the cutting room mirror

Debug Menus

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This is a sub-page of Proto:Kirby & the Amazing Mirror.

There a few screens used for debugging left in the game, although they require patches to be activated, since no caller exists for these functions. They were removed almost entirely from the final game.

(Source: heynow & Vyroz (initial discovery), QUFB (reverse engineering))

Sprite Test#

KirbyAmazingMirrorProto-SpriteTest.png
This screen is used to display sprites and animations. A sprite is referred to as "CHARACTER" here, and each one has one or more animations, called "PATTERNS".
Ooooooo SCARY floating Kirby. The menu lists various controls:

  • RIGHT & LEFT: Scroll through CHARACTERS.
  • UP & DOWN: Scroll through PATTERNS.
  • A BUTTON: Replays a PATTERN.
  • START: Pauses an animation at any point.
  • SELECT: Slows down the PATTERN that's currently playing by alternating between pausing and playing.
  • B BUTTON: It's supposed to make you exit the menu, but it instead boots you to a blank screen.

Oooooo SCARY Fire hat apparition.

There are also more debugging options not mentioned in the screen:

  • A + ANY DIRECTION: Move the sprite on the right.
  • A + SELECT: Makes the sprite on the left to disappear.
  • A + START: Makes the sprite on the left to gain Fire's hat.
  • L/R: Scroll through the sprites faster.

Load at game reset with the following GameShark v1/2 codes:

1C65B2D8 5ACD7B67
4A19FBC3 4A86A4C5
66B8A5A3 6FAFBC3F
51ABC444 0109F7E3

Sound Test#

Plays all of the BGM and SFX in the game. This menu also has a set of controls listed:

  • A BUTTON: Play/stop audio.
  • LEFT: Select BGM.
  • RIGHT: Select SFX.
  • UP: Scroll to the following audio.
  • DOWN Scroll to the previous audio.
  • B BUTTON: Boots you to a black screen.

The user can also press L/R to scroll through audio faster.

Some names for BGM and SFX can also be found scattered throughout the BGM and SFX listings, which are documented below. Note that BGM is always prefixed with "BGM" and SFX is prefixed with "SE".

BGM

Number

000

004

005

006

009

013

014

020

SFX

Number

Missing Number

100

101

102

103

104

105

106

107

108

109

110

111

112

113

114

115

116

117

118

119

120

121

122

123

124

125

126

127

128

129

130

131

132

133

134

135

136

137

142

143

144

145

146

147

148

149

150

151

152

153

154

158

159

160

161

162

167

168

169

170

171

172

173

174

175

176

177

178

179

180

181

182

183

184

185

186

187

188

189

190

191

192

193

194

195

196

197

201

202

203

204

205

206

207

208

209

210

211

212

213

226

300

301

302

303

304

305

306

307

308

309

310

311

312

313

315

320

325

326

331

332

333

334

335

336

338

339

341

342

345

346

358

361

362

363

368

369

379

380

385

386

500

501

502

503

504

505

506

507

508

510

517

521

522

525

The internal names are the only surviving aspects of the Debug Sound Test in the final game.

You can load it in a game reset with the following GameShark v1/2 codes:

BB9DA15D 3E337329
02C9A48A 59F0AB6A
60E64205 A81C77C2
42AC61B2 417FE89B
65BAC887 41E5BF46
47D9E65F AFDA5354
1A22A6BA 4483E5E1
FA9B7B6A 42D5CD5B
69CC0200 F5EFB746
A8760666 306D820A
B2955BAC D4EB39C4
FEB1458C EBD2C003

Error Handler#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Figure out these sets of 4 entries, possibly related to 4-player multiplayer.

An error handler shows a screen with text about a communication error, officially localized as "Communication Error! Check all connections and try again". 4 sets of entries appear on-screen. Error codes can be found starting at address 08717124:

ERR_NONE
ERR_SENDRECV
ERR_KEY_SIO
ERR_KEY_NOTKEYPACKET
ERR_KEY_CONNECTID
ERR_KEY_ENDBUF
ERR_KEY_INVALIDKEY
ERR_KEY_MAXSKIP
ERR_KEY_CHECKSUM
ERR_KEY_DELTAOVER
ERR_KEY_???

Load at game reset with the following GameShark v1/2 codes:

BB582DD7 86325FC2
A27628E4 8F8E8E4F
30501D5C DF483904
88EA6D98 4ADBA25B