https://www.terranigma.be/api.php?action=feedcontributions&user=Crediar&feedformat=atomTerranigma Wiki - User contributions [en]2024-03-29T01:26:29ZUser contributionsMediaWiki 1.37.1https://www.terranigma.be/index.php?title=MagicRocks&diff=1124MagicRocks2024-01-23T15:59:22Z<p>Crediar: </p>
<hr />
<div>Magicrocks, also known as Magirocks in English due the eight-character limitation, are the currency for magic in the game represented by rings and pins.<br />
<br />
One Magicrock is exclusive to the Japanese version and can be obtained by answer all question correctly of the Quintet quiz that is located within the Quintet building.<br />
<br />
One is located on an unused map.<br />
<br />
A total of 75 can be found on maps the other 23 are obtained by pins granted by NPCs.<br />
<br />
That means a total of 97 can be found in the Japanese version and 96 in all other versions. <br />
<br />
= MAP Locations = <br />
Each Magicrock uses the Flag value in the script to determinate its ID.<br />
{| class="wikitable"<br />
|-<br />
! ID<br />
! Map ID<br />
|-<br />
| 0<br />
| (none)<br />
|-<br />
| 1<br />
| 0x0102<br />
|-<br />
| 2<br />
| 0x0103<br />
|-<br />
| 3<br />
| 0x0104<br />
|-<br />
| 4<br />
| 0x0108<br />
|-<br />
| 5 <br />
| 0x109<br />
|-<br />
| 6 <br />
| 0x10b<br />
|-<br />
| 7<br />
| 0x112<br />
|-<br />
| 8<br />
| 0x114<br />
|-<br />
| 9<br />
| 0x117<br />
|-<br />
| 10<br />
| 0x119<br />
|-<br />
| 11<br />
| 0x11a<br />
|-<br />
| 12<br />
| 0x27c<br />
|-<br />
| 13 <br />
| 0x13b<br />
|-<br />
| 14<br />
| 0x13f<br />
|-<br />
| 15<br />
| 0x148<br />
|-<br />
| 16<br />
| 0x149<br />
|-<br />
| 17<br />
| 0x14a<br />
|-<br />
| 18<br />
| 0x14b<br />
|-<br />
| 19<br />
| 0x155<br />
|-<br />
| 20<br />
| 0x166<br />
|-<br />
| 21<br />
| 0x16b<br />
|-<br />
| 22<br />
| 0x16b<br />
|-<br />
| 23<br />
| 0x172<br />
|-<br />
| 24<br />
| 0x175<br />
|-<br />
| 25<br />
| 0x179<br />
|-<br />
| 26<br />
| 0x17b<br />
|-<br />
| 27<br />
| 0x183 (unused)<br />
|-<br />
| 28<br />
| 0x196<br />
|-<br />
| 29<br />
| 0x19c<br />
|-<br />
| 30<br />
| 0x1a0<br />
|-<br />
| 31<br />
| 0x1a6<br />
|-<br />
| 32<br />
| 0x1bc<br />
|-<br />
| 32<br />
| 0x1bc<br />
|-<br />
| 33<br />
| 0x1c7<br />
|-<br />
| 34 <br />
| 0x1ce<br />
|-<br />
| 35<br />
| 0x1d0<br />
|-<br />
| 36<br />
| 0x1d2<br />
|-<br />
| 37<br />
| 0x1e3 <br />
|-<br />
| 38<br />
| 0x1e7<br />
|-<br />
| 39<br />
| 0x1ed<br />
|-<br />
| 40<br />
| 0x242<br />
|-<br />
| 41<br />
| 0x254<br />
|-<br />
| 42<br />
| 0x255<br />
|-<br />
| 43<br />
| 0x260<br />
|-<br />
| 44<br />
| 0x2d3<br />
|-<br />
| 45<br />
| 0x2d5<br />
|-<br />
| 46<br />
| 0x2d6<br />
|-<br />
| 47<br />
| 0x2d7<br />
|-<br />
| 48<br />
| 0x2e0<br />
|-<br />
| 49<br />
| (none)<br />
|-<br />
| 50<br />
| (none)<br />
|-<br />
| 51<br />
| (none)<br />
|-<br />
| 52<br />
| (none)<br />
|-<br />
| 53<br />
| (none)<br />
|-<br />
| 54<br />
| (none)<br />
|-<br />
| 55<br />
| (none)<br />
|-<br />
| 56<br />
| (none)<br />
|-<br />
| 57<br />
| (none)<br />
|-<br />
| 58<br />
| (none)<br />
|-<br />
| 59<br />
| (none)<br />
|-<br />
| 60<br />
| (none)<br />
|-<br />
| 61<br />
| (none)<br />
|-<br />
| 62<br />
| (none)<br />
|-<br />
| 63<br />
| (none)<br />
|-<br />
| 64<br />
| (none)<br />
|-<br />
| 65<br />
| (none)<br />
|-<br />
| 66<br />
| (none)<br />
|-<br />
| 67<br />
| (none)<br />
|-<br />
| 68<br />
| (none)<br />
|-<br />
| 69<br />
| (none)<br />
|-<br />
| 70<br />
| (none)<br />
|-<br />
| 71<br />
| (none)<br />
|-<br />
| 72<br />
| 0x096<br />
|-<br />
| 73<br />
| 0x06C<br />
|-<br />
| 74<br />
| 0x41b<br />
|-<br />
| 75<br />
| 0x435<br />
|-<br />
| 76<br />
| 0x3e5<br />
|-<br />
| 77<br />
| 0x421<br />
|-<br />
| 78<br />
| 0x35e<br />
|-<br />
| 79<br />
| 0x399<br />
|-<br />
| 80<br />
| 0x3D2<br />
|-<br />
| 81<br />
| 0x32a (Quiz Reward)<br />
|-<br />
| 82<br />
| 0x42f<br />
|-<br />
| 83<br />
| 0x425<br />
|-<br />
| 84<br />
| 0x34d<br />
|-<br />
| 85<br />
| 0x078<br />
|-<br />
| 86<br />
| 0x405/0x3f8<br />
|-<br />
| 87<br />
| 0x3bf<br />
|-<br />
| 88<br />
| 0x3c8<br />
|-<br />
| 89<br />
| 0x0AE<br />
|-<br />
| 90<br />
| 0x0B9<br />
|-<br />
| 91<br />
| 0x3e1<br />
|-<br />
| 92<br />
| 0x3bc<br />
|-<br />
| 93<br />
| 0x057 (Monster Minigame)<br />
|-<br />
| 94<br />
| 0x0BD (Eating Challenge)<br />
|-<br />
| 95<br />
| 0x049 (Maze Game)<br />
|-<br />
| 96<br />
| 0x3a1<br />
|-<br />
| 97<br />
| (none)<br />
|-<br />
| 98<br />
| 0x414<br />
|-<br />
| 99<br />
| 0x04D<br />
|-<br />
|}<br />
<br />
= NPC Locations = <br />
<br />
{| class="wikitable"<br />
|-<br />
! Name<br />
! Location<br />
! Magicrock Value<br />
|-<br />
| Grass pin<br />
| Ra Tree<br />
| 4<br />
|-<br />
| Wind Pin<br />
| Big bird<br />
| 2<br />
|-<br />
| Bone pin<br />
| Kumari<br />
| 1<br />
|-<br />
| Water Pin<br />
| Mermaid Tower<br />
| 6<br />
|-<br />
| Horn Pin<br />
| Hitoderon<br />
| 4<br />
|-<br />
| Water Pin<br />
| Suncoast - Exchange for fever medicine<br />
| 6<br />
|-<br />
|}</div>Crediarhttps://www.terranigma.be/index.php?title=TerraFluky&diff=1122TerraFluky2023-11-13T14:29:36Z<p>Crediar: /* Weapon Progression Items */ - Order starts at 1</p>
<hr />
<div>TerraFluky is a Terranigma randomizer.<br />
<br />
= Quick start = <br />
*Defeat Dark Gaia to beat the game<br />
*Starstones are now obtained by beating certain bosses or completing certain areas, you can find out where you have to go by reading the Royal letter or checking the board in Loire<br />
*Several cutscenes have been removed, also many overworld crossing have been streamlined<br />
*RaTree can be re-entered any time, you no longer need the claws to exit the goat cave<br />
*Beruga's Tower and the Airship are no longer required, after resurrection you can go directly to the underworld<br />
*There is a new area in Eklemata, it is at the bottom of the avalanche map<br />
*There is a new area in Dragoon Castle, go to the left and trigger the secret switch<br />
*Mushroom, Scarf, Tin Sheet, Topaz, Black Opal and Sapphire count as chests and those place are included in the randomizer pool<br />
*The Airplane has been turned into an item (Airplane Parts) that has to be used before you can use it<br />
*The Sharp Claws, Red Scarf, Ra Dewdrop, Snowgrass Leaf, Topaz, Black Opal, and Sapphire are now obtained from chests rather their original locations (The Ra DewDrop and Snowgrass Leaf locations have chests added at their locations)<br />
*Weapons/Armor are progressive and you will find stronger ones the more you find<br />
*Enemies give three times the experience<br />
*Enemies are automatically adjusted to your level so you can go anywhere in any order<br />
*Slicer damage has been reduced to deal minimal damage<br />
*The starstone skeleton, Nana the mermaid and the prison guard now hold a randomized item<br />
*For more detailed information see below<br />
<br />
==Known Bugs==<br />
*Lumina - The chest is only present in state 3 of the map (Won't fix). You can enter/leave the tree to get to state 3 easily<br />
*Some locations that don't have a starstone will still say a starstone was obtained (probably fix)<br />
<br />
==Known Softlocks==<br />
*Zue - Jumping down certain places can leave you in a softlock state without the claws (Won't fix)<br />
*Grecliff - Entering a certain area without the claws can leave you semi softlocked, you can deathwarp to escape. (Won't fix)<br />
<br />
= Current Features: Version 0.13 =<br />
<br />
Randomizes all the chests in the overworld except the following items and chest locations, also all key items have been added to the pool as well as the airplane (Airplane Parts) is now obtained through a random chest.<br />
<br />
The following locations also hold a random item: Skeleton in the desert, Nana the mermaid, the prison guard, Topaz location, Black Opal location and Sapphire location.<br />
<br />
Log<br />
Sleep Potion<br />
Jail Key<br />
Royal Letter<br />
<br />
<br />
Elder's Room<br />
Fire Rings (OOB)<br />
Litz Ship Storage<br />
Missing chest (Safarium 0x4D)<br />
Tower 1 - 3rd Floor <br />
Tower 2 - 1st Floor <br />
Tower 2 - 2nd Floor <br />
Tower 3 - 1st Floor <br />
Tower 3 - 4th Floor <br />
Tower 4 - -1st Floor <br />
Tower 4 - 2nd Floor <br />
Tower 4 - 3rd Floor <br />
<br />
==Removed Cutscenes==<br />
* Ship gain quest<br />
* Meilin in Liotto<br />
* Castle with picture scene<br />
* Bird, Animals and Human resurrection cutscene<br />
* Portal cutscene<br />
* Obtaining Snowgrass Leaf<br />
* Obtaining Ra Drop<br />
* 2nd Goat cutscene<br />
* Castle chain control room cutscene<br />
* Eklemata snow show<br />
* Yomi sees zombies<br />
* Sewer four cutscenes, can directly open door with key present<br />
* Yomi sees Yeti<br />
* Stockholm resurrection cutscene<br />
* Great Lakes Cavern cutscene<br />
* Ra Tree Cave cutscene<br />
* Sewer cutscene<br />
* Scarf cutscene<br />
* Loran innkeeper <br />
<br />
<br />
==Removed Content==<br />
* Underworld Towers<br />
* Liam's quest<br />
* Ship fetch quest<br />
* The skeleton in the desert no longer has a Starstone<br />
* Events before Bloody Mary fight<br />
* Louran pre-bed Meilin, can directly go to bed<br />
* Removed three chests from one Ra Tree map (0x132)<br />
<br />
==Added Content==<br />
*Added two previously unused maps back to the game, which have a total of three chests. They are in a cave in Eklemata, where Ark is hit by the avalanche.<br />
*An unused room in Dragoon Castle has been added. The room is in the top left area of the castle. Activating the secret switch will open a pass way in the middle of the map. This map has three chests.<br />
*The center board in Loire will tell you the locations of the starstones<br />
<br />
==Other Changes==<br />
* Hard stones are now breakable by any weapon<br />
* Twin Birds isn't farmable anymore<br />
* All enemies give triple the XP, except bosses and the parasite spawns and borfes<br />
* Exit block removed in Mermaid Tower<br />
* Stone blocking exit after obtaining the rock spear removed<br />
* Added a path from Savannah to Sahara<br />
* Moved the NPC that blocks the way in the Dragoon Castle as well the one in Loire Castle<br />
* Weapons/Armor are progressively upgraded via randomly placed items from chests<br />
* Noodle King game is always available<br />
* Added path to the newly accessible cave in Eklemata<br />
* Portrait changed into random weapon<br />
* Mushroom changed into random weapon<br />
* Tin Sheet changed into random weapon<br />
* Starstones are randomly distributed at the following locations: Ra Tree, Grecliff, Zue, Eklemata, Mermaid Tower, Sylvain Castle, Great Lakes Cavern, Beruga's Lab, Airsrock, Neo Tokyo (Sewer), Louran (Meilin) and Northpole (Penguin)<br />
* Lab Tower is directly accessible (after airplane)<br />
* Asterika's back room is always accessible<br />
* The last door in the Lab Tower is now unlock be completing the resurrection event<br />
* Dark Gaia 1 and 2 have fixed randomness pre seed<br />
* (DEBUG BUILD ONLY) START+SELECT teleports you back to Loire unless the game crashed, this is only for testing and can be removed at any time. Also any bugs hat happen due teleport won't be fixed!<br />
<br />
==Current Start Items==<br />
S.Bulb<br />
M.Bulb<br />
Crystal Spear<br />
ElleCape<br />
Royal Letter<br />
<br />
<br />
==Armor Progression Items==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Order<br />
! Name<br />
! Name<br />
! Defense<br />
! Effect<br />
|-<br />
| 0<br />
| Waldweste<br />
| Leafsuit<br />
| 8<br />
| Immune to poison<br />
|-<br />
| 1<br />
| Felljacke<br />
| Fur coat<br />
| 14<br />
| Immune to Freeze, 75% less Ice damage<br />
|-<br />
| 2<br />
| Silberrüstung<br />
| SlvrVest<br />
| 26<br />
| Immune to poison<br />
|-<br />
| 3<br />
| Silberpanzer<br />
| Slvrarmor<br />
| 35<br />
| <br />
|-<br />
| 4<br />
| Nixenmantel<br />
| Sea Mail<br />
| 43<br />
| <br />
|-<br />
| 5<br />
| Seelenpanzer<br />
| <br />
| 48<br />
| Immune to Curse, +40HP<br />
|-<br />
| 6<br />
| Shogunrüstung<br />
| Kingarmor<br />
| 50<br />
| None<br />
|-<br />
| 7<br />
| Aurapanzer<br />
| <br />
| 65<br />
| Immune to a lot, +40HP, -12STR, +11DEF<br />
|-<br />
|}<br />
<br />
<br />
==Weapon Progression Items==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Order<br />
! Name<br />
! Name<br />
! Attack<br />
! Element<br />
|-<br />
| 1<br />
| Sonnenstab<br />
| Ra Spear<br />
| 6<br />
| None<br />
|-<br />
| 2<br />
| Strahlenlanze<br />
| LightRod<br />
| 15<br />
| Light<br />
|-<br />
| 3<br />
| Eispickel<br />
| Icepick<br />
| 25<br />
| Ice<br />
|-<br />
| 4<br />
| Nixenlanze<br />
| SeaSpear<br />
| 37<br />
| Ice<br />
|-<br />
| 5<br />
| Narrenstab<br />
| 3PartRod<br />
| 48<br />
| None<br />
|-<br />
| 6<br />
| Naginata<br />
| Fauchard<br />
| 58<br />
| None<br />
|-<br />
| 7<br />
| Elfenbeinlanze<br />
| HeroPike<br />
| 80<br />
| None<br />
|-<br />
|}<br />
<br />
== Enemy Scaling ==<br />
<br />
Enemies are scaled to your level via the following formula:<br />
<br />
PlayerLevel / EnemyLevel * Value * 1.2<br />
<br />
= Download =<br />
[https://www.terranigma.be/cgi-bin/rando.sh Download]<br />
<br />
= Changelog =<br />
==Version 0.13 [Public]==<br />
*The Engagement Ring is now required to enter the Great Lakes<br />
*Added the Engagement Ring, Sapphire, Black Opal and Topaz to the randomized item pool<br />
*Nana the mermaid in Mermaid Tower now has randomized item instead of the Engagement Ring<br />
*The prison guard in Loire Castle now has randomized item instead of the Prison Key<br />
*The three locations in Sylvain Castle with the following gems: Sapphire, Black Opal, and Topaz, now have a randomized item instead of a gem<br />
*Fixed a potential bug obtaining placeholder items from non-chest places<br />
*Increased starting level to seven, to match the level you are after leaving the underworld<br />
*Updated several non-chest places with a message that shows the item obtained<br />
*Updated logic to reflect new locations and their limitation<br />
*Changed two medium bulb into large ones<br />
*Rewrote enemy defense code<br />
*Rewrote enemy health code<br />
*Rewrote boss health code <br />
*Increased average boss level<br />
*Decreased defense scaling<br />
*Disabled defense and health adjustments for the Dark Morph Wizard battle<br />
*Disabled the health adjustment for the Bee enemy<br />
*Increased item stock limit to 99<br />
<br />
==Version 0.12 [Internal]==<br />
*Used to test things<br />
<br />
==Version 0.10 [Public]==<br />
*Ship as start item<br />
*New scaling logic<br />
*Ra tree requires leaf<br />
*Fixed patches<br />
*Fixed slicer dmg<br />
*Australia is now only reachable via the airplane<br />
*Airplane added as an item to the item pool<br />
*Removed Alaska <-> Australia overstep<br />
*Disabled autoheal from weapons<br />
*Ship automatically available <br />
*Airplane icon changed to airplane parts<br />
*Increased enemy power by 20%<br />
*Removed Asterika as a possible star stone location<br />
*Added Asterika chest<br />
*Asterika chest is always there<br />
*The Flower girl and the lottery changed their business model and now offer something other than flowers!<br />
*Pretty Flower added to the item pool<br />
*Added star stone skeleton as a chest location<br />
*Added Airsrock as new possible star stone location<br />
*New start location<br />
*Removed ship item from the game<br />
*Renamed the airplane item to "Airp"<br />
*Starstone locations are now on the letter which you can find in the inventory. The information is also still on the board as before.<br />
*Fixed missing weapon upgrade items (Only 4 were in the game now there are 7)<br />
*Armor is now progressive and can be upgraded 7 times<br />
*Simplified bird cutscene after resurrection<br />
*Removed a few cutscenes<br />
*Reduced hero armor to 60def<br />
*Changed all item names to be english<br />
*Fixed armor/weapon progression items from star stone skeleton<br />
*Adjusted logic to not put any money at AddItem function locations<br />
*Beautified english item name list thanks to Jman420<br />
*Fixed an issue with the 3partrod<br />
*Fixed the corrupted tiles in Ra Tree that happened after collecting either of the chest in the secret treasure room. [HOTFIX: 13.11.2020 ]<br />
<br />
Note: Changes for versions 0.7 to 0.9 are lost to due time<br />
<br />
==Version 0.6b [Public]==<br />
*Removed Yomi sees yeti cutscene<br />
*Removed first Ra Tree cutscene<br />
*Removed Loire Inn cutscene<br />
*Removed Great Lakes Cavern cutscene<br />
*Removed first part of gem picture cutscene<br />
*Removed Stockholm resurrection cutscene [HOTFIX-05-08-2018:01:24]<br />
*Removed events before Bloody Mary [HOTFIX-05-08-2018:19:26]<br />
*Changed the gate in Tower 2 to be destructible [HOTFIX-05-08-2018:12:15]<br />
*Fixed Mermaid Tower deathwarp location [HOTFIX-05-08-2018:12:57]<br />
*Removed Tin Sheet, Mushroom, Red Scarf, Portrait and replaced them with other items<br />
*Updated logic fixed some bugs within<br />
<br />
==Version 0.6a [Public]==<br />
*Removed four sewer cutscenes, can go directly through door with the key and directly pickup the Starstone<br />
*Removed snow show cutscene<br />
*Removed Yomi sees zombies cutscene<br />
*Removed Tower 1 cutscene<br />
*Fixed bugs in logic<br />
*Fixed chests requirements<br />
*Fixed Stockholm's invisible wall for good<br />
*Removed all fanfares when opening chests<br />
*Moved one Starstone to Megatron<br />
<br />
==Version 0.6 [Public]==<br />
*Fixed Twin Birds being possible to be killed again also setting animals to be saved<br />
*Removed Norfest cutscene<br />
*Removed guy blocking entrance in Dragoon Castle<br />
*Removed some Lab cutscenes<br />
*Fixed secret stuff<br />
*Maybe fixed Stockholm?<br />
*Used new logic to place chests<br />
<br />
==Version 0.5d [Public]==<br />
*Fixed only being to open one of a certain two chests (0x18A, 0x13E)<br />
*Fixed damage of tiny robots after Megatron kill<br />
*Fixed the world map<br />
*Fixed secret stuff<br />
*Fixed opening music<br />
*Fixed Stockholm wolves maybe<br />
*Removed the 2nd goat cutscene<br />
*Removed the castle chain control cutscene<br />
*Removed incorrect Quatros location<br />
*Added two old maps with a total of three new chests to the game in the Eklemata area, near the place with the avalanche<br />
*Added additional path to the old maps<br />
<br />
==Version 0.5c [Public]==<br />
*Fixed entrance to Zue<br />
<br />
==Version 0.5b [Public]==<br />
*Fixed Twin Birds multiple killing<br />
*Fixed Storm Keeper<br />
*Fixed saving<br />
*Fixed Airsrock after ship cutscene, which also fixes entrance to the underworld<br />
*Added back Noodle King minigame<br />
*Added Ra Drop as an chest item<br />
*Added some land to make it easier to cross the water in the Ra Tree map<br />
*Replaced Ra Drop giving flower with a chest<br />
*Streamlined opening<br />
*Streamlined after death cutscene<br />
*Removed Bloody Marry cutscene skip to prevent multiple killings<br />
*Beruga's Tower is nor directly accessible<br />
*Other secret things<br />
<br />
==Version 0.5a [Public]==<br />
*Fixed Lab cut scene<br />
*Fixed Airsrock not being accessible<br />
*Fixed Stockholm gate probably<br />
*Fixed bosses being able to be defeated multiple times<br />
*Fixed unintentional Luck change in all enemies XP was changed<br />
*Fixed money drops<br />
*Fixed invulnerable enemies<br />
*Removed unused room from pool<br />
*Removed two more unused chests from pool<br />
*Changed minimum damage to 30<br />
*Changed enemies to give tripple experience<br />
<br />
==Version 0.5 [Public]==<br />
*Removed pre fight cut scenes of Bloody Marry<br />
*Fixed Crysta gate<br />
*Fixed Stockholm gate (broken)<br />
*Added small piece of land to make it easier to access Ra Tree<br />
*Added secret way to South Africa<br />
<br />
==Version 0.4f [Public]==<br />
*Set minimum damage to 25<br />
*Fixed blackscreen at Dark Morph and Storm Keeper<br />
*Fixed Big Fish fight<br />
*Removed all fanfare from opening chests<br />
*Removed unused chest from chest pool<br />
<br />
==Version 0.4e [Public]==<br />
*Fixed level up message causing missing parts in the border of the screen<br />
*Changed minimum damage against all enemies to 10<br />
*Added some missing event flags that get set at the start<br />
<br />
<br />
==Version 0.4d [Public]==<br />
*Fixed death trigger for Dark Morph, Storm Keeper, Twin Birds, Bloody Marry<br />
*Fixed Big Fish spawn trigger<br />
*Fixed Louran not being accessible<br />
*Fixed Loire Castle not being accessible<br />
*Fixed Dragoon Castle not being accessible<br />
*Fixed guy blocking the way<br />
*Fixed Ra Tree to be in state three<br />
*Fixed cutscene to go to state three<br />
*Actually removed sharp claws from map<br />
*Removed parts of the goat event<br />
*Improved item placement logic<br />
*Added walls to Twin Birds boss level<br />
<br />
==Version 0.4c [Public]==<br />
*Fixed bug not getting any experience points <br />
<br />
==Version 0.4b [Public]==<br />
*Fixed bug spawning offscreen when dying<br />
<br />
==Version 0.4 [Public]==<br />
<br />
*Removed Sharp Claws from map<br />
*Added Sharp Claws as an chest item<br />
*Added most key items to the randomness pool<br />
*Added the Ship as an chest item<br />
*Added the Snowgrass Leaf as an chest item<br />
*Changed start/respawn location to Loire<br />
*Changed Ra Tree map to be in state three (the previous state two, had no chest)<br />
*Changed bombs for the airship to be obtained from seven certain bosses<br />
*Removed flower granting the Snowgrass Leaf item and placed a chest in its place<br />
*Removed all key items from starting items<br />
*Removed Ship from starting items<br />
*Removed level up message box<br />
<br />
==Version 0.3b [Public]==<br />
<br />
* Removed Meilin cutscene in Liotto<br />
