Golden Sun: The Lost Age
Golden Sun: The Lost Age |
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Developer: Camelot Software Planning
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Golden Sun: The Lost Age is the second game in the Golden Sun series. The game picks up the story during the events of the previous game and puts the player in the roles of the previous game's antagonists.
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Contents
- 1 Sub-Pages
- 2 Debug Mode
- 3 Unused Menu Graphics
- 4 Unused Rooms
- 5 Unused NPC
- 6 Unused Music
- 7 Unused Battle Animations
- 8 Dummy and Placeholder Enemies
- 9 Unused Psynergy
- 10 Unused Maps
- 11 Unobtainable Objects
- 12 Unused Map Logic
- 13 Unused Sprites
- 14 Unused Text
- 15 Unused Battle Animations
- 16 Unused Content from Golden Sun
- 17 Regional Differences
- 18 Djinn Tutorial Alternate Music
- 19 Translation Errors
Sub-Pages
Prerelease Info |
Debug Mode
Just like in the original Golden Sun, this game also has a Debug Mode. To enable it, use the code 03001238:01.
- Holding L will allow you to walk through walls.
- If you open the Pause Menu, you will see three extra options that don't do anything.
- Press L + Start to open the Palette Menu.
- Press B + Start to open the Warp Debug Menu, which will allow you to go to any room in the game.
- Press B + Select to open the Story Book Flags Menu.
- Pressing Start + Select should make the frames pause; button presses will advance frames.
- In battle, hold Start as you open the Status menu to see enemy stats.
- During cutscenes, press R to enable Dialogue Skip mode. Press L to disable it. Will only work for cutscenes that allow for it. (It is manually added by each of those events.)
Here are a few screenshots of those menus in respective order:
Turn on flag 16D in the Flag menu, go in battle, and during the Attack Sequence (or during fleeing) you can do the following:
- Press R to destroy the enemy's team.
- Press Select + R to destroy your own team.
There are a number of menus that can be opened that are not accessible via the debug mode mentioned above, so replace the Pause menu by putting the following values at 0803835C.
- 0802DE8D = Sprite Viewer. - Going to this screen enables debug mode. (03001238:02)
- 08040A49 = Music menu.
- 08040D71 = Menu that starts with "Full PP and Money". - None of these options work. The function uses an argument for which item is selected, but when you pick one, the entry you picked is returned. It is assumed that the function that is meant to use the return value was removed?
- 080410F9 = Special Warps. - These may, depending on the warp, give you items, set/clear flags, set psy shortcut for R button, etc.
- 08041351 = Psynergy menu. - L and R buttons can be used to set Psynergy Shortcuts. Felix's party all get 500/500 for PP, but Isaac's party is left out.
- 08118959 = Battle test? - A battle will open. But you can choose between invisible options if you hold Down first before the function is called. (Basically party/enemy setups.) For Party Setups, you can also check the guy in Link Lobby. (Use warp menu, set map to 312 and door to 0, go south, walking through wall.)
- 081C0051 = A music menu that lacks a GUI. It is similar to the one that does, but has many differences. (Start will fade the song instead of stopping it. B will stop the song instead of exiting the menu. There are three menu options you can go through with Up/Down instead of four (Select might change FX?) Also, this menu cannot be exited.)
There's a function at 0811C538 that allows you to use L/R to rotate the camera in battle.
Unused Menu Graphics
To do: Add unused menu divider tiles. |
These are ability range indicators, with columns representing ranges of 1, 3, 5, 7, 9, and 11 targets, which can be used in menus that show Psynergy abilities. The top row is used for abilities with diminishing effectiveness ratios, while the bottom would likely be used for abilities without these ratios. However, the game does not have any means of using the bottom row except in cases where abilities have a set range of "All" targets (for example, Break); the bottom right-most indicator is used in these cases. While the top row is fully implemented, ability ranges 9 and 11 are not assigned to any abilities that appear in these menus so they also go unused.
Each indicator uses two tiles, with the second being mirrored horizontally.
Unused Rooms
Unused NPC
The same NPC that went unused in the first game appears here as well, but without the Captain portrait. The non-English European versions have some differences when compared to the first game. Spanish, French and German added a translation for “The rest is up to you”; Spanish and German added a translation for “Ask Mr. Sugimoto”.
Unused Music
The first overworld song, named song042 when ripped with GbaMusRiper, has a finished drum track, but is otherwise muted.
Original | Restored |
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The Lemuria theme also has an extant but otherwise muted track.
