Ys: Memories of Celceta
Ys: Memories of Celceta |
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Also known as: Ys: Celceta no Jukai (JP)
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...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
Ys: Memories of Celceta is Falcom's own take on Ys IV, which was originally outsourced as Ys IV: Mask of the Sun and Ys IV: The Dawn of Ys. It incorporates the party system and an updated version of Ys Seven's engine.
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Files in the inc folder have hidden developer messages (in Japanese) and references to test monsters & NPCs that are probably still in the game. |
Contents
- 1 Early Face Portraits
- 2 Unused Models
- 3 Test Maps
- 4 Debug Menu
- 4.1 Battle Test on Grasslands
- 4.2 For Sub Memory Event Checking
- 4.3 Balance Test
- 4.4 Event Jump
- 4.5 Boss Test
- 4.6 Emotion Test
- 4.7 General Related
- 4.8 Yamashita Test Use
- 4.8.1 Enemy Elimination Test
- 4.8.2 Puzzle Test
- 4.8.3 Font Test
- 4.8.4 Test During Memory Event
- 4.8.5 Choices Test
- 4.8.6 Map Script Control
- 4.8.7 Remnos, Leeza Test
- 4.8.8 Zapping Test
- 4.8.9 MoveZMoveZ Test
- 4.8.10 Light Test
- 4.8.11 Screen Effects Test
- 4.8.12 SE Fade Test
- 4.8.13 BGM Fade Test
- 4.8.14 Trophy Test
- 5 Revisional Differences
Early Face Portraits
In \chr\pc\, there are three early face portraits of Adol, Duren and Karna drawn in a different art style. The resolution of these images is 128×128, the same as the face portraits in Ys Seven on the PSP, which would be increased to 256×256 in the final. These files were removed in XSEED's PC port.
These images may have been intended for the HUD, since the HUD portraits were also in the \chr\pc\ folder in Ys Seven. HUD portraits were moved into a single image in the final, found within \system\if_mesen.itp.
Unused Models
c910 (Test:Event-use Adol)
An earlier revision of Adol's model. It's considered an NPC with the model ID c910 and can be found on test map tes1200. Similar to the early model of Adol in Ys Seven, this version is actually more detailed in some ways.
Differences include:
- Messier hair and a more rounded face.
- Broader shoulders with a larger armor piece.
- In the torso area, he has a turquoise oval pendant, less buckles on his jacket, and a slightly more open shirt with visible buttons. His shirt is also closer together at the bottom.
- The final model has a somewhat slimmer waist than the earlier version.
- His belt and gear have different buckles.
- His boots appear to be brighter, and have more detailed stitching. Additionally, his legs are less spaced out in his idle animation.
- His idle animation has his chest and shoulders move in a more circular motion as he breathes. The final model instead just moves up and down.
- His eyes blink more fluidly.
Test Maps
(Note: When the PC version is mentioned, it is referring to the port by XSEED unless stated otherwise.)
Joyoland Test Maps
Joyoland Test Maps 43 test maps leftover in the Chinese Joyoland port that were removed from other versions. |
Access
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Download Ys: Memories of Celceta - mp_9999 Save Files
File: Ys-MOC-mp_9999-Saves.zip (168 KB) (info)
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There are two save files in the archive above: one for the Vita, and the other for the PC version. Both of them are set to load the player in the test map, mp_9999.
The .arb file necessary for loading the map on the PC version (explained below) is also provided for convenience.
Restoring Access on PC
The .arb file necessary for loading mp_9999's contents was removed in XSEED's PC port, but can be re-obtained from the Vita version. Follow these steps to restore access:
- Copy mp_9999.arb from \map\mp_9999\ from the Vita version. Naturally, the file must first be decrypted in order for this to work.
- Go to the PC version's folder and enter \lang\. Enter the folder of your preferred language. (In this example the \lang\en directory will be used).
- Create a folder in \lang\en\map\ named mp_9999. Paste the copied mp_9999.arb inside it, and it will be possible to load mp_9999's model and debug menu again.
Creating the Save File
In order to create the save file yourself, follow these steps:
- Make a save file that is saved somewhere indoors. The inn in Casnan is a good choice for this.
- Open the save file in a hex editor and head to offset 0x0006f20 in the Vita version, or 0x0006f48 in the PC version.
- Replace the bytes starting from here with 6d705f393939392f6d705f393939392e617267. If you were saved in Casnan's inn, the bytes to replace would be 6d70313231312f6d70313231312e6172670000
- Note: You can also type over the string at this offset in the text view. Simply replace the current map's name and .arg filename with "mp_9999".
