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Proto:Ar tonelico II: Melody of Metafalica

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This page details one or more prototype versions of Ar tonelico II: Melody of Metafalica.

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Ar tonelico II US Proto Title Screen.png

A prototype of the US version of Ar tonelico II was released by Hidden Palace on March 20, 2021 as part of "Project Deluge". Built on September 22, 2008 (about three months before the retail release), the game at this point has a lot of half-translated things and a vast amount of debugging options.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

Debug Menus

The game boots into a massive list of debugging options used to test various aspects of the game.

Debug Menus
Game Start
<Localize Test>
<Divers Therapy Test>
Choice Message
Reaction Message
Result Message
State Message
<Dualstall Test>
Core Data(Status)
Drug Data(Status)
Log Message
Tutorial Message
<Topics Test>
Conversation Topics Head
Conversation Topics Title
Heroine Topics Head
Heroine Topics Title
Heroine Topics(Bath) Title
<Window etc. Test>
Profile Info Text
<Message Test>
NPC Message
Mob Message
Spiritual Message
Objective Message
Yado Message
<MemoryCard>
MemoryCard.inc Test
Map Test
Map Test Start
All Set
Flag Edit
Btl Test
Game
Load
Quick
Title
Master
<System>
<Tex2D>
Ipu
Anm
<Effect>
Illusion
IllusionCircle
SpiralTest
EffectBase
BtlEffectCircle
BtlEffectFollow
BtlEffectMc
IllusionSp
<Model>
Lwo
Hig
HigScene
Sound
<Movie>
Sofdec
<GameStartMenu> (SAME AS "GAME" from Main Menu)
Load
Quick
Title
Master
Higdon
<Wmap>
WmapTest
WmapDETest
WmapDEOpenTest
TmapTest
MonsterInfoDebug
SupportMsgTest
ZukanMenu
OmakeMenu
ErxTest
ErxTest
OmakeSaveSetAll
Harasawa
EventDebug
BucTest
BucMessTest
harasawa_menu_sub
PaletteChangerTest
EventLogDebug
EventGameOverDebug
IpdFaceGpDrawDebug
IpdDataGpTest
IpdRadarGpTest
IpdDataDebugIpdStatus
IpdDataDebugIpdTermsExp
IpdDataDebugIpdSupplyExp
IpdBelongExecDebug
IpdCareMenu
IpdGroupiesMenu
OyakitaGpTest
IpdRadarFoamDebug
IpdWarClearGpTest
IpdOnGpTest
DtIpdGpTest
harasawa_menu_qv
QvTest
QvAnmTest
QvTelopTest
QvTelopTest2
QvDebugKnowledge
QvSeMapTest
QvEncountBarTest
harasawa_menu_spiritual
SpiritualWorldDebug
SpiritualWorldDebugRTLv
SpiritualWorldDebugNpc
SpiritualWorldDebugKey
DiveShopDebug
DiveDpGpTest
haramain_menu_musume
MusumeKaiwaTest
MusumeKaiwaEditM
HeroinKaiwaTest
HeroinKaiwaEditM
SphereMatterGpTest
SphereHeroinGpTest
DiversTherapyDebugMenu
DiversTherapyLucaEditExp
Kawasaki
EventDebug
BucTest
<Localize Test>
FontDispTest
<Divers Therapy Test> Same options from "<Localize Test>" in main menu
<Dualstall Test> Same options from "<Localize Test>" in main menu
<Message Test> Same options from "<Localize Test>" in main menu
<MemoryCard> Same options from "<Localize Test>" in main menu
<Gimmick & NPC Tool>
Gimmick Place
NPC Place
MC Debug
Old MC Copy
<Component Test>
ScrlSel Test
Title Test
Save Load 3D
ItemInfo Test
Mix Anm Edit
Status TherapyGp Test
Omake Yougo Test
<Main Menus Test>
Item Menu Test
Song Menu Test
Equip Menu Test
Formation Menu Test
Status Menu Test
Option Menu Test
MainMenu Debug
CampMenu Debug
Mix Test
Mix Shop Drug
Mix Shop Weapon
Mix Shop Etc
Mix Shop Food
Event Mix Test
<Each Menus Test>
Shop Test
T.Nakai
BtlSchedule
BgMulti
EffectMultiTest
MoveMulti
BtlFldTest
EffUseCheck
BtlAnmTest
BtlVoiceTest
BtlModeEffectAutoTest
CycleDataTest
BlurCircleTest
BlurCircleTest2
BtlTest
EffSpark
EffBreak
AnmEffect
BtlHrcTest
BtlChain
BtlBackRead *THIS MENU ITEM IS OFF SCREEN*
Taisyo
Dualstall
DualstallData
BtlTest
BtlSchedule
WipeTest
BtlFld
BtlEmotionIndicator
BtlResult
AnmTest
GameOverBg
GameOver
furokaiwa
MathMissle
OmakeTM

Game Start

Start the game in debug mode. You can use R3 to finalize the main game loop and back to the debug menu.

