Not only is there a full debug menu present, but there is also a lot of debug text that presents itself when traversing through a dungeon.
Debug Text#
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To do:
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The first thing you'll notice when entering a dungeon is that two lines have been added to the bottom of the HUD:
one reads "sl id:" and the other reads "seed:". The first seems to show the ID of your hero's state; for example, it changes when attacking, moving, and receiving damage. The second shows the RNG seed of the current dungeon.
As you play, the message log will occasionally display some debug text.
Whenever any Pokémon is attacked, whether it's you, your partner(s), or an enemy, one of the following messages will appear:
Japanese |
Translation |
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Appears if the attack does Special damage.
Japanese |
Translation |
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should appear when using an "other-type move", which generally refers to status or other non-attacking moves, but doing this doesn't appear to show any debug messages at all.
Japanese |
Translation |
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Appears if the attack does physical damage.
Japanese |
Translation |
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Honestly no clue.
Defeating an enemy presents more dialogue. If a Pokémon can drop an item, a similar message will appear after they are defeated:
the "item drop ratio:" will have a random value, and the line on the bottom shows the chance of each item drop for the Pokémon. In the example, it says "0<i0<1700<i1<1715<i2<1725<i3". This means that, if the generated value is between 0-1700, it will drop "i0" (meaning no item is dropped). If it is between 1700-1715, it will drop i1, or item 1. If it's between 1715 and 1725, it drops i2, and anything above 1725 drops i3. These values appear to change depending on the species, but the one in the example is one of the common ones.
If the Pokémon is able to be recruited, this message appears:
The first value is always random, while the second depends on the species and your current recruitment rate. If the first number is smaller than the second, it will offer to be recruited, otherwise it will not.
Within the Item menu, selecting any item will show a "Debug" option. Selecting this seems to have no effect, and uses a turn.
Debug Menu#
Unsurprisingly, there is also a unique set of options within the in-dungeon menus. This can be found under the "Other" category in the menu, in yellow text. It also appears when pressing the hidden Debug Button. Selecting this presents 4 new options.
Japanese |
Translation |
|---|---|
いろいろ |
Misc. |
マップ |
Map |
マップ |
Map |
キャンセル |
Cancel |
Misc.#
Brings up a large window, with the title "メニュー Build 163"(menu) (or "メニュー Build 157", depending on the build you're using) on the top. The following options are on this menu, most of which bring up a new submenu when selected. The touchscreen does not respond on this menu. Throughout the entire menu, you can usually hold the R button to change numbers by 10. The menu remembers your selections each time you exit from it. Note that the strings used here do not appear to be in the final release of the Time/Darkness games, but they are present in Explorers of Sky, which is where these translations are sourced from.
Japanese |
Translation |
|---|---|
モンスター1 |
MONSTER A |
モンスター2 |
MONSTER B |
アイテム |
ITEM |
しん アイテムA |
NEW ITEM A |
しん アイテムB |
NEW ITEM B |
わざ |
MOVE |
わな |
TRAP |
マップ |
MAP |
フロアにいどう モンスターていしA |
ENEMY STOP! JUMP TO |
さいしゅうフロア モンスターていしB |
ENEMY STOP! DIRECT JUMP TO LAST FLOOR |
そのたのメニュー |
Other Menu |
MONSTER A#
Edits various stats, which can either affect your Hero or a Pokémon you are facing.
