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Shining Force III Scenario 2: Nerawareta Miko
| Shining Force III Scenario 2: Nerawareta Miko |
|---|
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Developers: Camelot Software Planning,
Sonic! Software Planning
|
Also known as Shining Force III: Target: Child of God, this sequel oddly feels like what the original Shining Force III should have been. It stars the 3rd Prince in line to the throne, Medion with his even smaller(and somewhat quirkier) force of soldiers as he tries to evade fellow Empire soldiers, masked satanic cultists, and Republic traitors on his way to rescue his father, the King of Destonia and ultimately stop the Mad Governor Garvin's schemes.
Contents
Debug Mode
| To do: Event flags, battle debug, etc. |
Use 360238EE 0001(1.003) or 3602389E 0001(2.000) depending on the version of the game to activate a debug mode. It's functions are a bit different to Scenario 1's:
| Name | Explanation |
|---|---|
| Scn | Area Warp - select the map where you wish to go, hit A then close the menu. The second option chooses what exit you spawn from, or in battle, what cutscenes play. In some maps setting it to -1 allows you to spawn out of bounds. |
| Flg | Sets event flags. |
| Prm | Roster editor. Add or remove characters, what team they're in, skill lvs, and their levels or classes. |
| Itm | Gives you any item in the game, provided you still have space. There is also an option for Max Gold. |
| Sav | Saves file |
| Lod | Loads a save file |
| Snd | Sound Test |
| 12P | What this does is unknown, currently, selecting it just refreshes the menu. |
| Cfg | The normal Configuration menu |
Controls
Pressing X+Y+Z together will pause the game. In this mode, pressing any button other than L, R, or Start will advance the game 1 frame, pressing L will enable some printout information and R will disable. To exit, Press the Start button. Holding Z will disable collision, allowing you to cross out of bounds. In battle, if you hold Z while an enemy or character ends their turn, the battle instantly ends, or instead you can kill specific characters/enemies by holding Start while ending their turn. Finally, pressing R during a cutscene will skip dialogue, and L will disable it. Pressing it multiple times can advance through scenes slightly faster, though this will crash the game on certain scenes.
Controlling Enemies
If the bit 0128-6 in Flg is set, you will now be given control of enemies during battle.
Fight Menu
Setting 0128-0 in Flg will enable a fight menu, with extra options, they are as follows:
- CNO - Unknown, cannot be manually changed.
- ACT - For Scenario 2 the options are: FIT, FAR(Seems to crash the game when used), EQI, ITM AND MAG
- NO - Goes from 0-101, it's use depends on what ACT you selected. IE, what spell the character uses if you select magic.
- LV - Level of attack, likely only for Spells.
- HIT - NRML, S--H, N--H, SUKA(Guard), and CRTC
- KAI - Unknown
- HAN - Unknown
- D - Strangely, although they added a 4th D, the functionality of all but 1 appears to have been removed. Setting these to the highest value doesn't appear to add an extra damage step. D1 appears to pull names from RAM(e.g. Setting to 20 while attacking with an enemy will say Medion took damage, 21 for Campbell, etc) though setting it to an invalid name(i.e. One of the PC placeholders) will crash the game.
Debug Flags
Using the Flg option it is possible to enable extra debug functions, format is "Address-Bit" and they are as follows:
0108-2 - window layer disabled
0108-7 - sprites disabled
0110-0 - Slow mode
0110-3 - Disables the backgound layer
0130-0 - Hitbox display (Overlays a wireframe around collision.)
0130-3 - Camera Tilting or alternatively, Drunk Mode
Hidden Objects
- Airo Village
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Behind Airo Village is a functional bridge and a few textures and sprites.
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Inside this pen is chickens that can't normally be talked to.
- Storich Business District
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Placed way out of bounds is this lone Conductor.
- Waterfall graphic
Hidden behind the game's waterfall is this small texture. The letters appear almost illegible, thus far the only thing that can be made out is "た__"
Unused Characters
There three additional unused characters buried in the game called グラツア, パピィ, and スピリテット. The first one is Gracia, while the last one appears to be a mispelled Spiriel(スピリテッド vs スピリテット), and the middle is unknown, it doesn't even show up in Scenario 3. They all use a placeholder icon, and have no stats. The fan translation edits the latter two out to "Rogan"(another unused character) and "Edmund" respectively.
