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Difference between revisions of "Debug mode"

From Sonic Retro

(Fixed factual errors, grammar, and added to the button presses)
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In the case of Sonic games with a debug mode, there are several changes made to the normal operation of the game. The following are the debug mode changes in ''[[Sonic 2]]'', but the routines are similar for most of the Sonic games.
 
In the case of Sonic games with a debug mode, there are several changes made to the normal operation of the game. The following are the debug mode changes in ''[[Sonic 2]]'', but the routines are similar for most of the Sonic games.
  
* The SCORE value in the HUD is replaced with a jumble of what seems to be nonsense, but is actually two things: the top row of digits represent the absolute map location of the character sprite in hexadecimal reported in real time, and the bottom row of digits represent the same for the viewport. In the [[Sonic 2 Beta|''Sonic 2'' prototype]], the bottom row of digits represents two different things: the left word represents the timer in seconds and the right word is a sine that oscillates from 0000 to 0080.
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* The SCORE value in the HUD is replaced with a jumble of what seems to be nonsense, but is actually two things: the top row of digits represent the absolute map location of the character sprite in hexadecimal reported in real time, and the bottom row of digits represent the same for the viewport. In the [[Sonic 2 Beta|''Sonic 2'' prototype]], the bottom row of digits represents two different things: the left word represents the timer in seconds, and the right word is an oscillator that ranges from 0000 to 0080.
* The TIME value in the HUD is replaced with the number of sprites currently onscreen. This is used to make sure that the game never exceeds the Mega Drive's 80 sprite limit.
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* The TIME value in the HUD is replaced with the number of sprites currently onscreen.
* Pressing B will switch to object placement mode. In this state, you can use the D-Pad to move to any point on the map, press A to cycle between the objects available in the level and C to put down the selected object.
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* Pressing B will switch to object placement mode. In this state, you can use the D-Pad to move to any point on the map. Press A to cycle foward between the objects available in the level, and hold A and press C to cycle backwards. Pressing C by itself will place the selected object.
 
* Pausing will allow you to access some more debug features. When paused, pressing A will reset the game, holding down B will run the game in slow motion and pressing C will advance the game by one frame per press.
 
* Pausing will allow you to access some more debug features. When paused, pressing A will reset the game, holding down B will run the game in slow motion and pressing C will advance the game by one frame per press.
 
** See the individual pages for each game for information on how to enter and use the debug mode in the various Sonic games.
 
** See the individual pages for each game for information on how to enter and use the debug mode in the various Sonic games.
  
 
[[Category:Hacking Information]]
 
[[Category:Hacking Information]]

Revision as of 17:03, 1 March 2009

File:Debug.png
Shot of debug mode in action during Emerald Hill Zone in Sonic 2

Debug mode is a development tool which typically allows you to break the rules of the game in any number of ways and to give technical information that is of benefit to the programmers working on the games. Examples of debug are Object Debug, Night Mode and Placement Debug. It also makes collision blocks,invisible blocks which can't be passed normally, appear. Once they become visible they usually contain 4 small icons which display a character.

In the case of Sonic games with a debug mode, there are several changes made to the normal operation of the game. The following are the debug mode changes in Sonic 2, but the routines are similar for most of the Sonic games.

  • The SCORE value in the HUD is replaced with a jumble of what seems to be nonsense, but is actually two things: the top row of digits represent the absolute map location of the character sprite in hexadecimal reported in real time, and the bottom row of digits represent the same for the viewport. In the Sonic 2 prototype, the bottom row of digits represents two different things: the left word represents the timer in seconds, and the right word is an oscillator that ranges from 0000 to 0080.
  • The TIME value in the HUD is replaced with the number of sprites currently onscreen.
  • Pressing B will switch to object placement mode. In this state, you can use the D-Pad to move to any point on the map. Press A to cycle foward between the objects available in the level, and hold A and press C to cycle backwards. Pressing C by itself will place the selected object.
  • Pausing will allow you to access some more debug features. When paused, pressing A will reset the game, holding down B will run the game in slow motion and pressing C will advance the game by one frame per press.
    • See the individual pages for each game for information on how to enter and use the debug mode in the various Sonic games.