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Castlevania (Nintendo 64)

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Title Screen

Castlevania

Also known as: Akumajou Dracula Mokushiroku (JP)
Developer: Konami Computer Entertainment Kobe
Publisher: Konami
Platform: Nintendo 64
Released in JP: March 11, 1999
Released in US: January 26, 1999
Released in EU: May 14, 1999


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page

Hmmm...
To do:

More commonly known as Castlevania 64 and the first game in the Castlevania series to be in 3D. It's often considered the black sheep of the series, with its wonky camera and controllers, but it makes up for it with its moody and spooky atmosphere similar to Super Castlevania IV.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
Read about notable bugs and errors in this game.
Bugs
NotesIcon.png
Version Differences
Differences across the retail versions of the game.

Debugging Features

Crash Screen

CV64 crashScreen.png

Code exists for a crash screen, which displays information such as registers and stack, when the game crashes. This code is disabled by default, as the thread associated with the crash screen is never created nor started.
By manually creating and starting the thread, the game will print the message => faultproc - waiting for message.... If the game crashes, the string => faultproc - got a fault message... is printed, and the contents of the registers and the stack (as well as the cause of the crash) will be printed to a debug console.

Use this code to make the crash screen work. It initializes the crash screen thread, which replaces a useless branch in the audio initialization function with a call to the crash thread init and start function at 0x80019b48 (have the cheat enabled before booting the game, or do a hard reset with the code enabled for the effects to take place).

Then, make the game crash and the contents should be printed to the debugging console (on emulator, this script works for simulating a debugging console). The game can be crashed in various ways. An easy method is by setting $ra in a "jr ra" assembly instruction to 0. For example, set a breakpoint at 0x80015464 (USA v1.0) and set the contents of $ra to 0, then continue the game and the game will crash.

Version GameShark code
USA 1.0 810798d8 0C00
810798da 66D2

Functions

The functions associated with this crash screen start in the following RAM addresses. These addresses are for the USA v1.0 version of the game:

Address Description
0x80019b48 Creates the crash screen thread and starts it.
0x80019560 Prints the thread data, including registers, stack, etc.
0x80019968 Prints information such as the cause of the crash, called from the function above.
0x80019a44 This function is accessed after the thread is started. It checks if a crash has happened, and if that's the case, it prints the information to the console using the functions above. This function was likely called faultproc, judging by some of the strings in the ROM.

Explanation

  • Fault in thread X. X = thread ID (5 = Main thread)
  • epc: Address of instruction that caused exception
  • cause: Type of exception and pending interrupt bits
  • sr: Interrupt mask, enable bits, and status when exception occurred
  • badvaddr: Memory address where exception occurred
  • at, v0-v1, a0-a3, t0-t7, s0-s8, t8-t9, gp, sp, ra: Registers
  • fpcsr: FPU control and status register
  • d0-d30: Floating point-registers

Process Meter

There's unused code for handling and rendering a process meter, which can be found in other Konami games for the N64, such as Mystical Ninja Starring Goemon (Nintendo 64).

Each bar is supposed to represent a timer value that would be updated regularly, perhaps the time some specific threads would have taken (like with Super Mario 64). If a bar exceeds a certain limit, it either turn red, or the meter would be subdivided into more pieces (the game renders 3 divisions by default). Unfortunately, no code calls the update function for the process meter, so it's not possible to tell precisely where it would have been used.

Only two bars are rendered. However, the update function references 4 timer values (2 are for the green and blue bars, so it's possible the other 2 were for other 2 bars). In addtion, prerelease footage show that there were originally 4 bars.

Use this code to render the process meter. Note that it will only render the meter, but won't update the bars, so said bars will appear static. Lines 3-4 and 5-6 change the size of the green and blue bar respectively. They're float values, so for example, in the code below, the green bar size value was set to 0x42000000 = 32, and the blue bar size was set to 0x41700000 = 15. The last line changes the number of divisions to 4.

