Difference between revisions of "Additional Information"
m (→Unused Maps) |
m (→Eklemata, ID: 0x181, 0x183, 0x17A: - Added some info) |
||
(7 intermediate revisions by the same user not shown) | |||
Line 7: | Line 7: | ||
This level features collisions tiles seemingly placed randomly. | This level features collisions tiles seemingly placed randomly. | ||
The Dark Gaia's model with an incorrect | The Dark Gaia's model with an incorrect script (0x8ED86E enemy ID 79 the Colossus (Green)) can be found at the top left, due the wrong script the NPC will behave broken. | ||
[[File:Terranigma_map_6.png]] | |||
[[File:Terranigma_map_6.png|500px]] | |||
== Tower rooms, ID: 0xBA, 0xBB, 0xBC == | == Tower rooms, ID: 0xBA, 0xBB, 0xBC == | ||
Though all three maps are | Though all three maps are connected there is no exit that leads to the first part (left). | ||
The exit of the left room (0xBA) leads to 0xB3 which only has one exit leading to 0xB7, the tower that leads to a single chest | The exit of the left room (0xBA) leads to 0xB3 which only has one exit leading to 0xB7, the tower that leads to a single chest with the bell. | ||
None of the chest contain anything, they can't be opened as there is no chest information for this map | None of the chest contain anything, they can't be opened as there is no chest information for this map. | ||
[[File:Tower_1.png]][[File:Tower_2.png]][[File:Tower_3.png]] | [[File:Tower_1.png]][[File:Tower_2.png]][[File:Tower_3.png]] | ||
== Eklemata, ID: 0x181, 0x183 == | == Eklemata, ID: 0x181, 0x183, 0x17A == | ||
Each map has enemies, two of them even working chests and one also has a Magicrock (ID:27) on it, yet none of them have any exit information. | |||
[[File:Eklemata_unused_1.png]] | [[File:Eklemata_unused_1.png|500px]] | ||
This map in | This map in its current state is also broken, the tiles next to the ropes make it impossible to get on them. | ||
[[File:Eklemata_unused_2.png|500px]] | |||
This map seems to be an earlier version of 0x175, the chest doesn't work and it is missing a ledge. | |||
</br>The map size is set to 512x1024 while the actual size is 1024x768 so when trying to load it is shows up broken and the player is out of range. | |||
[[File: | [[File:Eklemata_unused_3.png|500px]] | ||
== Unknown Houses in Litz (0x0394, 0x03A8) == | == Unknown Houses in Litz (0x0394, 0x03A8) == | ||
Line 34: | Line 40: | ||
== Police and Jail in Liberty (Modern), 0x36C, 0x36D == | == Police and Jail in Liberty (Modern), 0x36C, 0x36D == | ||
Though these rooms have working entrances and exits which can be enabled by setting certain event flags they normally can't be accessed and no NPC are | Though these rooms have working entrances and exits which can be enabled by setting certain event flags they normally can't be accessed and no NPC are in these rooms either. | ||
[[File:Terra_police.png]] [[File:Terra_police_jail.png]] | [[File:Terra_police.png]] [[File:Terra_police_jail.png]] | ||
== Unknown Shop in Suncoast, ID: 0x3F1, 0x3FF == | == Unknown Shop in Suncoast, ID: 0x3F1, 0x3FF == | ||
Though these rooms have working entrances and exits which can be enabled by setting certain event flags they normally can't be accessed and no NPC are | Though these rooms have working entrances and exits which can be enabled by setting certain event flags they normally can't be accessed and no NPC are in these rooms either. | ||
[[File:shop_unk_1.png]][[File:shop_unk_2.png]] | [[File:shop_unk_1.png]][[File:shop_unk_2.png]] | ||
Line 185: | Line 191: | ||
= Old Chest Design = | = Old Chest Design = | ||
This design can also be seen in the Terranigma beta demo video. | This design can also be seen in the Terranigma beta demo video and several pictures in magazines. | ||
The tile set of 0x3AB, 0x3AC and 0x3AD still have this design in them, but none of these maps have any chests. | The tile set of 0x3AB, 0x3AC and 0x3AD still have this design in them, but none of these maps have any chests. | ||
Line 258: | Line 264: | ||
