Dragon Ball Z: The Legacy of Goku II
Dragon Ball Z: The Legacy of Goku II |
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Also known as: Dragon Ball Z: The Legacy of Goku II International (JP) This game has hidden development-related text. This game has a prototype article This game has a prerelease article |
Dragon Ball Z: The Legacy of Goku II is a major improvement over the previous game (such as following the anime's storyline a lot more closely), and probably one of Webfoot's best DBZ titles.
To do:
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Contents
Sub-Page
Prototype Info |
Prerelease Info |
Debug Menu
A debug menu exists which can be accessed by using the Codebreaker code 0202B32D:02 (US versions) or 0202B371:02 (Japanese version) while the game is starting up, then pressing and holding Start at the title screen. The player can listen to music tracks and sound effects, as well as teleport to any level. When going to any level, all six characters will be available, with each one of them being upgraded to a certain degree.
Sound Test
Included in the debug menu sound test is one unused track.
Track 27 is never heard in-game, but ends with the same ominous synth used in track 06.
The full track list for the Music Player:
00. Race To The Island (LoG II Version)
01. Southern Continent (Vegeta's Red Power)
02. Northern Mountains (Piccolo Angry)
03. Ninja's In The District (Hyperbolic Time Chamber)
04. Tropical Island (SSJ Transformation)
05. Time & Space
06. Enemy Approaching (Frieza's Theme)
07. Androids 17 & 18
08. Androids (Yamcha Meets Droids)
09. West City "Eat & Collect"
10. Goku's Home
11. West City Apartments
12. Capsule Corp (LoG II Version)
13. The Cell Games (Tourney Talk)
14. Cell & Piccolo Face Off
15. DragonBall Z (Theme of Legacy of Goku II)
16. Let's Visit King Yemma Again
17. The Dragon Theme (LoG II Version)
18. Time To Go Home
19. Super Namek
20. Super Saiyan Rage (Super Namek - Short Ver)
21. The Eyes Of The Lion
22. A Saiyan Down
23. Training And Focusing
24. Explosion Is Near
25. Trained Saiyans (Frieza Powers Up)
26. West City "Play & Watch"
27. Unused*
28. Imperfect Cell's Theme
29. Sparring Arena (Hole In My Bucket)
30. East District 439 (Gohan & Icarus)
31. Palace In The Clouds
32. Hercule Day Parade
33. Perfect Cell Theme
34. A Little Help From A Friend
35. Super Saiyan Vegeta
36. Master Roshi's Island (Droids Driving)
37. Android 16
38. Trunks Appears
39. Vegeta Powers Up
40. Vegeta's Theme
41. West City
42. Something's Wrong
43. World Map (LoG II Version)
(track names are based on their anime equivalents)
Anti-Piracy Measure
Please elaborate. Having more detail is always a good thing. Specifically: What exactly does the anti-piracy check for? What's the savetype that the game uses? |
The anti-piracy triggers at the point Gohan presses A to go to the world map for the first time from East District 439. The US and EU versions show up dead center of the screen by default whilst the Japanese version has it appear on the bottom. You are then booted back to the title screen. It could be checking for the save type used like in Buu's Fury.
Development-Related Text
Debugging Text
Various text strings related to errors and the developers' hard drive can be found in the ROM in each version of the game. The Japanese version, which came out later, contains a lot more of it than the other two versions. While nothing special, it does reveal the game was coded in C++ Language, since ".cpp" files are associated with the C++ programming language. The same is true with Buu's Fury.
US Version | |
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0042F4 | K:\Source\CharacterData.cpp Unable to find a sprite index in character display data |
00A0F4 | K:\Source\ByteCodeInterpreter\ByteCodeFunctionList.cpp CharacterSpecialAttack() is deprecated |
00A714 | CharacterFollow() is deprecated (...) ShowImage() is deprecated |
00B148 | K:\Source\ByteCodeInterpreter\ByteCodeVariableList.cpp Unable to set variable |
00EBDC | K:\Source\AreaEntry.cpp Unable to find area |
01F984 | Assertion Failure! File _ Line _ Condition _ Error _ |
022E48 | Invalid Operation Divide By Zero Overflow Underflow Inexact Result Heap memory corrupted Unknown signal |
Japanese Version | |
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001E74 | K:\Source\SaveOptionsManager.cpp |
003E98 | K:\Source\GameData.cpp Index < NumberOfTriggers |
0043E8 | K:\Source\CharacterData.cpp Level |
004DA0 | K:\Source\GameStates\State_JournalMenu.cpp Interpreter HasReturnValue() |
0053E0 | K:\Source\TileManager.cpp |
006764 | K:\Source\MapManager.cpp SaveState == NULL Savestate |
006A2C | K:\Source\SpriteSystem\SpriteSystem.cpp Process -> Used == 0xFF (...) Process -> Used == 0 (...) Process -> Used <= 1 (...) FreeMemory1 == FreeMemory2 (...) TotalMemory == 512 |