Version GameShark code
USA v1.0

810006DC 0C00
810006DE 679A
810D7140 4200
810D7142 0000
810D7144 4170
810D7146 0000
81096AC2 0004

Below are the functions associated with the process meter. These addresses are for the USA v1.0 version of the game:

Address Arguments Description
0x80019c00 (OSMesgQueue* unknown1) -
0x80019ce0 (f32 unknown1) -
0x80019cec (s32 unknown1) Update function. Changes the size of each bar according to the timer value for each.
0x80019e68 (Gfx* display_list) Draw function. Renders the entire process meter.
0x8001a004 (Gfx* display_list, f32 subdivision_width) Renders a subdivision of the process meter. The meter has 3 divisions by default.
0x8001a0b8 (Gfx* display_list, u32 color, f32 size, s32 meter_row) Renders a single bar.

And below is the global / static data associated with the process meter. These addresses are for the USA v1.0 version of the game:

Address Datatype Description
0x80019c00 f32 -
0x800d7120 OSTime Unknown bar timer
0x800d7128 OSTime Green bar timer
0x800d7130 OSTime Unknown bar timer
0x800d7138 OSTime Blue bar timer
0x800d7140 f32 Green bar size
0x800d7144 f32 Blue bar size
0x800a3088 f64 -
0x800a3090 f64 -
0x800a3098 f64 -
0x80096ac0 s32 Number of subdivisions

Level Select

CV64 stage select.png

An unused stage select menu can be enabled with the use of the below code and pressing L + Z at any time in-game.

An article from IGN covering the appearence of the game at TGS 1998 states that "several areas of the game are now playable (selected via a startup menu), including a forest scene, the castle entrance, and a harrowing battle against Death himself". Said startup menu could be this stage select, as it has options for warping to the forest and to a battle against Death.

Version GameShark code
Japan D10D80A0 2020
81342084 FFFF
D10D80A0 2020
81342086 FFFC
USA 1.0

USA 1.1
D10D5E20 2020
81342084 FFFF
D10D5E20 2020
81342086 FFFC
USA 1.2 D10D61C0 2020
81342084 FFFF
D10D61C0 2020
81342086 FFFC
Europe D10D68F0 2020
81342084 FFFF
D10D68F0 2020
81342086 FFFC
(Source: Original TCRF research)

Unseen Title Demo Debugging Text

Whenever the player enters the Title Demo (with Reindhart playing on the tunnel), the following text is printed on the debugging console. Note that the actual text doesn't have newlines. They've been put here for readability.

wait cont = 1
wait cont = 2
wait cont = 3
wait cont = 4
wait cont = 5
wait cont = 6
wait cont = 7
wait cont = 8
wait cont = 9
wait cont = 10
wait cont = 11
wait cont = 

cont stands for controller. The call to the print function that prints this text is located at 0x0280 within file 0xB52F02-0xB541E0 (USA v1.0, memory address 0x0F000280)

Unused Areas

"Test Grid" Debug Room

This is a testing map that only consists of a big, empty room with a checkered texture. When sorted by ID, this is the last map on the list of maps in the game (ID 0x1D). A string left in the ROM shows that this map is internally known as TEST GRID.

This map can be accessed using the GameShark codes below. While in gameplay, press the Gameshark button to warp to this map:

Version GameShark code
Japan 89389EE0 001D
89389EE2 0000
USA 1.0 89389EE0 001D
89389EE2 0000
USA 1.1 89389EE0 001D
89389EE2 0000
USA 1.2 89389EE0 001D
89389EE2 0000
Europe 89389EA8 001D
89389EAA 0000

This room appeared in a prerelease screenshot from the Konami Magazine, vol.7 (May 1998), where Malus was playing his violin.

Unused Characters

Cornell and Coller Leftovers

Originally, the game was meant to have 4 characters: Reinhardt, Carrie, Cornell and Coller. Cornell didn't make it into this game, but eventually appeared in Legacy of Darkness, while Coller was completely scrapped.

