Shining Force III
Shining Force III |
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Also known as: Shining Force III Scenario 1: Outo no Kyoshin (JP) This game has unused animations. This game has a prototype article This game has a prerelease article This game has a notes page This game has a bugs page |
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
Sub-Pages
Prototype Info |
Prerelease Info |
Notes |
Bugs |
Debug Mode An incredibly robust debug mode is buried deep within the game. |
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." |
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, though nothing in the game uses that value at any point.
Hidden Map Events
- Empty Search Point
In Battle 16(The first battle of Chapter 4), a certain spot in the mountains closest to the start was flagged as a search point, but doesn't contain an item.
- Alternate Map Move
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.
- Aspia Castle Chests
Download X1ASCASL.BIN
File: SF3X1ASCASL.zip (info)
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In Aspia Castle there is a Treasury with 5 locked chests that the player can never open. This is due to the chests being set to use a type that the player cannot open. Editing X1ASCASL.BIN(or patching the file provided above using a program such as CDmage) to revert them back into normal chests will reveal that they do contain an item, the loincloth. However, it seems they never finished item placement, as all 5 chests use the same flag, 07F8-7, meaning once the item is obtained the other chests will also be marked as empty.
Multiple Attacks
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 value of D2 is always set to -1, meaning neither step can be triggered. It also appears that the functionality was either broken or removed in future scenarios. The function is complete, but buggy. The game repeats a message about the target was killed after every attack, and can crash on occasion.
Unseen Behavior
- File Select
If the party is edited so that 13-14 characters are active in the party instead of the 12 possible, the portraits shown during file select will be altered accordingly. This does not appear to be an overflow error, as adding more than 14 doesn't appear to change anything.
- Railhead
- HOME.MPD
- X5STRI_H.BIN
To do: Review this. |
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.
- 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 Pokémon:
{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.
- 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.
- Track 40(Sound Test)
Scenario 1 | Scenario 3 |
---|---|
An early rendition of The Lone Wolf, a song later used in Scenario 3.
- 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 08 and 09 in the sound test appear to be placeholders, as they are repeats of the track 07 "The Mercenary Soldier"(Julian's theme), Track 10 is also a duplicate of "Soldier of the Republic"(Synbios's theme). In Scenario 2 Track 9 is replaced with "Devil's Fury" and Scenario 3 replaces 10 with "Apostle Of Light". Track 8 is never changed. Perhaps related to this, and unlike the other two characters, Julian's theme remains unchanged 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
All of the files needed to run a "BTL99" are buried in the games directory: 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, something generally reserved 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 dummy files, and while SRAM keeps an entry just for Medion, it's only there to keep track of the name entered at the start. 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 is incorrectly stored.
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. "Swordsmaster"(剣名人), "Paladin"(親衛騎士), "Berserker"(狂戦士), "Holy Knight"(聖戦士), "Sorcerer"(上位魔法使い), and "Sumonner"(召喚士) are class names that fit the characters Synbios, Dantares, Obright, Grace, and Masqurin, while the 6th is unknown. However, 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 almost all of which still have model files present, with quite a few returning from Shining the Holy Ark or the first two Shining Force games. All but 5 files are placeholders, with their only contents being the word "Dummy.". They follow X8PC[###].BIN(### being the values below) Note: The file number is for Model IDs. To get the Sprite IDs, simply subtract 500 from the model file number(For example: Sara Sldr's Sprite set is 201)