* Removed Leaf area cutscene<br />
* Added Sharp Claws back<br />
* Fixed resurrection cutscenes<br />
<br />
==Version 0.3 [First Public Release]==<br />
<br />
==Version 0.2 [INTERNAL==<br />
<br />
==Version 0.1 [INTERNAL]==<br />
<br />
* No randomizing yet<br />
* Removed Taklama exits<br />
* Removed Gobi exits<br />
* Removed Indus River exist, replaced with bridge<br />
* Removed Colorado exits, replaced with bridge<br />
* Set start point next to island at the top right<br />
* Added the following items:<br />
S.Bulb<br />
M.Bulb<br />
CrySpear<br />
Hex Rod<br />
Ship<br />
Elle Cape</div>Crediarhttps://www.terranigma.be/index.php?title=TerraFluky&diff=1121TerraFluky2023-11-09T15:59:36Z<p>Crediar: /* Quick start */ - Update for 0.13 changes</p>
<hr />
<div>TerraFluky is a Terranigma randomizer.<br />
<br />
= Quick start = <br />
*Defeat Dark Gaia to beat the game<br />
*Starstones are now obtained by beating certain bosses or completing certain areas, you can find out where you have to go by reading the Royal letter or checking the board in Loire<br />
*Several cutscenes have been removed, also many overworld crossing have been streamlined<br />
*RaTree can be re-entered any time, you no longer need the claws to exit the goat cave<br />
*Beruga's Tower and the Airship are no longer required, after resurrection you can go directly to the underworld<br />
*There is a new area in Eklemata, it is at the bottom of the avalanche map<br />
*There is a new area in Dragoon Castle, go to the left and trigger the secret switch<br />
*Mushroom, Scarf, Tin Sheet, Topaz, Black Opal and Sapphire count as chests and those place are included in the randomizer pool<br />
*The Airplane has been turned into an item (Airplane Parts) that has to be used before you can use it<br />
*The Sharp Claws, Red Scarf, Ra Dewdrop, Snowgrass Leaf, Topaz, Black Opal, and Sapphire are now obtained from chests rather their original locations (The Ra DewDrop and Snowgrass Leaf locations have chests added at their locations)<br />
*Weapons/Armor are progressive and you will find stronger ones the more you find<br />
*Enemies give three times the experience<br />
*Enemies are automatically adjusted to your level so you can go anywhere in any order<br />
*Slicer damage has been reduced to deal minimal damage<br />
*The starstone skeleton, Nana the mermaid and the prison guard now hold a randomized item<br />
*For more detailed information see below<br />
<br />
==Known Bugs==<br />
*Lumina - The chest is only present in state 3 of the map (Won't fix). You can enter/leave the tree to get to state 3 easily<br />
*Some locations that don't have a starstone will still say a starstone was obtained (probably fix)<br />
<br />
==Known Softlocks==<br />
*Zue - Jumping down certain places can leave you in a softlock state without the claws (Won't fix)<br />
*Grecliff - Entering a certain area without the claws can leave you semi softlocked, you can deathwarp to escape. (Won't fix)<br />
<br />
= Current Features: Version 0.13 =<br />
<br />
Randomizes all the chests in the overworld except the following items and chest locations, also all key items have been added to the pool as well as the airplane (Airplane Parts) is now obtained through a random chest.<br />
<br />
The following locations also hold a random item: Skeleton in the desert, Nana the mermaid, the prison guard, Topaz location, Black Opal location and Sapphire location.<br />
<br />
Log<br />
Sleep Potion<br />
Jail Key<br />
Royal Letter<br />
<br />
<br />
Elder's Room<br />
Fire Rings (OOB)<br />
Litz Ship Storage<br />
Missing chest (Safarium 0x4D)<br />
Tower 1 - 3rd Floor <br />
Tower 2 - 1st Floor <br />
Tower 2 - 2nd Floor <br />
Tower 3 - 1st Floor <br />
Tower 3 - 4th Floor <br />
Tower 4 - -1st Floor <br />
Tower 4 - 2nd Floor <br />
Tower 4 - 3rd Floor <br />
<br />
==Removed Cutscenes==<br />
* Ship gain quest<br />
* Meilin in Liotto<br />
* Castle with picture scene<br />
* Bird, Animals and Human resurrection cutscene<br />
* Portal cutscene<br />
* Obtaining Snowgrass Leaf<br />
* Obtaining Ra Drop<br />
* 2nd Goat cutscene<br />
* Castle chain control room cutscene<br />
* Eklemata snow show<br />
* Yomi sees zombies<br />
* Sewer four cutscenes, can directly open door with key present<br />
* Yomi sees Yeti<br />
* Stockholm resurrection cutscene<br />
* Great Lakes Cavern cutscene<br />
* Ra Tree Cave cutscene<br />
* Sewer cutscene<br />
* Scarf cutscene<br />
* Loran innkeeper <br />
<br />
<br />
==Removed Content==<br />
* Underworld Towers<br />
* Liam's quest<br />
* Ship fetch quest<br />
* The skeleton in the desert no longer has a Starstone<br />
* Events before Bloody Mary fight<br />
* Louran pre-bed Meilin, can directly go to bed<br />
* Removed three chests from one Ra Tree map (0x132)<br />
<br />
==Added Content==<br />
*Added two previously unused maps back to the game, which have a total of three chests. They are in a cave in Eklemata, where Ark is hit by the avalanche.<br />
*An unused room in Dragoon Castle has been added. The room is in the top left area of the castle. Activating the secret switch will open a pass way in the middle of the map. This map has three chests.<br />
*The center board in Loire will tell you the locations of the starstones<br />
<br />
==Other Changes==<br />
* Hard stones are now breakable by any weapon<br />
* Twin Birds isn't farmable anymore<br />
* All enemies give triple the XP, except bosses and the parasite spawns and borfes<br />
* Exit block removed in Mermaid Tower<br />
* Stone blocking exit after obtaining the rock spear removed<br />
* Added a path from Savannah to Sahara<br />
* Moved the NPC that blocks the way in the Dragoon Castle as well the one in Loire Castle<br />
* Weapons/Armor are progressively upgraded via randomly placed items from chests<br />
* Noodle King game is always available<br />
* Added path to the newly accessible cave in Eklemata<br />
* Portrait changed into random weapon<br />
* Mushroom changed into random weapon<br />
* Tin Sheet changed into random weapon<br />
* Starstones are randomly distributed at the following locations: Ra Tree, Grecliff, Zue, Eklemata, Mermaid Tower, Sylvain Castle, Great Lakes Cavern, Beruga's Lab, Airsrock, Neo Tokyo (Sewer), Louran (Meilin) and Northpole (Penguin)<br />
* Lab Tower is directly accessible (after airplane)<br />
* Asterika's back room is always accessible<br />
* The last door in the Lab Tower is now unlock be completing the resurrection event<br />
* Dark Gaia 1 and 2 have fixed randomness pre seed<br />
* (DEBUG BUILD ONLY) START+SELECT teleports you back to Loire unless the game crashed, this is only for testing and can be removed at any time. Also any bugs hat happen due teleport won't be fixed!<br />
<br />
==Current Start Items==<br />
S.Bulb<br />
M.Bulb<br />
Crystal Spear<br />
ElleCape<br />
Royal Letter<br />
<br />
<br />
==Armor Progression Items==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Order<br />
! Name<br />
! Name<br />
! Defense<br />
! Effect<br />
|-<br />
| 0<br />
| Waldweste<br />
| Leafsuit<br />
| 8<br />
| Immune to poison<br />
|-<br />
| 1<br />
| Felljacke<br />
| Fur coat<br />
| 14<br />
| Immune to Freeze, 75% less Ice damage<br />
|-<br />
| 2<br />
| Silberrüstung<br />
| SlvrVest<br />
| 26<br />
| Immune to poison<br />
|-<br />
| 3<br />
| Silberpanzer<br />
| Slvrarmor<br />
| 35<br />
| <br />
|-<br />
| 4<br />
| Nixenmantel<br />
| Sea Mail<br />
| 43<br />
| <br />
|-<br />
| 5<br />
| Seelenpanzer<br />
| <br />
| 48<br />
| Immune to Curse, +40HP<br />
|-<br />
| 6<br />
| Shogunrüstung<br />
| Kingarmor<br />
| 50<br />
| None<br />
|-<br />
| 7<br />
| Aurapanzer<br />
| <br />
| 65<br />
| Immune to a lot, +40HP, -12STR, +11DEF<br />
|-<br />
|}<br />
<br />
<br />
==Weapon Progression Items==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Order<br />
! Name<br />
! Name<br />
! Attack<br />
! Element<br />
|-<br />
| 0<br />
| Sonnenstab<br />
| Ra Spear<br />
| 6<br />
| None<br />
|-<br />
| 1<br />
| Strahlenlanze<br />
| LightRod<br />
| 15<br />
| Light<br />
|-<br />
| 2<br />
| Eispickel<br />
| Icepick<br />
| 25<br />
| Ice<br />
|-<br />
| 3<br />
| Nixenlanze<br />
| SeaSpear<br />
| 37<br />
| Ice<br />
|-<br />
| 4<br />
| Narrenstab<br />
| 3PartRod<br />
| 48<br />
| None<br />
|-<br />
| 5<br />
| Naginata<br />
| Fauchard<br />
| 58<br />
| None<br />
|-<br />
| 6<br />
| Elfenbeinlanze<br />
| HeroPike<br />
| 80<br />
| None<br />
|-<br />
|}<br />
<br />
== Enemy Scaling ==<br />
<br />
Enemies are scaled to your level via the following formula:<br />
<br />
PlayerLevel / EnemyLevel * Value * 1.2<br />
<br />
= Download =<br />
[https://www.terranigma.be/cgi-bin/rando.sh Download]<br />
<br />
= Changelog =<br />
==Version 0.13 [Public]==<br />
*The Engagement Ring is now required to enter the Great Lakes<br />
*Added the Engagement Ring, Sapphire, Black Opal and Topaz to the randomized item pool<br />
*Nana the mermaid in Mermaid Tower now has randomized item instead of the Engagement Ring<br />
*The prison guard in Loire Castle now has randomized item instead of the Prison Key<br />
*The three locations in Sylvain Castle with the following gems: Sapphire, Black Opal, and Topaz, now have a randomized item instead of a gem<br />
*Fixed a potential bug obtaining placeholder items from non-chest places<br />
*Increased starting level to seven, to match the level you are after leaving the underworld<br />
*Updated several non-chest places with a message that shows the item obtained<br />
*Updated logic to reflect new locations and their limitation<br />
*Changed two medium bulb into large ones<br />
*Rewrote enemy defense code<br />
*Rewrote enemy health code<br />
*Rewrote boss health code <br />
*Increased average boss level<br />
*Decreased defense scaling<br />
*Disabled defense and health adjustments for the Dark Morph Wizard battle<br />
*Disabled the health adjustment for the Bee enemy<br />
*Increased item stock limit to 99<br />
<br />
==Version 0.12 [Internal]==<br />
*Used to test things<br />
<br />
==Version 0.10 [Public]==<br />
*Ship as start item<br />
*New scaling logic<br />
*Ra tree requires leaf<br />
*Fixed patches<br />
*Fixed slicer dmg<br />
*Australia is now only reachable via the airplane<br />
*Airplane added as an item to the item pool<br />
*Removed Alaska <-> Australia overstep<br />
*Disabled autoheal from weapons<br />
*Ship automatically available <br />
*Airplane icon changed to airplane parts<br />
*Increased enemy power by 20%<br />
*Removed Asterika as a possible star stone location<br />
*Added Asterika chest<br />
*Asterika chest is always there<br />
*The Flower girl and the lottery changed their business model and now offer something other than flowers!<br />
*Pretty Flower added to the item pool<br />
*Added star stone skeleton as a chest location<br />
*Added Airsrock as new possible star stone location<br />
*New start location<br />
*Removed ship item from the game<br />
*Renamed the airplane item to "Airp"<br />
*Starstone locations are now on the letter which you can find in the inventory. The information is also still on the board as before.<br />
*Fixed missing weapon upgrade items (Only 4 were in the game now there are 7)<br />
*Armor is now progressive and can be upgraded 7 times<br />
*Simplified bird cutscene after resurrection<br />
*Removed a few cutscenes<br />
*Reduced hero armor to 60def<br />
*Changed all item names to be english<br />
*Fixed armor/weapon progression items from star stone skeleton<br />
*Adjusted logic to not put any money at AddItem function locations<br />
*Beautified english item name list thanks to Jman420<br />
*Fixed an issue with the 3partrod<br />
*Fixed the corrupted tiles in Ra Tree that happened after collecting either of the chest in the secret treasure room. [HOTFIX: 13.11.2020 ]<br />
<br />
Note: Changes for versions 0.7 to 0.9 are lost to due time<br />
<br />
==Version 0.6b [Public]==<br />
*Removed Yomi sees yeti cutscene<br />
*Removed first Ra Tree cutscene<br />
*Removed Loire Inn cutscene<br />
*Removed Great Lakes Cavern cutscene<br />
*Removed first part of gem picture cutscene<br />
*Removed Stockholm resurrection cutscene [HOTFIX-05-08-2018:01:24]<br />
*Removed events before Bloody Mary [HOTFIX-05-08-2018:19:26]<br />
*Changed the gate in Tower 2 to be destructible [HOTFIX-05-08-2018:12:15]<br />
*Fixed Mermaid Tower deathwarp location [HOTFIX-05-08-2018:12:57]<br />
*Removed Tin Sheet, Mushroom, Red Scarf, Portrait and replaced them with other items<br />
*Updated logic fixed some bugs within<br />
<br />
==Version 0.6a [Public]==<br />
*Removed four sewer cutscenes, can go directly through door with the key and directly pickup the Starstone<br />
*Removed snow show cutscene<br />
*Removed Yomi sees zombies cutscene<br />
*Removed Tower 1 cutscene<br />
*Fixed bugs in logic<br />
*Fixed chests requirements<br />
*Fixed Stockholm's invisible wall for good<br />
*Removed all fanfares when opening chests<br />
*Moved one Starstone to Megatron<br />
<br />
==Version 0.6 [Public]==<br />
*Fixed Twin Birds being possible to be killed again also setting animals to be saved<br />
*Removed Norfest cutscene<br />
*Removed guy blocking entrance in Dragoon Castle<br />
*Removed some Lab cutscenes<br />
*Fixed secret stuff<br />
*Maybe fixed Stockholm?<br />
*Used new logic to place chests<br />
<br />
==Version 0.5d [Public]==<br />
*Fixed only being to open one of a certain two chests (0x18A, 0x13E)<br />
*Fixed damage of tiny robots after Megatron kill<br />
*Fixed the world map<br />
*Fixed secret stuff<br />
*Fixed opening music<br />
*Fixed Stockholm wolves maybe<br />
*Removed the 2nd goat cutscene<br />
*Removed the castle chain control cutscene<br />
*Removed incorrect Quatros location<br />
*Added two old maps with a total of three new chests to the game in the Eklemata area, near the place with the avalanche<br />
*Added additional path to the old maps<br />
<br />
==Version 0.5c [Public]==<br />
*Fixed entrance to Zue<br />
<br />
==Version 0.5b [Public]==<br />
*Fixed Twin Birds multiple killing<br />
*Fixed Storm Keeper<br />
*Fixed saving<br />
*Fixed Airsrock after ship cutscene, which also fixes entrance to the underworld<br />
*Added back Noodle King minigame<br />
*Added Ra Drop as an chest item<br />
*Added some land to make it easier to cross the water in the Ra Tree map<br />
*Replaced Ra Drop giving flower with a chest<br />
*Streamlined opening<br />
*Streamlined after death cutscene<br />
*Removed Bloody Marry cutscene skip to prevent multiple killings<br />
*Beruga's Tower is nor directly accessible<br />
*Other secret things<br />
<br />
==Version 0.5a [Public]==<br />
*Fixed Lab cut scene<br />
*Fixed Airsrock not being accessible<br />
*Fixed Stockholm gate probably<br />
*Fixed bosses being able to be defeated multiple times<br />
*Fixed unintentional Luck change in all enemies XP was changed<br />
*Fixed money drops<br />
*Fixed invulnerable enemies<br />
*Removed unused room from pool<br />
*Removed two more unused chests from pool<br />
*Changed minimum damage to 30<br />
*Changed enemies to give tripple experience<br />
<br />
==Version 0.5 [Public]==<br />
*Removed pre fight cut scenes of Bloody Marry<br />
*Fixed Crysta gate<br />
*Fixed Stockholm gate (broken)<br />
*Added small piece of land to make it easier to access Ra Tree<br />
*Added secret way to South Africa<br />
<br />
==Version 0.4f [Public]==<br />
*Set minimum damage to 25<br />
*Fixed blackscreen at Dark Morph and Storm Keeper<br />
*Fixed Big Fish fight<br />
*Removed all fanfare from opening chests<br />
*Removed unused chest from chest pool<br />
<br />
==Version 0.4e [Public]==<br />
*Fixed level up message causing missing parts in the border of the screen<br />
*Changed minimum damage against all enemies to 10<br />
*Added some missing event flags that get set at the start<br />
<br />
<br />
==Version 0.4d [Public]==<br />
*Fixed death trigger for Dark Morph, Storm Keeper, Twin Birds, Bloody Marry<br />
*Fixed Big Fish spawn trigger<br />
*Fixed Louran not being accessible<br />
*Fixed Loire Castle not being accessible<br />
*Fixed Dragoon Castle not being accessible<br />
*Fixed guy blocking the way<br />
*Fixed Ra Tree to be in state three<br />
*Fixed cutscene to go to state three<br />
*Actually removed sharp claws from map<br />
*Removed parts of the goat event<br />
*Improved item placement logic<br />
*Added walls to Twin Birds boss level<br />
<br />
==Version 0.4c [Public]==<br />
*Fixed bug not getting any experience points <br />
<br />
==Version 0.4b [Public]==<br />
*Fixed bug spawning offscreen when dying<br />
<br />
==Version 0.4 [Public]==<br />
<br />
*Removed Sharp Claws from map<br />
*Added Sharp Claws as an chest item<br />
*Added most key items to the randomness pool<br />
*Added the Ship as an chest item<br />
*Added the Snowgrass Leaf as an chest item<br />
*Changed start/respawn location to Loire<br />
*Changed Ra Tree map to be in state three (the previous state two, had no chest)<br />
*Changed bombs for the airship to be obtained from seven certain bosses<br />
*Removed flower granting the Snowgrass Leaf item and placed a chest in its place<br />
*Removed all key items from starting items<br />
*Removed Ship from starting items<br />
*Removed level up message box<br />
<br />
==Version 0.3b [Public]==<br />
<br />
* Removed Meilin cutscene in Liotto<br />
* Removed Leaf area cutscene<br />
* Added Sharp Claws back<br />
* Fixed resurrection cutscenes<br />
<br />
==Version 0.3 [First Public Release]==<br />
<br />
==Version 0.2 [INTERNAL==<br />
<br />
==Version 0.1 [INTERNAL]==<br />
<br />
* No randomizing yet<br />
* Removed Taklama exits<br />
* Removed Gobi exits<br />
* Removed Indus River exist, replaced with bridge<br />
* Removed Colorado exits, replaced with bridge<br />
* Set start point next to island at the top right<br />
* Added the following items:<br />
S.Bulb<br />
M.Bulb<br />
CrySpear<br />
Hex Rod<br />
Ship<br />
Elle Cape</div>Crediarhttps://www.terranigma.be/index.php?title=TerraFluky&diff=1120TerraFluky2023-11-09T15:46:46Z<p>Crediar: /* Current Features: Version 0.13*/ - Updated for 0.13 changes</p>
<hr />
<div>TerraFluky is a Terranigma randomizer.<br />
<br />
= Quick start = <br />
*Defeat Dark Gaia to beat the game<br />
*Starstones are now obtained by beating certain bosses or completing certain areas, you can find out where you have to go by reading the Royal letter or checking the board in Loire.<br />
*Several cutscenes have been removed, also many overworld crossing have been streamlined<br />
*Greatlakes no longer requires the Ring, RaTree can be re-entered any time, you no longer need the claws to exit the goat cave.<br />
*Beruga's Tower and the Airship are no longer required, after resurrection you can go directly to the underworld<br />
*There is a new area in Eklemata, it is at the bottom of the avalanche map<br />
*There is a new area in Dragoon Castle, go to the left and trigger the secret switch<br />
*Mushroom, Scarf and Tin Sheet count as chests and those place are included in the randomizer pool<br />
*The airplane has been turned into an item that has to be used before you can use it<br />
*The Sharp Claws, Red Scarf, Ra Dewdrop and Snowgrass Leaf are now obtained from chests rather their original locations (The Ra DewDrop and Snowgrass Leaf locations have chests added at their locations)<br />
*Weapons/Armor are progressive and you will find stronger ones the more you find<br />
*Enemies give three times the experience<br />
*Enemies are automatically adjusted to your level so you can go anywhere in any order<br />
*Slicer damage has been reduced to deal minimal damage<br />
*The star stone skeleton holds an item now<br />
*For more detailed information see below<br />
<br />
==Known Bugs==<br />
*Lumina - The chest is only present in state 3 of the map (Won't fix). You can enter/leave the tree to get to state 3 easily.<br />
*Some locations that don't have a star stone will still say a star stone was obtained (probably fix).<br />
<br />
==Known Softlocks==<br />
*Zue - Jumping down certain places can leave you in a softlock state without the claws (Won't fix)<br />
*Grecliff - Entering a certain area without the claws can leave you semi softlocked, you can deathwarp to escape. (Won't fix)<br />
<br />
<br />
= Current Features: Version 0.13 =<br />
<br />
Randomizes all the chests in the overworld except the following items and chest locations, also all key items have been added to the pool as well as the airplane (Airplane Parts) is now obtained through a random chest.<br />
<br />
The following locations also hold a random item: Skeleton in the desert, Nana the mermaid, the prison guard, Topaz location, Black Opal location and Sapphire location.<br />
<br />
Log<br />
Sleep Potion<br />
Jail Key<br />
Royal Letter<br />
<br />
<br />
Elder's Room<br />
Fire Rings (OOB)<br />
Litz Ship Storage<br />
Missing chest (Safarium 0x4D)<br />
Tower 1 - 3rd Floor <br />
Tower 2 - 1st Floor <br />
Tower 2 - 2nd Floor <br />
Tower 3 - 1st Floor <br />
Tower 3 - 4th Floor <br />
Tower 4 - -1st Floor <br />
Tower 4 - 2nd Floor <br />
Tower 4 - 3rd Floor <br />
<br />
==Removed Cutscenes==<br />
* Ship gain quest<br />
* Meilin in Liotto<br />
* Castle with picture scene<br />
* Bird, Animals and Human resurrection cutscene<br />
* Portal cutscene<br />
* Obtaining Snowgrass Leaf<br />
* Obtaining Ra Drop<br />
* 2nd Goat cutscene<br />
* Castle chain control room cutscene<br />
* Eklemata snow show<br />
* Yomi sees zombies<br />
* Sewer four cutscenes, can directly open door with key present<br />
* Yomi sees Yeti<br />
* Stockholm resurrection cutscene<br />
* Great Lakes Cavern cutscene<br />
* Ra Tree Cave cutscene<br />
* Sewer cutscene<br />
* Scarf cutscene<br />
* Loran innkeeper <br />
<br />
<br />
==Removed Content==<br />
* Underworld Towers<br />
* Liam's quest<br />
