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Proto:The Legend of Zelda: Majora's Mask/Debug Version/Audio Debugger

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This is a sub-page of Proto:The Legend of Zelda: Majora's Mask/Debug Version.

The audio debugger is used for testing and monitoring anything related to audio in the game.

Access

To turn on the Audio Debugger using the Memory Editor, perform the following steps with Controller 2.

  1. Press L + C-Left to activate SREG in the Memory Editor.
  2. Press L + C-Left twice more to reach page 3.
  3. Use D-Down to scroll to SREG36.
  4. Use D-Right to set SREG36 to 1 (or any odd number), displaying the audio debugger.
  5. Press L + C-Left four more times to exit SREG, so only the audio debugger is displayed on the screen.

You can also use the Gameshark code 803E416D 0001 to enable the debugger without using the memory editor.

General Controls

Controller 4 is used with the audio debugger.

These controls apply regardless of what page you're currently on:

Button Function
L Go to Previous Page
R Go to Next Page
Z Change color of audio debugger text

Enumerations

Some fields on these pages display names and/or numbers from a limited set of values ("enumerations"). For brevity, those enumerations are listed here.

Sound Bank Types
Number Name
0 PLAYER
1 ITEM
2 ENVIRONMENT
3 ENEMY
4 SYSTEM
5 OCARINA
6 VOICE
S-Out Types
Number Name Notes
0 W-STEREO
1 MONO
2 HEADPHONE
3 3D SOUND Dolby Surround Sound
Color Sets
Number Name Notes
0 Black
1 Blue
2 Green
3 Cyan With other colors
4 Red
5 Magenta With other colors
6 Yellow With other colors. Audio ScrPrt default.
7 White With other colors. Audio Debugger default.

Page 1 — Non

MM AudioDebugger01.png

Controls whether or not music/sound effects are muted, various checks, and displays information about sounds Link makes.

Controls

A + B D-Pad C-Buttons
A Toggle music D-Left - C-Left Toggle EX-RAM
D-Down - C-Down -
B Toggle sound effects D-Right - C-Right -
D-Up - C-Up Toggle FX CHK

Legend

Editable Properties
Field Values Use
BGM CANCEL OFF/ON Toggles music in the game
SE MUTE OFF/ON Toggles sound effects in the game
EX-RAM OFF/ON Unknown (Involves Expansion Pak?)
FX CHK OFF/ON Unknown
Displayed Information
Field Values Use
SE HANDLE Sound Bank Types Which sound bank info gets printed underneath (changed from Page 19)
SE HANDLE Row 00 - FF Notes when effect was played in relation to others in bank (e.g. 00 = played first)
0000 - FFFF Sound effect number (matches Audio ScrPrt output)
00 - FF ? Unknown
00000000 - FFFFFFFF Address?

Page 2 — Free Area

MM AudioDebugger02.png

Displays lots of information about audio, the nature of which is presently unclear.

Controls

This page appears to have no controls.

Legend

Displayed Information
Field Values Use
env_fx ? Unknown
code_fx ? Unknown
SPEC 0 - 15 Unknown. Changes with "Spec" on Page 19.
<unlabeled S-Out> S-Out types Indicates type of sound output. Changes with "S-Out" on Page 19.
SOUND GAME FRAME NOW Floating-point Current time per frame, in seconds(?).
SOUND GAME FRAME MAX Floating-point Longest time for frame in current game(?).
SWITCH BGM MODE ? Unknown
? Unknown
? Unknown
(FLAG <value>) ? Unknown
ENEMY DIST Floating-point Indicates the distance between Link and an enemy. Raises and lowers the volume of the enemy music accordingly.
VOL 0 - ? The volume of the enemy music.
WATER FLAG ? 20 when underwater.
? 20 when underwater.
DEMO FLAG 0 - 1 Cutscene Flag. 1 = In cutscene, otherwise 0.
KALEIDO FLAG 0 - 2 Pause Screen Flag. 2 = In pause screen, otherwise 0. (Briefly says 1 when exiting pause)
MID-BOSS BGM 0000 - FFFF ? Unknown
00 - FF ? Unknown
SE MUTE FLAG 0000 - 007F ? Shows 007F if effects muted on page 1, 0000 if not.
ROOM BGM SW ? Unknown
TIMER ? Unknown
MOVE ? Unknown
ROOM ZERO ? Unknown
MULTI SPEAKER CNT ? Unknown
RADIO FLAG ? Unknown
NATURE FAILED 0 - 1 ? Unknown
TASK MAX ? Unknown (number of sound tasks?)
/LIMIT ? Unknown (most sound tasks possible?)
POLI <value 1>(<value 2>) 24? Unknown. (Always 24?)
0 - <value 1> ? Unknown. (At most first value?)

