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Shining Force III
| Shining Force III |
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Also known as: Shining Force III Scenario 1: Outo no Kyoshin (JP)
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Shining Force III was the first of a highly ambitious trilogy. Unfortunately, Part 1 was also Sega of America's final Saturn game, and the second to last Saturn game to come out in America overall, only beaten by Magic Knight Rayearth released 4 months later.
To do:
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Contents
- 1 Subpages
- 2 Debug Menu
- 3 Eighth Resistance Type
- 4 Error Handler
- 5 Hidden Map Events
- 6 Multiple Hits Per Turn
- 7 Unseen Behavior
- 8 Unused Animations
- 9 Unused Audio
- 10 Unused Battles
- 11 Unused Characters
- 12 Unused Enemies
- 13 Unused Items
- 14 Unused Spells
- 15 Unused Special Attacks
- 16 Unused Status conditions
Subpages
| Regional Differences They really didn't want you to know there were any sequels. |
| Unused Areas A massive amount of unused places. |
| Unused Graphics Did you know? Edmund was originally suppose to die, and Conrad could walk. All this and more inside |
| Unused Text "A strange feeling eminates from it." |
| Prototype Info |
| Prerelease Info |
| Notes |
Debug Menu
Entering 36021E0E 0001(Japanese v1.006), 36021F7E 0001(Japanese v2.005), or 3602205E 0001(US/Europe) Will enable a debug mode. It has multiple functions, the most notable of which is replacing the normal Configuration Menu. The functions of this debug menu are as follows:
| Name | Explanation |
|---|---|
| Scn | Area Warp - select the map where you wish to go, hit A then close the menu. Has a bit below the area name, this appears to determine what entrance the character spawns from. |
| Flg | Sets event flags. |
| Prm | Roster editor. Add or remove character, change 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 | This option was blanked out in the US. Regardless of the region, it's non-functional, selecting it will just reload the menu. In the Japanese version and Scenarios 2 and 3, this is called "12P" and in the demo "???", along with another deleted option, "MAX" |
| 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, such as when Fake Benetram leaves the Saraband bridge battle.
Controlling Enemies
If Debug is enabled and you press Start on controller 2 during battle, you will now be able to control enemies in addition to your own characters(If Printout is enabled the message "Sousa On" will appear if done successfully.). Alternatively, if the A & B registers at address 0601FC50, are set to 08 and 00 respectively, or setting the bit 0128-6 in Flg to 1 will also enable it.
Fight Menu
Setting 0128-0 in Flg will enable a fight menu, with extra options, they are as follows:
- CNO - Unknown, cannot be changed.
- ACT - For Scenario 1 the options are: Fight, EQITM(Equiptment Item), ItemC, and Magic
- NO - Goes from 0-101, it's use depends on what ACT you selected. I.e if you select magic, it selects what spell you'll use.
- LV - Level of attack, likely only for Spells.
- HIT - Controls what the target character(whoever initiates the battle) does. Options are: NRML(Normal Attack), S--H, N--H, SUKA(Guard), and CRTC(Critical Hit.)
- KAI - Controls what Critical Hit attack is played if CRTC is set. Unknown if it does anything else.
- HAN - Unknown
- D - D1 controls the name of the character being hit, while D2 and D3 are Attacks. By default, D2 is always set to -1. Can crash your game, especially if you attempt to set D1 to an invalid character(i.e. One of the PC## characters).
Note: Printout must be enabled in order to see the display, otherwise you'll just be staring at a black screen.
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
Eighth Resistance Type
Each character in the game's ram has an value reserved for a nameless 8th resistance type. The order is as follows:
Earth Fire Ice Spark Wind Light Dark Unused
Setting the bit at should give Symbios some resistance in that type.
Error Handler
The game has a fairly robust Error Handler, separated into two parts. The first loads from 1ST.BIN and are as follows:
DSP Activated By Illegal Process What ? ADDRESS ERROR DMA ADDRESS ERROR GENERAL UNDEFINED INSTRUCTION SLOT UNDEFINED INSTRUCTION MATRIX PUSH-POP ERROR Caution!! Re-Entry SyncJob!! PageChanged fb00! PageChanged fb01! FBCOPY PID ERROR CD READ ERROR! PLEASE CHECK CD AND PICKUP LENS Error Loading ID Cannot OPEN Illegal WaveMania Param Illegal TexMan Param Illegal TransMix Param DSP -[Letter] Lost DSP Int DSPJOB FULL
While these load from X014.BIN, and are specifically for Battles. These can be seen by enabling the printout in debug mode(press X+Y+Z together which freezes the game, press L to enable, and then unfreeze game by pressing start, and initiate a battle.)
