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10-15-18 03:36:43 PM

Jul - The Cutting Room Floor - Phantasy Star 4 New poll - New thread - New reply
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Abaxa
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Posted on 09-22-10 01:07:59 AM Link | Quote
Phantasy Star: End of the Millenium, usually referred to as Phantasy Star 4, has some unused elements due to space limitations and the changing whims of the developers during development. Fringes of Algo has a page dedicated to PS4 here with some items of interest. There is also a thread for a debug menu (note: I've only gotten the debug menu working in Gens as the code given doesn't work in KEGA Fusion).

What those pages don't list are things you wouldn't see at all by playing the game. First I'd like to give a hat tip to FreshFeeling who provided the necessary tables for item, encounter, and spell name hacking and also provided much-needed basics for offsets and whatnot.

Ok with that out of the way there are numerous things dummied out in the name lists by just calling them NOTHING. These include 7 enemy names (not including Acacia and Shadow Mirage as those were translated; only the formations where removed so you can't fight them*), one NOTHING sitting at the end of enemy names and the beginning of enemy abilities, 3 dummy entries in enemy abilities, 2 dummy abilities in vehicle abilities, and one additional item not listed on Fringes of Algo which is a plot item that would only be equippable by Seth were it not set as type 09 (plot item) instead of an actual item slot.

At offset 2ab9a3 an unused dungeon name is listed - GHOULFORST. There's some evidence more was originally planned for Dezolis and ended up cut for time/space like the ability to use the Aero-Prism outside of battle to do nothing. Whatever was planned for the Aero-Prism either got cut early on because there's no message for whatever the success message was supposed to be or it was going to be an event trigger and jump to a dialogue script.

There's still much to do but this is a start.

(The Shadow Mirage's unique spell, Star Dust, was also translated into english.)
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Posted on 09-22-10 02:23:20 AM Link | Quote
Kind of only partially related, in so much that it has to do with Phantasy Star, but...

I found a page a while back that had a lot of unused stuff in Phantasy Star *3*, which inspired me to make the page for it on TCRF. The inaccessible caves, I knew about... and I was able to confirm the unused items with an editor... but it also mentioned a handful of unused monsters. I found them in the same editor, but it only listed names and stats, so I didn't include them on the page, because I also wanted to get images of these monsters...

I'm also curious as to whether or not those inaccessible caves actually have any interior maps at all, or if they're literally just empty shells.
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Posted on 09-25-10 01:25:29 AM Link | Quote
Hmm. I'd wondered about the debug menu in PS4, as I've been hearing about it recently, but haven't been able to find much about it (no GG codes, certainly). I'd have to wonder if any walk through walls or room warp codes exist for PS3, as I haven't really seen any, either.

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Posted on 09-25-10 08:51:50 PM Link | Quote
Originally posted by Aoi
I'd have to wonder if any walk through walls or room warp codes exist for PS3, as I haven't really seen any, either. :(




For Walk Through Walls in PS3 try Game Genie code CKZA-AAF6 or Action Replay code 006ABC:0012. Let me know if you run into any problems with it. I only tested it at the very beginning of a new game but it worked fine in the first town and overworld.
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Posted on 09-27-10 05:09:31 AM Link | Quote
Thanks. I take it those are for the English version, though? I only have the Mega Drive (physical) version. (I'm still keeping a note of the codes, though.)

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Posted on 09-27-10 02:19:43 PM Link | Quote
A walk-through-walls code wouldn't actually help with determining whether those sealed caves lead anywhere, though. It's not that it's a "locked door" or anything... it's that, on the world maps, if you try to enter them, the screen fades out, like you're going to enter an area, then you're kicked back to the map with a message saying the cave is sealed. Since you're not actually teleported anywhere, it would require an area modifier to discern if any interiors actually exist.
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Posted on 09-28-10 04:14:32 AM Link | Quote
That's why I asked for room/map modifier codes, too. (Well, okay, I used the words 'room warp,' but it means the same thing, right? Right?)

Hmm... I know there's an editor for PS3 (Aridia) and an event editor (Luise), both created by the same person - but unfortunately, there's no map editing, yet.

Some relevant (to TCRF) and interesting pages for PS3 on the site, though, like this one. Possibly this page, too, as there's a brief mention and map of the blocked caves.