* Ship fetch quest<br />
* The skeleton in the desert no longer has a Starstone<br />
* Events before Bloody Mary fight<br />
* Louran pre-bed Meilin, can directly go to bed<br />
* Removed three chests from one Ra Tree map (0x132)<br />
<br />
==Added Content==<br />
*Added two previously unused maps back to the game, which have a total of three chests. They are in a cave in Eklemata, where Ark is hit by the avalanche.<br />
*An unused room in Dragoon Castle has been added. The room is in the top left area of the castle. Activating the secret switch will open a pass way in the middle of the map. This map has three chests.<br />
*The center board in Loire will tell you the locations of the starstones<br />
<br />
==Other Changes==<br />
* Hard stones are now breakable by any weapon<br />
* Twin Birds isn't farmable anymore<br />
* All enemies give triple the XP, except bosses and the parasite spawns and borfes<br />
* Exit block removed in Mermaid Tower<br />
* Stone blocking exit after obtaining the rock spear removed<br />
* Added a path from Savannah to Sahara<br />
* Moved the NPC that blocks the way in the Dragoon Castle as well the one in Loire Castle<br />
* Weapons/Armor are progressively upgraded via randomly placed items from chests<br />
* Noodle King game is always available<br />
* Added path to the newly accessible cave in Eklemata<br />
* Portrait changed into random weapon<br />
* Mushroom changed into random weapon<br />
* Tin Sheet changed into random weapon<br />
* Starstones are randomly distributed at the following locations: Ra Tree, Grecliff, Zue, Eklemata, Mermaid Tower, Sylvain Castle, Great Lakes Cavern, Beruga's Lab, Airsrock, Neo Tokyo (Sewer), Louran (Meilin) and Northpole (Penguin)<br />
* Lab Tower is directly accessible (after airplane)<br />
* Asterika's back room is always accessible<br />
* The last door in the Lab Tower is now unlock be completing the resurrection event<br />
* Dark Gaia 1 and 2 have fixed randomness pre seed<br />
* (DEBUG BUILD ONLY) START+SELECT teleports you back to Loire unless the game crashed, this is only for testing and can be removed at any time. Also any bugs hat happen due teleport won't be fixed!<br />
<br />
==Current Start Items==<br />
S.Bulb<br />
M.Bulb<br />
Crystal Spear<br />
ElleCape<br />
Royal Letter<br />
<br />
<br />
==Armor Progression Items==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Order<br />
! Name<br />
! Name<br />
! Defense<br />
! Effect<br />
|-<br />
| 0<br />
| Waldweste<br />
| Leafsuit<br />
| 8<br />
| Immune to poison<br />
|-<br />
| 1<br />
| Felljacke<br />
| Fur coat<br />
| 14<br />
| Immune to Freeze, 75% less Ice damage<br />
|-<br />
| 2<br />
| Silberrüstung<br />
| SlvrVest<br />
| 26<br />
| Immune to poison<br />
|-<br />
| 3<br />
| Silberpanzer<br />
| Slvrarmor<br />
| 35<br />
| <br />
|-<br />
| 4<br />
| Nixenmantel<br />
| Sea Mail<br />
| 43<br />
| <br />
|-<br />
| 5<br />
| Seelenpanzer<br />
| <br />
| 48<br />
| Immune to Curse, +40HP<br />
|-<br />
| 6<br />
| Shogunrüstung<br />
| Kingarmor<br />
| 50<br />
| None<br />
|-<br />
| 7<br />
| Aurapanzer<br />
| <br />
| 65<br />
| Immune to a lot, +40HP, -12STR, +11DEF<br />
|-<br />
|}<br />
<br />
<br />
==Weapon Progression Items==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Order<br />
! Name<br />
! Name<br />
! Attack<br />
! Element<br />
|-<br />
| 0<br />
| Sonnenstab<br />
| Ra Spear<br />
| 6<br />
| None<br />
|-<br />
| 1<br />
| Strahlenlanze<br />
| LightRod<br />
| 15<br />
| Light<br />
|-<br />
| 2<br />
| Eispickel<br />
| Icepick<br />
| 25<br />
| Ice<br />
|-<br />
| 3<br />
| Nixenlanze<br />
| SeaSpear<br />
| 37<br />
| Ice<br />
|-<br />
| 4<br />
| Narrenstab<br />
| 3PartRod<br />
| 48<br />
| None<br />
|-<br />
| 5<br />
| Naginata<br />
| Fauchard<br />
| 58<br />
| None<br />
|-<br />
| 6<br />
| Elfenbeinlanze<br />
| HeroPike<br />
| 80<br />
| None<br />
|-<br />
|}<br />
<br />
== Enemy Scaling ==<br />
<br />
Enemies are scaled to your level via the following formula:<br />
<br />
PlayerLevel / EnemyLevel * Value * 1.2<br />
<br />
= Download =<br />
[https://www.terranigma.be/cgi-bin/rando.sh Download]<br />
<br />
= Changelog =<br />
==Version 0.13 [Public]==<br />
*The Engagement Ring is now required to enter the Great Lakes<br />
*Added the Engagement Ring, Sapphire, Black Opal and Topaz to the randomized item pool<br />
*Nana the mermaid in Mermaid Tower now has randomized item instead of the Engagement Ring<br />
*The prison guard in Loire Castle now has randomized item instead of the Prison Key<br />
*The three locations in Sylvain Castle with the following gems: Sapphire, Black Opal, and Topaz, now have a randomized item instead of a gem<br />
*Fixed a potential bug obtaining placeholder items from non-chest places<br />
*Increased starting level to seven, to match the level you are after leaving the underworld<br />
*Updated several non-chest places with a message that shows the item obtained<br />
*Updated logic to reflect new locations and their limitation<br />
*Changed two medium bulb into large ones<br />
*Rewrote enemy defense code<br />
*Rewrote enemy health code<br />
*Rewrote boss health code <br />
*Increased average boss level<br />
*Decreased defense scaling<br />
*Disabled defense and health adjustments for the Dark Morph Wizard battle<br />
*Disabled the health adjustment for the Bee enemy<br />
*Increased item stock limit to 99<br />
<br />
==Version 0.12 [Internal]==<br />
*Used to test things<br />
<br />
==Version 0.10 [Public]==<br />
*Ship as start item<br />
*New scaling logic<br />
*Ra tree requires leaf<br />
*Fixed patches<br />
*Fixed slicer dmg<br />
*Australia is now only reachable via the airplane<br />
*Airplane added as an item to the item pool<br />
*Removed Alaska <-> Australia overstep<br />
*Disabled autoheal from weapons<br />
*Ship automatically available <br />
*Airplane icon changed to airplane parts<br />
*Increased enemy power by 20%<br />
*Removed Asterika as a possible star stone location<br />
*Added Asterika chest<br />
*Asterika chest is always there<br />
*The Flower girl and the lottery changed their business model and now offer something other than flowers!<br />
*Pretty Flower added to the item pool<br />
*Added star stone skeleton as a chest location<br />
*Added Airsrock as new possible star stone location<br />
*New start location<br />
*Removed ship item from the game<br />
*Renamed the airplane item to "Airp"<br />
*Starstone locations are now on the letter which you can find in the inventory. The information is also still on the board as before.<br />
*Fixed missing weapon upgrade items (Only 4 were in the game now there are 7)<br />
*Armor is now progressive and can be upgraded 7 times<br />
*Simplified bird cutscene after resurrection<br />
*Removed a few cutscenes<br />
*Reduced hero armor to 60def<br />
*Changed all item names to be english<br />
*Fixed armor/weapon progression items from star stone skeleton<br />
*Adjusted logic to not put any money at AddItem function locations<br />
*Beautified english item name list thanks to Jman420<br />
*Fixed an issue with the 3partrod<br />
*Fixed the corrupted tiles in Ra Tree that happened after collecting either of the chest in the secret treasure room. [HOTFIX: 13.11.2020 ]<br />
<br />
Note: Changes for versions 0.7 to 0.9 are lost to due time<br />
<br />
==Version 0.6b [Public]==<br />
*Removed Yomi sees yeti cutscene<br />
*Removed first Ra Tree cutscene<br />
*Removed Loire Inn cutscene<br />
*Removed Great Lakes Cavern cutscene<br />
*Removed first part of gem picture cutscene<br />
*Removed Stockholm resurrection cutscene [HOTFIX-05-08-2018:01:24]<br />
*Removed events before Bloody Mary [HOTFIX-05-08-2018:19:26]<br />
*Changed the gate in Tower 2 to be destructible [HOTFIX-05-08-2018:12:15]<br />
*Fixed Mermaid Tower deathwarp location [HOTFIX-05-08-2018:12:57]<br />
*Removed Tin Sheet, Mushroom, Red Scarf, Portrait and replaced them with other items<br />
*Updated logic fixed some bugs within<br />
<br />
==Version 0.6a [Public]==<br />
*Removed four sewer cutscenes, can go directly through door with the key and directly pickup the Starstone<br />
*Removed snow show cutscene<br />
*Removed Yomi sees zombies cutscene<br />
*Removed Tower 1 cutscene<br />
*Fixed bugs in logic<br />
*Fixed chests requirements<br />
*Fixed Stockholm's invisible wall for good<br />
*Removed all fanfares when opening chests<br />
*Moved one Starstone to Megatron<br />
<br />
==Version 0.6 [Public]==<br />
*Fixed Twin Birds being possible to be killed again also setting animals to be saved<br />
*Removed Norfest cutscene<br />
*Removed guy blocking entrance in Dragoon Castle<br />
*Removed some Lab cutscenes<br />
*Fixed secret stuff<br />
*Maybe fixed Stockholm?<br />
*Used new logic to place chests<br />
<br />
==Version 0.5d [Public]==<br />
*Fixed only being to open one of a certain two chests (0x18A, 0x13E)<br />
*Fixed damage of tiny robots after Megatron kill<br />
*Fixed the world map<br />
*Fixed secret stuff<br />
*Fixed opening music<br />
*Fixed Stockholm wolves maybe<br />
*Removed the 2nd goat cutscene<br />
*Removed the castle chain control cutscene<br />
*Removed incorrect Quatros location<br />
*Added two old maps with a total of three new chests to the game in the Eklemata area, near the place with the avalanche<br />
*Added additional path to the old maps<br />
<br />
==Version 0.5c [Public]==<br />
*Fixed entrance to Zue<br />
<br />
==Version 0.5b [Public]==<br />
*Fixed Twin Birds multiple killing<br />
*Fixed Storm Keeper<br />
*Fixed saving<br />
*Fixed Airsrock after ship cutscene, which also fixes entrance to the underworld<br />
*Added back Noodle King minigame<br />
*Added Ra Drop as an chest item<br />
*Added some land to make it easier to cross the water in the Ra Tree map<br />
*Replaced Ra Drop giving flower with a chest<br />
*Streamlined opening<br />
*Streamlined after death cutscene<br />
*Removed Bloody Marry cutscene skip to prevent multiple killings<br />
*Beruga's Tower is nor directly accessible<br />
*Other secret things<br />
<br />
==Version 0.5a [Public]==<br />
*Fixed Lab cut scene<br />
*Fixed Airsrock not being accessible<br />
*Fixed Stockholm gate probably<br />
*Fixed bosses being able to be defeated multiple times<br />
*Fixed unintentional Luck change in all enemies XP was changed<br />
*Fixed money drops<br />
*Fixed invulnerable enemies<br />
*Removed unused room from pool<br />
*Removed two more unused chests from pool<br />
*Changed minimum damage to 30<br />
*Changed enemies to give tripple experience<br />
<br />
==Version 0.5 [Public]==<br />
*Removed pre fight cut scenes of Bloody Marry<br />
*Fixed Crysta gate<br />
*Fixed Stockholm gate (broken)<br />
*Added small piece of land to make it easier to access Ra Tree<br />
*Added secret way to South Africa<br />
<br />
==Version 0.4f [Public]==<br />
*Set minimum damage to 25<br />
*Fixed blackscreen at Dark Morph and Storm Keeper<br />
*Fixed Big Fish fight<br />
*Removed all fanfare from opening chests<br />
*Removed unused chest from chest pool<br />
<br />
==Version 0.4e [Public]==<br />
*Fixed level up message causing missing parts in the border of the screen<br />
*Changed minimum damage against all enemies to 10<br />
*Added some missing event flags that get set at the start<br />
<br />
<br />
==Version 0.4d [Public]==<br />
*Fixed death trigger for Dark Morph, Storm Keeper, Twin Birds, Bloody Marry<br />
*Fixed Big Fish spawn trigger<br />
*Fixed Louran not being accessible<br />
*Fixed Loire Castle not being accessible<br />
*Fixed Dragoon Castle not being accessible<br />
*Fixed guy blocking the way<br />
*Fixed Ra Tree to be in state three<br />
*Fixed cutscene to go to state three<br />
*Actually removed sharp claws from map<br />
*Removed parts of the goat event<br />
*Improved item placement logic<br />
*Added walls to Twin Birds boss level<br />
<br />
==Version 0.4c [Public]==<br />
*Fixed bug not getting any experience points <br />
<br />
==Version 0.4b [Public]==<br />
*Fixed bug spawning offscreen when dying<br />
<br />
==Version 0.4 [Public]==<br />
<br />
*Removed Sharp Claws from map<br />
*Added Sharp Claws as an chest item<br />
*Added most key items to the randomness pool<br />
*Added the Ship as an chest item<br />
*Added the Snowgrass Leaf as an chest item<br />
*Changed start/respawn location to Loire<br />
*Changed Ra Tree map to be in state three (the previous state two, had no chest)<br />
*Changed bombs for the airship to be obtained from seven certain bosses<br />
*Removed flower granting the Snowgrass Leaf item and placed a chest in its place<br />
*Removed all key items from starting items<br />
*Removed Ship from starting items<br />
*Removed level up message box<br />
<br />
==Version 0.3b [Public]==<br />
<br />
* Removed Meilin cutscene in Liotto<br />
* Removed Leaf area cutscene<br />
* Added Sharp Claws back<br />
* Fixed resurrection cutscenes<br />
<br />
==Version 0.3 [First Public Release]==<br />
<br />
==Version 0.2 [INTERNAL==<br />
<br />
==Version 0.1 [INTERNAL]==<br />
<br />
* No randomizing yet<br />
* Removed Taklama exits<br />
* Removed Gobi exits<br />
* Removed Indus River exist, replaced with bridge<br />
* Removed Colorado exits, replaced with bridge<br />
* Set start point next to island at the top right<br />
* Added the following items:<br />
S.Bulb<br />
M.Bulb<br />
CrySpear<br />
Hex Rod<br />
Ship<br />
Elle Cape</div>Crediarhttps://www.terranigma.be/index.php?title=TerraFluky&diff=1119TerraFluky2023-11-09T15:34:13Z<p>Crediar: /* Changelog */ - Version 0.13 [Public] / Version 0.12 [Internal]</p>
<hr />
<div>TerraFluky is a Terranigma randomizer.<br />
<br />
= Quick start = <br />
*Defeat Dark Gaia to beat the game<br />
*Starstones are now obtained by beating certain bosses or completing certain areas, you can find out where you have to go by reading the Royal letter or checking the board in Loire.<br />
*Several cutscenes have been removed, also many overworld crossing have been streamlined<br />
*Greatlakes no longer requires the Ring, RaTree can be re-entered any time, you no longer need the claws to exit the goat cave.<br />
*Beruga's Tower and the Airship are no longer required, after resurrection you can go directly to the underworld<br />
*There is a new area in Eklemata, it is at the bottom of the avalanche map<br />
*There is a new area in Dragoon Castle, go to the left and trigger the secret switch<br />
*Mushroom, Scarf and Tin Sheet count as chests and those place are included in the randomizer pool<br />
*The airplane has been turned into an item that has to be used before you can use it<br />
*The Sharp Claws, Red Scarf, Ra Dewdrop and Snowgrass Leaf are now obtained from chests rather their original locations (The Ra DewDrop and Snowgrass Leaf locations have chests added at their locations)<br />
*Weapons/Armor are progressive and you will find stronger ones the more you find<br />
*Enemies give three times the experience<br />
*Enemies are automatically adjusted to your level so you can go anywhere in any order<br />
*Slicer damage has been reduced to deal minimal damage<br />
*The star stone skeleton holds an item now<br />
*For more detailed information see below<br />
<br />
==Known Bugs==<br />
*Lumina - The chest is only present in state 3 of the map (Won't fix). You can enter/leave the tree to get to state 3 easily.<br />
*Some locations that don't have a star stone will still say a star stone was obtained (probably fix).<br />
<br />
==Known Softlocks==<br />
*Zue - Jumping down certain places can leave you in a softlock state without the claws (Won't fix)<br />
*Grecliff - Entering a certain area without the claws can leave you semi softlocked, you can deathwarp to escape. (Won't fix)<br />
<br />
<br />
= Current Features: Version 0.10 =<br />
<br />
Randomizes all the chests in the overworld except the following items and chest locations, also all key items have been added to the pool as well as the airplane (Airplane Parts) is now obtained through a random chest.<br />
<br />
Log<br />
Sapphire<br />
Black Opal<br />
Topaz<br />
Sleep Potion<br />
Jail Key<br />
Royal Letter<br />
Engagement Ring<br />
<br />
Elder's Room<br />
Fire Rings (OOB)<br />
Litz Ship Storage<br />
Missing chest (Safarium 0x4D)<br />
Tower 1 - 3rd Floor <br />
Tower 2 - 1st Floor <br />
Tower 2 - 2nd Floor <br />
Tower 3 - 1st Floor <br />
Tower 3 - 4th Floor <br />
Tower 4 - -1st Floor <br />
Tower 4 - 2nd Floor <br />
Tower 4 - 3rd Floor <br />
<br />
==Removed Cutscenes==<br />
* Ship gain quest<br />
* Meilin in Liotto<br />
* Castle with picture scene<br />
* Bird, Animals and Human resurrection cutscene<br />
* Portal cutscene<br />
* Obtaining Snowgrass Leaf<br />
* Obtaining Ra Drop<br />
* 2nd Goat cutscene<br />
* Castle chain control room cutscene<br />
* Eklemata snow show<br />
* Yomi sees zombies<br />
* Sewer four cutscenes, can directly open door with key present<br />
* Yomi sees Yeti<br />
* Stockholm resurrection cutscene<br />
* Great Lakes Cavern cutscene<br />
* Ra Tree Cave cutscene<br />
* Sewer cutscene<br />
* Scarf cutscene<br />
* Loran innkeeper <br />
<br />
<br />
==Removed Content==<br />
* Underworld Towers<br />
* Leim's quest<br />
* Ship fetch quest<br />
* Ring fetch quest<br />
* The skeleton in the desert no longer has a Starstone<br />
* Events before Bloody Mary fight<br />
* Louran pre-bed Meilin, can directly go to bed<br />
* Removed three chests from one Ra Tree map (0x132)<br />
<br />
==Added Content==<br />
*Added two previously unused maps back to the game, which have a total of three chests. They are in a cave in Eklemata, where Ark is hit by the avalanche.<br />
*An unused room in Dragoon Castle has been added. The room is in the top left area of the castle. Activating the secret switch will open a passway in the middle of the map. This map has three chests.<br />
*The center board in Loire will tell you the locations of the starstones<br />
<br />
==Other Changes==<br />
* Hard stones are now breakable by any weapon<br />
* Twin Birds isn't farmable anymore<br />
* All enemies give triple the XP, except bosses and the parasite spawns and borfes<br />
* Exit block removed in Mermaid Tower<br />
* Stone blocking exit after obtaining the rock spear removed<br />
* Added a path from Savannah to Sahara<br />
* Moved the NPC that blocks the way in the Dragoon Castle as well the one in Loire Castle<br />
* Weapons/Armor are progressively upgraded via randomly placed items from chests<br />
* Noodle King game is always available<br />
* Added path to the newly accessible cave in Eklemata<br />
* Portrait changed into random weapon<br />
* Mushroom changed into random weapon<br />
* Tin Sheet changed into random weapon<br />
* Starstones are randomly distributed at the following locations: Ra Tree, Grecliff, Zue, Eklemata, Mermaid Tower, Sylvain Castle, Great Lakes Cavern, Beruga's Lab, Airsrock, Neo Tokyo (Sewer), Louran (Meilin) and Northpole (Penguin)<br />
* Lab Tower is directly accessible (after airplane)<br />
* Asterika's back room is always accessible<br />
* The last door in the Lab Tower is now unlock be completing the resurrection event<br />
* Dark Gaia 1 and 2 have fixed randomness pre seed<br />
* (DEBUG BUILD ONLY) START+SELECT teleports you back to Loire unless the game crashed, this is only for testing and can be removed at any time. Also any bugs hat happen due teleport won't be fixed!<br />
<br />
==Current Start Items==<br />
S.Bulb<br />
M.Bulb<br />
Crystal Spear<br />
ElleCape<br />
Royal Letter<br />
<br />
<br />
==Armor Progression Items==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Order<br />
! Name<br />
! Name<br />
! Defense<br />
! Effect<br />
|-<br />
| 0<br />
| Waldweste<br />
| Leafsuit<br />
| 8<br />
| Immune to poison<br />
|-<br />
| 1<br />
| Felljacke<br />
| Fur coat<br />
| 14<br />
| Immune to Freeze, 75% less Ice damage<br />
|-<br />
| 2<br />
| Silberrüstung<br />
| SlvrVest<br />
| 26<br />
| Immune to poison<br />
|-<br />
| 3<br />
| Silberpanzer<br />
| Slvrarmor<br />
| 35<br />
| <br />
|-<br />
| 4<br />
| Nixenmantel<br />
| Sea Mail<br />
| 43<br />
| <br />
|-<br />
| 5<br />
| Seelenpanzer<br />
| <br />
| 48<br />
| Immune to Curse, +40HP<br />
|-<br />
| 6<br />
| Shogunrüstung<br />
| Kingarmor<br />
| 50<br />
| None<br />
|-<br />
| 7<br />
| Aurapanzer<br />
| <br />
| 65<br />
| Immune to a lot, +40HP, -12STR, +11DEF<br />
|-<br />
|}<br />
<br />
<br />
==Weapon Progression Items==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Order<br />
! Name<br />
! Name<br />
! Attack<br />
! Element<br />
|-<br />
| 0<br />
| Sonnenstab<br />
| Ra Spear<br />
| 6<br />
| None<br />
|-<br />
| 1<br />
| Strahlenlanze<br />
| LightRod<br />
| 15<br />
| Light<br />
|-<br />
| 2<br />
| Eispickel<br />
| Icepick<br />
| 25<br />
| Ice<br />
|-<br />
| 3<br />
| Nixenlanze<br />
| SeaSpear<br />
| 37<br />
| Ice<br />
|-<br />
| 4<br />
| Narrenstab<br />
| 3PartRod<br />
| 48<br />
| None<br />
|-<br />
| 5<br />
| Naginata<br />
| Fauchard<br />
| 58<br />
| None<br />
|-<br />
| 6<br />
| Elfenbeinlanze<br />
| HeroPike<br />
| 80<br />
| None<br />
|-<br />
|}<br />
<br />
== Enemy Scaling ==<br />
<br />
Enemies are scaled to your level via the following formula:<br />
<br />
PlayerLevel / EnemyLevel * Value * 1.2<br />
<br />
<br />
= Download =<br />
[https://www.terranigma.be/cgi-bin/rando.sh Download]<br />
<br />
= Changelog =<br />
==Version 0.13 [Public]==<br />
*The Engagement Ring is now required to enter the Great Lakes<br />
*Added the Engagement Ring, Sapphire, Black Opal and Topaz to the randomized item pool<br />
*Nana the mermaid in Mermaid Tower now has randomized item instead of the Engagement Ring<br />
*The prison guard in Loire Castle now has randomized item instead of the Prison Key<br />
