. It generally dumps 400 - 500K of memory. This only works presumably with development hardware via a console display. An emulator will display it perfectly fine in a console window if you have it enabled. Below is a code to dump VIF data. You can click here to see an example of what type of data this outputs.



Press R1+Start to Dump VIF Data
D056DEC2 0000F7F7
0052DCC8 00000001

(Source: Original TCRF research)

(Source: KrisanThyme - Kernel Test)








Retrieved from "https://tcrf.net/index.php?title=Shin_Megami_Tensei_III:_Nocturne/Debug_Menu&oldid=622268"





Navigation menu
























if(window.jQuery)jQuery.ready();if(window.mw){
mw.loader.state({"site":"loading","user":"ready","user.groups":"ready"});
}if(window.mw){
mw.loader.load(["mediawiki.toc","mediawiki.action.view.postEdit","mediawiki.user","mediawiki.hidpi","mediawiki.page.ready","mediawiki.searchSuggest","ext.uls.pt"],null,true);
}if(window.mw){
document.write("u003Cscript src="https://tcrf.net/load.php?debug=falseu0026amp;lang=enu0026amp;modules=siteu0026amp;only=scriptsu0026amp;skin=vectoru0026amp;*"u003Eu003C/scriptu003E");
}
var pkBaseURL = (("https:" == document.location.protocol) ? "https://stats.tcrf.net/" : "http://stats.tcrf.net/");
document.write(unescape("%3Cscript src='" + pkBaseURL + "piwik.js' type='text/javascript'%3E%3C/script%3E"));

try {
var piwikTracker = Piwik.getTracker(pkBaseURL + "piwik.php", 2);
piwikTracker.trackPageView();
piwikTracker.enableLinkTracking();
} catch( err ) {}


if(window.mw){
mw.config.set({"wgBackendResponseTime":516});
}

Popular posts from this blog

Mario Kart Wii

The Binding of Isaac: Rebirth/Afterbirth

What does “Dominus providebit” mean?