Japanese |
Translation |
Function |
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FRONT MONSTER/HERO |
FRONT MONSTER/HERO |
If the former is selected, and you are facing any Pokémon (this includes enemies), then that Pokémon will be affected by your choices throughout the entire menu. If you aren't facing anyone, or if the latter is selected, it only affects your Hero. |
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T0: |
T0: |
Allows you to select from all 18 types. Unsure what this does in practice. This doesn't change the typing in the target's Stats, nor does it affect the effectiveness of moves. |
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T1: |
T1: |
Same as above, but likely affects the secondary type of whatever it's editing. |
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C0: |
C0: |
Allows you to scroll through every ability in the game. Still unsure what it's editing, it doesn't seem to affect abilities. |
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C1: |
C1: |
Same as above, likely affecting the secondary ability instead. |
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このフロアのひと |
ON THIS FLOOR |
Displays the list of every currently-available Pokémon in the dungeon, including the ones on your team, the possible enemies, and what seems to be a Dummy option. Selecting any of them brings up yet another sub-menu, which allows you to spawn the selected Pokémon in the dungeon. Press A to spawn it in front of your Hero:
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ぞくせいそうさA |
STATUS(1) |
Opens yet another submenu, which shows the various stats of your target:
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ぞくせいそうさB |
STATUS(2) |
Brings up yet another submenu, this time showing the stats of the Pokémon. First it shows the Attack, Sp. Attack, Defense, and Sp. Defense, which can all go from 1-999. Then, it shows the Minimum values (marked with an L), which can go from 0-19, and Maximum values (Marked with an M), which goes from 1-999. After that, it shows the IQ, which goes from 0-9999, then finally a "GETFIRE" value. Not sure what that is, but it goes from 0-9. |
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クリア |
ALL CLEAR |
Deletes every enemy currently on the floor. |
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わざ |
MOVE DISP |
Shows the moves of the current target, along with their current and maximum PP. This menu is read-only though, for whatever reason. |
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ハイパーか |
HYPER GROW |
Sets the target to level 100, with all the stats and moves altered accordingly. |
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かため |
HARD DEFENCE |
Sets your target's Defense and Sp. Defense levels to 255, and sets their HP to 499. |
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HP999 |
HP999 |
Sets the target's HP to 999. |
MONSTER B#
Handles several stats relating to your recruits, or the enemy Pokémon.
Japanese |
Translation |
Function |
|---|---|---|
おなかまていし |
STOP PARTIES |
lets you choose between "----" and "STOP". The latter will prevent your teammates from moving or attacking. |
モンスターていし |
STOP ENEMIES |
Similar to above, but instead affects all enemies on the floor. |
こうげきせいげん |
MOVE MODE |
lets you choose between "NORMAL", "ATTACK ONLY", and "MOVE ONLY". If "ATTACK ONLY" is selected, your teammates will solely use the regular attack. This will however require their Exclusive Move-User IQ Skill to be disabled, otherwise they will paradoxically only follow you and never attack. Oddly, "MOVE ONLY" appears to be the same as NORMAL; this function seems to have broken between games, as it worked as intended in Rescue Team's dungeon debug menu. |
しぜんはっせい |
AUTO REBORN |
lets you choose between NORMAL and STOP. If "STOP" is set, then you and your team will never use Reviver Seeds when defeated, even if some exist in your bag. |
なかま 100% |
JOIN SURELY |
Guarantees that any enemy you defeat will be recruited. This is done by manually setting the RNG value to -19584 each time, which will always be lower than the recruitment value. Still does not work on non-recruitable enemies, however. |
ITEM#
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To do: |
This allows you to create any item in the game, which are sorted into lists based on their category. If you are facing an enemy Pokémon, have "FRONT MONSTER" set in MONSTER A, and select an item here, the enemy will receive the item, dropping it when defeated. If you are facing a party member and do the same, they will be holding the item, which can be seen on their summary, but this item is seemingly unobtainable: it will not properly appear in the inventory, and if they were already holding an item, that item will still be in the inventory and have the indicator that it is being held. Giving them a new item will claim that it was swapped, but it still will not appear in the inventory, instead being lost. If you aren't facing anyone, or have MONSTER A set to HERO, this will place the items in your Treasure Bag as expected.
