If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Lufia II: Rise of the Sinistrals

From The Cutting Room Floor
Jump to navigation Jump to search

This page details one or more prototype versions of Lufia II: Rise of the Sinistrals.

In July 2012, ASSEMbler games forum member Jackhead purchased a Japanese Estpolis Denki II prototype PCB from famous prototype collector DreamTR. While attempting to dump the chips with a Willem EPROM programmer, at least one of the chips suffered corruption. With no way to undo the damage, Jackhead resold the prototype to Trevormacro. With some examination of the crash logs, enough of the corrupt bytes were identified to get the game up and running. After documenting a mostly complete playthrough of the game in a forum thread, Trevormacro released the prototype along with an IPS patch file on July 12, 2013.

The unmodified corrupt prototype has a size of 2,621,440 bytes / 20 megabit (same as final) with the following MD5: D8CC3BDF62E42B3EE95326DEE3E910BE

The prototype contains significant differences. A textbox displayed during the game's ending includes a date of 7/18/1994, indicating that the build is from that date or later.

(Source: ASSEMbler games forum threads 1, 2, 3)

Sub-Page

Miscellaneous tidbits that are interesting enough to point out here.
Notes

Corrupt Bytes

A list of known bytes damaged. See the Notes page for more details. EPROM writing clears bits; the corrupt bytes will have a lower value than their original state.

EPROM 1

0x000000-0x0FFFFF

0x000000 0x00 -> 0x78
0x004000 0x02 -> 0xFA
0x004400 0x02 -> 0x03
0x006600 0x00 -> 0x51
0x016600 0x01 -> 0x69
0x077600 0x02 -> 0x1E

EPROM 2

0x100000-0x1FFFFF

The corresponding locations of those seen on the first chip don't seem to be affected... More research required.

EPROM 3

0x200000-0x27FFFF

Unused Graphics

Win Poses

Estpolis2 pre guy win.gif

Estpolis2 pre tia win.gif

All characters have winposes after a fight, similar to the ones in the first game. They all look very rough and much different from even the used graphics in the proto, which would indicate they are leftovers from a very early build that never got updated graphics.

Known Bugs

A list of currently known bugs. If the game crashes, it has the potential to erase the save data.

Lake Cave/Sundletan Shop

Estpolis Denki II prototype Sundletan Lake Cave name bug 1.pngEstpolis Denki II prototype Sundletan Lake Cave name bug 2.png

Estpolis Denki II prototype Sundletan Lake Cave name bug 3.pngEstpolis Denki II prototype Sundletan Lake Cave name bug 4.png
The shop referenced above sells a glitched/unfinished item "F", and simply opening this shop menu overwrites Maxim's name. If you attempt to rescue Tia in Lake Cave following this, the game crashes while attempting to process the player name:

Estpolis Denki II prototype Sundletan Lake Cave name bug 5.png
This bug affected Jackhead's initial playthrough attempt, before the EPROM corruption occurred.

(Source: Trevormacro (research))

Lake Cave Entrance

If you save the game inside Lake Cave, the puzzle at the entrance is reset. Maxim is unable to leave as the water level is lowered and the wood planks are on the other side of the water. Likely caused by the puzzle solved flag being stored to a temporary address in RAM which gets cleared, instead of a more permanent address that gets saved to SRAM. You can walk through walls with the debug mode to leave.

Alunze Castle B5 Underground Waterway Barrier

Estpolis Denki II prototype Alunze Castle B5 barrier 1.pngEstpolis Denki II prototype Alunze Castle B5 barrier 2.png

When stepping on the switch pictured above after the thieves are washed away, the barrier is lowered but it still acts like a solid wall that can't be passed. One way to bypass this is to enter Pro Action Replay (PAR) code 7F3F7200, step on the switch, and then disable the code. Alternately, use the "walk through walls" function of the debug mode.

Hmmm...
To do:
Find the exact cause of the bug.
(Source: Trevormacro (research))

Tarantula Boss Battle

The bottom edge of the spider boss in Ruby Cave has glitched graphics while in its idle animation, and while attacking. It seems that when an enemy sprite has a y coord too close to the bottom half of the screen, it interferes with the battle GUI. This is also seen with the Gades boss battle (exists in the boss data, but not yet implemented into event data) which uses an extra large sprite. Not believed to be a corruption issue.