- STA [#]
- EXP [#]
- END [#]
- DSP - [Letter]
- Poly
- Anim
- Stag
- Text
- TVer
- TPol
- DPol
- OBJ
- PART
- SEFF
- frmA
- frmB
- Time [###]
Hidden Map Events
- Empty Search Point
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In Battle 16(The first battle of Chapter 4), a certain spot in the mountains closest to the starting point was flagged as a search point, but doesn't contain an item.
- Alternate Map Move
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The bridge to the Switching Point in Battle 7 contains an alternate warp to the Chapter 2 ruins. It only works if you've inspected the Ruins beforehand.
Multiple Hits Per Turn
The options D2 and D3 in the fight Debug Menu are tied to an unused feature from the original Sega Genesis games. Depending on how high the values are set, characters are given a chance to hit up to three times in battle. By default the values are always set to -1, meaning only these additional steps will never trigger, and it appears the functionality was removed in future scenarios. Enabling it shows that it's not fully functional, each hit will proclaim that the user expired and may sometimes crash the game.
Unseen Behavior
- File Select
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Editing the party to include 14 active party members alters the file select to include 2 extra portraits on the right side of the screen, which is otherwise never used. This does not appear to be an overflow error, as adding more than 14 doesn't appear to add anything extra.
- Railhead
- HOME.MPD
- X5STRI_H.BIN
- X5BALSHP.BIN
If this map is loaded in directly, instead of the normal entrance/exit, you will spawn right next to the train doors. This did not happen in earlier versions of the game, which had you spawn in the middle of the center platform instead, indicating a deliberate change... Additionally, the script for Storich's(X5STRI_H.BIN, The town where the train's supposed to stop.) HQ contains almost all of the plot important dialogue for Railhead. X5RAIL.BIN and X5RAIL_S.BIN themselves are only used for a scene that blocks you from entering the train and the obligatory Shop/NPC dialogue.
Finally, in the same vein as Railhead, the script for Balsamo Headquarters also contains text used for Flagard Church, specifically the dialogue before you enter the mansion.
- Forgetting Magic
If the game detects a character does not have a Spell they should at the proper level(i.e. replacing the return spell), it will force you to learn it upon the next level up. As is it's not really unused(i.e. if you promote a character before learning all the spells) but what makes it odd is there is dialogue relating to forgetting Magic, similar to that of the Move Deleter from Pokemon:
{NAME}は
移動中の魔法を 覚えていません
{NAME} does not know
any field magic.
魔法は かき消されてしまった!
The magic has been completely erased!
{NAME}殿の 魔法は
すベて 消えさることになるが
それで よろしいかな?
{NAME} magic
will all vanish.
Is that all right?
Unused Animations
Domaric tied up has talking animations, despite the only line being "......". They can be seen if you clip through the walls and save Bernard before speaking to the Bulzome high priests.
Unused Audio
- Track 02
If inserted into a CD player, the Sonic! Software Planning jingle will play. The announcer typically present in previous releases has been removed, and there's no logo present in the title screen.
- Toshi.SAP
This is removed after the original V1.006 Japanese release. A CD quality version of the Title Screen, used in the FSS and Segakore demo. The Final replaces this with a Sequenced MIDI file, whereas the later Otanoshimi demo uses a song from the game's credits.
Music
- Track 40(Sound Test)
| Scenario 1 | Scenario 3 |
|---|---|
An early rendition of The Lone Wolf, a song later used in Scenario 3. Present in all of the games, unchanged. However in Premium Disc it can only be heard through hacking.
- A Time of Rest
Track 43 in Sound Test. While not unused, the song is so obscure that most players are likely to have never heard the entire track. It only plays in a very brief post credits scene, which lasts about a minute. Meanwhile, this song is almost 4 minutes
- Deleted Tracks
Entries 07-09 in the sound test are all repeats of the track "The Mercenary Soldier"(Julian's theme), and Track 10 is a duplicate of "Soldier of the Republic"(Synbios's theme). In Scenario 2 Track 9 is replaced with "Devil's Fury" and 3 replaces 10 with "Apostle Of Light". Track 8 is never changed. Perhaps related to this, and unlike Synbios, Julian's theme remains the same even after promotion.
