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Densetsu no Stafy

From The Cutting Room Floor
Revision as of 21:30, 18 March 2012 by Torchickens (Talk | contribs) (Bitmap Test)

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Title Screen

Densetsu no Stafy

Developer: TOSE/Nintendo
Publisher: Nintendo
Platform: Game Boy Advance
Released in JP: September 6, 2002

DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.

BugsIcon.png This game has a bugs page

Originally planned to be released for the Game Boy Color, Densetsu no Stafy is a Japan-only GBA game and the first game in the Legendary Starfy series.

Debug Menu

At offset 0x74990, English text for options in a debug menu can be found in the ROM. A similar debug menu would later appear in Game & Watch Gallery 4, which is another game developed by TOSE. Both the debug menus from Densetsu no Stafy and Game & Watch Gallery 4 use the same background and font. One method of accessing is the debug menu is through the Stage Select menu after completion of the main game, where the player can activate the select button to choose either the Picture Book (ずかん, zukan), Treasures (たからもの, takara mono), Minigames (ミニゲーム, minigēmu), Photograph (しゃしん, shashin) or Extra (おまけ, omake) options. If the player modifies the cursor position, some invalid values will end up bringing the player to the debug menu. The cursor position in memory is located at address 030053ab, and one working value is EE.

(Source: Divingkataetheweirdo - finding the text)
(Source: Torchickens - activating the debug menu)

Main Menu

Activating the main menu

The Debug "Main Menu" lists eight main options, including Map Jump, CHR Check, Sound Debug, STR Chek, Demo Chek, Title Check and MGAME Check. They can be scrolled through using the up and down buttons on the D-Pad. All of them except for Title Check bring the player to additional sub-menus when they are selected via the A button.

Map Jump

Activating the Map Jump screen. Atari?

The Map Jump screen presumably allowed the player to play the game from any area or stage, and adjust additional parameters at one point. Although the menu states that the values are adjustable via the L, R or B buttons the ability to do so appears to have been removed. The "00" or "0" values only appear in the ROM as text, and are not real integers. The "Go" option functions correctly, however by choosing "Go", the player is only able to play the first stage (Lobber's Cave) from the first room.

The options from the "Map Jump" menu appear as follows:

  • Stage: Presumably would have changed the stage.
  • Area: Presumably would have changed the starting room of the stage.
  • Spin: Probably would have adjusted the level of Starfy's Star Spin. In the final game, Starfy's Star Spins range from level 1 to level 3.
  • BG Atari: Presumably changed the background in some way.
  • OBJ Atari: Presumably changed something to do with the objects in the stage.
  • Dead Off: Probably allowed to change whether Starfy is defeated or not.
  • Metamor: Probably allowed the developers to select Starfy's transformation.
  • Play Demo: Probably allowed the developers to play a given opening sequence from the attract mode.

CHR Chek

Activating the CHR Chek screen.

The purpose of this menu is unknown, because choosing it with the "A" button gives only the text Return "Main Menu". The options may have been removed from an earlier version of the game. The name of this menu may imply that it was used to test the characters in some way.

Sound Debug

To do:
Check whether any of the sound effects are unused.
Activating the Sound Debug menu.

A working sound test. Unlike the accessible music room (available after returning Uotsaruto's Tone of Ocean after completion of the main game), this menu allows the player to listen to all sound effects in the game as well as music. The menu lists two options, including "Song" and "Music". By adjusting the "Song" parameters via the L and R buttons, it's possible for the player to scroll through 117 (0x75 options, beginning with music tracks and ending with sound effects or jingles. The values can be listened to using the A button, or muted by pressing the A button again. Although text at the bottom of the menu suggests that the B button may also be used to scroll through the values, pressing it appears to have no effect.

Pressing the Music option has no effect on the game. It appears to be a dummied out option, because it is impossible to adjust the value via the L and R button, and the "00" is actually stored in the ROM as text, not an integer.

Bitmap Test

Activating the Bitmap Test.
To do:
Find out what exactly the tiles are

Appears to bring up a glitchy menu. A number of tiles can be seen under an emulator (Character Base: 0x6000000), which change when the player presses the A button. The ties can be restored if the player presses the A button again.

STR Chek

To do:
Research exactly what this does, if anything notable.
Activating the STR Chek menu.
The purpose of this menu is unknown. Selecting it brings up a menu in which two parameters are adjustable via the D-Pad and the L and R buttons. The first parameter (from the left) is labelled under "STR_NO" and can be adjusted from 00 to 05. The second parameter can be adjusted from 00 to FF. Pressing the "A" button appears to hang the game no matter which values are chosen.

Demo Chek

Activating the Demo Chek menu.

