If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Final Fantasy Crystal Chronicles: Ring of Fates

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Final Fantasy Crystal Chronicles: Ring of Fates

Also known as: Final Fantasy Crystal Chronicles: Ring of Fate (JP)
Developer: Square Enix
Publisher: Square Enix
Platform: Nintendo DS
Released in JP: August 23, 2007
Released in US: March 11, 2008
Released in EU: March 21, 2008
Released in AU: March 20, 2008


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
PiracyIcon.png This game has anti-piracy features.


See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Final Fantasy Crystal Chronicles: Ring of Fates is yet another entry in the Nintendo-exclusive Crystal Chronicles A-RPG series. Despite some camera flaws (that were fixed for the sequel), it's a decent game.

Unused Areas

A bunch of unused maps can be accessed in the European versions with the following Action Replay codes. For some reason, if used at game start-up, the game uses the full party with all four members, but with young Yuri.

Test Map 1

FFCC-RoF-TestMap1.png

12046CEC 00002201
12046CF0 0000220F

A small testing area using the graphics from the main town. It has four rectangular blocks with missing pieces. Said pieces are lying nearby but missing collision detection, and clipping partially in the wall. There is also a level which activates a button switch, that keeps resetting itself.

Test Map 2

FFCC-RoF-TestMap2.png

12046CEC 00002201
12046CF0 00002201

A ridiculously big area with graphics not used elsewhere. There are several platforms that are easily obstructed from view (hinting at a different camera being used at one time), and many places where you can get stuck because platforms are too high. There is a big fancy door, hinting at this map being planned as a playable one.

You start on a platform with three orbs, a button switch, with a nearby fox enemy.

Test Map 3

FFCC-RoF-TestMap3.png

12046CEC 00002202
12046CF0 00002201

A textureless, featureless test map. There are all kinds of different platforms, accounting for the camera in the final version, with even coding to change the sound effect for walking on wet and metallic surfaces. Unlike all other maps, you can't control your three other party members, and you can even attack them.

Test Map 4

FFCC-RoF-TestMap4.png

12046CEC 00002202
12046CF0 00002202

A functional version of Test Map 3, with controllable party members, minor layout alterations. Interestingly, it has some objects, such as different sized button switches. Non-interactable Moggles, various signs, and one cow are nearby, but there are also a pair of cats that will react to your presence and escape.

Test Map 5

FFCC-RoF-TestMap5.png

12046CEC 00002202
12046CF0 00002203

This area would likely be from Chapter 7. Unlike all other maps, you can't control your three other party members, and you can even attack them.

Test Map 6

FFCC-RoF-TestMap6.png

12046CEC 00002202
12046CF0 00002204

Uses the layout of Test Map 1. There is only the special platform with the 8-bit music Easter egg (which game was it from, again?).

Test Map 7

FFCC-RoF-TestMap7.png

12046CEC 00002202
12046CF0 00002205

Also uses the layout of Test Map 1. There are many non-functional elemental magical barriers.

Debug Info

Action Replay code 220FB708 00000006 (Europe) will make debug-related info appear on-screen.

Unused Sound

A test track, appropriately named TEST_VOICE01, is present in all versions. The Japanese voice of Chelinka says the title in a distinctly Japanese accent.

Anti-Piracy

This game uses a DMA3-based copy protection mechanism, not the game's CRC.

At start, the game launches timer0 and later reads the value of the functon and writes it to hex address 0x020FB594 (0x020FB5D7 in European version). then the game makes 0x100 bytes (as the first 3 bytes of timer0) and writes the value to hex address 0x020FB597 (0x020FB5D7 in European version). The game also checks the address value if it reads 0 or not. If the value does read 0, the sum of all bytes at 0x020FB594 (0x020FB5D4 in European version) and 0x020FB597 (0x020FB5D7 in European version) end with 0x80, otherwise it ends with 0x00

Then when going through some doors or when an FMV plays, the game checks the sum of 4 bytes ending with 0x80. If it does not end with 0x80, the game checks how much time the game is started or reset. If the counter is 18 minutes and 12 seconds (0x8000) or above, The game will end with a screen saying "Thank you for playing!!!" before the game resets. Note however, the copy protection is present only in the International versions. It is not present in the Japanese version.

The following Action Replay codes below can be used to trigger the anti-piracy effects:

The first code tricks the game to thinking it's run on flashcarts.

Region Code
US 020FB594 00000010
Europe 020FB5D4 00000010

The second code sets the time to trigger the screen mentioned in the video (requires activating the first code).

Region Code
US 020FB659 00008012
Europe 020FB698 00008012


(Source: Scott Nash, Pokemonhacker, Original TCRF Research)