Basic commands:

The console is brought up by "`" (the backtick key, i.e. above tab). You can specify only part of a command if the rest of the command is unambigous. For example "sc 19" is equivalent to "script 19". You can do basic command-completion with TAB; cycle through the possibilities by pressing TAB again.

You can also recall the last few entered commands by pressing the up and down arrows.

godDisable health, the same as F1.
script [num]Run any script from current map or head.tsc; use script 0 to stop any currently-running script.
warp [stagename]Jump to any stage. You can type the map # or all or part of the stage name as shown by "MNA". After arriving you may want to reposition yourself with "F2".
sound [x]Play sound X in game.
music [x]Start track X. You can specify the track # or all or part of the .org filename as found in the "org/" directory.
giveweapon [x]Give the player weapon #X and switch to it.
dropweapon [x]Drop the current weapon, or if you specify a parameter, drop weapon X.
levelSet the level of the current weapon.
ammoSet the ammo of the current weapon.
maxammoSet the maximum ammo of the current weapon. 0 is unlimited.
hpChange your current life value.
maxhpChange your current max life value.
spawn [C] [X]Spawn object X facing in the same direction as the player. X can be an object number or all or part of one of the names specified in object.h. After spawning you can then "animate" the same object without having to specify the ID number. "C" is optional, but if you specify it, it lets you create more than one object at once. Examples: "spawn toroko", "spawn 3 giant mushroom enemy".
animate [X] [Y]Animate (set the internal state of) the object with ID X into state Y, or if you only specify one parameter, animate the last spawned object with state X. This command works the same as the "ANP" script command.
infinitedamageEvery shot you fire deals 255 damage. For debugging boss battles, etc.
killallDeal 999 damage to every shootable object on the screen.
movemode [X]Set the players movement mode to X. In the scripts this is known as UNI. 0 is normal, 1 is zero-g mode used during the Ironhead boss battle, and 2 is the debug mode you get when you hold F2 with debug keys on.
flag [X]Toggle the state of game flag X, and then report what the new state is.
clearflagsReset every game flag to 0.
equip [X] [Y]Equip or de-equip item X, depending on whether Y is 1 or 0. The equippable items are: 'booster08', 'map', 'armsbarrier', 'turbocharge', 'airtank', 'booster20', 'mimigamask', 'whimstar', and 'nikumaru'.
giveitem [X]Add the item with ID X to your inventory screen.
takeitem [X]Remove item X from your inventory.
qua [X]Earthquake (like QUA command). If you specify a parameter, it creates a "megaquake" instead.
boa [X]Animate the stage boss with state X. Identical to the script command of the same name.
creSkip directly to the ending cutscenes for the normal ending.
resetReset the game just like pressing escape and F2.
fpsToggle showing the FPS in the upper-right corner.

Settings commands:

These commands adjust some configuration options which didn't make it into the standard settings screen. All of them are specified by "option_name [X]", where [X] is 0 or 1.
instant-quitIf you press ESC, quit instantly instead of pausing. Good for development.
no-quake-in-hellDisable the perpetual quake in that one stage that quakes all the time, which gave me a headache after playing it for a long time. If you don't know what I'm talking about, leave it alone, it messes with the mood slightly and you should see the stage the way it was intended.
inhibit-fullscreenIf you try to go to fullscreen in the options menu, display an error instead of actually doing it. There's no good reason to have this on, it's a workaround for a SDL bug on my system that was messing up my windows when returning from fullscreen. (When working on the options menu I accidently triggered fullscreen a couple of times).
emulate-bugsBehave as much like the original engine as possible, even for behaviors which were likely unintended. There aren't very many bugs in Cave Story, so this doesn't do a whole lot. One option it controls is whether or not to fix the little blue "dash" in the center of one of the frames of the shot dissipation effect. It is OFF by default.
displayformatControls whether or not NXSurfaces call SDL_DisplayFormat on the surfaces they own. This is a graphics setting which converts images to match the format of the screen in order to speed up blitting and hence framerate. However I found that 8bpp->32bpp blits were actually noticably faster than 32bpp->32bpp blits on several computers I tested -- SDL_DisplayFormat seems to be actually slowing things down. This goes against established wisdom so if you want it back on, set this to "1". Either way, most people's computers will probably be able to easily manage 50 fps.
skip-introDon't show the intro or title screen, instead just immediately load the last savegame and start playing; saves time when debugging.

Internal-variable commands:

These commands set internal states in the engine and are named the same as the variables they control in the source. They work they same as the option commands, pass 0 or 1.
player->hideHides or shows the player, similar to the HMC or SMC script commands. Good for regaining control after breaking out of a scripted cutscene with "script 0".
player->inputs_lockedScripters will know this setting as <KEY.
game.frozenScripters will call this <PRI.
textbox.SetVisibleTurn on or off whether the textbox (npc dialog display) is visible. There's no equivalent script command, but it's a lot like <MSG and <CLO.

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