Voices
| To do: The Japanese version has 6 more voices than the US version. |
- 7D
Voice 125 in Sound Test. For some reason they decided to dub Fiale's first line using a completely different voice and or "actor".
Unused Battles
- BTL99
Files related to a "BTL99" are still present in the game: X1BTL99.BIN(Binary), X5BTL99.BIN(Dialogue), XBTL99.CHR(Sprites), and FIELD.MPD(Map). Due to it reading from the wrong addresses, the battle does not load normally in the final, though you can get it to partially run in the Segakore prototype. It's dialogue, when loading into the game reads:
Just a teaser to begin with.
You will win by killing off all the enemies.
I would not tolerate it if {Synbios} gets killed.
The commanding officer cannot go to such a place...!
Name of the savior is {JuMSy}.
It is also worth noting that typically, the game uses "9" internally to denote debug, though as there was obviously going to be more than 9 battles, this is named 99 instead.
- BTL197 Unused Battles/使わない戦闘
Judging by the file name it seems to be a demo battle. Script is the same as battle 12, but it incorrectly uses Z_AS.MPD for the field, making the battle unplayable as you and all the enemies are placed out of bounds. Swapping that map out for BTL12.MPD will get it in a functional state. It's a repeat of Battle 12, however, due to what is either outdated/incorrect IDs or a missing .CHR file, most enemy sprites(Except Spiriel and a Succubus, for some reason) fail to load. Beating the map simply repeats itself, or returns to title screen if the map wasn't swapped out.
- BTL198 On Roof of FSS Train/FSS列車屋根
A variation of Battle 10. The changes are fairly minor, Enemy variation has changed, and Shiraf was replaced by an assassin, but aside from that it's the same battle. Beating the map kicks you to the SEGA logo.
- BTL199 FSS Suspension Bridge/FSS吊リ橋
The Demo Dwarf Valley, and the second map to feature it's own script, and fully translated as well. Features a very simplified version of the Battle 15 map, and the enemies are fairly random assortment of both early and late game. Beating the map kicks you back to the SEGA logo.
Unused Characters
There are 60 character slots present in the game, more than 2/3rds of the list aren't used, and only 6 contain anything worth note, while the rest are "PC##" placeholders. To add these characters, use Prm in the debug menu to edit them onto the team, or the following Action Replay codes to add them to your main force (Swapping the 1 at the end to 9 add will add that character to reserves, though doing so will crash the game if you attempt a transfer):
Most of the files relating to these characters appear to have been either omitted or dummied out. The only remnants to survive are the profile pictures present in FACE64D.DAT used for the save screen, their names, and the sprite files related to cutscenes. The original 1.006 version of the game also contains early sprites for the character Waltz in XTEST.CHR(ID:0025). The sprite itself appears to be similar one used to represent Waltz in Balsamo(ID: 200 in XBALSHP.CHR), but with more frames of animation, 48 verses the final's 32, which is generally intended for playable characters. Additionally, Waltz's starting class, Ranger is present at the very end of the pre-promoted class files in the game's script. It's likely it was also intended for the character Justin as well, as the character contains an extra set of sprite files usually reserved for characters with pre-promotions, though the sprites are the same as the ones used in-game.
Stats-wise, all but Medion are completely unfinished, and Medion only differs by being equipped with a Sword Sword, thus giving him 5 ATK. Models either don't exist or are dummied out, and SRAM only keeps an entry for Medion, but it only keeps track of the name entered at the start of the game. Most have sprites, but they aren't stored in the format used for Player Characters, thus they end up blank if taken into battle. On top of that, it appears Uryudo's sprite appears to have been stored out of order.
Third Promotion remnants
- Profiles
The 3rd promotional class is a feature reserved for scenario 3 and Premium disk, but appears to been planned well in advance. Each four of the FACE64[X].DAT (FACE64A.DAT to FACE64D.DAT) start with a set of placeholder images. They change depending on what promotion level a character is, depending on the game's region. Japan appears to skip over the first in favor of the Second/Third(This can only be seen through the game's demos. For example, adding and promoting Irene through debug, and then warping to TESMAP to check the character under status will result in that image), while the US version and Scenario 2 only use the first image.
