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Skies of Arcadia Dreamcast and its Debug Menu: A cult RPG released over 25 years ago 

This article aims to partially document how the Debug Menu functions in the Dreamcast version of Skies of Arcadia, by listing several prototypes that include it. It serves as a companion piece to the main article dedicated to Overworks’ game, which catalogues all known Skies of Arcadia builds, some of them quite unusual: [Skies of Arcadia Dreamcast and its prototypes, including the one shown at E3 2000. When the world discovered a majestic RPG]

Skies of Arcadia is a role-playing game developed by Overworks and published by SEGA in 2000 on Dreamcast (and in 2003 on GameCube under the name Skies of Arcadia: Legends). The game is known in Japan as Eternal Arcadia (Etānaru Arukadia). PS2 and Xbox versions were planned but then unfortunately cancelled in early 2003.

By the end of the Dreamcast era, few notable role-playing games were published on SEGA's final console. But Skies of Arcadia still stands out as one of the best. Although it shares some flaws with other games of the period, such as frequent random encounters and a somewhat slow combat system, it offers an immersive experience, a striking atmosphere and a world rich full with discoveries,  twists and turns.

Eternal of Arcadia Artwork.jpg

Skies of Arcadia has been praised for its richly detailed world, charming cast, open-ended exploration, and dynamic, tactical combat, qualities that have earned it a lasting place among classic RPGs. An exclusive feature of the Dreamcast version is the VMU minigame Pinta Quest, which lets players battle enemies and gather rare items while the VMU is disconnected. When reconnected and the main game is loaded, these items are transferred and made available through Pinta’s Ship.

The game combines aerial exploration, turn-based combat and treasure hunting, all set in a world filled with mystery and legend. It also features ship management elements, where players can customise and upgrade their crew's aircraft.

The plot unfolds in the fictional fantasy world of Arcadia, consisting of floating islands and vast celestial oceans. Air pirates sail between different regions aboard their aircraft, and there are six countries to discover, each bathed in the light of a moon coloured to reflect that country. These colours are also found in weapons and are very important not only for levelling up, but also for acquiring new and useful magic.

The player plays as Vyse, a young sky pirate, accompanied by his partner Aika and later by the mysterious Fina. Their goal is to stop the actions and warlike intentions of the Valuan Empire, which seeks to dominate the world using an ancient and powerful artefact called the Moon Crystal.

This artefact, which Fina knows well, has great capabilities - and the Valuan Empire's intention is clear: to use it to enslave other countries and impose their domination.  Should any of the regions resist they would suffer the destructive effects of the artefact, which, among other things, can summon the Gigas.

Speaking of Fina, she belongs to the Silvites, the silver people. Her mission is to find the Moon Crystals, about which she has a great deal of information, which is why the Valuan Empire is very interested in her.

Along the way, our heroes encounter various allies, face formidable enemies, and uncover secrets about a mysterious ruin located in the Land of Ice. Throughout the game, they discover the history of their world.

Vyse Skies of Arcadia Concept.jpg

So, what are you waiting for? Let's set off on an adventure... with a capital A!

Text by SunMing

The Skies of Arcadia prototype dated 24/25 August 2000: A new language

Analysis of the build reveals that it was created on 24 August 2000 (11:46:42) based on the timestamp displayed on the Debug screen. It predates the final Japanese version by only 3/4 days. At that time, SEGA was beginning to translate Skies of Arcadia for the Western market. Its Debug Menu, meanwhile, is impressive!

Skies of Arcadia Prototypes with Debug Menu Footage

Looking closely at the data extracted from the prototype, one of the GD-Rs has more recent ones than the second. The size and checksums of the executables (1ST_READ.BIN) differ from one GD-Rom to another. Even files with identical names are binarily disparate. This is not normally the case in the final version. Taking these parameters into account, the first Skies of Arcadia disc dates from 25 August 2000 (V0.810), while the second dates from 24 August 2000 (V0.800).

Sources? No, the folders are empty

Eternal of Arcadia Dreamcast Prototype.jpg

The build structure includes a new folder (SBSCPT) divided into nine subcategories (BIN-EFFECT-EVENT-FIELD-SCPT-SHIP-STAGE-TMPDAT-TNK). Unfortunately, they are empty. Perhaps this is a remnant of how Overworks archived game files before assembling them for burning. Isn't that intriguing?