Pause Menu Text

Interestingly, the names for both characters are still present in the pause menu text data, and can be seen by enabling the Gameshark code below, and pressing the GS button during gameplay. These strings could be seen in an early screenshot showing the player selection screen.

The "XX" value is:

  • 02 = Cornell
  • 03 = Coller
Version GameShark code
Japan 89389C3C 00XX
USA 1.0 89389C3C 00XX
USA 1.1 89389C3C 00XX
USA 1.2 89389C3C 00XX
Europe 89389C40 00XX

Unused Coller Strings in the Gardener's Code File

It's very likely that Coller was reworked into the Gardener enemy, given the strong similarities in design between this enemy and Coller's concept art.

The file at 0xA253B6-0x0xA2945C (compressed, size = 0x40A6) in a USA v1.0 ROM contains the code and data associated with the Gardener. Said file contains unused strings at the end with what appears to be animation filenames, and all of them are preceded with "(coller)":

(coller) mk_nutral
(coller) mk_teisi
(coller) mk_standup
(coller) mk_ikaku
(coller) mk_walk
(coller) mk_dash
(coller) mk_damf
(coller) mk_damb
(coller) mk_out
(coller) mk_attackl
(coller) mk_attacklm
(coller) mk_dashattack
(coller) mk_sewa

The official Castlevania 64 website for Europe shows a description of every character. The description for the Gardener enemy shows a render of Coller.

Unused Graphics

Unseen Faces

CV64 Carrie VampireFace 1.png
CV64 Carrie VampireFaceTexture.png

This face is used after being transformed into a vampire and depicts Carrie with make-up, giving her a more adult-like appearance. However, it is overlayed by the eyeless vampire face, which requires this face to be set first. It is unknown where and in what context this face could have been used.

Version GameShark code
All 81350B06 0001

Reinhardt has even more facial issues. While the two post-transformation vampire faces do match the actual status and skin color change, they suffer from a graphical issue which makes the teeth somewhat blue. When setting both the face and overlay to 0x01 before the transformation, the correct overlay face is shown. But as soon the transformation is complete, it reverts to the "After V" or "After V+P" face, oddly keeping both values unchanged at 0x01.

Normal Vamp After V V+P After V+P Overlay Overlay 2
CV64 Reinhardt Normal.png CV64 Reinhardt Vamp.png CV64 Reinhardt HiddenVamp.png CV64 Reinhardt VampPoison.png CV64 Reinhardt HiddenVP.png CV64 Reinhardt VampireFace.png
CV64 Reinhardt VampireFace2.png

Debug Font

CV64 debug font.png

An unused font, present in some N64 Konami games, such as Mystical Ninja Starring Goemon. This font could be seen in prerelease footage.

This is the second file referenced by the ROM compressed files table (at 0x95C3C-0x9642C in a USA v1.0 ROM). The file itself is located (compressed) in addresses 0x6F3CB6 to 0x6F4070 in the ROM, and has a size of 0x3BA bytes. The game loads this file into memory, but nothing has been found that references it in the code so far.

KCEK logos in Title Screen

The file that contains the UI textures for the Title Screen (0x9D0AEA in the USA v1.0 ROM, compressed) contains three unused textures (mostly identical between each other) showing the KCEK logo without the "Konami Computer Entertainment Kobe". It's unknown where they would have been displayed on the Title Screen. In the image above, the "Castlevania" logo was replaced with the unused logo for showcase.

Segment addresses of the display lists within file 0x9D0AEA (decompressed) that contain the KCEK logo texture:

  • 0x0600C900 = Edges look slightly white
  • 0x0600CD58 = Shown in the screenshot above
  • 0x0600D1B0 = Logo is completely dark (probably intended for transparency?)

