the cutting room mirror

Debug Menu

This is a sub-page of Harmony.

To do:
Since there are a LOT of different options, a lot of which haven't even been tested yet, this is going to take a while before all the information gets filled out...please be patient.

Pressing Select/Minus during gameplay opens up a debug menu with a lot of options to choose from.

AI#

AI Trace#

  • Pause AIs While Viewing
  • Go to Next AI Trace object
  • Go to Previous AI Trace object
  • Object Filter
  • View Mode
  • Draw Options
  • Show Collision For Current AI
  • Recording Enabled
  • Also record XLND.XLSG.XON*
  • Also record LoopedSoundStop
  • Reset
  • Send Trace text to BBA
  • RecordProjectileTests
  • Time Format
  • FSMTrace Display Format
  • Categories

Basic#

  • Debug Health Module Effects
  • Show FSM States
  • Show HP
  • Shockwaves
  • Attachments
  • Show Attachment Locators
  • Show Dynamic Path
  • Show Bone Tracking
  • Show Foot Tracking
  • Enable Foot Tracking
  • Show Spline Alignment
  • Show Swim Pitch Adjust
  • Show Seek Heading
  • Draw Root Transform Basis
  • Draw Root Transform Basis Scale
  • Draw AI Generator Random Spawn Radii
  • Draw AI Generator Locations
  • Enables detailed error messages for the AI generator

Behaviors#

  • Head Tracking: Let's you change settings related to the game's head tracking.
  • Targeting: Gives you the option to display graphical information related to the game's targetting system.
  • Fidget
  • Flee
  • Collision: Let's you display object collisions and toggle settings related preventing models from clipping into other objects.
  • Navigate To Target: Contains settings related to the game's Ledge Assist
  • Melee Combat: Allows you to display a rough approximation of an enemy's last evade direction (Fencer is the only enemy that actively evades attacks)
  • Companion Interactions
  • Active Singing Reaction: Contains settings related to how other objects react to Fon's singing
  • Musical Combat
  • Draw Steering Contributions: Toggling this on displays a white vector showcasing the direction your Warden is walking towards.
  • Draw Attacks: Can be toggled on and off
  • Draw Sentry Range: Can be toggled on and off
  • Draw Sniper Spots: Can be toggled on and off
  • Draw Wander Targets: Can be toggled on and off
  • Draw Search Debug Info: Can be toggled on and off
  • Draw Edge Interaction: Toggling this on displays white vectors pointing in four different directions surrounding your Warden, with red vectors attached to the end of the white vectors that point towards the ground.
  • Draw FollowTarget Debug Info: Can be toggled on and off
  • Draw Teleport Debug Info: Can be toggled on and off
  • Print Stunned Debug Info: Can be toggled on and off
  • Draw Distance Threshold for Blight Spreading: Can be toggled on and off

Creatures#

Let's you change settings related to how the Wardens, Critters and the (non-functional) boss behave.

  • Bosses: Lets you change settings related to the game's only (and non-functional) boss.
  • Companion: Let you change various settings related to the game's 4 Wardens (they're referred to by their codenames).
  • Complex Creatures: Unselectable
  • Simple Creatures: Let's you toggle information displays related to Critter behavior.

Pathfinding#

Let's you change settings to the game's pathfinding system.

Respawn#

Let's you change settings related to the player respawning.

Team AI#

  • Draw Team Roles: Toggling this on draws rectangles underneath objects.
  • Draw Team Positions: Toggling this on draws visual information regarding the positions of team members in relation to the player's position.
  • Draw Team Names: Toggling this on draws text near objects that informs which team they belong (allies or enemies) and who they are targetting.
  • Draw Team Herding: Can be toggled on and off.
  • Team Position Filter: Changes what visual information gets drawn by Draw Team Positions

Animation#

Contains some options related to the game's animations.

Audio#

  • Audio Options
  • Audio Debug
  • Music Debug
  • Streaming Audio
  • Groove

Camera#

Contains various options related to the game's camera.

