Uploaded January 2025 | Updated September 2026, 1 week ago
Testing work in progress patches together as a proof of concept before further work. Some Cheat Engine addresses are displayed on the screen to show some of the parameters i need to make use of. I would love feedback on if you think this feels good or weird, but I think at this point I'm committed to making it happen.
Throughout : VSyncADX
- Makes it possible to have the music keep playing without stutters during loading screens where needed.
0:00 & 2:39 : Events Don't Restart Music
- An early experiment to prevent events from restarting the same song multiple times. I have some of the patch logic implemented but it requires manually setting the flag to prevent sending new music requests, and then it will restore the flag after on its own. I now need to patch within each event that I'd like to not restart or stop music to make this automatic. Its noticeable here at the end of Tails telling Sonic that Angel Island has fallen again, and after the echidnas attack Tikal and the Chao.
4:29 : Adjusted Event SFX Lengths
- Adjusts sound effect lengths in events to stop invalid sounds from playing when they stop and fade out. Noticeable here when Tikal uses the master emerald, it no longer plays multiple invalid Tails sound effects at the end.
Testing work in progress patches together as a proof of concept before further work. Some Cheat Engine addresses are displayed on the screen to show some of the parameters i need to make use of. I would love feedback on if you think this feels good or weird, but I think at this point I'm committed to making it happen.
Throughout : VSyncADX
- Makes it possible to have the music keep playing without stutters during loading screens where needed.
0:00 & 2:39 : Events Don't Restart Music
- An early experiment to prevent events from restarting the same song multiple times. I have some of the patch logic implemented but it requires manually setting the flag to prevent sending new music requests, and then it will restore the flag after on its own. I now need to patch within each event that I'd like to not restart or stop music to make this automatic. Its noticeable here at the end of Tails telling Sonic that Angel Island has fallen again, and after the echidnas attack Tikal and the Chao.
4:29 : Adjusted Event SFX Lengths
- Adjusts sound effect lengths in events to stop invalid sounds from playing when they stop and fade out. Noticeable here when Tikal uses the master emerald, it no longer plays multiple invalid Tails sound effects at the end.









![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)