Unused Models

Malus

Malus's assets file in the ROM (0x7604A0-0x764A48 in the USA v1.0 version, compressed) has two unused models:

  • Bow: Near the end of the game, there's a cutscene where Malus shoots an arrow to the player. However, he is off-camera when he shoots, and even if the camera is turned around with hacks to view Malus when this happens, a bow cannot be seen. This display list starts at 0x00007188 within Malus's assets file (segment address = 0x06007188).
  • Sword: An unused sword model. It's unknown where Malus would have used a sword. This display list starts at 0x00007600 within Malus's assets file (segment address = 0x06007600).

Unused Animations

Malus shooting an arrow

In the beginning of the cutscene where Malus shoots an arrow to the player near the end of the game, he shoots from off-screen, so he can't be seen until the camera turns around.

However, he does perform an animation for shooting the arrow, which cannot be seen normally without the use of hacks to turn the camera to Malus at the beginning of the cutscene. Curiously, Malus assets file in the ROM has an unused bow model (see above).

Carrie death animations

Hmmm...
To do:
[Reindhart also has both impaled animations]

Carrie has three additional death animations that are unused. These show Carrie dying in grotesque ways, so it's understandable that the developers ended up scrapping them.

Use the Gameshark codes below to view each animation (for USA v1.0, press D-Pad Up). The RAM start address for each animation (both its translation and rotation data) are shown as well.

Impaled - Facing down

Translation data Rotation data
RAM Start Address (USA v1.0) 803D0C60 803CD300
Gameshark code
D0387D7E 0008
8035079C 0080
81029A4C 2418
81029A4E 0000
810970A0 803D
810970A2 0C60
810970A4 803C
810970A6 D300

Impaled - Facing up

Translation data Rotation data
RAM Start Address (USA v1.0) 803D0CF8 803CD7C0
Gameshark code
D0387D7E 0008
8035079C 0080
81029A4C 2418
81029A4E 0000
810970A0 803D
810970A2 0CF8
810970A4 803C
810970A6 D7C0

Falls on knees, then drops to floor

Translation data Rotation data
RAM Start Address (USA v1.0) 803D09E8 803CBF40
Gameshark code
D0387D7E 0008
8035079C 0080
81029A4C 2418
81029A4E 0000
810970A0 803D
810970A2 09E8
810970A4 803C
810970A6 BF40

Unused Music

Sequence 0x62 Sequence 0x67

There are 2 songs in the game that are unused. It is unknown where these would have been played. Sequence 0x67 is Renon's theme with a different intro.

The addresses below are for the USA v1.0 version of the game.

Sound ID ROM start address ROM end address
0x62 0x6658D0 0x665FB0
0x67 0x666A80 0x666C80

Unused Cutscene

There's one unused cutscene in the game, whose ID is 0x32. The cutscene shows a close-up of Death first, and then the camera zooms out as he does an attack that releases 8 scythes.

This cutscene cannot be skipped, and it's programmed to start over once Death does his attack. The scythes that are already present on-screen are not removed before the cutscene is started again, so after a couple of minutes, the game will start lagging because of many scythes being present on-screen.

Unused Status Effects

Hmmm...
To do:
Do the "unused" Status Effects affect the gameplay at all?

There are several unused Status Effects in the game, a few of which are unnamed. Most of them do not visually change anything, nor can they be healed using the "Healing Kit", as it only checks for Poison and Vampire.

One status effect, STO (Stone), seems to be the most developed status effect, as it's the only one that displays itself in the player's HUD when enabled with the GameShark code below. It was likely cut because there is only one area where you can be petrified, and having a separate status effect just for that didn't make sense.

Version GameShark code
Japan 80389C88 0004
USA 1.0 80389C88 0004
USA 1.1 80389C88 0004
USA 1.2 80389C88 0004
Europe 80389C8D 0004

As the variable for Status Effects is a 8-bit bitmask, each bit has its own status effect, which can be combined. Along with STO and combinations that feature it, this reveals 3 more unused status effects. They seem to be empty however, and have no real effect when applied and can't even be removed with the Healing Kit. Whether they were other cut statuses or simply placeholders/dummies is unknown.