*The three locations in Sylvain Castle with the following gems: Sapphire, Black Opal, and Topaz, now have a randomized item instead of a gem<br />
*Fixed a potential bug obtaining placeholder items from non-chest places<br />
*Increased starting level to seven, to match the level you are after leaving the underworld<br />
*Updated several non-chest places with a message that shows the item obtained<br />
*Updated logic to reflect new locations and their limitation<br />
*Changed two medium bulb into large ones<br />
*Rewrote enemy defense code<br />
*Rewrote enemy health code<br />
*Rewrote boss health code <br />
*Increased average boss level<br />
*Decreased defense scaling<br />
*Disabled defense and health adjustments for the Dark Morph Wizard battle<br />
*Disabled the health adjustment for the Bee enemy<br />
*Increased item stock limit to 99<br />
<br />
==Version 0.12 [Internal]==<br />
*Used to test things<br />
<br />
==Version 0.10 [Public]==<br />
*Ship as start item<br />
*New scaling logic<br />
*Ra tree requires leaf<br />
*Fixed patches<br />
*Fixed slicer dmg<br />
*Australia is now only reachable via the airplane<br />
*Airplane added as an item to the item pool<br />
*Removed Alaska <-> Australia overstep<br />
*Disabled autoheal from weapons<br />
*Ship automatically available <br />
*Airplane icon changed to airplane parts<br />
*Increased enemy power by 20%<br />
*Removed Asterika as a possible star stone location<br />
*Added Asterika chest<br />
*Asterika chest is always there<br />
*The Flower girl and the lottery changed their business model and now offer something other than flowers!<br />
*Pretty Flower added to the item pool<br />
*Added star stone skeleton as a chest location<br />
*Added Airsrock as new possible star stone location<br />
*New start location<br />
*Removed ship item from the game<br />
*Renamed the airplane item to "Airp"<br />
*Starstone locations are now on the letter which you can find in the inventory. The information is also still on the board as before.<br />
*Fixed missing weapon upgrade items (Only 4 were in the game now there are 7)<br />
*Armor is now progressive and can be upgraded 7 times<br />
*Simplified bird cutscene after resurrection<br />
*Removed a few cutscenes<br />
*Reduced hero armor to 60def<br />
*Changed all item names to be english<br />
*Fixed armor/weapon progression items from star stone skeleton<br />
*Adjusted logic to not put any money at AddItem function locations<br />
*Beautified english item name list thanks to Jman420<br />
*Fixed an issue with the 3partrod<br />
*Fixed the corrupted tiles in Ra Tree that happened after collecting either of the chest in the secret treasure room. [HOTFIX: 13.11.2020 ]<br />
<br />
Note: Changes for versions 0.7 to 0.9 are lost to due time<br />
<br />
==Version 0.6b [Public]==<br />
*Removed Yomi sees yeti cutscene<br />
*Removed first Ra Tree cutscene<br />
*Removed Loire Inn cutscene<br />
*Removed Great Lakes Cavern cutscene<br />
*Removed first part of gem picture cutscene<br />
*Removed Stockholm resurrection cutscene [HOTFIX-05-08-2018:01:24]<br />
*Removed events before Bloody Mary [HOTFIX-05-08-2018:19:26]<br />
*Changed the gate in Tower 2 to be destructible [HOTFIX-05-08-2018:12:15]<br />
*Fixed Mermaid Tower deathwarp location [HOTFIX-05-08-2018:12:57]<br />
*Removed Tin Sheet, Mushroom, Red Scarf, Portrait and replaced them with other items<br />
*Updated logic fixed some bugs within<br />
<br />
==Version 0.6a [Public]==<br />
*Removed four sewer cutscenes, can go directly through door with the key and directly pickup the Starstone<br />
*Removed snow show cutscene<br />
*Removed Yomi sees zombies cutscene<br />
*Removed Tower 1 cutscene<br />
*Fixed bugs in logic<br />
*Fixed chests requirements<br />
*Fixed Stockholm's invisible wall for good<br />
*Removed all fanfares when opening chests<br />
*Moved one Starstone to Megatron<br />
<br />
==Version 0.6 [Public]==<br />
*Fixed Twin Birds being possible to be killed again also setting animals to be saved<br />
*Removed Norfest cutscene<br />
*Removed guy blocking entrance in Dragoon Castle<br />
*Removed some Lab cutscenes<br />
*Fixed secret stuff<br />
*Maybe fixed Stockholm?<br />
*Used new logic to place chests<br />
<br />
==Version 0.5d [Public]==<br />
*Fixed only being to open one of a certain two chests (0x18A, 0x13E)<br />
*Fixed damage of tiny robots after Megatron kill<br />
*Fixed the world map<br />
*Fixed secret stuff<br />
*Fixed opening music<br />
*Fixed Stockholm wolves maybe<br />
*Removed the 2nd goat cutscene<br />
*Removed the castle chain control cutscene<br />
*Removed incorrect Quatros location<br />
*Added two old maps with a total of three new chests to the game in the Eklemata area, near the place with the avalanche<br />
*Added additional path to the old maps<br />
<br />
==Version 0.5c [Public]==<br />
*Fixed entrance to Zue<br />
<br />
==Version 0.5b [Public]==<br />
*Fixed Twin Birds multiple killing<br />
*Fixed Storm Keeper<br />
*Fixed saving<br />
*Fixed Airsrock after ship cutscene, which also fixes entrance to the underworld<br />
*Added back Noodle King minigame<br />
*Added Ra Drop as an chest item<br />
*Added some land to make it easier to cross the water in the Ra Tree map<br />
*Replaced Ra Drop giving flower with a chest<br />
*Streamlined opening<br />
*Streamlined after death cutscene<br />
*Removed Bloody Marry cutscene skip to prevent multiple killings<br />
*Beruga's Tower is nor directly accessible<br />
*Other secret things<br />
<br />
==Version 0.5a [Public]==<br />
*Fixed Lab cut scene<br />
*Fixed Airsrock not being accessible<br />
*Fixed Stockholm gate probably<br />
*Fixed bosses being able to be defeated multiple times<br />
*Fixed unintentional Luck change in all enemies XP was changed<br />
*Fixed money drops<br />
*Fixed invulnerable enemies<br />
*Removed unused room from pool<br />
*Removed two more unused chests from pool<br />
*Changed minimum damage to 30<br />
*Changed enemies to give tripple experience<br />
<br />
==Version 0.5 [Public]==<br />
*Removed pre fight cut scenes of Bloody Marry<br />
*Fixed Crysta gate<br />
*Fixed Stockholm gate (broken)<br />
*Added small piece of land to make it easier to access Ra Tree<br />
*Added secret way to South Africa<br />
<br />
==Version 0.4f [Public]==<br />
*Set minimum damage to 25<br />
*Fixed blackscreen at Dark Morph and Storm Keeper<br />
*Fixed Big Fish fight<br />
*Removed all fanfare from opening chests<br />
*Removed unused chest from chest pool<br />
<br />
==Version 0.4e [Public]==<br />
*Fixed level up message causing missing parts in the border of the screen<br />
*Changed minimum damage against all enemies to 10<br />
*Added some missing event flags that get set at the start<br />
<br />
<br />
==Version 0.4d [Public]==<br />
*Fixed death trigger for Dark Morph, Storm Keeper, Twin Birds, Bloody Marry<br />
*Fixed Big Fish spawn trigger<br />
*Fixed Louran not being accessible<br />
*Fixed Loire Castle not being accessible<br />
*Fixed Dragoon Castle not being accessible<br />
*Fixed guy blocking the way<br />
*Fixed Ra Tree to be in state three<br />
*Fixed cutscene to go to state three<br />
*Actually removed sharp claws from map<br />
*Removed parts of the goat event<br />
*Improved item placement logic<br />
*Added walls to Twin Birds boss level<br />
<br />
==Version 0.4c [Public]==<br />
*Fixed bug not getting any experience points <br />
<br />
==Version 0.4b [Public]==<br />
*Fixed bug spawning offscreen when dying<br />
<br />
==Version 0.4 [Public]==<br />
<br />
*Removed Sharp Claws from map<br />
*Added Sharp Claws as an chest item<br />
*Added most key items to the randomness pool<br />
*Added the Ship as an chest item<br />
*Added the Snowgrass Leaf as an chest item<br />
*Changed start/respawn location to Loire<br />
*Changed Ra Tree map to be in state three (the previous state two, had no chest)<br />
*Changed bombs for the airship to be obtained from seven certain bosses<br />
*Removed flower granting the Snowgrass Leaf item and placed a chest in its place<br />
*Removed all key items from starting items<br />
*Removed Ship from starting items<br />
*Removed level up message box<br />
<br />
==Version 0.3b [Public]==<br />
<br />
* Removed Meilin cutscene in Liotto<br />
* Removed Leaf area cutscene<br />
* Added Sharp Claws back<br />
* Fixed resurrection cutscenes<br />
<br />
==Version 0.3 [First Public Release]==<br />
<br />
==Version 0.2 [INTERNAL==<br />
<br />
==Version 0.1 [INTERNAL]==<br />
<br />
* No randomizing yet<br />
* Removed Taklama exits<br />
* Removed Gobi exits<br />
* Removed Indus River exist, replaced with bridge<br />
* Removed Colorado exits, replaced with bridge<br />
* Set start point next to island at the top right<br />
* Added the following items:<br />
S.Bulb<br />
M.Bulb<br />
CrySpear<br />
Hex Rod<br />
Ship<br />
Elle Cape</div>Crediarhttps://www.terranigma.be/index.php?title=Event_Flags&diff=1118Event Flags2023-11-02T16:54:53Z<p>Crediar: typo</p>
<hr />
<div>Event flags are stored at 0x7E06C0.<br />
<br />
== Event Flags ==<br />
Temporary map flags: 0x7E06C0 - 0x7E0763<br />
<br />
Event flags: 0x7E06C4 - 0x7E073F<br />
<br />
Worldmap draw tiles flags: 0x7E0740 - 0x7E075F<br />
<br />
Chest flags: 0x7E0760 - 0x7E077F<br />
<br />
Magirock flags: 0x7E07E0 - 0x7E07E7<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! <br />
|-<br />
| 0x00-0x03<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Effect/Event<br />
|-<br />
| Event flags for current map<br />
|} <br />
<br />
<br />
|-<br />
| 0x04<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Set after Melina talked to you in bed. </br>Unless this bit is set the game will ignore the map ID stored in the savefile.<br />
|-<br />
| 0x04<br />
| Set after breaking the seal<br />
|-<br />
| 0x08<br />
| Set after talking to melina after breaking the seal. Freezes people.<br />
|-<br />
| 0x40<br />
| Set after talking to elder<br />
|-<br />
| 0x80<br />
| Set after entering blue door room<br />
|}<br />
<br />
|-<br />
| 0x05<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Set after apologizing<br />
|-<br />
| 0x04<br />
| Crysta at night<br />
|-<br />
| 0x40<br />
| Set after people finish talking in blue door room<br />
|-<br />
|}<br />
<br />
|-<br />
| 0x06<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| Controls the mill's wheels<br />
|}<br />
<br />
|-<br />
| 0x0A<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Set after sleeping in louran<br />
|-<br />
| 0x08<br />
| Louran Inn keeper greeting<br />
|}<br />
<br />
|-<br />
| 0x0C<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| Castle is asleep<br />
|}<br />
<br />
|-<br />
| 0x0E<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Loire after vote<br />
|-<br />
| 0x10<br />
| Underworld Portal on map<br />
|}<br />
<br />
<br />
|-<br />
| 0x0F<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Chicken Exit<br />
|}<br />
<br />
<br />
|-<br />
| 0x12<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Quatros Exit<br />
|}<br />
<br />
<br />
<br />
|-<br />
| 0x13<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| Set after returning from ghostship trip<br />
|}<br />
<br />
|-<br />
| 0x14<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Meilin-event<br />
|-<br />
| 0x08<br />
| litto cutscene<br />
|-<br />
| 0x40<br />
| mermaid exit to world<br />
|}<br />
|-<br />
| 0x17<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Tokyo destroyed<br />
|}<br />
<br />
|-<br />
| 0x16<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Turned in Crystal<br />
|}<br />
<br />
<br />
|-<br />
| 0x1D<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Helped invent Tasty Meat<br />
|}<br />
<br />
<br />
|-<br />
| 0x1E<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Disable worldmap<br />
|-<br />
| 0x04<br />
| On Ship flag (don't use on land you will get stuck)<br />
|-<br />
| 0x10<br />
| Ship<br />
|}<br />
|-<br />
| 0x1F<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Enables usage of chest menu<br />
|-<br />
| 0x80<br />
| Disable magic<br />
|}<br />
<br />
|-<br />
| 0x20<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Tower 1 cutscene<br />
|-<br />
| 0x02<br />
| Remove Tower 1 Gate<br />
|-<br />
| 0x08<br />
| Remove Tower 2 Gate<br />
|-<br />
| 0x20<br />
| Remove Tower 3 Gate<br />
|-<br />
| 0x80<br />
| Remove Tower 4 Gate<br />
|}<br />
<br />
|-<br />
| 0x21<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Shadow Keeper defeated<br />
|}<br />
<br />
|-<br />
| 0x22<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Australia resurrected <br />
|-<br />
| 0x10<br />
| Tower 1 Complete<br />
|-<br />
| 0x80<br />
| Tower 2 Complete <br />
|}<br />
<br />
|-<br />
| 0x23<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Tower 3 Complete<br />
|-<br />
| 0x10<br />
| Tower 4 Complete<br />
|}<br />
<br />
|-<br />
| 0x24<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Mu exit<br />
|-<br />
| 0x02<br />
| Ra Tree cutscene<br />
|}<br />
<br />
|-<br />
| 0x26<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Louran after waking up scene<br />
|-<br />
| 0x20<br />
| Painting scene in castle<br />
|}<br />
<br />
|-<br />
| 0x25<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Dark Morph Yeti Defeated<br />
|-<br />
| 0x08<br />
| Talked to Will after Hitoderon fight<br />
|}<br />
<br />
<br />
|-<br />
| 0x26<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| castle cutscene picture<br />
|}<br />
<br />
<br />
|-<br />
| 0x27<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Saphire collected<br />
|}<br />
<br />
<br />
|-<br />
| 0x28<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Meilin following<br />
|-<br />
| 0x04<br />
| Louran 1st cutscene<br />
|-<br />
| 0x08<br />
| Louran scarf cutscene<br />
|}<br />
<br />
|-<br />
| 0x2A<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x08<br />
| Water switch<br />
|}<br />
<br />
|-<br />
| 0x2B<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| portal cutscene<br />
|-<br />
| 0x80<br />
| Defeated Dark Twins<br />
|}<br />
<br />
|-<br />
| 0x2C<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Ra Tree 3rd stage / Indus River Exit<br />
|-<br />
| 0x02<br />
| Lhasa<br />
|-<br />
| 0x04<br />
| Lion saved<br />
|-<br />
| 0x80<br />
| Tokyo sad<br />
|}<br />
<br />
|-<br />
| 0x2D<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Great Lakes Cavern cutscene<br />
|-<br />
| 0x02<br />
| Ship gain cutscene, despawns Big Fish<br />
|-<br />
| 0x04<br />
| Mermaid exit block<br />
|-<br />
| 0x08<br />
| Guy on bridge<br />
|-<br />
| 0x40<br />
| Castle gem cutscene<br />
|-<br />
| 0x80<br />
| Entering sewers cutscene<br />
|}<br />
<br />
|-<br />
| 0x2E<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Sewer cutscene girl #1<br />
|-<br />
| 0x02<br />
| Sewer cutscene girl #2<br />
|-<br />
| 0x03<br />
| Sewer cutscene girl #3<br />
|}<br />
<br />
|-<br />
| 0x30<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Obtained Starstone<br />
|-<br />
| 0x20<br />
| Buruga's tower exit (Rebirth completed)<br />
|}<br />
<br />
<br />
|-<br />
| 0x30<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x80<br />
| Obtained bombs<br />
|}<br />
<br />
<br />
|-<br />
| 0x31<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Placed bombs<br />
|-<br />
| 0x02<br />
| Placed bombs<br />
|-<br />
| 0x04<br />
| Placed bombs<br />
|-<br />
| 0x08<br />
| Placed bombs<br />
|-<br />
| 0x10<br />
| Placed bombs<br />
|-<br />
| 0x20<br />
| Placed bombs<br />
|-<br />
| 0x40<br />
| Placed bombs<br />
|}<br />
<br />
<br />
|-<br />
| 0x32<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| Airship south cutscene 2<br />
|-<br />
| 0x40<br />
| End game state crysta<br />
|}<br />
<br />
<br />
<br />
|-<br />
| 0x33<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x08<br />
| Tower 5 entrance<br />
|-<br />
| 0x10<br />
| Leaf cutscene<br />
|-<br />
| 0x40<br />
| Stone blocking exit<br />
|-<br />
| 0x80<br />
| Wolves aaway<br />
|}<br />
<br />
|-<br />
| 0x34<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Hitoderon defeated, Spawns Will<br />
|-<br />
| 0x10<br />
| Dark Morph Wizard defeated<br />
|-<br />
| 0x20<br />
| Security Robot defeated <br />
|-<br />
| 0x40<br />
| Tower 5 preboss cutscene<br />
|-<br />
| 0x80<br />
| Yomi sees yeti<br />
|}<br />
<br />
|-<br />
| 0x35<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Sewer cutscene 2<br />
|-<br />
| 0x04<br />
| Sewer cutscene 1<br />
|-<br />
| 0x08<br />
| Tokyo underground open<br />
|-<br />
| 0x10<br />
| Return to home, last day.<br />
|}<br />
<br />
<br />
|-<br />
| 0x36<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Ra DewDrop collected, disables knockout by posion<br />
|}<br />
<br />
|-<br />
| 0x37<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Eklemata snow scene<br />
|}<br />
<br />
|-<br />
| 0x41<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Talked to sardine guy after delivering the can<br />
|}<br />
<br />
|-<br />
| 0x40<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x80<br />
| Talked to Bell after invention of phone<br />
|}<br />
<br />
<br />
|-<br />
| 0x44<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Took picture in Loire<br />
|-<br />
| 0x02<br />
| Took picture in Litz<br />
|-<br />
| 0x04<br />
| Took picture in Freedom<br />
|-<br />
| 0x08<br />
| Took picture in Nirlake<br />
|-<br />
| 0x10<br />
| Took picture in Suncoast <br />
|}<br />
|-<br />
| 0x47<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Gave medicine to wife of husband <br />
|}<br />
<br />
|-<br />
| 0x48<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x80<br />
| Nice Suite won in Lottery<br />
|}<br />
<br />
<br />
|-<br />
| 0x4A<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x10<br />
| Took picture in Neotokio <br />
|-<br />
| 0x20<br />
| Took picture in Liotto <br />
|-<br />
| 0x08<br />
| Took picture in Yunkou <br />
|}<br />
<br />
|-<br />
| 0x4C<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| X-Spear won in Lottery<br />
|-<br />
| 0x10<br />
| Dailroom cutscene<br />
|}<br />
<br />
<br />
|-<br />
| 0x50<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Set after talking to elder after breaking the seal<br />
|}<br />
<br />
|-<br />
| 0x52<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Crysta Gate<br />
|}<br />
<br />
|-<br />
| 0x53<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Stockholm gate<br />
|}<br />
<br />
|-<br />
| 0x54<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Dragoon castle secret door<br />
|}<br />
<br />
|-<br />
| 0x55<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Beruga's Tower Gate<br />
|-<br />
| 0x80<br />
| Overworld Portal open<br />
|}<br />
<br />
<br />
<br />
|-<br />
| 0x56<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Quntet building<br />
|-<br />
| 0x10<br />
| Liberty (Modern) - Police Entrance<br />
|}<br />
<br />
|-<br />
| 0x57<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x80<br />
| Liberty (Modern) - Police Building<br />
|}<br />
<br />
|-<br />
| 0x58<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x80<br />
| Talked to Will after Hitoderon fight<br />
|}<br />
<br />
|-<br />
| 0x59<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Spawn Asterika chest<br />
|}<br />
<br />
|-<br />
| 0x80<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Ship ports<br />
|-<br />
| 0x02<br />
| Eklamata<br />
|}<br />
<br />
|-<br />
| 0x81<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Libertia airfield<br />
|-<br />
| 0x02<br />
| Mosque airfield<br />
|-<br />
| 0x04<br />
| Buruga's tower (The exit still needs to be enabled)<br />
|-<br />
| 0x08<br />
| Colorado bridge<br />
|-<br />
| 0x10<br />
| Amazon bridge (Spawns after Colorado bridge is complete)<br />
|-<br />
| 0x20<br />
| Mu shows on world map<br />
|-<br />
| 0x40<br />
| Polynese shows on world map<br />
|-<br />
| 0x80<br />
| Australia airfield<br />
|}<br />
<br />
|-<br />
| 0xBB<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x10<br />
| Right chest of map ID 0x2BD<br />
|-<br />
| 0x20<br />
| Left chest of map ID 0x2BD<br />
|}<br />
|-<br />
|}</div>Crediarhttps://www.terranigma.be/index.php?title=Event_Flags&diff=1117Event Flags2023-11-02T16:54:26Z<p>Crediar: Added some event flags</p>
<hr />
<div>Event flags are stored at 0x7E06C0.<br />
<br />
== Event Flags ==<br />
Temporary map flags: 0x7E06C0 - 0x7E0763<br />
<br />
Event flags: 0x7E06C4 - 0x7E073F<br />
<br />
Worldmap draw tiles flags: 0x7E0740 - 0x7E075F<br />
<br />
Chest flags: 0x7E0760 - 0x7E077F<br />
<br />
Magirock flags: 0x7E07E0 - 0x7E07E7<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! <br />
|-<br />
| 0x00-0x03<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Effect/Event<br />
|-<br />
| Event flags for current map<br />
|} <br />
<br />
<br />
|-<br />
| 0x04<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Set after Melina talked to you in bed. </br>Unless this bit is set the game will ignore the map ID stored in the savefile.<br />
|-<br />
| 0x04<br />
| Set after breaking the seal<br />
|-<br />
| 0x08<br />
| Set after talking to melina after breaking the seal. Freezes people.<br />
|-<br />
| 0x40<br />
| Set after talking to elder<br />
|-<br />
| 0x80<br />
| Set after entering blue door room<br />
|}<br />
<br />
|-<br />
| 0x05<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Set after apologizing<br />
|-<br />
| 0x04<br />
| Crysta at night<br />
|-<br />
| 0x40<br />
| Set after people finish talking in blue door room<br />
|-<br />
|}<br />
<br />
|-<br />
| 0x06<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| Controls the mill's wheels<br />
|}<br />
<br />
|-<br />
| 0x0A<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Set after sleeping in louran<br />
|-<br />
| 0x08<br />
| Louran Inn keeper greeting<br />
|}<br />
<br />
|-<br />
