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Talk:Lufia II: Rise of the Sinistrals
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I wonder, would including the things the translators forgot go well here? There are a few caves only accessible in the lategame with the sub that have untranslated, gibberish names. --Xkeeper 23:49, 19 May 2010 (EDT)
- I don't see why not. I'm a fan of unusual glitches. :D --BMF54123 23:59, 19 May 2010 (EDT)
- I'm also deciding whether or not to include some stuff that was changed/cut from the American version, that *was* present in the Japanese version... Well, technically it *is* unused, just only in one *version*. (Also, I'll put together maps of those unused areas later, as requested.) -YK 00:09, 20 May 2010 (EDT)
- Version differences are perfectly acceptable material, wether something's cut or not, usually. Prime example: Kirby's Adventure. --Xkeeper 00:10, 20 May 2010 (EDT)
- All right. Then I'll add the differences between versions (that I'm aware of) later, as well. -YK 00:13, 20 May 2010 (EDT)
- Full map added. Xkeeper, feel free to delete the screenshots I used before. I'll probably do the unused items and version differences tomorrow. -YK 02:33, 20 May 2010 (EDT)
- Sure thing, dump it on User talk:Xkeeper and I'll try to remember to get around t it. As for the map: perfect. Absolutely perfect. Indicates where things go, doesn't have any unnecessary markings or other trivia (that's best left for the article text), and conveys exactly what needed to be conveyed. A++ --Xkeeper 02:36, 20 May 2010 (EDT)
- Full map added. Xkeeper, feel free to delete the screenshots I used before. I'll probably do the unused items and version differences tomorrow. -YK 02:33, 20 May 2010 (EDT)
- All right. Then I'll add the differences between versions (that I'm aware of) later, as well. -YK 00:13, 20 May 2010 (EDT)
- Version differences are perfectly acceptable material, wether something's cut or not, usually. Prime example: Kirby's Adventure. --Xkeeper 00:10, 20 May 2010 (EDT)
- I'm also deciding whether or not to include some stuff that was changed/cut from the American version, that *was* present in the Japanese version... Well, technically it *is* unused, just only in one *version*. (Also, I'll put together maps of those unused areas later, as requested.) -YK 00:09, 20 May 2010 (EDT)
Surely we need to document the infamous menu glitch? You just go into the menu and press left on one of the options and the game goes blooey. Wasn't that caused by a regional difference, where some genius added an extra option but forgot to add a pointer for it? ⬡ 07:51, 14 June 2012 (EDT)
Contents
Version Differences
I'll start on the differences between the American and Japanese versions of this game tomorrow, but there's one big thing I want to address first... namely, the game's most infamous glitch: The scramble screen shrines. They're clearly glitches, and it's pretty clear what *causes* it (the areas in question are pulling tile data from Doom Castle, but the actual graphics in those areas are different), but they're *not* messed up in the Japanese and European versions. Do I include this? If so, *how*? I'd be more than happy to map out the unglitched areas, but getting to floor B100 of the Ancient Cave will not be fun. >_< -YK 03:14, 21 May 2010 (EDT)
- Use cheats. And sure, why not? --Xkeeper 06:13, 21 May 2010 (EDT)
- PAR: 83914880 & 8391497E makes all boxes blue (except for Providence) and 839A1C60 no monsters except final boss in ancient cave with those codes it is fun ;) --Sephiroth 00:48, 26 Oct 2010 (EDT)
Japanese Version Underwater Cave
Here's the underwater cave with the garbled name from the Japanese version. If someone could translate what this says, we could mention it on the page... -YK 22:25, 22 May 2010 (EDT)
- カプセルモンスターの洞窟 = Cave of Caplsule Monsters (kapuserumonstaa no doukutsu) --Joe 00:24, 23 May 2010 (EDT)
- It's translated to the german version with "Höhle" - which means nothing more than "Cave" but has no scrambled text around it ;) --User:Sephiroth
- Hmm, Capsule Monsters? Wasn't that the original concept name for Pokémon? :p ⬡ 07:48, 14 June 2012 (EDT)
- It's translated to the german version with "Höhle" - which means nothing more than "Cave" but has no scrambled text around it ;) --User:Sephiroth
Palette Error?
