Threads of Fate
|Threads of Fate|
This game has a prototype article
Threads of Fate was the least known of the three games released by (then) Square at around the same time in 1999-2000. Unlike the others, which were either a loose remake or a non-associated sequel, this one was far more original. Also, it has a very unusual native resolution.
With a Japanese version of the game, enter the following code:
D00A72D4 0001 800711F0 0278 D00A72D4 0001 800711F2 2404 D00A72D4 0001 800711F0 0000 D00A72D4 0001 800711F2 0000
Then select 最初から始める (Start from the Beginning) on the title screen menu and hold L2 + Select right after selecting the desired character. To access the debug room any time during gameplay, hold Square + R2 + Select.
Threads of Fate has a fixed number of slots for Monster Coins and Items, but not all of them were used.
There are 40 coin slots, yet only 32 are used/shown in-game.
- #22 - This one is labeled "Rue" and has the Behemoth coin icon. It is worth 0G.
- #34 - Unknown. Worth 38,169G in the Japanese version and 54,553G in the English ones.
- #s 35-40 - All unknown. They are all worth 999,999G when traded in.
The names for all the unknown coins are:
- Japanese Version: All of them include △ ヨコざり and a sword icon at the end.
- English Version: Uses a series of different element icons: Blank, Sword, Hammer, Spear, Wind, Axe, and Fire.
|Used Dreamstone||Unused Dreamstones|
There are nine unused item slots. Two of them include Dream Stones that were never implemented (and do nothing in-game; only the first one triggers an event). The rest use character and monster names. It is possible they were used as either placeholders or there is overlap between the slots and other game elements.
The unused game slots all received English translations, too:
The game contains one unused music track.
Some monsters Rue cannot transform into, yet when those monsters are hacked into his selection list, many of them show an attack list.
- #25 - Little Bat: ✕ Strike, △ Slash
- #26 - King Ant: △ Strike, (Wind)(Blank), ✕ Slash, △ Slash
- #28 - Nightmare: ✕ Bite
- #31 - Gorotan: △ Thrust, ✕ Bite
- #32 - Blood: △ Slash
- #34 - Chimaera (name appears as △ Slash): △ Slash, ✕ Strike, △ Tail Slap, ✕ Bite
Attempting to hack in #35 crashes the game. The list cannot go beyond #41, with #1 being Rue himself.
Mint's spells are organized in groups of 8 and sorted by color, with some gaps since some colors and effects do not combine to form spells (most noticeable with White and Gold magic) and the 8th spot is not used under normal circumstances. The spells that cannot be combined do not appear on the selection list, but when hacked a handful of them appear as duplicates of other spells, including the cost and damage.
- #07 - Bubble (#08)
- #15 - Spark (#16)
- #31 - Bomb (#32)
- #39 - Wave (#40)
- #47 - Burner (#48)
- #s 60-61 - Dud (costs 0 MP and causes Mint to freeze in place until she is attacked)
- #62 - Dud (costs 90 MP)
- #63 - Dud (costs 1 MP)
This loop of spells repeat, so entering in 64, 128, 192, etc. will produce spell #0, "Vulcan". This can also be taken to the next byte, where entering in 01, 02, 03 while keeping the first byte at 0, 64, 128, or 192 will also produce Vulcan.
In the frame draw function are 2 print functions showing the CPU and GPU usage, along with the frame rate. they can be reactivated in the US version with:
Various Debug details
Many statistics and values, such as player position, event timers, and character stats, can be printed when this code is entered in the US version:
The file SLUS_010.19 contains a lot of leftover debug text.
