Debug Tests

Posted By at 6:57 PM on Sunday February 6, 2011

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A helpful little debug guy from Doubutsu no Mori on the N64. Thanks to Kaokan for providing the screenshots.

Johnny B:
This is a test for matching the sound with the emotion of the message. Which will you choose?

☞ Regular.
☞ Angry!
☞ Disappointed…
☞ Next!

Johnny B:
Changing to normal.

Johnny B:
This is a message transition test. Onto to the next message.

Johnny B:
Changing player’s status to unlucky.

Johnny B:
This is a test for a smooth transition after opening the selection window. Using %SFN%.

☞ Complete
☞ Continue

Johnny B:
Displaying letter data.

Johnny B:
AAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAA

Item 0 – Dreamcast
Item 4 – PS2

Johnny B:
Current country name is “Senoa Village”. Random number from 0 – 99: “61”

Johnny B:
Demo command test. Adding 2 to player’s variable 0.

Johnny B:
Cursor process cancel test. It is not possible to cancel.
AAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAA

Johnny B:
It is possible to cancel.
AAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAA

Johnny B:
This is a test for freely substituting character strings.
Character String #0 – “Dreamcast”
Character String #9 – “PS2″

Johnny B:
It is now:
July 7th, 2030
Tuesday
12:28:24 pm

Johnny B:
Your name is “Suse”. My name is “Johnny B”.

Johnny B:
This is the character colour change test. The colour will change for each line. Call %CC% to (…)

Johnny B:
It will be reset automatically.
It will be reset automatically.
It will be reset automatically.
It will be reset automatically.

Johnny B:
This is the delayed display test.
1 2 5 10 20 30

Johnny B:
AAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAA

Johnny B:
In order not to insert
button push (%PB%)
screen clear (%CC%)
at the end of the message (…)

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7 Responses

  1. Ryusui says:

    Just FYI, the second page of the cursor process test actually says “It is possible to cancel” (キャンセルかのう, whereas the first page says キャンセルふかのう).

    Otherwise, quite interesting. Especially where the programmers used “Dreamcast” and “Playstation 2″ for testing purposes. XD

  2. GlitterBerri says:

    Oops, thanks for that. =) I didn’t notice, got lazy, and copy-pasted. Fixed!

    Are those items not in the game?

  3. Ryusui says:

    The Dreamcast and PS2? I’d imagine not, seeing how Animal Crossing is a first-party Nintendo title. I know the GCN version had some classic NES games, but they were treated as individual items – you didn’t get an NES to play them on, but each one was represented as an NES console (IIRC; it’s been years since I last played).

    That said, I wonder if there was a technical reason for cutting them down like that: in Japanese, they’re written out as ドリームキャスト and プレーステーション2. Here, however, they’re truncated to six characters each – they’re still comprehensible, but more than a bit crunched (something akin to “DreCas” and “PlaSt2″).

  4. GlitterBerri says:

    Gotcha. =)

    The truncated versions are just Japanese abbreviations for the systems, which is why I used “PS2″ rather than “Playstation 2″. However, to the best of my knowledge, we don’t have a shortened version of Dreamcast (DC, maybe? But then it’s not obvious what it is…), so I left it as-is.

    You’ll notice the left link bar on my site has the Japanese and English abbreviations for many of the games I have listed if you want a few more samples. ^^

  5. GlitterBerri says:

    I see you’re another game translator, by the way. Right on! Keep up the good work.

  6. Zoinkity says:

    There’s some more debug text as well, and since I don’t know the triggers and the debug town is a bit buggy here’s just dumps from the script (cleaned up):

    テストメッセージ1
    もじれつ “string 20″
    [end]

    おんぷれんぞく
    ♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪
    ♪♪♪♪♪♪♪♪♪♪♪♪♪♪♪
    おんぷスペースこうご
    ♪ ♪ ♪ ♪ ♪ ♪
    ♪ ♪ ♪ ♪ ♪ ♪
    おんぷハートこうご
    (alternates hearts and notes)
    おんぷ50おんこうご
    あ♪い♪う♪え♪お♪
    か♪き♪く♪け♪こ♪
    のばすおと
    あーーーーーーーーー♪
    あーーーーーー♪ーーー
    あ♪ーーーーーーーーー
    [end]

    きじゅんおんせい。
    おんせいぎゃくに。
    おんせいもとに。
    おんせいぎゃくに。
    [end]

    しんらいできるひとを じぶんよりも
    たいせつにするひとです。
    [end]

    ユーモアをたいせつにして
    いつも にぎやかにすることを
    このむひとです。
    [end]

    [red]あか1[green]あお2[blue]あおいろ3
    [green]いろの[red]じっけんです
    こころのこえをだします
    [note: whispered] (こころのこえをだしています)
    こころのこえをだすじっけんおしまい
    ぎょうのオフセットじっけん1
    たいぷ0
    あ い う え お
    たいぷ1
    あ い う え お
    たいぷ2
    あ い う え お
    ぎょうのオフセットじっけん2
    たいぷ0
    あ い う え お
    たいぷ1
    あ い う え お
    たいぷ2
    あ い う え お

    きたあーーーーのーーー。
    さかばどおりにはーーーー。
    ずうーーーーーーっと。
    きれーーーーなひと。
    ええええーーーーーっつ!
    がおーーーーーーっ。
    んんーーーーーっとねーーーー。
    たすけてーーーーだれか!!
    あたしのだーーーーーいすきなひと。
    しゃぁーーーーーないな!
    [opens a message dialog here]
    キィーーーーッ!
    ドゥ—-ン!
    シェーーーッ!
    ジョォーーーッ!
    チュッ!
    きゃーーーーーあれ!!
    [opens a message dialog here]
    シューーーーーっといこう!
    しょーーーーーがないな!
    サッカーでもやってみっか!
    [player]!
    [player]ー!!
    [player]ーーーー!!!
    [player]ーーーー?
    [player]ーーーー
    ーーーー!
    ガビーーー
    ーーーーーーーー
    ーーーーーーーーーーーーーーー
    ーーーーーーーーーーーーーーン

    There’s also one for a font size test, but it wouldn’t make much sense outside screnshots.

    +_+

    Also, in the original N64 release they had stand-alone Famicom games, each with a console. There was also an FDS and FDS emulation, although they disabled loading the games via code. Concidering it was originally a 64DD title, it was probably tied to the thing in some way.
    Interestingly, the longest any item string could be in the japanese game was 10 characters long. Character and town names can only be six.
    The first 211 text entries in the N64 game were not used in subsequent releases. That said, not all of them are debug. Some are memory management used by the post office and train station.

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