There is an additional row of 11 numbers at the bottom, whose meaning is unclear.

Page 3 — Scroll Print

MM AudioDebugger03.png

Controls the Audio Scroll Print, which prints what music and sound effects are currently playing.

Controls

A + B D-Pad C-Buttons
A Reset ScrPrt Position & Color D-Left Previous Value C-Left Move ScrPrt Left
D-Down Next Option C-Down Move ScrPrt Down
B Clear ScrPrt D-Right Next Value C-Right Move ScrPrt Right
D-Up Previous Option C-Up Move ScrPrt Up

Legend

Editable Properties
Field Values Use
Swicth 0 - 1 Toggles Audio ScrPrt
Lines 1 -25 How many lines of output to show
Color Color Sets Changes colors used for Audio ScrPrt
PLAYER 0 - 1 Toggles printing of PLAYER sound effects
ITEM 0 - 1 Toggles printing of ITEM sound effects
ENVIRONMENT 0 - 1 Toggles printing of ENVIRONMENT sound effects
ENEMY 0 - 1 Toggles printing of ENEMY sound effects
SYSTEM 0 - 1 Toggles printing of SYSTEM sound effects
OCARINA 0 - 1 Toggles printing of OCARINA sound effects
VOICE 0 - 1 Toggles printing of VOICE sound effects
SEQ ENT 0 - 17 Toggles printing of music. The meaning of all these values is unclear.

Page 4 — memory dump

MM AudioDebugger04.png

Displays a portion of the RAM memory.

Controls

A + B D-Pad C-Buttons
A - D-Left Move Cursor Left C-Left -
D-Down Decrease Values under Cursor C-Down Show More Memory
B - D-Right Move Cursor Right C-Right -
D-Up Increase Values under Cursor C-Up Show Less Memory

Legend

Displayed Information
Field Values Use
Address 80000000 (first row) - 80800097 (last possible row) Address of first byte in row
Byte 00 - FF One of eight consecutive bytes in RAM, starting at the address to the left

Page 5 — Link Anime SE Test

MM AudioDebugger05.png

Presumably for testing sound effects played with Link's animations.

Controls

A + B D-Pad C-Buttons
A (De)select Row D-Left Move Cursor Left (when row is selected) C-Left -
D-Down Next Row Decrease Value under Cursor (when row is selected) C-Down Toggle Line Under Numbers (info or "OFF")
B Clear Row D-Right Move Cursor Right (when row is selected) C-Right -
D-Up Previous Row Increase Value under Cursor (when row is selected) C-Up -

Legend

Editable Properties
Field Values Use
Number Row 0000 - 9999 Unknown
0000 - 9999 Unknown
0000 - 9999 Unknown
0000 - FFFF Unknown
Displayed Information
Field Values Use
DOUSA ? Unknown
LOOP ? Unknown
ANIME ? Unknown

Page 6 — Demo SE Test

MM AudioDebugger06.png

It's not known what kind of sound effects these are supposed to test.