A drug dealer on the prototype

Prototype Skies of Arcadia Dreamcast.jpg

Japglish, a new language

Skies of Arcadia Dreamcast Prototype.jpg

Changes that are not so minor

Prototype Eternal of Arcadia Dreamcast.jpg

Unlike Shenmue on Dreamcast, for which SEGA waited several months after the game’s release in Japan to complete the English translation, a major undertaking, localisation for Skies of Arcadia began even before the game was finalised. The game had to be deemed stable and feature-complete enough to start localisation, unless it was being handled as a parallel development project.

The translation of SOA was not very advanced when this prototype was engraved. A great deal of content, approximately 80% to give an order of magnitude, remains in Japanese. The parts already adapted into English mainly involve minor changes compared to their equivalents in the final version. A thorough and meticulous review of the translation alterations is necessary. A few examples:

1)

Prototype : \\h(《Aika》)Thanks, Vyse.\\nLet's make history tomorrow… \\e

Final Version : \\h(《Aika》)Thanks, Vyse.\\nWe're gonna make history tomorrow!\\e 

2)

Prototype : \\h(《Fina》)If you were to be next to me… during tomorrow's\\nbattle… I know I'll be able to fight him.\\e

Final Version : \\h(《Fina》)If you are at my side… during tomorrow's\\nbattle… I know I'll be able to fight him.\\e

To further explore translation comparisons, download this document listing the exported texts from all known American prototypes of Skies of Arcadia and its final version: 

Skies of Arcadia file park for dialogue comparisons

Players tend to focus solely on the programming and development of a video game. They forget about the other professions that make a project possible, such as translators and voice actors!

The complexity of its Debug Menu

Debug Menus often spark players' interest, especially for major titles. Fortunately, Skies of Arcadia Dreamcast is one such title. Prototype hunters covet them in order to study the game in depth and discover content that might not normally be available.

A Debug Menu generally introduces aspects of a game that were previously unavailable to the general public by exposing them completely for analysis and exploration. What can be found changes radically due to configuration options that are not normally available, or via cheats that are not usually accessible. These elements, when taken together, spark curiosity, especially for ambitious games with complex structures such as RPGs - given the countless parameters that make them ‘Role Playing Games’ (game rules, vast universe, convoluted storyline, character and magic balancing, etc.).

The more variables a game has, the more extensive its Debug Menu becomes and the more complicated it is to understand. Apart from MMOs, role-playing games such as Skies of Arcadia were the most extensive known and developed at the time. Suffice to say that SOA's Debug Menu is tricky to get to grips with!

Although difficult to use, Skies of Arcadia's Debug Menu will bring players within a click's reach of all the game's turn-based battles and all the lands of the world of Arcadia.

The Main Debug Menu

To access the Skies of Arcadia Main Debug Menu, hold down the ‘Left Trigger’ on the controller connected to port ‘A’ on the console and click on Homepage (or New Game) on the title screen of the first disc or Continue on the second disc. A new window with a black background will appear. It allows you to:

  • 1) Option (translation from Japanese: Map): Load the area of your choice

  • 2) Option (translation from Japanese: Battle): Start the desired confrontation

  • 3) Option (translation from Japanese: Ship Battle): Play the desired flying naval battle (How this works is yet to be determined)

  • 4) Option (translation from Japanese: Sound Test): Listen to the game's music and sound effects

  • 5) Option (Option): Create one or more items (weapon, magic potion, etc.) that will appear in the player's inventory

  • 6) Option (translation from Japanese: Continu): Launch the real game's Homepage option (not operational on the prototype)

How to understand nothing about the Debug Menu

Skies of Arcadia Debug Menu.jpg

Another way to open the Main Debug Menu is to hold down both ‘Trigger’ buttons (Port A controller) when the game starts, then continuously tap ‘START’ until it appears.

The Japanese language used in the Main Debug Menu and its subcategories complicates its documentation and use for Western players. The only way to use it properly is to proceed by trial and error, trying out its options over and over again...

