Also known as: Ōgon no Taiyō: Hirakareshi Fūin (JP)
This game has a prerelease article
Camelot takes a break from making Mario Tennis games and creates their own RPG series.
- 1 Sub-Pages
- 2 Debug Mode
- 3 Hidden Menus
- 4 Debug Rooms
- 5 Maps
- 6 Unused Menu Graphics
- 7 Unused Items
- 8 Unused Psynergy
- 9 Unused Characters
- 10 Unused Music
- 11 Unused NPC
- 12 Unused Graphics
- 13 Dummy Items
- 14 Dummy Abilities
- 15 Unused and Dummy Character Classes
- 16 Dummy Enemies
- 17 Dummy Djinn
- 18 Regional Differences
- 19 Translation Errors
Golden Sun contains a debug mode that can be enabled by changing the value at 3001F54 to 01. This enables several hidden features:
- In the File Select screen, all saved games display the text "Continue from a Sanctum," and when loaded, the player will start out from the sanctum they last visited before saving the game.
- Three new options appear in the Start menu, none of which do anything when selected. All of them have an otherwise-unused trashcan icon.
- Holding L allows the player to walk through anything.
- Pressing Start + Select pauses the game. In this state, you can press any button to advance frame by frame. Pressing Start returns the game to normal.
- Pressing L + R during a cutscene skips all dialogues.
Press B + Start to open the warp menu, which allows you to warp instantly to any map in the game. Press Up and Down on the D-Pad to switch between selecting the map or the destination point, and Left and Right to increment/decrement the currently-selected one. The menu displays the selected map's name, internal codename, and number. Pressing A warps you to the currently-selected map and destination point, and B closes the menu.
Press B + Select to open the flag editing menu. In this menu, you can use the D-Pad to select a flag, press A to toggle it between 1 and 0, and R and L to move through the different "pages" of flags. Pressing B closes the menu.
Turn on flag 16D in the Flag menu, go in battle, and during the Attack Sequence (or during fleeing) you can do the following:
- Press R to destroy the enemy's team.
- Press Select + R to destroy your own team.
Press L + Start to open the palette editing menu. The menu displays the RGB values of the selected palette. Use the D-Pad to select a value, A and B to increment/decrement it, and R and L to switch palettes. Holding Start makes the currently selected color flash, and pressing Select closes the menu.
This menu cannot be accessed by the debug mode mentioned above, so you should replace the pause menu by doing 08015374:0801C49D. Most of these text strings don't make sense, but there are two options in this list that you can set. The top one is for setting the Psynergy Shortcut of the L button. The bottom one is for the R button. All psynergies that your characters have are listed, not just the ones used on the field. When this menu is accessed, some basic abilities are given to you, but note that the character must be in your party to see them in the list.
Isaac: Move Garet: Move Ivan: Move, Mind Read, and Whirlwind Mia: Ply Jenna: Move
The sequel has a different version of this menu that lists all the field psynergy in the game.
Explain the menu.
This menu lacks a GUI. The Lost Age has this menu too, as well as a GUI version that this game might lack, so use it as a reference.
Replace the Pause menu with 08015374:080F9051 to access.
Access these debug rooms through the Warp menu, or enter the following master code and one of the debug room codes, then walk through a door to enter the debug room.
|Must Be On [M]|
72CB4343 F0C15E4F 6F5E501F 7FE05A78
D06E067F 8055B26F E0CE785B D8990E3E
00009B1A 000A 100036E6 0007
|Room 199: Increase item and level|
DCAC7712 58F48E11 FB09392F 3A30CC7D
60FF6450 D96B96FB 4553DE0F 0913E722
32000400 00C7 32000408 00C7
|Room 200: Menu test|
32D269FA 3ED79985 19CB68FA 1D7923F2
92B5130F 1B7FA51A 0DFA4AD9 3B7A93E7
32000400 00C8 32000408 00C8
Room 199: Increase item and level
Room 200: Menu test
In this Debug Room, you control a full party of Adepts, with them all level 30, except for Isaac, who is level 50.
Unused Menu Graphics
Add unused menu divider tiles.
These are ability range indicators, with columns representing ranges of 1, 3, 5, 7, 9, and 11 targets, which can be used in menus that show Psynergy abilities. The top row is used for abilities with diminishing effectiveness ratios, while the bottom would likely be used for abilities without these ratios. However, the game does not have any means of using the bottom row except in cases where abilities have a set range of "All" targets (for example, Break); the bottom right-most indicator is used in these cases. While the top row is fully implemented, ability ranges 9 and 11 are not assigned to any abilities that appear in these menus so they also go unused.