006E16 | (Location & 1) SpriteFreeListIndex == 0xFF |
0070F8 | (RequiredLength & 63) == 0 Index != -1 |
007980 | SaveState |
00852C | CurrentFrame |
009C34 | K:\Source\ByteCodeInterpreter\ByteCodeInstructions.cpp RepeatCount > 0 |
009F40 | K:\Source\ByteCodeInterpreter\ByteCodeFunctionList.cpp Character |
00B0D0 | "ShowImage() is deprecated" |
00B3F8 | SpriteIndex |
00BB90 | K:\Source\ByteCodeInterpreter\ByteCodeVariableList.cpp "Unable to set variable" |
00C238 | PlayerCharacter |
00C86C | K:\Source\SpriteSystem\SpriteHandler_Dialog.cpp ScaleCounter != 0 |
00C938 | K:\Data\Portraits\PortraitList.cpp |
00CCFC | K:\Source\TrapManager.cpp (...) Index != -1 |
00D428 | K:\Source\AreaManager.cpp Index < Entry->NumberOfItems Index < Entry->NumberOfNPCs |
00EA04 | K:\Source\GameStates\State_ScriptMapFader.cpp FadeTime PulseTime |
00EBE8 | K:\Source\CameraControllers\CameraController_Shake.cpp |
00EEFA | Reference == this !IsBatched IsBatched |
00FC4C | K:\Source\AreaEntry.cpp Interpreter HasReturnValue() (...) "Unable to find area" |
0101F4 | K:\Source\SpriteSystem\SpriteHandler_DestructibleTile.cpp Sprite |
0107A4 | K:\Source\Items\ItemHandlers.cpp |
0116DC | K:\Source\SpriteSystem\SpriteHandler_CharacterGateNumber.cpp StaticSprite |
011B38 | Fader == NULL (...) Fader |
011CA0 | !Finished |
012264 | K:\Source\GameStates\State_SwitchCharacters.cpp Player |
0137B0 | K:\Source\MapHandlers\PerspectiveMapLayer.cpp EndY <= 64 EndX <= 32 Width != 0 |
01963C | K:\Source\GameStates\State_Scouter_Minimap.cpp CurrentMap TileIndex != -1 |
01A970 | CurrentFrame |
01B230 | K:\Source\GameStates\State_Scouter_Database.cpp DatabaseList GetCount() |
01C2E8 | K:\Source\AIFiles\AIBehaviourManager.cpp BehaviourStack GetCount() |
020E24 | K:\WinGBACore\GBARam.cpp Header Header->Used == 0 AvailableBlock != NULL FreeListHead == NULL |
021780 | Assertion Failure! (...)File _ (...)Line _ (...)Condition _ (...)Error _ |
021ACC | K:\WinGBACore\SoundChannel.cpp SamplePosition >= 0 SamplePosition < SampleLoopEnd NumberOfSamples > 0 |
023000 | K:\WinGBACore\FrameBuffer.cpp (iBufferWidth & 7) == 0 (iBufferHeight & 7) == 0 |
0236D0 | K:\WinGBACore\GBABackupRAM.cpp ((int) Destination & 1) == 0 (DestinationOfset & 7) == 0 (Length & 7) == 0 ((int) Source & 1) == 0 (SourceOffset & 7) == 0 |
02462C | Invalid Operation Divide By Zero Overflow Underflow Inexact Result Heap memory corrupted Unknown signal |
7BEF60 | NumberOfSamplesToStart > 0 && NumberOfSamplesToStart <= NumberOfSamples NumberOfSamplesToEnd > 0 && NumberOfSamplesToEnd <= NumberOfSamples NumberOfSamplesToEnd > 0 && NumberOfSamplesToEnd <= NumberOfSamplesToEnd |
7BFCE4 | SourceOffset >= 0 && SourceOffset+Length <= BackupRamSize DestinationOffset >= 0 && DestinationOffset+Length <= BackupRamSize SourceOffset >= 0 && SourceOffset < BackupRamSize Abnormal termination Arithmetic exception: Illegal instruction Interrupt received Illegal address Termination request Stack overflow Redirect: can't open: Out of heap memory User-defined signal 1 User-defined signal 2 Pure virtual fn called C++ Library exception TableSize < n K:\WinGBACore\StaticTable.h TableSize < n K:\WinGBACore\StaticTable.h (These two lines are present 15 times) AnimationIndex < Sprite->NumberOfAnimations K:\Source\SpriteSystem\CharacterSpriteHandlers\SpriteHandler_Character.h Index != -1 \Source\SpriteSystem\SpriteSystem.h EEPROM_V124 |
Crash Handler
There is a crash handler that seems to only work on the Japanese version.
This sound error message can be triggered by enabling the code 03007D510E during the opening cutscene.
(Source: nensondubois)
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This message can be triggered by enabling the debug screen on the Japanese version, warping to zone 10, area 16, and then progressing with the dialogue. It can be assumed that the error occurs because the game attempted to move a character that was not currently loaded. | |
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If you attempt a glitch that involves shooting several ki blasts simultaneously, you could get one of these two screens. |
Regional Differences
Intro Movie
In the European version, the opening FMV played in the US and JP (International) versions is removed to make room for the other languages.
Character Portraits
For some reason, all the story-relevant characters had their portraits changed when the game was localized in Japan. This does fix mistakes with Gohan's Super Saiyan 2 portrait and Imperfect Cell's portrait, but adds an error where Gohan wears the wrong battle armor when Frieza arrives on Earth. The SSJ Trunks portrait used in the menu was also changed to match the one used during cutscenes.
US | Japan |
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