Development Options or  the auxiliary Debug Menus

Left Trigger + Right Trigger + Y (Port A controller): Disable the Collision System. Like a ghost, Vyse will pass through the game's scenery.

Left Trigger + Right Trigger (Port A controller): This trick for opening Battle Debug Menu 1 only works during combat. It allows you to modify the statistics of party members and enemies. The ultimate power to win a battle in seconds by increasing the abilities of your heroes or decreasing those of your opponents!

Nindows Debug Menu 1

Button "B" (Port B controller): Launch the Nindows Debug Menu 1. In the blue window that opens on the screen, you can navigate through multiple options using a cursor like a computer mouse.  You can view various information about the console's peripherals, get an overview of the game's performance, admire the textures of Skies of Arcadia, and much more.

Button "Y" (Port B controller): From the Inventory Menu, on the character statistics page, the level of the selected character will increase each time you press ‘Y’. This cheat is very useful for becoming invincible!

Nindows Debug Menu Skies of Arcadia.jpg

Button "X" + "Y" (Port C controller): With this button combination, which is part of the famous Free Camera Option, players can take control of the camera and move it as they wish (angle, position, zoom, etc.).

Left Trigger + Right Trigger + X (Port C controller): Information about collisions appears in the upper left corner of the screen (Collision Info Menu). Pressing ‘A’ and so on will switch the game to the next option (3D - Cell - Link - All - Attr - Link2D - All2D - Attr2D - ALink2D - AAll2D - 3D Cell - 3D Link - 3D All - 3D Attr - 3D Link2D - 3D All2D - 3D Attr2D - 3D Alink2D - 3D AAll2D) until it completes a full cycle and returns to the starting point (Disp:).

Free Camera

Free Camera Skies of Arcadia.jpg

Button "X" (Port D controller): A System Debug Menu is displayed. Pressing the ‘X’ button again takes the prototype to the next window in the Menu, and so on. There are seven of these, sometimes in the form of a table with editable values (ENTER TABLE - FLAG TABLE - BIT TABLE - SYSTEM FLAG - JOB LIST - MLD LIST - 000000.00000).

Button "START" (Port D controller): This trick for opening Battle Debug Menu 2 only works during battles. A box containing three options (FLAGS - CHARACTER DATA - CANCEL FRAME) appears on the character's health bar.

Battle Debug Menu 1

Battle Debug Menu 1 skies of arcadia.jpg

Battle Debug Menu 2 (FLAGS)

Battle Debug Menu 2 Skies of Arcadia.jpg

Collisions Informations

Skies of Arcadia collision option.png

System Debug Menu

System Debug Menu Skies Of Arcadia.jpg

Yes, the Debug Menu in Skies of Arcadia Dreamcast is huge and dense. It offers a ton of possibilities for manipulating the internal state of the game!

Main Debug Menu, Option 1: Level Selector

Each location and cutscene in Skies of Arcadia, listed in the ‘FIELD’ folder in the data extracted from the prototype, has a unique code. This is the methodology used by Overworks employees to classify SOA maps and cutscenes.

The nomenclature adopted by developers to navigate more easily among the countless files in the game takes the form of a letter followed by three digits, then one or more letters of the alphabet, and sometimes additional numbers. When using the Level Selector, the shortest code (main file) must be used, ignoring the first letter. Once the prototype is launched, it also appears on the screen to show beta testers where they are. The longer files are mainly additional models for the main file, such as houses or interiors.

Even the main title has a code

Prototype Skies of Arcadia.jpg

The structure of Skies of Arcadia (its levels and cutscenes)

Prototype Dreamcast Skies of Arcadia.jpg

Welcome to the map 109a

Skies of Arcadia August 2000 Prototype.jpg

It is possible to alter the value of the entry in the first option of the Main Debug Menu. The ‘Left’ and ‘Right’ directions on the ‘D-Pad’ change the letter of the alphabet. The “Up” and ‘Down’ arrows change the numbers. The ‘START’ button confirms the selection and teleports the character to the desired location. Playable sections and their assignments:

002a: Pirate Isle

002b: Pirate Isle (Immediately after Valua attacks)

002c: Pirate Isle (after Valua attacks)

002d: Pirate Isle Underground Port

004a: Sailor's Island

005a: Lower City Valua (Town Side)

