Debug Menus#
Several debug menus can be enabled with the below code. These contain various test modes, such as a level select and sound test modes.
USA Code:
Enable Debug Menus At Boot
2016ED18 00000000
D06537C2 0000FBFF
2054F214 00000001
D06537C2 0000F7FF
2054F214 00000004
D06537C2 0000FEFF
2054F214 00000005
D06537C2 0000FDFF
2054F214 00000006
D06537C2 0000FFFE
2054F214 00000007
D06537C2 0000FFF7
2054F214 00000008
JP Code:
Enable Debug Menus At Boot
2016E688 00000000
D065B442 0000FBFF
20556E94 00000001
D065B442 0000F7FF
20556E94 00000004
D065B442 0000FEFF
20556E94 00000005
D065B442 0000FDFF
20556E94 00000006
D065B442 0000FFFE
20556E94 00000007
D065B442 0000FFF7
20556E94 00000008
D065B442 0000EFFF
20556E94 00000002
D065B442 0000DFFF
20556E94 00000003
D065B442 00007FFF
20556E94 00000009
With the above code on, press and hold one of the following buttons while the game is booting up:
- Hold L1 for Stage Select.
- Hold R1 for Battle Debug.
- Hold L2 for Sound Test.
- Hold R2 for Cutscene Viewer.
- Hold Select for Motion Test.
- Hold Start for Message Test.
(Source: Original TCRF research)
Stage Select#
The level select menu. Selecting anything here will instantly warp you to a level.
Battle Debug#
This menu allows you to enter battles with various parameters. You can set your level and the enemies to encounter.
Sound Test#
Your standard debug sound test option. This lets you play SFX and music.
Cutscene Viewer#
This menu allows you to view all of the in-game cutscenes. The font in this menu is corrupted in non-Japanese region versions.
Motion Test#
This mode lets you cycle through various animated facial states.
Message Test#
This menu allows you to display all of the game's text messages.
Debug Text#
|
|
This needs some investigation. |
With the below code on, this will print DEBUG on the top left corner of the item menu. It doesn't do anything other than that anymore.
USA Code:
Enable Debug Text in Item Menu
20544BC4 00000001
20285540 00000000
(Source: Original TCRF research)
Unused Graphics#
The ending message used in the E3 demo is present in the final version.




The game contains five screenshots from a very early version of the game, where X has his original armor. The battle screen is different from the final, having a turn menu set vertically instead of horizontally and a "HG" in the player's menu, probably standing for Hyper Gauge to the Hyper Mode turns. The screenshots appear in two different sizes inside the game.
The images from the Sky Room videos include three videos that can't be watched in the room: The opening scene, the ending, and the credits. The credits also has a "P13" text not shown in the video.
An unused image that appears to be an early version of Central Tower's Tower Base Access Tunnel.
Unused Flags#
Via using the Action Replay codes, an unused flag code for Axl exists, suggesting a second overdrive form was planned for Axl (by the time the game came out, it was most likely the White Armor, but dummied out to prevent spoilers from Mega Man X8). When the item is added into the inventory and selected, it does nothing because all code that was in there was erased.
Unused Items#
The game contains several blank slots for Main Weapons as there is room for 25 Main Weapons for each playable character, X being the only one with this amount, and 25 blank slots in the beginning of the list. There are also five blank slots in the Sub Weapons.
- Z Saber: A Main Weapon similar to the used version with the same name, but its description notes that it is slightly stronger (Power 12), is of the Shot type (all sabers are of the Combat type), can hit 8 times, and decreases hit ratio by 30%. However, it appears to work like the used version, only hitting 2 times when used. It is located in the 25th weapon slot from Zero's weapons, before Spider's first weapon.
- Accelerator Bullet: Unused version of the Axl Bullets. Has the same description of the unused Z Saber, but doesn't appear to be different from the used version. It is the 25th weapon from Axl and the last Main Weapon in the game.
- Sub Weapon Armor A (Sub Weapon A Arm in the Japanese version): Unused Sub Weapon located between the empty Sub Weapon slots and the Ultimate Missile.
Regional Differences#
|
|
To do: |
Opening Song#
|
Japan |
International |
|---|---|
The opening theme "Jounetsu Setsuna" by Asami Abe was replaced with a different track for the international versions.
Marino's Action Trigger#
|
Japan |
International |
|---|---|
|
|
|
In the Japanese version, Marino's Action Trigger, Emotional Reel, the "MISS" symbol is Hayohn with miss written in its mouth. In the international versions, Hayohn was replaced by a line.
Kitty Gloves#
The Power of Cinnamon's weapon Kitty Gloves was reduced from 66 to 16 outside Japan.
Title Screen#
|
US |
Europe |
|---|---|
|
|
Yet another different European title screen, as part of Capcom Europe's attempt at region-specific consistent branding.