

If you're using Project 64 for this code, it will only work on 2.0 or higher. In order to display this correctly, you must not be in Big Boo's Haunt, Hazy Maze Cave, or inside the castle. Out Scope: Removed movement flag, unknown what this was for, probably would have been used when an object has either unloaded or is out of the camera's view.B Water: Object is moving on the ground in water.U Water: Object is moving below the water's surface.S Water: Object is moving at the water's surface.It's referred to as yjdebug, named after one of the object programmers "Hajime Yajima".
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With the code on, press the GS Button while in-game to enable it. For the debug display to function it needs to be attached to an object. It was meant to be used for object movement flags. Labelled as FREEMOVE in the source code.Īn old, debug display can be seen here. When holding B, you go fast enough to clip through the hitboxes though.

This function enables a free-movement mode that lets Mario zoom about freely, though not pass through obstacles because floor checks and wall checks are still done. Labelled as ultracommand in the source code. Don't try to use it inside the castle, though, or the game might crash. Press the D-Pad buttons to spawn either nothing, a normal Koopa Shell, a water Koopa Shell, or a Crazy Box. This function causes various objects to spawn that alter Mario's movement. Press L to display the "ENEMYINFO" screen. This code was active only for the Japanese version and is a remnant of debugging code. The code checked the value of B0 to determine whether Big Boo should spawn. One example remaining in the code is in in decomp. Changing the parameters would activate certain debug checks/functions used for debugging enemies. A debug function (try_modify_debug_controls in debug.c in decomp) was implemented to allow the values to be changed in-game with the controller. Some of the values were used to set enemy parameters for debugging.

How often a floor-check couldn't find a triangle this frame. This screen shows info related to collision checking.Īmount of floor triangle checks / such triangles in Mario's area.Īmount of wall triangle checks / such triangles in Mario's area.Īmount of ceiling triangle checks / such triangles in Mario's area. Press D-Up to display the "CHECKINFO" screen. Press D-Left to display the "EFFECTINFO" screen. Press D-Down to display the "STAGEINFO" screen.Īt what time you entered Tick-Tock Clock.Ġ means that the long hand was pointing to 3, resulting in slow time 1 means that the long hand was pointing to 9, resulting in fast time 2 means that the long hand was pointing to 6, resulting in things moving at random 3 means that the long hand was pointing to 12, resulting in a still stage. Only appears when you ensure DPRINT OVER doesn't happen Y coordinate of surface of water if Mario is standing or swimming in it In the castle, Hazy Maze Cave and Big Boo's Haunt the area is split up into rooms which are defined by this property of triangles.Īppears when text doesn't fit on the screen anymore. Which room the floor triangle belongs to. Terrain types can denote slipperyness, camera mode, special properties (sand, snow, wind, water flow), special triangles (painting entrances)ġ means the triangle is part of an object, 2 means the camera won't collide with this triangle. What cell of the collision grid Mario is in. Press D-Right to display the "MAPINFO" screen.
