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Klonoa: Door to Phantomile (PlayStation)

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Title Screen

Klonoa: Door to Phantomile

Also known as: Kaze no Klonoa: Door to Phantomile (JP)
Developer: Namco
Publishers: Namco, SCEE (EU)
Platform: PlayStation
Released in JP: December 11, 1997
Released in US: March 10, 1998
Released in EU: June 5, 1998


GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Klonoa: Door to Phantomile is the first game in the Klonoa series, starring an anthropomorphic mammal named Klonoa who sets off on an adventure to investigate a crash similar to what he saw in a dream. This game was remade for the Wii eleven years later, then ported to i-mode the year after. In 2022, it was remade a second time as part of the Klonoa Phantasy Reverie Series.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Broken Window Texture

Due to an oversight the window textures in Vision 6-2 get overwritten in VRAM by another texture. This is normally not visible to the player due to the lower resolution variants of the texture normally only being visible as there is no way to get close enough for the high resolution ones to load. By modifying the camera position to get closer it is however possible and this will show broken image data. The correct textures exist in the game files, but get overwritten when loaded into VRAM.

The full resolution texture:
Klonoa DTP Full Window Texture.png

The texture which overwrites it:
Klonoa DTP Leftover Background Mockup.png

Debug Menu

Hmmm...
To do:
There's a video of it in action, but there does appear to be some discrepancies.
  • There are differences in the functions and images that were discovered from the above video and the temptation and error test until you find the correct memory address. Find out if the memory address is what makes the difference for the functions or if the functionality remains in the ROM.
  • Extract the build dates for the other versions.

Start Debug Menu

Klonoa DtP PS1 Debug Start.png

This is the Debug Menu home screen. It can be accessed by setting address 10E5EC to 01 in the US version. As soon as the variable is changed, it enters that screen automatically. In it, one can see the title "Menu Program", where it has the string "MONITOR ON" and the probable build date, JAN 6 1998 21:25:24. In this screen, pressing Circle accesses the 3 available menus. You can move the cursor anywhere, but only the options with text do anything. The triangle button changes the MONITOR status to OFF or ON consecutively, but this does not seem to work at all. This function works on almost all of the debug menus available.

Menu Program

Klonoa DtP PS1 Debug Menu Program.png

This menu does not work right. After entering it, there is no way out, as none of the options work.

Toma's Menu

Klonoa DtP PS1 Debug Toma's Menu.png

This menu is a menu for testing game sounds and animation through the "World Map Test" menu. The World Map Test option, after accessing it and pressing Start, crashes the game. The keys have different functions in this menu.

The hex number in the upper right corner represents the amount of time you stay in the Debug Menu. D-Pad chooses options. Circle accesses the selected option and initiates game sounds. Square only starts game sounds. Triangle increases the CD CHECK volume by 1 and X decreases the CD CHECK volume by 1. R1 increases the number by 1, L1 decreases the number by 1, R2 increases the number by 100, L2 decreases the number by 100 and START pauses debug menu and despause. SELECT returns to PROGRAM MENU.

START IN ORDER: Starts the game from the title screen. The modified game audio options on the TOMA'S MENU screen do not take effect when accessed by this option.

WORLD MAP TEST: Access another area for animation testing. It is not known how it works yet.

MC LOAD TEST: Load MC test. It does nothing on this menu.

MC SAVE TEST: Save MC test. It does nothing on this menu.

CD CHECK: Game soundtrack test. It initially starts as #XX and VXX and after being selected it defaults to # 00 and V7F. The songs range from # 00 to # 43. The "V" represents the volume of the currently played music, ranging from V00 to V7F. Each song that is played has a default volume that is placed automatically.

OTO CHECK: Other sounds in the game relating to noise. There are several options without sounds and many unused sounds. (SEQ): Sounds that refer to Klonoa's voice, items being picked up and some songs that are not background music in the game. Some sounds when accessed stop the game.

(KEYTABLE): Sounds referring to wind, smoke, doors opening and other things of gender. Many sounds here are repeated with that of the above options.

