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Castlevania: Order of Ecclesia
| Castlevania: Order of Ecclesia |
|---|
|
Also known as: Akumajou Dracula: Ubawareta Kokuin (JP)
|
After harsh criticism for the lack of challenge in the recent "Metroidvania" entries, the switch to an anime-like graphical style, and a serious lack of female protagonists in the franchise as a whole...came this. They sure tried their best.
| To do: In European version, the filler text of extra Glyphs might have different variations according to chosen game language (Agartha's description will display "French" if system language turns to French in European version, etc). Document as much European text dump as possible. |
Contents
Leftover Portrait Debugging Dialog Text
As in Portrait of Ruin, The Portrait debugging dialog text also exists in the game. This time it is located in the last section of the ROM.
{NAME 0x0000}{PORTRAIT 0x0000}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0002}苦悩
{WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0001}真剣
{WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0003}叫び
{WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0004}微笑
{WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x0005}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x0007}怒り
{WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x0006}焦燥
{WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x0008}発狂
{WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x0009}幽体
{WAITINPUT}{NEWCHAR}{NAME 0x0002}{PORTRAIT 0x000A}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0002}{PORTRAIT 0x000B}真剣
{WAITINPUT}{NEWCHAR}{NAME 0x0002}{PORTRAIT 0x000C}陶酔
{WAITINPUT}{NEWCHAR}{NAME 0x0003}{PORTRAIT 0x000D}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0004}{PORTRAIT 0x000E}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0005}{PORTRAIT 0x000F}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0006}{PORTRAIT 0x0010}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0007}{PORTRAIT 0x0011}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0008}{PORTRAIT 0x0012}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0009}{PORTRAIT 0x0013}通常
{WAITINPUT}{NEWCHAR}{NAME 0x000A}{PORTRAIT 0x0014}通常
{WAITINPUT}{NEWCHAR}{NAME 0x000B}{PORTRAIT 0x0015}通常
{WAITINPUT}{NEWCHAR}{NAME 0x000C}{PORTRAIT 0x0016}通常
{WAITINPUT}{NEWCHAR}{NAME 0x000D}{PORTRAIT 0x0017}通常
{WAITINPUT}{NEWCHAR}{NAME 0x000E}{PORTRAIT 0x0018}通常
{WAITINPUT}{NEWCHAR}{NAME 0x000F}{PORTRAIT 0x0019}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0010}{PORTRAIT 0x001A}通常
{WAITINPUT}{NEWCHAR}{NAME 0x0010}{PORTRAIT 0x001B}苦痛
{WAITINPUT}{NEWCHAR}
The description was removed in English (US) ROM, but the test routine still exists.
Unused Glyph Coding



There are four unknown Glyph skills that belong to X/Y button Glyph section. They have no descriptions, but they are actually glitched counterparts of skills exclusive to Arma Chiroptera and Arma Felix morphs.

In the Japanese version, they have names, "Cat tackle", "Cat tail", "Bat flying" and "Bat kick". No descriptions exist.

Cat tackle functions properly just like its morph counterpart.

Cat Tail is glitched, Shanoa will crouch for a while, and its slash effect only shows when tapping attack button repeatedly while it's being used.

Bat flying works properly, but starts with an odd floating animation.

Bat kick works properly, but Shanoa will crouch for a while.
| Japanese | English |
|---|---|
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Albus's trusted gun Agartha once had its Glyph entry, but left unused in the final version. It belongs to R button Glyph section. The Japanese version has a description: "Normal bullet. When PL, use you hand to hold Y". The description is blanked out in the US version.

