Super Mario 64/Debugging Material

As well as assorted unused content, there are several debug menus/tools left in the game as well.

Complex Debug Display
This tool has various modes, such as the Mario information display, object info, information about the current map, and more. It also can be combined to use with a neat Debug Tool: Debug Spawn.

Pressing Right on the D-Pad displays "MAP INFO":


 * AREA: Current level number.
 * WX, WY, WZ: Mario's world coordinates. (X and Z tiles are deleted in the English version.)
 * BGY, ANGY: Y position and angle of the ground below Mario.
 * BGCODE: Type of polygon below Mario.
 * BGSTATUS, BGAREA: unknown.
 * DPRINT OVER: seems to mean there is too much text to display, so there's probably more data here.

Pressing Up on the D-Pad displays "CHECK INFO":


 * AREA
 * DG
 * DW
 * DR
 * LISTAL
 * STATBG
 * MOVEBG
 * OBJ

Pressing Down on the D-Pad displays "STAGE INFO":


 * STAGE PARAM
 * OBJ

Pressing Left on the D-Pad displays "EFFECT INFO":


 * A A0
 * A1
 * A2
 * A3
 * A4
 * A5
 * A6
 * A7
 * OBJ

Pressing the L shoulder button displays "ENEMY INFO":


 * B B0
 * B1
 * B2
 * B3
 * B4
 * B5
 * B6
 * B7
 * OBJ

Debug Spawn
The Debug Spawn is a interesting Debug Tool left in game. Pressing the D-pad buttons will give you either nothing, a riding Koopa shell, a water Koopa shell, or a jumping box.

Classic Debug Display
This debug menu was one of the first found in-game with the use of a N64 GameShark. Using the Gameshark code will display data on Mario's statuses, such as elevation, speed, location, etc.
 * ANG: Mario's current angle.
 * SPD: Mario's current speed.
 * STA: Mario's current action, in hex. (Shows only the low halfword of a 32-bit value.)
 * MEM: Current RAM usage.
 * BUF: Size of the display list buffer.

Debug Resource Meter
This function causes bars to display at the bottom of the screen measuring various resources. Some of the bars seem to move in sync with music and sound effects; others display information such as CPU usage and the number of active objects.

Level Select
A very simple level select, featuring an early version of the title screen model, which resembles the logo used for the background texture on the screen with Mario's head. It replaces the file select screen. Some characters only display correctly in the Japanese versions. Using the GameShark code, you can press A and B or use the D-Pad to scroll through the levels, and Start to enter the level.

When the Level Select is enabled, the game skips the star selection screen and sends you to the first mission. Collecting a star, exiting or dying in a course will send you back to the level select. For some reason the music in Peach's Castle doesn't play if entered from the Level Select. The list of levels you can choose from has seven empty items, that when entered, reset the game. Notice that there is an EXT4 level and an EXT6 level but not an EXT5 level, this and the empty items suggests that some levels were removed during development.

Free Movement Mode
It will enable a free-movement mode as soon as you use the analog stick. Use the analog stick to move around, D-Pad up/down to move up or down, B to move faster, L to lock Mario at his current position and A to exit free-movement mode.