the cutting room mirror

Koto Battle: Tengai no Moribito

This article has a talk page!This article has a talk page!
view on tcrf.net

Koto Battle: Tengai no Moribito is AlphaDream's very first game, about a red-haired boy and his canine friend Kanae who protects the land of Tengai by fighting in kotodama card battles.

Debug Menu#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: More research in general.

'...But does it make sense?'
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!

A debug menu can be accessed with the GameShark code 011D89D6. To access it, try the following.

  • Enable the code on the overworld.
  • Open the menu with Start.
  • Either choose any available sub-option or back out with B to load the main debug menu.

In fact, various other actions which load a menu will also work with this code, such as the options (オプション), menu, or the new game (はじめから)/continue (つづきから) but it may not be possible to force an encounter with the debug menu later.

Changing HRAM address FFA8 will also load the menu immediately, but often freezes the game unless changed during the transition into a new menu. Additionally, code to bring up the graphics for the main menu is at 7e:4573.

The main menu for the debug menu, which also contains various sub-menus.

デバッグメインメニュー: Debug Main Menu
イベントのよくせい: Event Control
せんとうのよくせい: Combat Control
エンカウントテスト: Encounter Test
フラッグメニューへ: To Flag Menu
フィールドデータさんしょう: Field Data Reference
  • Event Control and Combat Control can be toggled off (オフ) or on (オン).
  • Encounter Test can be activated with values 00 through to 16, where 00 means no battle and other values correspond with a set of battler(s)/monster(s) to encounter. Exiting the debug menu will start the battle. There are sets greater than 16, which can be accessed by changing memory address C1D6 (set number) but for some reason the displayed number glitches after 65. The game only restricts exceeding 16 (not 17 and up).
  • To Flag Menu opens up a sub-menu.
  • Field Data Reference opens up another sub-menu.

On the same menu, there is also what seems to be a build date and developer name:

バジョン: 12/18·16:00
ライト:ヨシダ·ま
ベース: 12/18·16:00

Translation:

Version: 12/18 16:00
Write: M Yoshida
Base: 12/18 16:00

Flag Menu#

Provides access to various sub-menus pertaining to event flags.

ジャンプさきじょうたい
のこりほすうじょうたい
じかいせんとうじょうたい
ことだましゅとくけいけんじょうたい
グローバルフラグのじょうたい
ローカルフラグのじょうたい
えつらん・ジャンプきょか

Translation:

Pre-Jump State
Leftover Step State
Next Battle State
Kotodama Acquisition Experience State
Global Flag State
Local Flag State
Inspection Jump Permissions

Pre-Jump State#

Options for the place names below the title ジャンプさきじょうたい are off or on.

ジャンプさきじょうたい
りゅうのせなか
りゅうのはら
ひどけいのにわ
アラガネのオカ
ゆきのまち
ほしふるのはら
そらのはしご
さんごのもり
コトノハむら
ガラクタやま
じょうかまち
ときのねどこ
かぜなぎのまち
まどろみのもり
はざくらのさと

Translation:

Pre-Jump State
Dragon's Back
Dragon's Stomach
Sundial Garden
Ore Heights
Snow Town
Starfall Fields
Sky Stairs
Coral Forest
Word Village
Junk Mountain
Joker Town
Time Bed
Calm Winds Town
Slumbering Forest
Cherry Tree with Fallen Blossom Hamlet

Leftover Step State#

のこりほすうじょうたい
ダメージゆかかいひ
エンカウントアップ
エンカウントタウン
ことだまおとすてき

Translation:

Leftover Step State
Damage 
Floor Damage Avoidance
Encounter Up
Encounter Town
Lost to Enemy?

Next Battle State#

Options are off or on.

けいけんち 2
ことだま 2
せんせいこうげき

Translation:

Experience 2
Kotodama 2
Teacher's Attack

Kotodama Acquisition Experience State#

This menu seems to show acquired Kotodama in a table of binary flags (0 through to 59). A value of 0 in the table means not acquired, and 1 means acquired.

Global Flag State#

Shows a table of binary "global" flags. There are a total of 260.

Local Flag State#

Shows a table of binary "local" flags. There are a total of 130.

Inspection Jump Permissions#

Asks the user whether it is fine to turn on permissions for inspecting the following flags for abnormalities(?):

  • Cards
  • Combos
  • Jumps
  • Kotodama Possession Experience
  • Status Commands

Field Data Reference#

Displays various attributes pertaining to the field, or before the debug menu was opened. "N" represents a number.

フィールドかんれんデータ
データナンバ (N)
じゅくれんど (N)
てきばんごう (N)
しゅじんこういち [N、N]
イベントすう (N)
ことだまのかけら (N)/55

Translation:

Data Relevant to the Field
Field Number (N)
Skill Number (N)
Enemy Number (N)
Protagonist Position (N,N)
Event Number (N)
Kotodama Pieces (N)/55

Watch on YouTube

(Source: Torchickens (discovery, GameShark code), Pizdex (HRAM change access method))