Document TITLE debug script routes
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@@ -298,6 +298,17 @@ returns to SYSTEM4. SYSTEM4 resumes at `0x2b0`; the nonzero `G[0xaba5c]` suppres
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coordinator keeps the requested `G[0x699]`, performs its normal scene-entry setup, and calls that script at
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`0x477`. Other developer choices directly call utility scripts such as `DEBUG.BIN` from TITLE instead.
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The complete post-`0x1` menu accounts for all eight base-catalog `DEBUG*.BIN` records; no other fixed-id
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caller was found in the corpus. `ADVデバッグ` writes packed id `0x325f` (`DEBUGADV.BIN`) to `G[0x699]`, and
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`ADVデバッグ(PG用)` similarly writes `0x3294` (`DEBUGADV2.BIN`); these are the two coordinator-return paths.
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The remaining choices are direct nested TITLE calls: `迷宮` calls `0x338c`/`DEBUGMAP.BIN`; both the base and
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PG-oriented dungeon/base choices use `0x338d`/`DEBUGMAP2.BIN` with different surrounding mode writes;
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`迷宮(敵確認用)` calls `0x3390`/`DEBUGMAP3.BIN`; `戦闘` calls `0x338e`/`DEBUGBTL.BIN` then `BTL.BIN`;
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`戦闘エフェクト` calls `DEBUGBTL.BIN`, `0x338f`/`DEBUGANIME.BIN`, then `BTL.BIN`; and `システムテスト`
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calls `0x3391`/`DEBUG.BIN`. Thus every authored path is behind the same non-returning exit request in this
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retail executable. The generic SYSTEM4 computed call can technically accept any packed id, but no separate
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normal-game writer of these eight fixed ids appears in the static corpus.
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This also confirms three distinct cleanup owners around a debug launch: the selected script's own terminal
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subroutines, SYSTEM4's ordinary post-child cleanup (including all ten SFX channels and retained scene
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objects), and op `0x9`'s whole-stack scene reset when that opcode is actually executed. An arbitrary VM
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