Each indicator uses two tiles, with the second being mirrored horizontally.
There are a few unused items in this game, obtainable only through GameShark codes or the debug rooms. All of them became proper, fully-coded items in the second game.
There are several unused Psynergy attacks left in the game. Some of them are fully-coded status-inflicting moves that were never assigned to any class's moveset, while others indicate scrapped status effects that were never implemented. You can access them with the code 82000558 0xxx (replace xxx with the Psynergy's hex number), which hacks them into the first slot of Isaac's moveset.
Dummied-out character positions for Felix and Sheba are in the first game, though never playable. They are in the sequel, though. There's also a dummied-out character position named "PC07". They can be put in a party by editing the savefile. All of them have zeroed stats for everything and have "NPC" as their class. Felix and PC07 have no small sprite, but Sheba does (although she's looking sideways). Only Felix and Sheba have a portrait in the Status menu; PC07 will show the last portrait seen. During battle, PC07's portrait is visible in the Status menu: it's an otherwise unused Alex portrait. In battle, they all use the Vermin battle sprite and will be unable of fighting even if given positive stats.
Within the ROM lies an earlier version of The Lost Age's title screen music. Besides the instruments (which are slightly different between GS and GS:TLA), it seems the volume for some tracks is different from the final. Both songs are in the same position, since GBA Mus Riper names them both as "song040".
Unused track (GS):
Used track (GS:TLA):
In Link Lobby, there is an NPC who is out of bounds. If you talk to him, you can pick a party setup by number, though you can't see what they are before choosing them. His dialogue has been localised in every language the game is available. His first line of dialogue will have the Karagol ship captain portrait.
If you choose a number which is too high, the NPC will say that the parameter doesn't exist, and that you should ask “Mr. Sugimoto” (the Spanish, Italian, German and French localisations curiously omit this last part). The last message appears when pressing B in the number selection screen.
This portrait of Alex goes unused too. It's somewhat different to his actual used portrait. It's absent from the debug portrait viewer and it can only be seen under specific conditions (read the Unused Characters section). Evidence suggests that Alex was planned to be a playable character earlier in development.
Among the 269 items in the game, there are 78 dummy ones, which use the coin icon and have the "?" name. Some of them become actual items in The Lost Age. Item No. 0 is a placeholder named "???".
|Dummy item in GS||Becomes this in GS:TLA|
|No. 190 "?"||Mist Potion|
|No. 198 "?"||Lash Pebble|
|No. 199 "?"||Pound Cube|
|No. 208 "?"||Tremor Bit|
|No. 209 "?"||Scoop Gem|
|No. 210 "?"||Cyclone Chip|
|No. 213 "?"||Burst Brooch|
|No. 214 "?"||Grindstone|
|No. 215 "?"||Hover Jade|
|No. 217 "?"||Teleport Lapis|
|No. 245 "?"||Mythril Bag|
|No. 246 "?"||Jupiter Star|
|No. 247 "?"||Mars Star|
Abilities encompass everything a player or enemy can do in battle: from normal attacks, Psynergy, unleashes, unique enemy attacks, and even doing nothing (ability No. 0). Among the 519 abilities programmed in the game, there are 128 dummy slots (named "?"), as well as some repeated abilities. Some of those dummy slots become actual, used abilities in The Lost Age. Other 52 dummy abilities (named "=") are linked to dummy Djinni (discussed below), and some of them become actual programmed abilities linked to the new programmed Djinni in The Lost Age. Dummy abilities and those which are only used by enemies are represented with an "X" icon when hacked into a player's Psynergy list.
