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Audio Debugger

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This is a sub-page of Proto:The Legend of Zelda: Majora's Mask/Debug Version.

The audio debugger is used for testing and monitoring anything related to audio in the game.

Access#

To turn on the Audio Debugger using the Memory Editor, perform the following steps with Controller 2.

  1. Press L + C-Left to activate SREG in the Memory Editor.
  2. Press L + C-Left twice more to reach page 3.
  3. Use D-Down to scroll to SREG36.
  4. Use D-Right to set SREG36 to 1 (or any odd number), displaying the audio debugger.
  5. Press L + C-Left four more times to exit SREG, so only the audio debugger is displayed on the screen.

You can also use the Gameshark code 803E416D 0001 to enable the debugger without using the memory editor.

General Controls#

Controller 4 is used with the audio debugger.

These controls apply regardless of what page you're currently on:

Button

Function

L

Go to Previous Page

R

Go to Next Page

Z

Change color of audio debugger text

Enumerations#

Some fields on these pages display names and/or numbers from a limited set of values ("enumerations"). For brevity, those enumerations are listed here.

Sound Bank Types

Number

0

1

2

3

4

5

6

S-Out Types

Number

0

1

2

3

Color Sets

Number

0

1

2

3

4

5

6

7

Page 1 — Non#

MM_AudioDebugger01.png

Controls whether or not music/sound effects are muted, various checks, and displays information about sounds Link makes.

Controls#

A + B

D-Pad

A

Toggle music

D-Left

D-Down

B

Toggle sound effects

D-Right

D-Up

Legend#

Editable Properties

Field

BGM CANCEL

SE MUTE

EX-RAM

FX CHK

Displayed Information

Field

SE HANDLE

SE HANDLE Row

Page 2 — Free Area#

MM_AudioDebugger02.png

Displays lots of information about audio, the nature of which is presently unclear.

Controls#

This page appears to have no controls.

Legend#

Displayed Information

Field

env_fx

code_fx

SPEC

SOUND GAME FRAME NOW

SOUND GAME FRAME MAX

SWITCH BGM MODE

(FLAG )

ENEMY DIST

VOL

WATER FLAG

DEMO FLAG

KALEIDO FLAG

MID-BOSS BGM

SE MUTE FLAG

ROOM BGM SW

TIMER

MOVE

ROOM ZERO

MULTI SPEAKER CNT

RADIO FLAG

NATURE FAILED

TASK MAX

/LIMIT

POLI <value 1>(<value 2>)

There is an additional row of 11 numbers at the bottom, whose meaning is unclear.

Page 3 — Scroll Print#

MM_AudioDebugger03.png

Controls the Audio Scroll Print, which prints what music and sound effects are currently playing.

Controls#

A + B

D-Pad

A

Reset ScrPrt Position & Color

D-Left

D-Down

B

Clear ScrPrt

D-Right

D-Up

Legend#

Editable Properties

Field

Swicth

Lines

Color

PLAYER

ITEM

ENVIRONMENT

ENEMY

SYSTEM

OCARINA

VOICE

SEQ ENT

Page 4 — memory dump#

MM_AudioDebugger04.png

Displays a portion of the RAM memory.

Controls#

A + B

D-Pad

A

-

D-Left

D-Down

B

-

D-Right

D-Up

Legend#

Displayed Information

Field

Address

Byte

MM_AudioDebugger05.png

Presumably for testing sound effects played with Link's animations.

Controls#

A + B

D-Pad

A

(De)select Row

D-Left

D-Down

B

Clear Row

D-Right

D-Up

Legend#

Editable Properties

Field

Number Row

Displayed Information

Field

DOUSA

LOOP

ANIME

Page 6 — Demo SE Test#

MM_AudioDebugger06.png

It's not known what kind of sound effects these are supposed to test.

Controls#

A + B

D-Pad

A

(De)select Row

D-Left

D-Down

B

Clear Row

D-Right

D-Up

Legend#

Editable Properties

Field

Number Row

Displayed Information

Field

DEMO FRAME

ADM FRAME

Page 7 — VRS Info#

MM_AudioDebugger07.png

This screen is meant for use with the Voice Recognition System (aka Voice Recognition Unit).

Controls#

A + B

D-Pad

A

-

D-Left

D-Down

B

-

D-Right

D-Up

Legend#

Editable Properties

Field

INFO

Page 8 — SE Parameter Change#

MM_AudioDebugger08.png

Used for changing and testing parameters associated with various sound effects.

Controls#

A + B

D-Pad

A

Play Selected Sound Effect

D-Left

D-Down

B

Cancel All Sound Effects

D-Right

D-Up

Legend#

Editable Properties

Field

SE HD

SE No.