- The save file's checksum needs to be fixed now. A checksum fixer by unknowndatax can be used to resolve this. As a side note, this tool works on each of the Yamaneko Engine Ys games, including Ys Seven and Ys VIII.
- The save file can now be copied back to the game and loaded up. Upon loading, you will spawn in the test map.
The Cheat Engine method detailed on Ys VIII's page can also be used to gain access.
mp_9999
This is the only test map that remains in the Vita version and XSEED's port. The model of this map is an enlarged version of the map of Celceta. Upon loading the area, the debug menu found in \script\test.bin is called, which has several options for testing the game. This map would later be carried over to Ys VIII: Lacrimosa of Dana with a new debug menu.
Regardless of your current party setup the only active character will be Adol, though all the other party members can be added back via the Camp Menu.
In the Vita version, exiting the debug menu will cause character models to become partially transparent, and the lower portion of the screen will be covered by a black layer. This oddity does not occur in the PC port.
PS Vita | PC (XSEED) |
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Eleven spheres are placed on the map that teleport the player to different areas.
Removed Test Maps
The four green spheres on the upper portion of the map led to test areas that are no longer in most versions of the game. Attempting to enter them will spawn you in a black room where you instantly fall to your doom. These maps do exist in Joyoland's port, however.
Map ID | Japanese Text | Translated |
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tes1100 | 敵テスト_キャスナン | Enemy Test_Casnan |
tes1200 | NPCテスト_キャスナン | NPC Test_Casnan |
tes2100 | 敵テスト_コモド | Enemy Test_Comodo |
tes2200 | NPCテスト_コモド | NPC Test_Comodo |
Functional Warps
The other seven spheres have functional destinations, and their placements on the giant map of Celceta are accurate to the in-game world map. The two yellow spheres represent towns, while the blue ones are field areas.
Map ID | Destination |
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mp1101 | Beast Plains |
mp1102 | Beast Plains (northwest of mp1101) |
mp1201 | Frontier City of Casnan |
mp2101 | Forest of Dawn: East |
mp2102 | Forest of Dawn: East (west of mp2101) |
mp2103 | Gidona Crater |
mp2201 | Comodo Village |
Debug Menu
As stated above, the debug menu is called upon entering the test map mp_9999. Several choices are available from the initial menu.
The menu was not optimized for the PC version, resulting in the scrollbar being displaced at resolutions not approximately equal to the Vita's 960x544 display.
Battle Test on Grasslands
Spawns a party of Adol, Duren, and Karna in the middle of the first area of Beast Plains.
For Sub Memory Event Checking
Has several options that are supposedly used for testing some of Adol's memories, but they don't function properly anymore, as you stay in the test map after selecting them.
Balance Test
A menu with a selection of character levels and areas to choose from, clearly meant for checking the game's balance. This menu is only half-functional, as character levels are not modified. Selecting an area will spawn you there with a predetermined party with their current stats.
Event Jump
As the name suggests, this menu lets you jump to various events in the game. Each option opens another menu that lets you select a specific point in the selected chapter.
Boss Test
Lets you choose a boss to fight from four sub menus. Their model ID is listed alongside names that often differ from what's actually used. Note that the used boss names were directly translated from the Japanese version, so a majority of these names are earlier iterations or placeholders.
Unlike Balance Test, these choices actually adjust the levels of each character accordingly. A predetermined party is also assigned for each boss fight.
Boss 1: Tutorial -> Selray Dungeon
Boss ID | Boss Test Menu Name | Used Name |
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b900 | Adamantis | Aldovoss |
b051 | Masked Soldiers in Comodo | Masked Warrior |
b901 | Dosblaybie | Melldrabie |
b000 | Shakotsumuri | Glucarius |
b050 | Heavy Driller | Volnake |
b001 | LED Angler Fish 1 | Angoraboras |
b001 | LED Angler Fish 2 | Angoraboras |
Boss 2: Underground Ruins -> Tower
Boss ID | Boss Test Menu Name | Used Name |
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b002 | Davidson | Elvaron |
b003 | Guardian 1 | Krell-Emecia |
b0032 | Guardian 2 | Krell-Emecia |
b0033 | Guardian 3 | Krell-Emecia |
Boss 3: Danan -> Ancient Battlefield
Boss ID | Boss Test Menu Name | Used Name |
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b051 | Masked Soldiers in Highland | Masked Soldier |
b0042 | Sol-Galba 1 | Sol-Galba |
b052 | Ribbi King | Ribbi Roi |
b005 | Spore Dome Boss | Mustrum |
b054 | Gadis | Gadis |
b053 | Bami | Bami |
e5603 | Galba Door | Galba-Deule |
b004 | Sol-Galba 2 | Sol-Galba |
Boss 4: Temple of the Sun -> Last Dungeon
Boss ID | Boss Test Menu Name | Used Name |
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b006 | Black Eldeel | Eldeel |
b055 | Last Dungeon Mid-Boss 1 | Girguzalm |
b056 | Last Dungeon Mid-Boss 2 | Zerivutz |
b057 | Last Dungeon Mid-Boss 3 | Bulaghoul |
b007 | Last Boss - Gruda 1 | Akasha-Glyph |
b099 | Event Chase | Shadow Gruda |
b008 | Last Boss Gruda 2 | Phantom Gruda |
Emotion Test
The camera zooms in on Adol and each emote and speech bubble are played out above his head. The camera does not reset itself after this, but will be readjusted after entering another map.