act=%d name=%s func%d:%s a1=%x a2=%x a3=%xFUNC2START:act=%d name=%s %s(%d) in0=%x in1=%x in2=%x --------event_readmap=%d FUNC2END:ret=%d %s:%d event.cfrom eventeffectwabbgmevpcmevsfpmaptexmapmdlMap Cache Hit!!=%s Regist Event Regist Can't Jump Event 0Shadenb chr over by SEfinexmotion table error. IEBA NAORUYO.chr2chr2 endMAP ERROR Ouch! MapMemory disposed from Cache!! exmotion define error Hey! You didn't call 'sg_ReadSync_ExMotion' between read and attach!!exmotion2 define error Well, Can't Detach this ExMotion.. because it useing now..Exmotion2 FinishErrorexmotion2 readsync errordispose motion isn't red yet.%s --------- [CHR][MOT][MAP][BGM]=%d nbuse=%d ptr=%08x --------- [CHR[MOT[MAP[BGM%d] disposed from Cache because it's overflow. after cache overafter reallocCache Dispose ErrorCacheData isn't red yet. nb=%d ptr=%xCacheData YET Check Error.Cache Unuse Error CD read finish ErrorEntryCache %d Cache Error%s=(%d,%d,%d)(R%03x)[%d:%02x] chr%d=(%d,%d,%d)(R%03x)[%d:%02x] need MP=%d not mintchange %d to %d scale %d tscale %d change to %d ----------------Hensin Called Hensin stat=%d chNum=%d nb=%d CHR PTR ERROR(CACHE ERROR)UNUSE:cache %s nb_use=%d cachehit %s ub_use=%d character [chr_%s:%d] is not definedCan't use SE!! Reload!Reload finOuch! can't use S.E.!! %s CHR Texture Area %d Number of CharacterActor is overflow.-------attach %d actor=%d-------- ElemHide Errornumber of reprace over CHANGINGDIEMAGICATACKDAMAGEJUMPNULL It isn't charactor.NAME: [%s] NAME: %s POS_X: %d POS_Y: %d POS_Z: %d ROT: %03x(%03x) POLY: %d ID: %02x MOTION:%x fin=%d FRAME: %d %x MPARA: md%d ho%d STAT: %c%s CAMLEN:%d DAMAGE:%d HIDE: %d/B%d SCALE: %d,%d,%d D:%d:%dC:%d:%d% NULL PTR CHECKSUM ER %s:%s act=%d stat=%d vy=%d extend motiondata is not exist. chr=%s motion=%xhanmptr2 nb motset err %s:%d map.cmap%d=%d %d %x 0:%x,%x,%x 1:%x,%x,%x 2:%x,%x,%x 3:%x,%x,%x player=%x tg=%s:%d ch=%s:%dTAMA BUGidx over DpAllocChr ErrorEXISTProgramSize is OverFlowDEBUG00cdrom:\LAUNCH2.EXE;1 OverFlow.CoProccesser Exception. Reserve Instruction Exception. BpSysBus Error Exception. (Store)Bus Error Exception. (Fetch)Address Error Exception. (Sotre)Address Error Exception. (Load or Fetch)TLBSTLBLMODIntzratv0v1a0a1a2a3t0t1t2t3t4t5t6t7s0s1s2s3s4s5s6s7t8t9k0k1gpspfpra Address from %08X Bad virtual Address %08X %c%c(r%02d)=%08x stk %08x %08x Stack Top=%08x-%08x ChildStk=%08x-%08x %d(%08x)=%08x EFFECTDUP_MODE LSND_BGMSND_EFFMAP_CLIVTEXMOJICHR_EXMOTIONCHR_NAMEGUICHR_TIMDATCHR_EYEIMGCHR_ MGRPCHR_ENVVTEXCHR_PRIMCHR_NORMMAP_ELEMMAP_PRIMEVENTMAP_MTDMAP_MMDCHR_BINCHR_ SHVTEXCHR_ELISTCHR_MOTIONCHR_IMMCHR_ANMOTAGCHR_MDLCHR_SHPRIMTASKCPU/GPU:%4d/%3d RATE : %3dfps event read error!!!! Can't Allocate SE RAMmake akiS.E. Buffer Overflow!S.E. GetAddr ErrorS.E. Buffer Overflow.!!!!!!!Bgm Alloc %x Bgm Realloc %x->%x Sound Realloc ErrorS.E.Chr isn't found????SUGIMASAEND ....DelayFreeLsFONTFREE AREAmem errmemory not enough %s size=%08x