This is a sub-page of Kirby: Planet Robobot.
Usually, HAL Laboratory removes any instances of their master debug menu from the executable in their modern Kirby projects. However, this doesn't necessarily get rid of specific debug features in the games' Mint file. Some of these features usually slip into the archives' internals and are left in the final version of the game, and all of those instances for Robobot are documented below.
DebugFreeMove#
The debugging state "DebugFreeMove", seen in games such as Kirby: Triple Deluxe and Kirby Fighters Deluxe is back once again, though, like Planet Robobot's predecessor, it is exclusive to one of its sub-games: Team Kirby Clash. The Mint file MelonStep.bin.cmp, which contains most of Team Kirby Clash's code, hosts the animation script "AnimScriptDebugFreeMove" and the state script "StateDebugFreeMove" under Scn.MelonStep.Common. If mint edits are done to restore the state, it result in the following behavior. 
Its behavior is nearly identical to the one seen in Kirby Fighters and Kirby Fighters Deluxe, letting Kirby move around anywhere while ignoring collision and damage. However, unlike its previous appearances, the state won't make Kirby flash while it's active. Additionally, the same debugging messages set by the developers appear within its "void ProcAnim()" function, but the controls they list don't work in-game.
Message (Japanese) |
Translation |
|---|---|
"自由移動中 ('SELECT+A'で解除, 'R'で高速移動) " |
"Free Movement (Press 'SELECT+A' to cancel, 'R' for fast movement)" |
"地形判定[有効] ('L'で切り替え)" |
"Collision Detection [Enabled] (Switch with 'L')" |
"地形判定[無効] ('L'で切り替え)" |
"Collision Detection [Disabled] (Switch with 'L')" |
"レーン[前] ('X'で切り替え)" |
"Lane [In front] (Switch with 'X')" |
"レーン[後] ('X'で切り替え)" |
"Lane [In the back] (Switch with 'X')" |
"(このステップは1レーンしかないためレーン切り替えはできません)" |
"(This Step has only one lane, so lane switching is not possible.)" |
This wasn't the last time we would see this state in a 3DS Kirby game.
(Source: Vyroz)
DebugAppear#
"StateDebugAppear" is a series of debugging states for bosses. These scripts make the bosses skip their introduction cutscenes, starting them up with a star wipe transition. It's likely this was created as a way to access the fight faster, as having to watch the initial cutscene to the boss fights would've been inconvenient after multiple sessions of testing. These scripts can also be triggered by watching the boss' cutscene in the Theater (if available), which lets you fight the boss like you would in Story Mode.
(Source: Vyroz)
Clanky Woods#
Clanky Woods's state, located in StepLCharaWhispyborg.bin.cmp under Scn.Step.LChara.Whispyborg.StateDebugAppear, makes it so the start of its fight starts immediately after the star wipe transition, skipping the "Victim of Mechanization" cutscene.
Holo Defense API#
Holo Defense API only has a state for the entity itself, not the holograms. Its mint file, StepGimmickHolographSystemCore.bin.cmp (which is notably not classified as "LChara"), has the script Scn.Step.Gimmick.HolographSystemCore.StateDebugAppear, which lets the fight start immediately after a star wipe transition, skipping the "Ancient Battle Program" cutscene.
Susie#
Susie's mint file, StepLCharaSusie.bin.cmp, has the script Scn.Step.LChara.Susievehicle.StateDebugAppear, which lets her fight start after a star wipe transition, skipping the "Susie, Executive Assistant" cutscene with her already in her mech.
Mecha Knight#
Mecha Knight has one of these states in StepLCharaMetaknightborg.bin.cmp under Scn.Step.LChara.Metaknightborg.StateDebugAppear, making it so his fight starts after a star wipe transition, skipping the "A Complete Remodel" cutscene.
Mecha Knight +#
Mecha Knight +, like its predecessor, has one of these states in StepLCharaMetaknightborgkai.bin.cmp under Scn.Step.LChara.Metaknightborgkai.StateDebugAppear, making it so his fight starts after a star wipe transition, skipping the "Duel in the President's Office" cutscene.
President Haltmann#
President Haltmann's mint file, StepLCharaHartmann.bin.cmp(sic), has the script Scn.Step.LChara.Hartmannvehicle.StateDebugAppear, which makes it so the fight can start after a star wipe transition, skipping the "My Name Is Haltmann" cutscene. However, it seems like enabling it makes the battle arena fail to load, and will only appear once his third phase is active.
Dark Matter Clone#
Dark Matter Clone, the first boss exclusive to Meta Knightmare Returns, has one of these states as well in StepLCharaClonedarkmatter.bin.cmp under Scn.Step.LChara.Clonedarkmatter.StateDebugAnger. It makes it so the fight starts after a star wipe transition, and skips the "The Dark Rainbow Thief" cutscene. Unlike Haltmann's cutscene, the battle arena loads correctly.