Agartha is somewhat glitchy, without posing motion, and it's missing the auto-fire ability when equipped by Shanoa.
To access the unused Glyph entry, use the Action Replay code shown below:
| Japanese Version | US Version |
|---|---|
| 94000130 FFFB0000
D5000000 00000091 C0000000 0000004E D8000000 02107206 D2000000 00000000 |
94000130 FFFB0000
D5000000 00000091 C0000000 0000004E D8000000 021003EA D2000000 00000000 |
Use the code and press SELECT in-game to access all Glyph skills and bring the unused Glyph skills out.
Max UP Item Coding in Menu
| Hp Max Up | Mp Max Up | Heart Max Up |
|---|---|---|
|
|
|
Similar to Castlevania: Portrait of Ruin, the Max Up items also have their "use-item" version coded in menu but unused.
- Unlike Portrait of Ruin, they're even listed in the "guide" - item bestiary of the game.
To access the unused Max Up item entry, use the Action Replay code shown below:
| Japanese Version | US Version |
|---|---|
| 94000130 FFFB0000
D5000000 00009999 C0000000 00000037 D7000000 0210727A D2000000 00000000 |
94000130 FFFB0000
D5000000 00009999 C0000000 00000037 D7000000 0210045E D2000000 00000000 |
Use the code and press SELECT in-game to access all use-items and take Max Ups in the item entry.
Glyph Union Coding
All Glyph Union moves have unused Japanese descriptions...The most possible situation is at one point of game development, you could check your Glyph Union set in your bestiary along with your X/Y/R button normal Glyph; but since it was not really necessary as adding the pointer of Glyph Union to "collected" would spend lots of ROM space it was eventually scrapped in the final game. Note Albus's Light/Dark shot belongs to Glyph Union slot in the game's memory.(The Glyph Union Descriptions were listed in the Japanese official guide.)
No English text exists in the corresponding slot of English ROM; Probably they thought them as placeholders and deleted all of them.
| English Name | Japanese Name | Name Translated | English Description | Japanese Description | Description Translated | |
|---|---|---|---|---|---|---|
| 01. Sword+Sword | (Blank) | ソード | Sword | usa | 剣の合成印術 | Sword Glyph Union |
| 02. Axe+Axe | (Blank) | アクス | Axe | usa | 斧の合成印術 | Axe Glyph Union |
| 03. Sickle+Sickle | (Blank) | シックル | Sickle | usa | 鎌の合成印術 | Sickle Glyph Union |
| 04. Hammer+Hammer | (Blank) | ハンマー | Hammer | usa | 鎚の合成印術 | Hammer Glyph Union |
| 05. Wind+Wind | (Blank) | ウィンド | Wind | usa | 風の合成印術 | Wind Glyph Union |
| 06. Lapiste+Lapiste | (Blank) | ストーン | Stone | usa | 石の合成印術 | Stone Glyph Union |
| 07. Fire+Fire | (Blank) | イグニッション | Ignition | usa | 炎の合成印術 | Fire Glyph Union |
| 08. Ice+Ice | (Blank) | ダイアモンドダスト | Diamond Dust | usa | 氷の合成印術 | Ice Glyph Union |
| 09. Thunder+Thunder | (Blank) | トール | Thor | usa | 雷の合成印術 | Thunder Glyph Union |
| 0A. Fire+Ice | (Blank) | メドロ | Metro | usa | 炎と氷の合成印術 | Glyph Union combined with Fire and Ice |
| 0B. Light+Light | (Blank) | ホーリー | Holy | usa | 光の合成印術 | Light Glyph Union |
| 0C. Darkness+Darkness | (Blank) | ダークマター | Dark Matter | usa | 闇の合成印術 | Darkness Glyph Union |
| 0D. Light+Darkness | (Blank) | ビッグバン | Big Bang | usa | 光と闇の合成印術 | Glyph Union combined with Light and Darkness |
| 0E. Weapon+Fire | (Blank) | ウエポンファイア | Weapon Fire | usa | 武器に炎の力を宿らせる | Give Weapon Fire power |
| 0F. Weapon+Ice | (Blank) | ウエポンアイス | Weapon Ice | usa | 武器に氷の力を宿らせる | Give Weapon Ice power |
| 10. Weapon+Thunder | (Blank) | サンダーランス | Thunder Lance | usa | 武器に雷の力を宿らせる | Give Weapon Thunder power |
| 11. Weapon+Wind | (Blank) | ヴァルマンウェ | Valmanway | usa | 武器に風の力を宿らせる | Give Weapon Wind power |
| 12. Weapon+Stone(Lapiste) | (Blank) | ウエポンストーン | Weapon Stone | usa | 武器に土の力を宿らせる | Give Weapon Stone power |
| 13. Weapon+Light | (Blank) | ウエポンホーリー | Weapon Holy | usa | 武器に光の力を宿らせる | Give Weapon Light power |
| 14. Weapon+Darkness | (Blank) | ウエポンダーク | Weapon Dark | usa | 武器に闇の力を宿らせる | Give Weapon Darkness power |
| 15. Wrong Combination? | (Blank) | ふつう | Normal | usa | 魔力と魔力を組み合わせた印術 | Glyph Union created by joining two magical powers |
| 16. Nitesco+Nitesco | (Blank) | W・レーザー | Double laser | usa | 二つの光を合わせ、
強力な光線を編みだす印術 |
The Glyph Union formed from two forms of light. Releases a powerful laser beam. |
| 17. Weapon+Nitesco | (Blank) | レーザーブレード | Laser Blade | usa | 武器に光線の力を宿らせる | Give Weapon Laser power |
| 18. Dominus Union | (Blank) | メキド | Megiddo | usa | 術者の命を代償に、ドラキュラの
真なる力を放出する |
Release Dracula's true power in exchange for caster's life |
| 19. Shield+Shield | (Blank) | イージス | Aegis | usa | 無敵の盾を編みだす印術 | Glyph Union which can cast an invincible shield. |
| 1A. Albus Optical Shot | (Blank) | アルバス | Albus | usa | アルバス光闇弾。 | Albus's Light/Dark Shot. (Optical Shot) |
| 1B. Lance+Lance | (Blank) | ランス | Lance | usa | 槍の合成印術 | Lance Glyph Union |
| 1C. Knife+Knife | (Blank) | ナイフ | Knife | usa | ナイフの合成印術 | Knife Glyph Union |
| 1D. Rapier+Rapier | (Blank) | レイピア | Rapier | usa | 突剣の合成印術 | Rapier Glyph Union |
| 1E. Arrow+Arrow | (Blank) | アロー | Arrow | usa | 弓の合成印術 | Arrow Glyph Union |
Unused Text
Vampire Killer Weapon Text String
A text string for a weapon slot...or leftover of something. Its initial/original purpose is unknown; The most possible condition is they could've forgot to fully remove the Vampire Killer coding (sort of) in the game/or left the bare bone coding on purpose.
| English Name | Japanese Name | English Description | Japanese Description | |
|---|---|---|---|---|
| "Vampire Killer" | Vampire Killer | ヴァンパイアキラー | The legendary whip wielded by
the Belmont family. |
ベルモンド家より預かった
聖なるムチ |
Others
EASY
A (presumably) Easy mode option. The most possible situation is the Easy mode is meant to be combined with Normal and Hard mode as an usual setting section seen in most video games. This "Easy mode" text string also exists in English (US) ROM.
GANTLET & STOKING COLOR
A (presumably) color editting mode that was unfortunately scrapped from the final game.
| Japanese | Translated |
|---|---|
| ガントレットとストッキングの 色を変更できます。 | Change the color of Gauntlet or Stocking. |
Complete with Japanese description, but no luck for an English one.
| Japanese | Translated |
|---|---|
| 赤色の要素を調整します。
緑色の要素を調整します。 青色の要素を調整します。 |
Adjust the Red color element.
Adjust the Green color element. Adjust the Blue color element. |
The most possible situation is: At one point of development you can actually edit your character's gauntlet/stocking color to add mode variation with the game itself. The reason why it got scrapped is currently unknown.
No English text exists in the corresponding slot of the English (US) ROM.
Unused Objects
An unused golden brick object with spikes at its right. Hitbox properties intact.
- This object can deal damage to enemies but its default attack power to enemies is hardcoded to as 1-3 damage per hit which is unusual. Enemies defeated by this object only counts as enemy kill, and didn't have any sort of skill point increase following an enemy's defeat.
Unused Graphics