# "Amazon Cave" | # "Amazon Cave" | ||
# "French City" (the script automatically sets the event flags) | # "French City" (the script automatically sets the event flags) | ||
In the German version they used "Froschdorf" and "Froschstadt" instead, Frosch means frog. | |||
== Debug Port - 2 == | == Debug Port - 2 == | ||
This script can port you directly to four different locations: | This script can port you directly to four different locations: | ||
Line 280: | Line 289: | ||
== Sound Test == | == Sound Test == | ||
This allows you to play sound effects and music tracks from the game. | This allows you to play sound effects and music tracks from the game, see here for a list of them [[Music]]. | ||
This only works in the Japanese version | This only works in the Japanese and French versions. In the French version all the title names are just blank but it still works. | ||
In all other versions trying to call this script will cause a freeze. | |||
Because the script is missing quite a bit of code, also all names point to 00 instead of the 0xD4 text end command, trying to draw any title would cause a crash. | |||
サウンドテストをします (Performing a sound test) | |||
サウンド:[7E04B4] [7E04B4,7ECE8A] (Sound: [Number] [Name] ) | |||
サウンド[7E04B4] [7E04B4,7ECE8A] (Sound: [Number] [Name] ) | |||
を 鳴らします。(Playing sound) | |||
サウンドセレクトを 中止します。(Canceling sound selection) | |||
= Secrets and other oddities = | = Secrets and other oddities = | ||
Line 322: | Line 344: | ||
=== ? - 1 === | === ? - 1 === | ||
This is loaded into VRAM as soon as the game is started and never loaded again. | This is loaded into VRAM as soon as the game is started and never loaded again.</br> | ||
It translates to "Magic Boom!" and it is unknown how trigger it. | |||
[[File:jap_msg.png]] | [[File:jap_msg.png]] |
Latest revision as of 18:45, 8 February 2025
Unused Maps
The game has space for 1104 map IDs, yet 214 of those are empty (which are almost 20%). This might imply that parts were removed or not implemented at all.
The unused maps that are left in the game are one test level and a few maps.
Collision Test Level, ID: 6
This level features collisions tiles seemingly placed randomly.
The Dark Gaia's model with an incorrect script (0x8ED86E enemy ID 79 the Colossus (Green)) can be found at the top left, due the wrong script the NPC will behave broken.
Tower rooms, ID: 0xBA, 0xBB, 0xBC
Though all three maps are connected there is no exit that leads to the first part (left).
The exit of the left room (0xBA) leads to 0xB3 which only has one exit leading to 0xB7, the tower that leads to a single chest with the bell.
None of the chest contain anything, they can't be opened as there is no chest information for this map.
Eklemata, ID: 0x181, 0x183, 0x17A
Each map has enemies, two of them even working chests and one also has a Magicrock (ID:27) on it, yet none of them have any exit information.
This map in its current state is also broken, the tiles next to the ropes make it impossible to get on them.
This map seems to be an earlier version of 0x175, the chest doesn't work and it is missing a ledge.
The map size is set to 512x1024 while the actual size is 1024x768 so when trying to load it is shows up broken and the player is out of range.
Unknown Houses in Litz (0x0394, 0x03A8)
Both also have the exit within the walls.
Police and Jail in Liberty (Modern), 0x36C, 0x36D
Though these rooms have working entrances and exits which can be enabled by setting certain event flags they normally can't be accessed and no NPC are in these rooms either.
Unknown Shop in Suncoast, ID: 0x3F1, 0x3FF
Though these rooms have working entrances and exits which can be enabled by setting certain event flags they normally can't be accessed and no NPC are in these rooms either.
These are police stations.
Unused Map Areas
Boss - Dark Gaia, ID: 0x280
A large part of the map is never used, only the part in the red box is ever seen in-game.
Black Market - Broken cell, ID: 0x382
This seems to be unused also no event flag can trigger this.