addr=%08x %06x %6x %s %s No- MCB--- ADDR-- SIZE-- USER GETADD CONTENTS%3d --- ------ ---- Free %6x0123456789ABCDEF0123456789abcdef MintRue %s:%dCON err%s System Error CD PC Read Error %d:%sFile %d Files %d [%d: ED %d : %d %d : %x F %x] %d : NUM %d ADRS %x FUNC %x RA %x <%d: ED %d : %d %d : %x F %x> Func %s ORG FUNC %d FUNC %d [Dist %6d:%6d Dir %3d:%3d] MusBuf Over %x %x CDlayoutEffectPrimEffectWorkActor %d TimeOut Ev%3d(%1d,%1d):Map%3d:Lv%2d MS%1d SE%1d out of actAct %2d:%2d A%2d R%1d I%1d L%d CPU%3d GPU%3d Var %2d:%2d %02x:%8x [ LV %2d HP %3d:%4d:%4d MP %3d:%4d:%4d ] Slot %1d Mode %2d Stat %2d Com %2d Dir %1d Dew %1d Err %2d Chg %2d UnFmt %1d [BG work %d Pos %d,%d,%d] c:\proj\image\cd\cd.mdec:\proj\image\cd\cd.fidc:\proj\image\cd\cd.fndc:\proj\image\data\func.bin [Ref %d (%d,%d,%d)] [U %4d %4d:%4d] [D %4d %4d:%4d] [R %4d %4d:%4d] [L %4d %4d:%4d] [B %4d %4d:%4d] [T %4d %4d:%4d] [Bar %d %d %d] [CamOn %5d:%4d] [CAM WAIT] [Shake %3d %d] CdInit: Init failed noneCdlReadSCdlSeekPCdlSeekLCdlGetTDCdlGetTNCdlGetlocPCdlGetlocL?CdlSetmode CdlSetfilterCdlDemuteCdlMuteCdlResetCdlPauseCdlStopCdlStandbyCdlReadNCdlBackward CdlForwardCdlPlayCdlSetlocCdlNopCdlSyncDiskErrorDataEndAcknowledgeCompleteDataReadyNoIntrCD timeout: %s:(%s) Sync=%s, Ready=%s DiskError: com=%s,code=(%02x:%02x) CDROM: unknown intr(%d) CD_syncCD_ready%s... %s: no param CD_cw$Id: bios.c,v 1.86 1997/03/28 07:42:42 makoto Exp yos $CD_init:addr=%08x CD_datasync<NULL>VSync: timeout $Id: intr.c,v 1.75 1997/02/07 09:00:36 makoto Exp $unexpected interrupt(%04x) intr timeout(%04x:%04x) DMA bus error: code=%08x MADR[%d]=%08x $Id: sys.c,v 1.140 1998/01/12 07:52:27 noda Exp yos $ResetGraph:jtb=%08x,env=%08x ResetGraph(%d)... SetGraphDebug:level:%d,type:%d reverse:%d SetGrapQue(%d)... DrawSyncCallback(%08x)... SetDispMask(%d)... DrawSync(%d)... %s:bad RECT(%d,%d)-(%d,%d) %s:ClearImageClearImage2LoadImageStoreImageMoveImageClearOTag(%08x,%d)... ClearOTagR(%08x,%d)... DrawOTag(%08x)... PutDrawEnv(%08x)... DrawOTagEnv(%08x,&08x)... PutDispEnv(%08x)... GPU timeout:que=%d,stat=%08x,chcr=%08x,madr=%08x LoadImage2 PU:T/O [%s] wait (reset)wait (wrdy H -> L)wait (dmaf clear/W) SPU:T/O [%s] wait (IRQ/ON)wait (IRQ/OFF) Event System Error BASLUS-01019-DPbu00:bu10: Library Programs (c) 1993-1997 Sony Computer Entertainment Inc., All Rights Reserved. Rev ErrSEMusicMenuRingEffectStackActorEventData
Aside from the title change, the English version made the Dewprism smaller and adjusted its design so the red in the prism can be seen better. Also, the copyright info was updated, the numerical font was made smaller, and the START notice was shifted down and slightly to the left.
In addition, the English version has a post about the publisher before starting the game.
The Japanese version's character introduction can only be accessed by pressing L1 or R1 while on the title screen. The English version automatically plays it after a short time.