Controls

A + B D-Pad C-Buttons
A (De)select Row D-Left Move Cursor Left (when row is selected) C-Left -
D-Down Next Row Decrease Value under Cursor (when row is selected) C-Down Toggle Line Under Numbers (DEMO FRAME/ADM FRAME/OFF)
B Clear Row D-Right Move Cursor Right (when row is selected) C-Right -
D-Up Previous Row Increase Value under Cursor (when row is selected) C-Up -

Legend

Editable Properties
Field Values Use
Number Row 0000 - 9999 Unknown
0000 - 9999 Unknown
0000 - FFFF Unknown
Displayed Information
Field Values Use
DEMO FRAME ? Unknown
ADM FRAME 0000-9999 Unknown. Constantly goes up, game freezes at 9999.

Page 7 — VRS Info

MM AudioDebugger07.png

This screen is meant for use with the Voice Recognition System (aka Voice Recognition Unit). It's currently unknown if Majora's Mask ever supported the VRS, and if so if any functionality is left.

Controls

A + B D-Pad C-Buttons
A - D-Left Choose ENTRY DICT C-Left -
D-Down - C-Down -
B - D-Right Choose ALL DICT C-Right -
D-Up - C-Up -

Legend

Editable Properties
Field Values Use
INFO ENTRY DICT or ALL DICT Unknown

Page 8 — SE Parameter Change

MM AudioDebugger08.png

Used for changing and testing parameters associated with various sound effects.

Controls

A + B D-Pad C-Buttons
A Play Selected Sound Effect D-Left Previous Value C-Left Changes SE No. and SE PR by 0x08 when held
D-Down Next Option C-Down Flips Current Bit (SE SW8/16) Changes SE No. by 0x80 when held
B Cancel All Sound Effects D-Right Next Value C-Right -
D-Up Previous Option C-Up Reset Selection to 0 (SE HD and SE No.)

Legend

Editable Properties
Field Values Use
SE HD Sound Bank Types Selects bank of sounds to work with
SE No. 0 - 3FF Selects sound from current bank
SE SW8 00000000 - 11111111 Unknown, edited via flipping individual bits
SE SW16 000000000000000 - 1111111111111111 Unknown, edited via flipping individual bits
SE PR 00 - FF Unknown
Displayed Information
Field Values Use
SE SW8 00 - FF A hexadecimal representation of the editable bits appears to the right of them
SE SW16 00 - FFFF A hexadecimal representation of the editable bits appears to the right of them

Page 9 — Ocarina Test

MM AudioDebugger09.png

Displays information involving the ocarina. Additional information appears under PLAY INFO via D-Left/Right, but by default nothing appears here.

Controls

A + B D-Pad C-Buttons
A - D-Left Display Previous Block of Info C-Left -
D-Down - C-Down -
B - D-Right Display Next Block of Info C-Right -
D-Up - C-Up -

Legend

Displayed Information
Field Values Use
SEQ INFO 0 - 4 Current Ocarina Note Played by Game (4 if never played in current map)
00 - 01 ? 1 = Game is playing ocarina, 0 otherwise.
00 - 08 Current Note Position Played by Game. 0 = Not playing.
PLAY INFO 0 - 4, 255 Current Ocarina Note Played by Link (255 if never played in current map)
FE - FF ? FE = Link is playing Ocarina, FF otherwise.
00 - 08 Last Note Position Played by Link. 0 = Not playing.
<0a, #02x> ? Unknown
SEQ CHECK STATUS ? Unknown. Always 37DF?
OCA 0 - 1 1 if ocarina is being used at all, 0 otherwise.
SEQ ? 400037DF if Link is playing, 0000 otherwise.
PLAY 0 - 1 1 if game is playing ocarina, 0 otherwise.
REC 0, 2 ? 2 if recording song with scarecrow, 0 otherwise.
DELAY OCA ? Unknown. Always 0?
TIMER ? Unknown. Always 000?
First Block
8min REC POINTER Address Pointer to memory
Byte 00 - FF One of 32 consecutive bytes, starting at the given address pointer.
Second Block
8note REC POINTER Address Pointer to memory
Byte 00 - FF One of 32 consecutive bytes, starting at the given address pointer.
Third Block
Check Key Buffer 00 - FF (each byte) 8 byte buffer containing the latest notes played by Link

Page 10 — Natural Sound Control

MM AudioDebugger10.png

This page is blank, and may no longer be used.