Digit (hex) Bits Effect Can be healed using items? Displayed as
0x01 0000 0001 Unknown No, ignored Unused
0x02 0000 0010 Unknown No, ignored Unused
0x04 0000 0100 None No, ignored STO (Unused)
0x08 0000 1000 Turns Vampire between 0:00 and 1:00 AM Yes VAMP
0x10 0001 0000 Drains Health Yes POISON
0x18 0001 1000 Combined Yes V + P
0x1C 0001 1100 Combined Heals only V + P, ignores STO V + P
0x20 0010 0000 Slump over Yes, when HP > 21% (Animation)
0x40 0100 0000 Unknown No, ignored Unused
0x80 1000 0000 DEATH No (Death Animation)

Unused Items

Hmmm...
To do:
Rip the sprites for PowerUp. Add codes to enable these. Add prerelease screenshots showing the unused stake and rose.

CV64 Incandesce.gif
Incandescent Gaze - Highlights player's focus for a fixed period.
Likely an unused powerup of some kind that would have consumed MP to use, however the MP bars shown in early builds were removed from the final game.

CV64 Potpouri.gif
Pot-Pourri - Cures fossilization. Aroma softens fossilized body.
The final game has no petrify or stone status like other Castlevania games. There is an unused status effect , STO, presumably short for stone. Even if you force the game to put your character in STO status this item can't be used from the menu.

This item was completelty removed in the European version.

CV64 EngageRing.gif
Engagement Ring - A present from the Dark Lord. Holding it increases status by 10%. This description only appears in the Japanese version. In Carrie's bad ending Malus who is really Dracula proposes to her. This likely had something to do with that story beat but since it only happens in the bad ending in the final game it is unused.

Castlevania64 TheContract.png
The contract - Summons the demon salesman Renon After recall, if you decide to purchase, 1 point is used After recall, if you do not purchase, no points are used
This item is semi-unused. Instead of being used from the Inventory, it was placed in certain spots in-game instead, using the pickup trigger. Interestingly, if the inventory already has "the contract" hacked in, trying to pick up the contract will give the "You cannot carry any more of this item." dialogue box, but will summon Renon anyway.

PowerUp - No description.
Semi-unused. Has no effect when being hacked into the Inventory, but only when picked up. Unlike the contract, when this item has been hacked into the inventory, it doesn't show the "too many items" dialogue when picked up.


Wooden Stake

An unused sub weapon which was shown in early screenshots, but removed for the final game. By modifying candle drops you can make it drop from candles. It has a model and can be picked up correctly and will even overwrite your current sub weapon. Using it causes your character to do a throwing animation and consumes one jewel but otherwise does nothing.
CV64 Stakeddrop.png


Rose

Another unused sub weapon, that can be made to drop from a candle. It replaces your current sub-weapon and like the stake does nothing. The Rose consumes 3 jewels. The pickup model is similar to the one dropped by Rose in Reinhardt's ending.
CV64 Rosedrop.png


Garlic

An unused garlic texture exists within the file that holds all the subweapon 3D models (compressed, located within 0x9C5310 and 0x9C9038 in a USA v1.0 ROM). Garlics appeared in some concept arts for the game. Unfortunately, only the texture appears to be present, no code has been found associated with the garlic.

Starting at 0x8016b2c8, there's a table with various item appearence-related settings. The first 4 bytes represent the segment address (with segment = 0x06) of each item model within said file. 0x060036A0 is the segment address for the unused garlic texture.

This code replaces the knife model that is dropped from candles with the unused garlic texture, and also prevents it from spinning around (USA v1.0):

Version GameShark code
USA v1.0

8116B3B8 0600
8116B3BA 36A0
8016B3C5 0000

Unused Sub weapon Descriptions

Found in the game's code are descriptions for all the usable sub-weapons, as well as the unobtainable Stake and Rose sub weapons. As Sub weapons are stored in a dedicated slot and never put into the normal inventory these descriptions go unused. Interestingly enough they reveal that the Knife, and unused stake/rose sub weapons were going to be melee weapons with the stake doing more damage to vampires.

