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Trinea

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Title Screen

Trinea

Developer: Japan Art Media
Publisher: Yanoman
Platform: SNES
Released in JP: October 1, 1993


DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Debug Menu

Trinea-debug.png

A (somewhat broken) debug menu can be accessed using these Pro Action Replay codes:

C0F5C622
C0F5C78B
C0F5C893
C0F5C9D9
C0F5CAEA

With the codes active, press Select during gameplay to bring up the debug menu and L to close it.

Note that the above PAR codes overwrite the programming which causes the Start button to pause the game, but opening the debug menu pauses the game anyway. For convenience, the additional PAR code D9939830 will allow you to access the menu using either Select or Start.

Hmmm...
To do:
someone who knows the game better, please expand on these a bit

The available options:

  • Player: selects the current player character (the game will crash if this value goes out of bounds, so be careful)
  • NMI speed: allows you to slow down the game by any arbitrary amount
  • Sys flge no: allows you to enable/disable various flags (Left/Right to select, A to toggle)
  • Game loop NMI: not selectable
  • Cha no: previews all available animation frames for the current player character
  • Sowrd (sic) no: ?
  • Edit: ?
  • Pri up/down: ?
  • Memory dump: shows most of one page of memory (Left/Right to select bank, B+Left/Right to select page, Y+Left/Right to select offset in page, A to display)
  • (???) mode: ?
  • Music/sound no: standard sound test, press A to play selection
  • Objstar dump no: shows information about on-screen objects (Left/Right to select starting row, A to display)

Pressing X in this menu will also display the credits, then return to the game (although the screen will remain dark, making it difficult to do anything.)

(Source: Original TCRF research)