Estpolis Denki II NTSC-JAP Prototype

Discussion in 'Rare and Obscure Gaming' started by trevormacro, Sep 4, 2012.

  1. JLukas

    JLukas Spirited Member

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    The SPC files have some header data with the marker "S2C" and a short song title/description for each track. In the retail version, songs 0C, 0E, 30, 31 are just placeholder SPCs with a name "DAMY" (dummy). As the songs are present in the proto, their names are still intact. The proto is missing songs 37-3E. Sinrevi's post #473 in the thread lists where each song plays in the game.

    Pro Action Replay codes - song modifier for load game screen
    82DD3Bxx (prototype)
    82E897xx (JPN final)
    82E942xx (USA final)

    ID Title

    00 FIELD
    01 SHIRO
    02 MACHI
    03 MURA
    04 OYASUMI
    05 TOU
    06 OPENING 2
    07 DOROBOU
    08 DOUKUTHU
    09 CUCHYUTEIEN
    0A DENSETU
    0B HANA
    0C DAMY (PANICK in proto)
    0D OPENING.1
    0E DAMY (SORA in proto)
    0F KEKKONSHIKI
    10 PARTY
    11 WAKARE
    12 UMI
    13 YAMA
    14 MUUS
    15 MINATO
    16 MACHI HAKAI
    17 DOUKUTHU 1
    18 BATL 1
    19 BATL 2
    1A HAKA
    1B BIG BOS
    1C LAST BATL
    1D KACHI
    1E HOKORA
    1F KENKYUUZYO
    20 KAICYU
    21 KAICYUCITY
    22 KAZINO
    23 777 PLAY
    24 777 JAC GAME
    25 777 START
    26 GAAAAN
    27 HARU
    28 NATU
    29 AKI
    2A FUYU
    2B NAME IN
    2C SHINDEN
    2D ENDING
    2E LOVE
    2F SHINDEN
    30 DAMY (WAKARE2 in proto)
    31 DAMY (SERENA in proto)
    32 HIDECKA
    33 ITEM GET1
    34 ITEM GET2
    35 ITEM GET3
    36 ITEM GET4
    37 NAZO NO HITO (not in proto)
    38 KOKUUTOU DAS (not in proto)
    39 SORA (this version not in proto)
    3A BOSKAIWA (not in proto)
    3B NAZONOFUE (not in proto)
    3C MUUS CYANGE (not in proto)
    3D NALBIK (not in proto)
    3E MUUS 2 (not in proto)
     
    Last edited: Jul 30, 2013
  2. badinsults

    badinsults Peppy Member

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    Thank you for releasing the prototype. I'm sure that through the efforts of interested parties, that a lot of the problems due to the damaged dump can be fixed.
     
  3. Atamos

    Atamos Member

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    Wow, thank you so much Trevor !
     
  4. camdman

    camdman Robust Member

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    Thanks for the release! Here's hoping another dedicated fan / team can make a translation!
     
  5. N00ByBo0

    N00ByBo0 Rapidly Rising Member

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    Another strange bug: If you drop a bomb and grab a treasure while the bomb is still there, the treasure item goes somewhere else than above Mexims head. Also, the bomb you've placed disappears but you can no longer walk to place where the bomb was so forces you to use a restart in corners or else you're stuck.
     
    Last edited: Jul 14, 2013
  6. Sinrevi

    Sinrevi Spirited Member

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    [​IMG]

    ---
    edit:

    Just remembered an odd screenshot that was on this old Lufia flyer: s0z_9-img350x465-1263374735rihqen88057.jpg

    [​IMG]
    That area in the screenshot appears to use the same tilesets as the final area in the proto. Since the final area is the only area that uses these graphics, I'd be surprised if it wasn't part of the final area.
    It doesn't seem to match any part of map F8 or F9 though... Map F7 crashes in the proto...
    So... this means that the area in the screenshot might be map F7 or they changed the layout of the rooms a bit later in development. It also shows that the black background was supposed to be (going to be?) a clouds background.

    Anyway, the final area did get make over for the final version =P

    Mystic stones area in the proto: http://www.youtube.com/watch?v=ezfUumPrrjs
    Mystic stones area in the final version: http://youtu.be/ObjWZ0uMjXI?t=5m34s
    This area has changed alot =P
     
    Last edited: Jul 14, 2013
  7. N00ByBo0

    N00ByBo0 Rapidly Rising Member

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    Most likely a later build of the game, seeing its from a magazine in general. Or the graphics exist in current proto, but got corrupted due to bad dump (like the fire animation missing in cave mentioned few posts back by me).