  • Debug Camera: Let's you enable a freecam as well as alter certain aspects of it. Pressing down on the D-Pad spawn Fon (and the Warden she's riding on, if applicable) to the general location of the freecam.
  • Camera Info
  • Camera Rendering
  • Behavior
  • Cinematic

Cheats#

Contains various cheats that generally make the game even easier than it already is. Pretty useful for debugging.

Controller#

Contains some options related to the game's controls. Even contains options related to the Wii Remote and the Wii U Gamepad, leftovers from when the game was developed for the Wii U.

Items#

Let's you unlock certain player abilities and the various wardens.

Game Options#

  • Warden Health Pool Mode: Let's you change how the game handles the HP for Wardens.
  • Shared Spirit Player Dies Even If Not Mounted

Player Abilities#

  • Aerial Slam: Locks/unlocks Fon's Aerial Slam.
  • Charge Attack: Locks/unlocks Fon's Charge Attack.
  • Double Jump: Locks/unlocks Fon's Double Jump.
  • Evade Attack: Locks/unlocks Fon's ability to attack during a dodge roll.
  • Riposte: Locks/unlocks Fon's Riposte ability. Yes, she has such an ability. Yes, it's absolutely extremely difficult to perform.
  • Wall Perch: Claims to locks/unlock Fon's Wall Perch ability, but there doesn't seem to be a visible change.
  • Singing: Locks/unlocks Fon's ability to sing.
  • Flower Generation: Enables/disables the growing of flowers while Fon is singing.
  • Current Melee Attack Style: Let's you switch between one of 4 different attack styles.

Other settings#

  • Spirit: Let's you change Fon's current HP.
  • Currency: Let's you change the current amount of your currency...too bad there's no use for it.
  • Companion Health Shared: The current HP shared by all 4 Wardens (Warden Health Pool Mode must be set to Single Shared Warden Pool).
  • Companion Health Brute: Slamuel/Slam's current HP (Warden Health Pool Mode must be set to Separate Per Warden).
  • Companion Health Digger: Gosub's current HP (Warden Health Pool Mode must be set to Separate Per Warden).
  • Companion Health Seeker: Peeper's current HP (Warden Health Pool Mode must be set to Separate Per Warden).
  • Companion Health Tos: Tos' current HP (Warden Health Pool Mode must be set to Separate Per Warden).
  • Allowed Active Companions: Let's you change how many different Wardens can be active at the same time.
  • Companion Brute: Locks/unlocks Slamuel/Slam.
  • Companion Digger: Locks/unlocks Gosub.
  • Companion Seeker: Locks/unlocks Peeper.
  • Companion Tos: Locks/unlocks Tos.
  • Warden Revive Time Remaining: Determines how much time is needed for the Wardens to recover from getting stunned after losing all HP.
  • SummoningSeed Slamuel: Let's you change how many seeds are needed to summon Slamuel/Slam.
  • SummoningSeed Peeper: Let's you change how many seeds are needed to summon Peeper.
  • SummoningSeed Gosub: Let's you change how many seeds are needed to summon Gosub.
  • SummoningSeed Tos: Let's you change how many seeds are needed to summon Tos.
  • Companion Abilities: All it does is let you lock/unlock Tos' vine shot ability.

Misc#

Physics#

Player#

Let's you change various player stats.

Profile#

Programmer#

Contains settings related to debugging. If you ever wanted to force an error or even a crash, then this option is just for you!

Renderer#

Let's you change various aspects of the game's renderer.

Material#

  • View: Let's you switch between multiple different material rendering options (Depth Complexity, Lighting, Diffuse, etc).
  • View Mip Maps: Can be toggled on and off
  • View Tex Density: Can be toggled on and off

MaterialImpl#

  • Water: Let's you toggle display settings related to water and waterfalls.
  • StylizedWater: Let's you switch between multiple different transparency settings for the game's stylized water.
  • Blight: Let's you toggle display settings related to blight.