005b: Lower City Valua (Warehouse District)

008a: Maramba (Town)

008b: Maramba (Port)

010a: Horteka (Town)

010b: Horteka (Centime's Ship)

013a: Nasrad (Town Part A)

013b: Nasrad (Bazaar)

013c: Nasrad (Port - Edge of Town)

013d: Nasrad After Collapse ('c' Renovated)

017a: Headquarters (Port)

017b: Headquarters (Level 1 Izmael)

017c: Headquarters (Level 2 Izmael)

017d: Headquarters (Level 2 Middle)

017e: Headquarters (Level 2 Kirala)

018a: Esparanza (Town)

018b: Esparanza (Port)

019a: Yafutoma (Port)

019b: Yafutoma (Town 1)

019c: Yafutoma (Town 2)

019d: Yafutoma (Royal Palace)

020a: Tenkou Island

028a: Great Silver Shrine 1

028b: Great Silver Shrine 2

028c: Great Silver Shrine 3

032a: Albatross

033a: Little Jack

034a/034b: Delphinus Normal Condition 1

034c/034d: Delphinus Normal Condition 2

034e/034f: Delphinus Emergency Condition

034g/ 034h: Delphinus Shipboard Map Dungeon

034i/034j: Delphinus Sky Dungeon Specification

099a: Sky Map

101a: Valuan Battleship (Event Map)

101b: Valuan Battleship (Battleship Interior)

101c: Valuan Battleship (For Boss Battle)

103a: Shrine Island Landing Site

103b: Shrine Island Temple Interior (Water Level High)

103c: Shrine Island Temple Interior (Water Level Medium)

103d: Shrine Island Temple Interior (Water Level Low)

103e: Shrine Island (Temple Exterior)

106a: Catacombs and Execution Grounds (Sewer 1)

106b: Catacombs and Execution Grounds (Execution Grounds)

106c: Catacombs and Execution Grounds (Sewer 2)

107a: Railcar Upper City (Station Square)

107b (cut): Railcar (Platform)

107c: Railcar (Train Movement)

109a: Temple of Pyrynn (Temple Entrance A)

109b: Temple of Pyrynn (Temple Interior 1)

109c: Temple of Pyrynn (Temple Interior 2)

109d: Temple of Pyrynn (Lava Area)

109e: Temple of Pyrynn (For Boss Battle/Moon Crystal Room)

109f: Temple of Pyrynn (For Plaza Event)

109g: Temple of Pyrynn (Temple Entrance B)

111a: Moon Stone Mines (Landing Site)

111b: Moon Stone Mines (Mine Interior)

111c: Moon Stone Mines (Main Road)

111d: Moon Stone Mines (Suspended Ceiling)

112a: Rixis Ancient City (Rixis Entrance)

112b: Rixis Ancient City (Ancient City)

112c: Rixis Ancient City (Summit)

114a: Deserted Island

115a: Daccat's Island Landing Site (2 Areas)

115b: Daccat's Island (Puzzle Area)

115c: Daccat's Island (After Junction)

116a: Grand Fortress (Prison Area)

116b: Grand Fortress (Fortress Cannon Area)

116c: Grand Fortress (Gate Tunnel Interior)

116d: Grand Fortress (Fortress Docks)

116e: Grand Fortress

121a: Mt. Kazai (Mountaintop Lake)

121b: Mt. Kazai (Dungeon Interior)

122a: The Dark Rift

122b: The Dark Rift (Robinson Shipwreck)

123a: Ice Dungeon (Ice Dungeon Main)

123b: Ice Dungeon (Ice City)

123c: Ice Dungeon (Ice City Dome Interior)

123d: Ice Dungeon (Ice City Port)

125a: Yellow Temple (Dungeon Field)

125b: Yellow Temple (Dungeon Temple Area)

126a: Dangral Base - Base Outside (Landing Site)

126b: Dangral Base - Base Inside

126c: Dangral Base - Deep Sky Elevator

127a: Deep Sky Dungeon - Sky Dungeon Area

128b: Deep Sky Dungeon

130a: Galcian Ship - Entrance to Bridge

130b: Galcian Ship Interior - 1

130c: Galcian Ship Interior - 2

130d: Galcian Ship Interior - Boss Room

131a: Last Dungeon (Shrine Isle)