Japanese |
Translation |
Function |
|---|---|---|
こすう |
NUMBER |
Sets the amount of the selected item. This does not affect the quantity of stackable items; rather, it creates a separate entry for each item. |
のろい |
CURSE |
Allows you to select between "NORMAL" and "CURSE". This affects whether the created item will be Sticky or not. |
や いし |
NEEDLE |
Brings up another menu, listing each Throwable item. Selecting one places a stack in your bag, the quantity of which seems to be randomly set to 4 or 5 depending on the game's mood. |
リボン |
RIBBON |
Brings up a menu, listing each of the ribbons and other wearables. |
くさ |
SEED |
Brings up a menu, listing each of the seeds. (are you starting to see a pattern?) |
たべもの |
FOOD/P$ |
Brings up a menu with all the food items, Gummis, and the obscure "Poke" item, the quantity of which is set to 3. |
ほんけ |
SPECIAL |
Brings up a menu with various miscellaneous items, including those related to Evolution, keys, and other items. |
わざ1 / わざ2 |
TM |
Brings up a menu with all the TMs in the game. This is split into two pages. The English translation has the same name for both pages. |
ふしぎ1 / ふしぎ2 |
ORBS |
Brings up a menu with all the Orbs in the game. Like above, this is split into two pages, and both pages have the same name in the English translation. |
ぜんくり |
ALL CLEAR |
Clears your item bag without warning. |
らんすう |
RANDOM |
Places one random item into your bag. Not sure what use this has practically, but it sure is fun! |
おかね |
POKE |
Doesn't seem to do anything (your money, both in the bank and on-hand, are untouched). The string next to it seems to be set to a very high number. |
あしもと |
GROUND |
Can be set ON or OFF. If it's set to the former, then any created item will be placed on the floor beneath you, rather than in your bag. |
NEW ITEM A#
An alternate version of the above menu, which allows for several items to be created at once. This may be more useful, as the internal numbers are shown here. The two options on the top and four options on the bottom of the previous menu return here, and do the same thing as before. This menu also has the same "FRONT MONSTER" behavior.
Japanese |
Translation |
Function |
|---|---|---|
こすう |
NUMBER |
Sets the amount of the selected item. This does not affect the quantity of stackable items; rather, it creates a separate entry for each item. |
のろい |
CURSE |
Allows you to select between "NORMAL" and "CURSE". This affects whether the created item will be Sticky or not. |
や |
NEEDLE |
Selects from the "needles", or the throwable stick items. Specifically, these are items 001-006 and 009. |
いし |
STONE |
Selects from the throwable stones: IDs 007, 008, and 010. |
そうび |
BOW |
Selects from the Bows, Ribbons, and other wearables and special items: 016-042, 044-067, 178, and 400-443. |
ほんけ |
SPECIAL |
Selects from items: 139-165, 173, 174, 182, and 186. |
くさ |
SEED |
Selects from seeds: 011-015, 43, 68-108, 113, 114, 116-118, 137, 138, 166-172, 175-177, 179-181, 184, 185, 194, 198, 205, 219, 224, 226, 236, 258, 259, 293-300, 324, 339, 345, 349, 353, 360, 361, 363, 769, 825, 998, and 999. The reason why this list is so long is because it seems to include all the unused placeholder Plain Seed items, which are scattered throughout the list. |
パン |
FOOD |
Selects from various food items: 109-112, 115, and 119-136. |
わざマシン |
TM |
Selects from the TMs: 188-193, 195-197, 199-204, 206-218, 220-223, 225, 227-235, 237-257, 260-292. |
ふしぎだま |
ORBS |
Selects from the Orbs: 301-323, 325-338, 340-344, 346-348, 350-352, 354-359. |
ぜんくり |
ALL CLEAR |
Clears your item bag without warning. |
らんすう |
RANDOM |
Places one random item into your bag. |
おかね |
POKE |
Doesn't seem to do anything (your money, both in the bank and on-hand, are untouched). The string next to it seems to be set to a very high number. |
あしもと |
GROUND |
Can be set ON or OFF. If it's set to the former, then any created item will be placed on the floor beneath you, rather than in your bag. |
NEW ITEM B#
A direct continuation of the previous menu. Once again, the first two and last four options are the same as last time, and has the same "FRONT MONSTER" behavior.