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Posted on 09-28-10 01:31:53 PM Link | Quote
Yes, when I said I'd found a page with unused stuff that inspired me to make the PS3 page on TCRF... that was it. =P
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Posted on 09-28-10 11:01:30 PM (last edited by Abaxa at 09-29-10 12:35 AM) Link | Quote
That reminds me that there's an unused enemy from Phantasy Star 2. I went looking for codes specifically to enable meeting a Van Leader but didn't find anything useful. You can see a screenshot of this robot in question at this page - scroll all the way down to the bottom. That writer also discusses some differences between the english and portugese versions of the 4 classic games throughout the website which has some things of interest for TCRF. For example some text was accidentally cut from PS2 due to an error. The full line appears in the portugese translation.

EDIT: On a whim I decided to savestate hack in the 4 unknown items in a fresh Japanese game and take screenshots. (Also a correction: the plot item listed in my OP could be equipped by anyone but Seth if it were flagged as an equippable item slot.)

First up is a screenshot that covers both Items 1 & 3. These have blank descriptions because their entries in both the tables for the DESC command and shops are empty. Both consist of only the null byte and thus display a box of nothing.



It is indeed equippable by Gryz and is a 2-hander. (Note to self: remember to make animated gif of Gryz using a 1-handed weapon as that animation went unused.)



I also made a little animated gif for the Blood Axe's attack animation sequence. I'll get the Spiral Slasher when I remember to get around to it.



The Japanese description for mysterious items was much shorter then the English version's "Nothing is known about this weapon."



Description for the Motavia/Dezolis map in Japanese.



The map also has some untranslated text that shows up as garbage in the English version. I assume it's just the name of the planet. The following screenshot is the map's default state when used from the Motavia overworld.



Finally, the map can be scrolled using the d-pad. Doing so shows what should have been the default position to better layout Motavia's geography.

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Posted on 09-29-10 01:15:09 AM (last edited by YK at 09-29-10 01:15 AM) Link | Quote
That's some interesting stuff... I particularly wonder why the minimap item was left unused... anyhow, why don't you make a page for that on TCRF?
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Posted on 09-29-10 01:33:38 AM (last edited by GoldS at 09-29-10 02:01 AM) Link | Quote
You're right, the text says "Motabia".

The map's description translates to, I think, "This item is able to determine your location"
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Posted on 09-29-10 05:05:12 PM Link | Quote
Originally posted by GoldS
The map's description translates to, I think, "This item is able to determine your location"
"This item can confirm your location."
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Posted on 09-29-10 07:25:54 PM (last edited by Aoi at 09-29-10 07:26 PM) Link | Quote
YK: Oh. Well, um... never mind.
Too bad there aren't any map editors for PS3 at the moment... I wonder if any of those 'unused' corridors actually do have defined door/passage data at any point in the game.

Also, I'd have to wonder if, if PS4 was indeed developed for the MegaCD first, there were any builds created for it. Probably never see any, though.





Abaxa
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Posted on 09-29-10 07:27:40 PM Link | Quote
I'll create a page once I figure out how to do so. I've never used wikiware before.
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Posted on 09-29-10 07:32:22 PM (last edited by YK at 09-29-10 07:47 PM) Link | Quote
Originally posted by Abaxa
I'll create a page once I figure out how to do so. I've never used wikiware before.


I'll go ahead and create the page and get the templates and such in order, so all you'd need to do is add in the relevant data.

EDIT: It's up. Do with it as you will.
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Posted on 09-30-10 01:02:53 AM Link | Quote
Alright I'll try to get to it some time tomorrow as it is rather late today and I'm still in the process of gathering information. Until then though here's more goodies! I also found a PAR code for the debug menu that works with KEGA. It is FFEC9E:06 (found by digging through a Portugese fan site). I also noticed on that site that it seems what they got is the North American version with a text translation. The Portugese version has the same Chaz-destroying-the-carnivorous-forest mini-cutscene added for the North American release.



This is the debug menu. I'm hoping more debugging features survived because this is pretty barebones basic. This is from the Japanese version but it appears no changes were made during localization as it is exactly the same in the final english release. I did trace back everything I could to a savestate so I will include those addresses in brackets. Pressing Start, then Confirm opens the menu. Start exits it.

On the lefthand side are 3 buttons which set the character's walking speed. It defaults to 2. 1 is slower and 4 is faster. To change this use the Up or Down buttons to select the desired value. This will take effect as soon as the menu is closed.