|Dummy ability in GS||Becomes this in GS:TLA|
|No. 39 "?"||Cool|
|No. 40 "?"||Supercool|
|No. 41 "?"||Megacool|
|No. 60 "?"||Fume|
|No. 61 "?"||Serpent Fume|
|No. 62 "?"||Dragon Fume|
|No. 63 "?"||Beam|
|No. 64 "?"||Cycle Beam|
|No. 65 "?"||Searing Beam|
|No. 87 "?"||Aura|
|No. 88 "?"||Healing Aura|
|No. 89 "?"||Cool Aura|
|No. 133 "?"||Lash|
|No. 134 "?"||Pound|
|No. 135 "?"||Tremor|
|No. 136 "?"||Scoop|
|No. 137 "?"||Cyclone|
|No. 138 "?"||Parch|
|No. 139 "?"||Sand|
|No. 151 "?"||Burst|
|No. 152 "?"||Grind|
|No. 153 "?"||Hover|
|No. 154 "?"||Blaze|
|No. 155 "?"||Ma????|
|No. 156 "?"||Teleport|
|No. 157 "?"||A??|
|No. 197 "?"||Diamond Dust|
|No. 198 "?"||Odyssey|
|No. 199 "?"||Liquifier|
|No. 200 "?"||Plume Edge|
|No. 201 "?"||Thunder Mine|
|No. 202 "?"||Planetary|
|No. 203 "?"||Diamond Berg|
|No. 204 "?"||Death Leap|
|No. 205 "?"||Epicenter|
|No. 206 "?"||Thorny Grave|
|No. 207 "?"||Skull Splitter|
|No. 259 "?"||Mist Potion|
|No. 298 "?"||Aurora Field|
|No. 299 "?"||Djinn Counter|
|No. 307 "="||Echo|
|No. 308 "="||Iron|
|No. 309 "="||Steel|
|No. 310 "="||Mud|
|No. 311 "="||Flower|
|No. 312 "="||Meld|
|No. 313 "="||Petra|
|No. 314 "="||Salt|
|No. 315 "="||Geode|
|No. 316 "="||Mold|
|No. 317 "="||Crystal|
|No. 318 "="||Earth18|
|No. 319 "="||Earth19|
|No. 327 "="||Fog|
|No. 328 "="||Sour|
|No. 329 "="||Spring|
|No. 330 "="||Shade|
|No. 331 "="||Chill|
|No. 332 "="||Steam|
|No. 333 "="||Rime|
|No. 334 "="||Gel|
|No. 335 "="||Eddy|
|No. 336 "="||Balm|
|No. 337 "="||Serac|
|No. 338 "="||Water18|
|No. 339 "="||Water19|
|No. 347 "="||Cannon|
|No. 348 "="||Spark|
|No. 349 "="||Kindle|
|No. 350 "="||Char|
|No. 351 "="||Coal|
|No. 352 "="||Reflux|
|No. 353 "="||Core|
|No. 354 "="||Tinder|
|No. 355 "="||Shine|
|No. 356 "="||Fury|
|No. 357 "="||Fugue|
|No. 358 "="||Fire18|
|No. 359 "="||Fire19|
|No. 367 "="||Breath|
|No. 368 "="||Blitz|
|No. 369 "="||Ether|
|No. 370 "="||Waft|
|No. 371 "="||Haze|
|No. 372 "="||Wheeze|
|No. 373 "="||Aroma|
|No. 374 "="||Whorl|
|No. 375 "="||Gasp|
|No. 376 "="||Lull|
|No. 377 "="||Gale|
|No. 378 "="||Wind18|
|No. 379 "="||Wind19|
|No. 384 "?"||Zagan|
|No. 385 "?"||Haures|
|No. 390 "?"||Neptune*|
|No. 391 "?"||Boreas*|
|No. 396 "?"||Mars*|
|No. 397 "?"||Kirin*|
|No. 402 "?"||Daedalus|
|No. 403 "?"||Daedalus|
|No. 404 "?"||Iris|
|No. 406 "?"||Jupiter*|
|No. 407 "?"||Atalanta*|
|No. 408 "?"||Procne*|
|No. 409 "?"||Thor*|
|No. 410 "?"||Flora|
|No. 411 "?"||Eclipse|
|No. 412 "?"||Catastrophe|
Note: Abilities in italics are unused/dummy abilities in GS:TLA. Abilities marked with an asterisk are Djinni summons present in GS that were assigned different slots in GS:TLA to accommodate the new summons.