General Related
Selecting this will bring up another menu.
General Related
Same name, different menu. Doesn't have any apparent effects, but based on the choices, it could have been used to set the player at certain points in the game or set flags.
Quest Related
Has options for testing sidequests, such as spawning all quest monsters, making all quests available, and displaying a quest completion test message.
Memory Fragment Related
Lets you obtain all of Adol's memories, play back "The Forest Siblings" memory, or jump to the point in the game where Ozma joins the party.
NG+ Flag On
Does what it says on the tin. Enables New Game+, allowing bosses to be fought from the Memories menu.
Other Useful Functions
A menu with options for unlocking all journal topics, skills, monuments, party members, and testing every shop in the game. There are two other options that toggle something called "SF_EVENT".
Test
Just displays a message saying "Dig up as much ore as you can in the time limit!"
Yamashita Test Use
Four simple test messages spoken by Adol will be displayed, followed by a menu that pops up afterward. These initial test messages are not present in the Japanese version.
"Yamashita" refers to one of the game's programmers, Hideyuki Yamashita, whose name can be seen in the credits.
Enemy Elimination Test
Adds Duren to the party and sets Adol on fire, quickly killing him off.
Puzzle Test
Provides options for testing the touchscreen-based puzzles.
Font Test
Displays a message from Adol that is meant to test fonts.
This message is incorrectly rendered in the English version, but the font it is trying to test can be seen in the Japanese version, which is used by the Roos.
Japanese | English |
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Test During Memory Event
Duren is added to the party, and all battle elements are disabled, simulating how playable memories function.
Choices Test
17 choices are displayed that don't have any functionality, but their text is the real interesting point. It defaults to Choice 5: THANK YOU MARIO.
Choice 1 Choice 2: A long journey begins Choice 3: This is Chinatown Choice 4: You got me Choice 5: THANK YOU MARIO Choice 6: Don't tell anyone Choice 7: This message has thirty two characters so I'll use 64Choice 8 Choice 8 Choice 9 Choice 10 Choice 11 Choice 12 Choice 13 Choice 14 Choice 15 Choice 16 Choice 17: Can you still scroll this far?
These choices appear to have been directly translated from the Japanese version, which also has the same humorous test choices. The only difference is choice 7.
Choice 7 (Japanese) | Choice 7 (English) |
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選択肢7:ながいめっせーじですとだよだよだよだよだよだよだよもん選択肢8
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Choice 7: This message has thirty two characters so I'll use 64Choice 8 |
Map Script Control
Brings up the map of Celceta and scrolls it left and right a couple times. For some reason, a village is marked down in the center during the process.
Remnos, Leeza Test
Allows you to have Leeza or Remnos follow you. You can bring them into other maps, but they may get stuck at the entrance.
Zapping Test
Tests the screen effect for when Adol is having a flashback.
MoveZMoveZ Test
Adol walks up an imaginary incline. He is dropped back down to the map afterward.
Light Test
Leeza is spawned and the camera zooms in on her. Different types of lighting are showed off, with the map keeping a nighttime lighting afterward.
Screen Effects Test
Plays out several weather effects.
SE Fade Test
Plays a sound effect that fades out, then back in.
BGM Fade Test
Fades out the music, then fades it back in.
Trophy Test
Has two options for unlocking trophies. A strange message saying "Trophy Test Shouldn't be able to get now" is displayed after selecting either choice.
Revisional Differences
To do: Expand on the patch notes. |
PS Vita
The Japanese Vita version received an update that, among other things, improves the controls on the PlayStation TV. Although the US version was later made compatible with PS TV, these enhancements were not included.
Windows
XSEED's PC port added Japanese voice acting in a February 2020 update.
- Pages missing developer references
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- To investigate
- To do
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