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Dragon Quest VIII: Journey of the Cursed King (PlayStation 2)

From The Cutting Room Floor
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Title Screen

Dragon Quest VIII: Journey of the Cursed King

Also known as: Dragon Quest VIII Sora to Umi to Daichi to Norowareshi Himegimi (JP)
Developer: Level-5
Publisher: Square Enix
Platform: PlayStation 2
Released in JP: November 27, 2004
Released in US: November 15, 2005
Released in EU: April 13, 2006
Released in AU: April 12, 2006


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


Dragon Quest VIII takes the concept of "horse girls" to a whole new level.

Sub-Pages

TextIcon.png
Unused Text
DevTextIcon.png
Localization Development Logs
AreasIcon.png
Unused Maps

Debug Menus

Present in the game are a couple of debug menus that can be re-enabled with the below codes. The Japan-exclusive debug menus do not work anymore. Apply the below codes for your version of the game to appear in one of these menus when you first start the game. The Japanese version of the Boot Mode debug menus do not allow you to exit. When exiting the menus in the Japanese version, the game will get stuck in an endless loop.

Master Codes (for cheat devices only):

US JP
90119B90 0C04668C 9011EA10 0C047A2C

Boot Mode selector codes (where "??" is one of the below):

US JP
00169360 000000?? 0016CDFC 000000??
02 = Movie test menu
08 = File send menu (network mode)
(Source: Original TCRF research)

Boot Modes

Movie Test Menu

DQ8 - MovieTestMenu1.png DQ8 - MovieTestMenu2.png DQ8 - MovieTestMenu3.png DQ8 - MovieTestMenu4.png DQ8 - MovieTestMenu5.png DQ8 - MovieTestMenu6.png

This allows you to view all of the pre-rendered movies in the game. There are also some movie names here that are not present on the disc, such as the TEST movie names. The US version of this menu does not have the kana font to render the Japanese text.

File Send Menu

DQ8 - NetworkMenu.png

This menu was likely used to send files from a network path to the developer's PlayStation 2 HDD.

Miscellaneous

These are present only on the Japanese version of the game. These are missing proper controller commands for them, and as a result are no longer operable.

BtlDebug

DQ8 - BtlDebug.png

This likely would have reloaded a camera script during battle.

Lighting Editor

DQ8 - LightingEditor.png

This would likely have edited the current lighting settings of the area.

Debug Logging

Within the game are two stubbed printf functions which would have logged various background information to a debug unit. This logs information such as files and maps loaded. It would also report errors if any occurred. To re-enable these, apply the below codes.

US codes:

Re-enable Debug Logging In Battle
20321620 08046542
20321624 00000000

Re-enable printf
20146E20 08046542
20146E24 00000000

JP codes:

Re-enable Debug Logging In Battle
2032C0D0 080478E2
2032C0D4 00000000

Re-enable printf
2014ADC0 080478E2
2014ADC4 00000000

If you are playing the game on a regular PlayStation 2, you will need to use a TOOL, RDB, or a debug version of OPL to view the logs. If you are playing on an emulator, you can see this information by enabling the option "Show Console". Below is an example of what type of information gets logged.

Top Vram = 10752(64word)
load(0) bin/key_data_1.bin o = 0 s = 2048
file cache 1bcdac0 - 1bcdac0
load(0) bin/bin_ext2.pak o = 0 s = 694272
file cache itemdat2.bin
file cache explist3.bin
file cache p_paramlist6.bin
file cache magiclist3.bin
file cache skilllist6.bin
file cache btl_eventinfo.bin
file cache btl_splcolor.bin
file cache btl_motion_8.bin
file cache btl_monster_id_6.bin

