Golden Sun/Unused Content
This is a sub-page of Golden Sun.
There is quite a lot of unused content in this game such as menus, abilities, enemies, and a whole lot of empty inventory slots.
Contents
Hidden Menus
Psynergy 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.
Music Menu
To do: 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.
Maps
Link Lobby
Unseen Cutscene
Please elaborate. Having more detail is always a good thing. Specifically: A comparison between the used and unused versions (with screenshots?) might be nice here. |
After reaching Biliblin, the player is free to either go the Mercury Lighthouse or to Kolima. Because of this, the cutscenes in Kolima can either happen with or without Mia in the party, so each one is programmed to have two versions accordingly. But while the cutscene after the party gives Tret the Hermes' Water can normally only happen with Mia in the party, because the Mercury Lighthouse has to be completed beforehand, there's still a version of it without Mia programmed in.
To trigger the cutscene without Mia, unset bit 02000040:08 before giving Tret Hermes' Water.
Unused Menu Options
There are a few unused entries in the internal list of menu options, which indicate Golden Sun was originally planned to have all out-of-battle actions be selected from a menu like in Shining Force. The names for all of them are still intact in the string table, and a couple of them even have unused icons:
ID | Icon | Name |
---|---|---|
8 | — | Check |
9 | Use | |
10 | — | Give |
11 | Drop | |
12 | — | Speak |
13 | — | Equip |
Notably, the icon for 'Drop' is also used for the extra options added to the Start menu when Debug Mode is active.
Unused Graphics
To do: Add unused menu divider tiles. |
Upward Text Prompt Crystal
Graphics for an unused upward-pointing version of the text prompt crystal, located directly after the graphics for the downward-pointing one.
Used | Unused |
---|---|
Early Menu Option Box
This was used with an early version of the menu option graphics which were much more similar to the ones from the Shining Force games, which can be seen in early screenshots. It also has a graphic for flashing red when selected, again like in Shining Force.
There's also an unused graphic for the item boxes used in the final game to do the same animation.
Unused Range Indicators
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.
Placeholder Icon
All moves the player can't legitimately have in their Psynergy or Summon menu are given this icon. This icon is ID 0 for move icons and status effect icons, so it's used as a fallback for all moves and status effects with invalid or undefined icons. Strangely though, for items the icon with ID 0 is a coin, so items will use that as a fallback icon instead.
Early Equipment Icons
Early versions of the icons for a few of the basic armor items still exist in the ROM, but were overwritten in The Lost Age.
Item | Early | Final |
---|---|---|
Iron Helm | ||
Knight's Helm | ||
Knight's Shield |
Character Portraits
This portrait of child Felix goes unused, since he has no speaking lines during the prologue. The portrait can be seen in the debug room's portrait viewer, though, as portrait No. 51.
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.
Unused Items
Dummy Items
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 |
Other
There are also a few more complete 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.
Unused Psynergy
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.
Unused Characters
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 incapable of fighting even if given positive stats.
Unused Music
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):
The main menu theme has an 11th "instrument", a delayed copy of the music box to give it an echo effect, but the sound engine only plays the first 10.
Unused NPC
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), presumably Yūsuke Sugimoto who is listed as "Assistant Director" and "Game Design" in the credits . The last message appears when pressing B in the number selection screen.
Dummy Abilities
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. Additionally, despite Jenna's level cap, her exclusive Flame User class is set to learn the further variations of Flare at the same levels Garet's Guard class learns them.