The A button toggles the Enemy box and turns enemy encounters on and off. This value is forced on or off in certain very specific areas such as the final floor of the Garuberk tower. Turning this on in an area where you wouldn't normally be attacked causes the game to freeze when an encounter starts because the game cannot find enemy formation data.

The B button toggles a poison damage switch. If it is turned off poisoned characters no longer take damage while wandering about.

The C button toggles the Block function. When enabled all tiles except those displayed at the highest layer (translation: stuff you walk behind) are shifted to a darker palette, all tile-based collision is disabled, and the player will no longer trigger events when walking over tiles. This does not allow the player to walk through other sprites which means no getting back into Birth Valley after Seed self-destructs (grrrr). As far as I can tell the number under that references what tile out of the current set the player is standing on.

Position is pretty self-explanatory [0xe4a8 and 0xe4ac]. Scroll is, well, for scrolling [starts at 0x11408]. The value by DUNGEON is the dungeon number. If this number is not 0 the game cannot be saved and Ryuka/Telepipes cannot be used. It is found at 0x111c9. (It is unknown where the toggle controlling Hinas/Escapipe use is located but it's not this one.) This value is reset when changing rooms or exiting battle. Underneath it is the ESCAPE toggle which cannot be changed from within the debug menu. This is turned on in space stations and causes the Hinas spell to take the party to the entrance. [address unknown]

The numbers next to MAP refer to the 2 layers the Genesis can display. In areas where only one layer is used the second value is usually FFFFF. [0x110a0 - 110a3] These are also reset when changing rooms or exiting battle.

Finally (phew!) is the STATUS section. In the center is the lead character with any other sprites masked out. The 8 surrounding values are the tile types for the 8 adjacent tiles. ON is the type of tile the player is standing on.

Here's the map as seen on Dezolis. This screenshot has already been scrolled so the world seems are at the edges instead of the middle.



Akasha/Acacia and Shadow Mirage as encountered in the Japanese version.



In the Japanese version the sound test had a nice fade in effect and a special little track, Dezoris de Don, played. It also had graphics that were pulled from the English version. To the best of my knowledge Dezoris de Don (and the track Pao-Pao!) thus ended up unused in the North American release. I don't know why they changed that because they didn't change any theme names to match their English translation names.



---

To Do: Redo the Spiral Slasher animated gif whose cropping I goofed up; check all the shopkeepers and see if any of them say anything otherwise unviewable; check if Chaz can reach Elsydeon's pedestal in the sword cave without using the debug mode to view the search description; see about hacking in those dummy vehicle abilities; finish collecting video for Japanese/English version differences.
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Posted on 09-30-10 09:14:56 AM Link | Quote
I strongly recommend uploading those images to the wiki at 1x resolution (instead of 3x, like there) and just linking them here with height=/width= if you want to blow them up.

Photobucket already nuked one of them for being against the TOS.
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Posted on 09-30-10 11:04:57 AM Link | Quote
I upload 640 x 480 resolution screenshots to photobucket chiefly so detail is easy to see but yes they are higher resolution then what is native to the Genesis.

I'm not particularly surprised the Acacia shot got pulled. A vaguely human female showing frontal nudity tends to get knee-jerk reactions. I do find it funny they yanked that one but left the Shadow Mirage.

No worries though they are just examples of what will eventually go on the wiki.
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Posted on 09-30-10 12:36:53 PM Link | Quote
Yes; I'm just saying that you can fairly easily do the same thing with normal-resolution images:



It's this, just blown up to 10x by HTML.


Not a big deal, but would take out the "not on the wiki" yet issue.
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Posted on 09-30-10 04:49:23 PM (last edited by Abaxa at 09-30-10 09:12 PM) Link | Quote
No problem I've already started downscaling needed screenshots in the interest of conserving server/page space. I did want to ask if it's alright if I make a blanket diagram to cover the many, many interior maps in the game which extend beyond what's visible in game. It would probably be a screenshot with character collision and max sight boundaries drawn on it. It seems the developers just did some blanket padding (or built from a larger-then-needed template and ended up not culling their tilemaps). This padding is needed for maps that have enemy encounters due to limitations in the graphics engine.

Rather then noting every single instance of this I think one solid description will cover most of it.

I got the page started at least.

ETA: There's a page over at Hugue Johnson's site about unused stuff in PS3 for those who expressed interest in that game. Discussion thread over at Fringes of Algo.
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