- Two Julians
Being a returning character from scenario 1, you'd think Julian would occupy the same Character slot(or CNO as the game calls it) as that game, but that's not the case in Scenario 2. For some inexplicable reason, the one the game uses is indexed next to Donhort, which the original is horribly broken, and will crash the game if used in battle. Even outside of battle if the character is in your team it breaks the Status page, adding loads of garbage Playable characters to the page.
Unused Enemies
To do:
|
Buried in the game are a slew of unused enemy entries all of which still have model files present, though most had their contents dummied out. An unusual amount of these are from previous Shining Force games. They follow X8PC[###].BIN(### being the values below) Note:Number is for the Model IDs. To get the Sprite IDs, subtract 500 from the Model ID(For example: Sara Sldr's Sprite set is 201)
| Name | Sprite | Number | Notes |
|---|---|---|---|
| ??? ??? |
N/A | 700 | Nothing appears to use the Sprite ID in this game. |
| Gladiator グラディエイタ一 |
Not Found | 703(Dummy) | |
| Horseman ホ一スマン |
708(Dummy) | It appears to be an upgrade to Bow Knight | |
| Black Knt ブラックナイト |
710 | Now with a completed 3D model. | |
| Saint セイント |
712(Dummy) | ||
| Baby Dragon ドラゴンニュート |
716(Dummy) | Dragonnewt from Scenario 1. | |
| Durahan デュラハン |
727(Dummy) | Shining Force I enemy. Later used in Scenario 3. | |
| Mad Muscle マッドマッスル |
Not Found | 732(Dummy) | Appears to be a Shining the Holy Ark leftover. No sprites or models exist in any version of the game. Gets replaced with Ice Golem by Scenario 3. |
| Talos タロス |
734 | Mistranslated Taros. A boss from Shining Force II that later gets used in Scenario 3, though it's graphics appear to have been completed by this stage. | |
| Brover ブロ一バ一 |
Not Found | 735(Dummy) | There is evidence that the enemy was working at some point, but neither this game or it's sequels contain anything relating to it. Was ultimately replaced with Giant Ant by Scenario 3. |
| Colossus コロッサス |
File:SF3Colossus.gif | 736(Dummy) | Sprite taken from Scenario 3, where it was used. |
| Slash Bat スラッシュバット |
738 | Why this graphically complete bat enemy went unused is unknown. | |
| Wyrm ドラゴンB |
Not Found | 742(Dummy) | The only real clue as to what this might be is in the Japanese name, suggesting it was merely a lazy recolor of Dragon. Replaced with Skull Warrior(スカルウォリアー) by Scenario 3. |
| Dragon Knight ドラゴンナイト |
Not Found | 743(Dummy) | |
| Chimera キメラ |
Not Found | 747(Dummy) | A Chimera is used in the next game, but for some reason THAT entry replaces one of the Fiales. Meanwhile, this one gets replaced by Hell Succubus. |
| Chariot チャリオット |
Not Found | 753(Dummy) | Replaced with Metal Gunner(メタルガンナー) in Scenario 3. |
| Catapult ダ一クカタパルト |
Not Found | 754(Dummy) | Replaced with Bugbear in Scenario 3. |
| Demon Mage デ一モンマスタ一 |
Not Found | 759(Dummy) | Replaced with Arch Demon(アークデーモン) in Scenario 3. |
| Monk モンク |
763(Dummy) | Sprite is only a guess, as it was used a fair bit to represent enemies during development. | |
| Blue Priest ブル一 |
765(Dummy) | Shining Force II enemy, later used in Scenario 3. | |
| [Untranslated] 仲間になるPC |
None | 791(Dummy) | Seems to be a script related to recruitable characters during battle, as opposed to a genuine enemy entry. |
| Gargoyle ガーゴイル |
850 | ||
| Goriate ゴリアテ |
852 | Sprites for the character are included in Battle 12, and a non-dummy model file is present, suggesting you were originally going to fight the character during that battle. In the final, he shows up in Chapter 3's opening cutscene then is said to have left for Destonia immediately after, and isn't seen again until the next game. | |
| Hermit Crab ヤドカリ |
871 | ||
| Monster 魔物 |
Not Found | 888(Dummy) | It's a mystery as to what this unusually generic entry might be. It's the second to last on the list. |
- 3D Models
Scenario 1 leftovers
| Japanese | English | Sprite | Number | Notes |
|---|---|---|---|---|
| Titan | N/A(3D Model) | 806 | Scenario 1 leftover. | |
| アロガント | Arrawnt | File:SF3Arrawnt.gif | 822 | Scenario 1 Leftover, seemingly left intact. |
Unused Items
| To do: * Finish adding the rest of the items
|
Using the in-game debug, it is possible to place any item in the game in your character's inventory. The Ninja Katanas are actually used now, and NOT SET was removed as all 255 slots in the game now contain items, but unused items from the first game are still present.