A "hand clap" drum sample is included in the game's data, but never used in any song. The game's sample bank would be reused for Mario Golf: Advance Tour, which does use the effect; additionally, higher-quality versions of all the drum effects are present in Mario Golf: Toadstool Tour.
Unused Battle Animations
In both Golden Sun games, there is a pointer table in which every entry corresponds to a battle animation. In the US version of The Lost Age, this table is located at 08197AA0. Every indexed battle animation has an ID, and these IDs (along with arguments) are defined in a table located at 08128C50. Additionally, many animations are coded within shared functions and are only differentiated by conditional ID branches; for example, the animations for Growth and Punji use the same base function, but Growth has an internal ID of x00 while Punji uses x01.
Both games also have an assortment of unused battle animations; most are not indexed. However, many of these animations are accessible through patches made by members of the Golden Sun Hacking Community; the Animation Overhaul (with Baseline) can be found here.
Below are some purposefully-made animations that exist in this game. Please note that all names are unofficial, but are included for quick reference if the patch linked above is used. Unless otherwise stated, all instances of a target being damaged are not part of the animation.
Dummy and Placeholder Enemies
In this game, enemies have three variants of them. However, some enemy groups only have one or two variants used in-game, leaving unused enemies with placeholder stats. In the following table, only enemies with exclusive palettes are shown with a sprite. This does not include enemies from the first Golden Sun game, which are coded in this game, but left unused.
Elder Wood, Estre Wood, and Weird Nypmh can be seen in-game using the in-game Psynergies with their name. However, they still have their own unused enemy page.
Unused Psynergy
- 129 - Reflect: A Psynergy that was carried over from the first game and is usable in battle. It bestows Reflect, which does nothing.
- 155 - Ma???? (Magnet): A Psynergy usable on the map. Upon use, a ring appears around the player which disappears after a few seconds. It can cause graphical glitches with Lash ropes. The ability may cause transitions between locations and menus to become glitchy. It can be accessed with GameShark/Codebreaker code 82000AA8 009B (changes Felix's first slot to Ma????).
- 157 - A?? (Arrow): A Psynergy usable on the map. Upon use, a bow appears in front of the player, and shoots an arrow which embeds in NPCs and other objects. Can be used in Psynergy Test Debug Room to light a torch, and annoy Kraden. The ability appears glitchy sometimes, as it ignores the height-map, and thus may appear at the wrong elevation. It can be accessed by using the code 82000AA8 009D.
- 298 - Aurora Field: Used by the Iris summon, though it can be given to Felix as Psynergy using the code 82000AA8 012A. It fully heals and revives your party, though it only targets the party that is currently active if used as Psynergy.
Abilities 114 (Taint), 115 (Poison), 117 (Confuse), 118 (Charm), and 119 (Paralyze) are unchanged from the first game and also remain unused.
To do: Images of the Psynergies, information about accessing them. |
Unused Maps
Link Lobby
Like in the previous game, Link Lobby has four unused corridors.
Crossbone Isle
The world map file includes the separate section with Crossbone Isle from the first game. This cannot be reached since there's no warp point to it.
Mercury Lighthouse
A small section is used in the final cutscene, but the actual map is bigger and includes more of the lighthouse from Golden Sun.
Suhalla Gate
Only parts of these maps can be explored in actual gameplay, but the whole two Suhalla Gate maps from Golden Sun are here. The slopes and vines work, though the warps don't work correctly.
Unobtainable Objects
In the table below, items 15, 220, 221, 225, 232, 235, and 237 are leftover items from the first game that cannot be transferred to GS:TLA (because these are key items that are removed from your inventory once they fulfill their purpose) under intended circumstances.
Items 405-407, and 411-413 are fully-coded pieces of equipment that cannot be acquired in-game.
Item 450 is an item used for a boss battle mechanic, but it's never in the player's possession.
Unused Map Logic
E Tundaria Islet
In E Tundaria Islet, attempting to walk on the water will cause Felix to go through a drowning animation, followed by the screen briefly turning black and depositing the player back at the entrance to the area. There is no way to access this without cheating as it is impossible to fall off into the water, suggesting that earlier in development it was possible. This was likely dropped for being too hard or simply not fitting within the series' design standards for movement.
Curiously, using Reveal will delay the drowning as long as it remains active.
“YAMTEST” debug map
You can use Blaze on the large flame next to Kraden to set him in fire. He will react, yell at you and move to a different place. If you do it again, his yell will be different. The text has only been translated into English and German (the other European localisations keep the English text).