A mysterious "LETTER" option is stored along with other sprites of the pause menu sections. It's marked by two question marks, hinting it was removed at some point during game development. The intended function of this option is unknown.
No visible remnants of graphic/text data can prove the usage of this function.

Among the tiles for the Arma Machina ability are two other Automatons that Shanoa would have been able to transform into. Only the orange one is used in the game. It is unknown if Arma Machina was to have Shanoa's appearance change depending on how many copies of the Glyph she obtained, which would be the implication of the other two Automatons. The taller of the unused ones is incomplete, lacking proper shading on her waist, legs, and guns.

Above is a mock up of how the unused Automatons could have looked like, with the used form and Shanoa for demonstrative purposes.

As Shanoa uses the same tileset as the Ladycat and Black Panther while she is in Arma Felix form, the above animation of her turning back into a human upon death are unused. What is noticeable is the fact that the otherwise brunette Shanoa turns into a blonde in this animation, a carryover from the Black Panther's death animation.
Unused Color Palette
Agartha, Albus's magical gun, erroneously uses the same palette as his body. Albus's sprite data actually contains a golden color palette for that purpose.
Symphony of the Night Leftovers
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Graphics of Schmoo from Symphony of the Night is contained in Scarecrow's graphic set (p_scare.dat folder) but it never appears in-game.

Dhuron's old power-up move. Still has its hitbox intact.