Unused Spells
All of the spells from the first game return, most are just as unused, but not altogether unchanged. Some that did not work in the previous game now seem to have more functionality here. For English names and descriptions, the Fan Translation will be now be used for parity. To view these spells, write the following values to address 0x6034094. This will replace Medion's Return spell with the target, and as for the spell's level, write 01-04 to address 0x6034095. You may need to add MP before attempting some of these, though this can be done via adding/using bright honey consumables through the Debug menu. Note that the fan translation is used for completeness, but names and descriptions often don't line up, the differences will be noted whereever possible.
| Value | Video | Image | Spell(Eng Patch) | Max LV | MP | Range | Description | Notes |
|---|---|---|---|---|---|---|---|---|
| 06 | インフェルノ(Inferno) | 2 | 30/30 | 3/3 | 光の力で(敵にダメージを与える (Burns with Searing Lava and Raining Fire) | DO NOT WATCH THE VIDEO IF YOU ARE PRONE TO SEIZURES. | ||
| 09 | メロウスペル(Pacify) | 2 | 5/9 | 1/2 | 失われた魔法(味方の魔法耐性を上げる (Increases magic resistance) | The Japanese description mentions something along the lines of being a "Lost Magic". | ||
| 10 | スプラッシュ(Tsunami) | 1 | 7 | 2 | 味 敵にかかった魔法効果を消し去る (Dispel Magic Effect) | "[X] is freed from magic effects!" Much more functional compared to Scenario 1, but still very buggy. | ||
| 13 | リフレイン(Chant) | 2 | 6/12 | 1/2 | 味方のHPが(4ターン回復する (Recover HP for 4 turns) | "[X] is chanting!" The spell is a bit more functional now, but it still doesn't do anything. | ||
| 25 | (Chaos) | N/A | N/A | N/A | 混沌の渦を呼び寄せ(ダメージを与える (Conjures Chaos) | Must be enabled using the Fight Menu, No 37. Still only a placeholder. | ||
| 2A | ベルセルク(Berserk) | 1 | 8 | 1 | 仲間を狂乱させ(会心攻撃をさせる (Rage increases Attack, Loss of Control) | Different unfinished icon, still unused. Characters seem to have animations for it, though it's unknown if they all do or if it's merely the early ones. Now only targets allies. | ||
| 2B | (Holy Cane) | 2 | 0/0 | 2 | 失われたアイテム修行僧の杖 (Used on the Unholy) | The japanese description is the same as scenario 2. As-is it's a placeholder for the Shining Spell. | ||
| 2C | 馗具宝珠(Orb) | 1 | 0 | 2 | エルべセムの宝珠 (*Orb) | First letter of the description appears to be garbage. Has a different icon now, for some reason. | ||
| 33 | 神刄の杖(Blood Cane) | 1 | 0 | 3 | バサンダの武器で使う全回復魔法 (Recovers Everyone) | Given a new icon. It's animation is similar to using an item. | ||
| 3A | Captured by Whip |
愛のムチはアタックとサポートとダメージ (Target is Tamed) | N/A | N/A | N/A | Cannot be seen through normal means, setting the ID will only produce a non-functional entry. Setting Magic to 58 LV 1 in the Fight Menu will get it to work. Deals damage to monsters while boosting their stats, but doesn't appear to tame them. | ||
| 3B | 48px | Fake Charm |
1 | 0 | 2 | 金のくちばし(何かが召喚される (Fakes Charm Spell, Gain XP) | Despite what the fan translation says, this appears to be related to the Golden Beak item. | |
| 3D | ??? ??? |
4 | 1/18/2/1 | 0(self) | ???? |
Items/Enemy Attacks
| To do: Add Japanese text. |
Each item in the game, and certain enemy attacks are considered Spells internally, though it seems they were commented out. Attempting to load the ID results in it being set to 00(???/?????) in battle, though the descriptions for these can still be seen through the Status Menu, under Magic. It is possible *Orb was suppose to be broken the same way, though the unique description suggests otherwise.