Unused Secret Areas
ID: 0x2C7
The map doesn't have any enemies nor exists but there is a chest behind the top trees, though there isn't any chest information for it. (See below)
ID: 0x2D0
The location of that map on the world map.
ID: 0x20B
There is no map info but two exits leading to this location:
ID: 0x20D
There is no map info but two enemy birds and exits leading to the same position as 0x2D0:
ID: 0x20E
There is no map info but an exit leading to this location:
Unused Auto Healing
Both the Crystal Spear and the Hero Pike have auto healing, yet when leaving the underworld a flag gets set that disables auto healing completely for both weapons.
The Hero Pike also heals four times faster than the Crystal Spear.
Unused Items
The game has space for 255 different Items.
41 Entries are empty
20 Entries are called "Item [Item ID]" and do nothing.
13 Entries are unused and listed below:
Only items between id 0 and 127 can have functions assigned to them, which means all the drinks below do nothing.
Also all the other unused items have just stubbed functions and do nothing when used.
Old Chest Design
This design can also be seen in the Terranigma beta demo video and several pictures in magazines.
The tile set of 0x3AB, 0x3AC and 0x3AD still have this design in them, but none of these maps have any chests.
Unused/Unreachable Exits
These exits are usually not accessible via normal means, there are few in the game.
Ark's Room, ID: 0xF
Directly in the first room of the game there is an exit that would lead you directly before the final boss of the final tower (ID: 0x122).
5th Tower Entrance, ID: 0x11C
This map has two exits in the top left area of the map, one leading to map ID 0x11E (2nd Floor of the 5th Tower), the other to the same map ID 0x11C at 256.896.
Castle, ID 0x0426
This leads to the chest room mentioned below.
During a certain event going up to the wall will trigger a message telling you not to go this way, implying this was fully implemented but apparently later removed.
It seems they forgot to update the script reflecting the change.
Castle, ID 0x421
This exit is behind a chest and is also within a wall, it leads to map ID 0x424. (Usually you get to map ID 0x424 from the exit in 0x429)
Stockholm, ID 0x1F4
Both these doors have working exists, but on both of them are triggers, which are preventing access to them.
The left leads to the actual house and within all doors work normally but there are no NPCs in there.
The right house however has an exit going to map ID 0x201, which is the 'next chapter map' and depending on current state of the game takes you to a different places.
- 0x00F - Ark's Room
- 0x128 - Portal Overworld (0x04,0x01)
- 0x07E - Lhasa Bed (0x0D,0x80)
- 0x1F9 - Stockholm - Ark's room (0x30,0x40)
- 0x127 - Portal Underowrld (0x35,0x80)
Overworld, ID 0x2
This is actually not a 2x1 sized exit but two 1x1 sized exists. The lower one leads to same map and same coordinates except the destination Y value is 1232 while the other ones has 32 and direction 0x60 instead of 0x50.
Debug Functions
There are a few debug functions left in the game that normally can't be accessed.
Debug
The script offers you three options:
- Flight scene (Port to plane map: 5)
- Ending (Port to map: 0x26)
- Debug:
- Level 34
- Hexagonstab, Kristallspeer, Sonnenstab, Granitspeer, Dornenlanze, Löwenklaue, Eispickel
- Schutzweste, Lederweste, Waldweste, Sonnenrüstung, Federanzug, Felljacke, Eispanzer, Mönchskutte
- 1 of each Ring/Pin
- Enables Chest menu usages
Debug Port - 1
This script can port you directly to three different locations:
- "French Village"
- "Amazon Cave"
- "French City" (the script automatically sets the event flags)
In the German version they used "Froschdorf" and "Froschstadt" instead, Frosch means frog.
Debug Port - 2
This script can port you directly to four different locations:
- "Dev. Rm" (0x32B)
- "Mole" (0x57)
- "Chicken" (0x32F)
- "Eating" (0xBD)
Debug Port - 3
This script can port you directly to four different locations:
- "Sqrl Vil" (0x38E)
- "Sqrl C" (0x399)
- "NY Town" (0x356)
- "NY City" (0x36F)
Debug Port - 4
This script can port you directly to four different locations:
- KAIHATU [Quintet]
- TATAKI [Lion's Den]
- NIWA [Chicken Race]
- O-GUI [Eating Challenge]
Event Flags
This script allows you to set event flags counted in bits.
