@geluda:
Sorry, geluda, I don't think I can give you a precise answer on your question about the unused debug menu options, but I am fairly certain that at least one of them should be responsible for this:
I'm not sure which debug option triggers this, but my assumption is that it's the "OBJECT HIT BOX DISPLAY" as you call it. It only appears when a supporting character is present in the room you are in and that character's AI behavior is set to "Follow Player" mode. It also "reacts" (as in the values displayed change) when said supporting character is being hit by an enemy.
I desperately wanted to know what all of the other debug options do and spent a fair amount of time on reactivating them via memory hacking until I realized that the coding for these options is no longer in the game and thus reactivating them would be useless.
In fact I actually did hack GameShark codes which allow you to use all the options in the menu, but as expected all of them (except the "Room Jump" one) crash the game...
Apart from that I also found out how to activate/deactivate debug options which are not accessed from the debug menu like the coordinate display on the map, infinite health and "Weapon MUGEN" directly in the memory, but my hope of finding some other debug features we have not managed to access normally via button pressing did not come to fruition, I only found those options which are readily available by using the 2nd controller and whatnot...
Perhaps I should look into the Trial Edition again, the fact that it has that hit box display feature makes it very likely to find all of the other debug options with working coding in that build of the game as well.
There's still so much stuff hidden away in the game's code which we have not seen yet, it's tempting to give it another try!
Edit:
Just a quick guess, perhaps "MONOSASHI" was used to adjust general aspects of the game engine which did not directly affect the gameplay.
I'm thinking about stuff like adjusting the screen/object lighting/brightness, the RGB color values etc.
That's also still included in the game:
Sorry, geluda, I don't think I can give you a precise answer on your question about the unused debug menu options, but I am fairly certain that at least one of them should be responsible for this:
I'm not sure which debug option triggers this, but my assumption is that it's the "OBJECT HIT BOX DISPLAY" as you call it. It only appears when a supporting character is present in the room you are in and that character's AI behavior is set to "Follow Player" mode. It also "reacts" (as in the values displayed change) when said supporting character is being hit by an enemy.
I desperately wanted to know what all of the other debug options do and spent a fair amount of time on reactivating them via memory hacking until I realized that the coding for these options is no longer in the game and thus reactivating them would be useless.
In fact I actually did hack GameShark codes which allow you to use all the options in the menu, but as expected all of them (except the "Room Jump" one) crash the game...
Apart from that I also found out how to activate/deactivate debug options which are not accessed from the debug menu like the coordinate display on the map, infinite health and "Weapon MUGEN" directly in the memory, but my hope of finding some other debug features we have not managed to access normally via button pressing did not come to fruition, I only found those options which are readily available by using the 2nd controller and whatnot...
Perhaps I should look into the Trial Edition again, the fact that it has that hit box display feature makes it very likely to find all of the other debug options with working coding in that build of the game as well.
There's still so much stuff hidden away in the game's code which we have not seen yet, it's tempting to give it another try!
Edit:
Just a quick guess, perhaps "MONOSASHI" was used to adjust general aspects of the game engine which did not directly affect the gameplay.
I'm thinking about stuff like adjusting the screen/object lighting/brightness, the RGB color values etc.
That's also still included in the game:
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