Holy Water
Thrown down, burns continuously. Harms foes, safe to humans

Cross
Flies in a spiral path to damage many kinds of foes

Axe
Hand axe. Thrown in a parabolic path it destroys flying enemies

Knife
Close frontal attack. Low effect but can stab twice rapidly

Wooden Stake
Close frontal attack. Inflicts heavy damage on vampires

Rose
Close frontal attack. Low effect but can stab 3 times rapidly

When forced into the inventory the unused rose subweapon consumes 3 jewels on use, presumably one for each stab.


(Source: LiquidCat, CV64 Discord)

Unused Save Jewel Candle Drop

Nintendo Power scan Video
CV64 nintendo power save jewel dropped from candles.png

Page 20 of volume 116 of Nintendo Power (January 1999) contains an interesting statement regarding how saving worked in a prerelease build of the game:

The torch in the ground floor inside the tower conceals a White Jewel.

In the final game, none of the save jewels are found inside candles. However, there are remains of this behaviour still present in the final game.

At 0x80189dd0 (USA v1.0), there's an array of 30 entries, one per map. Each entry is a pointer to a second array where each entry contains an item that will be dropped from the candle, and the bitflag it sets in the save file.

The first parameter of the candle actor controls which entry in that second array is going to be selected for the candle. Essentially, it determines what item should be dropped from the candle.

Almost all maps have at least one entry that makes the candle drop a save jewel, and even have the "bitflag" field set as the appropiate save jewel number.

In the video above, the first parameter of one of the candle actors at the beginning of the Forest of Silence map was changed to 0x12 (it was originally 0x00, which drops a Red Jewel (L)). 0x12 drops a save jewel whose save number is 2, which makes it save in the third save jewel of the map (as seen at the end of the video).

Unused Film Reel Effect

This game's cutscenes have an unused setting for a "film reel" effect like what Castlevania III: Dracula's Curse did for its opening.

There exists both a fullscreen and a widescreen variant of it, which are "effect setting" 1 and 3 respectively. In all of the cutscenes' settings, the only effects that are used are 0 and 2 (fullscreen and widescreen both with no film holes).

The following code previews this film reel effect (widescreen variant) in the opening cutscene at Forest of Silence (USA v1.0). Change the last value in the code from "3" to "1" to view the fullscreen variant:

Version GameShark code
Japan 8116DC4E 0003
USA v1.0 8116B7AE 0003
USA v1.1 8116B7AE 0003
USA v1.2 8116B8EE 0003
Europe 8116C74E 0003
(Source: LiquidCat, CV64 Discord)

Ending Message

Normally, the game ends prematurely on the Castle Center level if playing on Easy mode. But if the stage select code is used to jump to the last stage in Easy mode, and finish the game that way, then after the credits are over the following message will be displayed: "One adventure is over. But the truth remains in the darkness... Clear NORMAL to discover the truth!".
Presumably, the game was originally going to let you play through the entire game in Easy mode.

(Source: Torentsu)

Developer Text

The ROM and most overlays contain a lot of unused development strings. The reason why they appear in the final ROM is probably because the devs ifdef'd them out.

USA v1.0

The lines "ND3EA4" and "KCEK CastleVania the Apocalypse" are written to the Memory Pak. "ND3EA4" is the game's ID (USA version), while "CastleVania the Apocalypse" is the Japanese name of the game.