monster_model_info : ver 040726  : date : 2004/10/27 08:16:47

load(0) mons_mem.txt o = 0 s = 20480
file cache btl_monster_param_10.bin
load(0) monster_name_1.txt o = 0 s = 24576
file cache btl_monster_team_ex_5.bin
file cache Habitat_2.bin
file cache mos_owner_1.bin
load(0) btlload_owner_1.txt o = 0 s = 4096
file cache haikai_name_3.bin
file cache btl_action_def_18.bin
load(0) skill_info_1.txt o = 0 s = 6144
file cache actmsg_4.txt
file cache acteffmsg_2.txt
load(0) actmsg_text_3_1.txt o = 0 s = 51200
load(0) acteffmsg_text_2_1.txt o = 0 s = 10240
load(0) actextmsg_text_2_1.txt o = 0 s = 57344
file cache mos_tec_6.bin
load(0) team_tech_1.txt o = 0 s = 6144
load(0) snd2/SY_000.snd o = 0 s = 137216
msin_id = 0
p=9,-1,b=0,hd=cc600,bd=1bc980,hdbd=0
snd id = 6000000
load(0) snd2/rev.bin o = 0 s = 2048
vram 10752 - 16320
tex 1/288
b = 32767,cblur_fix_work0 vram = 64,0
tex 2/288
b = 273,cblur_work0 vram = 64,0
tex 3/288
b = 273,cblur_full_work0 vram = 3584,0
load(0) snd2/MAP_index.txt o = 0 s = 71680
load(0) menu/mcard2_1.pak o = 0 s = 188416
load(0) meswin/font_tex_l3s3_europe_Challenge.pak o = 0 s = 215040
load(0) meswin/sysstr_1.txt o = 0 s = 2048
load(0) meswin/article_1.txt o = 0 s = 2048
load(0) meswin/word_1.txt o = 0 s = 71680
WordStack:37720
Total    :1886
AllocWordStrCnt:29688
Hash:30176 
load(0) meswin/fonttbl_s3_europe_Challenge.bin o = 0 s = 2048
load(0) meswin/fonttbl_l3_europe_Challenge.bin o = 0 s = 2048
load(0) meswin/system_l_1.mes o = 0 s = 18432
load(0) meswin/system_s_1.mes o = 0 s = 18432
load(0) meswin/gaiji2_1.img o = 0 s = 86016
tex 4/288
b = 211,gaiji2 vram = 256,1
tex 5/288
b = 211,nmlcmd5 vram = 64,1
tex 6/288
b = 211,meswinbg vram = 3584,0
tex 7/288
b = 269,work vram = 3584,0
tex 8/288
b = 270,shadow_work vram = 3584,0
tex 9/288
b = 270,shadow_work2 vram = 576,0
tex 10/288
b = 272,glare_work1 vram = 576,0
tex 11/288
b = 272,glare_work2 vram = 576,0
tex 12/288
b = 294,moviework vram = 3584,0
tex 13/288
b = 295,cross_f vram = 3584,0
load(0) bin/bin_ext2.pak o = 0 s = 694272
load(0) itemdat2.bin o = 0 s = 18432
load(0) explist3.bin o = 0 s = 2048
load(0) p_paramlist6.bin o = 0 s = 4096
load(0) magiclist3.bin o = 0 s = 2048
load(0) skilllist6.bin o = 0 s = 4096
load(0) btl_eventinfo.bin o = 0 s = 2048
load(0) btl_splcolor.bin o = 0 s = 2048
load(0) btl_motion_8.bin o = 0 s = 43008
load(0) btl_monster_id_6.bin o = 0 s = 77824

