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Dragon Ball Z: The Legacy of Goku II
| Dragon Ball Z: The Legacy of Goku II |
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Also known as: Dragon Ball Z: The Legacy of Goku II International (JP)
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Probably one of Webfoot Technology's best Dragon Ball Z titles. Definitely a major improvement from the previous game. Like its predecessor, it is an RPG but follows the anime series storyline a lot more closely. It later got a rerelease in a double pack with Dragon Ball Z: The Legacy of Goku.
To do:
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Contents
Sub-Page
| Prerelease Info |
Debug Menu
A debug menu exists which can be accessed by using the Codebreaker 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.
Anti-Piracy Measure
| Please elaborate. Having more detail is always a good thing. Specifically: What exactly does the anti-piracy check for? What's the savetype that the game uses? |
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. It could be checking for the save type used like in Buu's Fury.
Development-Related Text
Debugging Text
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.
| US Version | |
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| 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! File _ Line _ Condition _ Error _ |
| 022E48 | Invalid Operation Divide By Zero Overflow Underflow Inexact Result Heap memory corrupted Unknown signal |
| Japanese Version | |
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| 001E74 | K:\Source\SaveOptionsManager.cpp |
| 003E98 | K:\Source\GameData.cpp Index < NumberOfTriggers |
| 0043E8 | K:\Source\CharacterData.cpp Level |
| 004DA0 | K:\Source\GameStates\State_JournalMenu.cpp Interpreter HasReturnValue() |
| 0053E0 | K:\Source\TileManager.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 |
| 007980 | SaveState |
| 00852C | CurrentFrame |
| 009C34 | K:\Source\ByteCodeInterpreter\ByteCodeInstructions.cpp RepeatCount > 0 |
| 009F40 | K:\Source\ByteCodeInterpreter\ByteCodeFunctionList.cpp Character |
| 00B0D0 | "ShowImage() is deprecated" |
| 00B3F8 | SpriteIndex |
| 00BB90 | K:\Source\ByteCodeInterpreter\ByteCodeVariableList.cpp "Unable to set variable" |
| 00C238 | PlayerCharacter |
| 00C86C | K:\Source\SpriteSystem\SpriteHandler_Dialog.cpp ScaleCounter != 0 |
| 00C938 | K:\Data\Portraits\PortraitList.cpp |
| 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 FadeTime PulseTime |
| 00EBE8 | K:\Source\CameraControllers\CameraController_Shake.cpp |
| 00EEFA | Reference == this !IsBatched IsBatched |
| 00FC4C | K:\Source\AreaEntry.cpp Interpreter HasReturnValue() (...) "Unable to find area" |
| 0101F4 | K:\Source\SpriteSystem\SpriteHandler_DestructibleTile.cpp Sprite |
| 0107A4 | K:\Source\Items\ItemHandlers.cpp |
| 0116DC | K:\Source\SpriteSystem\SpriteHandler_CharacterGateNumber.cpp StaticSprite |
| 011B38 | Fader == NULL (...) Fader |
| 011CA0 | !Finished |
| 012264 | K:\Source\GameStates\State_SwitchCharacters.cpp Player |
| 0137B0 | K:\Source\MapHandlers\PerspectiveMapLayer.cpp EndY <= 64 EndX <= 32 Width != 0 |
| 01963C | K:\Source\GameStates\State_Scouter_Minimap.cpp CurrentMap TileIndex != -1 |
| 01A970 | CurrentFrame |
| 01B230 | K:\Source\GameStates\State_Scouter_Database.cpp DatabaseList GetCount() |
| 01C2E8 | K:\Source\AIFiles\AIBehaviourManager.cpp BehaviourStack GetCount() |
| 020E24 | K:\WinGBACore\GBARam.cpp Header Header->Used == 0 AvailableBlock != NULL FreeListHead == NULL |
| 021780 | Assertion Failure! (...)File _ (...)Line _ (...)Condition _ (...)Error _ |
| 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 Overflow Underflow Inexact Result Heap memory corrupted Unknown signal |
| 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 Abnormal termination Arithmetic exception: Illegal instruction Interrupt received Illegal address Termination request Stack overflow Redirect: can't open: Out of heap memory User-defined signal 1 User-defined signal 2 Pure virtual fn called C++ Library exception TableSize < n K:\WinGBACore\StaticTable.h TableSize < n K:\WinGBACore\StaticTable.h (These two lines are present 15 times) AnimationIndex < Sprite->NumberOfAnimations K:\Source\SpriteSystem\CharacterSpriteHandlers\SpriteHandler_Character.h Index != -1 \Source\SpriteSystem\SpriteSystem.h EEPROM_V124 |
Crash Handler
There is a crash handler that seems to only work on the Japanese version.
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This sound error message can be triggered by enabling the code 03007D510E during the opening cutscene.
(Source: nensondubois)
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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. |
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If you attempt a glitch that involves shooting several ki blasts simultaneously, you could get one of these two screens. |
Regional Differences
Intro Movie
In the European version, the opening FMV played in the US and JP (International) versions is removed to make room for the other languages.
Character Portraits
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, but adds an error where Gohan wears the wrong battle armor when Frieza arrives on Earth.
| US | Japan |
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- Games developed by Webfoot Technologies
- Games published by Atari, SA
- Games published by Infogrames
- Games published by Banpresto
- Game Boy Advance games
- Games released in 2003
- Games with hidden development-related text
- Games with debugging functions
- Games with hidden sound tests
- Games with hidden level selects
- Games with regional differences
- Games with anti-piracy methods
- To do
- Articles requiring elaboration
- Dragon Ball series
Cleanup > Articles requiring elaboration
Cleanup > To do
Games > Games by content > Games with anti-piracy methods
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with regional differences
Games > Games by developer > Games developed by Webfoot Technologies
Games > Games by platform > Game Boy Advance games
Games > Games by publisher > Games published by Atari, SA
Games > Games by publisher > Games published by Atari, SA > Games published by Infogrames
Games > Games by publisher > Games published by Bandai Namco > Games published by Bandai > Games published by Banpresto
Games > Games by release date > Games released in 2003
Games > Games by series > Dragon Ball series













































































