Occlusion#

  • Enable Occlusion Culling
  • Multi-thread Portal Query
  • Multi-thread Caster Query
  • Enable Occlusion Buffer Culling
  • Copy Visibility Results Range
  • Frustum Check Portal Results
  • Frustum Check Portal Buffer
  • Frustum Check Caster Results
  • Frustum Check Caster Buffer
  • Enable Shadow Caster Query
  • Shadow Caster Culler Tyüe
  • Enable Shadow Caster Cascades Query
  • Lights Use Occlusion Culling
  • Auto Toggle Occlusion
  • Auto Toggle Rate
  • Display Occlusion Buffer
  • Display Occlusion Data Stats
  • Display Detailed Stats
  • Rebuild Tome Collection
  • Display Query Statistics
  • Display Current View Cell
  • Display Portal Traversal
  • Display Visibility Lines
  • Display Visibility Object Bounds
  • Display PVS Volume
  • Display View Frustum

UnsortedTransparency#

  • Enable: Let's you enable and disable transparency of unsorted particles (such as dust clouds).
  • Auto Toggle Unsorted: Can be toggled on and off
  • Auto Toggle Rate
  • Resolution
  • Depth Max
  • Depth Weight
  • Alpha Weight
  • Color Weight
  • Additive Method
  • UnpackMultisample: Can be toggled on and off

Lighting#

This contains a large amount of options related to the game's lighting.

To do:
Figure out how to document the Shadow Mapping and Clustered Lighting options

  • Draw Fullbright: Let's you enable and disable lighting altogether.
  • Draw Light Debug and Draw Light Debug Names: Toggling both on displays the name of the lighting produced by an object.
  • Dump Light Bindings: Dumps all the bindings between active objects and lightings into the console (readable in Ryujinx).
  • Draw Light Influence Debug: Can be toggled on and off
  • Disable Simple Shadow: Can be toggled on and off
  • Draw Simple Shadow Debug: Can be toggled on and off
  • Draw Probes Debug: Can be toggled on and off
  • Light Probe Intensity Bias
  • Light Tile Dim
  • Light Tile Debug: Can be toggled on and off
  • Light Queries: Can be toggled on and off
  • Lighting Effect Names: Displays active lighting effects on the screen depending on the selected option.
  • Limit Lighting Effect Names To Area: Can be toggled on and off

Histogram#

  • Enabled: Lets you enable and disable a histogram on the bottom right.
  • Mode: Changes the mode of the histogram.
  • BinsPerFrame

Render Flow#

  • Toggle Aux Nodes: Can be toggled on and off
  • Inc Aux Nodes: Can be toggled on and off
  • Dec Aux Nodes: Can be toggled on and off

Render Filter#

  • Render Sorted Items: Enables/disables HUD rendering
  • Render Models: Enables/disables rendering of simple models
  • Render Skinned Models: Enables/disables rendering of objects (player, Warden, enemies, etc)
  • Render World Models
  • Render Particles: Enables/disables particle rendering
  • Render ModCon: Enables/disables rendering of currently active world geometry
  • Render Water: Enables/disables water rendering
  • Render Fog: Enables/disables fog rendering
  • Render Decals
  • Render Blight: Enables/disables blight rendering

Render Bounds#

  • Draw Render Node Bounds: Toggling this on displays every object's bounds.
  • Draw Model Mesh Bounds: Can be toggled on and off
  • Draw Octree Bounds: Can be toggled on and off
  • Draw Caustic Bounds: Can be toggled on and off
  • Draw Decal Bounds: Can be toggled on and off
  • Enable Skeleton Debug Draw: Toggling this on renders a rigged model's skeleton.