Unused and Dummy Character Classes
The game contains 203 slots for character classes, of which 113 are dummy (named "?"). There's a placeholder class named "NPC" (class No. 0), which is only used by the unused characters (discussed above). The final classes from The Lost Age are almost fully coded here too, but they can't be obtained because they need more Djinn than you can acquire, and they don't grant any new Psynergy.
|No.||Class||Base class||Stat boosts|
|24||Sorcerer||Wind Seer||150% HP|
|34||Angel||Water Seer||160% HP|
|44||Protector||Swordsman (Mercury/Venus)||190% HP|
|54||Radiant||Swordsman (Mercury/Venus)||190% HP|
|74||War Adept (Venus/Jupiter)||Apprentice||190% HP|
|84||War Adept (Mars/Jupiter)||Apprentice||190% HP|
|104||Oracle (Mercury/Venus)||Seer (Mercury/Venus)||170% HP|
|114||Oracle (Venus/Jupiter)||Seer (Venus/Jupiter)||170% HP|
|121||Dark Mage (becomes Conjurer in GS:TLA)||Medium||150% HP|
|122||Death Mage (becomes Dark Mage in GS:TLA)||Medium||170% HP|
|134||Guru (Mercury/Mars)||Pilgrim (Mercury/Mars)||170% HP|
|144||Guru (Mars/Jupiter)||Pilgrim (Mars/Jupiter)||170% HP|
|165||Chaos Lord||Brute||200% HP|
|191||Pure Mage||White Mage||170% HP|
Dummy classes that become functional ones in GS:TLA
Note: In GS, Flame User is class No. 202, the final class in the list. GS:TLA moves it to 200, and then expands the list further to add newer classes.
The game contains 164 slots for enemies. Some of them are multiple instances of a same character (for example, Saturos appears three times, since you battle him that amount of times, and he has different stats each time), 3 are dummy (named "?"), 1 is a placeholder (enemy No. 0, "???"), and 2 are partially programmed enemies with proper sprites (also named "?").
- Enemy No. 104
A palette swap of the Chimera monster. This palette would be used later for the Grand Chimera monster in The Lost Age.
- Enemy No. 135
A palette swap of the Toadonpa monster. This palette would be used later for the Devil Frog monster in The Lost Age.
The game contains 80 slots for Djinn, but only 28 are programmed and used in the game. The other 52 are dummy Djinn (named "="), several of which became programmed, usable Djinn in The Lost Age.
Dummy Djinn that become functional in GS:TLA
Dummy Djinn that change name in GS:TLA, but remain dummy
Text input screen
The English, French, German and Italian versions have the same characters available. This means German, French and Italian players cannot name their party using language-exclusive characters (like ß, ç, etc.).
The Spanish version replaces some symbols in the last row with Spanish accented letters and Ñ. Interestingly, ü is missing (it is used in words like “pingüino” [penguin]), and the uppercase version Ü (though no native Spanish word begins with Ü).
The Japanese version has a “きりかえ” (Switch) option that switches between two modes: hiragana/katakana and latin characters.
|Japanese||English, French, German and Italian||Spanish|
? and ! characters
For some reason, the Spanish version has a different glyph for the “?” and “!” characters.
|English, French, German and Italian||Spanish|
The Japanese game had a subtitle, much like the sequel: 黄金の太陽：開かれし封印 (Ōgon no Taiyō: Hirakareshi Fūin; “Golden Sun: The Broken Seal”).
The English version only has “2001” as copyright date, while the European localisations have “2001,2002”
Certain breath-related abilities were mistranslated from Japanese into English. The English localisation team interpreted ブレス as "bless" instead of "breath". The mistake carried over to the Spanish, German, and Italian localisations, which were based on the English version (the Spanish localisation got quite creative with them, though). The errors were corrected in the English version of the sequel, but the other localisations kept the wrong translations.
|Japanese||English (GS, incorrect)||English (GS:TLA, correct)||Spanish (incorrect)||French (correct)||Italian (incorrect)||German (incorrect)|
|ファイアブレス||Fire Blessing||Fire Breath||Pyrosouffle||Fuoco sacro||Feuersegen|
|ウォーターブレス||Water Blessing||Water Breath||Hydrosouffle||Acqua sacra||Wassersegen|
|ブリザードブレス||Ice Blessing||Ice Breath||Cryosouffle||Gelo sacro||Eissegen|
|ブラックブレス||Dark Blessing||Dark Breath||Nécrosouffle||Buio sacro||Dunkelsegen|
|アシッドブレス||Acid Blessing||Acid Breath||Corrosouffle||Acido sacro||Säuresegen|
|サンダーブレス||Storm Blessing||Storm Breath||Electrosouffle||Tuono sacro||Sturmsegen|
The enemy found in floor 9 of Crossbone Island is incorrectly named "Cerebus" instead of "Cerberus". The sequel corrected the error, although the enemy went unused.
The Golden Sun series
|Game Boy Advance||Golden Sun • Golden Sun: The Lost Age|
|Nintendo DS||Golden Sun: Dark Dawn|