| 0x0C<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| Castle is asleep<br />
|}<br />
<br />
|-<br />
| 0x0E<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Loire after vote<br />
|-<br />
| 0x10<br />
| Underworld Portal on map<br />
|}<br />
<br />
<br />
|-<br />
| 0x0F<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Chicken Exit<br />
|}<br />
<br />
<br />
|-<br />
| 0x12<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Quatros Exit<br />
|}<br />
<br />
<br />
<br />
|-<br />
| 0x13<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| Set after returning from ghostship trip<br />
|}<br />
<br />
|-<br />
| 0x14<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Meilin-event<br />
|-<br />
| 0x08<br />
| litto cutscene<br />
|-<br />
| 0x40<br />
| mermaid exit to world<br />
|}<br />
|-<br />
| 0x17<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Tokyo destroyed<br />
|}<br />
<br />
|-<br />
| 0x16<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Turned in Crystal<br />
|}<br />
<br />
<br />
|-<br />
| 0x1D<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Helped invent Tasty Meat<br />
|}<br />
<br />
<br />
|-<br />
| 0x1E<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Disable worldmap<br />
|-<br />
| 0x04<br />
| On Ship flag (don't use on land you will get stuck)<br />
|-<br />
| 0x10<br />
| Ship<br />
|}<br />
|-<br />
| 0x1F<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Enables usage of chest menu<br />
|-<br />
| 0x80<br />
| Disable magic<br />
|}<br />
<br />
|-<br />
| 0x20<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Tower 1 cutscene<br />
|-<br />
| 0x02<br />
| Remove Tower 1 Gate<br />
|-<br />
| 0x08<br />
| Remove Tower 2 Gate<br />
|-<br />
| 0x20<br />
| Remove Tower 3 Gate<br />
|-<br />
| 0x80<br />
| Remove Tower 4 Gate<br />
|}<br />
<br />
|-<br />
| 0x21<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Shadow Keeper defeated<br />
|}<br />
<br />
|-<br />
| 0x22<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Australia resurrected <br />
|-<br />
| 0x10<br />
| Tower 1 Complete<br />
|-<br />
| 0x80<br />
| Tower 2 Complete <br />
|}<br />
<br />
|-<br />
| 0x23<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Tower 3 Complete<br />
|-<br />
| 0x10<br />
| Tower 4 Complete<br />
|}<br />
<br />
|-<br />
| 0x24<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Mu exit<br />
|-<br />
| 0x02<br />
| Ra Tree cutscene<br />
|}<br />
<br />
|-<br />
| 0x26<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x04<br />
| Louran after waking up scene<br />
|-<br />
| 0x20<br />
| Painting scene in castle<br />
|}<br />
<br />
|-<br />
| 0x25<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Dark Morph Yeti Defeated<br />
|-<br />
| 0x08<br />
| Talked to Will after Hitoderon fight<br />
|}<br />
<br />
<br />
|-<br />
| 0x26<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| castle cutscene picture<br />
|}<br />
<br />
<br />
|-<br />
| 0x27<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Saphire collected<br />
|}<br />
<br />
<br />
|-<br />
| 0x28<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Meilin following<br />
|-<br />
| 0x04<br />
| Louran 1st cutscene<br />
|-<br />
| 0x08<br />
| Louran scarf cutscene<br />
|}<br />
<br />
|-<br />
| 0x2A<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x08<br />
| Water switch<br />
|}<br />
<br />
|-<br />
| 0x2B<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| portal cutscene<br />
|-<br />
| 0x80<br />
| Defeated Dark Twins<br />
|}<br />
<br />
|-<br />
| 0x2C<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Ra Tree 3rd stage / Indus River Exit<br />
|-<br />
| 0x02<br />
| Lhasa<br />
|-<br />
| 0x04<br />
| Lion saved<br />
|-<br />
| 0x80<br />
| Tokyo sad<br />
|}<br />
<br />
|-<br />
| 0x2D<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Great Lakes Cavern cutscene<br />
|-<br />
| 0x02<br />
| Ship gain cutscene, despawns Big Fish<br />
|-<br />
| 0x04<br />
| Mermaid exit block<br />
|-<br />
| 0x08<br />
| Guy on bridge<br />
|-<br />
| 0x40<br />
| Castle gem cutscene<br />
|-<br />
| 0x80<br />
| Entering sewers cutscene<br />
|}<br />
<br />
|-<br />
| 0x2E<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Sewer cutscene girl #1<br />
|-<br />
| 0x02<br />
| Sewer cutscene girl #2<br />
|-<br />
| 0x03<br />
| Sewer cutscene girl #3<br />
|}<br />
<br />
|-<br />
| 0x30<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Obtained Starstone<br />
|-<br />
| 0x20<br />
| Buruga's tower exit (Rebirth completed)<br />
|}<br />
<br />
<br />
|-<br />
| 0x30<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x80<br />
| Obtained bombs<br />
|}<br />
<br />
<br />
|-<br />
| 0x31<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Placed bombs<br />
|-<br />
| 0x02<br />
| Placed bombs<br />
|-<br />
| 0x04<br />
| Placed bombs<br />
|-<br />
| 0x08<br />
| Placed bombs<br />
|-<br />
| 0x10<br />
| Placed bombs<br />
|-<br />
| 0x20<br />
| Placed bombs<br />
|-<br />
| 0x40<br />
| Placed bombs<br />
|}<br />
<br />
<br />
|-<br />
| 0x32<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x20<br />
| Airship south cutscene 2<br />
|-<br />
| 0x40<br />
| End game state crysta<br />
|}<br />
<br />
<br />
<br />
|-<br />
| 0x33<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x08<br />
| Tower 5 entrance<br />
|-<br />
| 0x10<br />
| Leaf cutscene<br />
|-<br />
| 0x40<br />
| Stone blocking exit<br />
|-<br />
| 0x80<br />
| Wolves aaway<br />
|}<br />
<br />
|-<br />
| 0x34<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Hitoderon defeated, Spawns Will<br />
|-<br />
| 0x10<br />
| Dark Morpth Wizard defeated<br />
|-<br />
| 0x20<br />
| Security Robot defeated <br />
|-<br />
| 0x40<br />
| Tower 5 preboss cutscene<br />
|-<br />
| 0x80<br />
| Yomi sees yeti<br />
|}<br />
<br />
|-<br />
| 0x35<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Sewer cutscene 2<br />
|-<br />
| 0x04<br />
| Sewer cutscene 1<br />
|-<br />
| 0x08<br />
| Tokyo underground open<br />
|-<br />
| 0x10<br />
| Return to home, last day.<br />
|}<br />
<br />
<br />
|-<br />
| 0x36<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Ra DewDrop collected, disables knockout by posion<br />
|}<br />
<br />
|-<br />
| 0x37<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Eklemata snow scene<br />
|}<br />
<br />
|-<br />
| 0x41<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Talked to sardine guy after delivering the can<br />
|}<br />
<br />
|-<br />
| 0x40<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x80<br />
| Talked to Bell after invention of phone<br />
|}<br />
<br />
<br />
|-<br />
| 0x44<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Took picture in Loire<br />
|-<br />
| 0x02<br />
| Took picture in Litz<br />
|-<br />
| 0x04<br />
| Took picture in Freedom<br />
|-<br />
| 0x08<br />
| Took picture in Nirlake<br />
|-<br />
| 0x10<br />
| Took picture in Suncoast <br />
|}<br />
|-<br />
| 0x47<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Gave medicine to wife of husband <br />
|}<br />
<br />
|-<br />
| 0x48<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x80<br />
| Nice Suite won in Lottery<br />
|}<br />
<br />
<br />
|-<br />
| 0x4A<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x10<br />
| Took picture in Neotokio <br />
|-<br />
| 0x20<br />
| Took picture in Liotto <br />
|-<br />
| 0x08<br />
| Took picture in Yunkou <br />
|}<br />
<br />
|-<br />
| 0x4C<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| X-Spear won in Lottery<br />
|-<br />
| 0x10<br />
| Dailroom cutscene<br />
|}<br />
<br />
<br />
|-<br />
| 0x50<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Set after talking to elder after breaking the seal<br />
|}<br />
<br />
|-<br />
| 0x52<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x40<br />
| Crysta Gate<br />
|}<br />
<br />
|-<br />
| 0x53<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x02<br />
| Stockholm gate<br />
|}<br />
<br />
|-<br />
| 0x54<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Dragoon castle secret door<br />
|}<br />
<br />
|-<br />
| 0x55<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Beruga's Tower Gate<br />
|-<br />
| 0x80<br />
| Overworld Portal open<br />
|}<br />
<br />
<br />
<br />
|-<br />
| 0x56<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Quntet building<br />
|-<br />
| 0x10<br />
| Liberty (Modern) - Police Entrance<br />
|}<br />
<br />
|-<br />
| 0x57<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x80<br />
| Liberty (Modern) - Police Building<br />
|}<br />
<br />
|-<br />
| 0x58<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x80<br />
| Talked to Will after Hitoderon fight<br />
|}<br />
<br />
|-<br />
| 0x59<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Spawn Asterika chest<br />
|}<br />
<br />
|-<br />
| 0x80<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Ship ports<br />
|-<br />
| 0x02<br />
| Eklamata<br />
|}<br />
<br />
|-<br />
| 0x81<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x01<br />
| Libertia airfield<br />
|-<br />
| 0x02<br />
| Mosque airfield<br />
|-<br />
| 0x04<br />
| Buruga's tower (The exit still needs to be enabled)<br />
|-<br />
| 0x08<br />
| Colorado bridge<br />
|-<br />
| 0x10<br />
| Amazon bridge (Spawns after Colorado bridge is complete)<br />
|-<br />
| 0x20<br />
| Mu shows on world map<br />
|-<br />
| 0x40<br />
| Polynese shows on world map<br />
|-<br />
| 0x80<br />
| Australia airfield<br />
|}<br />
<br />
|-<br />
| 0xBB<br />
|<br />
{| class="wikitable"<br />
|-<br />
! Bit<br />
! Effect/Event<br />
|-<br />
| 0x10<br />
| Right chest of map ID 0x2BD<br />
|-<br />
| 0x20<br />
| Left chest of map ID 0x2BD<br />
|}<br />
|-<br />
|}</div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_Crowd_Control&diff=1116Terranigma Crowd Control2023-10-31T17:06:44Z<p>Crediar: /* Version 2.0 [Internal] */</p>
<hr />
<div>This is a currently unreleased hack that allows you influence the game with various effects using the Crowd Control addon for Twitch.<br />
<br />
=Known Issues=<br />
*Being Invulnerable can cause the sound bug in certain cutscene while the sound bug is lasting going into the chest will softlock the game<br />
<br />
=Current Features=<br />
*+1 Strength <br />
*-1 Strength <br />
*+1 Defense <br />
*-1 Defense <br />
*+1 Luck <br />
*-1 Luck <br />
*+100 Gems <br />
*-100 Gems <br />
*+1 Magirock <br />
*-1 Magirock <br />
*Random Item (No Key Items) <br />
*Random Key Item <br />
*Random Pin/Ring <br />
*Random Weapon <br />
*Random Armor <br />
*Give Item<br />
*Give Key Item <br />
*Hero Pike <br />
*Hero Armor <br />
*Kill Player <br />
*No menu (60 seconds) <br />
*No slicer (60 seconds) <br />
*Confuse Player (60 seconds) <br />
*Action button shuffle (60 seconds) <br />
*Low damage (60 seconds) <br />
*Teleport Worldmap <br />
*Refill full Health <br />
*Steal 20 Health <br />
*Increase Movement Speed (2 minutes)<br />
*One Hit KO<br />
*Grant Teleport Protection (2 minutes)<br />
*Grant Invulnerability (60 seconds) <br />
*Enemy Invulnerability (No Bosses) (60 seconds)<br />
<br />
=Change Log=<br />
==Version 2.0 [Internal]==<br />
*Updated project to support Crowd Control version 2<br />
*Updated code to work with the latest CC version and their changed functions<br />
<br />
==Version 1.9a [Internal]==<br />
*Fixed wrong write size for clearing memory offsets<br />
*Changed offsets for disabling slicer and one hit KO to fix an issue with the randomizer<br />
<br />
==Version 1.9 [Internal]==<br />
*Rewrote randomness<br />
*Added fix for world map teleport for randomizer at start of game<br />
<br />
==Version 1.8 [Internal]==<br />
*Disabled giving the hero arms after obtaining or owning them<br />
*Fixed some effects from being permanent<br />
<br />
==Version 1.7c [Internal]==<br />
*It is no longer possible to trigger timed effects while they are in effect<br />
*Certain effects disable other effects while they are in effect<br />
*Optimised 'Give Hero Armor/Weapon' code<br />
<br />
==Version 1.7b [Internal]==<br />
*Optimised code<br />
*Rewrote adding items code<br />
*Adjusted code to comply with correct usage of the return status<br />
*Fixed special armor/weapon not being placed in their special positions<br />
*Added an extra alive check for 'Kill Player' effect<br />
*Added more maps to the 'Kill Player'/'Teleport Worldmap' blacklist<br />
*Added a fallback button layout for 'Action button shuffle'<br />
*Added Increase Movement Speed effect<br />
*Added One Hit KO effect<br />
*Added Give Key Item effect<br />
*Added Random Key Item effect<br />
*Added Grant Teleport Protection effect<br />
*Changed Invulnerability to protect from Kill Player<br />
*Made Teleport Protection and One Hit KO a resettable effect<br />
<br />
==Version 1.6b [Internal]==<br />
*Adjusted code to support latest Crowd Control version<br />
*Fixed some effects from being permanent when triggered multiply times in a row<br />
*Fixed random armor/weapons placing special armor/weapons into normal slots<br />
*Completely rewrote the Worldmap Teleport code<br />
*Added more patterns to Action Button Shuffle<br />
*Added no-slicer to the resettable options<br />
<br />
==Version 1.5b [Internal]==<br />
*Fixed Steal Health also reducing your maximum health<br />
*Fixed Refill Health not using correct RAM offsets<br />
*Fixed not updating not all luck values in RAM<br />
*Fixed action button shuffle to be 60 seconds<br />
*Fixed bug with in-menu check for killing and teleporting<br />
*Optimised Enemy Invulnerability and fixed it to only affect enemy objects<br />
*Changed Confuse Player to be 60 seconds instead being triggered once<br />
*Capped maximum luck at 255<br />
*Added more maps to teleport blacklist<br />
*Added more maps to the player kill blacklist<br />
*<s>Changed teleport destination while being at Dark Gaia 1/2 or the Ragnastone to in front of Crysta<s></div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_Crowd_Control&diff=1115Terranigma Crowd Control2023-10-31T17:05:56Z<p>Crediar: /* Change Log */ - Version 2.0</p>
<hr />
<div>This is a currently unreleased hack that allows you influence the game with various effects using the Crowd Control addon for Twitch.<br />
<br />
=Known Issues=<br />
*Being Invulnerable can cause the sound bug in certain cutscene while the sound bug is lasting going into the chest will softlock the game<br />
<br />
=Current Features=<br />
*+1 Strength <br />
*-1 Strength <br />
*+1 Defense <br />
*-1 Defense <br />
*+1 Luck <br />
*-1 Luck <br />
*+100 Gems <br />
*-100 Gems <br />
*+1 Magirock <br />
*-1 Magirock <br />
*Random Item (No Key Items) <br />
*Random Key Item <br />
*Random Pin/Ring <br />
*Random Weapon <br />
*Random Armor <br />
*Give Item<br />
*Give Key Item <br />
*Hero Pike <br />
*Hero Armor <br />
*Kill Player <br />
*No menu (60 seconds) <br />
*No slicer (60 seconds) <br />
*Confuse Player (60 seconds) <br />
*Action button shuffle (60 seconds) <br />
*Low damage (60 seconds) <br />
*Teleport Worldmap <br />
*Refill full Health <br />
*Steal 20 Health <br />
*Increase Movement Speed (2 minutes)<br />
*One Hit KO<br />
*Grant Teleport Protection (2 minutes)<br />
*Grant Invulnerability (60 seconds) <br />
*Enemy Invulnerability (No Bosses) (60 seconds)<br />
<br />
=Change Log=<br />
==Version 2.0a [Internal]==<br />
*Updated project to support Crowd Control version 2<br />
*Updated code to work with the latest CC version and their changed functions<br />
<br />
==Version 1.9a [Internal]==<br />
*Fixed wrong write size for clearing memory offsets<br />
*Changed offsets for disabling slicer and one hit KO to fix an issue with the randomizer<br />
<br />
==Version 1.9 [Internal]==<br />
*Rewrote randomness<br />
*Added fix for world map teleport for randomizer at start of game<br />
<br />
==Version 1.8 [Internal]==<br />
*Disabled giving the hero arms after obtaining or owning them<br />
*Fixed some effects from being permanent<br />
<br />
==Version 1.7c [Internal]==<br />
*It is no longer possible to trigger timed effects while they are in effect<br />
*Certain effects disable other effects while they are in effect<br />
*Optimised 'Give Hero Armor/Weapon' code<br />
<br />
==Version 1.7b [Internal]==<br />
*Optimised code<br />
*Rewrote adding items code<br />
*Adjusted code to comply with correct usage of the return status<br />
*Fixed special armor/weapon not being placed in their special positions<br />
*Added an extra alive check for 'Kill Player' effect<br />
*Added more maps to the 'Kill Player'/'Teleport Worldmap' blacklist<br />
*Added a fallback button layout for 'Action button shuffle'<br />
*Added Increase Movement Speed effect<br />
*Added One Hit KO effect<br />
*Added Give Key Item effect<br />
*Added Random Key Item effect<br />
*Added Grant Teleport Protection effect<br />
*Changed Invulnerability to protect from Kill Player<br />
*Made Teleport Protection and One Hit KO a resettable effect<br />
<br />
==Version 1.6b [Internal]==<br />
*Adjusted code to support latest Crowd Control version<br />
*Fixed some effects from being permanent when triggered multiply times in a row<br />
*Fixed random armor/weapons placing special armor/weapons into normal slots<br />
*Completely rewrote the Worldmap Teleport code<br />
*Added more patterns to Action Button Shuffle<br />
*Added no-slicer to the resettable options<br />
<br />
==Version 1.5b [Internal]==<br />
*Fixed Steal Health also reducing your maximum health<br />
*Fixed Refill Health not using correct RAM offsets<br />
*Fixed not updating not all luck values in RAM<br />
*Fixed action button shuffle to be 60 seconds<br />
*Fixed bug with in-menu check for killing and teleporting<br />
*Optimised Enemy Invulnerability and fixed it to only affect enemy objects<br />
*Changed Confuse Player to be 60 seconds instead being triggered once<br />
*Capped maximum luck at 255<br />
*Added more maps to teleport blacklist<br />
*Added more maps to the player kill blacklist<br />
*<s>Changed teleport destination while being at Dark Gaia 1/2 or the Ragnastone to in front of Crysta<s></div>Crediarhttps://www.terranigma.be/index.php?title=Script_Format&diff=1114Script Format2023-10-30T03:05:13Z<p>Crediar: </p>
<hr />
<div>Scripts are parsed bytewise.<br />
<br />
== A note about event flags ==<br />
<br />
Event flags are calculated from an u16 value like this:<br />
<br />
u16 EventFlag;<br />
<br />
Flag = (EventFlag & 0xFFF) >> 3;<br />
Value = 1 << (EventFlag & 7);<br />
IsSet = EventFlag & 0x8000<br />
<br />
== Commands ==<br />
<br />
{| class="wikitable sortable collapsible" style="font-family:Lucida Console;"<br />
|-<br />
! Opcode<br />
! Function<br />
! Length<br />
! Comments<br />
|-<br />
|00<br />
| Call<br />
| 4<br />
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.<br />
<br />
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.<br />
<br />
|-<br />
|01<br />
| ReturnFrom00<br />
| 1<br />
| If not inside 00-Call, this command is ignored.<br />
<br />
|-<br />
|02<br />
| LoopSetup( u16 Count )<br />
| 3<br />
|<br />
<br />
|-<br />
|03<br />
| LoopDoAsync()<br />
| 1<br />
|<br />
<br />
|-<br />
|04<br />
| LoopDo()<br />
| 1<br />
|<br />
<br />
|-<br />
|05<br />
| WaitOnEventFlag( u16 Flag )<br />
| 3<br />
|<br />
<br />
|-<br />
|06<br />
| JumpAndSetOrigin<br />
| 4<br />
|<br />
<br />
|-<br />
|07<br />
| EventFlagModify<br />
| 3<br />
|<br />
<br />
|-<br />
|08<br />
| EventFlagCheckJump<br />
| 5<br />
|<br />
<br />
|-<br />
|09<br />
| EventFlagCheckMultiple<br />
| 3+2*x<br />
|<br />
<br />
|-<br />
|0A<br />
| CheckMapID<br />
| 5<br />
|<br />
<br />
|-<br />
|0B<br />
| CheckDeathwarpMapID<br />
| 5<br />
|<br />
<br />
|-<br />
|0C<br />
| TriggerOnAreaAbsolute<br />
| 8<br />
|<br />
<br />
|-<br />
|0D<br />
| TriggerOnAreaRelative<br />
| 8<br />
|<br />
<br />
|-<br />
|0E<br />
| TriggerOnAreaAbsolutePixel<br />
| 12<br />
|<br />
<br />
|-<br />
|0F<br />
| TriggerOnBlockAbsolute<br />
| 6<br />
|<br />
<br />
|-<br />
|10<br />
| TriggerOnBlockRelative<br />
| 6<br />
|<br />
<br />
|-<br />
|11<br />
| TriggerObjectOnAreaAbsolute<br />
| 9<br />
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.<br />
Remaining parameters are same as command 0C.<br />
<br />
|-<br />
|12<br />
| TriggerObjectOnAreaRelative<br />
| 9<br />
| Broken command.<br />
<br />
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter<br />
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.<br />
<br />
|-<br />
|13<br />
| SpriteSetPosition<br />
| 4<br />
|<br />
<br />
|-<br />
|14<br />
| PlayerPort<br />
| 9<br />
|<br />
<br />
|-<br />
|15<br />
| PlayerPortByEnemy<br />
| 1<br />
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].<br />
<br />
|-<br />
|16<br />
| SetBonepinWarp( u16, u8, u16, u16 )<br />
| 8<br />
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)<br />
<br />
|-<br />
|17<br />
| SeagullTransport( u8 to, u16 src_x, u16 src_y )<br />
| 6<br />
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].<br />
<br />
|-<br />
|18<br />
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )<br />
| 7<br />
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]<br />
<br />
|-<br />
|19<br />
| RespawnBonePinLocationSet( u16 MapID, u8 Direction, u16 X, u16 Y, u16 MapID, u8 Direction, u16 X, u16 Y )<br />
| 15<br />
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).<br />
<br />
|-<br />
|1A<br />
| DialogSwitchChoice( u8 layout, u16 choices_ptr )<br />
| 4<br />
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.<br />
<br />
Known layouts are:<br />
{| class="wikitable" style="font-family:Lucida Console;"<br />
! Layout<br />
! Choices<br />
|-<br />
| 00<br />
| rowspan="5" | 2<br />
|-<br />
| 01<br />
|-<br />
| 02<br />
|-<br />
| 03<br />
|-<br />
| 04<br />
|-<br />
| 08<br />
| 3<br />
|-<br />
| 09<br />
| 4<br />
|-<br />
| 0A<br />
| rowspan="2" | 2<br />