From an FAQ:
The Dark Warrior looks exactly the same as the Samurai; however this wasn't supposed to be like this. After looking in the data of the cart, it turns out to be that the Dark Warrior had a different color scheme similar (but not the same) as the Ochi Warrior. For some reason the wrong color scheme was implemented for the Dark Warrior although the real palette is still inside ROM. Use the following PAR code (US version): 96BF1D01 to fix this.
That code works as advertised; it does indeed change the Dark Warrior's palette. However, can someone with more knowledge about this sort of thing check and make sure this is legitimate information, and not just the game pulling from something else's palette data? Also, I checked the Japanese version as well, and the Dark Warrior uses the same supposedly "incorrect" palette in both versions. -YK 22:28, 31 May 2010 (EDT)
Debug mode stuff
I've been messing with the debug mode, and I found a couple button combos, although I don't really know what, if anything, they *do*...
- Pressing Y on controller 2 brings up a strange mess of off-color sprites in the upper left corner of the screen. These appear to change with the sprites that are currently on screen. B+Y on controller 2 will get rid of this.
- While that sprite stuff is up, pressing A will bring up a load of strange text. There's no way to get rid of it except to leave an area.
- It could be a feature like Earthbound's debug menu. That is, the text that existed there has been nulled/scrambled over so we don't know what was meant to be there. Maybe it's just partially coded? -SGR
- What places does this work in? I tried a few areas and nothing appeared when the buttons were pressed. --JLukas 00:25, 27 June 2010 (EDT)
- Seems to work for me everywhere except the overworld and in vehicles. As for the second part, with the weird text, I had that wrong. Holding B+A on controller 2 is what brings it up. -YK 02:13, 27 June 2010 (EDT)
- Wait a second. I figured out why it's not working for you; I inadvertently had the same key assigned to both X on controller 1 ("turbo" X, technically), and Y on controller 2. Seems like pushing those two buttons together at the same time is what triggers the sprite stuff, and X1+A2 is what triggers the text. My mistake. -YK 02:18, 27 June 2010 (EDT)
- Seems to work for me everywhere except the overworld and in vehicles. As for the second part, with the weird text, I had that wrong. Holding B+A on controller 2 is what brings it up. -YK 02:13, 27 June 2010 (EDT)
Also, the sprite test... I noticed a number of sprites missing (namely, item sprites). Any way to bring those to the surface? I'd like to see if there're any that are unused. -YK 18:20, 22 June 2010 (EDT)
- The pointer table starts at SNES address CFF000. The max index is one short of the total. Use Pro Action Replay code 8EBB59FA to make the final sprite in the table visible. The pointer table is different from the main one used in the game which explains missing sprites. But it's not clear yet if there's an easy way to make it read from the other table instead. --JLukas 00:25, 27 June 2010 (EDT)
- Testing out that code, it seemed to reveal a single sprite that wasn't there before: One of the Excerion in glider form, from near the end of the game. I suspect that's the last sprite, and bringing it up was exactly what that code was intended to do, though; I'm still learning about the inner workings of ROMs and whatnot, so yeah. That said, I managed to pull up the sprite data in YY-CHR and found that there are no unused item sprites, anyhow, so no big deal. -YK 03:04, 27 June 2010 (EDT)
Actual way to access that debug stuff.
Since I messed up so spectacularly, and I seem to have finally isolated how exactly to bring those things up... I'll make a new thread for clarity:
- To bring up the sprite table, hold Y on controller 2, then press X on controller 1.
- To bring up that text, hold A on controller 2, and press X on controller 1.
- To get rid of the sprite table, hold B on controller 2, and press X on controller 1.
