Dragon Ball Z: The Legacy of Goku II
|Dragon Ball Z: The Legacy of Goku II|
Also known as: Dragon Ball Z: The Legacy of Goku II International (JP)
This game has hidden development-related text.
Probably one of Webfoot Technology's best Dragonball Z titles. Definitely a major improvement from the previous game. Like its prequel, it is an RPG but follows the anime series storyline a lot more closely.
A debug menu exists which can be accessed by using the cheat code 0202B32D:02 (US version) or 0202B371:02 (Japanese version) while the game is starting up and then pressing Start at the title screen. The player can listen to music tracks and sound effects, as well as teleport to any level. When going to any level, all six characters will be available, with each one of them being upgraded to a certain degree.
Having more detail is always a good thing.
Specifically: What exactly does the anti-piracy check for?
The anti-piracy triggers at the point Gohan presses A to go to the world map for the first time from East District 439. The US and EU versions show up dead center of the screen by default whilst the Japanese version has it appear on the bottom. You are then booted back to the title screen.
Various text strings related to errors and the developers' hard drive can be found in the ROM in each version of the game. The Japanese version, which came out later, contains a lot more of it than the other two versions. While nothing special, it does reveal the game was coded in C++ Language, since ".cpp" files are associated with the C++ programming language. The same is true with the next game in the series, Buu's Fury.
|0042F4|| K:\Source\CharacterData.cpp |
Unable to find a sprite index in character display data
|00A0F4|| K:\Source\ByteCodeInterpreter\ByteCodeFunctionList.cpp |
CharacterSpecialAttack() is deprecated
|00A714|| CharacterFollow() is deprecated |
(...) ShowImage() is deprecated
|00B148|| K:\Source\ByteCodeInterpreter\ByteCodeVariableList.cpp |
Unable to set variable
|00EBDC|| K:\Source\AreaEntry.cpp |
Unable to find area
|01F984|| Assertion Failure! |
|022E48|| Invalid Operation |
Divide By Zero
Heap memory corrupted
|003E98|| K:\Source\GameData.cpp |
Index < NumberOfTriggers
|0043E8|| K:\Source\CharacterData.cpp |
|004DA0|| K:\Source\GameStates\State_JournalMenu.cpp |
|006764|| K:\Source\MapManager.cpp |
SaveState == NULL Savestate
|006A2C|| K:\Source\SpriteSystem\SpriteSystem.cpp |
Process -> Used == 0xFF
(...) Process -> Used == 0
(...) Process -> Used <= 1
(...) FreeMemory1 == FreeMemory2
(...) TotalMemory == 512
|006E16|| (Location & 1) |
SpriteFreeListIndex == 0xFF
|0070F8|| (RequiredLength & 63) == 0 |
Index != -1
|009C34|| K:\Source\ByteCodeInterpreter\ByteCodeInstructions.cpp |
RepeatCount > 0
|009F40|| K:\Source\ByteCodeInterpreter\ByteCodeFunctionList.cpp |
|00B0D0||"ShowImage() is deprecated"|
|00BB90|| K:\Source\ByteCodeInterpreter\ByteCodeVariableList.cpp |
"Unable to set variable"
|00C86C|| K:\Source\SpriteSystem\SpriteHandler_Dialog.cpp |
ScaleCounter != 0
|00CCFC|| K:\Source\TrapManager.cpp |
(...) Index != -1
|00D428|| K:\Source\AreaManager.cpp |
Index < Entry->NumberOfItems
Index < Entry->NumberOfNPCs
|00EA04|| K:\Source\GameStates\State_ScriptMapFader.cpp |
|00EEFA|| Reference == this |
|00FC4C|| K:\Source\AreaEntry.cpp |
(...) "Unable to find area"
|0101F4|| K:\Source\SpriteSystem\SpriteHandler_DestructibleTile.cpp |
|0116DC|| K:\Source\SpriteSystem\SpriteHandler_CharacterGateNumber.cpp |
|011B38|| Fader == NULL |
|012264|| K:\Source\GameStates\State_SwitchCharacters.cpp |
|0137B0|| K:\Source\MapHandlers\PerspectiveMapLayer.cpp |
EndY <= 64
EndX <= 32
Width != 0
|01963C|| K:\Source\GameStates\State_Scouter_Minimap.cpp |
TileIndex != -1
|01B230|| K:\Source\GameStates\State_Scouter_Database.cpp |
|01C2E8|| K:\Source\AIFiles\AIBehaviourManager.cpp |
|020E24|| K:\WinGBACore\GBARam.cpp |
Header->Used == 0
AvailableBlock != NULL
FreeListHead == NULL
|021780|| Assertion Failure! |
|021ACC|| K:\WinGBACore\SoundChannel.cpp |
SamplePosition >= 0
SamplePosition < SampleLoopEnd
NumberOfSamples > 0
|023000|| K:\WinGBACore\FrameBuffer.cpp |
(iBufferWidth & 7) == 0
(iBufferHeight & 7) == 0
|0236D0|| K:\WinGBACore\GBABackupRAM.cpp |
((int) Destination & 1) == 0
(DestinationOfset & 7) == 0
(Length & 7) == 0
((int) Source & 1) == 0
(SourceOffset & 7) == 0
|02462C|| Invalid Operation |
Divide By Zero
Heap memory corrupted
|7BEF60|| NumberOfSamplesToStart > 0 && NumberOfSamplesToStart <= NumberOfSamples |
NumberOfSamplesToEnd > 0 && NumberOfSamplesToEnd <= NumberOfSamples
NumberOfSamplesToEnd > 0 && NumberOfSamplesToEnd <= NumberOfSamplesToEnd
|7BFCE4|| SourceOffset >= 0 && SourceOffset+Length <= BackupRamSize |
DestinationOffset >= 0 && DestinationOffset+Length <= BackupRamSize
SourceOffset >= 0 && SourceOffset < BackupRamSize
Out of heap memory
User-defined signal 1
User-defined signal 2
Pure virtual fn called
C++ Library exception
TableSize < n
TableSize < n
(These two lines are present 15 times)
AnimationIndex < Sprite->NumberOfAnimations
Index != -1
There is a crash handler that seems to only work on the Japanese version.
|This sound error message can be triggered by enabling the code 03007D510E during the opening cutscene.
|This message can be triggered by enabling the debug screen on the Japanese version, warping to zone 10, area 16, and then progressing with the dialogue. It can be assumed that the error occurs because the game attempted to move a character that was not currently loaded.|
||If you attempt a glitch that involves shooting several ki blasts simultaneously, you could get one of these two screens.|
In the European version, the opening FMV played in the US and JP (International) versions is removed to make room for the other languages.
For some reason, all the story-relevant characters had their portraits changed when the game was localized in Japan. This does fix mistakes with Gohan's Super Saiyan 2 portrait and Imperfect Cell's portrait.
Replace Dende's portrait with good quality version.
Add missing portraits, though I'm not sure if they all exist: Long-hair Super Saiyan Trunks, Android 20, Semi-Perfect Cell, Lunch, ...