OTO STOP: For the current sound of CD CHECK, OTO CHECK, (SEQ) and (KEYTABLE).

T: CD # CHECK: Crash the game.

The next options only work if they are accessed by "TO NAKMENU "and" TO GAME? "Soon after.

MUTE: Checking this option causes the game to have no sound at all.

MONAURAL: The sound of the game is like Monkey.

STEREO: The sound of the game is Stereo.

HEADPH 16, 20, 24 and 28: The sound of the game is Stereo headphones with some slight variations.

To Game?

Klonoa DtP PS1 Debug Stage Selector.png

This screen is to go to the phases of the game. Vision 1-1 through 6-2 are the normal phases of each view. Visions with subsection 3 (i.e. 2-3, 4-3) are the end of each vision. Vision 7-1 takes you to the final cutscenes of the game and you can not skip the final cutscene nor the credits using this option. Vision 7-2 activates the initial cutscenes after beating the vision boss 6-3 and after that initiates the final vision "The Dream at Nightmare's End." Vision 7-3 is almost the same as 7-2, only it cuts off some early cutscenes. 8-1 is the Extra Vision.

Vision 8-2 accesses the same view from 1-1, but with severe phase errors. Klonoa will have no collision with the ground or walls. There will be no enemies for Klonoa during the entire phase. You can skip the initial animation of the phase. Pressing the jump button freezes the game. The 8-3 view just crash the game.

Vision 9-1 accesses vision 1-1 but hangs after the initial animation of the phase. The 9-2 view locks before the phase starts only with the sound of smoke before the machine hits the bell. The 9-3 view equals 8-3, just crash the game.

Debug Menu Strings

In addition to the above menus that can be accessed, there are several more texts inside in KLONOA.BIN. These can be found at the addresses below in the US version:

870:

TO NAKMENU
REPLAY SAVE
HERO PIC
TPAGE VIEW
MEMORY DUMP
MENU PROGRAM

sim:DATA/
FILE.IDX
FILE.BIN

B90:

TO TAKMENU
TO NAKMENU
HEADPH 28
HEADPH 24
HEADPH 20
HEADPH 16
MONAURAL
T:CD# CHECK
OTO STOP
(KEYTABLE)#8XXX
(SEQ)#9XXX
OTO CHECK #0XXX
CD CHECK #XX VXX

MC SAVE TEST
MC LOAD TEST
WORLD MAP TEST
START IN ORDER

TOMA'S MENU.1997.01.03
START:PLAY/STOP
SELECT:BACK
ANIMATION
AREA RSQ
--1-- --2-- --3-- --4-- --5--
1996.12.01

EE4:

21:25:24
TO GAME?

TO TOMMENU
TO TAKMENU
MENU PROGRAM

Jan  6 1998

MONITOR ON
MONITOR OFF

10B8:

VCON NORMAL
VCON MON
VCON FREE
FOG CREATION
FOG NEAR :
FOG FAR  :
COLOR R :    H
COLOR G :    H
COLOR B :    H
0.00
000

15B8:

YUME KAKERA EDIT
TYPE  GREEN 1
TYPE  BLUE 1
TYPE  GREEN 2
TYPE  BLUE 2
LAY NO KAZU
POLY MIME DX
POLY MIME DY
ROT SPEED
COL FORMAT

AD304:

OPTION
HIT TBL
OFFSET

AD39C:

STEREO
MUTE
63MN
61MN
53SN
51SN
43WT
41WD
33TR
31TR
23WT
21TR
13WD
11WD
9
8
7
6
5
4
3
2
1
0
!
(;_;)

ON
OFF
OK
NG

NEAR

AD4F8:

ROUTE C
NO
ZOOM
ANG  X
ANG  Y
POSI X
POSI Y
POSI Z
ANG  Z
RT NO:
RT C:
SECTION
FAR POL
FAR ARE

DEFAULT
OA05

AD67C:

KAKERA
ON
OFF
POLYGON
RGB DEC
(Original Find: Luseu)
(Debug Menu Codes: Manoeva)
(Text Extraction: divingkataetheweirdo, Vokadae)