Lufia Ii Rise Of The Sinistrals Game Genie
This page details one or more prototype versions of.In July 2012, ASSEMbler games forum member Jackhead purchased a Japanese Estpolis Denki II prototype PCB from famous prototype collector DreamTR. While attempting to dump the chips with a Willem EPROM programmer, at least one of the chips suffered corruption. With no way to undo the damage, Jackhead resold the prototype to Trevormacro.
With some examination of the crash logs, enough of the corrupt bytes were identified to get the game up and running. After documenting a mostly complete playthrough of the game in a forum thread, Trevormacro released the prototype along with an IPS patch file on July 12, 2013.The unmodified corrupt prototype has a size of 2,621,440 bytes / 20 megabit (same as final) with the following MD5: D8CC3BDF62E42B3EE95326DEE3E910BEThe prototype contains significant differences.
A textbox displayed during the game's ending includes a date of 7/18/1994, indicating that the build is from that date or later. Contents.Corrupt BytesA list of known bytes damaged. See for more details. EPROM writing clears bits; the corrupt bytes will have a lower value than their original state.EPROM 10x000000-0x0FFFFF0x000000 0x00 - 0x780x004000 0x02 - 0xFA0x004400 0x02 - 0x030x006600 0x00 - 0x510x016600 0x01 - 0x690x077600 0x02 - 0x1EEPROM 20x100000-0x1FFFFFThe corresponding locations of those seen on the first chip don't seem to be affected. More research required.EPROM 30x200000-0x27FFFF Unused Graphics Win Poses. All characters have winposes after a fight, similar to the ones in the first game.
They all look very rough and much different from even the used graphics in the proto, which would indicate they are leftovers from a very early build that never got updated graphics.Known BugsA list of currently known bugs. If the game crashes, it has the potential to erase the save data.Lake Cave/Sundletan ShopThe shop referenced above sells a glitched/unfinished item 'F', and simply opening this shop menu overwrites Maxim's name. If you attempt to rescue Tia in Lake Cave following this, the game crashes while attempting to process the player name:This bug affected Jackhead's initial playthrough attempt, before the EPROM corruption occurred. (Source: Trevormacro (research)) Lake Cave EntranceIf you save the game inside Lake Cave, the puzzle at the entrance is reset. Maxim is unable to leave as the water level is lowered and the wood planks are on the other side of the water. Likely caused by the puzzle solved flag being stored to a temporary address in RAM which gets cleared, instead of a more permanent address that gets saved to SRAM.
You can walk through walls with the debug mode to leave.Alunze Castle B5 Underground Waterway BarrierWhen stepping on the switch pictured above after the thieves are washed away, the barrier is lowered but it still acts like a solid wall that can't be passed. One way to bypass this is to enter code 7F3F7200, step on the switch, and then disable the code. Alternately, use the 'walk through walls' function of the debug mode. (Source: Trevormacro (research)) Tarantula Boss BattleThe bottom edge of the spider boss in Ruby Cave has glitched graphics while in its idle animation, and while attacking. It seems that when an enemy sprite has a y coord too close to the bottom half of the screen, it interferes with the battle GUI.
Lufia 2 Game Genie
This is also seen with the Gades boss battle (exists in the boss data, but not yet implemented into event data) which uses an extra large sprite. Not believed to be a corruption issue.Underwater AnimationsThe final 'PS' tile animation packet located at offset 0BB3A5-0BB3C6 (SNES address 97B3A5-97B3C6) used by four underwater locations is incomplete and will freeze the game a few seconds after entering the screen. This can be worked around by changing the A5B3 entries in the animation pointer table to 0000, which toggles animations off.ID refers to the location index affected. The final column contains PAR codes to apply the fixes without having to make permanent changes in a hex editor.IDOffsetBefore AfterPro Action ReplayCD020BCFA5B3 - 0000848BCF00 + 848BD000CE020BD1A5B3 - 0000848BD100 + 848BD200D3020BDBA5B3 - 0000848BDB00 + 848BDC00D4020BDDA5B3 - 0000848BDD00 + 848BDE00. (Source: N00ByBo0) Debug ModeThe debug mode buried in the retail version exists in this build and is accessible without game enhancer cheats, but is in an earlier state with less features, and some other changes.
It relies on the same 7E057C memory address, where the value is either $00 (off) or $FF (on).To enable it, in a location, press Y + Start + Select and you'll hear a confirmation sound effect. To do:Add cycle sprites controls.World Map (WMAP) ControlsInstructions:. A - board airship.