monster_model_info : ver 040726  : date : 2004/10/27 08:16:47

load(0) mons_mem.txt o = 0 s = 20480
load(0) btl_monster_param_10.bin o = 0 s = 77824
load(0) monster_name_1.txt o = 0 s = 24576
load(0) btl_monster_team_ex_5.bin o = 0 s = 8192
load(0) Habitat_2.bin o = 0 s = 4096
load(0) mos_owner_1.bin o = 0 s = 2048
load(0) btlload_owner_1.txt o = 0 s = 4096
load(0) haikai_name_3.bin o = 0 s = 2048
load(0) btl_action_def_18.bin o = 0 s = 61440
load(0) skill_info_1.txt o = 0 s = 6144
load(0) actmsg_4.txt o = 0 s = 63488
load(0) acteffmsg_2.txt o = 0 s = 6144
load(0) actmsg_text_3_1.txt o = 0 s = 51200
load(0) acteffmsg_text_2_1.txt o = 0 s = 10240
load(0) actextmsg_text_2_1.txt o = 0 s = 57344
load(0) mos_tec_6.bin o = 0 s = 6144
load(0) team_tech_1.txt o = 0 s = 6144
load(0) map/map10_1.cfg o = 0 s = 55296
load(0) mapinfo3.bin o = 0 s = 2048
load(0) mapwind.bin o = 0 s = 2048
load(0) btl_map0.cfg o = 0 s = 4096
load(0) worldinfo4.bin o = 0 s = 4096
load(0) fbgpack.bin o = 0 s = 4096
load(0) TreasureList4.cfg o = 0 s = 47104
-------------------------- Tre ver[050801], cre[2005/08/5 15:24:54]
load(0) event/flag_set.cfg o = 0 s = 38912
load(0) title/title_1.mes o = 0 s = 47104
load(0) menu/cmd4_1.pac o = 0 s = 329728
tex 14/288
b = 225,syscmd vram = 256,1
tex 15/288
b = 225,syscmd2 vram = 128,1
tex 16/288
b = 225,syscmd3 vram = 64,1
load(0) title/wmap.img o = 0 s = 462848
tex 17/288
b = 80,mapwok vram = 3584,0
tex 18/288
b = 80,wmap vram = 896,1
tex 19/288
b = 80,title_grade vram = 896,1
create sema 27
create sema 26
create sema 28
start thread 9
create sema 29
load(0) title/title_1.img o = 0 s = 727040
tex 20/288
b = 74,logo0 vram = 128,1
tex 21/288
b = 74,logo1 vram = 896,1
tex 22/288
b = 74,title vram = 896,1
tex 23/288
b = 74,title_w vram = 896,1
fstrm : open cddat:WAV¥BGM¥BG_002.MWV
def_vol = 0.0e+0
loop 0,start 0
mc finish!!
movie vol bgm = 0.0e+1
mwork = 1325980
IOP memory 0x000cee00(size:24576) is allocated
IOP memory 0x000d4e00(size:2048) is allocated
create sema 31
create sema 30
create sema 32
start thread 10
fstrm : open cdrom0:¥MOVIE¥L5_CI_B.MVI;1
fstrm : close
delete thread 10
delete sema 32
delete sema 30
delete sema 31
movie vol off
mwork = 1325980
create sema 30
create sema 32
create sema 33
start thread 14
fstrm : open cdrom0:¥MOVIE¥TAKA_N.MVI;1
PlayBGM Wait:30
sndstrm : play
(Source: Original TCRF research)

Unused Title Screen Modes

DQ8 - Unused Mode1.png DQ8 - Unused Mode2.png

Present only in the Japanese version of the game are a few unused demo modes. Apply the below code for the Japanese version of the game and start a new game to use these modes. After a certain amount of time passes, the game will send you to the title screen.

Start New Game for Demo Mode
D0468F7C 00000047
004686F0 0000000?

Replace ? with one of the following:

2 = Map m01 (night - not a demo mode)
A = Story Demo (Map m01)
B = Field & Battle Demo (Map s02i01 & n_22)
  • While not a demo mode, mode 2 sends you to the first town at night with no NPCs to talk to. You can't do anything here as a result.
  • Demo mode A sends you to the first town.
  • Demo mode B sends you to the field where you can battle enemies.
(Source: Original TCRF research)

Unused NPCs

Several NPCs featured in an early build of the game can still be found within the game's files. Some of these NPCs were shown in pre-release screenshots.

To change King Trode's model while in Tryan's Gully, go to memory offset 0x003C0DC0 and change that text string to any model found within the folder chara.

Image NPC File Name Shown in a screenshot
DQ8 - Unused NPC - p001a.chr.png p001a.chr No
DQ8 - Unused NPC - p002a.chr.png p002a.chr No
DQ8 - Unused NPC - p003a.chr.png p003a.chr No
DQ8 - Unused NPC - p004a.chr.png p004a.chr Yes (near the shopping tent)
DQ8 - Unused NPC - p005a.chr.png p005a.chr Yes
DQ8 - Unused NPC - p006a.chr.png p006a.chr Yes
DQ8 - Unused NPC - p007a.chr.png p007a.chr Yes
DQ8 - Unused NPC - p008a.chr.png p008a.chr No
DQ8 - Unused NPC - p009a.chr.png p009a.chr No
DQ8 - Unused NPC - cat.chr.png cat.chr Yes

Japan-Exclusive NPCs

Located in event\test, the Japanese version of the game has a bunch of NPCs that aren't found in the international versions. Most of them have no animations, meaning they were probably made just for pre-release media.