Underwater Animations

The final "PS" tile animation packet located at offset 0BB3A5-0BB3C6 (SNES address 97B3A5-97B3C6) used by four underwater locations is incomplete and will freeze the game a few seconds after entering the screen. This can be worked around by changing the A5B3 entries in the animation pointer table to 0000, which toggles animations off.

ID refers to the location index affected. The final column contains Pro Action Replay (PAR) codes to apply the fixes without having to make permanent changes in a hex editor.

ID Offset Before After Pro Action Replay
CD 020BCF A5B3 -> 0000 848BCF00 + 848BD000
CE 020BD1 A5B3 -> 0000 848BD100 + 848BD200
D3 020BDB A5B3 -> 0000 848BDB00 + 848BDC00
D4 020BDD A5B3 -> 0000 848BDD00 + 848BDE00
(Source: Trevormacro)

Talking To Enemies

In dungeons, if you run away from a battle then attempt to talk to the monster sprite you just ran from, the game crashes.

(Source: N00ByBo0)

Staying At Inns

If you stay at an inn that charges money, the game doesn't check if you can afford it before subtracting the amount. If the result is less than zero, the total gold amount rolls over, giving you a ton of money.

(Source: N00ByBo0)

Debug Mode

Estpolis Denki II prototype debug menu DEBUG COMMANDS.png Estpolis Denki II prototype debug menu EV FLAGS.png

Estpolis Denki II prototype debug menu TP FLAGS.png Estpolis Denki II prototype debug menu LOAD SAVE.png

The debug mode buried in the retail version exists in this build and is accessible without game enhancer cheats, but is in an earlier state with less features, and some other changes. It relies on the same 7E057C memory address, where the value is either $00 (off) or $FF (on).

To enable it, in a location, press Y + Start + Select and you'll hear a confirmation sound effect. To disable it, press L + R shoulder buttons (a sound effect will play for this, too).

Press Start to enter the first debug menu EV FLAGS.

EV FLAGS

Instructions:

  • R - Increase page.
  • L - Decrease page.
  • A or B (in left column) - Toggle flag (see Notes page for a list).
  • A (in right column) - Increase register.
  • B (in right column) - Decrease register.
  • X - Switch between EV FLAGS and TP FLAGS menus.
  • Y - Go to debug main menu DEBUG COMMANDS.
  • Select - Go to LOAD SAVE debug menu.

TP FLAGS

Same controls as EV FLAGS apply.

LOAD SAVE

Instructions:

  • A - Load previously saved data, or save the game.
  • B or Start - Go to EV FLAGS menu.

DEBUG COMMANDS

Instructions:

  • A GO TO WMAP - Instantly teleports you to the world map.
  • Y MASK OFF - Removes the masking effect in interior areas, allowing you to see the entire map, including what's "behind the black".
  • X SET MASK - Re-enables the masking effect.
  • B TRANS SC - Sprites that were disabled by SPR OFF reappear. Unknown if this is the sole intended purpose of this command.
  • R SPR OFF - Removes all sprites from the screen; leave the screen to make them reappear. Also note that this only removes the graphic, not the coding, so it's possible to run into invisible enemies if this is used inside a dungeon.

Hex values displayed:

  • 1st line - Maxim's current X coord and Y coord. RAM addresses 7E06B6, 7E06DE
  • 2nd line - The X coord for the first 8 NPCs (towns) or enemies (dungeons). RAM addresses 7E06BE-7E06C5
  • 3rd line - The Y coord for the first 8 NPCs (towns) or enemies (dungeons). RAM addresses 7E06E6-7E06ED

Menu Controls

Move the cursor over SPELL or CAPSULE and press X for various bonuses:

  • SPELL - Gives every character who can use magic all the spells they can carry.
  • CAPSULE - Toggles whether or not the option can be selected. Capsule monsters are in a very preliminary state.

Location Controls

Instructions:

  • Hold Y to dash and walk through walls.
  • Press Select to enter a battle (not in locations where the tool ring can be brought up).
Hmmm...
To do:
Add cycle sprites controls.

World Map (WMAP) Controls

Instructions:

  • A - Board airship.
  • Start - Pause game.

Prototype vs. Final Comparison

Proto Final
Estpolis Denki II prototype debug menu DEBUG COMMANDS.png Lufia II debug menu version comparison JPN.png

The coordinates hex values were replaced with console info and build details.