Japanese |
Translation |
Function |
|---|---|---|
こすう |
NUMBER |
Sets the amount of the selected item. This does not affect the quantity of stackable items; rather, it creates a separate entry for each item. |
のろい |
CURSE |
Allows you to select between "NORMAL" and "CURSE". This affects whether the created item will be Sticky or not. |
みしきべつA |
BOX A |
Each of these "Box" options have one of each box type to select from, with each assumedly holding a different item/pool of items. (Yes, each Box has three listings, even internally!) This one has 364, 367, 370, 373, 376, 379, 382, 385, 388, 391, 394, and 397. |
みしきべつB |
BOX B |
See above. This one has: 365, 368, 371, 374, 377, 380, 383, 386, 389, 392, 395, and 398. |
みしきべつC |
BOX C |
See above. This one has: 366, 369, 372, 375, 378, 381, 384, 387, 390, 393, 396, and 399. |
トレード |
POKEMON ITEM |
The next few options deal with the many exclusive items. While they all have the exact same numbers to select from, they each default to a different value, likely to make it easier to find the specific one you need in the massive list. These options all have the following items: 444-768, 770-997. This specific option defaults to 444. |
トレード |
POKEMON ITEM |
See above. This one defaults to 506. |
トレード |
POKEMON ITEM |
See above. This one defaults to 574. |
トレード |
POKEMON ITEM |
See above. This one defaults to 750. |
アンノーン |
A-Z Stone |
Obviously selects from each of the Unown Stones: 400-427. |
リボン |
RIBBON2 |
Selects from the special colored ribbons that you obtain at the beginning of the game: 428-443. |
ぜんくり |
ALL CLEAR |
Clears your item bag without warning. |
らんすう |
RANDOM |
Places one random item into your bag. |
おかね |
POKE |
Doesn't seem to do anything (your money, both in the bank and on-hand, are untouched). The string next to it seems to be set to a very high number. |
あしもと |
GROUND |
Can be set ON or OFF. If it's set to the former, then any created item will be placed on the floor beneath you, rather than in your bag. |
MOVE#
This option allows you to edit the moveset of any Pokémon. It brings up a menu with 15 options, with the first 12 each having between one and four Hiragana symbols, in order of the standard Hiragana alphabet. Selecting one will pop a menu which lists all of the moves that start with those symbols, whether it's in Hiragana or Katakana, in alphabetical order. Selecting a move at this point will add it to a Pokémon's first move slot, moving all of the existing moves down a slot, and deleting the last one (similarly to how moves are treated in the Daycare in the mainline games). It adds the move to the list regardless of if you already know it, so you can get duplicate moves this way. The Pokémon that receives the move depends on which Target is set in MONSTER A, where FRONT MONSTER teaches it to a Pokémon in front of you and HERO teaches it to yourself. There are two more options in the list, labelled as "AT3(1)" and "AT3(2)", which appears to have a random assortment of moves. The moves in this list do not appear in the alphabetized lists above, and only appear here. It seems that most of the ones listed here are "invalid" moves, including unused moves such as Excavate, and moves used internally by items such as Orbs. (by the way, Judgement is listed in its proper place among the used moves, and even has its correct name in the Japanese version.)
TRAP#
Very simple: pops a menu with a list of every Trap type in the game, including the Wonder Tile and an invalid trap type that crashes the game when activated. Selecting one will place it on the floor beneath your hero, in the "undiscovered" state, if possible. If a trap cannot be spawned (if you are in a corridor, for example), nothing will happen. There is an option at the end of the list called ぞくせい ("ATTRIBUTE"), which swaps between NEUTRAL, PARTY, and ENEMY. Setting this option and then selecting a trap will give it the attribute, which dictates how enemies and party members can interact with the trap. NEUTRAL is the normal in-game functionality, where party members can uncover and activate the trap, while enemies cannot. PARTY sets it as belonging to your party, meaning that you cannot uncover the trap by stepping on it, and it will not affect your party. It will affect enemies, and you can still uncover them by using a move on the spot. ENEMY appears to be the same as NEUTRAL.
MAP#
an in-depth editor for the dungeon you're in.