Image NPC File Name Shown in a screenshot
Dq8-P001a.png p001a.chr Yes
Dq8-Ps001a.png ps001a.chr Yes
Dq8-Ps002a - walks.png ps002a.chr No
Dq8-Ps005a.png ps005a.chr No
Dq8-Ps005b - walks.png ps005b.chr Yes, although could be a different model since the old lady doesn't actually hold on to her cart in-game.
(Source: Original TCRF research)

Unused Items

There are 30 unused items, which can be added back into the player's inventory with the use of codes.

Access

The code below adds the 30 unused items to the inventory by replacing the first 30 slots in your item bag. These include dummy armor, dummy weapons, dummy dresses, and... dummy cheese. Lots of dummy cheese. None of these items have any special icons. The DUMMY items do not work, however the MIMIC STONE and the BLARNEY STONE do function. The MIMIC STONE lets you recover health in battle endlessly, and BLARNEY STONE instantly wipes out your party.

Inventory Modifier
20409AD0 03E70045
20409AD4 03E70053
20409AD8 03E7005C
20409ADC 03E70061
20409AE0 03E7007A
20409AE4 03E70091
20409AE8 03E700AF
20409AEC 03E700D4
20409AF0 03E700DF
20409AF4 03E700EB
20409AF8 03E700EC
20409AFC 03E700F7
20409B00 03E70101
20409B04 03E70102
20409B08 03E7011B
20409B0C 03E70124
20409B10 03E7012B
20409B14 03E7012C
20409B18 03E70133
20409B1C 03E7013D
20409B20 03E70141
20409B24 03E70146
20409B28 03E70147
20409B2C 03E70148
20409B30 03E70149
20409B34 03E7014A
20409B38 03E70152
20409B3C 03E7015C
20409B40 03E7016A
20409B44 03E70176
20409B48 03E70183
20409B4C 03E70184

List

DQ8 Unused items1.png
DQ8 Unused items2.png
# Name Notes
0045 DUMMY HAMMER
0053 DUMMY SICKLE
005C DUMMY WAND
0061 DUMMY STAFF
007A DUMMY DRESS
0091 DUMMY ARMOUR
00AF DUMMY SHIELD
00D4 DUMMY CAP
00DF DUMMY FLEE RING
00EB DUMMY BRACELET
00EC DUMMY BRACER
00F7 DUMMY BOOTS
0101 DUMMY SANDGLASS
0102 DUMMY HOURGLASS
011B DUMMY SAND OF TIME
0124 DUMMY BESTIARY
012B DUMMY CYMBAL
012C DUMMY CONCH
0133 DUMMY LIZARD DUNG
013D DUMMY CHEESE #1
0141 DUMMY CHEESE #2
0146 DUMMY CHEESE #3
0147 DUMMY CHEESE #4
0148 DUMMY CHEESE #5
0149 DUMMY CHEESE #6
014A DUMMY CHEESE #7
0152 DUMMY CHEESE #8
015C DUMMY BAG
016A DUMMY RING
0176 DUMMY CARD
0183 MIMIC STONE Lets you recover health in battle endlessly.
0184 BLARNEY STONE Wipes out your entire party in battle.
(Source: wescastro. Item digits.)

Unused Animations

Hmmm...
To do:
There is a small chance this could be used for a cutscene. Clarify if this is the case.

Unused crouching animations exist in the game for all heroes. It suggests at one point you could crouch down with any hero. Apply the following code to re-enable this animation for all heroes:

Replace Stand Animation with Crouch Animation
20D37D74 435C0000
20D37D78 43620000
20D37D7C 3DCCCCCC
20D51864 43470000
20D51868 434D0000
20D5186C 3E199999
20D6FDC4 436D0000
20D6FDC8 43730000
20D6FDCC 3DCCCCCC
20D87994 431D0000
20D87998 43230000
20D8799C 3DCCCCCC

DQ8 Crouch1.png DQ8 Crouch2.png DQ8 Crouch3.png DQ8 Crouch4.png

If there is no animation data present for a hero, they will do a T-pose as shown here:

DQ8 T-pose.png
(Source: Original TCRF research)

Unused Monsters

Quite a few monsters go unused. Most of them are variations on existing enemies, with limited changes in appearance. Around 80 monsters were totally deleted, and can no longer be restored.