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Japanese | English, French, Spanish and Italian | German |
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あちゃーーー | GAH! | UAH! |
なにすんじゃー! | What are you doing??? | Was machst du den??? |
おわちゃー! | YARG! | ARGH! |
Unused Sprites
Link?
Present in the ROM are sprites of a character that closely resembles Link. The following GameShark/Action Replay code will change Felix's sprites to these:
759BE646 09FCAF90 C8F712A9 DD7B08F2 DD9FA7CB 542FB102 AF9C69C9 54A98243 AB223216 631A0C4F 1E27D83B BBFB6923 2D190863 3F2DC15A E768D406 4E9779DC 7C639D9F 4C442A5D C6A11B07 D4D76256 ADB85D93 6D4F1230 1E27D83B BBFB6923
Unused Ghost Army Idle Sprite
The Ghost Army enemy points its spear to the right. This left-pointing version is unused.
Unused Jenna Sprites
If the event that sets Felix as the lead character is bypassed through debug warps, Jenna will remain the lead character on the overworld. While she is missing sprites for several basic actions (such as pushing objects and climbing diagonal ropes), she does have several sprites that aren't used. These include complete casting animations for all directions (unused as she doesn't get any Psynergy usable on the field when she is the lead character), injured sprites for the overworld if she is defeated but other party members are still active (unused as she never has allies when she is the lead character, so her defeat causes a party wipe), and sprites for nodding her head while looking in all directions (as she is only asked 2 questions, both in a cutscene where her facing is preset, most of these are unused).
Felix Drowning
Part of the above unused behavior in the E Tundaria Islet map. Felix has a large number of frames for use while drowning that go unused.
Unused Monsters
The following sprites exist completely animated in the game, but no enemy in the roster uses them. Note that the small scorpion is different from the regular scorpion enemies (which are larger).
Unused Character
This NPC exists in the game data with a sprite sheet and a portrait. According to the debug room, it might be a seller or an innkeeper.
Unused Text
Meeting Piers in Kibombo
Normally the player first meets Piers in Madra, where a mandatory cutscene with him takes place. Using hacks or a warp glitch to skip this cutscene, however, shows that Piers has separate dialogue for first meeting the party in Kibombo instead, fully implemented in-game. It differs from the dialogue players normally get at this point; the characters usually discuss their encounter in Madra, whereas the unused conversation here mentions the group's search for a boat.
- Piers: "Wh-Who are you?!? What... What are your intentions?"
- Sheba: "He seems to believe we are enemies..."
- Jenna: "I hope he doesn't think we're with the Kibombo."
- Piers: "I must admit, you don't look much like Kibombo... But that begs the question, if you're not Kibombo, then who are you, and why have you come here?"
- Kraden: "They are...warriors. But how did you get in here?"
- Piers: "Why are these warriors in a place like this?"
- Sheba: "I'm not sure how to answer that..."
- Jenna: "Actually, we've been looking for a boat... We kinda need one."
- Piers: "You're looking for a boat... in the middle of the continent? That seems like a bad idea."
- Sheba: "Hey, this wasn't exactly our first choice, you know?"
- Jenna: "A tidal wave destroyed all the boats in the coastal towns."
- Piers: "You're asking me to believe rather a lot, don't you think?"
Mind Reads
There are a few points where the player does not have access to the Mind Read Psynergy due to the party splitting up. Two of these areas have NPCs with Mind Read dialogue implemented in-game, but they are impossible to see under normal circumstances.
Jupiter Lighthouse
When the player reaches the lighthouse aerie to cast the Jupiter Star into the beacon, Karst and Agatio have Mind Read entries, but the player cannot view them without hacking.
- Karst: Once Jupiter is lit, we'll have no need for you. Just watch...
- Agatio: Do even think about resisting us... (sic) We have our own ideas about that. Once the beacon is lit, your usefulness will have run out for good.
It's strange that they would have these thoughts given that it's established that Adepts can sense when other Adepts use Mind Read, with Karst specifically responding with scorn when the player attempts a Mind Read on her at an earlier point in the game. This may have lead to the decision to leave them in such a state.
Prox Village
After the events of Mars Lighthouse at the end of the game, the player is returned to Prox with only Felix and Isaac in the party. Even though the player does not have access to Mind Read at this point, all of the townsfolk have Mind Read entires implemented.