|-<br />
| 0B<br />
|}<br />
<br />
|-<br />
|1B<br />
| PrintRelative( u16 Address )<br />
| 3<br />
|<br />
<br />
|-<br />
|1C<br />
| PrintAbsolute( u24 Address )<br />
| 4<br />
|<br />
<br />
|-<br />
|1D<br />
| u16<br />
| 3<br />
|<br />
<br />
|-<br />
|1E<br />
| u8, u16<br />
| 4<br />
| calls 0x1D<br />
<br />
|-<br />
|1F<br />
| MessageWait<br />
| 1<br />
| This waits for a button input for the message to continue/close<br />
<br />
|-<br />
|20<br />
| MessageAuto<br />
| 1<br />
| This automatically continues/closes the message<br />
<br />
|-<br />
|21<br />
| TriggerSet( u16 addr )<br />
| 3<br />
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted<br />
<br />
|-<br />
|22<br />
| SwitchRange( u8 first, u8 last, ... )<br />
| 3 + 2*(last+1-first)<br />
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.<br />
<br />
|-<br />
|23<br />
| TriggerNearPlayer( u16 addr )<br />
| 3<br />
| Turns NPC towards player and jumps to addr.<br />
<br />
|-<br />
|24<br />
| TriggerNearPlayer( u8, u16 addr )<br />
| 4<br />
| Turns NPC towards player and jumps to addr.<br />
<br />
|-<br />
|25<br />
| Rand<br />
| 1<br />
|<br />
<br />
|-<br />
|26<br />
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )<br />
| 5<br />
|<br />
<br />
|-<br />
|27<br />
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )<br />
| 7<br />
| not used by the game<br />
<br />
|-<br />
|28<br />
|<br />
| 2<br />
| Set 0x7F2018 to value<br />
<br />
|-<br />
|29<br />
| PadButtonsEnable( u16 buttons )<br />
| 3<br />
|<br />
<br />
|-<br />
|2A<br />
| PadButtonsDisable( u16 buttons )<br />
| 3<br />
| <br />
<br />
|-<br />
|2B<br />
| PadCheckAllButtonsPressed2<br />
| 5<br />
|<br />
<br />
|-<br />
|2C<br />
| PadCheckNoButtonPressed2<br />
| 5<br />
|<br />
<br />
|-<br />
|2D<br />
| PadCheckButtonPressed<br />
| 8<br />
|<br />
<br />
|-<br />
|2E<br />
| PadCheckAnyButtonPressed<br />
| 5<br />
|<br />
<br />
|-<br />
|2F<br />
| PadCheckNoButtonPressed<br />
| 5<br />
|<br />
<br />
|-<br />
|30<br />
| MusicPlay<br />
| 2<br />
|<br />
<br />
|-<br />
|31<br />
| MusicPlayFadeOver<br />
| 2<br />
|<br />
<br />
|-<br />
|32<br />
| MusicPlay2<br />
| 2<br />
| This saves the last track played via this command.<br />
When calling it with the value set to 0xFF it plays the last played track again.<br />
<br />
|-<br />
|33<br />
| WaitMusicLoaded<br />
| 1<br />
|<br />
<br />
|-<br />
|34<br />
| APUWriteByte_F5( u8 Byte )<br />
| 2<br />
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5<br />
<br />
|-<br />
|35<br />
| APUWriteByte_F6( u8 Byte )<br />
| 2<br />
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6<br />
<br />
|-<br />
|36<br />
| SoundEffectPlayOnce<br />
| 2<br />
|<br />
<br />
|-<br />
|37<br />
| SoundEffectPlay<br />
| 2<br />
|<br />
<br />
|-<br />
|38<br />
| SoundEffect?<br />
| 3<br />
|<br />
<br />
|-<br />
|39<br />
| SpriteGotoPositionX<br />
| 4<br />
| This command expects to be followed by "0x8E, 0x3B, asm(BRA -11)" because once it reaches the position it is hardcoded to jump 6 bytes ahead.<br />
<br />
|-<br />
|3A<br />
| SpriteGotoPositionY<br />
| 4<br />
| This command expects to be followed by "0x8E, 0x3B, asm(BRA -11)" because once it reaches the position it is hardcoded to jump 6 bytes ahead.<br />
<br />
|-<br />
|3B<br />
| ObjectSetSolid<br />
| 1<br />
|<br />
<br />
|-<br />
|3C<br />
| ObjectSetHollow<br />
| 1<br />
|<br />
<br />
|-<br />
|3D<br />
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )<br />
| 4<br />
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.<br />
<br />
|-<br />
|3E<br />
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )<br />
| 4<br />
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.<br />
<br />
|-<br />
|3F<br />
| BlockSetCollision( u8 value, u8 x, u8 y )<br />
| 4<br />
| if (value & 80) is clear, the coordinate is relative to the current object, else it is absolute.<br />
<br />
|-<br />
|40<br />
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )<br />
| 4<br />
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.<br />
<br />
|-<br />
|41<br />
| BlockCheck( u16 block, u16 addr )<br />
| 5<br />
| Compares 9 least significant bits of block with the block actually under object. If they match, jump to addr.<br />
<br />
|-<br />
|42<br />
| BlockCheckRelative( u8 dx, u8 dy, u16 block, u16 addr )<br />
| 7<br />
| Compares 9 least significant bits of block with the block relative to object. If they match, jump to addr.<br />
<br />
|-<br />
|43<br />
| BlockSetAbsolute( u8 x, u8 y, u16 block )<br />
| 5<br />
|<br />
<br />
|-<br />
|44<br />
| BlockSetRelative( u8 dx, u8 dy, u16 block )<br />
| 5<br />
|<br />
<br />
|-<br />
|45<br />
| BlockSet<br />
| 1<br />
| Changes the block under object. block = object[7F201A]<br />
<br />
|-<br />
|46<br />
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )<br />
| 8<br />
|<br />
<br />
|-<br />
|47<br />
| ObjectDeleteIfEventFlags<br />
| 1+2*x<br />
|<br />
<br />
|-<br />
|48<br />
| ObjectDeleteIfEventFlag( u16 flag )<br />
| 3<br />
|<br />
<br />
|-<br />
|49<br />
| ObjectDeleteIfMapID( u16 map )<br />
| 3<br />
|<br />
<br />
|-<br />
|4A<br />
| MapFlagCheck( u8 id, u16 minimum, u16 addr )<br />
| 6<br />
|<br />
<br />
|-<br />
|4B<br />
| MapFlagUpdate(u8 id, u16 amount )<br />
| 4<br />
| <br />
<br />
|-<br />
|4C<br />
| TownGrowthCheck( u8 id, u16 minimum, u16 addr )<br />
| 6<br />
| Jump to addr if growth rate id is at least the specified minimum.<br />
<br />
|-<br />
|4D<br />
| TownGrowthUpdate( u8 id, u16 amount )<br />
| 4<br />
| (id & C0) specifies the update mode:<br />
{| class="wikitable" style="font-family:Lucida Console;"<br />
! mode<br />
! description<br />
|-<br />
| 00<br />
| overwrite<br />
|-<br />
| 40<br />
| subtract<br />
|-<br />
| 80<br />
| add<br />
|}<br />
<br />
|-<br />
|4E<br />
| u16, u16<br />
| 5<br />
| <br />
<br />
|-<br />
|4F<br />
| u16, u16<br />
| 5<br />
| <br />
<br />
|-<br />
|50<br />
| u16, u8<br />
| 4<br />
| <br />
<br />
|-<br />
|51<br />
| <br />
|<br />
|<br />
<br />
|-<br />
|52<br />
| <br />
|<br />
| <br />
<br />
|-<br />
|53<br />
| <br />
|<br />
| <br />
<br />
|-<br />
|54<br />
| ItemAdd( u8 item, u16 addr )<br />
| 4<br />
| Jump to addr if the item can't be carried because the slot or inventory is full.<br />
<br />
|-<br />
|55<br />
| ItemDel( u8 item )<br />
| 2<br />
|<br />
<br />
|-<br />
|56<br />
| ItemCheckEmptySlot( u8 id, u16 addr )<br />
| 4<br />
| Jump to addr if the item can't be carried because the slot or inventory is full.<br />
<br />
|-<br />
|57<br />
| ItemCheckOwned( u8 id, u16 addr )<br />
| 4<br />
| Jump to addr if Ark has the item in his inventory.<br />
<br />
|-<br />
|58<br />
| ItemCheckEquipped( u8 id, u16 addr )<br />
| 4<br />
| Jump to addr if Ark has the item equipped.<br />
<br />
|-<br />
|59<br />
| ObjectCheckOffScreen()<br />
| 1<br />
|<br />
<br />
|-<br />
|5A<br />
| PaletteLoad( u8 src_bank, u16 src_addr, u8 dest_color_index, u8 count )<br />
| 6<br />
|<br />
<br />
|-<br />
|5B<br />
| DecompressToMemory( u24 src, u16 dest )<br />
| 6<br />
|<br />
<br />
|-<br />
|5C<br />
| MoneyAdd( u24 amount )<br />
| 4<br />
| amount is BCD<br />
<br />
|-<br />
|5D<br />
| MoneyTake( u24 amount, u16 addr )<br />
| 6<br />
| amount is BCD. Jump to addr if Ark has not enough money.<br />
<br />
|-<br />
|5E<br />
| MoneyCheck( u24 amount, u8 mode, u16 addr )<br />
| 7<br />
| amount is BCD. The result of the comparison is interpreted according to mode:<br />
{| class="wikitable" style="font-family:Lucida Console;"<br />
! mode & C0<br />
! action<br />
|-<br />
| 00<br />
| jump if money == amount<br />
|-<br />
| 40<br />
| jump if money < amount<br />
|-<br />
| 80<br />
| jump if money > amount<br />
|-<br />
| C0<br />
| jump if money != amount<br />
|}<br />
<br />
|-<br />
|5F<br />
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )<br />
| 9<br />
|<br />
<br />
|-<br />
|60<br />
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )<br />
| 5<br />
|<br />
<br />
|-<br />
|61<br />
| CheckDirectionEx( u8 direction, u8 a, u8 b, u8 c, u16 jump )<br />
| 7<br />
| Jump if current directon matches. Diagonal movement is acknowledged if it's primarily in the specified direction. '''direction''' can be 0-3:<br />
{| class="wikitable" style="font-family:Lucida Console;"<br />
! colspan="2" | direction<br />
|-<br />
| 00<br />
| down<br />
|-<br />
| 01<br />
| up<br />
|-<br />
| 02<br />
| left<br />
|-<br />
| 03<br />
| right<br />
|}<br />
The values '''a''', '''b''' and '''c''' correspond to skew directions and are used with object[7F2014] ???<br />
<br />
|-<br />
|62<br />
| SetInvulnerable( u8 frames )<br />
| 2<br />
|<br />
<br />
|-<br />
|63<br />
|<br />
| 3<br />
|<br />
<br />
|-<br />
|64<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|65<br />
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )<br />
| 6<br />
|<br />
<br />
|-<br />
|66<br />
| ReturnFromDamageHandler<br />
| 1<br />
|<br />
<br />
|-<br />
|67<br />
| LightFormSet<br />
| 1<br />
| Valid values 0-8<br />
<br />
|-<br />
|68<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|69<br />
|<br />
| 1<br />
|<br />
<br />
|-<br />
|6A<br />
| u8, u8<br />
| 3<br />
|<br />
<br />
|-<br />
|6B<br />
| PrintRelative2<br />
| 3<br />
|<br />
<br />
|-<br />
|6C<br />
| PrintAbsolute2<br />
| 4<br />
|<br />
<br />
|-<br />
|6D<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|6E<br />
| SceneUpdate<br />
| 1<br />
|<br />
<br />
|-<br />
|6F<br />
| <br />
| 1<br />
|<br />
<br />
|-<br />
|70<br />
| Follow( u16 ptrObject, u16 ptrAnimations )<br />
| 5<br />
| '''Animations''' is a table of 3x4 animation id's, that specify what animation to use for every possible (diagonal) movement.<br />
<br />
|-<br />
|71<br />
| Check???( u16, u16, u16 jump )<br />
| 7<br />
| Jumps if the check is successful<br />
<br />
|-<br />
|72<br />
| u16, u8<br />
| 4<br />
|<br />
<br />
|-<br />
|73<br />
|<br />
| 5<br />
| Wait for unknown condition and then jump<br />
<br />
|-<br />
|74<br />
| SetMagicHandler( u8 magic_id, u16 handler )<br />
| 4<br />
| Registers a handler that is executed when the specific magic is used. If '''handler & 0x8000''' is set, it refers to a script address, else it is a flag that will be set.<br />
object[7F2024] = magic_id<br />
object[7F2022] = handler<br />
<br />
|-<br />
|75<br />
| SetConditionalTalkHandler( u16 flag, u16 handler )<br />
| 5<br />
| custom '''handler''' must be '''>= 0x8000''', values below are predefined handlers, but only '''0000''' is currently used and prints a line of dots.<br />
object[7F2028] = flag<br />
object[7F2026] = handler<br />
<br />
|-<br />
|76<br />
| SystemRegisterWrite<br />
| 3<br />
|<br />
<br />
|-<br />
|77<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|78<br />
| BackgroundUpdateFade<br />
| 2<br />
|<br />
<br />
|-<br />
|79<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7A<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7B<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7C<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7D<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7E<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7F<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|80<br />
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )<br />
| 2<br />
|<br />
<br />
|-<br />
|81<br />
| AnimationSetB( u8 SpriteFlags )<br />
| 2<br />
|<br />
<br />
|-<br />
|82<br />
| AnimationSetC( u8 SpriteFlags, u8 )<br />
| 3<br />
|<br />
<br />
|-<br />
|83<br />
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )<br />
| 3<br />
|<br />
<br />
|-<br />
|84<br />
|<br />
| 4<br />
|<br />
<br />
|-<br />
|85<br />
| AnimationSetD<br />
| 3<br />
| calls 80<br />
<br />
|-<br />
|86<br />
| AnimationSetE( u8, u8 )<br />
| 3<br />
| calls 81<br />
<br />
|-<br />
|87<br />
| ObjectMove( u8, u8, u8 )<br />
| 4<br />
| calls 82<br />
<br />
|-<br />
|88<br />
|<br />
| 4<br />
| calls 83<br />
<br />
|-<br />
|89<br />
|<br />
| 5<br />
| calls 84<br />
<br />
|-<br />
|8A<br />
|<br />
| 2<br />
| <br />
<br />
|-<br />
|8B<br />
|<br />
| 3<br />
| calls 8A<br />
<br />
|-<br />
|8C<br />
|<br />
| 2<br />
|<br />
<br />
|-<br />
|8D<br />
|<br />
| 3<br />
| calls 8C<br />
<br />
|-<br />
|8E<br />
| AnimationWait<br />
| 1<br />
|<br />
<br />
|-<br />
|8F<br />
| AnimationWait2<br />
| 1<br />
|<br />
<br />
|-<br />
|90<br />
| 1<br />
|<br />
| wait for loop<br />
<br />
|-<br />
|91<br />
| 1<br />
|<br />
|<br />
<br />
|-<br />
|92<br />
| 1<br />
|<br />
| wait for loop<br />
<br />
|-<br />
|93<br />
| 1<br />
|<br />
|<br />
<br />
|-<br />
|94<br />
| 1<br />
|<br />
| wait for loop<br />
<br />
|-<br />
|95<br />
| u16, u8, u16, u16, u16, u8<br />
| 9<br />
|<br />
<br />
|-<br />
|96<br />
| u16, u16, u16, u16, u16<br />
| 11<br />
|<br />
<br />
|-<br />
|97<br />
| u16, u8, u16, ?<br />
| 6<br />
|<br />
<br />
|-<br />
|98<br />
| u16, u8, ?<br />
| 11<br />
| Object related<br />
<br />
|-<br />
|99<br />
| ObjectCloneInsertAtBeginSF<br />
| 6<br />
| Insert at begin of list, set script pointer and flags<br />
<br />
|-<br />
|9A<br />
| ObjectCloneInsertBeforeSP<br />
| 4<br />
| Insert before current object, set script pointer and parent (implied)<br />
<br />
|-<br />
|9B<br />
| ObjectCloneInsertBeforeSFP<br />
| 6<br />
| Insert before current object, set script pointer, flags and parent (implied)<br />
<br />
|-<br />
|9C<br />
| ObjectCloneInsertBeforeSRP<br />
| 8<br />
| Insert before current object, set script pointer, relative placement and parent (implied)<br />
<br />
|-<br />
|9D<br />
| ObjectCloneInsertBeforeSRFP<br />
| 10<br />
| Insert before current object, set script pointer, relative placement, flags and parent (implied)<br />
<br />
|-<br />
|9E<br />
| ObjectCloneInsertBeforeSAP<br />
| 8<br />
| Insert before current object, set script pointer, absolute placement and parent (implied)<br />
<br />
|-<br />
|9F<br />
| ObjectCloneInsertBeforeSAFP<br />
| 10<br />
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)<br />
<br />
|-<br />
|A0<br />
| ObjectCloneInsertAtEndSFP<br />
| 6<br />
| Insert at end of list, set script pointer, flags and parent (implied)<br />
<br />
|-<br />
|A1<br />
| ObjectCloneInsertAfterSP<br />
| 4<br />
| Insert after current object, set script pointer and parent (implied)<br />
<br />
|-<br />
|A2<br />
| ObjectCloneInsertAfterSFP<br />
| 6<br />
| Insert after current object, set script pointer, flags and parent (implied)<br />
<br />
|-<br />
|A3<br />
| ObjectCloneInsertAfterSRP<br />
| 8<br />
| Insert after current object, set script pointer, relative placement and parent (implied)<br />
<br />
|-<br />
|A4<br />
| ObjectCloneInsertAfterSRFP<br />
| 10<br />
| Insert after current object, set script pointer, relative placement, flags and parent (implied)<br />
<br />
Same handler as 0xE8<br />
<br />
|-<br />
|A5<br />
| ObjectCloneInsertAfterSAP<br />
| 8<br />
| Insert after current object, set script pointer, absolute placement and parent (implied)<br />
<br />
|-<br />
|A6<br />
| ObjectCloneInsertAfterSAFP<br />
| 10<br />
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)<br />
<br />
|-<br />
|A7<br />
| ObjectDelete<br />
| 1<br />
|<br />
<br />
|-<br />
|A8<br />
| <br />
| 1<br />
|<br />
<br />
|-<br />
|A9<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|AA<br />
|<br />
| 4<br />
|<br />
<br />
|-<br />
|AB<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|AC<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|AD<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|AE<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|AF<br />
|<br />
| 2<br />
|<br />
<br />
|-<br />
|B0<br />
|<br />
| 2 or 5<br />
|<br />
<br />
|-<br />
|B1<br />
| ObjectMoveHorizontal<br />
| 3<br />
|<br />
<br />
|-<br />
|B2<br />
| ObjectMoveVertical<br />
| 3<br />
|<br />
<br />
|-<br />
|B3<br />
| ObjectMove<br />
| 5<br />
|<br />
<br />
|-<br />
|B4<br />
| SpriteSetUpsideDown<br />
| 1<br />
|<br />
<br />
|-<br />
|B5<br />
| SpriteSetDownsideUp<br />
| 1<br />
|<br />
<br />
|-<br />
|B6<br />
| SpriteSetFacingRight <br />
| 1<br />
|<br />
<br />
|-<br />
|B7<br />
| SpriteSetFacingLeft<br />
| 1<br />
|<br />
<br />
|-<br />
|B8<br />
| SpriteFlipVertical<br />
| 1<br />
|<br />
<br />
|-<br />
|B9<br />
| SpriteFlipHorizontal<br />
| 1<br />
|<br />
<br />
|-<br />
|BA<br />
| SpriteSetPriority<br />
| 2<br />
| Allowed values: 0..3 << 4<br />
<br />
|-<br />
|BB<br />
| SpriteSetPalette<br />
| 2<br />
| Allowed values: 0..7 << 1<br />
<br />
|-<br />
|BC<br />
| MarkOrigin<br />
| 1<br />
|<br />
<br />
|-<br />
|BD<br />
| MarkOriginAsync<br />
| 1<br />
|<br />
<br />
|-<br />
|BE<br />
| JumpAndSetOriginWithDelay<br />
| 6<br />
|<br />
<br />
|-<br />
|BF<br />
| JumpAndSetOriginAsync<br />
| 4<br />
|<br />
<br />
|-<br />
|C0<br />
| SetOriginAndEraseDelay<br />
| 4<br />
|<br />
<br />
|-<br />
|C1<br />
| Delay<br />
| 3<br />
|<br />
<br />
|-<br />
|C2<br />
| JumpIfMapCollisionAbove<br />
| 3<br />
|<br />
<br />
|-<br />
|C3<br />
| JumpIfMapCollisionBelow<br />
| 3<br />
|<br />
<br />
|-<br />
|C4<br />
| JumpIfMapCollisionLeft<br />
| 3<br />
|<br />
<br />
|-<br />
|C5<br />
| JumpIfMapCollisionRight<br />
| 3<br />
|<br />
<br />
|-<br />
|C6<br />
| GetCurrentBlockCollision<br />
| 1<br />
| ??<br />
<br />
|-<br />
|C7<br />
| CheckMapCollisionAbove<br />
| 3 or 9<br />
|<br />
<br />
|-<br />
|C8<br />
| CheckMapCollisionBelow<br />
| 3 or 9<br />
|<br />
<br />
|-<br />
|C9<br />
| CheckMapCollisionLeft<br />
| 3 or 9<br />
|<br />
<br />
|-<br />
|CA<br />
| CheckMapCollisionRight<br />
| 3 or 9<br />
|<br />
<br />
|-<br />
|CB<br />
|<br />
| 5<br />
| Change other object script ??<br />
<br />
|-<br />
|CC<br />
|<br />
| 6<br />
|<br />
<br />
|-<br />
|CD<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|CE<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|CF<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|D0<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|D1<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|D2<br />
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )<br />
| 6<br />
|<br />
<br />
|-<br />
|D3<br />
| RangeCheckHorizontal<br />
| 9<br />
|<br />
<br />
|-<br />
|D4<br />
| RangeCheckVertical<br />
| 9<br />
|<br />
<br />
|-<br />
|D5<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|D6<br />
| ProximityTrigger<br />
| 4<br />
|<br />
<br />
|-<br />
|D7<br />
| DetermineNearestAxis<br />
| 5<br />
|<br />
<br />
|-<br />
|D8<br />
|<br />
| 4<br />
|<br />
<br />
|-<br />
|D9<br />
| LoadFightingStats<br />
| 2<br />
| Load pointer to index in enemy table<br />
<br />
80: Don't load max HP<br />
<br />
|-<br />
|DA<br />
| HandlerRegisterOnWall( u16 HandlerAddress )<br />
| 3<br />
| Set Wall Hit Handler<br />
<br />
|-<br />
|DB<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|DC<br />
| ScreenScroll( u16 Type, u8 ScrollX, u8 ScrollY, u8 Speed )<br />
| 6<br />
|<br />
<br />
|-<br />
|DD<br />
|<br />
| 8<br />
|<br />
<br />
|-<br />
|DE<br />
| ScreenReturnScroll( u8 Speed )<br />
| 2<br />
|<br />
<br />
|-<br />
|DF<br />
| WaitOn097C_0810<br />
| 4<br />
| Wait For ([097C] & 0810) == 0, Then Jump<br />
<br />
|-<br />
|E0<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|E1<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|E2<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|E3<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|E4<br />
|<br />
| 1<br />
|<br />
<br />
|-<br />
|E5<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|E6<br />
| ObjectCloneDepInsertAfterSP<br />
| 4<br />
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.<br />
<br />
|-<br />
|E7<br />
| ObjectCloneDepInsertAfterSFP<br />
| 6<br />
| Like A2, but additionally makes new object depend on the old one.<br />
<br />
|-<br />
|E8<br />
| ObjectCloneDepInsertAfterSRFP<br />
| 10<br />
| Like A4, but additionally makes new object depend on the old one.<br />
<br />
|-<br />
|E9<br />
| ObjectCloneDepInsertAfterSAFP<br />
| 10<br />
| Like A6, but additionally makes new object depend on the old one.<br />
<br />
|-<br />
|EA<br />
| ObjectCloneDepInsertBeforeSP<br />
| 4<br />
| Like 9A, but additionally makes new object depend on the old one.<br />
<br />
|-<br />
|EB<br />
| DeleteAllDependingObjects<br />
| 1<br />
| Delete all depending objects, but only if 'this' has no parent<br />
<br />
|-<br />
|EC<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|ED<br />
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)<br />
| 6<br />
|<br />
<br />
|-<br />
|EE<br />
| ObjectMoveWaitRelative( u8 )<br />
| 2<br />
|<br />
<br />
|-<br />
|EF<br />
|<br />
|<br />
|<br />
<br />
|}</div>Crediarhttps://www.terranigma.be/index.php?title=Script_Format&diff=1113Script Format2023-10-30T03:03:20Z<p>Crediar: Command 67 - LightFormSet</p>
<hr />
<div>Scripts are parsed bytewise.<br />
<br />
== A note about event flags ==<br />
<br />
Event flags are calculated from an u16 value like this:<br />
<br />
u16 EventFlag;<br />
<br />
Flag = (EventFlag & 0xFFF) >> 3;<br />
Value = 1 << (EventFlag & 7);<br />
IsSet = EventFlag & 0x8000<br />
<br />
== Commands ==<br />
<br />
{| class="wikitable sortable collapsible" style="font-family:Lucida Console;"<br />
|-<br />
! Opcode<br />
! Function<br />
! Length<br />
! Comments<br />
|-<br />
|00<br />
| Call<br />
| 4<br />
| This command has no stack for return addresses. Nested calls simply overwrite any previous return address, so return is only possible to the most recent call site.<br />
<br />
If a simple jump is desired, use command 06 for an async jump, or ASM BRA or JMP for an instantaneous jump.<br />
<br />
|-<br />
|01<br />
| ReturnFrom00<br />
| 1<br />
| If not inside 00-Call, this command is ignored.<br />
<br />
|-<br />
|02<br />
| LoopSetup( u16 Count )<br />