Name | Sprite | HP/MP | Level | Attack | Defense | Agility | Mov | Luck | Equipment | Gold | ID/File ### | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
??? ??? |
N/A | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Nothing | 0 | 0x00/700 | The Sprite ID is assigned to multiple sprites(Mostly Penn, but also the early sprite for the character Waltz). It's model appears to be a distinct, albeit broken, version of the Phoenix. |
Sara Sldr サラバンド兵 |
10 0 |
1 | 12 | 6 | 5 | 6 | 2 | Halberd | 36 | 0x01/701 | 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 | 20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Nothing | 10 | 0x03/703(Dummy) | It seems this enemy didn't get far in development before being cut. |
Pegasus Kt ぺガサスナイト |
20 0 |
0 | 15 | 5 | 5 | 7 | 2 | Iron Lance | 10 | 0x06/706(Dummy) | Sprite is from Scenario 2. | |
Horseman ホ一スマン |
20 0 |
0 | 15 | 5 | 5 | 5 | 2 | Light X-Bow | 10 | 0x08/708(Dummy) | It appears to be an upgrade to Bow Knight | |
Black Knt ブラックナイト |
20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Bastard Sword | 10 | 0x0A/710(Dummy) | ||
White Knt ホワイトナイト |
20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Mace | 10 | 0x0B/711(Dummy) | An early version of the White Lord enemy, it's sprites are included in XBTL114.CHR. Was reworked into Domaric's Guard in Scenario 2. | |
Saint セイント |
20 0 |
0 | 15 | 5 | 5 | 5 | 2 | Flail | 10 | 0x0C/712(Dummy) | ||
Giant Knt ギガントナイト |
20 0 |
0 | 15 | 5 | 5 | 5 | 2 | Halberd | 10 | 0x0E/714(Dummy) | Becomes Hill Giant in Scenario 2 | |
Dragonewt ドラゴンニュ一ト |
20 0 |
0 | 15 | 5 | 5 | 5 | 2 | Power Axe | 10 | 0x10/716(Dummy) | ||
Wolf Baron ウルフバロン |
20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Nothing | 10 | 0x18/724 | Later used for Scenario 2. | |
Golem ゴ一レム |
20 0 |
0 | 15 | 5 | 5 | 4 | 2 | Nothing | 10 | 0x19/725(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 |
20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Steel Sword | 10 | 0x1B/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 | 20 0 |
0 | 15 | 5 | 5 | 4 | 2 | Nothing | 0 | 0x20/732(Dummy) | Possible Shining the Holy Ark leftover. Gets replaced with Ice Golem by Scenario 3. |
Talos タロス |
20 0 |
0 | 15 | 5 | 5 | 4 | 2 | Great Sword | 10 | 0x22/734(Dummy) | Mistranslation of Taros. Shining Force II boss, later used in Scenario 3. | |
Brover ブロ一バ一 |
Not Found | 20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Nothing | 10 | 0x23/735(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 |
20 0 |
0 | 15 | 5 | 5 | 5 | 2 | Nothing | 10 | 0x24/736(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 |
20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Nothing | 10 | 0x26/738(Dummy) | ||
Dragon ドラゴン |
20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Nothing | 10 | 0x29/741 | 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 | 20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Nothing | 10 | 0x2A/742(Dummy) | The Japanese 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 | 20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Nothing | 10 | 0x2B/743(Dummy) | Dragon Knight. English doesn't follow the usual naming trend for Knight. |
Chimera キメラ |
Not Found | 20 0 |
0 | 15 | 5 | 5 | 6 | 2 | Nothing | 10 | 0x2F/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 |
20 0 |
0 | 15 | 5 | 5 | 5 | 2 | Faerie Bow | 10 | 0x33/751(Dummy) | Sprite is from Scenario 2. | |
Chariot チャリオット |
Not Found | 20 0 |
0 | 15 | 5 | 5 | 5 | 2 | Long Bow | 10 | 0x35/753(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 | 20 0 |
0 | 15 | 5 | 5 | 4 | 2 | Long Bow | 0 | 0x36/754(Dummy) | Replaced with Bugbear by Scenario 3. |
Death Mage ネクロマンサ一 |
20 0 |
0 | 15 | 5 | 5 | 5 | 2 | Bronze Rod | 0 | 0x3A/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 | 20 0 |
0 | 15 | 5 | 5 | 5 | 2 | Bronze Rod | 10 | 0x3B/759(Dummy) | Has Tornado Lv 1, making it the only one in the lot with a spell/special programmed in. Replaced with Arch Demon(アークデーモン) by Scenario 3. |
Monk モンク |
20 | 0 | 15 | 5 | 5 | 6 | 2 | Bronze Claw | 10 | 0x3F/763(Dummy) | Has (Item 91 Fairy Powder) as a drop. Sprite is only a guess, as it was used a fair bit to represent enemies during development. | |
Blue? ブル一 |
20 0 |
0 | 15 | 5 | 5 | 5 | 2 | Power Ankh | 10 | 0x41/765(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 |
15 0 |