Controls

No apparent controls.

Legend

No information on this page.

Page 11 — Block Change BGM

MM AudioDebugger11.png

This page is blank, and may no longer be used.

Controls

No apparent controls.

Legend

No information on this page.

Page 12 — SE Flag Swap

MM AudioDebugger12.png

Appears to be for swapping/adding flags of some kind.

Controls

A + B D-Pad C-Buttons
A (De)select Row D-Left Move Cursor Left (when row is selected) C-Left Toggle Presence of SWAP OFF under Page Title
D-Down Next Row Decrease Value under Cursor (when row is selected) C-Down Toggle SWAP/ADD for Current Row
B Clear Row D-Right Move Cursor Right (when row is selected) C-Right -
D-Up Previous Row Increase Value under Cursor (when row is selected) C-Up -

Legend

Editable Properties
Field Values Use
Row 0000 - FFFF One of two 2-byte values that can be set. Use is unknown.
SWAP or ADD Unknown, probably sets type of operation
Displayed Information
Field Values Use
SWAP OFF Present or absent Presumably indicates whether the below rows do anything.

Page 13 — Interface Info

MM AudioDebugger13.png

Displays information on sound effects playing, organized by bank.

Controls

A + B D-Pad C-Buttons
A - D-Left Previous Set of Info for Bank C-Left Move Interface Info Left
D-Down Next Bank C-Down Move Interface Info Down
B Reset Interface Info Position D-Right Next Set of Info for Bank C-Right Move Interface Info Right
D-Up Previous Bank C-Up Move Interface Info Up

Legend

Displayed Information
Field Values Use
[bank] <[value]> Sound Bank Types Which sound bank this section displays information for
0 - 4 Which page of information is being displayed for this bank. 0 = No information.
Row of Page 1 00 - FF Presumably number of sound, in order played. FF if no sound.
Signed int? X coordinate of sound (left/right), relative to camera. 5 dashes if no sound.
Signed int? Z coordinate of sound (up/down), relative to camera. 5 dashes if no sound.
Signed int? Y coordinate of sound (forward/backward), relative to camera. 5 dashes if no sound.
? Unknown. 2 dashes if no sound.
? Unknown. 4 dashes if no sound.
0000 - FFFF Number of current sound effect, same as Audio ScrPrt. 4 dashes if no sound.
Row of Page 2 00 - FF Presumably number of sound, in order played. FF if no sound.
Signed int? X coordinate of sound (left/right), relative to camera. 5 dashes if no sound.
Signed int? Z coordinate of sound (up/down), relative to camera. 5 dashes if no sound.
Signed int? Y coordinate of sound (forward/backward), relative to camera. 5 dashes if no sound.
? Unknown. 3 dashes if no sound.
? Unknown. 3 dashes if no sound.
0000 - FFFF Number of current sound effect, same as Audio ScrPrt. 4 dashes if no sound.
Row of Page 3 00 - FF Presumably number of sound, in order played. FF if no sound.
Signed int? X coordinate of sound (left/right), relative to camera. 5 dashes if no sound.
Signed int? Z coordinate of sound (up/down), relative to camera. 5 dashes if no sound.
Signed int? Y coordinate of sound (forward/backward), relative to camera. 5 dashes if no sound.
? Unknown. 3 dashes if no sound.
? Unknown. 3 dashes if no sound.
0000 - FFFF Number of current sound effect, same as Audio ScrPrt. 4 dashes if no sound.
Row of Page 4 00 - FF Presumably number of sound, in order played. FF if no sound.
0000 - FFFF Number of current sound effect, same as Audio ScrPrt. 4 dashes if no sound.