That should do it. -YK 02:23, 27 June 2010 (EDT)
RAN-RAN STEP
Should we mention what it does when used in battle? PS: Sorry, forgot to sign. Xnamkcor 18:55, 10 January 2011 (EST)
- So what *does* it do? -YK 19:18, 10 January 2011 (EST)
- Cycles through all animations including all spells used in battle. Xnamkcor 00:09, 11 January 2011 (EST)
- So, you're saying that equipping it on a character allows you to test that character's entire set of animations during a battle? I guess it can definitely be classified a debug weapon, in that case. :) --Aoi 02:48, 11 January 2011 (EST)
- Each character has Item, Attack, and Magic animations(Even Dekar and Guy), but most of the animations aren:t specific to the character that uses the RAN-RAN at all. about 95% is a long series of spells. All of them have no effect and don't do damage, but the graphic affects all monsters and party member(except for maybe the user of the RAN-RAN), such as glowing and sprite animations that affect the individual sprites. PPS: Forgetting to Sign Again Xnamkcor
- So, you're saying that equipping it on a character allows you to test that character's entire set of animations during a battle? I guess it can definitely be classified a debug weapon, in that case. :) --Aoi 02:48, 11 January 2011 (EST)
- Cycles through all animations including all spells used in battle. Xnamkcor 00:09, 11 January 2011 (EST)
Map Names
Are any of these map names displayed anywhere (e.g., buried a menu) or mentioned in party/NPC dialogue?
- World Map
- Map of Seafloor
- Arek Daos Shrine
If not, they get added to the article main page under Unused Text. Anything else unused from the location list on the Notes page? --JLukas (talk) 06:35, 7 May 2014 (EDT)
- Don't believe so. "Arek Daos Shrine" sounds like a mistranslation of "Arekdias Shrine" and sounds like the place where Arek is in the opening. "World Map" and the Sea Floor Map sound redundant. Doesn't look like anything else is unused though I haven't replayed the entire game fully; I find it interesting the Ancient Cave was added last. West (talk) 15:11, 7 May 2014 (EDT)
Broken map optics
There are a few maps with broken optics such as the Submarine Shrine. Those are fixed in the PAL versions. Can someone add technical details about this? While we're on it, there also seems to be the sound bug missing where you can apparently write arbitrary code into the game. See http://tasvideos.org/4746S.html for a detailed explanation of it. (Also, my username is bad, I did not know there are actually "Proto" pages in the wiki when I made it and saw that a few seconds later). --Proto (talk) 18:41, 8 May 2016 (EDT)
- Feel free to add a {{todo|Document the technical details of the maps with broken optics that were fixed in the PAL version}} or something like that to the article's page for whatever you think needs to be documented. More people will see it if it's on the main article, so it's better to post it there. Also, you can leave a message on User:Xkeeper's talk page asking for a name change if you'd like. -- Bast (talk) 04:33, 9 May 2016 (EDT)
Prototype music
A guy on Youtube claims to compare the prototype music with the actual music. I can hear only a very small difference between it, but it might be worth investigating. https://www.youtube.com/watch?v=qs7QKob6Oc0 --Proto (talk) 02:45, 11 May 2016 (EDT)
- I haven't listened to all of them, but some of them haven't changed at all. Others have more obvious changes. Listen to the track titled, "The Final Decisive Battle" and you can hear some changes in it. I added a small bit about it to the proto page already, but it could definitely stand to have someone compare each song one-by-one. -- Bast (talk) 07:02, 11 May 2016 (EDT)
Another difference between NTSC and PAL versions of the game.
So there's another difference between the NTSC and PAL versions of Lufia 2 that is not easily apparent when playing through, but anybody who has played the NTSC version who was aware of a certain "bug" (I'm going to assume it was unintended behavior that was fixed in the PAL version) having to do with Capsule Monsters.
In the NTSC version, one could easily level a capsule monster by doing the following:
Stage 1->2:
Step 1: Feed it a Long Knife (which it will always start off wanting).
Step 2: Feed it 3 of any low-quality item, antidotes are the cheapest.
Step 3: Feed it another Long Knife (which it will want again).
Step 4: Repeat 1-3 until it grows (exactly 11 Long Knives).
Stage 2->3:
Feed it 32 Wooden Shields, one right after another.
Step 3->4: Do the same thing as you did with Long Knives, only with War Rapiers.
Try this in the PAL version of the game, and you will quickly discover that it just simply doesn't work.
EDIT: https://www.youtube.com/watch?v=gKqtb627vKI <---A video showcasing the first stage with the Long Knives.