Shining Force III Scenario 2: Nerawareta Miko
|Shining Force III Scenario 2: Nerawareta Miko|
This game has unused animations.
This game has a prerelease article
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.
- 1 Debug Mode
- 2 Hidden Objects
- 3 Unused Characters
- 4 Unused Classes
- 5 Unused Enemies
- 6 Unused Items
- 7 Unused Spells
- 8 Unused Locations
- 9 Unused Sprites
- 10 Version differences
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:
|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.|
|Lod||Loads a save file|
|12P||What this does is unknown, currently, selecting it just refreshes the menu.|
|Cfg||The normal Configuration menu|
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.
If the bit 0128-6 in Flg is set, you will now be given control of enemies during battle.
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.
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
- Airo Village
- Storich Business District
- 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__"
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.
下級スチーム 下級ウルフ 下級忍者 下級機械兵 下級メタル 下級魔物使い 剣名人 親衛騎士 狂戦士 聖戦士 上位魔法使い 召喚士
Steam Soldier Werewolf Ninja Tyro Mecha Bot Metal Driver Trainer Light Apostle Paladin Berserker Paladin Sorcerer Sumonner
In addition to the 6 3rd promotional classes from Scenario 1(The Summoner Hedva uses is a different entry), another 6 base level promotions go completely unused. It's not known at all what the first three could've been used for, though they oddly sound as if they could fit the characters Ratchet, Frank, and Hagane/Murasame respectively(though it's just as likely these were also intended for cut characters.). The other half however also fit well with the characters Robbie, Jade and Pappets, who all join in the later half of the game.
Even stranger, all six of these are removed in Scenario 3, leaving very conspicuous "Reserve" gaps.
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)
|N/A||700||Nothing appears to use the Sprite ID in this game.|
|708(Dummy)||It appears to be an upgrade to Bow Knight|
|710||Now with a completed 3D model.|
|716(Dummy)||Dragonnewt from Scenario 1.|
|727(Dummy)||Shining Force I enemy. Later used in Scenario 3.|
|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.|
|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.|
|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.|
|File:SF3Colossus.gif||736(Dummy)||Sprite taken from Scenario 3, where it was used.|
|738||Why this graphically complete bat enemy went unused is unknown.|
|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.|
|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.|
|Not Found||753(Dummy)||Replaced with Metal Gunner(ﾒﾀﾙｶﾞﾝﾅｰ) in Scenario 3.|
|Not Found||754(Dummy)||Replaced with Bugbear in Scenario 3.|
|Not Found||759(Dummy)||Replaced with Arch Demon(ｱｰｸﾃﾞｰﾓﾝ) in Scenario 3.|
|763(Dummy)||Sprite is only a guess, as it was used a fair bit to represent enemies during development.|
|765(Dummy)||Shining Force II enemy, later used in Scenario 3.|
|None||791(Dummy)||Seems to be a script related to recruitable characters during battle, as opposed to a genuine enemy entry.|
|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.|
|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
|Titan||N/A(3D Model)||806||Scenario 1 leftover.|
|ｱﾛｶﾞﾝﾄ||Arrawnt||File:SF3Arrawnt.gif||822||Scenario 1 Leftover, seemingly left intact.|
* 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.
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||ﾒﾛｳｽﾍﾟﾙ(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||ｽﾌﾟﾗｯｼｭ(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||ﾍﾞﾙｾﾙｸ(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.|
||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.|
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.
|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.|
|Goddess Tear, Holy Rain, Magic Ring
女神の涙 希望の光 マジックリング
|Antidote, Fairy Powder
|The normal Return spell is Value 15.|
|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.|
|Agile Onion, Happy Cookie
|Health Bread, Brain Food
|Breath of Fire
|Breath of Ice
|Breath of Thunder
|Breath of Wind
|Breath of a Demon
|Breath of Water
|Breath of Acid
|Harpy hyper-sonic blast
|Violently Shakes the Ground
|Boulder Crushes all in Path
||Breath with Bubbles
||This is mostly likely related to the Gold Beak.|
||Spitting Ink Attack, Causes Illusion
||Used by the Dark Kraken|
|Used by the Generators in one of the Elbesem Temple battles.|
To access these levels use action replay code 360302E1 00XX(XX being the following values)
- Old Man
- Dark Skinned Woman
- Woman Holding Baby
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|