Proxian Mind Read Entries | |
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Puelle's House | |
Puelle | We may have underestimated the power of the Psynergy he unleashed... We'll have to study it more closely once we've seen Felix on his way. |
Elder | The power to revive the dead... It's an awesome and terrifying power indeed... Eternal life could soon be in the hands of Alchemists everywhere... What a thought! |
Woman by Table | We've lost so many soldiers, and now Felix is leaving... It's going to be quiet in Prox. |
Woman in Basement | I'm so sad... Felix doesn't even have time to enjoy this last meal I made him... |
Man by Door | Who knew that the poor, injured boy they brought back from Vale would be the one to save Prox? I'm happy that he'll finally be able to return home, but I'll miss him so... |
Sanctum | |
Great Healer | The lighthouses are going to restore the power of Alchemy to the land... But Alchemy is too terrible a power to set free... |
Shop | |
Man at Door | I never imagined that little Felix would become stronger even than Agatio and Karst. |
Shopkeeper | It's too bad Felix can't stick around... He'd make the perfect son-in-law. |
House above Inn | |
Woman | The mayor and the elders in Vale are so out of touch. When they see Felix and his friends return without the stones, they'll punish them. |
Man | If they found out Felix used the treasures of Sol Sanctum to light the beacons... That fool of a mayor would no doubt punish them for what they did to save us. |
House besides Inn | |
Woman | What do we do if the falls start expanding again and Felix isn't here? Oh, great... That's going to keep me up all night worrying. |
Child | All the lights joined up together and shot off to the southeast. It looked like they all formed into a big, golden ball or something. |
Man | I was afraid the falls were going to gobble me up! I'm glad that's over now... |
Inn | |
Innkeeper | We'll never be able to thank Felix and the warriors of Vale enough. I hope they're all happy to be home with their families in Vale again. |
Woman | When the earthquake hit, Felix and his friends were high up on the lighthouse. If that had been me up there, I think my heart would have stopped from fear! |
House below Shop | |
Red-haired Woman | Felix and his allies saved us from certain destruction. It's a shame the rest of the world doesn't know how much they've done for us all. |
Blue-haired Woman | Now that Alchemy is free, it's like Weyard is waking up! How will the world change? |
Man in Basement | Alchemy has been freed. We must begin researching it in earnest here in Prox. |
Igloo | |
Woman | It's been so long since children's voices rang through our streets. I hope these children remain ignorant of how much danger we were all in... |
Outside (North) | |
Man 1 | The elders were saying that the lighthouse beacon is tough to put out once it's lit. |
Man 2 | The road to the lighthouse is in terrible shape after the earthquake... I've got no clue how Felix and the others made it back to town on that road. |
Man 3 | On the other hand, now that Alchemy is free, maybe I should study Alchemy... |
Woman 1 | If the light of the beacon keeps shining, the power of Alchemy will never end... Even if Prox is attacked, the bright flames of our strength will burn on. |
Woman 2 | When Felix left Prox, I didn't think much of him, but now, he's totally hot! |
Woman 3 | Maybe if I train hard enough, I'll be as strong as Menardi and Karst were... |
Outside (South) | |
Old Man | I was the first person in town to see the lighthouse! I was so happy, I had to tell everyone! I felt like a little boy again, running giddily through town, shouting and waving! |
Man by Sanctum | The blizzard's finally over... That was the worst patch of eather we've ever had! |
Blue-haired Woman | Now that our weather is returning to normal, maybe everyone will move back here. |
Woman by Igloo | They had no choice... They had to light the four elemental lighthouses... Even though it might mean a rise in war and violence, it had to be done. |
Boy 1 by Igloo | You get more exercise running in the snow, because it's a lot harder to do. |
Boy 2 by Igloo | Now that the lighthouse is lit, we don't have to play in that stupid igloo anymore. |
Girl by Igloo | That blizzard was unreal, but it's gone now, and the weather's beautiful. |
Boy by Puelle's House | When Felix left town, he of a fighter... (sic) He wasn't much of anything, really... When did he become mightier than the mightiest of Prox's warriors? |
Red-haired Woman | I heard the (sic) Karst and Agatio were defeated by a monstrous dragon... Felix beat the dragon, though... I don't know whether I'm impressed or scared of him. |
Man by Inn | Felix has proven himself as the strongest warrior Prox has ever known! |
Girl by House | I bet Felix and his friends live in a nice, warm place... I wish I could go with them. |
Unused Battle Animations
There are a number of battle animations that go unused. Some are indexed in an animation table, but many are not. Most of these animations also exist in GS1, and are likewise unused.
