I actually emailed the author, Martin Korth, a year ago to do just that, but never got a reply. I then searched for the closest thing to an official no$gba forum, which is
the no$gba discussion forum at NGEMU and apparently he pretty much disappeared from the Internet a few years back and nobody has heard from him since. I was actually really ashamed of pirating the latest debug version (which took some work to find) since in recent years, I've done a lot of effort to buy the music and programs I use and enjoy and if he ever came back, I'd want to be legit and would pay him. But for the moment, that's not even possible
As for the debug features, the no$gba site is right in saying that it's mostly/only useful for developers and not gamers. Savestates don't work with DS emulation for one, and although you can access a lot of things about the game being emulated, you can't save any of the graphic stuff. Like Visualboy Advance, there's a Tile, OAM and a Palette Viewer as well as the ability to view the content of the BG0, 1, 2 and 3 Map layers; however, I practically can't use any of it since Dawn Of Sorrow almost exclusively uses 3D Rendering to display everything.
The 3D Rendering Viewer gives you a very long list of all the tiles visible on screen along with a whole bunch of incomprehensible information. For each tile, it shows you where it is on screen and a small window shows you the 128x128 pixels tileset being used for that tile. Only, that tileset is displayed much smaller than 128 x128 pixels and there's no save button. It also doesn't show you which part of the tileset is displayed on screen (which makes it difficult if it's a tile of a background layer that's not visible) and depending on the tile used, the palette of the tileset will change several time.
It's kinda hard to explain, but I've had to assemble/correct/complete almost every room using individual tiles which required me to save the various tilesets and simply getting the proper palette for all the individual tiles of a single one could take me a long time (especially if part of it hasn't been used in a room I've visited yet). Heck, just *saving* a tileset requires me to resize the VRAM window every time I start the emulator to a size reference image I've saved that ends up with the tilesets being displayed at its correct size, taking a screenshot of that and then only saving that portion in a separate file. I average a few hours per room so far
.
As for the 3D background, I've managed to find a few tools (Tahaxan, Nsbmd and HijackGL) to extract, view and then capture the 3D models and the textures but I still have to combine the two. Peardian has been trying to guide me through Cinema 4D to do just that but I'm having a real hard time understanding anything about it (handling the 3D program that is, not the theory behind 3D models and UV Mapping). Like I said, there are a lot of challenge ahead but nothing I feel I can't overcome given time.
And seriously, if you or anyone else knows of a legitimate way to contact Martin Korth, don't hesitate to tell me. I feel really cheap stealing his program but there's no other choice right now.