- Unused Classes
At the very end of the script, past all the reserved names for the 2nd Promotional level, are six promotional classes not used by the game at all. While the last of which, "Sumonner"(召喚士), is a class intended for the Scenario 2 character Hedva, albeit misspelled. The previous five, "Swordsmaster"(剣名人), "Paladin"(親衛騎士), "Berserker"(狂戦士), "Holy Knight"(聖戦士), and "Sorcerer"(上位魔法使い) are class names that fit the characters Synbios, Dantares, Obright, Grace, and Masqurin, but more than that, it seems to conform with the unique scripting order the previous two promotion levels have followed.
Unused Enemies
Buried in the game are a slew of unused enemy entries all of which still have model files present with quite a few being from Shining the Holy Ark or the first two Shining Force games. Most only have the word "Dummy." for content, though there is a few complete models. 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 |
|---|---|---|---|
| ??? ??? |
N/A | 700 | The Sprite ID is assigned to multiple sprites(Mostly Penn, but also the early sprite for the character Waltz). The Model is used for the Phoenix summon. |
| Sara Sldr サラバンド兵 |
701 | A recolor of Aspia Sldr and Dest Sldr, though this sprite came first. The final uses a different entry, called Def Comdr. | |
| Gladiator グラディエイタ一 |
Not Found | 703(Dummy) | |
| Pegasus Kt ぺガサスナイト |
File:SF3PegasusKnt.gif | 706(Dummy) | Sprite is from Scenario 2. |
| Horseman ホ一スマン |
708(Dummy) | It appears to be an upgrade to Bow Knight | |
| Black Knt ブラックナイト |
710(Dummy) | ||
| White Knt ホワイトナイト |
711(Dummy) | An early version of the White Lord enemy, files indicate it was originally suppose to be in Battle 14. Was reworked into Domaric's Guard in Scenario 2. | |
| Saint セイント |
712(Dummy) | ||
| Giant Knt ギガントナイト |
714(Dummy) | Becomes Hill Giant in Scenario 2 | |
| Dragonewt ドラゴンニュ一ト |
716(Dummy) | ||
| Wolf Baron ウルフバロン |
724 | Later used for Scenario 2. | |
| Golem ゴ一レム |
File:SF3GolemAlt.gif | 725(Dummy) | Sprite is from Scenario 3. Not to be confused with the Golem in Chapter 5, that is entry 731 |
| Durahan デュラハン |
727(Dummy) | An enemy from the original Shining Force. Later used in Scenario 3. | |
| Mad Muscle マッドマッスル |
Not Found | 732(Dummy) | Possible Shining the Holy Ark leftover. Gets replaced with Ice Golem by Scenario 3. |
| Talos タロス |
734(Dummy) | Mistranslation of Taros. Shining Force II boss, later used in Scenario 3. | |
| Brover ブロ一バ一 |
Not Found | 735(Dummy) | There is evidence that the enemy was working at some point, but no version of the game contains any files for it. Was ultimately replaced with Giant Ant by Scenario 3. |
| Colossus コロッサス |
File:SF3Colossus.gif | 736(Dummy) | Not to be confused with the Enemy in the final battle, that is called Titan in Japanese. Sprite taken from Scenario 3. |
| Slash Bat スラッシュバット |
738(Dummy) | ||
| Dragon ドラゴン |
741 | This specific entry becomes Ark Dragon in Scenario 2, and Green Dragon in Scenario 3. The assets are also used for the Black Dragon in Scenario 3. | |
| Wyrm ドラゴンB |
Not Found | 742(Dummy) | The name suggests it was merely a lazy recolor of Dragon. Replaced with Skull Warrior(スカルウォリアー) by Scenario 3. |
| Dragon Kgt ドラゴンナイト |
Not Found | 743(Dummy) | Dragon Knight. English doesn't follow the usual naming trend for Knight. |
| Chimera キメラ |
Not Found | 747(Dummy) | A Chimera is used in the other scenarios, but that is set to a different entry, while this gets replaced by Hell Succubus. |
| HellSniper へルスナイパ一 |
751(Dummy) | Sprite is from Scenario 2. | |
| Chariot チャリオット |
Not Found | 753(Dummy) | Replaced with Metal Gunner(メタルガンナー) by Scenario 3. |
| Catapult ダ一クカタパルト |
Not Found | 754(Dummy) | Replaced with Bugbear by Scenario 3. |
| Death Mage ネクロマンサ一 |
758(Dummy) | It's sprites are included in the files for battle 20, 21, and 24, and 99. | |
| 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) by 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? ブル一 |
765(Dummy) | Shining Force II enemy, seems the translators didn't know what to make of it. Later used in Scenario 3. | |
| Mask Monk 仮面邪教僧 |
782 | Unused Brown variant with Knife. It's sprites are included in the files of Battle 2, 3, and 24. | |
| Friend? 仲間になるPC |
N/A | 791(Dummy) | Appears to be a script related to recruitable characters during battle, not a genuine enemy entry. The English version mangles this line horribly. |
| Bat Leader 小隊長 |
N/A | 796(Dummy) | Appears to short for Battalion Leader. Most likely a generic BOSS class character that simply never got used.. |
| Silver Knt シルバ一ナイト |
839(Dummy) | Why these duplicate entries exist is unknown. The IDs have been seemingly repurposed for other sprites. | |
| Bow Knight ボウナイト |
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840(Doesn't exist.) |
Unused Items
Multiple unused items exist in the game. To access them, use the Itm menu in debug or use the following Action Replay code 16032060 ???? (where "????" is one of the below) to place the corresponding item in Synbios' first item slot.