Page 14 — Channel Info

MM AudioDebugger14.png

This page is blank, and may no longer be used.

Controls

No apparent controls.

Legend

No information on this page.

Page 15 — Sub Track Info

MM AudioDebugger15.png

Displays information on each sub track of the four group tracks. The group track value is linked to the one on page 16.

Controls

A + B D-Pad C-Buttons
A - D-Left Previous Sub Track C-Left -
D-Down Previous Group Track C-Down -
B - D-Right Next Sub Track C-Right -
D-Up Next Group Track C-Up -

Legend

Displayed Information
Field Values Use
Group Track 0 - 4 Current group track being viewed.
Sub Track 0 - 15 Current sub track being viewed.
TRK NO. 0 - F List of all subtracks. Highlighted one is being viewed.
ENTRY O or X O = Subtrack being used, otherwise X (?). Highlighted one is being viewed.
MUTE O or X O = Muted, otherwise X (?). Highlighted one is being viewed.
OPENNOTE 0 - 9 ? Unknown. Highlighted one is being viewed.
<value1>, <value2> ? Sum of all OPENNOTE values for current group track.
? Highest OPENNOTE sum for current group track in current gameplay.
The following are blank if the current sub track isn't being used.
VOL Signed 8-bit integer? Volume of current sub track.
E VOL ? Unknown. Always 127?
BANK ID ? Unknown.
PROG ? Unknown.
PAN ? Unknown, presumably related to stereo pan.
PANPOW ? Unknown, presumably related to stereo pan.
FXMIX <value1> (<value2>) ? Unknown
? Unknown
PRIO ? Unknown. Perhaps "priority"?
VIB PIT ? Unknown, presumably related to Vibrato.
VIB DEP 0 - 15 Vibrato depth (left/right analog stick on Ocarina)
TUNE ? Indicates portamento (100 = no bend, 89 = analog stick down on Ocarina, 111 = analog stick up on Ocarina)
The preceding are blank if the current sub track isn't being used.
PORT 00 - FF (each byte) 8 bytes of unknown meaning.

Page 16 — Grp Track Info

MM AudioDebugger16.png

Displays info about each of the five group tracks. The group track value is linked to the one on page 15.

Controls

A + B D-Pad C-Buttons
A - D-Left Previous Group Track C-Left -
D-Down - C-Down -
B - D-Right Next Group Track C-Right -
D-Up - C-Up -

Legend

Displayed Information
Field Values Use
Group Track 0 - 4 Current group track being viewed
SEQ ID 00 - FF ? Unknown. H after number presumably means "hexadecimal"
BANK ID 00 - FF ? Unknown. H after number presumably means "hexadecimal"
TEMPO ? Tempo of sequence playing in current group track.
VOLUME ? Unknown
VOLMOVEMODE ? Unknown
EX VOLUME ? Current volume of group track
PAUSE STAT ? Unknown. H after number presumably means "hexadecimal"
PAUSE VOL ? Volume of track when game is paused.
TRANSPOSE ? Unknown.
PORT 00 - FF (each byte) Unknown. Different from PORT on Sub Track Info
BG LOAD ? Unknown, 2 digit number.
? Unknown, 8 digit number.
EVOL PARA 00 - FF (each byte) Unknown.

Page 17 — Heap Info

MM AudioDebugger17.png

Presumably displays info about audio on the heap.

Controls

This page appears to have no controls.