| Value | Name | Description | Notes |
|---|---|---|---|
| 16 | *Heal 道具HP回復 |
Med Herb, Heal Drop, Potion, Heal Rain 薬草 いやしのしずく いやしの水 恵みの雨 |
Description is a list of items that call the spell. |
| 17 | *Restore 道具MP回復 |
Goddess Tear, Holy Rain, Magic Ring 女神の涙 希望の光 マジックリング |
|
| 18 | *Cure 道具異常回復 |
Antidote, Fairy Powder 毒消し草 妖精の粉 |
|
| 19 | *Return 道具天使の羽 |
Angel Wing 天使の羽 |
The normal Return spell is Value 15. |
| 1A | *Raise 1 道具能力上昇1 |
Power Wine, Armor Milk, Quick Chickn 力のワイン 守リのミルク はやてのチキン |
Chicken was shortened. |
| 1B | *Raise 2 道具能力上昇2 |
Agile Onion, Happy Cookie いだてんピ一マン 幸運のクッキ一 |
|
| 1C | *Raise 3 道具能力上昇3 |
Health Bread, Brain Food 元気のパン さとリのミツ |
|
| 1D | *Level 道具勇気のリンゴ |
Brave Apple 勇気のリンゴ |
|
| 1E | Fire Breath ファイア一ブレス |
Breath of Fire 火炎を吐き ダメ一ジを与える |
|
| 1F | Blizzard Breath ブリザ一ドブレス |
Breath of Ice 吹雪を吐き ダメ一ジを与える |
|
| 20 | Thunder Breath サンダ一ブレス |
Breath of Thunder 雷を吐き ダメ一ジを与える |
|
| 21 | Wind Wing ウイングフラッタ一 |
Breath of Wind 羽ばたき攻撃で ダメ一ジを与える |
|
| 22 | Demon Breath デ一モンブレス |
Breath of a Demon 邪悪な気を吐き ダメ一ジを与える |
|
| 23 | Bubble Breath アクアブレス |
Breath of Water 水を吐き ダメ一ジを与える |
|
| 24 | Acid Breath アシッドブレス |
Breath of Acid 酸のブレスで ダメ一ジとスロウの効果 |
|
| 2D | X-Spark 負の閃光 |
*Titan Laser 巨神戦士 遠距離複数対象レ一ザ一 |
|
| 2E | Hammer ハンマ一パンチ |
*Titan Punch 巨神戦士 大ダメ一ジパンチ |
|
| 2F | Boomerang ブ一メランパンチ |
*Titan Attack 巨神戦士 広範囲複数対象パンチ |
Shortened Boomerang. |
| 30 | Panic パニックハウル |
Harpy hyper-sonic blast ハ一ピィの超音波攻撃 |
|
| 31 | Tremor 大地の震撼 |
Violently Shakes the Ground ゴ一レム右殴リL1 左殴リL2 |
|
| 32 | Rockfall 破壊の岩石 |
Boulder Crushes all in Path ゴ一レムの岩石投げレ一ザ一アイ |
|
| 38 | Bubble Breath |
Breath with Bubbles |
This is mostly likely related to the Gold Beak. |
| 39 | Black Breath |
Spitting Ink Attack, Causes Illusion |
Used by the Dark Kraken |
| 3C | Discharge |
Core Magic コア用魔法 |
Used by the Generators in one of the Elbesem Temple battles. |
Unused Locations
To access these levels use action replay code 360302E1 00XX(XX being the following values)
Unused Sprites
XTEST.CHR
- Old Man
- Dark Skinned Woman
- Woman Holding Baby
- Twins
Version differences
| To do: Figure out changes |
Two versions of the game are known to exist, labeled 1.003 and 2.000 internally.
| The Shining series | |
|---|---|
| Genesis | Shining Force • Shining Force II (Prototypes) |
| Game Gear | Shining Force: The Sword of Hajya • Shining Force Gaiden: The Final Conflict |
| Sega CD | Shining Force CD |
| Sega Saturn | Shining Wisdom • Shining the Holy Ark • Shining Force III (Prototypes) • Shining Force III Scenario 2 • Shining Force III Scenario 3 • Shining Force III: Premium Disc |
| Game Boy Advance | Shining Soul II • Shining Force: Resurrection of the Dark Dragon |
- Games developed by Camelot Software Planning
- Games developed by Sonic! Software Planning
- Games published by Sega
- Sega Saturn games
- Games released in 1998
- Games with unused animations
- Games with unused areas
- Games with unused characters
- Games with unused enemies
- Games with unused objects
- Games with unused graphics
- Games with unused models
- Games with unused items
- Games with unused abilities
- Games with unused text
- Games with debugging functions
- Games with hidden sound tests
- Games with hidden level selects
- To do
- Pages with broken file links
- Shining series
Cleanup > Pages with broken file links
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
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