Japanese |
Translation |
Function |
|---|---|---|
てんき |
WEATHER |
Goes from 0-7, allows you to change the weather in real-time. the order is Clear, Sunny, Sandstorm, Cloudy, Rain, Hail, Fog, and Snow. |
BGばんごう |
BG NO |
Changes the tileset of the dungeon in real-time, including unused ones. Unlike the other tileset modifier mentioned below, this one correctly displays Test Dungeon's tileset if it's scrolled to. However, trying to scroll beyond 0-128 will still crash. |
BGらんすう |
BG MODE |
This affects the decorative tiles which are randomly scattered on the ground and walls. The option goes from 0-3: 0 is the default, where the tiles are randomly placed, 1 removes all the tiles, 2 will exclusively place one type of decorative tile on every possible space, and 3 will exclusively place another type on every possible space. |
ターン |
TURN COUNT |
This dictates how many steps you can take until the wind takes you away. The minimum is 5, and the maximum is 32767. Interestingly, the number here isn't capped like it should be, so pressing right on the d-pad at 32767 will wrap around to -32768, since this is a signed 16-bit number. From here, you can keep pressing right until you get to 0 and beyond (which allows you to select a number below 5, which isn't possible normally). However, pressing the left key at this point will automatically set the value to 5. Setting it to any number at or below 1 will immediately remove you from the dungeon when the menu is exited. The wind cutscenes queue, so if you skip any of them by setting it to a lower number, the cutscenes will play in sequence each time you take a step until you've caught up. Keep in mind that the game tracks how many of the cutscenes have played in a separate variable than the turn count: this means that the cutscenes will always trigger exactly once, and you can't undo a cutscene which has already played, even if you manually set the number higher than that cutscene's check. If you try to trigger a cutscene that has already played, then the next one will be played in the sequence, all the way until you are removed from the dungeon. |
わなわすれ |
FORGET TRAP ALL |
sets every trap on the floor as "undiscovered", meaning you can't see them until you step on them again. This also applies to Wonder Tiles, since they are internally listed as a trap. |
ドーンセット |
DISASTER |
Quite a dramatic name, but this is basically identical to using a One-Room Orb. The main difference is that this does not set off any Monster Houses on the floor automatically, like the Orb does. But, if you do happen to walk into an area where a Monster House room would've been, it will still activate. Also unlike the orb, all water/lava/air tiles are converted into land. This also seems to have a weird bug where all ground items that aren't Poke will become submerged in a single water/lava tile, if water/lava exists in the dungeon. |
モンスターハウス |
MONSTER-HOUSE |
Has two options, "NORMAL" and "100%". the former is normal behavior, while the latter will attempt to spawn a Monster House in every floor. This cannot affect any rooms that you have already explored, and if there are no suitable rooms, one will not spawn. The option also has a number next to it, although it's unsure what it does. It doesn't count how many rooms can spawn houses, but it's set to 0 if no Monster Houses can be spawned, so it may be related to probability. |
おみせ |
SHOP |
Similar to above, but instead spawns a shop on each floor. Once again, it cannot force a shop to spawn in an otherwise impossible area. |
フロアにいどう |
JUMP TO |
Allows you to jump to any floor immediately. It ranges from the amount of floors that the dungeon has, but always includes "-1", skipping 0. -1 is the default option, and when the value is set to this number, it indicates to the game that you don't want to change floors, so nothing will happen. |
ENEMY STOP! JUMP TO#
This option is similar to the "JUMP TO" option in the MAP option, except this automatically sets the "STOP ENEMIES" option in "MONSTER 2" to STOP, preventing the enemies from moving or attacking. You can manually set it back to normal functionality after you've warped, if you so choose.
ENEMY STOP! DIRECT JUMP TO LAST FLOOR#
Selecting this automatically takes you to the last floor of the dungeon. This also stops all enemies, like the previous option.
Other Menu#
This option, which is in normal case in the official translation for some reason, brings up a list of various miscellaneous tweaks. Several of these strings are not present in the Explorers of Sky ROM, so they are labeled accordingly.