Unused Content from Golden Sun
The first game's bosses, young Issac, young Garet, all out-of-battle sprites for all party members (including Jenna, which are stored separately from her new sprites), the ship used to cross the Karagol sea, various NPCs (but not their portraits), and some world map locations all have their sprites leftover in this game's code.
Additionally, all enemies from the first game are in the second, as are all battle backgrounds, weather effects (like the dust particle effect for when Sol Sanctum is collapsing), and some text. The only GS1 enemy sprite absent is Deadbeard's. If forced to appear in battle, it will show as a giant overworld Isaac, but Deadbeard's battle logic is fully coded.
Regional Differences
Title Screen
Since the game's title is localised, title screens are different. The non-English international versions have a different font/style for “TM”, and use different colours and positions for the logo.
Japanese 黄金の太陽:失われし時代 |
English Golden Sun: The Lost Age |
French Golden Sun: L'âge perdu |
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German Golden Sun: Die vergessene Epoche |
Italian Golden Sun: L'era perduta |
Spanish Golden Sun: La edad perdida |
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Opening Screen
The Japanese version's opening says "THE LORD OF GOLDEN SUN THE 2ND BOOK". This is changed to "Golden Sun Book Two" in the English release, correcting the Engrish and use of all caps. All European versions of the game have the intro in the local language and retain the English version's use of proper capitalization and use of word over numeral, except the Italian version which uses the Roman numeral "II".
Japanese | English | French |
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German | Italian | Spanish |
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Music test localisation
The French localisation team did not translate the English dialogue for the music test in the Link Lobby.
Blacksmith price
In the Japanese version, Sunshine's wife mentions how much the forging will cost and which item has been forged. In every localisation, she doesn't.
Japanese | English | French |
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German | Italian | Spanish |
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Djinn Tutorial Alternate Music
If you hold Up soon after leaving Daila, flag 0x175 turns on. This causes alternate music to play for the tutorial music.
Translation Errors
- Formina Sage (EN, ES, FR, DE)
One of Dullahan's signature abilities is named “ファルミナスエッジ” in Japanese, which translates as “Fulminous Edge”. However, it was localised as “Formina Sage” in the English version. The error then was mirrored in the other European localisations. It was corrected in Golden Sun: Dark Dawn.
Japanese | Romanisation | English | Spanish | French | Italian | German |
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ファルミナスエッジ | Fulminous Edge | Formina Sage | Sabia Formina | Sage formina | Attacco | Formina |
- Danza Lluvia (ES)
In the Spanish localisation, ability “Regen Dance” was mistranslated as “Danza Lluvia” (Rain dance) because the team thought “Regen” was the German word for “rain”.
Japanese | Romanisation | English | Spanish | French | Italian | German |
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さいせいのまい | Saisei no mai | Regen Dance | Danza Lluvia | Danse de vie | Danza di vita | Regenerator |
- Ur Flash (EN, ES, FR, DE)
In the English localisation, ability ウルフラッシュ was mistranslated. It is some sort of portmanteau of ウルフ (wolf), スラッシュ (slash) and フラッシュ (flash), but it was literally romanised as “Ur Flash”. The error was mirrored in other European localisations.
Japanese | Romanisation | English | Spanish | French | Italian | German |
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ウルフラッシュ | Wolflash | Ur Flash | Flash Ur | Flash d'Ur | Lampo | Urblitz |
- Vital Moon (EN, ES, FR, DE, IT)
In the English localisation, ability きゅうしょづき was mistranslated. It means “Vital thrust”, but づき was interpreted as Japanese word 月 (moon) instead of 突き (thrust), so the English version ended up as “Vital Moon”. The European localisations followed suit.
Japanese | Romanisation | English | Spanish | French | Italian | German |
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きゅうしょづき | Kyuushodzuki (Vital thrust) | Vital Moon | Luna vital | Lune vitale | Luna vitale | Lebenslicht |
- Garapas (EN, ES, FR, DE)
In Apojii Islands, when mind-reading the shopkeeper, she mentions “Garapas” twice, which is actually the original Japanese name of the place (ガラパス島). Only the Italian localisation detected and corrected this error. The Spanish localisation even adapted “Garapas” as “Galapas” for a less Japanese-sounding name.
- Inconsistency regarding the Burst psynergy and the Burst Brooch (ES)
The Burst psynergy was localised as “Estallar” in the Spanish version, but the item description for the Burst Brooch mentions it grants the “Voladura” psynergy.
The Golden Sun series
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Game Boy Advance | Golden Sun • Golden Sun: The Lost Age |
Nintendo DS | Golden Sun: Dark Dawn |
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