Dungeon Magic/Unused Objects
This is a sub-page of Dungeon Magic.
All cheats should be entered in MAME's dungeonm.xml (Dungeon Magic) or lightbr.xml (Light Bringer) cheat file to replace an existing object with one of the unused ones.
Contents
Chest Drops
<cheat desc="Change Item in Round 0 Room 15"> <parameter> <item value="0x11">Level Up</item> <item value="0x12">Dummy - Silver and Gold</item> <item value="0x13">Dummy - Necklace</item> <item value="0x14">Dummy - Silver Cup</item> <item value="0x15">Dummy - Gold Cup</item> <item value="0x16">Dummy - Black Onyx</item> <item value="0x17">Dummy - Pearl</item> <item value="0x2C">Holy Weapon</item> </parameter> <script state="run"> <action>maincpu.mb@02B290=param</action> </script> <script state="off"> <action>maincpu.mb@02B290=0x21</action> </script> </cheat>
Level Up
Object ID | Icon | Name |
---|---|---|
0011 | LEVEL UP |
The only item that's both completely unused and fully finished, collecting a Level Up will set the player's score to meet the next experience threshold. If the player is already at Level 9, this item does nothing.
The Level Up floats in place and sparkles like the Magic Stock items found throughout the game. The item was likely left out of the game because the developers couldn't find a place to put it without upsetting the game's difficulty.
Dummy Items
Object ID | Icon | Name |
---|---|---|
0012 | SILVER & GOLD | |
0013 | NECKLACE | |
0014 | SILVER CUP | |
0015 | GOLD CUP | |
0016 | BLACK ONYX | |
0017 | PEARL |
Unused treasure items. All of these items act like a Magic Stock and use garbage sprites ranging from a shadow to one of Ash's animation frames.
These are probably leftovers from an earlier item system where the special item system used by the Life Stock and Level Up items also handled treasure items. In the final game, special, treasure, and food items are all handled by their own separate subroutines.
Holy Weapon
In normal play, each character's holy weapon is stored in a specific treasure chest in the Eastern Ruins, with the exception of Ash's holy weapon, the Lightbringer, which is dropped by the Dark Knight after his second boss fight. Object 002C acts like the weapons found in the chests of the first two stages, where the weapon that's dropped will always match the character that opened the chest.
The most likely reasons for this object's exclusion are that it made obtaining holy weapons too easy and it messed up Ash's plot.
Princess Keppel
<cheat desc="Change Keppel in Round 1 Room 08"> <parameter> <item value="0x158">Princess Keppel 1</item> <item value="0x159">Princess Keppel 2</item> </parameter> <script state="run"> <action>maincpu.mw@07F9CE=0x0000</action> <action>maincpu.mw@07F9D4=param</action> </script> <script state="off"> <action>maincpu.mw@07F9CE=0x00D0</action> <action>maincpu.mw@07F9D4=0x0157</action> </script> </cheat>
(For those unaware, Keppel is spawned in this room by hitting the candle to the left of the northern gate 8 times.)
Object ID | Icon | Name |
---|---|---|
0158 | PRINCESS KEPPEL | |
0159 | PRINCESS KEPPEL |
Princess Keppel is a half-finished assist character in the same vein as the standard Keppel. She starts out idle but will start following the first player that makes contact with her. Strangely, Princess Keppel uses palette 0E, which is used by Vold's elemental staves; she normally uses palette 22, which only loads the correct palette in Rounds 1 and 4.
Her following A.I. is like a lesser version of Keppel's: She can track the player's position and can jump when she has to, but she only dashes half the distance of the regular Keppel and takes a couple of seconds before she decides to jump over anything. She doesn't have proper walking or jumping frames - she reuses her captured sprite for both actions. She also doesn't help the player in any way, nor is there a specific point in the game where she leaves...she'll follow the player until the end of the game, in fact.
The second version of Princess Keppel has the same idle animation, but she'll zoom off the screen to the southeast after she's touched. Weird.
Rock Wall
<cheat desc="Change Campfire in Round 0 Room 0D"> <parameter> <item value="0x197">Rock Wall (Small, NW)</item> <item value="0x198">Rock Wall (Small, NE)</item> <item value="0x199">Rock Wall (Large, NE)</item> <item value="0x19A">Rock Wall (Large, NW)</item> </parameter> <script state="run"> <action>maincpu.mw@02A9E0=param</action> </script> <script state="off"> <action>maincpu.mw@02A9E0=0x0140</action> </script> </cheat> |
<cheat desc="Rock Wall Palette Fix"> <script state="run"> <action>maincpu.mw@07C685=0x2E2E</action> </script> <script state="off"> <action>maincpu.mw@07C685=0x2424</action> </script> </cheat> |
Object ID | Icon | Name |
---|---|---|
0197 | ROCK WALL | |
0198 | ROCK WALL | |
0199 | ROCK WALL | |
019A | ROCK WALL |
Two rock wall objects that match the wall graphics in the cavernous sections of the first stage. These would presumably be used to conceal items or stage exits, but the final game doesn't bother with these at all. The rectangular wall has 320 HP, while the egg-shaped wall has 512 HP.