Start - pause gamePrototype vs. Final Comparison ProtoFinalThe coordinates hex values were replaced with console info and build details.Dash/WTW was changed from Y to B and the trailing fire animation seen here was removed for the retail version:Unused Debugging Features RAM/ROM MonitorProgramming for this RAM/ROM monitor begins at $80C9C9, but no routine was found that calls it. Use PAR codes 80C71FC9 80C720C9 to access it in place of the debug menu load/save submenu.Instructions:. L - decrease bank. R - increase bank. Up - address -0x1000. Down - address +0x1000.
Left - address -0x80. Right - address +0x80. Start - exitUnknown Z0 Y1 Z1 XR YRNo programming was found related to this menu; only the text printing exists. The memory addresses for each entry are as follows (Z1 is a 16-bit value, all others are 8-bit):.
Z0 - 7E14C5. Y1 - 7E00A0. Z1 - 7E0051. XR - 7E1465. YR - 7E1485All values are displayed in decimal format. It may be possible to determine its original purpose by the memory addresses used.Differences Between Prototype and Final Version Audio Differences Music. The prototype contains 4 tracks 'PANICK', 'SORA', 'WAKARE2' and 'SERENA' that were replaced in the final build with dummy ('DAMY') placeholders.
PANICK - Song ID $0C. A 'critical moment' type song. It's unused in the prototype, and unknown where it might have been used. SORA - Song ID $0E. The Excerion theme with a longer intro, which can also be heard on the Lufia II OST CDs.
In the final, its song ID of $0E was dummied out and the replacement SORA added as song ID $39. WAKARE2 - Song ID $30. Unused in the prototype, and unknown where it might have been used. SERENA - Song ID $31.
The sad theme from Lufia 1, which can also be heard on the Lufia II OST CDs. 'Serena' is Selan's japanese name.Additionally, other songs contain small differences and/or are less polished than their final counterparts. In particular, Saigo Kessen ('The Final Decisive Battle') which is the background music of Doom Island, plays for only two loops in the prototype while in the final version it plays for two-and-a-half loops. The prototype also switches from a brass ensemble to a string ensemble for the second loop's intro, whereas the final version retains the brass ensemble for both loops. To do:Rip graphics, a table of different enemies started below.The Sinistrals all have different battle graphics. GadesProtoFinalThe following enemies had their graphics and/or palettes changed:IDNameIDNameIDName710E103E40ABMimic1841ACBlue Mimic1942C21E43C6Gades2E44C7Amon3145C8Erim3246C9Daos3347Mosquito344CEnemy NamesThere are seven names that were changed. Enemy $AC (a fake treasure chest monster) underwent a palette change to become a 'new' enemy and match the color of the blue treasure chests found in the Ancient Cave (which wasn't added yet in the proto).IDPrototypeTranslationRetail JPTranslationRetail NA09リザード シャーマンLizard Shamanリザード メイジLizard MageSkull Lizard7AネクロマンサーANecromancer AネクロマンサーNecromancerNecromancerACゴールドミミックGold MimicブルーミミックBlue MimicBlue MimicBAネクロマンサーBNecromancer BしりょうつかいNecromancer (lit.
'User of the spirits of the dead')WizardBBネクロマンサーCNecromancer Cダーク サモナーDark SummonerDark Sum'nerBCなまずCatfishおおなまずBig CatfishBig CatfishBEくもSpiderおおくもBig SpiderTarantula. Entry 09 only displays the first 8 characters in battle - リザード シャーマ Enemy names in the prototype can be up to 10 bytes, but the programming to display them only reads 8 bytes. The Japanese retail version shortens the maximum name length to 8 bytes, and required this enemy name to be changed in order to fit.Graphical Differences Main FontSeveral Japanese characters in the prototype were updated slightly in order to increase legibility in the final version. $00-FFPrototypeRetail JPCharacter $15 - The centered dot (known as an interpunct) swapped position with the three ellipses ( $06EC, below).