    Sometimes I just wish we could get every beta version from any game - I always love to see how a game developed and which crazy ideas they had.
     
  8. badinsults

    badinsults Peppy Member

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    Having looked at the prototype with a tile viewer, it doesn't appear that much of the binary is corrupted. At the very least, it doesn't look like any of the graphics are affected in any major way. I didn't see any major sections of obvious corruption. Of course, the damage could very well be completely random, but considering that most of the game appears playable after some minor hacking, I'd say that the damage is not that significant.
     
  9. Sinrevi

    Sinrevi Spirited Member

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    I also think it's from a later build.
    In the scan:
    - Characters have a filled IP bar, in the proto IP bar never filled even before the proto was damaged.
    - Monsters in the north labyrinth, in the proto that dungeon is still "monsterless"

    Also, Lufia II once had a release date of December 1994, but in the end it actually was released february 1995.

    [video=youtube_share;uPw0ZiffGcU]http://youtu.be/uPw0ZiffGcU[/video]
    Some insight of development.

    - The scan from EGM may 1994 is definitely from before the proto (which is dated 18 july 1994). The scan shows a different battle interface, Guy has a different battle pose, Maxim is absent in one of the battle pictures, the area in the bottom right screenshot is not in the final game and as far as I know it's not in the proto either.

    - The game from the flyer looks a bit later in development than the proto. There's a man in front of the Parcelyte throne room who isn't in there in the proto. For the final game he was removed from that spot.

    - They once planned monster battles in the Fortress of Doom. In the proto there are no monsters in the Fortress of Doom, but you can use skills like in other dungeons. In the final game there are no monsters and you can't use skills (shoot arrows etc) in the Fortress of Doom.

    - Bottom right screenshot is most likely part of the mystic stones area (see post above)

    - Next scan is from EGM from... 1995? But I don't remember if it was from the January or February issue. This one looks close to the final game but there are still some little differences.

    - Maxim still has his victory sprite, which suggests that the victory dances were removed late in development.


    Then there's also this scan: http://img.photobucket.com/albums/v343/ESTFAN/lufiascan.png
    The build from that scan appears to be the same as the proto we have now.
     
  10. JLukas

    JLukas Spirited Member

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    N00ByBo0 - Trevor's patch disabled map animations to prevent the crashes later in the game. A better fix should be possible with more research on the animation data.

    Notes for two findings I didn't see mentioned in the thread:
    1. Walk behind the tree outside Tia's shop (use debug WTW) to add her to your party. It's just a few tiles to the right of the debug warp tile trevormacro found.
    2. Use the Switch command in battle for an instant victory. I think trevormacro was using it in some of his videos for the glitched battles? This seemed kind of strange, possibly corruption or a bug, but it is in fact a debug command. It writes #$00 to memory address 7FFC9F. That address is the battle result (00 = won, 01 = lost, 02 = ran away) AFAIK, using this command still sets storyline flags correctly, allowing for quick progress against forced battles in addition to random encounters. It's not clear if the true Switch command exists buried in the programming somewhere or simply wasn't coded yet.

    Misc. notes:

    It looks like the maps have internal IDs like the songs, needs to be investigated

    Hex offset 140000-14077C is a giant pointer table (24 bits each) to the compressed data packets: SPCs, maps, graphics, etc. It should cover everything from 14077D-27FFFF.

    RAM addresses
    7E1179 battle background index
    7E125A enemy index #1
     
    Last edited: Jul 15, 2013
  11. N00ByBo0

    N00ByBo0 Rapidly Rising Member

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    Ah, I see.



    Isn't this also a debug command if you've enabled it on final version? Maybe its enabled by default on the proto. The press start to freeze action during battle is enabled by default too I believe, so makes sense.
    ----

    Also, another bug found: In a dungeon when you hit an enemy and run from it, press A on it (like you would talk to a NPC) and the game crashes to Taito logo screen and than freezes. Probably the game tries to load anything like you would talk to a NPC but obviously fails to load because mobs don't have anything to say.

    Also, maybe what they wanted to do with IP is that the more IP you have, the stronger it is once you use it. Right now in the proto, you can use it anytime (probably to test it) but its the exact same damage as your normal weapon, but you can use it on multiple targets. Maybe the earliest thing they wanted to do with it was making it stronger the more IP you have.

