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.
Sprite Test#
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".
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.
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. |
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