Debug Explained
Okay, after much testing, I think I roughly know what the debug menu all means. The level ID is probably also the ID going to be used for area modifier codes in Action Replay devices, and the name is probably the file name of the level on the game ROM.
LoopProc5:DRAW or LoopProc3:EXECUTE is probably what exactly went wrong programming wise, and draw probably means too much of screen, while EXECUTE probably means cuased an endless programming loop to crash the game, like a denial of service hacking attack.
No idea what LayerID and PlayerID mean, as PlayerID doesn't always change depending on the character used. However, I know what RoomNo means, as it is probably a geographically checking variable to determine location in a level, like what room you were in during Big Boos Haunt, or what area of the castle floor you were in.
IRQ IE:00140009 IF:002c0009 This was unknown, as was file-ID (probably relating to the game ROM.
No idea what the odd programming code is below all this.
A Mysterious Date
At the top of each Debug screen, there is a specific date. The date in question reads EF 2005-01-13 08:50:39 Administr, which translated probably means the 13th January 2005, 8:50 and 39 seconds. Administr may mean editor of games memory, so this may record the first or last date the games programming was changed. This is just a guess, and I will aim to find out the significance of this date regardless.