Before starting the game, the program will check whether the free RAM is enough, and will refuse to start if free RAM is too low.

<Localize>

This menu contains lots of submenus, which are various categories of dialogues. If you entered a last level menu, the game will show a dialogue balloon containing the message, and a string. These strings looks like:

qvc_map_and_talk_ext.xls I 5 (Under <Message Test>/NPC Message, where the message is 'That old man looks like quite a sucker.')
divers_therapy_reaction_data_inc.xls H 3 (Under <Divers Therapy Test>/Reaction Message, where the message is 'I hate you.')

The message whose corresponding string ended with 'ext.xls' can be found in the game's ERX. And the message whose corresponding string ended with 'inc.xls' can be found in the game's ELF. The characters are all full-shaped and encoded in Windows-31J.

Controls

Use the D-Pad to change message entry.
Use to go back.

<System>

<Tex2D>

The menu entries in this menu can be divided into two groups according to the ending 'Gp' and 'Tx'.

The Tx represents the method how the program cuts a texture from a large TIM, and Gp represents how the textures make up a scene, window image, etc.

However, any 'Tx' entry after the entry 'Q002dTx'(including) should toggle the display mode through pressing SELECT after entered. Or you will see nothing. The naming of these entries correspond with the QvMap id.

Some 'Gp' entries looks collapsed, if you enter one, the program will alarm it can't find the file, and some other errors and assertions aiming will be reported.

<Model>

The HigScene will freeze the program when running on a real console. PCSX2 will report TLB Miss and keep running, so you can press to go back. But if you press ×, the program will crash the emulator.

In Hig entry, you can use the Left/Right Analog Sticks to change the model's position, and R2+Left/Right Analog Sticks to change the model's rotaion.

Debug Output

The debugging output can be printed to the console of PCSX2 in the beginning (The string "---CacheClear!"), then nothing printed though the same subroutine still working and if you break at the point, you can see the string that passed to the subroutine is perfect. Maybe it can work on DTL-T10000 via DECI2 or something else, but I don't have one, so I will appreciate it if somebody can make further research on it.

However, if you want to see the output with PCSX2, patch the ELF, where the offset is 0x2E1CC8 (where the printf-like subroutine located), from 0xB0 FF BD 27 8A 00 0F 3C to 0x14 87 0E 08 00 00 00 00, and at 0x2E1E60 (where the puts-like subroutine located), overwrite with 0x2D 28 80 00 3E 00 04 3C 14 87 0E 08 70 0E 84 24 25 76 0A 00.

Also, the cheat code

//Redirect printf-like routine
patch=1,EE,203E0CC8,word,080E8714
patch=1,EE,203E0CCC,word,00000000

//Redirect puts-like routine
patch=1,EE,203E0E60,word,0080282D
patch=1,EE,203E0E64,word,3C04003E
patch=1,EE,203E0E68,word,080E8714
patch=1,EE,203E0E6C,word,24840E70
patch=1,EE,203E0E70,word,000A7325

does the same job.

Debug Controls

General

Button(s) Effect
L2 + Square Character Stat Editor
L2 + Triangle Party Menu (Press Triangle to cycle through menus)
L2 + R1 Memory usage
L2 + R2 Put the game into frame by frame mode.
Each time you release and then re-press one of L2 or R2 (keep the other holds), the game steps one frame.
Release both to exit.
R1 + Square Resource Monitor?
L2 + ↑  Print something?
L2 + ↓ Execute 'CacheDump' and 'frameDump'.

Map Test

Button(s) Effect
L2 + Start Bring up debug menu.
R2 + L1 Particle Editor
R2 + Select Bounding Boxes/Action Triggers Debug
R2 (Hold) Disable character collision.

Battles

Button(s) Effect
L1 + Square Battle Debug
L2 + Circle All Magic Available

Voiceover Differences

The intro to the game in this build is voiced over, while the retail version is not.