Sound Test
This allows you to play sound effects and music tracks from the game, see here for a list of them Music.
This only works in the Japanese and French versions. In the French version all the title names are just blank but it still works.
In all other versions trying to call this script will cause a freeze.
Because the script is missing quite a bit of code, also all names point to 00 instead of the 0xD4 text end command, trying to draw any title would cause a crash.
サウンドテストをします (Performing a sound test) サウンド:[7E04B4] [7E04B4,7ECE8A] (Sound: [Number] [Name] )
サウンド[7E04B4] [7E04B4,7ECE8A] (Sound: [Number] [Name] ) を 鳴らします。(Playing sound)
サウンドセレクトを 中止します。(Canceling sound selection)
Secrets and other oddities
Talking Palm Tree, ID: 0x328
It is actually possible to "talk" to the Palm Tree, which says something different in the German version.
"Haha haha haha haha. I am the mysterious assistant programmer. But my true identity is a secret so that's why I took this form"
"Hello (slang)! I am the [script] writer of the German game."
Talking Zombies, ID: 0x1CD
When you crawl under the table in this room the following sequence is triggered, as there is no point in doing that many people might have never found this.
Destroyable wisps that drop money, ID: 0xA
After returning to the underworld speaking to the people turns them into wisps that will try to attack you.
You can use any throw able item to kill them and they have a chance to drop 100/200/300 gold.
This happens due a bug in the game, since it fails to load the correct chances and drop value from the enemy table but instead reads them from 0x8D000D/0x8D000E.
Which maps to the WRAM of the SNES and 0x8D000E can randomly be either of those values.
Hidden Publisher Name, ID: 0x2D5
Hidden Debug Message
These are loaded into VRAM at some points.
? - 1
This is loaded into VRAM as soon as the game is started and never loaded again.
It translates to "Magic Boom!" and it is unknown how trigger it.
? - 2
This is loaded when you enter the Mosque area.
Angry Turtle, ID: 0x47
After jumping a 2nd time the following message will appear if you jump again the 2nd message will appear.
Once Lhasa is on the map this won't work anymore.
Unusable Chests
A few maps have chests that can't be opened.
Secret Areas, ID: 0x2C7, 0x2D2
The map on the right is also unused and has no exits.
Castle Hidden Room, ID 0x432
This room normally can't be accessed, though has a working exit and also an exit leading to this room (ID: 0x426), but the exit is within a wall.
Grecliff, ID 0x014A/0x014B
Chest information only exists on map ID 0x014B, so it will look always closed on the other map ID 0x014A.
Missing Chests
A few maps have chest information but the chest is missing.
Safarium, ID: 0x4D
S.Bulb at X:13 Y:26
Treecave, ID: 0x132
P.Cure at X:31 Y:7
Loran, ID: 0x66
FireRing at X:7 Y:26
Loran, ID: 0x67
FireRing at X:7 Y:26
Quintet Quiz
Only in the Japanese version there is a quiz, where you are rewarded with a magicrock after answering all 18 questions correctly.
The Quiz has been translated in the German, French and Spanish version but is not accessible.
Read about it here .
Pre-release Versions
As recently discovered (27th July 2015) [1] some kind of beta version seems to exist.
This versions has a lot of differences between the final version of the game.
- Different chest graphic
- Elder's room has vase and something else lying on the ground
- Green decoration around the UI
- Ring menu is an overlay UI selection
- A very different intro, showing an hatching egg
- Different sound effects
- Tower has not yet the climbing chains but you can climb it
- Recreation room doesn't exist yet, a different animation is shown
Further proof for this is some French magazine which previewed Terranigma had three screenshots from the same or similar version.
No pre-release/beta dumps for Terranigma seem to exist.
More detailed information can be found here.