SE SW8

SE SW16

SE PR

Displayed Information

Field

SE SW8

SE SW16

Page 9 — Ocarina Test#

MM_AudioDebugger09.png

Displays information involving the ocarina. Additional information appears under PLAY INFO via D-Left/Right, but by default nothing appears here.

Controls#

A + B

D-Pad

A

-

D-Left

D-Down

B

-

D-Right

D-Up

Legend#

Displayed Information

Field

SEQ INFO

PLAY INFO

<0a, #02x>

SEQ CHECK STATUS

OCA

SEQ

PLAY

REC

DELAY OCA

TIMER

First Block

8min REC POINTER

Byte

Second Block

8note REC POINTER

Byte

Third Block

Check Key Buffer

Page 10 — Natural Sound Control#

MM_AudioDebugger10.png

This page is blank, and may no longer be used.

Controls#

No apparent controls.

Legend#

No information on this page.

Page 11 — Block Change BGM#

MM_AudioDebugger11.png

This page is blank, and may no longer be used.

Controls#

No apparent controls.

Legend#

No information on this page.

Page 12 — SE Flag Swap#

MM_AudioDebugger12.png

Appears to be for swapping/adding flags of some kind.

Controls#

A + B

D-Pad

A

(De)select Row

D-Left

D-Down

B

Clear Row

D-Right

D-Up

Legend#

Editable Properties

Field

Row

Displayed Information

Field

SWAP OFF

Page 13 — Interface Info#

MM_AudioDebugger13.png

Displays information on sound effects playing, organized by bank.

Controls#

A + B

D-Pad

A

-

D-Left

D-Down

B

Reset Interface Info Position

D-Right

D-Up

Legend#

Displayed Information

Field

[bank] <[value]>

Row of Page 1

Row of Page 2

Row of Page 3

Row of Page 4

Page 14 — Channel Info#

MM_AudioDebugger14.png

This page is blank, and may no longer be used.

Controls#

No apparent controls.

Legend#

No information on this page.

Page 15 — Sub Track Info#

MM_AudioDebugger15.png

Displays information on each sub track of the four group tracks. The group track value is linked to the one on page 16.

Controls#

A + B

D-Pad

A

-

D-Left

D-Down

B

-

D-Right

D-Up

Legend#

Displayed Information

Field

Group Track

Sub Track

TRK NO.

ENTRY

MUTE

OPENNOTE

,

The following are blank if the current sub track isn't being used.

VOL

E VOL

BANK ID

PROG

PAN

PANPOW

FXMIX ()

PRIO

VIB PIT

VIB DEP

TUNE

The preceding are blank if the current sub track isn't being used.

PORT

Page 16 — Grp Track Info#

MM_AudioDebugger16.png

Displays info about each of the five group tracks. The group track value is linked to the one on page 15.

Controls#

A + B

D-Pad

A

-

D-Left

D-Down

B

-

D-Right

D-Up

Legend#

Displayed Information

Field

Group Track

SEQ ID

BANK ID

TEMPO

VOLUME

VOLMOVEMODE

EX VOLUME

PAUSE STAT

PAUSE VOL

TRANSPOSE

PORT

BG LOAD

EVOL PARA

Page 17 — Heap Info#

MM_AudioDebugger17.png

Presumably displays info about audio on the heap.

Controls#

This page appears to have no controls.

Legend#

Displayed Information

Field

TOTAL

DRIVER /

AT-SEQ - (- / )

AT-BNK - (- / )

ST-SEQ seqs ( / )

ST-BNK banks ( / )

E-MEM /

S-WAVE-S [] ( / )

S-WAVE-A [] ( / )

Page 18 — Spec Info#

MM_AudioDebugger18.png

Appears to display information about the audio in general.

Controls#

A + B

D-Pad

A

-

D-Left

D-Down

B

-

D-Right

D-Up

Legend#

Displayed Information

Field

NOW SPEC

CHANNELS ch

G-TRACKS tracks

OUTRATE Hz

I-FRAMES frame[s]

STATICS bytes

DYNAMICS bytes

DMACACHE

FX LINES

FX LINE No.

The following don't appear unless FX LINE No. is set.

FXCOMP

FXSIZE samples

FXFEEDB h

FXMINGAIN h

CROSS MIX h, h

CNCT LINE

CNCT LV h

Page 19 — Sound Control#

MM_AudioDebugger19.png

Allows you to play various sound effects and music, and control various other aspects of the game's sound.

Controls#

A + B

D-Pad

A

Activate Selected Value

D-Left

D-Down

B

Cancel Highlighted Sound Effect/Music

D-Right

D-Up

Legend#

Editable Properties

Field

Seq 0

Seq 1

SE HD

SE No.

S-Out

BGM Ent

Spec

Na Snd

Cam Wt

Lnk Wt

SE Ent

SND REG0

SND REG1

SND REG2