Legend

Displayed Information
Field Values Use
TOTAL ? Unknown
DRIVER <value1>/<value2> 000000 - FFFFFF ? Unknown
000000 - FFFFFF ? Unknown
AT-SEQ <val1>-<val2> (<val3>-<val4> / <val5>) 00 - FF ? Unknown
00 - FF ? Unknown
00000 - FFFFF ? Unknown
00000 - FFFFF ? Unknown
00000 - FFFFF ? Unknown
AT-BNK <val1>-<val2> (<val3>-<val4> / <val5>) 00 - FF ? Unknown
00 - FF ? Unknown
00000 - FFFFF ? Unknown
00000 - FFFFF ? Unknown
00000 - FFFFF ? Unknown
ST-SEQ <val1>seqs (<val2> / <val3>) ? Unknown
00000 - FFFFF ? Unknown
000000 - FFFFFF ? Unknown
<unlabeled value> ? Appears under ST-SEQ, not always visible.
ST-BNK <val1>banks (<val2> / <val3>) ? Unknown
00000 - FFFFF ? Unknown
000000 - FFFFFF ? Unknown
<unlabeled value> ? Appears under ST-BNK, not always visible.
E-MEM <val1> / <val2> 00000 - FFFFF ? Unknown
00000 - FFFFF Unknown
S-WAVE-S [<val1>] (<val2> / <val3>) ? Unknown
00000 - FFFFF ? Unknown
00000 - FFFFF ? Unknown
S-WAVE-A [<val1>] (<val2> / <val3>) ? Unknown
00000 - FFFFF ? Unknown
00000 - FFFFF ? Unknown

Page 18 — Spec Info

MM AudioDebugger18.png

Appears to display information about the audio in general.

Controls

A + B D-Pad C-Buttons
A - D-Left Previous FX LINE No. C-Left -
D-Down - C-Down -
B - D-Right Next FX LINE No. C-Right -
D-Up - C-Up -

Legend

Displayed Information
Field Values Use
NOW SPEC ? Unknown
CHANNELS <value> ch ? Unknown
G-TRACKS <value> tracks ? Number of group tracks?
OUTRATE <value> Hz ? Rate of audio output?
I-FRAMES <value> frame[s] ? Unknown
STATICS <value> bytes ? Unknown
DYNAMICS <value> bytes ? Unknown
DMACACHE ? Unknown
FX LINES ? Number of FX LINE No. options below?
FX LINE No. 0 - 1 ? Displays extra information. Two dashes for no extra information.
The following don't appear unless FX LINE No. is set.
FXCOMP ? Unknown
FXSIZE <value> samples ? Unknown
FXFEEDB <value>h 0000 - FFFF ? Unknown
FXMINGAIN <value>h 0000 - FFFF ? Unknown
CROSS MIX <val1>h, <val2>h 0 - F ? Unknown
0 - F ? Unknown
CNCT LINE ? Unknown. Can go negative.
CNCT LV <value>h 0000 - FFFF ? Unknown.

Page 19 — Sound Control

MM AudioDebugger19.png

Allows you to play various sound effects and music, and control various other aspects of the game's sound.

Controls

A + B D-Pad C-Buttons
A Activate Selected Value D-Left Previous Value C-Left -
D-Down Next Option C-Down Seq 0 only: play selected track and stop Seq 1
B Cancel Highlighted Sound Effect/Music D-Right Next Value C-Right Toggle ON/OFF (when Seq 0 highlighted)
D-Up Previous Option C-Up Reset Selected Value to Default

Legend

Editable Properties
Field Values Use
Seq 0 0 - 7F Selects a piece of music to use.
<unlabeled value> ON or OFF Unknown, appears to have no effect.
Seq 1 0 - 7F Selects a piece of music to use.
SE HD Sound Bank Types Selects sound bank to choose sounds from.
SE No. 0 - 3FF Selects sound effect from chosen bank.
S-Out S-Out Types Selects type of sound output to use.
BGM Ent 0 - 1 Unknown
Spec 0 - F Unknown
Na Snd 0 - 1F Selects a looping nature sound to use.
Cam Wt OFF or ON Unknown
Lnk Wt OFF or ON Unknown
SE Ent 0 or 1 Unknown
SND REG0 0 - FF Unknown
SND REG1 0 - FF Unknown
SND REG2 0 - FF Unknown