| Value | Image | Name | Description | Stats | Notes |
|---|---|---|---|---|---|
| 000E | Booty Sword 忍びの太刀 |
Katana 刀系統の武器 |
6 ATK | The English name appears to have been completely made up. | |
| 000F | Iron Ninjato 上忍の太刀 |
Katana 刀系統の武器 |
12 ATK | Early game Ninja weapons. Goes unused as the earliest you can get a Ninja on your team is half way into Chapter 5(out of 6). | |
| 0042 | Scimitar シミタ一 |
Sword ン一ド系統の武器 |
5 ATK | The Mask Monk weapon. | |
| 0043 | Gladius グラディウス |
Sword ン一ド系統の武器 |
5 ATK | Appears to be an Enemy only weapon, but no enemy ever uses it. | |
| 0072 | Sneaky Knife シーブスナイフ |
Knife ナイフ系統の武器 |
ATK 13 AGL 5 | Translates to "Thief's Knife". Appears to be based off a design from a much earlier version of the game. | |
| 0073 | Joker Knife ジョーカーナイフ |
Knife ナイフ系統の武器 |
ATK 13 | ||
| 007D | Dark Rapier アスタロスレイピア |
Rapier - has Special Attack, Curse レイピア系統の武器 必殺技発動 呪い |
ATK 28 Crit + 5 Dark 30 | Special Attack is "Demon Call" | |
| 0079 | JusticeSword ジャスティスソ一ド |
Sword - has Special Attack レイピア系統の武器 必殺技発動 |
ATK 41 Dark + 20 Light + 20 | A stupidly powerful sword that isn't intended for this game in the slightest. Special Attack is "Dazzle Edge" | |
| 0082 | Force Blade フォ一スブレ一ド |
Blade - has Special Attack ブレ一ド系統の武器 必殺技発動 |
ATK 28 Dark + 30 Light + 30 | The ultimate Blade weapon. Special attack is "Force Edge". | |
| 008A | Beast Spear ビーストスピア |
Spear スピア系統の武器 |
ATK 18 | ||
| 008B | Comet Spear コメットスピア |
Spear - has Special Attack スピア系統の武器 必殺技発動 |
ATK 18 | Special Attack is "Meteor" | |
| 0098 | Ultra Axe スカイ トマホーク |
Hand Axe - has Special Attack トマホーク系統の武器 必殺技発動 |
ATK 20 | Also known as Ultra Tomahawk. Special attack is "Mist Storm". | |
| 00A9 | Holy Cestus ドラゴンナックル |
Cestus - recovers HP every turn ナックル系統の武器 必殺技発動 |
ATK 19 Crit + 5 | Also known as Dragon Cestus. | |
| 00B2 | Spark Wand マーリンズワンド |
Wand - has Special Attack, Spark ワンド系統の武器 必殺技発動 スパーク |
ATK 19 AGL 5 MP Regen + 2 | Also known as Pyra's Wand, a reference to Shining in The Darkness. Special Attack is "Stone Circle". The concept for this wand would later be reused for Scenario 3's Eternal Wand. Here, however, it's not terribly useful. 2 out of the 3 possible units that can equip it already know Spark, and it's stats are fairly redundant compared to other, more useful wands, such as the "Wendigo Wand". | |
| 00BC | Caylon's Bow クイロンの矢 |
Bow - has Special Attack 矢系統の武器 必殺技発動 |
ATK 24 AGL 3 | Special Attack is "Charm Arrow". | |
| 00C0 | Needle X-bow ニ一ドルクォレル |
X-bow - has Special Attack クォレル系統の武器 必殺技発動 |
ATK 22 AGL 2 Crit + 5 | Also known as Needle Crossbow. Special Attack is "Stun Needle". | |