| 3<br />
|<br />
<br />
|-<br />
|03<br />
| LoopDoAsync()<br />
| 1<br />
|<br />
<br />
|-<br />
|04<br />
| LoopDo()<br />
| 1<br />
|<br />
<br />
|-<br />
|05<br />
| WaitOnEventFlag( u16 Flag )<br />
| 3<br />
|<br />
<br />
|-<br />
|06<br />
| JumpAndSetOrigin<br />
| 4<br />
|<br />
<br />
|-<br />
|07<br />
| EventFlagModify<br />
| 3<br />
|<br />
<br />
|-<br />
|08<br />
| EventFlagCheckJump<br />
| 5<br />
|<br />
<br />
|-<br />
|09<br />
| EventFlagCheckMultiple<br />
| 3+2*x<br />
|<br />
<br />
|-<br />
|0A<br />
| CheckMapID<br />
| 5<br />
|<br />
<br />
|-<br />
|0B<br />
| CheckDeathwarpMapID<br />
| 5<br />
|<br />
<br />
|-<br />
|0C<br />
| TriggerOnAreaAbsolute<br />
| 8<br />
|<br />
<br />
|-<br />
|0D<br />
| TriggerOnAreaRelative<br />
| 8<br />
|<br />
<br />
|-<br />
|0E<br />
| TriggerOnAreaAbsolutePixel<br />
| 12<br />
|<br />
<br />
|-<br />
|0F<br />
| TriggerOnBlockAbsolute<br />
| 6<br />
|<br />
<br />
|-<br />
|10<br />
| TriggerOnBlockRelative<br />
| 6<br />
|<br />
<br />
|-<br />
|11<br />
| TriggerObjectOnAreaAbsolute<br />
| 9<br />
| First parameter is object index, which is multiplied by 40 and added to 1000 to get the object handle, for which the trigger is checked.<br />
Remaining parameters are same as command 0C.<br />
<br />
|-<br />
|12<br />
| TriggerObjectOnAreaRelative<br />
| 9<br />
| Broken command.<br />
<br />
Supposed to be 0D-counterpart of 11: it should compare the position of the object that is given as first parameter<br />
to the position of the object that executes the command, but it uses for both purposes only the object that is given as parameter, which makes it useless.<br />
<br />
|-<br />
|13<br />
| SpriteSetPosition<br />
| 4<br />
|<br />
<br />
|-<br />
|14<br />
| PlayerPort<br />
| 9<br />
|<br />
<br />
|-<br />
|15<br />
| PlayerPortByEnemy<br />
| 1<br />
| Used by Guardner to port Ark out of towers. Uses byte #15 of the extended sprite definition, see [[Enemy Induced Warps]].<br />
<br />
|-<br />
|16<br />
| SetBonepinWarp( u16, u8, u16, u16 )<br />
| 8<br />
| The bonepin warp location is stored in memory at address 7E0608 (8 bytes, right after the deathwarp location)<br />
<br />
|-<br />
|17<br />
| SeagullTransport( u8 to, u16 src_x, u16 src_y )<br />
| 6<br />
| Includes automatic port to map 5, flight scene and port to the destination map, see [[Seagull Transport]].<br />
<br />
|-<br />
|18<br />
| RideShip( u8 route, u8 direction, u16 src_x, u16 src_y )<br />
| 7<br />
| Includes automatic port to map 2, ship scene and port to destination map, see [[Automatic Ship Routes]]<br />
<br />
|-<br />
|19<br />
| RespawnBonePinLocationSet( u16 MapID, u8 Direction, u16 X, u16 Y, u16 MapID, u8 Direction, u16 X, u16 Y )<br />
| 15<br />
| Sets the Death- and Bonepin warp location (7E0600 and 7E0608 respectively).<br />
<br />
|-<br />
|1A<br />
| DialogSwitchChoice( u8 layout, u16 choices_ptr )<br />
| 4<br />
| choices_ptr refers to a table with jump addresses. The text for the choices needs to be created beforehand by a normal text command.<br />
<br />
Known layouts are:<br />
{| class="wikitable" style="font-family:Lucida Console;"<br />
! Layout<br />
! Choices<br />
|-<br />
| 00<br />
| rowspan="5" | 2<br />
|-<br />
| 01<br />
|-<br />
| 02<br />
|-<br />
| 03<br />
|-<br />
| 04<br />
|-<br />
| 08<br />
| 3<br />
|-<br />
| 09<br />
| 4<br />
|-<br />
| 0A<br />
| rowspan="2" | 2<br />
|-<br />
| 0B<br />
|}<br />
<br />
|-<br />
|1B<br />
| PrintRelative( u16 Address )<br />
| 3<br />
|<br />
<br />
|-<br />
|1C<br />
| PrintAbsolute( u24 Address )<br />
| 4<br />
|<br />
<br />
|-<br />
|1D<br />
| u16<br />
| 3<br />
|<br />
<br />
|-<br />
|1E<br />
| u8, u16<br />
| 4<br />
| calls 0x1D<br />
<br />
|-<br />
|1F<br />
| MessageWait<br />
| 1<br />
| This waits for a button input for the message to continue/close<br />
<br />
|-<br />
|20<br />
| MessageAuto<br />
| 1<br />
| This automatically continues/closes the message<br />
<br />
|-<br />
|21<br />
| TriggerSet( u16 addr )<br />
| 3<br />
| Trigger is executed when Ark talks to an object. When addr is 0 it is deleted<br />
<br />
|-<br />
|22<br />
| SwitchRange( u8 first, u8 last, ... )<br />
| 3 + 2*(last+1-first)<br />
| Choice is determined by object data byte $26. One 2-byte jump address for each possible choice is directly included in the command.<br />
<br />
|-<br />
|23<br />
| TriggerNearPlayer( u16 addr )<br />
| 3<br />
| Turns NPC towards player and jumps to addr.<br />
<br />
|-<br />
|24<br />
| TriggerNearPlayer( u8, u16 addr )<br />
| 4<br />
| Turns NPC towards player and jumps to addr.<br />
<br />
|-<br />
|25<br />
| Rand<br />
| 1<br />
|<br />
<br />
|-<br />
|26<br />
| RandomMoveInArea( u8 left, u8 top, u8 right, u8 bottom )<br />
| 5<br />
|<br />
<br />
|-<br />
|27<br />
| RandomMoveInArea( u8 animation, u8 ???, u8 left, u8 top, u8 right, u8 bottom )<br />
| 7<br />
| not used by the game<br />
<br />
|-<br />
|28<br />
|<br />
| 2<br />
| Set 0x7F2018 to value<br />
<br />
|-<br />
|29<br />
| PadButtonsEnable( u16 buttons )<br />
| 3<br />
|<br />
<br />
|-<br />
|2A<br />
| PadButtonsDisable( u16 buttons )<br />
| 3<br />
| <br />
<br />
|-<br />
|2B<br />
| PadCheckAllButtonsPressed2<br />
| 5<br />
|<br />
<br />
|-<br />
|2C<br />
| PadCheckNoButtonPressed2<br />
| 5<br />
|<br />
<br />
|-<br />
|2D<br />
| PadCheckButtonPressed<br />
| 8<br />
|<br />
<br />
|-<br />
|2E<br />
| PadCheckAnyButtonPressed<br />
| 5<br />
|<br />
<br />
|-<br />
|2F<br />
| PadCheckNoButtonPressed<br />
| 5<br />
|<br />
<br />
|-<br />
|30<br />
| MusicPlay<br />
| 2<br />
|<br />
<br />
|-<br />
|31<br />
| MusicPlayFadeOver<br />
| 2<br />
|<br />
<br />
|-<br />
|32<br />
| MusicPlay2<br />
| 2<br />
| This saves the last track played via this command.<br />
When calling it with the value set to 0xFF it plays the last played track again.<br />
<br />
|-<br />
|33<br />
| WaitMusicLoaded<br />
| 1<br />
|<br />
<br />
|-<br />
|34<br />
| APUWriteByte_F5( u8 Byte )<br />
| 2<br />
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF5<br />
<br />
|-<br />
|35<br />
| APUWriteByte_F6( u8 Byte )<br />
| 2<br />
| Writes one byte to 0x2140 (APUI00) followed by a write with 0xF6<br />
<br />
|-<br />
|36<br />
| SoundEffectPlayOnce<br />
| 2<br />
|<br />
<br />
|-<br />
|37<br />
| SoundEffectPlay<br />
| 2<br />
|<br />
<br />
|-<br />
|38<br />
| SoundEffect?<br />
| 3<br />
|<br />
<br />
|-<br />
|39<br />
| SpriteGotoPositionX<br />
| 4<br />
| This command expects to be followed by "0x8E, 0x3B, asm(BRA -11)" because once it reaches the position it is hardcoded to jump 6 bytes ahead.<br />
<br />
|-<br />
|3A<br />
| SpriteGotoPositionY<br />
| 4<br />
| This command expects to be followed by "0x8E, 0x3B, asm(BRA -11)" because once it reaches the position it is hardcoded to jump 6 bytes ahead.<br />
<br />
|-<br />
|3B<br />
| ObjectSetSolid<br />
| 1<br />
|<br />
<br />
|-<br />
|3C<br />
| ObjectSetHollow<br />
| 1<br />
|<br />
<br />
|-<br />
|3D<br />
| BlockSetSolid( u8 rel_or_abs, u8 x, u8 y )<br />
| 4<br />
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.<br />
<br />
|-<br />
|3E<br />
| BlockSetHollow( u8 rel_or_abs, u8 x, u8 y )<br />
| 4<br />
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.<br />
<br />
|-<br />
|3F<br />
| BlockSetCollision( u8 value, u8 x, u8 y )<br />
| 4<br />
| if (value & 80) is clear, the coordinate is relative to the current object, else it is absolute.<br />
<br />
|-<br />
|40<br />
| DungeonBlockSetHollow( u8 rel_or_abs, u8 x, u8 y )<br />
| 4<br />
| if rel_or_abs is 00, the coordinate is relative to the current object, for 01 it is absolute.<br />
<br />
|-<br />
|41<br />
| BlockCheck( u16 block, u16 addr )<br />
| 5<br />
| Compares 9 least significant bits of block with the block actually under object. If they match, jump to addr.<br />
<br />
|-<br />
|42<br />
| BlockCheckRelative( u8 dx, u8 dy, u16 block, u16 addr )<br />
| 7<br />
| Compares 9 least significant bits of block with the block relative to object. If they match, jump to addr.<br />
<br />
|-<br />
|43<br />
| BlockSetAbsolute( u8 x, u8 y, u16 block )<br />
| 5<br />
|<br />
<br />
|-<br />
|44<br />
| BlockSetRelative( u8 dx, u8 dy, u16 block )<br />
| 5<br />
|<br />
<br />
|-<br />
|45<br />
| BlockSet<br />
| 1<br />
| Changes the block under object. block = object[7F201A]<br />
<br />
|-<br />
|46<br />
| MapCopyRect( u16 SizeX (Blocks), u16 SizeY (Pixels), u16 SrcX(Blocks), u16 SrcY(Blocks), u16 DstX(Blocks), u16 DstY(Blocks), u8 Unknown )<br />
| 8<br />
|<br />
<br />
|-<br />
|47<br />
| ObjectDeleteIfEventFlags<br />
| 1+2*x<br />
|<br />
<br />
|-<br />
|48<br />
| ObjectDeleteIfEventFlag( u16 flag )<br />
| 3<br />
|<br />
<br />
|-<br />
|49<br />
| ObjectDeleteIfMapID( u16 map )<br />
| 3<br />
|<br />
<br />
|-<br />
|4A<br />
| MapFlagCheck( u8 id, u16 minimum, u16 addr )<br />
| 6<br />
|<br />
<br />
|-<br />
|4B<br />
| MapFlagUpdate(u8 id, u16 amount )<br />
| 4<br />
| <br />
<br />
|-<br />
|4C<br />
| TownGrowthCheck( u8 id, u16 minimum, u16 addr )<br />
| 6<br />
| Jump to addr if growth rate id is at least the specified minimum.<br />
<br />
|-<br />
|4D<br />
| TownGrowthUpdate( u8 id, u16 amount )<br />
| 4<br />
| (id & C0) specifies the update mode:<br />
{| class="wikitable" style="font-family:Lucida Console;"<br />
! mode<br />
! description<br />
|-<br />
| 00<br />
| overwrite<br />
|-<br />
| 40<br />
| subtract<br />
|-<br />
| 80<br />
| add<br />
|}<br />
<br />
|-<br />
|4E<br />
| u16, u16<br />
| 5<br />
| <br />
<br />
|-<br />
|4F<br />
| u16, u16<br />
| 5<br />
| <br />
<br />
|-<br />
|50<br />
| u16, u8<br />
| 4<br />
| <br />
<br />
|-<br />
|51<br />
| <br />
|<br />
|<br />
<br />
|-<br />
|52<br />
| <br />
|<br />
| <br />
<br />
|-<br />
|53<br />
| <br />
|<br />
| <br />
<br />
|-<br />
|54<br />
| ItemAdd( u8 item, u16 addr )<br />
| 4<br />
| Jump to addr if the item can't be carried because the slot or inventory is full.<br />
<br />
|-<br />
|55<br />
| ItemDel( u8 item )<br />
| 2<br />
|<br />
<br />
|-<br />
|56<br />
| ItemCheckEmptySlot( u8 id, u16 addr )<br />
| 4<br />
| Jump to addr if the item can't be carried because the slot or inventory is full.<br />
<br />
|-<br />
|57<br />
| ItemCheckOwned( u8 id, u16 addr )<br />
| 4<br />
| Jump to addr if Ark has the item in his inventory.<br />
<br />
|-<br />
|58<br />
| ItemCheckEquipped( u8 id, u16 addr )<br />
| 4<br />
| Jump to addr if Ark has the item equipped.<br />
<br />
|-<br />
|59<br />
| ObjectCheckOffScreen()<br />
| 1<br />
|<br />
<br />
|-<br />
|5A<br />
| PaletteLoad( u8 src_bank, u16 src_addr, u8 dest_color_index, u8 count )<br />
| 6<br />
|<br />
<br />
|-<br />
|5B<br />
| DecompressToMemory( u24 src, u16 dest )<br />
| 6<br />
|<br />
<br />
|-<br />
|5C<br />
| MoneyAdd( u24 amount )<br />
| 4<br />
| amount is BCD<br />
<br />
|-<br />
|5D<br />
| MoneyTake( u24 amount, u16 addr )<br />
| 6<br />
| amount is BCD. Jump to addr if Ark has not enough money.<br />
<br />
|-<br />
|5E<br />
| MoneyCheck( u24 amount, u8 mode, u16 addr )<br />
| 7<br />
| amount is BCD. The result of the comparison is interpreted according to mode:<br />
{| class="wikitable" style="font-family:Lucida Console;"<br />
! mode & C0<br />
! action<br />
|-<br />
| 00<br />
| jump if money == amount<br />
|-<br />
| 40<br />
| jump if money < amount<br />
|-<br />
| 80<br />
| jump if money > amount<br />
|-<br />
| C0<br />
| jump if money != amount<br />
|}<br />
<br />
|-<br />
|5F<br />
| SwitchOnDirection( u16 DownJump, u16 UpJump, u16 LeftJump, u16 RightJump )<br />
| 9<br />
|<br />
<br />
|-<br />
|60<br />
| ItemAddPlayMusic( u8 ItemID, u16 Delay, u8 MusicID )<br />
| 5<br />
|<br />
<br />
|-<br />
|61<br />
| CheckDirectionEx( u8 direction, u8 a, u8 b, u8 c, u16 jump )<br />
| 7<br />
| Jump if current directon matches. Diagonal movement is acknowledged if it's primarily in the specified direction. '''direction''' can be 0-3:<br />
{| class="wikitable" style="font-family:Lucida Console;"<br />
! colspan="2" | direction<br />
|-<br />
| 00<br />
| down<br />
|-<br />
| 01<br />
| up<br />
|-<br />
| 02<br />
| left<br />
|-<br />
| 03<br />
| right<br />
|}<br />
The values '''a''', '''b''' and '''c''' correspond to skew directions and are used with object[7F2014] ???<br />
<br />
|-<br />
|62<br />
| SetInvulnerable( u8 frames )<br />
| 2<br />
|<br />
<br />
|-<br />
|63<br />
|<br />
| 3<br />
|<br />
<br />
|-<br />
|64<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|65<br />
| HandlerRegisterOnDamage( u16 HandlerAddress, u24 ReturnAddress )<br />
| 6<br />
|<br />
<br />
|-<br />
|66<br />
| ReturnFromDamageHandler<br />
| 1<br />
|<br />
<br />
|-<br />
|67<br />
| LightFormSet<br />
| 1<br />
|<br />
<br />
|-<br />
|68<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|69<br />
|<br />
| 1<br />
|<br />
<br />
|-<br />
|6A<br />
| u8, u8<br />
| 3<br />
|<br />
<br />
|-<br />
|6B<br />
| PrintRelative2<br />
| 3<br />
|<br />
<br />
|-<br />
|6C<br />
| PrintAbsolute2<br />
| 4<br />
|<br />
<br />
|-<br />
|6D<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|6E<br />
| SceneUpdate<br />
| 1<br />
|<br />
<br />
|-<br />
|6F<br />
| <br />
| 1<br />
|<br />
<br />
|-<br />
|70<br />
| Follow( u16 ptrObject, u16 ptrAnimations )<br />
| 5<br />
| '''Animations''' is a table of 3x4 animation id's, that specify what animation to use for every possible (diagonal) movement.<br />
<br />
|-<br />
|71<br />
| Check???( u16, u16, u16 jump )<br />
| 7<br />
| Jumps if the check is successful<br />
<br />
|-<br />
|72<br />
| u16, u8<br />
| 4<br />
|<br />
<br />
|-<br />
|73<br />
|<br />
| 5<br />
| Wait for unknown condition and then jump<br />
<br />
|-<br />
|74<br />
| SetMagicHandler( u8 magic_id, u16 handler )<br />
| 4<br />
| Registers a handler that is executed when the specific magic is used. If '''handler & 0x8000''' is set, it refers to a script address, else it is a flag that will be set.<br />
object[7F2024] = magic_id<br />
object[7F2022] = handler<br />
<br />
|-<br />
|75<br />
| SetConditionalTalkHandler( u16 flag, u16 handler )<br />
| 5<br />
| custom '''handler''' must be '''>= 0x8000''', values below are predefined handlers, but only '''0000''' is currently used and prints a line of dots.<br />
object[7F2028] = flag<br />
object[7F2026] = handler<br />
<br />
|-<br />
|76<br />
| SystemRegisterWrite<br />
| 3<br />
|<br />
<br />
|-<br />
|77<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|78<br />
| BackgroundUpdateFade<br />
| 2<br />
|<br />
<br />
|-<br />
|79<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7A<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7B<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7C<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7D<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7E<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|7F<br />
|<br />
|<br />
| Broken command, stubbed in non Japan version<br />
<br />
|-<br />
|80<br />
| AnimationSetSpriteFlagsAndResetElevationLevel( u8 SpriteFlags )<br />
| 2<br />
|<br />
<br />
|-<br />
|81<br />
| AnimationSetB( u8 SpriteFlags )<br />
| 2<br />
|<br />
<br />
|-<br />
|82<br />
| AnimationSetC( u8 SpriteFlags, u8 )<br />
| 3<br />
|<br />
<br />
|-<br />
|83<br />
| SpriteSetFlagsAndElevationLevel( u8 SpriteFlags, u8 EleveationLevel )<br />
| 3<br />
|<br />
<br />
|-<br />
|84<br />
|<br />
| 4<br />
|<br />
<br />
|-<br />
|85<br />
| AnimationSetD<br />
| 3<br />
| calls 80<br />
<br />
|-<br />
|86<br />
| AnimationSetE( u8, u8 )<br />
| 3<br />
| calls 81<br />
<br />
|-<br />
|87<br />
| ObjectMove( u8, u8, u8 )<br />
| 4<br />
| calls 82<br />
<br />
|-<br />
|88<br />
|<br />
| 4<br />
| calls 83<br />
<br />
|-<br />
|89<br />
|<br />
| 5<br />
| calls 84<br />
<br />
|-<br />
|8A<br />
|<br />
| 2<br />
| <br />
<br />
|-<br />
|8B<br />
|<br />
| 3<br />
| calls 8A<br />
<br />
|-<br />
|8C<br />
|<br />
| 2<br />
|<br />
<br />
|-<br />
|8D<br />
|<br />
| 3<br />
| calls 8C<br />
<br />
|-<br />
|8E<br />
| AnimationWait<br />
| 1<br />
|<br />
<br />
|-<br />
|8F<br />
| AnimationWait2<br />
| 1<br />
|<br />
<br />
|-<br />
|90<br />
| 1<br />
|<br />
| wait for loop<br />
<br />
|-<br />
|91<br />
| 1<br />
|<br />
|<br />
<br />
|-<br />
|92<br />
| 1<br />
|<br />
| wait for loop<br />
<br />
|-<br />
|93<br />
| 1<br />
|<br />
|<br />
<br />
|-<br />
|94<br />
| 1<br />
|<br />
| wait for loop<br />
<br />
|-<br />
|95<br />
| u16, u8, u16, u16, u16, u8<br />
| 9<br />
|<br />
<br />
|-<br />
|96<br />
| u16, u16, u16, u16, u16<br />
| 11<br />
|<br />
<br />
|-<br />
|97<br />
| u16, u8, u16, ?<br />
| 6<br />
|<br />
<br />
|-<br />
|98<br />
| u16, u8, ?<br />
| 11<br />
| Object related<br />
<br />
|-<br />
|99<br />
| ObjectCloneInsertAtBeginSF<br />
| 6<br />
| Insert at begin of list, set script pointer and flags<br />
<br />
|-<br />
|9A<br />
| ObjectCloneInsertBeforeSP<br />
| 4<br />
| Insert before current object, set script pointer and parent (implied)<br />
<br />
|-<br />
|9B<br />
| ObjectCloneInsertBeforeSFP<br />
| 6<br />
| Insert before current object, set script pointer, flags and parent (implied)<br />
<br />
|-<br />
|9C<br />
| ObjectCloneInsertBeforeSRP<br />
| 8<br />
| Insert before current object, set script pointer, relative placement and parent (implied)<br />
<br />
|-<br />
|9D<br />
| ObjectCloneInsertBeforeSRFP<br />
| 10<br />
| Insert before current object, set script pointer, relative placement, flags and parent (implied)<br />
<br />
|-<br />
|9E<br />
| ObjectCloneInsertBeforeSAP<br />
| 8<br />
| Insert before current object, set script pointer, absolute placement and parent (implied)<br />
<br />
|-<br />
|9F<br />
| ObjectCloneInsertBeforeSAFP<br />
| 10<br />
| Insert before current object, set script pointer, absolute placement, flags and parent (implied)<br />
<br />
|-<br />
|A0<br />
| ObjectCloneInsertAtEndSFP<br />
| 6<br />
| Insert at end of list, set script pointer, flags and parent (implied)<br />
<br />
|-<br />
|A1<br />
| ObjectCloneInsertAfterSP<br />
| 4<br />
| Insert after current object, set script pointer and parent (implied)<br />
<br />
|-<br />
|A2<br />
| ObjectCloneInsertAfterSFP<br />
| 6<br />
| Insert after current object, set script pointer, flags and parent (implied)<br />
<br />
|-<br />
|A3<br />
| ObjectCloneInsertAfterSRP<br />
| 8<br />
| Insert after current object, set script pointer, relative placement and parent (implied)<br />
<br />
|-<br />
|A4<br />
| ObjectCloneInsertAfterSRFP<br />
| 10<br />
| Insert after current object, set script pointer, relative placement, flags and parent (implied)<br />
<br />
Same handler as 0xE8<br />
<br />
|-<br />
|A5<br />
| ObjectCloneInsertAfterSAP<br />
| 8<br />
| Insert after current object, set script pointer, absolute placement and parent (implied)<br />
<br />
|-<br />
|A6<br />
| ObjectCloneInsertAfterSAFP<br />
| 10<br />
| Insert after current object, set script pointer, absolute placement, flags and parent (implied)<br />
<br />
|-<br />
|A7<br />
| ObjectDelete<br />
| 1<br />
|<br />
<br />
|-<br />
|A8<br />
| <br />
| 1<br />
|<br />
<br />
|-<br />
|A9<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|AA<br />
|<br />
| 4<br />
|<br />
<br />
|-<br />
|AB<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|AC<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|AD<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|AE<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|AF<br />
|<br />
| 2<br />
|<br />
<br />
|-<br />
|B0<br />
|<br />
| 2 or 5<br />
|<br />
<br />
|-<br />
|B1<br />
| ObjectMoveHorizontal<br />
| 3<br />
|<br />
<br />
|-<br />
|B2<br />
| ObjectMoveVertical<br />
| 3<br />
|<br />
<br />
|-<br />
|B3<br />
| ObjectMove<br />
| 5<br />
|<br />
<br />
|-<br />
|B4<br />
| SpriteSetUpsideDown<br />
| 1<br />
|<br />
<br />
|-<br />
|B5<br />
| SpriteSetDownsideUp<br />
| 1<br />
|<br />
<br />
|-<br />
|B6<br />
| SpriteSetFacingRight <br />
| 1<br />
|<br />
<br />
|-<br />
|B7<br />
| SpriteSetFacingLeft<br />
| 1<br />
|<br />
<br />
|-<br />
|B8<br />
| SpriteFlipVertical<br />
| 1<br />
|<br />
<br />
|-<br />
|B9<br />
| SpriteFlipHorizontal<br />
| 1<br />
|<br />
<br />
|-<br />
|BA<br />
| SpriteSetPriority<br />
| 2<br />
| Allowed values: 0..3 << 4<br />
<br />
|-<br />
|BB<br />
| SpriteSetPalette<br />
| 2<br />
| Allowed values: 0..7 << 1<br />
<br />
|-<br />
|BC<br />
| MarkOrigin<br />
| 1<br />
|<br />
<br />
|-<br />
|BD<br />
| MarkOriginAsync<br />
| 1<br />
|<br />
<br />
|-<br />
|BE<br />
| JumpAndSetOriginWithDelay<br />
| 6<br />
|<br />
<br />
|-<br />
|BF<br />
| JumpAndSetOriginAsync<br />
| 4<br />
|<br />
<br />
|-<br />
|C0<br />
| SetOriginAndEraseDelay<br />
| 4<br />
|<br />
<br />
|-<br />
|C1<br />
| Delay<br />
| 3<br />
|<br />
<br />
|-<br />
|C2<br />
| JumpIfMapCollisionAbove<br />
| 3<br />
|<br />
<br />
|-<br />
|C3<br />
| JumpIfMapCollisionBelow<br />
| 3<br />
|<br />
<br />
|-<br />
|C4<br />
| JumpIfMapCollisionLeft<br />
| 3<br />
|<br />
<br />
|-<br />
|C5<br />
| JumpIfMapCollisionRight<br />
| 3<br />
|<br />
<br />
|-<br />
|C6<br />
| GetCurrentBlockCollision<br />
| 1<br />
| ??<br />
<br />
|-<br />
|C7<br />
| CheckMapCollisionAbove<br />
| 3 or 9<br />
|<br />
<br />
|-<br />
|C8<br />
| CheckMapCollisionBelow<br />
| 3 or 9<br />
|<br />
<br />
|-<br />
|C9<br />
| CheckMapCollisionLeft<br />
| 3 or 9<br />
|<br />
<br />
|-<br />
|CA<br />
| CheckMapCollisionRight<br />
| 3 or 9<br />
|<br />
<br />
|-<br />
|CB<br />
|<br />
| 5<br />
| Change other object script ??<br />
<br />
|-<br />
|CC<br />
|<br />
| 6<br />
|<br />
<br />
|-<br />
|CD<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|CE<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|CF<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|D0<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|D1<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|D2<br />