Dash/Walk Through Walls was changed from Y to B and the trailing fire animation seen here was removed for the retail version:

Estpolis Denki II prototype debug dash and walk through walls.png

Unused Debugging Features

RAM/ROM Monitor

Estpolis Denki II prototype RAM ROM monitor.png

Programming for this RAM/ROM monitor begins at $80C9C9, but no routine was found that calls it. Use Pro Action Replay (PAR) codes 80C71FC9 80C720C9 to access it in place of the debug menu load/save submenu.

Instructions:

  • L - Decrease bank.
  • R - Increase bank.
  • Up - Address -0x1000
  • Down - Address +0x1000
  • Left - Address -0x80
  • Right - Address +0x80
  • Start - Exit

Unknown Z0 Y1 Z1 XR YR

Estpolis Denki II prototype debug unknown Z0 Y1 Z1 XR YR.png

No programming was found related to this menu; only the text printing exists. The memory addresses for each entry are as follows (Z1 is a 16-bit value, all others are 8-bit):

  • Z0 - 7E14C5
  • Y1 - 7E00A0
  • Z1 - 7E0051
  • XR - 7E1465
  • YR - 7E1485

All values are displayed in decimal format. It may be possible to determine its original purpose by the memory addresses used.

Differences Between Prototype and Final Version

Audio Differences

Music

Hmmm...
To do:
Add song files to this page.

The prototype contains 4 tracks "PANICK", "SORA", "WAKARE2" and "SERENA" that were replaced in the final build with dummy ("DAMY") placeholders.

  • PANICK - Song ID $0C. A "critical moment" type song. It's unused in the prototype, and unknown where it might have been used.
  • SORA - Song ID $0E. The Excerion theme with a longer intro, which can also be heard on the Lufia II OST CDs. In the final, its song ID of $0E was dummied out and the replacement SORA added as song ID $39.
  • WAKARE2 - Song ID $30. Unused in the prototype, and unknown where it might have been used.
  • SERENA - Song ID $31. The sad theme from Lufia 1, which can also be heard on the Lufia II OST CDs. "Serena" is Selan's Japanese name.

Additionally, other songs contain small differences and/or are less polished than their final counterparts. In particular, Saigo Kessen ("The Final Decisive Battle") which is the background music of Doom Island, plays for only two loops in the prototype while in the final version it plays for two-and-a-half loops. The prototype also switches from a brass ensemble to a string ensemble for the second loop's intro, whereas the final version retains the brass ensemble for both loops.

Hmmm...
To do:
Comparisons.

Pro Action Replay (PAR) code 82DD3Bxx can be used to change the song that plays on the load screen.

These songs are NOT in the prototype ($39 SORA being the shorter Excerion theme):

Hmmm...
To do:
Explain where these songs are used in the final, and what the prototype uses instead (e.g., the Mystic Stone areas use one of the tower tracks).
ID Title ID Title
37 NAZO NO HITO 3B NAZONOFUE
38 KOKUUTOU DAS 3C MUUS CYANGE
39 SORA 3D NALBIK
3A BOSKAIWA 3E MUUS 2
(Source: Sinrevi (unused songs info))

Internal SPC Track Names

The decompressed SPCs contain a 16-byte header (see Notes for more details) which includes a short song title/description.

ID Title ID Title ID Title
00 FIELD 13 YAMA 26 GAAAAN
01 SHIRO 14 MUUS 27 HARU
02 MACHI 15 MINATO 28 NATU
03 MURA 16 MACHI HAKAI 29 AKI
04 OYASUMI 17 DOUKUTHU 1 2A FUYU
05 TOU 18 BATL 1 2B NAME IN
06 OPENING 2 19 BATL 2 2C SHINDEN
07 DOROBOU 1A HAKA 2D ENDING
08 DOUKUTHU 1B BIG BOS 2E LOVE
09 CUCHYUTEIEN 1C LAST BATL 2F SHINDEN
0A DENSETU 1D KACHI 30 WAKARE2
0B HANA 1E HOKORA 31 SERENA
0C PANICK 1F KENKYUUZYO 32 HIDECKA
0D OPENING.1 20 KAICYU 33 ITEM GET1
0E SORA 21 KAICYUCITY 34 ITEM GET2
0F KEKKONSHIKI 22 KAZINO 35 ITEM GET3
10 PARTY 23 777 PLAY 36 ITEM GET4
11 WAKARE 24 777 JAC GAME
12 UMI 25 777 START

Sound Effects

Hmmm...
To do:
Comparisons.