This is the largest of the debug menus, other than the Main Menu itself. It allows the player to enter a variety of interfaces used in the game and adjust their parameters. The menu contains 17 options, as listed below:

  • Pause Chek: Opens the pause menu. The values can be adjusted from 0x00 up to 0x24 using the L and R buttons, but changing the values appears to have no effect on the pause screen. Exiting the menu brings the player back to the Demo Chek menu.
  • Game Over: Activates the Game Over screen. Choosing to continue brings up the last stage loaded into memory or the stage select screen. Quitting brings the player back to the title screen as usual.
  • Photo: Shows the Photograph. Exiting it brings the player back to the Stage Select screen (or the relevant stage if the player has yet to complete the game). There are two fields which the player can adjust, both being integers ranging from 0000 to 270F (dec:9999). In the final game, collecting a given number of Pearls expands upon the Photograph. This likely suggests that changing the values are supposed to adjust the number of pearls (which normally range from 0 to 9999), but for unknown reasons changing the parameters has no effect on the Photograph or the number of Pearls displayed.
  • OP: Plays the opening sequence.
  • Talk Demo: Allows the player to initiate a conversation with a given character. The option lists two parameters which are adjustable via the L and R buttons, the first (from the left) ranging from 00 to 12, and the second ranging from 00 to 0E. By default, Starfy will appear in Lobber's Cave after the conversation has finished. The player may initiate a conversation screen from the wrong area, but this results in Starfy appearing in the equivalent room from Lobber's Cave. Sometimes it can result in Starfy being placed in an invalid area of the room, such as inside of a wall. There appears to be no way of changing the location that Starfy appears after ending the conversation within the Demo Chek menu.
  • File Select: Activates the File Select screen, which functions as normal.
  • Peal Add: Brings the player to the 'end of stage' screen, in which the player's number of pearls are added to expand upon the photograph. There are two four-byte integers adjustable via the L and R buttons, ranging from 0000 to 270F (dec: 9999) (from the left) and 0000 to 03E7 (dec: 999) respectively. Presumably, the first integer is supposed to change the number of Pearls added to the Photograph and the second integer is supposed to change the number of Pearls which Starfy is currently holding. However, changing these values appears to have no effect on the menu, and the game resorts to bringing up the last values loaded into memory.
  • ED: Allows the player to watch the ending. The values are adjustable from 00 to 02, and would presumably allow the player to additionally watch the "better" (second completion) or "best" (all treasures retrieved) ending. However, changing these values appears to have no effect, and the player will always watch the relevant ending according to their save file (otherwise the worst ending).
  • Stage Select: Activates the Stage Select menu.
  • Zukan: Activates the Picture Book interface.
  • Takara: Activates the Treasure screen. There is an integer next to this option which can be adjusted from 00 to 2C (dec:44). There are 45 treasures in the game, but adjusting this value appears to have no effect on the menu.
  • Neiro: Activates the Music Room interface.
  • Omake: Activates the Extra menu.
  • Stage Select: Freezes the game. It is presumably supposed to allow the player to play from one of the nine stages in the game, as there is a parameter next to this value that can be adjusted from 00 to 08.
  • Mini Game: Activates the Mini Game selection menu.
  • Staff: Allows the player to watch the credits. There is a parameter next to this value that can be adjusted from 00 to 01, it would presumably allow the player to choose to between the initial and best credits, yet changing the value appears to have no effect.
  • Complete: Activates the screen that the player sees when all Treasures have been retrieved. There is a parameter next to this value that can be adjusted from 00 to 01, but changing the value appears to have no effect.

Title Check

This menu does not bring the player to an additional set of menus, and only returns the player to the title screen.


Activating the MGAME Check menu
To do:
Check the function of Game Stage

This menu allows the player to adjust the settings of a minigame through three options. The parameters can be changed via the L and R buttons, and the player can play the minigame by pressing 'A' on the 'GO' option.

  • Game Kind: Adjusts the actual minigame. Values range from 00 to 06
  • Game Level: Adjusts the difficulty of the minigame. Values range from 00 (easy) to 02 (hard)
  • Game Stage: Unknown. Values range from 00 to 04

"Stafy OK"

Two strings of text, encoded as "STAFY OK" exist at offsets 75168 and 75174 respectively. The text strings are stored directly after the "GO" strings belonging to Demo Chek. This text is not visible in the actual debug menu.


Compile Date

A compile date can be found at offset 0x75B57. It seems like this version was compiled several months before it was actually released.

Feb  5 2002

Demo sequence factory defaults

When the player waits on the title screen to watch one of the opening sequences, the game temporarily gives the player access to all vehicles, the level 3 Star Spin, and assumes that the main story is beaten.

Through the use of a glitch known as the "demo glitch", the player is able to keep these settings, access the Stage Select and essentially beat the game within several minutes. The glitch involves the player watching the Coral Coast demo where Starfy jumps into the Balloon, exiting the demo at a certain range of possible coordinates directly above the Balloon and then waiting until Lobber's Cave appears as the next demo. This changes the playback, causing Starfy to Star Spin into Moe. This initiates a conversation with Moe, ending the demo and allowing the player to take control.

(Source: Tarby, Jlun2, et. al)