Address Value
0x80096AD4 ND3EA4
0x80096AF0 KCEK CastleVania the Apocalypse.
0x8018BFA0 BG3D SYSTEM INITIALIZE START
0x8018BFC0 BG3D SYSTEM : PLAYER WAIT
0x8018BFE0 BG3D SYSTEM : PLAYER IS READY
0x8018C000 Initialize DL Analyzing work
0x8018C020 Analyze Instance DL
0x8018C038 Initialize GRID WORK
0x8018C050 Initialize other BG3D Work
0x8018C06C BG3D SYSTEM INITIALIZE END : Frame %d
0x8018C0A0 00 MORI
0x8018C0AC 01 TOU
0x8018C0BC 02 TOUOKUJI
0x8018C0CC 03 NAKANIWA
0x8018C0DC 04 BEKKAN 1F
0x8018C0EC 05 BEKKAN 2F
0x8018C0FC 06 MEIRO TEIEN
0x8018C10C 07 CHIKA KODO
0x8018C11C 08 CHIKA SUIRO
0x8018C130 09 HONMARU B1F
0x8018C144 10 HONMARU 1F
0x8018C154 11 HONMARU 2F
0x8018C164 12 HONMARU 3F MINAMI
0x8018C17C 13 HONMARU 4F MINAMI
0x8018C194 14 HONMARU 3F KITA
0x8018C1AC 15 HONMARU 5F
0x8018C1BC 16 SHOKEI TOU
0x8018C1CC 17 MAHOU TOU
0x8018C1DC 18 KAGAKU TOU
0x8018C1EC 19 KETTOU TOU
0x8018C1FC 20 TURO TOKEITOU
0x8018C210 21 TENSHU
0x8018C21C 22 ENDING DUMMY
0x8018C230 23 TOKEITOU NAI
0x8018C244 24 DRACULA
0x8018C254 25 ROSE
0x8018C260 26 BEKKAN BOSS
0x8018C274 27 TOU TURO
0x8018C284 28 ENDING
0x8018C290 29 TEST GRID
0x8018C2A0 X 30 NO PART
0x8018C2B0 X 31 NO PART
0x8018C2C0 X 32 NO PART
0x8018C2D0 X 33 NO PART
0x8018C2E0 X 34 NO PART
0x8018C2F0 X 35 NO PART
0x8018C300 X 36 NO PART
0x8018C310 X 37 NO PART
0x8018C320 X 38 NO PART
0x8018C330 X 39 NO PART
0x8018C340 X 40 NO PART
0x8018C350 X 41 NO PART
0x8018C360 X 42 NO PART
0x8018C370 X 43 NO PART
0x8018C380 X 44 NO PART
0x8018C390 X 45 NO PART
0x8018C3A0 X 46 NO PART
0x8018C3B0 X 47 NO PART
0x8018C3C0 X 48 NO PART
0x8018C3D0 X 49 NO PART
0x8018C3E0 SUNLIGHT SYSTEM START
0x8018C400 ポリゴンバッファ確保失敗! (ID=%d Index=%d,%d,%d)
0x8018C434 %08X : このインスタンスは実体が存在しません。
0x800A7FE0 PRIM_COLOR R %02X G %02X B %02X A %02X
0x800A8008 ENV_COLOR R %02X G %02X B %02X A %02X
0x800A8030 BLE_COLOR R %02X G %02X B %02X A %02X
0x800A8058 FOG_COLOR R %02X G %02X B %02X A %02X
0x800A8280 glbcam: can't find open door
0x800A82F0 eventman: get on elevator
0x800A830C eventman: get off elevator
0x800A8A50 set camera mode boss01
0x800A8AA0 set camera mode boss04
0x800A8AD0 set camera mode boss05
0x800A8B50 set camera mode boss11

Localization Oddities

In the European version, the translators did quite an interesting number on some of the items, mostly the unused ones.

English French German
engagement ring ring -
Incandescent gaze gaze -
The contract Le contrat Der Vertrag
PowerUp Article de renfort Posten laden

While the "Engagement Ring" and "Incandescent Gaze" was blanked out in the German localization, The Contract was properly localized. On the other hand, the German localization for the "PowerUp" is completely out of the window, translating back literally into "Load Items". Why they even partially localized some unused items and went out of their way to blank out others is unknown.