6 | 12 | 8 | 12 | 6 | 3 | Gladius | 42 | 0X51/781 | Unused Brown variant. It's sprites are included in the files of Battle 2, 3, and 24. | |
Friend? 仲間になるPC |
N/A | 16 0 |
5 | 14 | 8 | 8 | 5 | 2 | Small Bow | 36 | 0x5B/791(Dummy) | This appears to be an earlier incarnation of Hayward. |
Bat Leader 小隊長 |
N/A | 40 0 |
5 | 18 | 11 | 9 | 6 | 4 | Halberd | 70 | 0x60/796(Dummy) | Gives Healing Drop on death. Either short for Battalion Leader, or may be a generic Bat character that would've been tagged with the BOSS class. |
Conrad コムラ一ド |
43 0 |
12 | 24 | 16 | 16 | 5 | 6 | Nothing | 0 | 0x8A/838(Dummy) | Conrad is technically used, in that the version slumped over a chair can have their status checked, but they have no interaction with the battle itself, and it seems as if that wasn't always the case. | |
Silver Knt シルバ一ナイト |
57 0 |
33 | 59 | 40 | 21 | 5 | 3 | Iron Lance | 830 | 0X8B/839(Dummy) | Why this duplicate entry exists is unknown. Has Healing Drop as a drop. | |
Bow Knight ボウナイト |
43 0 |
34 | 59 | 40 | 21 | 5 | 3 | Hvy Long Bow | 860 | 0x8C/840(Doesn't exist.) | Has Fairy Powder as a drop. | |
Monster ID (0x8D) | N/A | 66536 0 |
0 | 0 | 0 | 0 | 0 | 0 | Nothing | 0 | 0x8D/841(Doesn't exist.) | Possible test enemy. Has no name associated with it. If graphics exist, they have yet to be found. |
Basanda
ID | HP/MP | Level | Attack | Defense | Agility | Mov | Luck | Equipment | Gold | Spells |
---|---|---|---|---|---|---|---|---|---|---|
0x75 | 280/120 | 37 | 43 | 44 | 28 | 5 | 9 | Negate Cane | 1800 | Thanatos Lv 2, Blaze Lv 3 |
0x82 | 20/0 | 27 | 68 | 46 | 35 | 5 | 9 | Divine Cane | 1800 | ??? Lv 1 |
Additionally it seems the Basanda that appears in Battle 14(Enemy ID 0x82) has a strange discrepancy. Aside from her HP/MP being a placeholder, she appears to be stronger than the one you actually fight(Enemy ID 0x75) near the end of the game. What makes this odd is Fiale, another boss who has multiple entries, is given the same stats across all of them. She also drops 1800 gold upon defeat(which can't happen as she is heavily scripted) and is set to have a level 1 spell, but no spell was defined...
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. Keeping with the naming convention, the Japanese name would translate out to "Ninja Katana". | |
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 near the very end of the game. | |
0042 | Scimitar シミタ一 |
Sword ン一ド系統の武器 |
5 ATK | Enemy only weapon, the Mask Monk enemies all equip these. | |
0043 | Gladius グラディウス |
Sword ン一ド系統の武器 |
5 ATK | Functionally identical to the Scimitar, the only enemy that uses it goes unused. | |
0072 | Sneaky Knife シーブスナイフ |
Knife ナイフ系統の武器 |
ATK 13 AGL 5 | Also known as the "Thief Knife". | |
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 | The single most powerful weapon in the game, there is nothing close to beating it. 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 strongest Blade weapon in the game, though nowhere near as powerful as the previous. 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 Knuckle in Japanese. | |
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 | 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. If this weapon was intended for this game, it was likely meant for Grace, the only wand user who can't learn Spark naturally. | |
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". The English name almost certainly seems to be a mistranslation, as the name Caylon seems to have no obvious meaning. "Chiron Arrow" seems to be what it translates out to | |
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 anchor users cannot be recruited until 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 removed once equipped, but is fully functional. Can be obtained through an obscure bug. | |
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. The game is set to use the standard wand attack animations in battle, no critical hit exists for it, and if you attempt to use it as an item use, you'll find it has no range. | |
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 was given his own unique weapon, yet it 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. |
It's likely a good portion of these were intended to be used for future games, as many of these weapons either are or tie for the strongest in their respective groups, while others, such as the Spark Rod, would be redundant .
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.
