This is a sub-page of Fire Emblem: Seisen no Keifu.
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'...But what does it mean?' |
The debug menu in Fire Emblem: Seisen no Keifu provides an overview of a ton of gameplay related variables and even a music test menu!
To access this menu write the values $2B to $81AD1D, $E4 to $81AD1E and press X on any unit that is deployed on a map.
The debug menu consists of four different tabs, with either a single or 8 pages each. The controls for each page can vary, but in general the left and right buttons are used to switch between the different pages, Start changes the current tab and B closes the menu. The current page number is also always displayed in the top right corner.
(Source: Ultimage, Zane Avernathy)
Tab 1#
The first tab always displays the name of the current unit in the top left corner of the screen.
Page 1#
Below the name of the unit is the heading せいちょ (Growths), with the units corresponding values of HP, ちから (Strength), まりょ (Magic), わざ (Skill), ばやさ (Speed), うん (Luck), しゅび (Defense) and まぼう (Resistance). If the currently selected character is a child unit, it also shows their パ (Father) and マ (Mother).
For enemy units, it displays ザコかけりつ instead of the growth heading, moves the growth labels and values slightly to the left and omits the Luck stat.
Page 2#
This page shows various different unit states, like if a unit is guarding a castle, is out on the field or has already moved. Most of these unit states are not well understood as of yet.
The page header is じょうフラ. Below that are:
- しんげき: Unknown.
- たいき: This shows if a unit has already moved and is grayed out.
- しゅび: This shows if a unit is guarding a castle.
- こうば: Unknown.
- さいいど: Unknown.
- とつげ: Unknown.
- しぼう: This shows if a unit is dead (if a unit is already dead, you can't even open their debug menu entry so...).
- ぶたいちょ: This shows if the current unit is an enemy group leader.
- アニメ: This shows if the current player unit has their individual animation setting turned on.
And on the right are:
- タイプ: This shows what type a unit is.
Player characters with set data, like all parents and units like Oifey and Ares, are displayed with AC.
Child characters with dynamic data are displayed with AN.
Special enemies are displayed with FC.
Regular enemies are displayed with FR.
- ぶたい: This value shows which group this unit belongs to, though it's also not well understood.
Page 3#
The value after BOX is a player units ID of that generation, ordered by all male characters and then all female characters. Below that are the units deployment number インデクス and the current X and Y coordinates of the selected unit.
Page 4#
The page with the heading こうフラ displays all currently active ring stat boosts of Strength, Magic, Skill, Speed, Defense and Resistance.
Page 5 & 6#
These two pages display the current love points and the love growth of a female player unit. If the selected unit is not a female player unit, none of the following data will be shown and instead てき will be displayed in the middle of the screen if the current unit is an enemy and おとこ if the unit is a male player unit.
The green value after the heading れんあい is only shown for playable male and female characters and is an unknown unit ID.
This screen has several rows of entries with the first column showing the male characters name, the middle showing the current love points こうかんど and the last showing the love growth あいしょう. If a character has a negative love base with someone, like in this case Silvia and Sigurd, the love base will be shown as a 1 in black. If a character died, like in this case Alec, their name will still be shown but their love base and growth will be hidden.
Page 7#
This page displays the classes movement cost ロス and the avoid bonus かいひ for all the different terrain types. Movement costs with a dash are impassable tiles. The number drawing routine used on this screen can't properly deal with some of the negative avoid bonuses though, so all values that end in 6 are actually negative values with the displayed number minus 56 being the correct value.
Page 8#
The last page of this tab is a display of all the personal skills, class skills and active weapon skills of the selected unit. Of note is that this also displays hidden skills like Canto and Dismount, it does not display Holy Sword, Darkness Sword or the Recover skill (not to be confused with the Renewal skill), and the Miracle skill here uses the name こんじょう instead of いのり.
Tab 2#
The second tab shows up to 7 different factions that are currently on the map and their relations to each other. With the left and right buttons, the currently selected faction can be changed. The display can either be じぐん when the faction matches itself, てき when the faction is hostile, どう when the faction is friendly and ちゅう when the faction is neutral.
Tab 3#
The third tab contains all kinds of information about the last combat that took place, regardless of the character you were looking at. Here the directional keys can be used to move the cursor around, but this is purely visual as it does not interact with anything. The cursor coordinates are also shown in the top right corner below the page number. The L and R buttons are used to swap between the pages. The X and Y buttons may have had some unique functionality once, as input handlers for them still exist, write values to certain registers, only to call the screen redrawing routine at the end which clobbers those registers, essentially making them useless.
Page 1#
This page shows the last two combatants' data at the end of combat. Killed units, in this case Raptor, are displayed with 1 HP instead of 0. Most of the displayed data is self-explanatory. In addition to that though, the value after a units name is their deployment number, and the value after the weapon name is the inventory slot that they are in. Intelligent Systems also hasn't learned how to spell Atk and Crit yet.
Page 2#
Here one can see the X and Y coordinates of the combatants and after ちけい is the terrain name and the terrain ID. It also shows the number of gained levels, the starting EXP, the gained EXP and any obtained item and gold values. The meaning of the SKL display is currently unknown.
Page 3#
The third page displays all stat increases if a level up happened in the previous combat. Interestingly, it also displays the skill stat as TEC, which no other Fire Emblem game has ever used.
Page 4#
This page is... well... empty. There is no code left of this page besides the required return instruction, so what this would have displayed is anyones guess.
Page 5, 6 & 7#
The last three pages of this tab all contain information about the combat round data. Up to 32 different combat rounds can be displayed, where the cental 8 bits all indicate certain events, like if a skill activated, if an attacked missed and so on, but these flags are not yet understood. The meaning of the D/R value is also unknown.
Tab 4#
The fourth tab is a music test and actually interactable! Here the Up and Down buttons change the displayed song ID, the A button starts a song and the X button stops it. The Y button is used to fade out the volume and pressing A makes the song fade in again. The song ID's from 1 to 137 are available but ID's 73, 75, 111, 135, 136 and 137 had their entries zero'ed out and don't play a song.
(Source: Ultimage)