Pro Action Replay (PAR) code 838071xx changes the sound effect played when debug mode is toggled (see Notes page for a list).

Enemy Differences

Enemy Graphics

Hmmm...
To do:
Rip graphics, a table of different enemies started below.

The Sinistrals all have different battle graphics.

  • Gades
Proto Final
Gades Gades

The following enemies had their graphics and/or palettes changed:

ID Name ID Name ID Name
07 36 4D
08 37 71
0E 38 76
0F 39 84
10 3E 90
11 3F 91
17 40 AB Mimic
18 41 AC Blue Mimic
19 42 C2
1E 43 C6 Gades
2E 44 C7 Amon
31 45 C8 Erim
32 46 C9 Daos
33 47 Mosquito
34 4C

Enemy Names

There are seven names that were changed. Enemy $AC (a fake treasure chest monster) underwent a palette change to become a "new" enemy and match the color of the blue treasure chests found in the Ancient Cave (which wasn't added yet in the proto).

ID Prototype Translation Retail JP Translation Retail NA
09 リザード シャーマン Lizard Shaman リザード メイジ Lizard Mage Skull Lizard
7A ネクロマンサーA Necromancer A ネクロマンサー Necromancer Necromancer
AC ゴールドミミック Gold Mimic ブルーミミック Blue Mimic Blue Mimic
BA ネクロマンサーB Necromancer B しりょうつかい Necromancer (lit. "User of the spirits of the dead") Wizard
BB ネクロマンサーC Necromancer C ダーク サモナー Dark Summoner Dark Sum'ner
BC なまず Catfish おおなまず Big Catfish Big Catfish
BE くも Spider おおくも Big Spider Tarantula
  • Entry 09 only displays the first 8 characters in battle - リザード シャーマ. Enemy names in the prototype can be up to 10 bytes, but the programming to display them only reads 8 bytes. The Japanese retail version shortens the maximum name length to 8 bytes, and required this enemy name to be changed in order to fit.

Graphical Differences

Main Font

Several Japanese characters in the prototype were updated slightly in order to increase legibility in the final version.

  • $00-FF
Prototype Retail JP
Estpolis Denki II prototype 050600 051DFF font.png Estpolis Denki II 0D8000 0D97FF font.png

Character $15 - The centered dot (known as an interpunct) swapped position with the three ellipses ($06EC, below). The reason for this change is the space saved when the more frequently occurring character can be represented by one byte instead of two.

  • $0500-05FF
Prototype Retail JP
Estpolis Denki II prototype 051E00 0535FF font.png Estpolis Denki II 0D9800 0DAFFF font.png

Changes to

1st row, 5th character (0504)

1st row, 12th character (050B)

1st row, 14th character (050D)

1st row, 15th character (050E)

1st row, 16th character (050F)

2nd row, 3rd character (0512)

2nd row, 4th character (0513)

2nd row, 5th character (0514)

2nd row, 7th character (0516)

3rd row, 11th character (052A)

4th row, 1st character (0530)

4th row, 7th character (0536)

4th row, 11th character (053A)

5th row, 3rd character (0542)

  • $0600-06FF
Prototype Retail JP
Estpolis Denki II prototype 053600 054DFF font.png Estpolis Denki II 0DB000 0DC7FF font.png

Changes to

2nd row, 6th character (0615)

9th row, 2nd character (0681)

10th row, 16th character (069F)

15th row, 3rd character (06E3)

  • $0700-07FF
Prototype Retail JP
Estpolis Denki II prototype 054E00 0565FF font.png Estpolis Denki II 0DC800 0DDFFF font.png

0752-077F in the prototype are placeholder blank squares, followed by a duplicate copy of 0600-067F (probably a fragment from a previous build) 0752-0778 in the retail version is a total of 39 new characters added.

Changes to

6th row, 1st character (0750)

Submarine Shrine Floor Tiles

Hmmm...
To do:
Move to Location sub-page eventually.
Proto Final
Estpolis Denki II prototype Submarine Shrine floor tiles.png Lufia 2 JPN SNES Submarine Shrine floor tiles.png

The programmers forgot to update the reflection on the floor when the wall design used in the prototype was changed.

