This page details one or more prototype versions of Tales of Symphonia (GameCube).
General Differences#
- Additional text on the title screen alternates between
Disc 1(orDisc 2, if on disc 2) andNorthAmerica 040330Ver., though the latter is cut off when displayed. - A "Debug" main menu option has been added, starting a new game in the testmap.bin debug map and enabling debug mode.
- Accessing the Figurine Book crashes the game.
- Several skits have dialogue text with missing linebreaks, causing text to run off the screen
- When Debug mode is enabled, being defeated in battle does not cause a game over. Instead, it will behave as though the player escaped the battle (for random encounters).
Debug Menu#
Pressing Start when on a regular map (not in battle or on the overworld map) will bring up the main debug menu. The D-pad can be used to navigate and cycle options, A to confirm or select, and B to go back to the previous screen.
The debug menu has the following options:
Option |
Function |
|---|---|
map change |
Warps the player to the selected map. Use D-pad Left and D-pad Right to cycle between maps, and A to warp. All maps are labeled with a numbered ID and the map's filename. Some maps do not exist and will softlock the game when selected. Others will spawn the player inside collision geometry, and will require the "NO TERR" setting to get out of. |
edit ghost |
Unknown effect. |
edit camera |
Provides various camera settings, overriding the settings currently applied. This includes setting the camera to follow and track the player, locking movement to a given axis, zooming in and out, and adjusting weights between the player and a secondary target. |
edit event camera |
Similar to above, but for the currently selected event camera used for cutscenes and other events. This setting lacks many of the options of the regular camera, as it doesn't need logic to follow the player. |
select edit camera |
Swaps which camera is edited when using the 'edit event camera' menu. Options are NORMAL, EVENT_TARGET, and EVENT_ANGLE |
Denug info |
Toggles miscellaneous debug information that is displayed while the debug menu is closed. The "Denug" typo is in fact how it is labeled in-game. |
event/trap view |
Toggles the visibility of event trigger floor colliders for events such as room transition, camera transitions, and cutscenes. When enabled, these collision areas will appear as pulsing blue and cyan polygons, squares, or lines on the floor. |
NULL view |
Toggles the visibility of invisible objects, often for interactables such shops where the NPC is behind a counter or other obstacle, or NPCs that are not always present on the map. When enabled, these will appear as spinning blue diamonds. |
FontBack view |
Toggles the debug menu's text color between white on a translucent background and black with no background. |
FontSelect |
Unknown effect. |
SE test |
Allows the player to preview sound effects by ID, from 1 to 2360. Press A to preview the sound effect with the selected ID. |
BGM test |
Changes the current BGM to the one with the selected ID, from 1 to 110. |
View switch |
Unknown. Option goes from 0 to 2047. |
Party top |
Changes which party member the player walks around as on the overworld. Option ranges from 0 to 8, covering all of the normally playable party members. |
NO TERR |
Enables or disables collisions with level geometry, letting the player walk through walls. This does not behave very well with slopes, and it can be tricky to deal with vertical maps with this setting on. |
NO ENCOUNT |
When enabled, all battles are skipped, ending before transitioning to the battle scene. |
DEBUG MODE |
Toggles debug mode. If turned off and the debug menu is closed, it cannot be reopened without restarting the game. If certain debug options are enabled, they will remain enabled when turning this off. |
Battle Debug Mode/Menu#
When in battle, press Y to open the battle menu, then press X + Start to enable Battle Debug Mode. Pressing X + Start again will cycle between "ACTION NO DEAD" (Prevents both party members and enemies from dying), and "ACTION STOP" (Prevents enemies from attacking or moving), and no message (normal gameplay)
After entering Battle Debug Mode, two invisible battle menu options labeled "Debug" and "End" become available, and can be accessed by moving the cursor to the right of "Escape".
Debug#
This menu allows the player to toggle various overlays and debug shapes, such as animation data and hitboxes. The menu is in Japanese, but is rendered in the default EN font which cannot properly display kanji characters (causing them to be replaced with 'K' in-game).
