ADVENTURES OF THE DEBUG CODE

Okay, this is stuff I've already figured out (after playing around with the code for a long time), but I'm letting you guys find it yourself, and providing hints along the way. In the last page I made regarding the VGX DEBUG, we discussed the fact that the Debug screens change under different circumstances transpiring during the game, and then I alluded to the use of it during cinemas, and of course a gamer found the right cinema to use it under, the Ending! Here's what Steve M. Bowling discovered.

Check this out... I did like you said and did your code during a cinema scene, as a matter of fact, I did it during the ending... when Link and Zelda are standing together in the sky, well, when I did the code I got 11SCREENS of numbers and stuff! And one of them was labeled as "Unimplemented action" What could that mean?? Is there really possibly a part of the ending we're n ot getting to see?? Perhaps it comes with Ura Zelda, we'll all have to wait and see I guess... I own a Japanese N64 and I'm going to buy the Japanese Zelda cart so that I can play the disk when it's released! I'll make sure to send pics.... and I think all of you should do Video Gamer X's code during the ending, it's definitely cool!

I'm pretty much going to stay pretty silent from here on out and let everyone figure out what to do and where with the VGX DEBUG code. When I first found it out I was amazed, and I just can't believe all the stuff it lets you see. Definitely cool, like the Debug for Shadows of the Empire, only a little more comprehensive. This page will be for your findings with the code. Feel free to send me screenshots of cool Debug Screens that you encounter. As the Gameshark slogan always goes, "Abuse the Power!"

CHECK OUT GAMER'S DEBUG SCREENS

Icarus3 Found: Before I give my code I'd like to say this: "I am not responsible for any damage done to your videogame system, your videogame, you, or any other object in this universe. Using the following code is at your own risk and by using it you declare that I take no responsibility."

You know your section "Expanding Debug". That takes place during a cinema at the end. I got the same thing to appear in the temple of time plus a few blank pages (altogether, 11). Here's how I did it, I got of the center of the Temple of Time and stepped a little closer to the exit and played Saria's Song. Just as it was playing, I pulled up the left side of the cartridge (I part of it pulled up, just enough so it doesn't Crooked Cartridge). But something was different this time. The pixels and sprites that made up the music bars where the song is played went all glitchy like they were incorrectly aligned. I entered your code and got 13 screens. I have written a description of each. It should be noted that it doesn't always appear. Two other things may happen: (A) You may just get the usual code with "RCP is HUNG UP!" (RCP stands for Reality Coprocessor). (B) You may get a glitchy bottom section, and when you pop the cartridge back in, everything will be okay and normal. Nothing is glitched, it acts like nothing happened. Just in case, if either of these two happen, power off then power on without saving. Okay, on with the description of the thirteen screens:

SCREEN 1 ------ Assembly Registers
The number of the thread (possibly subroutine) the game froze on. This is almost always 4.
The values of 33 floating point registers in hexadecimal.
The value of a variable called "FPCSR". On my screen it was 01820814H.
16 floating point numbers under a section called "Unimplemented Operation".

SCREEN 2 ------ Address Values
The title of this screen was "SegmentBaseAddress".
It had the values of 16 locations in memory. Each one was one offset from the other in a list (0:xxxxxxxx, 1:xxxxxxxx, etc.)
It had the value of a variable called "Arena_failcnt". It was set to 0.

SCREEN 3 ------ ROM Debug
This screen was fairly odd but uninteresting. It was 4 rows of 4 eight digit numbers. All of them were 00000000.

SCREEN 4 ------ Stack Trace
This screen showed (apparently) the last 84 hexadecimal numbers to be on the stack.
It was 5 columns of 21 numbers each. The first column seemed to show an address.
All numbers in the first column were:
8011eca0, 8011ecb0, 8011ecc0, 8011ecd0, 8011ece0, 8011ecf0, 8011ed00, 8011ed10, 8011ed20, 8011ed30, up to 8011ede0.
Seemed to be a pattern with the 6th and 7th digits. Most likely all the digits but the 8th.

SCREEN 5 ------ Empty Page #1
This page was empty except for one thing: the value of 8011edf0 on the stack.

SCREEN 6 ------ Empty Page #2
This page was completely empty.

SCREEN 7 ------ PC Trace
This page was the same format as the stack trace only, I'm not quite sure what PC stands for. Who knows?
The first column was like the Stack Trace, but followed a different pattern:
800da054, 800da064, 800da074, 800da084, 800da094, 800da104, 800da114, 800da124, 800da134, up to 800da194.
I suppose that it (if the screen was infinite) would eventually change to 800db004.

SCREEN 8 ------ Empty Page #3
This page was empty except for one thing: the value of 800da1a4 on the PC.

SCREEN 9 ------ Empty Page #4
This page was completely empty.

SCREEN 10 ------ DLF Tables
This page is one of the screens you see with the normal VGX Debug. It has numbers, the RAM start and end addresses, and the offset of the address.

SCREEN 11 ------ Subroutine and Version Data
This page shows the last subroutine to be called and it's parameters, in this case Callback(1).
It shows the memory addresses of the subroutine.
It shows a secret message from a programmer, "I LOVE YOU" and that message's address in RAM.
It shows the ROM version (mine is F). It shows the last updated watermark of Zelda 64.
It shows the code title of the game "OCARINA".
It shows the starting point in RAM for loading the game (00000000 00000000).

That's it. 11 pages of strange stuff. Not all of what I said is completely accurate. Some of it are educated guesses. Like I supposed that 00000000 00000000 on the last page was the starting point. It may not be, who knows. I didn't program the game. I would like to note one thing about the PC Trace screen. There is a register shown on the first screen, it's name is PC. I think that just maybe, the PC Trace shows the last 84 values to be in the PC register. That's all I have to say! Just from a bunch o' playing around with VGX Debug and Crooked Cartridge!









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