(Source: Sinrevi)

Item Differences

General

Item ID P Name Translation Item ID R Name Translation
0165 リンゴ Apple 01CC リンゴのルビー  Ruby apple

Casino Coins

Item ID P Name Translation Item ID R Name Translation
0152 コイン10まい 10 Coins 018B 10まいセット 10 coin set
0153 コイン50まい 50 Coins 018C 50まいセット 50 coin set
0154 コイン100まい 100 Coins 018D 100まいセット 100 coin set

Keys

In the prototype, keys don't have location specific names. Key 05 is found and used in two dungeons, clearly a mistake. You can use your Ruby Cave key in Gordovan West Tower to skip the immortal zombie puzzle. Keys 06 through 10 exist in the item data but weren't yet placed into treasure chests.

Item ID Name Translation Where it's found
015A 力ギ01 Key 01 Elcid North Cave
015B 力ギ02 Key 02 Alunze Northwest Cave
015C 力ギ03 Key 03 Tanbel Southeast Tower
015D 力ギ04 Key 04 Lake Cave
015E 力ギ05 Key 05 Ruby Cave, Gordovan West Tower
015F 力ギ06 Key 06 n/a
0160 力ギ07 Key 07 n/a
0161 力ギ08 Key 08 n/a
0162 力ギ09 Key 09 n/a
0163 力ギ10 Key 10 n/a

Item $0015

Estpolis Denki II prototype item 0015 description.png

Item ID Transliteration Translation
0015 フライソール

毒の沼の影響をうけなくなります

Fly Soul

You won't receive the effects of poison from swamps.

An item equivalent of the Soul spell (see Spell Differences section). It has a 50 Gold cost set in the item properties, but isn't found in any shops. Like the spell version, it's also unfinished - the only programming for it is to play the item used confirmation sound effect, and subtract 1 from the total quantity. Also like the spell version, this was originally an item in the first game. This item was removed in the retail version.

Item $0167 (Green tea) Description

Prototype Retail JP
Estpolis Denki II prototype item 0167 description.png Estpolis Denki II Green Tea description.png

The item name and properties for the Green tea (item $0167) weren't yet implemented. This causes the glitched "F" item in the Sundletan shop noted in the Bugs section. However, the text table of item descriptions does have an entry for it.

Prototype Translation Retail JP Translation Retail NA
お茶っちゃ、あちゃちゃっちゃ The tea is hot-hot-hot-hot-hot! おいしいお茶です。世界中のおじいさんに愛飲されています。 Delicious tea. The usual drink of elderly men the world over. Delicious green tea popular with people the world over.

Location Differences

Cactus.png
Elcid
Elcid, Elcid South Cave, and Elcid North Cave.
Cactus.png
Sundletan
Sundletan, Lake Cave, and the Shrine to Alunze Kingdom.
Cactus.png
Alunze part 1
Alunze Kingdom, Foomy Woods, and Nikoru/Koniru (an unused village!).
Cactus.png
Alunze part 2
Alunze Castle.
Cactus.png
Alunze part 3
Alunze Northwest Cave and Alunze North Shrine.
Cactus.png
Tanbel
Tanbel and Tanbel Southeast Tower.
Cactus.png
Clamento
Clamento, Ruby Cave, and the Small Shrine to Parcelyte.
Cactus.png
Gruberik
Gruberik.
Cactus.png
Forfeit Island
Including Markao.
Cactus.png
Doom Island
An early, unfinished map.
Cactus.png
Unknown shrine
Location $F1.
Cactus.png
Shrine of Daos
The final dungeon and the ending.
Cactus.png
Mystic Stones
The various Mystic Stone chambers. Early, unfinished maps using a completely different tileset.

Location Names

A summary of map names that were changed. The name changes apply to all floors of a given location. For simplicity, the table below lists just the first floor (e.g., B1 for applicable dungeons):

Hmmm...
To do:
Elcid North Cave, Elcid South Cave, Lexis Labs
ID P/R Prototype Translation Retail JP Translation Retail NA
42/40 メリクス 北の洞窟・B1 Merix North Cave B1 橋の洞窟・地下1 Cave Bridge B1 Cave Bridge B1
49/47 北の洞窟・B1 North Cave B1 北の迷宮・地下1 North Labyrinth B1 North Dungeon B1
A5/A3 まよいの山 Lost Mountain 帰れずの山 Mountain of No Return Mountain of No Return
D3/CD 神の海底都市 Submarine City of the Gods 神の海底神殿 Submarine City of the Gods Submarine Cave Shrine

Shop Differences

Skills Shops

Estpolis Denki II prototype Skills shop page 1 inventory.pngEstpolis Denki II prototype Skills shop page 2 inventory.png

Skills shops can be found in Nikoru / Koniru, Tanbel, Parcelyte, Bound Kingdom, Narcysus, Treadool, Auralio Kingdom, Treble, Barnan and Chaed. Here, you can buy skills like Arrow and Bomb, which are normally found and used in the game's dungeons. This implementation is far different from what we got in the final version (and this prototype, where you start a new game with a full skill ring).