Sectonia Clone#
Sectonia Clone, the second boss exclusive to Meta Knightmare Returns, also has one of these states StepLCharaClonesectnia.bin.cmp(sic) under Scn.Step.LChara.Clonesectnia.StateDebugAppear. Her fight starts right after a star wipe transition, skipping the "Elegant Rapier Dance" cutscene. However, the battle arena won't load, and the theme "Faded & Flower" will not play, with "VS. The Wicked Company" instead taking its place.
Star Dream Soul OS#
The secret final boss, Star Dream Soul OS, has one of these debugging states, which affects the very beginning of its fight. When the game finishes the first half of the "HEARTLESS MACHINE" cutscene after defeating its third phase, the game will give immediate control of Kirby to the player after a star wipe transition. This script is found in the Mint file StepLCharaSoulprogramcore.bin.cmp under Scn.Step.LChara.Soulprogramcore.StateDebugAppear.
Additionally, the timer on the bottom screen will not be replaced by question marks ("??.??.??") like it usually is.
DebugAnger#
"StateDebugAnger" refers to another series of debugging states used for the various bosses in the game. Their effects somewhat vary depending on the boss, but the results should always seek to skip the transition cutscene between a boss' phase. It's likely the developers of the game used these states to make the process of testing boss fights much more convenient, as waiting for the bosses to perform lengthy animations would've been tiresome.
(Source: Vyroz)
Clanky Woods#
Clanky Woods has two DebugAnger states. Its mint file, StepLCharaWhispyborg.bin.cmp, has the Scn.Step.LChara.Whispyborg.StateDebugAnger and Scn.Step.LChara.Whispyborg.StateDebugAnger2 states, allowing it to abruptly skip the transitions of its 2 battle phases. This comes at the cost of the model of the battle arena not triggering its transforming animation, which looks rather... Awkward, to say the least.
Susie#
Susie's mint file, StepLCharaSusie.bin.cmp, has the scripts Scn.Step.LChara.Susievehicle.StateDebugAnger and Scn.Step.LChara.Susievehicle.StateDebugAnger2. Whenloaded in-game, it skips the transition into her 2nd and 3rd phases. This results in some wonky behavior for the 2nd phase, allowing Susie to jump and clip into the elevated platform in the middle of the battle arena.
President Haltmann#
President Haltmann's mint file, StepLCharaHartmann.bin.cmp(sic), has three DebugAnger scripts, being Scn.Step.LChara.Hartmannvehicle.StateDebugAnger, Scn.Step.LChara.Hartmannvehicle.StateDebugAnger2, and Scn.Step.LChara.Hartmannvehicle.StateDebugAnger3. They all skip Haltmann's lengthy phase transition animations, though they are somewhat busted, as they don't destroy Kirby's wonder state, making it impossible to regain control of Kirby, even if he makes contact with something that would damage him.
The first one, DebugAnger, makes it so Haltmann jumps to the middle of the battle arena and abruptly starts deploying Yesmen. The player will not regain control of Kirby.
The second one, DebugAnger2, makes it so Haltmann cuts to his third phase, and the player will still be unable to move Kirby.
The third one, DebugAnger3, makes it so Haltmann transitions to his 4th phase, but fails to load the elevated middle part of the battle arena, making the attacks invisible.
Star Dream#
The final boss', Star Dream, affects its transition into the second phase of its first form. It makes it so it completely skips its roaring animation, making it transition directly into its attacking state. This script is found in the Mint file StepGimmickBoss07.bin.cmp under Scn.Step.LChara.Mothercomputer.StateDebugAnger. A comparison is provided below, as its state change is a little less obvious than the others.
|
StateAnger (Used) |
StateDebugAnger (Unused) |
|---|---|
|
|
|
(Source: Vyroz, Faye (restoration assistance))
Dark Matter Clone#
Dark Matter Clone, a boss exclusive to Meta Knightmare Returns, has the script Scn.Step.LChara.Clonedarkmatter.StateDebugAnger in StepLCharaClonedarkmatter.bin.cmp. It completely skips the cutscene to its second phase, making it start attacking Meta Knight immediately.
Star Dream Soul OS#
Just like Star Dream, Star Dream Soul OS also has one of these states. When its about to transition to its second phase, Star Dream Soul OS skips its roaring animation, and the base it floats above snaps all of its prongs downwards, making it immediately start attacking. This script is also found in the Mint file StepLCharaSoulprogramcore.bin.cmp under Scn.Step.LChara.Soulprogramcore.StateDebugAnger.