Value | Image | Animation | Spell | Max LV | MP | Range | Description | Notes |
---|---|---|---|---|---|---|---|---|
06 | Inferno インフェルノ |
2 | 30/30 | 3/3 | Blinds with light 光の力で 敵にダメ一ジを与える |
DO NOT WATCH THE VIDEO IF YOU'RE PRONE TO SEIZURES Very different to the one used in Scenario 3. The animation is similar to an attack the colossus uses, but that is it's own unique attack. | ||
09 | Pacify メロウスぺル |
2 | 5/9 | 1/2 | Increases magic resistance 失われた魔法 味方の魔法耐性を上げる |
Seems to just be Shield from Shining the Holy Ark(Confusingly there's two spells with the same Japanese name, Shield and Calming Spell). Animation is almost the same as Resist, though it appears that animation was also used as a placeholder. Possible leftover? | ||
0F | Charm チャ一ム |
1 | 7 | 2 | Charm the enemy 敵を魅了する |
Uses the Elemental icon from Shining the Holy Ark. The spell is unused, but the status effect is used in-game by a few special attacks, including those by the Succubus enemy. | ||
10 | Tsunami スプラッシュ |
1 | 7 | 2 | Dispells magic power 敵にかかった魔法効果を消し去る |
The Negate spell from Shining the Holy Ark. Animation appears to be a placeholder | ||
13 | Chant リフレイン |
2 | 6/12 | 1/2 | Recover HP for 4 turns 味方のHPが 4タ一ン回復する |
Has the same Japanese name as Praying and uses the Restore spell icon from Shining the Holy Ark, though the description and animation suggest that this was more than just a placeholder. Text related to the spell exists, but the status effect it's supposed to apply doesn't appear to be functional. | ||
25 | Chaos カオスコルドロン |
1 | N/A | N/A | Summons chaos vortex 混沌の渦を呼び寄せ ダメ一ジを与える |
This cannot be seen or used by normal means, as setting the ID will only result in a blank nonfunctional entry. However, by using the Fight Menu, setting ACT to Magic and NO to 37, the attack can be seen. A Enemy special attacked used by Galm in Scenario 3 and bosses on the Premium Disc, though at this stage it's more or less just a placeholder. | ||
2A | Berserk べルセルク |
1 | 8 | 1 | Brings berserker rage 仲間を狂乱させ 会心攻撃をさせる |
This spell is functionally complete, only missing a proper Icon. The status effect it applies is used, but only by two very late game weapons most players may never see. | ||
2B | HolyCane 修行僧の杖 |
2 | 0/0 | 2 | Missing Item - Priest Cane 失われたアイテム修行僧の杖 |
It's name and description suggest this is a prototype for Scenario 3's Shining spell. As is, the spell does nothing. | ||
2C | *Orb 馗具宝珠 |
1 | 0 | 2 | Elbesem's Treasure Orb エルべセムの宝珠 |
Not particularly different from the item, but might still cause a seizure. Has a unique description compared to the other Item spells. May have originally intended to be a equip spell. | ||
33 | Bld-Cane 神刄の杖 |
1 | 0 | 3 | Full magic recover w Negate バサンダの武器で使う全回復魔法 |
The english version seems to be going with Blood Cane, though the Japanese suggests it was Negate Cane. It's a Long-range healing spell similar to Aura Lv 2, similar to the Divine Cane item used in a scripted event in Battle 14. Perhaps related to this, the Basanda used for that battle has a spell level of 1 defined in the first slot, but no spell was set. | ||
34 | ??? ??? |
4 | 1/18/2/1 | 0(self) | ???? | It's icon and attack animation(Which appears to be called from X3BUTTFL.BIN) are garbage data , but the functionality is most certainly not. It acts as a self-destruct spell of sorts, though as-is it can only target and damage other allies. |
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 |
Each one of these seems to come with a corresponding icon, but they're merely leftovers from Shining the Holy Ark and likely aren't set to appear in-game.
Unused Special Attacks
To do:
|
KAI No | Video | Name | Notes |
---|---|---|---|
12 | Cold Attack フリ一ズアタック |
An attack that should freeze, grouped with generic enemy attacks, but for whatever reason no enemy uses it. | |
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 |
They are last of the generic enemy specials, and seem to be placeholders. They may have some relation to the options "S--H" and "N--H" in the fight menu. | |
38 | Demon Call ディアブルコ一ル |
Rapier Special. Used by the Dark Rapier, an unused weapon. | |
45 | Poison Blade 猛毒の刃 |
An oddly plain looking special attack, it's possible that it may not have been finished. This would go perfectly with the Venom Blade weapon, but instead that uses the special Dimension. | |
46 | Force Edge フォ一スエッジ |
Force Blade's Special. The game seems to struggle with the attack. | |
56 | Meteor メテオ一ル |
Comet Spear's Special. Has a space in the English name. | |
73 | Mist Storm ミストスト一ム |
Ultra Axe's Special. | |
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 unused Caylon's Bow. | |
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. | |
177 | Road Rush ロ一ドラッシュ |
Shares the same name as a halberd special in Japanese(The US version tries to differentiate it by calling that one Road Rash.) but is listed among other Mace specials. It comes after Light Sphere and Star Bomb. | |
181 | Thunder Blow サンダ一ショック |
Grouped near the end of the list, with other enemy specials. | |
188 | (Measurement Test) |
At the very end of the list are two generic placeholders. They don't have names, so the game takes one from the next entry on the list, which is the start of location data. | |
189 | (Store Test) |
The very final Critical Hit. Same deal as the last one, it's a standard attack. |
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. There appears to be a duplicate line with the control code {06}, or PROMPT added in at the end. |
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 of the character stats suggests that work on this was never started, as it is nothing more than a reserved bit and was never functionally implemented into the game. |
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. Again, it seems work on this was never started. |
See Notes for more details.
The Shining series
| |
---|---|
Genesis | Shining Force • Shining Force II (Prototypes) |
Game Gear | Shining Force Gaiden: Ensei Jashin no Kuni he • 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 |
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