Bomb Knight's bomb weapon is included in Rock Knight's graphic set (p_bomb_am.dat folder). Has its palette intact.
Dawn of Sorrow/Portrait of Ruin Leftovers
Leftover Text
| Japanese | Translated |
|---|---|
| 翳りある記憶
闇の響き 暗雲 漆黒の進攻 ドラキュラの涙 プラチナ色の月夜 懺悔の後に 妖魔迎賓館 罪人の塔 呪縛の時計塔 地下冥府 VAMPIRE KILLER 悪魔城最上階 地下室のメロディー 深淵 ゲームオーバー 黒の戦慄 魔の誘い 闇夜の激突 緋の闘魂 闇凛の大扉 尖白の闘志 幻想的舞曲 装具の話 束の間の安らぎ 戦いの後に〜蒼の回想〜 終曲〜透深月夜〜 BEGINNING BLOODY TEARS |
Gloomy Memories
Echoes Of Darkness Dark Clouds Pitch Black Intrusion Dracula's Tears Platinum Moonlight After Confession Demon Guest House Condemned Tower Cursed Clock Tower Subterranean Hell Vampire Killer The Pinnacle Underground Melodies The Abyss Game Over Black Shudder Evil invitation Into The Dark Night Scarlet Battle Soul Portal To Dark Bravery Piercing Battle Fury Illusionary Song Equipment's Tale A Fleeting Respite After Battle - Blue Memories - Momentary Moonlight The Beginning Bloody Tears |
The same exact copy of Dawn of Sorrow Area/Music name text chunks, as seen in Portrait of Ruin. This time they removed it from English ROM. "BEGINNING" (A leftover music of "The Beginning" in Dawn of Sorrow, not available in Sound Mode) and "装具の話" ("Equipment's Tale" in Dawn of Sorrow, re-arranged and changed the name to "Enterprising Mercantilism". Available in Sound Mode) are in the game ROM, and the rest are not used.
Leftover Graphics
For some reason, a portion of Jonathan's leg from Portrait of Ruin is left within Shanoa's graphics.
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The maid statue located in Nation of Fools in Portrait of Ruin, stored along with the Cross in Oblivion Ridge - which is - borrowed directly from Portrait of Ruin.
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The alternate version after completing The Statue's Tear mission in that game.

Among with the graphics of three levels of Ascia Glyph, a redrawn version of Dawn of Sorrow Level 2 Axe Armor bullet soul graphics is hidden.

Slash effects of Double Axe Armor remains in the graphics file of regular Axe Armor.
Palettes for all three versions of Portrait of Ruin Axe Armor variant remains in the palette data.

If set Var B value to 2 or 3, Axe Armor will load his red palette from his superior undead variant in Portrait of Ruin but without his undead status in this game, unlike in Portrait of Ruin which uses the same undead attribute as Red Axe Armor but loaded regular Axe Armor's ID when the game loads Var B value 2 or 3.

Fleaman's Ripper variant. Ripper didn't appear in this game.

Files from sc/f_rire00.dat to sc/f_rire38.dat are the exact same enemy list card graphics from Portrait of Ruin!
/sc2/f_uy00.dat, /sc2/f_uy01.dat

Jonathan's Sub-weapons from Portrait of Ruin.
/sc2/f_ub01.dat, /sc2/f_ub03.dat, /sc2/f_ub13.dat, /sc2/f_ub14.dat

Dawn of Sorrow Julius sub-weapon.
All levels of Axe sub-weapon graphics are actually re-designed and (technically) used in-game, though the used variant of the Ascia glyph never morphs into anything similar to Dawn of Sorrow Bullet Soul: Axe Armor Level 2.
/sc/f_fens.dat