These shops feature a "Skill" graphic in the upper left corner and a wallpaper depicting a bow and arrow, bomb and chain links (from the Hook or Hammer).

The inventory for each Skills shop is identical no matter which village/city/kingdom you're in. There's ten total items for sale. All of the skills are available for purchase except the Fire arrow.

In these shops you can buy 2 upgraded versions of the bomb skill not seen in the retail version. However, they're identical to the original except for the name and cost.

Hmmm...
To do:
Each character can equip certain skill tools, it seems.
Item ID Name Translation Cost
0147 フック Hook 2000 Gold
0148 ボム Bomb 1000 Gold
0149 ハイボム Hi-Bomb 2000 Gold
014A エクスボム Ex-Bomb 3000 Gold
014B アロー Arrow 1000 Gold
014D ハンマー Hammer 4500 Gold
014E てぶくろ Gloves 2500 Gold
014F かま Sickle 1800 Gold
0150 かまいたち Whirlwind Sickle 3100 Gold
0151 しばかりき Lawnmower 1500 Gold

Description for item $0148:

Estpolis Denki II prototype item 0148 description.png

Japanese English
ボム
戦闘中に使うと敵全体にダメージ
Bomb
When you use this in battle, it damages all enemies.

Description for item $0150 (in prototype only, removed from final version):

Estpolis Denki II prototype item 0150 description.png

Japanese English
かまいたち
かまいたちを起こして敵にダメージ
をおたえる
Whirlwind Sickle
After using the Whirlwind Sickle, it damages enemies.

Spell Differences

Estpolis Denki II prototype spell 0x26.png

Japanese English
ソール
毒沼や溶岩などの影響を受けなくなります
Soul
Prevents you from receiving damage from things like poisonous swamps and lava.

This spell is not present in the retail version. It's called "Float" in Lufia 1, usage obvious, and it's a carryover from that game. The magic shop in Portravia stocks it at no cost. All party members can learn it except Guy (who can't learn any spells), and requires 2 MP to cast. It can be cast at any time from the menu, but isn't available in battle. Unfortunately, the spell is unfinished - the only programming for it is to play the confirmation sound effect that the spell was cast, and subtract the MP cost.

Hidden Tiles

There are several invisible event and exit tiles located one step down from Maxim's position in the screenshots below.

Elcid (water)

Estpolis Denki II prototype Elcid hidden tile water.png

Executes this event script starting at offset 0F2905 (SNES address 9EA905):

2B01           Add Selan
2B02           Add Guy
2B03           Add Artea
351A F201      (chrnum 26 in location index F2 related)
3529 F401      (chrnum 41 in location index F4 related)
16F2 6301      Warp to location index F2 Doom Island

The destination: Estpolis Denki II prototype Elcid hidden tile water location F2 destination.png

(take a few steps down for the entrance event)

Also tacked on the script above are some commands used to instantly finish the game:

1A83           Set event flag $83 (destroyed Mystic Stone 3)
16F6 0207      Warp to location index F6 (final room)
00             end

However, there's no known way to reach this part of the script.

Elcid (tree)

Estpolis Denki II prototype Elcid hidden tile tree.png

Either of the two tiles behind the tree executes this event script starting at offset 0F291E (SNES address 9EA91E):

2B04           Add Tia
1A0A           Set event flag $0A (this is the same flag set when entering Tia's shop at the beginning of a new game, so no effect)
00             end

WMAP (Nikoru/Koniru)

Estpolis Denki II prototype WMAP hidden tile Nikoru entrance.png

An entrance to an unused village!

WMAP (water)

Estpolis Denki II prototype WMAP hidden tile water.png
Step on any of the top three dark blue edge tiles to warp to Doom Island location index $F2.

Estpolis Denki II prototype WMAP hidden tile water location F2 destination.png
Unlike the Elcid hidden tile, no party members are added.

(Source: Trevormacro (discovery of hidden tiles), Sinrevi (Nikoru / Koniru translation))