Both walls are assigned the same palette, 24 (pictured), but this doesn't fit the ovoid wall at all - palette 2E is a much better fit.
Destroying the walls will shatter them into rubble. The sprites for the larger wall chunks are used in the final game when The Demon Lord's palace collapses.
Amazon Quartet
<cheat desc="Change Amazons in Round 0 Room 0D"> <parameter> <item value="0x86">Jennie</item> <item value="0x87">Errie</item> <item value="0x88">Sharly</item> <item value="0x89">Chris</item> <item value="0xDF">Amazon C</item> </parameter> <script state="run"> <action>maincpu.mb@02AA01=param</action> <action>maincpu.mb@02AA0B=param</action> </script> <script state="off"> <action>maincpu.mb@02AA01=0xDE</action> <action>maincpu.mb@02AA0B=0xD6</action> </script> </cheat> |
<cheat desc="Quartet Palette Fix"> <script state="run"> <action>maincpu.mw@042CA0=0x0020</action> <action>maincpu.mw@042CB4=0x0020</action> <action>maincpu.mw@042CC8=0x0020</action> <action>maincpu.mw@042CDC=0x0020</action> </script> <script state="off"> <action>maincpu.mw@042CA0=0x0032</action> <action>maincpu.mw@042CB4=0x0032</action> <action>maincpu.mw@042CC8=0x0032</action> <action>maincpu.mw@042CDC=0x0032</action> </script> </cheat> |
Object ID | Icon | Name |
---|---|---|
0086 | JENNIE | |
0087 | ERRIE | |
0088 | SHARLY | |
0089 | CHRIS |
A group of four Amazons that predate the ones found in the final game. Without the above cheat, they'll use palette 32, which is reserved for stage maps, so they'll appear as humanoid purple blobs.
These enemies are much more timid than the final Amazons; they walk towards the player at a leisurely place before performing any attack. The only differences between the four Amazons are the amounts of HP they have and the attacks they can do:
HP | Attacks | |
---|---|---|
Jennie | 512 | Jump kick Dagger slice |
Errie | 1024 | Jump kick Kick |
Sharly | 768 | Crossbow shot |
Chris | 768 | Crossbow shot Sliding kick |
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Sharly uses a special set of crossbow-wielding sprites that no other Amazon in the game uses. Chris can also attack with a Crossbow, but she normally appears unarmed and just pulls out a crossbow out of nowhere.
Enemy Variants
Orc Captain
<cheat desc="Change Werewolves in Round 1 Room 00"> <script state="run"> <action>maincpu.mw@02BA1D=0x9200</action> <action>maincpu.mw@02BA27=0x9200</action> </script> <script state="off"> <action>maincpu.mw@02BA1D=0x8204</action> <action>maincpu.mw@02BA27=0x8204</action> </script> </cheat>
Object ID | Icon | Name |
---|---|---|
0092 | ORC CAPT |
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A member of the Orc family that's right in the middle in terms of strength, and uses a set of wood shield-holding sprites that are otherwise unused. The game has four tables that assign palettes to Orc enemies based on the current stage, and the only stage with an Orc Captain entry is the Temple of Fontaine. The palette assigned, 14, gives the orc deep blue skin and its shield distinct rosy shades.
Fire
<cheat desc="Change Bats in Round 0 Room 08"> <parameter> <item value="0x009A">Fire</item> <item value="0x00B4">Bat 1</item> <item value="0x00B5">Bat 2</item> </parameter> <script state="run"> <action>maincpu.mw@02A4A6=param</action> <action>maincpu.mw@02A4B0=param</action> <action>maincpu.mw@02A4BA=param</action> <action>maincpu.mw@02A4C4=param</action> <action>maincpu.mw@02A4CE=param</action> </script> <script state="off"> <action>maincpu.mw@02A4A6=0x0096</action> <action>maincpu.mw@02A4B0=0x0096</action> <action>maincpu.mw@02A4BA=0x0096</action> <action>maincpu.mw@02A4C4=0x0096</action> <action>maincpu.mw@02A4CE=0x0096</action> </script> </cheat>
Object ID | Icon | Name |
---|---|---|
009A | FIRE |
A vestigial entry in the flying enemy group, which includes the Bat, Harpy, Imp, and Ghost enemies. It has its own name, HP value 256), score value (800), and death cry (The standard sound used by most land-based enemies), but in all other aspects it's identical to a Bat.