131b: Last Dungeon (Shrine Isle Interior)

131c: Last Dungeon (Interior 1)

131d: Last Dungeon (Interior 2)

131e: Last Dungeon (Interior 3)

131f: Last Dungeon (Boss Room)

500a: Baltor Ship

501a: Valuan Armada 1

503a: Black Pirate Ship 1

504a: Valuan Armada 2

506a: Red Moon Stone Weapon

507a: Belleza Ship

509a: De Loco Ship A

510a: Valuan Armada 4

513a: Roc Bird

514a: De Loco Ship B

515a: Green Moon Stone Weapon

518a: Valuan Armada 8

519a: Fortress Gate

520a: Valuan Armada 9

521a: Valuan Armada 10

522a: Gregorio Flagship

523a: King Squid

524a: Large Moray Eel

525a: Yafutoma Pirate Ship 1

527a: Big Looper

530a: Vigoro Ship

531a: Blue Moon Stone Weapon

532a: Horned Enemy

535a: Yellow Moon Stone Enemy

537a: Deep Sky Enemy 1

538a: Deep Sky Enemy 2

540a: De Loco Ship C

541a: De Loco Ship D

542a: Valuan Armada 13

543a: Valuan Armada 14

544a: Valuan Armada 15

545a: Galcian Flagship

547a: Silver Moon Stone Weapon

Important: This list is not exhaustive. It was compiled based on Taikocuy's research to understand the structure of Skies of Arcadia (a very useful document): [eternal_arcadia_text]. Some areas will not load from the Debug Menu, but their codes do exist. Some are also missing, such as 035a and numbers higher than 547a (550a, 551a, 553a, etc.).

Entries 355a and 398a, which are test maps of sorts, are unique. They act as hubs providing direct access to important points in SOA's history for the former and to various naval battles for the latter.

The Debug Menu, or how to finish the game in 5 minutes!

The battle selector (Battle Menu)

Translation and explanations in photos for using the Battle Menu (the second option) in the Main Debug Menu. These photos, taken by Taikocuy, are from another version of SOA. However, nothing changes from one prototype to another. Note that pressing the ‘Left Trigger’ and ‘Right Trigger’ (Controller A) will reveal a secret submenu.

Skies of Arcadia prototype Debug
Dreamcast prototype Skies of Arcadia
Skies of Arcadia Dreamcast Debug Menu prototype

Even with screenshots translated into English, the Debug Menu is still as difficult to use as ever!

Conclusion and download links

The Level Selector, the Battle Selector coupled with Battle Debug Menu 1, and the CHEAT for increasing character statistics remain the most popular options in the Debug Menus for the average player. The others are intended for a different category of people.

Being able to create weapons, items, and spells of your choice (OPTION in the Main Debug Menu) is also useful. The language barrier prevents us from documenting this section properly, which is why no chapter is devoted to it. To use this Option, you will need to experiment...

There are now three RPGs published by SEGA available in prototype format with a Debug Menu: Grandia 2 Dreamcast - Skies of Arcadia Dreamcast - Time Stalkers. By way of comparison, the Game Arts game ranks first among the most interesting and, above all, the most accessible!

Have a great time playing this Dreamcast classic in a new way, a game that all RPG enthusiasts should try.

Skies of Arcadia (Aug 25, 2000 Dreamcast Prototype)DISC 1.png
Skies of Arcadia (Aug 24, 2000 Dreamcast Prototype) DISC 2.png

You can download this build of Skies of Arcadia Dreamcast below:

Skies of Arcadia (Aug 24/25, 2000 Dreamcast Prototype)

Other Skies of Arcadia Dreamcast prototypes with Debug Menu available for direct download

s_20231102_0001.jpg
1.jpg

Special thanks to:

  • SunMing for writing the introduction

  • Hicks for proofreading and editing the French texts

  • Neil Riddaway for correcting the English text of the article

  • Taikocuya for his assistance with prototype analysis

More than 200 prototypes, documents and presskits have been dumped or scanned, and are available for free download in the "Releases prototypes and documents" section.

espacement

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