| 00C4 | Pulsar Bow ブラックホ一ル砲 |
LBow - has Special Attack シェル系統の武器 必殺技発動 |
ATK 23 DEF 7 | ||
| 00D7 | Stealth Wing ステルスウイング |
Wing - Confuse L1 if used ウイング系統の武器 使うとコンフュ一ズL1 |
ATK 21 DEF 5 Crit + 5 | ||
| 00D8 | Light Anchor ライトアンカー |
Anchor アンカー系統の武器 |
ATK 8 | An early game weapon. Goes unused in every game as the (missable) anchor users don't join until the second half of the game, long after this would be rendered useless. | |
| 00E5 | Elbesem Orb 王都遺跡の地図 |
Holy power damages enemy 使うと 聖なる力で敵にダメ一ジ |
N/A | A duplicate introduced between Final and one of the demos. This item cannot be equipped or unequipped by anyone, but is fully functional. Can be obtained through an obscure bug; When Zero gives the item back and if Khan's inventory is full, the game sends this item to your HQ Inventory instead of the proper one. | |
| 00E6 | Negate Cane 負の力の杖 |
Controls Giant (Basanda only) バサンダ専用 巨神を操る杖 |
ATK 16 | Divine Cane but without the item use. Appears to have some connection with the Bld-Cane spell. | |
| 00E7 | Divine Cane 神刄の杖 |
Helps recovery (Basanda only) バサンダ専用 回復のカを備えた武器 |
ATK 16 | This is used by the game in a single battle, and is clearly not intended for player use. Despite this, the item has its own unique description which cannot be seen during normal gameplay, and can be used by Masqurin and Noon. No model is used, no critical hit exists and item use, but no range was defined. | |
| 00E8 | Spark Blade スパークブレード |
Spark(Arrwnt only) アロガント専用武器 使うとスパーク |
ATK 24 Counter + 20 | The final boss' weapon. Can be equipped by any blade user. | |
| 240-253(Debug) | NOT SET 未設定 |
????? | N/A | Entries 240-253 all contain placeholders. Most oddly use the unused Light Anchor icon, but 2 have unique graphics. |
Most of these weapons either are or tie for strongest in the game, while others are thoroughly redundant to used weapons.
Unused Spells
To access these, use Action Replay code 36032264 00?? (where "??" is one of the below) to replace Grace's first spell slot with these.
Items/Enemy Attacks
| To do: Now that i think about it, how many of those breath attacks are actually used? |
Consumable items, and enemy attacks appear to be programmed as Spells. However, attempting to load it as a Spell slot results in it being set to 00(???/?????), though the descriptions can still be viewed under Status Menu -> Magic. All of these work, however if you select them through the Fight menu. The values listed here are all hexidecimal, however, so you will need to convert it back to alphanumeric if done through that manner.