Bat Family
Object ID | Icon | Name |
---|---|---|
00B4 | BAT | |
00B5 | BAT |
This seems to the remains of an attempt to expand the Bat into its own enemy group. Code is set up for two distinct entries, but both Bats have the same name, palette, HP value (64), and score value (10). These act exactly like the normal Bat with one exception: Their names and HP meters only appear when they latch onto the player.
Amazon C
Object ID | Icon | Name |
---|---|---|
00DF | AMAZON |
The second-most powerful Amazon in the game, just behind the "Amazon D" that only appears in one room in the Eastern Ruins. Uses palette 22, which it shares with the weakest Amazon enemy, and has 1,024 HP, placing it between the blonde Amazon's 896 HP and Amazon D's 1,280 HP. Like both of those enemies, she has a score value of 400 points.
Armorman
<cheat desc="Change Selrian in Round 2 Room 14"> <script state="run"> <action>maincpu.mw@02FF52=0x00E6</action> </script> <script state="off"> <action>maincpu.mw@02FF52=0x00E4</action> </script> </cheat>
Object ID | Icon | Name |
---|---|---|
00E6 | ARMORMAN |
The strongest enemy in the armored knight series with a massive 2,304 HP, putting it ahead of every non-boss enemy in the game. Uses palette 18, giving it a nice silver-and-gold color scheme. Like every other armored knight, he has a score value of 500 points.
Flora
<cheat desc="Change Flora in Round 0 Room 00"> <parameter> <item value="0x00">Type 00</item> <item value="0x01">Type 01</item> <item value="0x04">Type 04</item> <item value="0x06">Type 06</item> <item value="0x09">Type 09</item> <item value="0x0A">Type 0A</item> <item value="0x0C">Type 0C</item> </parameter> <script state="run"> <action>maincpu.mb@029C18=param</action> <action>maincpu.mb@029C22=param</action> </script> <script state="off"> <action>maincpu.mb@029C18=0x0E</action> <action>maincpu.mb@029C22=0x0B</action> </script> </cheat>
Type 00 | Type 01 | Type 04 | Type 06 | Type 09 | Type 0A | Type 0C |
---|---|---|---|---|---|---|
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Of the 15 different types of flora that are coded in the game, almost half of them aren't placed in any of the game's maps.
Dummy Projectiles
<cheat desc="Change Archer Arrows"> <parameter> <item value="0x1F5">Boomerang</item> <item value="0x1F7">Fire Ball</item> <item value="0x1F8">Ice Storm</item> <item value="0x1F9">Thunder Bolt</item> <item value="0x1FA">Dark Mist</item> </parameter> <script state="run"> <action>maincpu.mw@0341D4=param</action> </script> <script state="off"> <action>maincpu.mw@0341D4=0x01F0</action> </script> </cheat>
Object ID | Icon | Name |
---|---|---|
1F5 | BOOME- RANG | |
1F7 | FIRE BALL | |
1F8 | ICE STORM | |
1F9 | THUNDER BOLT | |
1FA | DARK MIST |
Placeholder entries for an unimplemented boomerang projectile as well as four elemental spells. All five entries use the Arrow sprite, but they have no collision boxes, and they act like they've just hit a wall as soon as they're shot out.
Miscellaneous
Signs
<cheat desc="Flip Signs in Round 0 Room 01"> <script state="run"> <action>maincpu.mw@029C9A=0x0142</action> <action>maincpu.mw@029CA8=0x0144</action> </script> <script state="off"> <action>maincpu.mw@029C9A=0x0141</action> <action>maincpu.mw@029CA8=0x0143</action> </script> </cheat>
Object ID | Icon | Name |
---|---|---|
142 | SIGN | |
144 | SIGN |
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The game has sign sprites / objects for all four ordinal directions, but only the northeast and southeast-facing signs are used.
Jail Doors
<cheat desc="Change Doors in Round 1 Room 18"> <script state="run"> <action>maincpu.mw@02DA58=0x010C</action> <action>maincpu.mw@02DA66=0x010D</action> </script> <script state="off"> <action>maincpu.mw@02DA58=0x010A</action> <action>maincpu.mw@02DA66=0x0113</action> </script> </cheat>
Object ID | Icon | Name |
---|---|---|
10C | JAIL | |
10D | JAIL |
These are just the "CELL" gates with a different name. There aren't any jail cells in this game, so there's need for either of these.