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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 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.
Contents
Sub-Pages
Prerelease Info |
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. Its 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, its use depends on what ACT you selected. I.E., 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
If for whatever reason the game cannot load the normal waterfall(For example, by using an certain version of Yaiba Sanshiro), this gets loaded instead.
Unused Characters
Immediately after the last used character are three unfinished entires. They are called "グラツア"(Gracia), "パピィ"(Puppy?), and "スピリテット"(appears to be a misspelling of Spiriel, スピリテッド vs スピリテット), They all use the standard placeholder icon, and have no stats.
- Two Julians
Strangely, and only for this game the character Julian has two entries in stored in RAM with the new one occupying a slot that later gets filled by Gracia in Scenario 3. The original, however, is left broken, setting it to either team will crash any battle it appears in, and setting it to Medion's team out of battle will corrupt the status menu, creating multiple garbage Playable Characters.
Unused Classes
Japanese | Fan Translation |
---|---|
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.
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 |
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??? ??? |
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 Knight 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 its 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 its sequels contain anything relating to it. Was ultimately replaced with Giant Ant by Scenario 3. |
Colossus コロッサス |
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 for this one. Most are just as unused but not altogether unchanged, as some now appear to have more functionality. For English names and descriptions, the fan translation will be be used for parity, though keep in mind the translation for these may not always be accurate. To view these spells, write the following values to address 0x6034094. This will replace Medion's Return spell with the target. For the spell's level, write 01-04 to address 0x6034095, and if more MP is needed, add/use the bright honey consumable through the Debug menu.
Items/Enemy Attacks
Each item in the game, and certain enemy attacks are considered Spells internally, though it appears they were disabled. Attempting to load the ID in as a spell results it being set to 00(???/?????), though the descriptions for these can still be seen through the Status Menu, under Magic. It is possible *Orb was also intended to be disabled, though the unique description suggests otherwise.
Value | Name | Description | Notes |
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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 |
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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 |
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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 |
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1D | *Level 道具勇気のリンゴ |
Brave Apple 勇気のリンゴ |
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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 |
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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 |
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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 |
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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 |
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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 |
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23 | Bubble Breath アクアブレス |
Breath of Water 水を吐き ダメ一ジを与える |
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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 |
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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 バブルブレス |
Breath with Bubbles 泡を吐き(ダメージを与える |
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39 | Black Breath ブラックブレス |
Spitting Ink Attack, Causes Illusion 墨を吐き(ダメージを与える(眩惑 |
Used by the Dark Kraken. |
3C | Discharge 放電 |
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 if there are any more changes. |
Two versions of the game are known to exist, labeled 1.003 and 2.000 internally.
- Produn
1.003 | 2.000 |
---|---|
48px | 48px |
The character Produn had their portrait updated between versions.
- Insane mode bug
A glitch was fixed involving certain uncontrollable NPCs, such as Hazuki(before being recruited) and Donhort. If the game difficulty was set to Insane and it reaches their turn, the game crashes.
The Shining series
| |
---|---|
Genesis | Shining Force • Shining Force II (Prototypes) |
Game Gear | Shining Force Gaiden: Ensei Jashin no Kuni he • 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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