Unused classes
No. | Class | Base class | Stat boosts |
---|---|---|---|
5 | Slayer | Squire | 170% HP 130% PP 140% Attack 140% Defense 130% Agility 120% Luck |
14 | Hero | Guard | 190% HP 120% PP 140% Attack 150% Defense 110% Agility 100% Luck |
24 | Sorcerer | Wind Seer | 150% HP 180% PP 120% Attack 130% Defense 170% Agility 110% Luck |
34 | Angel | Water Seer | 160% HP 170% PP 130% Attack 140% Defense 120% Agility 130% Luck |
44 | Protector | Swordsman (Mercury/Venus) | 190% HP 140% PP 150% Attack 150% Defense 140% Agility 120% Luck |
54 | Radiant | Swordsman (Mercury/Venus) | 190% HP 140% PP 150% Attack 150% Defense 140% Agility 120% Luck |
61 | Templar | Dragoon | 180% HP 140% PP 150% Attack 150% Defense 120% Agility 130% Luck |
62 | Paladin | Dragoon | 200% HP 150% PP 160% Attack 160% Defense 130% Agility 130% Luck |
74 | War Adept (Venus/Jupiter) | Apprentice | 190% HP 170% PP 150% Attack 140% Defense 170% Agility 90% Luck |
84 | War Adept (Mars/Jupiter) | Apprentice | 190% HP 170% PP 150% Attack 140% Defense 170% Agility 90% Luck |
91 | Disciple | Ninja | 180% HP 150% PP 160% Attack 130% Defense 180% Agility 80% Luck |
92 | Master | Ninja | 200% HP 160% PP 170% Attack 140% Defense 190% Agility 80% Luck |
104 | Oracle (Mercury/Venus) | Seer (Mercury/Venus) | 170% HP 180% PP 140% Attack 140% Defense 160% Agility 100% Luck |
114 | Oracle (Venus/Jupiter) | Seer (Venus/Jupiter) | 170% HP 180% PP 140% Attack 140% Defense 160% Agility 100% Luck |
121 | Dark Mage (becomes Conjurer in GS:TLA) | Medium | 150% HP 180% PP 130% Attack 130% Defense 160% Agility 90% Luck |
122 | Death Mage (becomes Dark Mage in GS:TLA) | Medium | 170% HP 190% PP 140% Attack 140% Defense 170% Agility 90% Luck |
134 | Guru (Mercury/Mars) | Pilgrim (Mercury/Mars) | 170% HP 170% PP 140% Attack 150% Defense 170% Agility 120% Luck |
144 | Guru (Mars/Jupiter) | Pilgrim (Mars/Jupiter) | 170% HP 170% PP 140% Attack 150% Defense 170% Agility 120% Luck |
151 | Bard | Ranger | 150% HP 170% PP 130% Attack 130% Defense 170% Agility 120% Luck |
152 | Warlock | Ranger | 170% HP 180% PP 140% Attack 140% Defense 180% Agility 120% Luck |
165 | Chaos Lord | Brute | 200% HP 120% PP 170% Attack 140% Defense 160% Agility 70% Luck |
171 | Ronin | Samurai | 210% HP 140% PP 160% Attack 150% Defense 150% Agility 90% Luck |
185 | Wizard | Hermit | 170% HP 190% PP 130% Attack 140% Defense 180% Agility 120% Luck |
191 | Pure Mage | White Mage | 170% HP 190% PP 140% Attack 140% Defense 160% Agility 130% Luck |
Dummy classes that become functional ones in GS:TLA
No. | Class | GS:TLA equivalent |
---|---|---|
200 | ? | Flame User* |
201 | ? | Witch |
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.
Dummy Enemies
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.
Dummy Djinn
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
No. | Name | GS:TLA equivalent |
---|---|---|
7 | = | Echo |
8 | = | Iron |
9 | = | Steel |
10 | = | Mud |
11 | = | Flower |
12 | = | Meld |
13 | = | Petra |
14 | = | Salt |
15 | = | Geode |
16 | = | Mold |
17 | = | Crystal |
27 | = | Fog |
28 | = | Sour |
29 | = | Spring |
30 | = | Shade |
31 | = | Chill |
32 | = | Steam |
33 | = | Rime |
34 | = | Gel |
35 | = | Eddy |
36 | = | Balm |
37 | = | Serac |
47 | = | Cannon |
48 | = | Spark |
49 | = | Kindle |
50 | = | Char |
51 | = | Coal |
52 | = | Reflux |
53 | = | Core |
54 | = | Tinder |
55 | = | Shine |
56 | = | Fury |
57 | = | Fugue |
67 | = | Breath |
68 | = | Blitz |
69 | = | Ether |
70 | = | Waft |
71 | = | Haze |
72 | = | Wheeze |
73 | = | Aroma |
74 | = | Whorl |
75 | = | Gasp |
76 | = | Lull |
77 | = | Gale |
Dummy Djinn that change name in GS:TLA, but remain dummy
No. | Name | GS:TLA equivalent |
---|---|---|
18 | = | Earth18 |
19 | = | Earth19 |
38 | = | Water18 |
39 | = | Water19 |
58 | = | Fire18 |
59 | = | Fire19 |
78 | = | Wind18 |
79 | = | Wind19 |