     
    Last edited: Jul 15, 2013
  12. Sinrevi

    Sinrevi Spirited Member

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    http://youtu.be/R-VrSQTGOpA?t=2m58s
    gamefreezing bug (or at least I think the game doesn't continue after freezing. Music still plays)

    If you enter the Gades battle in the Ancient Tower with someone other than Maxim as the teamleader, you will be on the wrong side of the gap. (I had Dekar as teamleader)
    Now, that's not the problem since you can cross the gap with the Y button of debug mode. But if you walk on the actual path again, the game triggers Gades' appearance from before the battle again. However this time Gades doesn't actually appear and the game stops.

    So I suggest using Maxim as team leader if you want to view these scenes, or avoid tiles that trigger Gades' appearance again if you want to go to the other side via walk through wall method.


    ----
    edit:

    - Dekar is able to learn magic spells. But he can't use any of them because he starts with 0MP and never gains MP through level ups. Maybe if you use items that raise max MP =P
    (edit: Apparently, the developers haven't worked on what spells the later characters are able to learn, since Artea also appears to be able to buy every spell available. This might explain why Dekar is able to buy spells. I'll check later if Lexis is also able to buy all spells)
    - Some characters can access their spell list via the IP icon. All their spells can be used for 0MP this way. The game crashes when you use a spell via the IP icon though...
    - Maxim is able to learn Warp and Escape. Probably removed for obvious storyline reasons =P
    - In the spell menu, you can't use the Y or Select button to quickly switch to a different character.
    - On the menu, you can't use the select button to see what your Capsule Monster wants to eat.

    -----
    edit:
    - You can use Warp anywhere you want except in dungeons.
    - you can use escape in the Fortress of Doom (it teleports you to the last location you've been, I think)
    - old news: there are two hidden tiles that warp you to Doom Island. One is in Elcid and one in the middle of the three islands. The difference is that the Elcid tile adds Selan, Guy and Artea to your party (if there's enough space in your party, that is) and the tile in in the middle of the island doesn't.
    - speaking of hidden tiles, if you walk behind the tree near tia's shop, she'll be added to your party.
     
    Last edited: Jul 15, 2013
  13. Lunar_Lander

    Lunar_Lander from outer space..

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    wow, great read from the beginning ! ... and great thanks for the release of both versions !
    Thank you !
     
  14. JLukas

    JLukas Spirited Member

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    Locations F0 and F7 crash because the maps only have a single layer and it seems the game requires a minimum of two. With some effort in the debugger it was possible to work around this issue and get the locations to load. The full maps are pictured below. As with locations F8 and F9, they're very early in development and don't have any collision data, functioning exits or event sequences.

    Location F0:

    [​IMG]

    Location F7:

    [​IMG]
     
  15. Sinrevi

    Sinrevi Spirited Member

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    Nice! Looks like the Doom Island map from Lufia I.

    Doom Island in the final version. You can't go there unless you use cheats, since the map is only used during some cutscenes.
     
    Last edited by a moderator: May 25, 2015
  16. A.J. Ross

    A.J. Ross Active Member

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    Very interesting finds. So F0 is an early Doom Island concept (based on Lufia, as already pointed out) and F7 is the potentially corrupted third crystal room? I was a huge fan of Lufia II growing up, but even having read the thread in its entirety I've been having trouble keeping track of everything discovered so far. Has anyone catalogued all of the changes the community has found so far?
     
    Last edited: Jul 30, 2013
  17. JLukas

    JLukas Spirited Member

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    Mystic Stone comparison

    (storyline spoilers ahead)

    The Mystic Stone rooms have early event data intact, but the room layout data (which includes the coordinates to trigger events when stepping on certain tiles) wasn't yet implemented. Here's pictures of the events with the final on the right for comparison. Note that since the coordinates are missing, Maxim's exact location is a best guess - it's possible he's supposed to be standing a tile or two lower. The proto only displays textboxes as shown below, there's no fancy stone shattering animations or anything like that. After breaking the third stone in the proto, it has a command to warp back to the final room (location index F6)

    Mystic Stone 1

    [​IMG]

    Mystic Stone 2

    [​IMG]

    Mystic Stone 3

    [​IMG]
     
  18. Sinrevi

    Sinrevi Spirited Member

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    [​IMG]
    Some of the higher spells have different graphics and/or sound effects.
     
  19. Atamos

    Atamos Member

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    I am making an article about it right now, but it's going to take some time and it will be in french.
     
  20. A.J. Ross

    A.J. Ross Active Member

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    It's absolutely incredible so much was scrapped and redone in such a narrow time-frame. Every in-battle enemy sprite, most tilesets, music, character sprites, some spells... It makes you really wonder what exactly motivated them to make so many subtle changes -- changes that surely cost them thousands of dollars.
     
    Last edited: Jul 31, 2013
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