Access

Apply the following code to force all encounters to be with a monster of your choice (where "????" is one of the IDs listed below):

Force Desired Monster Encounter
20351FAC 2415????

List

Hmmm...
To do:
Investigate and document all the differences between monster variations.
Used Unused Notes
# Name # Name
0065 Slime 00A8
0177
01C8
Slime
Slime
Slime
00A8 always drops a Medicinal Herb. The difference between 0177 and 01C8 isn't clear.
00C1 Mucho Macho 0382 Mucho Macho The unused version has no stats and is labeled as (Deleted) in internal files.
00DB
035D
Treevil 0383
0384
Treevil The unused versions have no stats and are labeled as (Deleted) in internal files.
010A Dhoulmagus LV1 01A0
01AB
01C6
Dhoulmagus LV1
Dhoulmagus LV1
Dhoulmagus LV1
The unused versions may be his duplicates, as they have lower stats.
None 018A (Deleted) This monster appears as a Capsichum in battle, and gives 2 EXP and 2 gold.
It can be restored by having this code active: 208A6208 018A0005
None 018B DUMMY MONSTER This monster appears as a Capsichum in battle.
None 0380 Dummy This monster appears invisible in battle. Defeating it will softlock the game because it does not have proper stats.
018F Winky (red) 0190 Winky (red) The unused version is labeled "(Deleted)" in internal files.
0072 Skeleton Soldier 0195 Skeleton Soldier The unused version has higher stats.
015D Anchorman 0197 Anchorman (Red) Is the red version unused?
0199 Dhoulmagus LV2 019A
01C7
Dhoulmagus LV2
Dhoulmagus LV2
The difference between the used and unused versions isn't clear.
019B Evil Sir Leopold 01A9 Evil Sir Leopold The unused version has different attack patterns in its internal file. It may be used in the 3DS version.
019D Marcello 01AA Marcello The unused version has different attack patterns in their internal file. It may be used in the 3DS version.
01A3 Evil Jessica 01A4 Evil Jessica The unused version has different attack patterns in their internal file. It may be used in the 3DS version.
0089 King Squid 01AC King Squid The unused version has higher stats.
006E Boss Troll 01AD Boss Troll The unused version has higher stats.
01AE Rhapthorne (First Form) 01AF
01B0
Rhapthorne (First Form)
Rhapthorne (First Form)
Each unused version has different attack patterns in its internal file. One of them may be used in the 3DS version.
0189 Servant of Darkness 01B1 Servant of Darkness The unused version has higher stats.
00A6 Dancing Flame 01B2 Dancing Flame The unused version has higher stats.
01B9 Rhapthorne (Final Form) 01BA
01BB
01BC
01BD
01BE
Rhapthorne (Final Form)
Rhapthorne (Final Form)
Rhapthorne (Final Form)
Rhapthorne (Final Form)
Rhapthorne (Final Form)
All unused versions have different attack patterns in their internal files.
They each appear to have other small differences as well.
01BF Lord of the Dragovians (Dragon Form) 01C0 Lord of the Dragovians (Dragon Form) The difference between the used and unused versions isn't clear.
01C1 Lord of the Dragovians 01C2
01C3
Lord of the Dragovians
Lord of the Dragovians
All unused versions have different attack patterns in their internal files.
They each appear to have other small differences as well.
01C4 Vermillion Dragon 01C5
01EB
01EC
Vermillion Dragon
Vermillion Dragon
Vermillion Dragon
All unused versions have different attack patterns in their internal files.
01C9 Emerald Dragon 01CA
01CB
01D8
01D9
01DA
Emerald Dragon
Emerald Dragon
Emerald Dragon
Emerald Dragon
Emerald Dragon
All unused versions have different attack patterns in their internal files.
01CC Silver Dragon 01CD
01CE
01DB
01DC
01DD
Silver Dragon
Silver Dragon
Silver Dragon
Silver Dragon
Silver Dragon
All unused versions have different attack patterns in their internal files.
01CF Golden Dragon 01D0
01D1
01DE
01DF
01E0
Golden Dragon
Golden Dragon
Golden Dragon
Golden Dragon
Golden Dragon
All unused versions have different attack patterns in their internal files.
01D2 Darksteel Dragon 01D3
01D4
01E1
01E2
01E3
Darksteel Dragon
Darksteel Dragon
Darksteel Dragon
Darksteel Dragon
Darksteel Dragon
All unused versions have different attack patterns in their internal files.
01D5 Divine Dragon 01D6
01D7
01E4
01E5
01E6
Divine Dragon
Divine Dragon
Divine Dragon
Divine Dragon
Divine Dragon
All unused versions have different attack patterns in their internal files.
01E7 Ultimate Dragon 01E8
01E9
Ultimate Dragon
Ultimate Dragon
All unused versions have different attack patterns in their internal files.
00AC Shadow 017D
01EA
Shadow
Shadow
Variation 01EA has less stats than normal. It's unclear whether this is the case with 017D.
0108 Red Horn 01ED Red Horn The unused version has less stats than normal.
0109 Blue Fang 01EE Blue Fang The unused version has less stats than normal.
(Source: Original TCRF research)