| Value | Name | Description | Notes |
|---|---|---|---|
| 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 |
|
| 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 |
|
| 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 |
|
| 1D | *Level 道具勇気のリンゴ |
Brave Apple 勇気のリンゴ |
|
| 1E | Fire Brt ファイア一ブレス |
Spit fire 火炎を吐き ダメ一ジを与える |
|
| 1F | Bliz Brt ブリザ一ドブレス |
Spit blizzard 吹雪を吐き ダメ一ジを与える |
|
| 20 | Thun Brt サンダ一ブレス |
Spit lightning 雷を吐き ダメ一ジを与える |
|
| 21 | Windwing ウイングフラッタ一 |
Wind attack 羽ばたき攻撃で ダメ一ジを与える |
|
| 22 | DemonBrt デ一モンブレス |
Summons evil spirit 邪悪な気を吐き ダメ一ジを与える |
|
| 23 | Aqua Brt アクアブレス |
Spits water 水を吐き ダメ一ジを与える |
|
| 24 | Acid Brt アシッドブレス |
Acid burns and slows 酸のブレスで ダメ一ジとスロウの効果 |
|
| 2D | X-Spark 負の閃光 |
Colossus,Multi-Target 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 |
Colossus,High Damage Punch 巨神戦士 大ダメ一ジパンチ |
|
| 2F | Boomrang ブ一メランパンチ |
Colossus,Multi-Target Punch 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 |
|
| 31 | Tremor 大地の震撼 |
Golem Right punch L1, Left punch L2 ゴ一レム右殴リL1 左殴リL2 |
|
| 32 | RockFall 破壊の岩石 |
Golem's Boulder-throwing Laser Eye ゴ一レムの岩石投げレ一ザ一アイ |
Unused Special Attacks
To do:
|
Through the Fight Menu set HIT to CRTC and the KAI value to the following to access these specials
| KAI No | Video | Name | Notes |
|---|---|---|---|
| 13 | Maximal Atk クリティカル攻撃 |
Appears to be a duplicate of Critical Hit. The one the game uses is called 会心の一撃 in Japanese. | |
| 18/19 | NOT SET 未設定 |
Placeholders. They are last of the generic enemy specials, whatever was planned for these is unknown, as it never gets filled. | |
| 38 | Demon Call ディアブルコ一ル |
Rapier Special. Used by the Dark Rapier, which is unused. | |
| 45 | Poison Blade 猛毒の刃 |
Stored with the Blade Specials. Appears to be unfinished. | |
| 46 | Force Edge フォ一スエッジ |
Force Blade Special. The game seems to struggle with the attack. | |
| 56 | Meteor メテオ一ル |
Spear Special. Has a space in the English name. Used by the Comet Spear, which is unused. | |
| 73 | Mist Storm ミストスト一ム |
Ultra Axe Special, which is an unused item. | |
| 107 | Stone Circle スト一ンサ一クル |
Spark Wand Special. Can inflict Freeze. | |
| 121 | Charm Arrow チャ一ムアロ一 |
Arrow Special. Can inflict Charm. Used by the Caylon's Bow, which is unused. | |
| 127 | Stun Needle スタンニ一ドル |
Needle X-Bow special. | |
| 133 | Schwarchshilt シュワルツシルト |
Shell Special. | |
| 140 | Death Club 滅殺 |
Stored with the Ninja specials. Unknown if it's Katana or Shuriken | |
| 177 | Road Rush ロ一ドラッシュ |
A duplicate of this Halbred Special(The US version calls it Road Rash, but they're both the exact same name in Japanese.) is present among other Mace specials. This particular one come after Light Sphere and Star Bomb. | |
| 181 | Thunder Blow サンダ一ショック |
Near the end of the specials, grouped with other enemy specials. |
Unused Status conditions
| Name(Japanese) | In-Game Text | Notes |
|---|---|---|
| PACIFY メロウスぺル |
{NAME}は メロウスぺルの効果が消えた!The PACIFY spell on {NAME} wore off! |
The spell itself acts similar to resistance spells such as, well, Resist, but no effect is applied. |
| POSSESSED 悪霊 |
{NAME}は 悪霊にとリつかれた!
{NAME}の 悪霊が消えた!
|
Based on the order provided in the X5 scripts, changing the bit at 060322E5 should afflict Grace with the condition, but nothing changes. A disassembly shows that the game refers to it as "reservedCondition1", suggesting it wasn't even started. |
| HEALCHANT リフレイン |
{NAME}は リフレインの効果!
{NAME}は リフレインの効果が消えた!
|
Again, changing 060322E7 should afflict Grace with the condition, but nothing changes. A disassembly shows the games refers to it as "reservedCondition2" suggesting it wasn't started either. |
See Notes for more details.
| The Shining series | |
|---|---|
| Genesis | Shining Force • Shining Force II (Prototypes) |
| Game Gear | 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 |
- Games developed by Camelot Software Planning
- Games developed by Sonic! Software Planning
- Games published by Sega
- Sega Saturn games
- Games released in 1997
- Games with unused animations
- Games with unused areas
- Games with unused characters
- Games with unused code
- Games with hidden developer messages
- Games with unused enemies
- Games with unused graphics
- Games with unused models
- Games with unused items
- Games with unused abilities
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with hidden sound tests
- Games with hidden level selects
- Games with regional differences
- Games with revisional differences
- Games with unusual dummy files
- To do
- Pages with broken file links
- Shining series
Cleanup > Pages with broken file links
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
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