Unused Dawn of Sorrow Blockade, redrawn to Portrait of Ruin style.
Leftover Music
Beginning
There is an unused track that is not available in the Sound Test, titled "BGM Arrange", which is a leftover copy of the "Beginning" track from Dawn of Sorrow. It seems that this track was brought here by accident (The tile set of Wygol Village is actually modified from Dawn of Sorrow Lost Village and lots of leftover tiles were not cleaned up).
Technical Explanation:
- The game doesn't have a suitable area that matches the atmosphere of this tune. The most suitable place would possibly be anywhere in between these: Training Hall, Large Cavern or Training/Boss Rush Mode starting room; Or certain places like Castle Entrance or Monastery in Albus Mode.
- Both Training Hall and Large Cavern use the same track ("Riddle" from Castlevania III, re-arranged).
- Both Training Mode and Boss Rush Mode use the same track ("Lone Challenger").
- Albus Mode doesn't have an alternate track for specific areas in the final game (like Julius Mode in Dawn of Sorrow).
Leftover Animations
Richter's slide jump kick, and the effect Richter can smash against the ceiling during super jump from Portrait of Ruin remains in the game data as an animation property, but can only be restored through ROM editing tools.
Unused Sounds and Music
To do:
|
"Gate To The Underworld" and "Game Over" (from the original Castlevania) are present in the Sound Test, but not actually used in-game.
Gate to the Underworld
Gate To The Underworld's internal name is "Cerub", which may imply that it was going to be used in the Cerberus statue room in the Forsaken Cloister area.
- The Forsaken Cloister area doesn't have an alternate value to store two tracks since this area only has one overlay.
- This tune also fits the atmosphere of the long stair before Dracula in Final Approach area perfectly; the Final Approach area has another overlay use for the long stair, but in the final version both parts use the same track ("The Colossus").
- In Portrait of Ruin, the long stairway before Dracula is also stored as a separate overlay value of Master's Keep, and it has a different music than the main area.
Game Over NES
The Game Over fanfare of the very first Castlevania game. Meant to be accompanied with other NES-era music track?
- In the final game, if the player's HP reaches zero while any of NES soundtrack discs is playing, the regular Game Over music is used.
The game also contains an unusually large number of unused voice clips, all of which were dubbed into English and can be played in the Sound Test. It's worth noting that in some of these clips, Albus calls Agharta by its Japanese name, "Agate".
- Shanoa:
- 058 - "I've caught you!" (said differently than the used version)
- 060 - "You won't get away."
- 063 - "Now is the time of your demise."
- 067 - "I am sorry... Albus."
- 068 - "With this... it will be over."
- 075 - "I'll chop you to pieces! I'm not done yet, not yet! Not yet!"
- 076 - "I'll chop you to pieces... I'm not done yet, not yet! Not yet!"
- 078 - "Albus!"
- 079 - "I see."
- 080 - "Yes sir."
- 081 - "Mission accomplished."
- 082 - "It is over."
- Albus:
- 099 - "It's no use!"
- 100 - "Give it up!"
- 103 - "Just as I expected."
- 104 - "My theory was not wrong."
- 105 - "Taking aim..."
- 106 - "It's over!"
- 107 - "You won't escape!"
- 108 - "Locking on!"
- 109 - "Breathe fire Agate!"
- 110 - "Roar, Agate!"
- 111 - "Keep quiet...!"
- 112 - "Keep it quiet!"
- 113 - "Glyph Bullet!"
- 114 - "Stinger Shot!"
- 115 - "Vertical Shot!"
- 116 - "Blast Cannon!"
- 119 - "Lethal Shot!"
- 130 - "Stinger Shot!"
- 132 - "Blast Cannon!"
- 133 - "Optical Shot!"
- 135 - "Like you can hit me!"
- 136 - "Useless!"
- 138 - "Die!"
- 139 - "This is the end!"
- 141 - "Die, Shanoa!"
- 142 - "Pow!"
- 143 - "Bang!"
- 144-145 - *laughing*
- 147 - *laughing*
- 148 - "Huh... Shanoa?!"
- 149 - "How do you like that, you puny human?"
- Barlowe:
- 159 - "Sanctio!"
- 173 - "Give it to me."
- 174 - "Give it to me!"
- 175 - "GIVE IT TO MEEEE!"
- Death:
- 189 - "You shall not pass!"
- 190 - "I will not allow you to go any further!"
- 192 - "Thy time to die... IS NOW!"
- 210 - "Game over. Mwahahahahaha!"
- Dracula:
- 219 - "You're good."
- 225 - "Soul Blast!"
- 226 - "Life Steal!"
- 227 - "Dark Metamorphosis!"
- 232 - "Giga Demonic Megiddo!"
- 235 - "Hm?"
- 238 - "Silly woman..."
- 242 - "This is stupid!"
- 246 - "You seem to be quite good woman, but the time for games is over."
- 248 - "You make me laugh!"
- 255 - "Surely, you did not come here to invite me to dance?"
- 256 - "Silly woman!"
- 258 - "Come at me."
- Laura the Jeweler (?):
- 277 - "Albus? That man is awful, but I like the way he looks."
- 278 - "Oh my! It seems-"
- 279 - "It's a lucky day for you today."
- 280 - "It's an ordinary day for you today."
- 281 - "You better not go outside today - how ominous."
- 282 - "That is what the Tarot cards say."
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused music
Games > Games by content > Games with unused objects
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Konami
Games > Games by platform > Nintendo DS games
Games > Games by publisher > Games published by Konami
Games > Games by release date > Games released in 2008
Games > Games by series > Castlevania series









