the cutting room mirror

Super Robot Taisen 64

In Super Robot Taisen 64 your Nintendo 64 is conquered by aliens and must be liberated by the combined might of ~30 years of giant mecha franchises.

Notably, pilot stats can be shared with the Game Boy Color title Super Robot Taisen: Link Battler.

Debug Menu#

Change the byte at 0x113FA7 in the ROM from 07 to 01 or use the following GameShark / Pro Action Replay code:

D01CAA57 0007
801CAA57 0001

Upon doing so, holding Z and pressing Start on the title/legal screens will open a debug menu.

Debug Menu Controls#

SRT64_debug_menu.png

On the left is a column of all the menus you can access from the debug menu. The options in red will crash the game if used.

On the right are some read-only fields. "FBUF CLEAR COLOR" is the color copied over the entire framebuffer before drawing to it. Below this, which controllers are plugged in are displayed. At the bottom right are the current audio mode (stereo or monaural), the current music track ("SOUND"), the current sound effect, and the current frame number from when this menu was opened.

A file of zero bytes is also loaded to 0x80600000, but serves no known purpose.

Most options load their final game equivalents, such as the title screen or ending. Three other debuggers are available through this menu: VIEWER, VIEWER2, and HMF VIEWER.

There are two interfaces active simultaneously, so some buttons trigger multiple actions.

Controller 1:

Control Stick or D-Pad Up / Down

Press A

Control Stick or D-Pad Right / Left

Hold B, Control Stick or D-Pad Right / Left

Press C-Right or C-Left

Hold B, press C-Right or C-Left

Press Z

Press R

Press B

Press L

Press C-Left

Controller 2:

Press Start

Press Z

Controller 4:

Press A

Press B

Viewer and Viewer2#

SRT64-debug_viewer2.png

Both VIEWER and VIEWER2 appear identical. They are specialized image viewers for chapter introductions that clearly were designed for viewing any of the sprite animations in the game.

"NUMBER" is the current image. Below this is displayed either "NORMAL!" or "KOMAOKURI!" (frame-by-frame). None of these images are animated, but if they were, "ANIM" would give the frame number. The first row of numbers is the current XYZ position, the second row the target XYZ position at the end of the frame.

Pressing C-Left on Controller 1 will cause the game to lock.

Controller 1:

D-Pad

Control Stick Up / Down

Press A or B

Hold L, press A or B

Press L

Hold Z, press Start

Controller 2:

D-Pad Right / Left

D-Pad Up / Down

Control Stick Up / Down

Press A or B

Hold L, press A or B

HMF Viewer#

SRT64-debug_HMFviewer.png

This is an attack animation debugger. By default, two Gundams are loaded and fire repeatedly.

In the left column, PLT is the current palette. These provide the background color, fog, and fog color, although due to what is presumably a bug it also can affect the background loaded. NUMBER is the scene consisting of a backdrop image and 2.5/3D foreground.

On the right column, BGSC is the background scene color. Depending on the background, it may apply this color when generating display lists. If FOG is on, the RGB values on the line below are combined with all graphics in the scene. ROTX, ROTY, and ROTZ are the orientation of the foreground "land" below the characters. DIST is the current camera position, much like zoom.

Due to multiple interfaces running, some buttons have multiple effects.

Controller 1:

D-Pad Right / Left

D-Pad Up / Down

C-Buttons

Press A or B

Press R or L

Press Z

Press Start

Hold Z, press Start

Controller 3:

Control Stick or D-Pad Up / Down

Control Stick or D-Pad Right / Left

Press R or L

Controller 4:

Control Stick or D-Pad Up / Down

Control Stick or D-Pad Right / Left

Press R or L

Press L

Press R