Uploaded December 2025 | Updated September 2026, 1 week ago
A look at in progress work for restoring the remaining stages that are missing textures.
Mystic Ruins exists in a mostly blockout form but it has some textured geometry that was missing its texture data, so this had to be reconstructed by finding the missing textures by name from the Autodemo itself and from the initial JP release of the game.
Anything textured white with a red question mark is a texture that could not be found by name so we are not sure specifically what would have been used there.
The ninja lights mod is needed to display the vertex colours on untextured geometry for blockout stages or they would appear as solid white.
While I fixed the monkey cage object trying to load and unload null pointer texture lists, the monkey textures it is using do not display on it correctly at this time. I accidentally placed two of them at the end instead of one, SetEdit controls can be clunky.
There was also a null pointer to a model that is placed under the waterfall in the Mystic Ruins jungle, this would crash the game if not changed but we don't know what the model would have been and it likely is not even in the Autodemo. I swapped it for one of the debug models, a single untextured triangle, so it wouldn't crash but can still be seen in the position it is meant to be placed.
A look at in progress work for restoring the remaining stages that are missing textures.
Mystic Ruins exists in a mostly blockout form but it has some textured geometry that was missing its texture data, so this had to be reconstructed by finding the missing textures by name from the Autodemo itself and from the initial JP release of the game.
Anything textured white with a red question mark is a texture that could not be found by name so we are not sure specifically what would have been used there.
The ninja lights mod is needed to display the vertex colours on untextured geometry for blockout stages or they would appear as solid white.
While I fixed the monkey cage object trying to load and unload null pointer texture lists, the monkey textures it is using do not display on it correctly at this time. I accidentally placed two of them at the end instead of one, SetEdit controls can be clunky.
There was also a null pointer to a model that is placed under the waterfall in the Mystic Ruins jungle, this would crash the game if not changed but we don't know what the model would have been and it likely is not even in the Autodemo. I swapped it for one of the debug models, a single untextured triangle, so it wouldn't crash but can still be seen in the position it is meant to be placed.
![Space Channel 5 Part 2 (Dreamcast) - Gindows Debug Mode
The Gindows debug system UGA also used for Rez exists in Space Channel 5 Part 2 and seems fully functional. I demonstrate it here, but I do not fully understand all of the tools it provides.
Sometimes a boss debug mode loads for the second boss but unfortunately it did not load this time.
I started researching the games main loop and then RocketHorse found the flag being referenced every time the loop was called.
Debug Flag location (Set at boot with a cheat or modify 1ST_READ.BIN)
raw 0x000D70A2 set 00E5 to 01E5
ram 0x8C0E70A2 set 00E5 to 01E5
demul 0x2C0E70A2 set 00E5 to 01E5
Controller in Port A, Keyboard in Port B, Mouse in Port D.
Press the Insert key to display or hide Gindows debug.
Only the right click debug menu exists.
Right Click Menu -
System
Font
User [Undefined]
Var Editor
Console
Texture Viewer
Profiler
Console Commands
breaklevel breaklevel (-1 .. 2)
cd change directory
coloredit execute color edit window
danceman danceman [on/off]
dumpwin execute dump window
freecam freecam (port number)
gakkibito gakkibito [on/off]
help Help
loadform loadform (file name)
ls list directory
membernum membernum (0 .. MAX MEMBER)
palwin execute palette window
saveform saveform (file name)
varlist
varsearch
varset
Keys
F1
F2 Sound
F3
F4
F5 TaskMemory
F6 Console
F7 Render Info
F8 Texture Viewer
F9 Peripheral Info
F10
F11 Gindows transparency Off/On
F12 Performance
Print Screen
Scroll Lock Advance frames when paused
Pause Pauses game in levels
Insert Display/hide Gindows
Home Variable Editor
Delete
End
Page Up Scroll up console
Page Down Scroll down console
Arrow Keys Navigate menus
Enter Confirm selection
Escape Back out of selection
Ctrl+W dgDrawCallBackWindowInfo
Ctrl+T TaskDebug
Ctrl+P dgPrestreamWindowInfo
Ctrl+A dgAudioWindowInfoAll
Ctrl+S dgStreamWindowInfo
Ctrl+D dgCdbWindowInfo
Ctrl+F dgFileSystem
Ctrl+H DGSH
Ctrl+L Light
Ctrl+Z CamEdit
Ctrl+X Force (In CamEdit)
Ctrl+C Camera
Ctrl+V dgVblanktimerWindowInfo
Ctrl+B BupDebug
Ctrl+M dgMovieWindowCue
Ctrl+Enter A on controller 1 on main menu
Ctrl+Escape B on controller 1 on main menu
Ctrl+Arrows Directions on controller 1 on main menu
Ctrl+Delete To title and again to bios
Alt+W Wireframe
Alt+E ENESET EDITOR
Alt+R Current end of level score results display
Alt+O PathCtrl
Alt+P Player Info
Alt+A AudiRate
Alt+S Secret
Alt+F Select [Can type name for FormationEdit]
Alt+G Game info
Alt+K ClipDebug Main
Alt+L Poison Light
Alt+Z CamCtrl
Alt+C Level Counter
Alt+V Voice
Alt+B BupFlagDebug
Alt+M MusicMan
無変換 FreeCam in place
全候補 FreeCam targetting player
S3 Sets formationedit to a temp name Space Channel 5 Part 2 (Dreamcast) - Gindows Debug Mode](https://i.ytimg.com/vi/UhgFkYTg2LM/mqdefault.jpg)