Render Options#

  • Render Wireframe
  • Depth PrePass
  • View Depth PrePass
  • Allow ZCull Save/Restore: Can be toggled on and off
  • Allow Skip Color Clear: Can be toggled on and off
  • Always Cull From Game Camera: Toggling this on supposedly let's the game call out anything offscreen (can this be tested?).
  • Override Draw Distance
  • Draw Cull Camera Frustum: Toggling this on draws a green border around the screen.
  • Detailed World Model Cull Can be toggled on and off
  • Enabled MultiThreaded PreRender: Can be toggled on and off
  • Enabled MultiThreaded Render: Can be toggled on and off
  • Stall Render Thread (ms)
  • Debug Render Hook: Can be toggled on and off
  • Debug Render Hook (Int)

Instancing#

This allows you to toggle instancing...yes, that's all it does.

Level of Detail#

  • Enable LOD: Enables/disables Level of Detail
  • Enable Debug LOD: Toggling this on switches any object with LOD support to it's lower level of detail at all times.
  • Debug LOD Bias
  • LOD Min Level for Handheld

Terrain#

  • Enable Update: Can be toggled on and off
  • Enable Splatting: Can be toggled on and off
  • Splat Repeat
  • Force Splat
  • Elevation Scale
  • Elevation Delta
  • Splat Blend Dist
  • Splat Blend Range

PostFX#

  • Bloom: Let's you enable and disable bloom as well as change the bloom's blur to one of 8 different settings and enable debug renderings meant to test bloom.
  • FXAA Let's you enable and disable FXAA as well as enable debug renderings meant to test FXAA.
  • SSAO: Let's you enable and disable SSAO and it's blur as well as enable debug renderings meant to test SSAO.
  • Stylized Lighting: Lets you enable and disable the game's stylized lighting as well as dump data related to it into the console (readable in Ryujinx).
  • Tone Mapping: Let's you enable and disable tone mapping as well as dump data related to it into the console (readable in Ryujinx).
  • Adaption Analysis: Let's you enable/disable and configure an adaption analysis.
  • Show Stats Frame: Toggling this on seems to tint the screen red.

NVIDIA#

All it does is let you enable and disable NVTX (NVIDIA Tools Extension Library) markers.

Shader Construction#

  • Clear Ctor Log: Supposedly clears all the data that would have been written in the Shader Stats File.
  • Dump Ctor Log: Claims to write a Shader Stats File, but nothing gets printed in the console.

Other settings#

  • GPU Metric Set: Let's you switch between multiple different GPU-related information that would get displayed on the top left.
  • Show Frame Stats: Toggling this on displays stats related to the rendered frame.
  • Show Material Stats: Can't be toggled on
  • Show Scene Timings: Can't be toggled on
  • Enable Metrics Log: Can be toggled on and off
  • Enable Deferred Render: Let's you enable/disable the game's deferred render.
  • Deferred Render View: Let's you change what debug filter gets applied to the Deferred Render.
  • Capture Graphics Frames
  • Force VSync: Let's you change how the game forces VSync.
  • Reload Mtrl Archive Patch: Attempts to load a material archive that doesn't exist.

Scripting#

UI#

Contains some settings for the game's UI.

VFX#

Debug Drawing#

  • Swoosh
  • Emitter: Let's you display various visuals related to the game's emitters.
  • Particle System: Let's you display various visuals related to the game's particle system.

Render Particles#

  • Show Particle Fill: Displays rectangles to show particle bounds.
  • Force Soft Particles

Debug Options#

Debug Printing#

Profiling#

  • Enable Metrics Gathering: Doesn't do anything by itself, but it does allow you to enable to other options.
  • Show Total Update Time: If Enable Metrics Gathering is toggled on, toggling THIS on displays the game's total update time.
  • Show Individual Update Times: If Enable Metrics Gathering is toggled on, toggling THIS on displays the individual update times of separate objects.
  • Dump Metrics To Console: Dumps all the metrics into the console (readable in Ryujinx).
  • Merge Metrics By Name: Toggling this one groups the objects in Show Individual Update Times together by name.