Japanese |
Translation |
Function |
|---|---|---|
ついかこうか |
ATTACK-EFFECT |
Lets you choose between NORMAL and 100%. setting this to 100% will make every secondary effect on moves, such as a burn on Flamethrower, be guaranteed to activate. Even if the enemy already has a status effect, it will either be overwritten with the new one, or will activate alongside it. This only affects moves used by your party and does not affect enemies. |
ダメージらんすう |
DAMAGE-POINT MODE |
Can choose between ON and OFF, defaults to the former. If OFF is selected, then there will be no RNG factored into damage rolls: the same attack done to the same Pokémon will always do the same amount of damage. |
かんじフォント |
(unofficial) KANJI FONT |
Stays at zero and cannot be changed. The name suggests that this would've switched to a kanji-based font, but these games only use hiragana and katakana, and have no Kanji characters. This may be a remnant of a time where a Kanji font was planned. (it's worth noting that the font files used in-game have the filename of "kanji".) |
あたいひょうじ |
(unofficial) SHOW VALUES |
Switches between "ON" or "OFF". If OFF is selected, all of the debug features will be turned off, including the ones that aren't in dungeons, such as the Ground or Top menu. This applies even when you exit the dungeon, meaning the only way to re-enable them is to reset. |
アニメまち |
(unofficial) IDLE ANIMATION |
Has a number that goes from 2-150. Not sure what this does. I've checked the idle animations for the terrain and Pokémon, and also how long it takes for the menu to pop up from inactivity, all of which had no changes. |
フロアにいどう |
DIRECT JUMP TO |
Identical to the "ENEMY STOP! JUMP TO" option, including stopping the enemies. |
たねメニュー |
FLOOR SEED OF RANDOM |
This allows you to edit the RNG seed of the next floor manually. It opens a sub-menu with 9 options in total: the first one shows the RNG seed that you've created so far. The other ones say "nけため"(nth number) where the n is a number from 1-8 in reverse order. The English translation removed the "nth number" part, leaving just the numbers. Pressing left or right on any of the numbered options will change the digit in that place by 1; for example, the 2けため changes the ten's spot, the 3けため changes the hundred's spot, and so on. Pressing A on this menu will save your changes, and entering the next floor will set the seed to what you chose. |
ふじみのおとこ |
IMMORTAL |
Has two options, ON and OFF. Setting this to ON will revive your Hero if they faint, even if no Reviver Seed is in your bag. Any existing Reviver seeds in your bag will still be used, and this option does not apply to your Party Members. |
ゆびをふる |
(unofficial) METRONOME |
This allows you to manually set which move Metronome uses, rather than having to rely on RNG. It has a number that goes from 0-168: 168 is normal gameplay behavior, where the moves are random. Any other number will guarantee that a certain move is chosen. The list is in internal order, but it skips moves that aren't in Metronome's standard move pool. This option applies to any Pokémon, including the ones on your party and enemies. |
こまおくり |
(unofficial) FRAME ADVANCE |
Lets you choose between "ENABLE" and "DISABLE", but appears to have broken between games as it does not affect anything. In Rescue Team's debug menu, this somewhat misleadingly named function would enable the player to freeze the game on command by holding the L button. |
しあわせすう |
(unofficial) HAPPINESS COUNT |
Goes from 1-200. not sure, thought it might've affected IQ or the base recruitment rate, but that doesn't seem to be the case. |
じさつ |
SUICIDE |
When the menu is exited, your hero will faint, exiting the dungeon. this is treated as a loss, with the screen saying that you were defeated by a Chestnut Trap. |
だっしゅつ |
EXIT DUNGEON |
When the menu is exited, you will be removed from the dungeon as if you had used an Escape Orb. |
いらい クリア |
REQUEST SOLUTION |
This will set every currently-active mission as completed. When you exit the menu, you will be removed from the dungeon, and the reward cutscenes will play as normal. (a more accurate translation to the name would've been "Mission Clear", i don't know where they got this translation from...) |
Map#
A tileset modifier, similar to the one in the "MAP" menu above. Pressing left and right will switch between the tilesets in real-time, and when you exit the menu, your changes will be kept until you leave the floor. The main difference is that the Test Dungeon tileset is not accessible through this option: the only valid tilesets are 1-128, and the game will crash with this error if you try to scroll past this range:
!!!!! Assert !!!!!
file = 'dg_map.c' line = 782
(NULL)
The issue is that the tileset ID for Test Dungeon is 0. If you enter Test Dungeon and open this menu, it'll report it as being ID 1, despite that being the ID for Beach Cave. If you scroll off of 1, you won't be able to go back to the Test Dungeon tileset while you're on that floor using this menu.
Map#
When you select it, it gives a confirmation noise, but doesn't seem to do anything else.
Cancel#
Simply exits back into the "Others" submenu.