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Shining Force III Scenario 2: Nerawareta Miko

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Title Screen

Shining Force III Scenario 2: Nerawareta Miko

Developers: Camelot Software Planning, Sonic! Software Planning
Publisher: Sega
Platform: Sega Saturn
Released in JP: April 28, 1998


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


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.

Debug Mode

Hmmm...
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
(Source: [1] Knight0fDragon)

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

SF3SC2AIRO.png
Behind Airo Village is a functional bridge and a few textures and sprites.

Chickens2SF3SC2.png
Inside this pen is chickens that can't normally be talked to.

  • Storich Business District

SF3SC2hiddenstorich.png
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

Hmmm...
To do:
  • Finish Scenario 1 leftovers section.
  • Rewrite the entries as needed.
  • Then go through Enemy entries, sprites and walkthroughs to see what else doesn't get called.
  • Long shot, but try and find a way to call these enemies in battle, though it's likely the game would just crash.

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
??? ??? 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 SF3Horseman.gif 708(Dummy) It appears to be an upgrade to Bow Knight
ブラックナイト Black Knight SF3BlackKnt.gif 710 Now with a completed 3D model.
セイント Saint SF3Saint.gif 712(Dummy)
ドラゴンニュート Baby Dragon SF3DragonNewt.gif 716(Dummy)
デュラハン Durahan SF3Durahan.gif 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 SF3Taros.gif 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 SF3SlashBat.gif 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 SF3Monk.gif 763(Dummy) Sprite is only a guess, as it was used a fair bit to represent enemies during development.
ブルー Blue Priest SF3Blue.gif 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 SF3Gargoyle.gif 850
ゴリアテ Goriate SF3Goriate.gif 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 SF3Hermitcrab.gif 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.
(Source: Knight0fDragon(Sprite Rips); Original TCRF Research)
  • 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

Hmmm...
To do:
* Finish adding the rest of the items
  • Recheck specials, AGAIN
  • Type up the japanese, which is going to be a glacially slow process because the font is so terrible.
  • Have someone double check the japanese, see if it's correct.
  • Is ケイロン a character from previous games? All i can come up with is a character from Shining Tears, but that can't be right, surely.

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.

No Image Name(English) Description(English) Stats Notes
152 Ultra Axe.png スカイ トマホーク(Ultra Tomahawk) トマホーク系統の武器 必殺技発動(Tomahawk - Special Attack) ATK 20 Originally called Ultra Axe.
178 Spark Wand.png マーリンズワンド(Pyra's Wand) ワンド系統の武器 必殺技発動 スパーク(Wand - Special Attack, Spark L3, regen 2 MP) ATK 19 AGL 5 MP Regen + 2 It's not known if it even has a special attack anymore.
188 Caylons bow.png クイロンの矢(Moogie's Arrow) 矢系統の武器 必殺技発動(Arrow - Special Attack) ATK 24 AGL 3 This is Caylon's Bow from SC1. The Fan Translation is a reference to an admin for a Shining Force fansite.
227 Statue GemSC2.png 像の黒水晶(Statue Gem) アスピアの迫跡に開像があるらしい?(Gem from a statue in Aspia) N/A Scenario 1 leftover
230 Cane.png 神刄の杖(Divine Cane) バサンダ専用 回復のカを備えた武器() ATK 16  
231 Hell RodSF3.png 地獄のロッド(Hell Rod) デスへレン専用の杖(Staff - Hell Dragon L2) ATK 20 Desshelen exclusive weapon, does not actually give you Hell Dragon if used.
253 Gold Beak.png 金のくちほし(Golden Beak) (Beak - Crit + 5, Ctr + 5,random Summon if used) ATK 3, Crit + 5 Counter + 5 The only "Summon" that appears to be programmed in is a low damage bubble beam.

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
06
Inferno.png 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
Pacify.png 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
Tsunami.png 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
Chant.png 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
Bldcane.png (Chaos) N/A N/A N/A (Conjures Chaos) Must be enabled using the Fight Menu, No 37. Still merely a placeholder.
2A
HolyCane.png 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
ORB.png (Holy Cane) 2 0/0 2 (Used on the Unholy) Acts as an item. Appears to be a prototype for the Shining spell.
2C
SF3ORBSC2.png 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
SF3BloodCaneSC2.png 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
Bldcane.png (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
Bldcane.png ???(???) 4 1/18/2/1 0(self) ????


Items/Enemy Attacks

Hmmm...
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
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)

Values Image Name Notes
00 SF3mtest.png (Measurement Test)() Unchanged from Scenario 1, still just a door texture and a 25x25 floor pattern.
01 SF3Stest2.png (Store Test)() Essentially a test of the shops, church, HQ and new Bookshelf function. The Fan Translation leaves it untranslated, but is otherwise functional.
2C & 2D SF3SC2Untranslated.png ?() Appears to be untranslated in the Fan Translation. Both are copies of the final Hero's Test floor, except with music from the Saraband Docks Battle, and every sprite but Cerberus broken.
54 SF3SC2Switching.png Switching Point Battle() A broken version of the battle map. Object collision is missing, camera pans to the upper right at start.
A4 SF3SC2Swampland Swamp 2.png Swampland Swamp 2() For some inane reason, they decided to make a duplicate map. Only bit 6 seems to work as intended, 4 and 5 play a glitched cutscene, then warp you to Storich HQ.
C4 SF3SC2Sewer.png Unused Sewer Level() What appears to be an unused battle map. Strangely the map file internally is called TEST01.MPD but if it was ever meant to be used, the only conceivable place where this could have been used is either in Barrand or Storich.
C5 SC3RuinsSF3SC2.png Scenario 3 Chapter 3 Ruins() Exactly what it says on the tin.
CB, CC, CD SF3SC2Town.png Town() All 3 load the same map. It's a partially finished town map, with nothing to suggest what this was originally intended for. For some reason, these all seem to have different file names in the scene select().
N/A SF3SC2Field.png FIELD.MPD Back again from Scenario 1, with a more recent modification date than in that game. collision is a bit more broken, and now the sea appears to be separated from the land, making it appear as if the land floating.
N/A SF3SC2Line.png LINE.MPD Scenario 1 leftover.

Unused Sprites

XTEST.CHR

  • Old Man

SF32Oldman.gif
ID:0533

  • Dark Skinned Woman

SF32Womanwdarkcomplexion.gif
ID:0538

  • Woman Holding Baby

SF32Womanwbaby.gif
ID:0541

  • Twins

SF32Twins.gif
ID:0546
A pair of twins.

Version differences

Hmmm...
To do:
Figure out changes

Two versions of the game are known to exist, labeled 1.003 and 2.000 internally.