Text |
Translation |
|---|---|
でばっきんぐめにゅー |
Debugging Menu |
Option |
Translation |
Function |
|---|---|---|
軽デバッグ情報 |
Minor Debug Info |
Displays basic animation/state information underneath each party member and enemy. "TIME" appears to be a multi-purpose animation timer. "RANGE" is the distance between a character and their current target. "R NO", "REQ", and "ACT" all change to reflect the character's current action. |
重デバッグ情報 |
Major Debug Info |
Overlays a debug info panel relating to performance profiling, camera movement, and player state(?). |
マップグリッド |
Map Grid |
Displays a grid and circle on the floor, indicating the boundaries of the arena. |
あたり判定 |
Hitbox View |
Displays attack hitboxes for both party members and enemies. |
接触判定 |
Collision View |
Displays collision boxes for party members and enemies |
位置表示 |
Position Display |
Presumably displays a position, but doesn't seem to change anything. |
経由地点表示 |
Pathfinding Display |
Displays party member pathfinding waypoints on the floor in the form of yellow boxes. When a party member is set to "Manual" or "Hold Position", that party member's square stays in the center of the arena. |
カメラ上から |
Overhead Camera |
Raises the camera to an overhead view. |
ベクトル表示 |
Vector Display |
Displays each combatant's facing direction and the direction of their current target as arrows on the floor. Softlocks the game when toggled if Return Path Display (the option below it) is not enabled first. |
帰宅地点表示 |
Return Path Display |
Displays each character's current movement axis as a pink line on the floor. Required for Vector Display |
背景チェック |
Background Check |
Unknown effect. |
End#
A larger menu full of battle parameters. Pressing A in most places on this screen will begin a new battle with the settings chosen.
Menu Entry |
Translation |
Function |
Options |
|---|---|---|---|
1P操作 |
1P Character |
Changes the party member in the 1P slot. |
Characters can be chosen from the following:
Each character's level is noted in brackets. L or R toggles the character's current status ailment. Pressing B has an unknown effect, but cycles between "---", "K-", and "KK" for each character. |
2P操作 |
2P Character |
Changes the party member in the 2P slot. |
See above. |
3P操作 |
3P Character |
Changes the party member in the 3P slot. |
See above. |
4P操作 |
4P Character |
Changes the party member in the 4P slot. |
See above. |
天使化 |
Angel Mode |
Toggle Colette's angel wings/animation set |
ON / OFF |
敵の状態 |
Enemy State |
Sets the debug battle state at the start of the next battle. |
|
カメラ挙動 |
Camera Behaviour |
Unknown. |
戦闘(自動)/ 自由移動(手動) |
敵グループ |
Enemy Group |
Determines which enemy to fight in the next encounter. |
0 - 1023 |
エグループ |
E(ncounter) Group |
Possibly sets enemy group for next encounter. |
0 - 799 |
ランク |
Rank (Difficulty) |
Changes encounter difficulty |
ノーマㇽ (Normal) / ハード (Hard) / マニア (Mania) |
背景番号 |
Stage # |
Changes encounter map |
0 - 96 with some omissions, each map has a JP name |
敵チェック |
Enemy Check |
Unknown. |
ON / OFF |
敵NO |
Enemy Number |
Unknown. Crashes game when scrolling too far in either direction. |
0 - 250 |
敵の数 |
Enemy Amount |
Decides number of enemies. |
1 - 6 |
背景EFF |
Stage Effects |
Toggles some background effects. |
ON / OFF |
DEBUG |
Debug |
Unknown. |
Kレ(0) - Kレ(200) |
ボイ~ス |
Voices |
Unknown. |
Hexadecimal range, unknown. |
BGM |
Background Music |
Acts as a bgm sound test, immediately starting a track when pressing A |
0 - 111 |
SE |
Sound Effect |
Same as above, but for sound effects. |
0 - 501 |
勝利ポーズ |
Victory Pose |
Appears to adjust what victory pose will play. |
0(0) - 5(0) |
アイテム |
Items |
Unknown. |
ON / OFF |
緊急脱出 |
Emergency Exit |
Immediately ends the battle when selected. |
In addition to the settings on this screen, the following text can be found on the right, appearing to be instructions for shortcuts.
Text |
Translation |
|---|---|
○STARTでレベル&回復 |
START to level up and recover. |
○Zでモンスター図鑑 |
Z to view monster list. |
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The Tales series | |
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SNES |
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PlayStation |
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Game Boy Color |
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Game Boy Advance |
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GameCube |
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PlayStation 2 |
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PlayStation 3 |
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Nintendo DS |
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PlayStation Portable |
Tales of Eternia • Tales of the World: Radiant Mythology • Tales of the World: Radiant Mythology 2 • Tales of Phantasia: Narikiri Dungeon X |
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Xbox 360 |
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Wii |
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iOS |
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Android |
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PlayStation 4 |
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Xbox One, PlayStation 5, Xbox Series X |
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Windows |
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Related | |
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Nintendo DS |
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