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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
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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 |
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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
Behind Airo Village is a functional bridge and a few textures and sprites.
Inside this pen is chickens that can't normally be talked to.
- Storich Business District
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.
Unused Enemies
To do:
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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)
Japanese | English | Sprite | Number | Notes |
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??? | ??? | N/A | 700 | Nothing appears to use the Sprite ID in this game. |
グラディエイター | Gladiator | Not Found | 703(Dummy) | |
ホースマン | Horseman | ![]() |
708(Dummy) | It appears to be an upgrade to Bow Knight |
ブラックナイト | Black Knight | ![]() |
710 | Now with a completed 3D model. |
セイント | Saint | ![]() |
712(Dummy) | |
ドラゴンニュート | Baby Dragon | ![]() |
716(Dummy) | |
デュラハン | Durahan | ![]() |
727(Dummy) | Shining Force II enemy. Later used in Scenario 3. |
マッドマッスル | Mad Muscle | 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. |
タロス | Taros | ![]() |
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. |
ブローバー | Brother | Not Found | 735(Dummy) | This was replaced with Giant Ant in Scenario 3. Whatever it might have been is unknown, as it appears to have been cut incredibly early, even in the earliest Scenario 1 demo found, nothing related to it exist. |
コロッサス | Colossus | File:SF3Colossus.gif | 736(Dummy) | Sprite taken from Scenario 3, where it was used. |
スラッシュバット | Slash Bat | ![]() |
738 | Why this graphically complete bat enemy went unused is unknown. |
ドラゴンB | Wyrm | 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) in Scenario 3. |
ドラゴンナイト | Dragon Knight | Not Found | 743(Dummy) | Dragon Knight. |
キメラ | Chimera | Not Found | 747(Dummy) | A Chimera is used in scenario 3, but for some reason THAT entry replaces one of the duplicate Fiale entries. Meanwhile, Hell Succubus takes it's place. |
チャリオット | Chariot | Not Found | 753(Dummy) | Replaced with Metal Gunner(メタルガンナー) in Scenario 3. |
ダークカタパルト | Catapult | Not Found | 754(Dummy) | Replaced with Bugbear in Scenario 3. |
デーモンマスター | Demon Mage | Not Found | 759(Dummy) | Replaced with Arch Demon(アークデーモン) in Scenario 3. |
モンク | Monk | ![]() |
763(Dummy) | Sprite is only a guess, as it was used a fair bit to represent enemies during development. |
ブルー | Blue Priest | ![]() |
765(Dummy) | Shining Force II enemy, later used in Scenario 3. |
__になるPC | Become PC | None | 791(Dummy) | Seems to be a script related to recruitable characters during battle, as opposed to a genuine enemy entry. |
ガーゴイル | Gargoyle | ![]() |
850 | |
ゴリアテ | Goriate | ![]() |
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 leaves for Destonia, and by extension, the rest of the game. |
ヤドカリ | Hermit Crab | ![]() |
871 | |
Monster | 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 |
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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
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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
Value | Video | Image | Spell(Japanese name) | Max LV | MP | Range | Description | Notes |
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06 | ![]() |
インフェルノ(Inferno) | 2 | 30/30 | 3/3 | (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 | (Increases magic resistance) | For the second and last time. Some graphical effects were added, but the text is still missing. Gets replaced by Shining in Scenario 3. | |
10 | ![]() |
スプラッシュ(Tsunami) | 1 | 7 | 2 | (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 | (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 | (Conjures Chaos) | Must be enabled using the Fight Menu, No 37. Still merely a placeholder. | |
2A | ![]() |
ベルセルク(Berserk) | 1 | 8 | 1 | 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 | (Used on the Unholy) | Acts as an item. Appears to be a prototype 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 | (Recovers Everyone) | Given a new icon. It's animation is similar to using an item. | |
3A | ![]() |
(Captured by Whip) | (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 | (Fakes Charm Spell, Gain XP) | Appears to be a very unfinished spell, Using it plays the Bubble Breath animation and deals damage, but does nothing else of note. | |
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(English) | Description(English) | Notes |
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16 | (Heal) | (*Heal) | |
17 | (Restore) | (*Restore) | |
18 | (Cure) | (*Cure) | |
19 | (Return) | (*Return) | |
1A | (Raise 1) | (*Raise 1) | |
1B | (Raise 2) | (*Raise 2) | |
1C | (Raise 3) | (*Raise 3) | |
1D | (Level) | (*Level) | |
1E | (Fire Breath) | (Breath of Fire) | |
1F | (Blizzard Breath) | (Breath of Ice) | |
20 | (Thunder Breath) | (Breath of Thunder) | |
21 | (Wind Wing) | (Breath of Wind) | |
22 | (Demon Breath) | (Breath of a Demon) | |
23 | (Bubble Breath) | (Breath of Water) | |
24 | (Acid Breath) | (Breath of Acid) | Mainly used by the Hydra enemy. |
25 | (Chaos) | (Conjures Chaos) | Only used in Scenario 3 and the Premium Disk. |
2D | (X-Spark) | (*Titan Laser) | Scenario 1 leftover. |
2E | (Hammer) | (*Titan Punch) | Scenario 1 leftover. |
2F | (Boomerang) | (*Titan Attack) | Scenario 1 leftover. |
30 | (Panic) | (Causes Panic and Confusion) | Mainly used by the Harpy enemy. |
31 | (Tremor) | (Violently Shakes the Ground) | One of two Golem attacks |
32 | (Rockfall) | (Boulder Crushes all in Path) | The second Golem attack |
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 | 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 | |
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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 |
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