Trode's Fight Cheer

Though used, you can hear Trode cheering for Yangus for only 4 seconds before the cutscene fades out. However, it's actually 19 seconds long. Located in DATA2.DAT\trode_fight_cheer.mwv

(Source: Original TCRF research)

Unused Voice Clips

a03

Located in DATA2.DAT\a03.mwv is a voice clip spoken by a Japanese person. Since there are no characters voiced in Japanese, its purpose is unknown.

File Name Audio Transcript Translation
a03.mwv
こちらランク~の優勝賞品です。 This is the Rank ~ prize!

There are also two files named a01 and a02, which contain the first and the second part of the clip respectively.

File Name Audio
a01.mwv
a02.mwv
(Source: Original TCRF research)

b, c & d

Voiced by the same Japanese person, these three files most likely had something to do with a03. Oddly enough, the file names don't match the spoken syllables.

File Name Audio Transcript Translation
b.mwv
エー A!
c.mwv
ビー B!
d.mwv
シー C!
(Source: Original TCRF research)

Unused Event

If you force yourself through the chamber wall during the escape from Maella Abbey, you'll be able to play an unfinished stealth-like event. Unfortunately, the game hangs after you use the main door, likely due to lack of scripted events which would follow.

(Source: Original TCRF research)

DARK3

A rather odd line can be found inside the game's ELF file:

S:/DARK3/DC3_SOUND/

While "DC3" may stand for "Dark Cloud 3", it might have just been a codename for Dragon Quest VIII.

(Source: Original TCRF research)

Alternate Hero Costume

This costume is only seen in one of the flashback sequences which is in greyscale and you cannot normally ever see its color, nor can you ever equip it. However, you can apply the following code to make the Hero wear it. With the code on, equip the Dragovian Armour and Dragovian Helm.

Change Dragovian Costume to Alternate Hero Costume
209239E8 00326E69
Alternate Hero Costume
DQ8 Alternate Costume.png
(Source: Original TCRF research)

Unused Music

Inside DATA2.DAT\data2\wav is two unused versions of the opening song, one being an uncompressed wav file, and the other being in the game's native ADPCM format. The used version that plays is located in DATA2.DAT\data2\wav\bgm\bg_002.mwv.

DATA2.DAT\data2\wav\bgm\bg_039.mwv in the North American release of the game is an unused sequenced song of "Memories of an Ancient Ocean".

DATA2.DAT\data2\wav\bgm\bg_037.mwv in the North American release of the game is an identical copy of bg_005, which is the overworld music.

(Source: Original TCRF research)

Regional Differences

  • The Japanese version has sequenced music, whereas the international versions feature live orchestrations, sourced from the album Symphonic Suite Dragon Quest VIII: Sora to Umi to Daichi to Norowareshi Himegimi.
  • The Japanese version lacks voice acting, which was added to the international versions.
  • The menu system was modified for the international versions.