(Source: Sinrevi) Item Differences General Item ID PNameTranslationItem ID RNameTranslation0165リンゴApple01CCリンゴのルビーRuby appleCasino Coins Item ID PNameTranslationItem ID RNameTranslation0152コイン10まい10 Coins018B10まいセット10 coin set0153コイン50まい50 Coins018C50まいセット50 coin set0154コイン100まい100 Coins018D100まいセット100 coin setKeysIn the prototype, keys don't have location specific names. Key 05 is found and used in two dungeons, clearly a mistake. You can use your Ruby Cave key in Gordovan West Tower to skip the immortal zombie puzzle. Keys 06 through 10 exist in the item data but weren't yet placed into treasure chests.Item IDNameTranslationWhere it's found015A力ギ01Key 01Elcid North Cave015B力ギ02Key 02Alunze Northwest Cave015C力ギ03Key 03Tanbel Southeast Tower015D力ギ04Key 04Lake Cave015E力ギ05Key 05Ruby Cave, Gordovan West Tower015F力ギ06Key 06n/a0160力ギ07Key 07n/a0161力ギ08Key 08n/a0162力ギ09Key 09n/a0163力ギ10Key 10n/aItem $0015Item IDTransliterationTranslation0015フライソール毒の沼の影響をうけなくなりますFly SoulYou won't receive the effects of poison from swamps.An item equivalent of the Soul spell (see section). It has a 50 Gold cost set in the item properties, but isn't found in any shops. Like the spell version, it's also unfinished - the only programming for it is to play the item used confirmation sound effect, and subtract 1 from the total quantity. Also like the spell version, this was originally an item in the first game.
This item was removed in the retail version.Item $0167 (Green tea) Description PrototypeRetail JPThe item name and properties for the Green tea (item $0167) weren't yet implemented. This causes the glitched 'F' item in the Sundletan shop noted in the Bugs section.
However, the text table of item descriptions does have an entry for it.PrototypeTranslationRetail JPTranslationRetail NAお茶っちゃ、あちゃちゃっちゃThe tea is hot-hot-hot-hot-hot!おいしいお茶です。世界中のおじいさんに愛飲されています。Delicious tea. The usual drink of elderly men the world over.Delicious green tea popular with people the world over.Location Differences. Location A5 prototype / A3 retailID P/RPrototypeTranslationRetail JPTranslationRetail NA42/40メリクス 北の洞窟・B1Merix North Cave B1橋の洞窟・地下1Cave Bridge B1Cave Bridge B149/47北の洞窟・B1North Cave B1北の迷宮・地下1North Labyrinth B1North Dungeon B1A5/A3まよいの山Lost Mountain帰れずの山Mountain of No ReturnMountain of No ReturnD3/CD神の海底都市Submarine City of the Gods神の海底神殿Submarine City of the GodsSubmarine Cave ShrineShop Differences Skills ShopsSkills shops can be found in Nikoru / Koniru, Tanbel, Parcelyte, Bound Kingdom, Narcysus, Treadool, Auralio Kingdom, Treble, Barnan and Chaed.
Here, you can buy skills like Arrow and Bomb, which are normally found and used in the game's dungeons. This implementation is far different from what we got in the final version (and this prototype, where you start a new game with a full skill ring).These shops feature a 'Skill' graphic in the upper left corner and a wallpaper depicting a bow and arrow, bomb and chain links (from the Hook or Hammer).The inventory for each Skills shop is identical no matter which village/city/kingdom you're in. There's ten total items for sale.
All of the skills are available for purchase except the Fire arrow.In these shops you can buy 2 upgraded versions of the bomb skill not seen in the retail version. However, they're identical to the original except for the name and cost.
Browse Cheat Codes by Game TitleCheat codes for Lufia 2 Platform: SNESUser rating: 5.4Page visits: 4414HintsGo to config click misc hit left than right if done right you'll see your items than go left,up,right,down,right,up, left,down than go to the main screen wher you can look at items ect. If the charcters at level 0 go save come back in and you'll be in max level. Note:it make it slower because it has a huge memory. Note:It mave Vary effects on the charccter exsample you might have a 999 atc. Power one time and the nexst 399 Note: MP's might become infinite.
Note: most monsters can't hurt you.RAISE CAPSULE MONSTER TO LEVEL 5: FEED FOOMY A SECRET FRUIT AT LEVEL 4 AND IT WILL CHANGE TO A GOLD FOXFloor B99 In Ancient CaveIf you can get to floor B99 in the Ancient Cave, ( outside of Gruberick ) you will find a huge slime called ancient slime. It is an Iris treasure.Game Genie CodesGain Level After each fight - AAE1-7ED5Unlimited Hit Points - 8236-0F34Immune to all petrifing effects - 6D8F-0DC4Unlimited Magic Points in battle mode - 823A-0FC4No Charge At InnsThe game will allow to stay at inns with no charge if you do not have enough money to pay.Level 999Enter the configuration screen after four characters are in your party. Highlight the 'Music' option, then press Left, Right, Left, Up, Right, Down, Right, Up, Left, Down. Select reset and continue game play.Extra Gold & ExperienceComplete the game once, then select the 'Retry' option. Gold and experience in this new game will accumulate at four times the standard rate during battles.Greater damageDD68-D7AD Add this code in Pro Action Replay Codes in order to do more damage in battles. Mario kart wii iso rar.
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