| TriggerOnSight( u8 SideRange, u8 FrontRange, u8 Direction, u16 JumpAddress )<br />
| 6<br />
|<br />
<br />
|-<br />
|D3<br />
| RangeCheckHorizontal<br />
| 9<br />
|<br />
<br />
|-<br />
|D4<br />
| RangeCheckVertical<br />
| 9<br />
|<br />
<br />
|-<br />
|D5<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|D6<br />
| ProximityTrigger<br />
| 4<br />
|<br />
<br />
|-<br />
|D7<br />
| DetermineNearestAxis<br />
| 5<br />
|<br />
<br />
|-<br />
|D8<br />
|<br />
| 4<br />
|<br />
<br />
|-<br />
|D9<br />
| LoadFightingStats<br />
| 2<br />
| Load pointer to index in enemy table<br />
<br />
80: Don't load max HP<br />
<br />
|-<br />
|DA<br />
| HandlerRegisterOnWall( u16 HandlerAddress )<br />
| 3<br />
| Set Wall Hit Handler<br />
<br />
|-<br />
|DB<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|DC<br />
| ScreenScroll( u16 Type, u8 ScrollX, u8 ScrollY, u8 Speed )<br />
| 6<br />
|<br />
<br />
|-<br />
|DD<br />
|<br />
| 8<br />
|<br />
<br />
|-<br />
|DE<br />
| ScreenReturnScroll( u8 Speed )<br />
| 2<br />
|<br />
<br />
|-<br />
|DF<br />
| WaitOn097C_0810<br />
| 4<br />
| Wait For ([097C] & 0810) == 0, Then Jump<br />
<br />
|-<br />
|E0<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|E1<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|E2<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|E3<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|E4<br />
|<br />
| 1<br />
|<br />
<br />
|-<br />
|E5<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|E6<br />
| ObjectCloneDepInsertAfterSP<br />
| 4<br />
| Like A1, but additionally makes new object depend on the old one, which mainly matters for mass deletion with command EB.<br />
<br />
|-<br />
|E7<br />
| ObjectCloneDepInsertAfterSFP<br />
| 6<br />
| Like A2, but additionally makes new object depend on the old one.<br />
<br />
|-<br />
|E8<br />
| ObjectCloneDepInsertAfterSRFP<br />
| 10<br />
| Like A4, but additionally makes new object depend on the old one.<br />
<br />
|-<br />
|E9<br />
| ObjectCloneDepInsertAfterSAFP<br />
| 10<br />
| Like A6, but additionally makes new object depend on the old one.<br />
<br />
|-<br />
|EA<br />
| ObjectCloneDepInsertBeforeSP<br />
| 4<br />
| Like 9A, but additionally makes new object depend on the old one.<br />
<br />
|-<br />
|EB<br />
| DeleteAllDependingObjects<br />
| 1<br />
| Delete all depending objects, but only if 'this' has no parent<br />
<br />
|-<br />
|EC<br />
|<br />
|<br />
|<br />
<br />
|-<br />
|ED<br />
| ObjectMoveRelative( u16 AnimationID, s16 X, s16 Y)<br />
| 6<br />
|<br />
<br />
|-<br />
|EE<br />
| ObjectMoveWaitRelative( u8 )<br />
| 2<br />
|<br />
<br />
|-<br />
|EF<br />
|<br />
|<br />
|<br />
<br />
|}</div>Crediarhttps://www.terranigma.be/index.php?title=Store_Information&diff=1112Store Information2023-10-29T23:59:40Z<p>Crediar: </p>
<hr />
<div>== store info format ==<br />
The store info table is at offset: 0x19CE6D and has 9 bytes per entry.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size (byte)<br />
! Name<br />
|-<br />
| 0x00<br />
| 2<br />
| Map ID<br />
|-<br />
| 0x02<br />
| 2<br />
| Event flag<br />
|-<br />
| 0x04<br />
| 2<br />
| Offset<br />
|-<br />
| 0x06<br />
| 1<br />
| X<br />
|-<br />
| 0x07<br />
| 1<br />
| Y<br />
|-<br />
| 0x08<br />
| 1<br />
| Greeting, values: 0 - 8<br />
|}<br />
<br />
== store item format ==<br />
The store data table is at offset 0x19D094 which has 61 entries and is parsed till 0xFFFF.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size (byte)<br />
! Name<br />
|-<br />
| 0x00<br />
| 1<br />
| ID<br />
|-<br />
| 0x01<br />
| 2<br />
| Cost<br />
|-<br />
| 0x03<br />
| 1<br />
| Unique<br />
|}<br />
<br />
== store data ==<br />
{| class="wikitable"<br />
! Shop ID<br />
! Location<br />
! Items<br />
|-<br />
| 0<br />
| Crysta Day<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Hex Rod (128)<br />
| 170<br />
| Yes<br />
|-<br />
| Leather (161)<br />
| 190<br />
| No<br />
|}<br />
|-<br />
| 1<br />
| Crysta Night<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 5<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 15<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 8<br />
| No<br />
|-<br />
| Hex Rod (128)<br />
| 110<br />
| Yes<br />
|-<br />
| Leather (161)<br />
| 125<br />
| Yes<br />
|}<br />
|-<br />
| 2<br />
| Lumina (stage 1)<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|}<br />
|-<br />
| 3<br />
| Lumina (stage 2/3)<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Ra Spear (130)<br />
| 240<br />
| No<br />
|-<br />
| LeafSuit (162)<br />
| 210<br />
| No<br />
|-<br />
| Ra Armor (163)<br />
| 380<br />
| No<br />
|}<br />
|-<br />
| 5<br />
| Sanctuar (birds)<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| BirdSuit (164)<br />
| 550<br />
| No<br />
|}<br />
|-<br />
| 6<br />
| Sanctuar (pre-birds)<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|}<br />
|-<br />
| 7<br />
| Safarium<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 8<br />
| Indus River<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|-<br />
| Fur Coat (165)<br />
| 750<br />
| No<br />
|}<br />
|-<br />
| 9<br />
| Louran Shop<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|-<br />
| BrnzPike (136)<br />
| 880<br />
| No<br />
|}<br />
|-<br />
| 10<br />
| Caravan<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Crystal (85)<br />
| 1000<br />
| No<br />
|}<br />
|-<br />
| 11<br />
| Caravan<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| BrnzPike (136)<br />
| 880<br />
| No<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|}<br />
|-<br />
| 12<br />
| Lhase - Shop<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| MonkRobe (168)<br />
| 1080<br />
| No<br />
|}<br />
|-<br />
| 13 / 29 <br />
| Loire - Shop / Litz - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 14<br />
| Loire - Shop<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| BrnzPike (136)<br />
| 880<br />
| No<br />
|-<br />
| LightRod (137)<br />
| 980<br />
| No<br />
|-<br />
| SlvrPike (139)<br />
| 1500<br />
| No<br />
|-<br />
| RingMail (170)<br />
| 1280<br />
| No<br />
|}<br />
|-<br />
| 15 / 33<br />
| 1st Ave. - Merchant / Nirlake - House<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| L.Bulb (18)<br />
| 70<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 16<br />
| 1st Ave. - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| LightRod (137)<br />
| 980<br />
| No<br />
|-<br />
| SlvrPike (139)<br />
| 1500<br />
| No<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|-<br />
| RingMail (170)<br />
| 1280<br />
| No<br />
|-<br />
| SlvrVest (171)<br />
| 1550<br />
| No<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|}<br />
|-<br />
| 17<br />
| Loire - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| LightRod (137)<br />
| 980<br />
| No<br />
|-<br />
| SlvrPike (139)<br />
| 1500<br />
| No<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|}<br />
|-<br />
| 19<br />
| Loire - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|-<br />
| SlvrArmr (174)<br />
| 2500<br />
| No<br />
|-<br />
| DrgnMail (177)<br />
| 3880<br />
| No<br />
|}<br />
|-<br />
| 20<br />
| Loire - Marily's<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| Fur Coat (165)<br />
| 550<br />
| No<br />
|-<br />
| NiceSuit (169)<br />
| 480<br />
| No<br />
|-<br />
| PoshSuit (175)<br />
| 1220<br />
| No<br />
|}<br />
|-<br />
| 18 / 21 <br />
| Loire - Merchant | Freedom - Inn - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| L.Bulb (18)<br />
| 70<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 22<br />
| Freedom - Inn - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| SlvrPike (139)<br />
| 1200<br />
| No<br />
|-<br />
| SoulWand (142)<br />
| 1650<br />
| Yes<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|-<br />
| RingMail (170)<br />
| 1280<br />
| No<br />
|-<br />
| SlvrVest (171)<br />
| 1550<br />
| No<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|}<br />
|-<br />
| 24<br />
| Freedom (Modern) - Weapons<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| SlvrPike (139)<br />
| 1200<br />
| No<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|-<br />
| Trident (141)<br />
| 2100<br />
| No<br />
|}<br />
|-<br />
| 25<br />
| Freedom (Stage 2) - Armor<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|-<br />
| BirdSuit (164)<br />
| 1890<br />
| No<br />
|-<br />
| SlvrArmr (174)<br />
| 2500<br />
| No<br />
|}<br />
|-<br />
| 27<br />
| Freedom (Stage 3) - Weapons<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| SlvrPike (139)<br />
| 1200<br />
| No<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|-<br />
| ThunPike (143)<br />
| 2450<br />
| No<br />
|-<br />
| LghtPike (148)<br />
| 4350<br />
| No<br />
|}<br />
|-<br />
| 28<br />
| Freedom (Stage 3) - Armor<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|-<br />
| SlvrArmr (174)<br />
| 2500<br />
| No<br />
|-<br />
| BirdSuit (164)<br />
| 1890<br />
| No<br />
|-<br />
| SoulArmr (178)<br />
| 4450<br />
| No<br />
|}<br />
|-<br />
| 30<br />
| Litz - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| LightRod (137)<br />
| 980<br />
| No<br />
|-<br />
| SlvrPike (139)<br />
| 1200<br />
| No<br />
|-<br />
| RingMail (170)<br />
| 1280<br />
| No<br />
|-<br />
| SlvrVest (171)<br />
| 1550<br />
| No<br />
|}<br />
|-<br />
| 32<br />
| Litz (Stage Final) - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| SlvrPike (139)<br />
| 1200<br />
| No<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|-<br />
| RingMail (170)<br />
| 1280<br />
| No<br />
|-<br />
| SlvrVest (171)<br />
| 1550<br />
| No<br />
|-<br />
| SlvrArmr (174)<br />
| 2500<br />
| No<br />
|}<br />
|-<br />
| 34<br />
| Liotto Store<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| L.Bulb (18)<br />
| 70<br />
| No<br />
|-<br />
| Serum (21)<br />
| 45<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|-<br />
| LightRod (137)<br />
| 980<br />
| No<br />
|-<br />
| SoulWand (142)<br />
| 1650<br />
| Yes<br />
|-<br />
| PoshSuit (175)<br />
| 1220<br />
| No<br />
|}<br />
|-<br />
| 35<br />
| Yunkou - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| L.Bulb (18)<br />
| 70<br />
| No<br />
|-<br />
| Serum (21)<br />
| 45<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|-<br />
| H.Water (22)<br />
| 90<br />
| No<br />
|-<br />
| DrgnPike (146)<br />
| 3150<br />
| No<br />
|-<br />
| KungFuGi (176)<br />
| 1220<br />
| No<br />
|}<br />
|-<br />
| 42<br />
| Nirlake (Modern) - Hotel - Room 2 (Merchant)<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| LghtPike (148)<br />
| 4350<br />
| No<br />
|-<br />
| SoulArmr (178)<br />
| 4450<br />
| No<br />
|-<br />
| Pro Armr (189)<br />
| 7890<br />
| Yes<br />
|}<br />
|-<br />
| 30<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| ThunPike (143)<br />
| 2450<br />
| No<br />
|-<br />
| PoshSuit (175)<br />
| 1220<br />
| No<br />
|}<br />
|-<br />
| 39<br />
| Suncoast (Modern) - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| SeaSpear (144)<br />
| 3000<br />
| Yes<br />
|-<br />
| LghtPike (148)<br />
| 4350<br />
| No<br />
|-<br />
| AlphaRod (158)<br />
| 7500<br />
| Yes<br />
|-<br />
| DrgnMail (177)<br />
| 3880<br />
| No<br />
|-<br />
| SoulArmr (178)<br />
| 4450<br />
| No<br />
|}<br />
|-<br />
| 40<br />
| Mosque - Shop<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| L.Bulb (18)<br />
| 130<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 150<br />
| No<br />
|-<br />
| Serum (21)<br />
| 140<br />
| No<br />
|-<br />
| H.Water (22)<br />
| 150<br />
| No<br />
|-<br />
| RedArmr (181)<br />
| 6660<br />
| No<br />
|}<br />
|-<br />
| 23/26/31<br />
| Freedom (Stage 2/3) - Tienda / Litz (Stage Final) - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| L.Bulb (18)<br />
| 70<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|-<br />
| Serum (21)<br />
| 45<br />
| No<br />
|-<br />
| H.Water (22)<br />
| 90<br />
| No<br />
|}<br />
|-<br />
| 34<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 5<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 5<br />
| No<br />
|}<br />
|-<br />
| 35<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 7<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 9<br />
| No<br />
|}<br />
|-<br />
| 36<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 20<br />
| No<br />
|}<br />
|-<br />
| 37<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| Zap Ring (5)<br />
| 10<br />
| No<br />
|-<br />
| Geo Ring (7)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 35<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 10<br />
| No<br />
|}<br />
|-<br />
| 38<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 35<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 15<br />
| No<br />
|}<br />
|-<br />
| 39<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 40<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 41<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 42<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 43<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| WaterPin (15)<br />
| 65<br />
| No<br />
|}<br />
|-<br />
| 44<br />
| <br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 45<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| WaterPin (15)<br />
| 65<br />
| No<br />
|}<br />
|-<br />
| 46<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Geo Ring (7)<br />
| 15<br />
| No<br />
|-<br />
| Sky Ring (8)<br />
| 30<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| Horn Pin (14)<br />
| 50<br />
| No<br />
|}<br />
|-<br />
| 47<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Geo Ring (7)<br />
| 15<br />
| No<br />
|-<br />
| Sky Ring (8)<br />
| 30<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| WaterPin (15)<br />
| 65<br />
| No<br />
|-<br />
| Horn Pin (14)<br />
| 50<br />
| No<br />
|}<br />
|-<br />
| 48<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Geo Ring (7)<br />
| 15<br />
| No<br />
|-<br />
| Sky Ring (8)<br />
| 30<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| WaterPin (15)<br />
| 65<br />
| No<br />
|}<br />
|-<br />
| 49<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Geo Ring (7)<br />
| 15<br />
| No<br />
|-<br />
| Sky Ring (8)<br />
| 30<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| WaterPin (15)<br />
| 65<br />
| No<br />
|-<br />
| Horn Pin (14)<br />
| 50<br />
| No<br />
|}</div>Crediarhttps://www.terranigma.be/index.php?title=Store_Information&diff=1111Store Information2023-10-29T23:57:14Z<p>Crediar: Yunkou</p>
<hr />
<div>== store info format ==<br />
The store info table is at offset: 0x19CE6D and has 9 bytes per entry.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size (byte)<br />
! Name<br />
|-<br />
| 0x00<br />
| 2<br />
| Map ID<br />
|-<br />
| 0x02<br />
| 2<br />
| Event flag<br />
|-<br />
| 0x04<br />
| 2<br />
| Offset<br />
|-<br />
| 0x06<br />
| 1<br />
| X<br />
|-<br />
| 0x07<br />
| 1<br />
| Y<br />
|-<br />
| 0x08<br />
| 1<br />
| Greeting, values: 0 - 8<br />
|}<br />
<br />
== store item format ==<br />
The store data table is at offset 0x19D094 which has 61 entries and is parsed till 0xFFFF.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size (byte)<br />
! Name<br />
|-<br />
| 0x00<br />
| 1<br />
| ID<br />
|-<br />
| 0x01<br />
| 2<br />
| Cost<br />
|-<br />
| 0x03<br />
| 1<br />
| Unique<br />
|}<br />
<br />
== store data ==<br />
{| class="wikitable"<br />
! Shop ID<br />
! Location<br />
! Items<br />
|-<br />
| 0<br />
| Crysta Day<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Hex Rod (128)<br />
| 170<br />
| Yes<br />
|-<br />
| Leather (161)<br />
| 190<br />
| No<br />
|}<br />
|-<br />
| 1<br />
| Crysta Night<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 5<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 15<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 8<br />
| No<br />
|-<br />
| Hex Rod (128)<br />
| 110<br />
| Yes<br />
|-<br />
| Leather (161)<br />
| 125<br />
| Yes<br />
|}<br />
|-<br />
| 2<br />
| Lumina (stage 1)<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|}<br />
|-<br />
| 3<br />
| Lumina (stage 2/3)<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Ra Spear (130)<br />
| 240<br />
| No<br />
|-<br />
| LeafSuit (162)<br />
| 210<br />
| No<br />
|-<br />
| Ra Armor (163)<br />
| 380<br />
| No<br />
|}<br />
|-<br />
| 5<br />
| Sanctuar (birds)<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| BirdSuit (164)<br />
| 550<br />
| No<br />
|}<br />
|-<br />
| 6<br />
| Sanctuar (pre-birds)<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|}<br />
|-<br />
| 7<br />
| Safarium<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 8<br />
| Indus River<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|-<br />
| Fur Coat (165)<br />
| 750<br />
| No<br />
|}<br />
|-<br />
| 9<br />
| Louran Shop<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|-<br />
| BrnzPike (136)<br />
| 880<br />
| No<br />
|}<br />
|-<br />
| 10<br />
| Caravan<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Crystal (85)<br />
| 1000<br />
| No<br />
|}<br />
|-<br />
| 11<br />
| Caravan<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| BrnzPike (136)<br />
| 880<br />
| No<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|}<br />
|-<br />
| 12<br />
| Lhase - Shop<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| MonkRobe (168)<br />
| 1080<br />
| No<br />
|}<br />
|-<br />
| 13 / 29 <br />
| Loire - Shop / Litz - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 14<br />
| Loire - Shop<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| BrnzPike (136)<br />
| 880<br />
| No<br />
|-<br />
| LightRod (137)<br />
| 980<br />
| No<br />
|-<br />
| SlvrPike (139)<br />
| 1500<br />
| No<br />
|-<br />
| RingMail (170)<br />
| 1280<br />
| No<br />
|}<br />
|-<br />
| 15 / 33<br />
| 1st Ave. - Merchant / Nirlake - House<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| L.Bulb (18)<br />
| 70<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 16<br />
| 1st Ave. - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| LightRod (137)<br />
| 980<br />
| No<br />
|-<br />
| SlvrPike (139)<br />
| 1500<br />
| No<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|-<br />
| RingMail (170)<br />
| 1280<br />
| No<br />
|-<br />
| SlvrVest (171)<br />
| 1550<br />
| No<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|}<br />
|-<br />
| 17<br />
| Loire - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| LightRod (137)<br />
| 980<br />
| No<br />
|-<br />
| SlvrPike (139)<br />
| 1500<br />
| No<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|}<br />
|-<br />
| 19<br />
| Loire - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|-<br />
| SlvrArmr (174)<br />
| 2500<br />
| No<br />
|-<br />
| DrgnMail (177)<br />
| 3880<br />
| No<br />
|}<br />
|-<br />
| 20<br />
| Loire - Marily's<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| Fur Coat (165)<br />
| 550<br />
| No<br />
|-<br />
| NiceSuit (169)<br />
| 480<br />
| No<br />
|-<br />
| PoshSuit (175)<br />
| 1220<br />
| No<br />
|}<br />
|-<br />
| 18 / 21 <br />
| Loire - Merchant | Freedom - Inn - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| L.Bulb (18)<br />
| 70<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 22<br />
| Freedom - Inn - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| SlvrPike (139)<br />
| 1200<br />
| No<br />
|-<br />
| SoulWand (142)<br />
| 1650<br />
| Yes<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|-<br />
| RingMail (170)<br />
| 1280<br />
| No<br />
|-<br />
| SlvrVest (171)<br />
| 1550<br />
| No<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|}<br />
|-<br />
| 24<br />
| Freedom (Modern) - Weapons<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| SlvrPike (139)<br />
| 1200<br />
| No<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|-<br />
| Trident (141)<br />
| 2100<br />
| No<br />
|}<br />
|-<br />
| 25<br />
| Freedom (Stage 2) - Armor<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|-<br />
| BirdSuit (164)<br />
| 1890<br />
| No<br />
|-<br />
| SlvrArmr (174)<br />
| 2500<br />
| No<br />
|}<br />
|-<br />
| 27<br />
| Freedom (Stage 3) - Weapons<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| SlvrPike (139)<br />
| 1200<br />
| No<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|-<br />
| ThunPike (143)<br />
| 2450<br />
| No<br />
|-<br />
| LghtPike (148)<br />
| 4350<br />
| No<br />
|}<br />
|-<br />
| 28<br />
| Freedom (Stage 3) - Armor<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| VestArmr (172)<br />
| 1850<br />
| No<br />
|-<br />
| SlvrArmr (174)<br />
| 2500<br />
| No<br />
|-<br />
| BirdSuit (164)<br />
| 1890<br />
| No<br />
|-<br />
| SoulArmr (178)<br />
| 4450<br />
| No<br />
|}<br />
|-<br />
| 30<br />
| Litz - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| LightRod (137)<br />
| 980<br />
| No<br />
|-<br />
| SlvrPike (139)<br />
| 1200<br />
| No<br />
|-<br />
| RingMail (170)<br />
| 1280<br />
| No<br />
|-<br />
| SlvrVest (171)<br />
| 1550<br />
| No<br />
|}<br />
|-<br />
| 32<br />
| Litz (Stage Final) - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| SlvrPike (139)<br />
| 1200<br />
| No<br />
|-<br />
| Icepick (134)<br />
| 1770<br />
| No<br />
|-<br />
| RingMail (170)<br />
| 1280<br />
| No<br />
|-<br />
| SlvrVest (171)<br />
| 1550<br />
| No<br />
|-<br />
| SlvrArmr (174)<br />
| 2500<br />
| No<br />
|}<br />
|-<br />
| 34<br />
| Liotto Store<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| L.Bulb (18)<br />
| 70<br />
| No<br />
|-<br />
| Serum (21)<br />
| 45<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|-<br />
| LightRod (137)<br />
| 980<br />
| No<br />
|-<br />
| SoulWand (142)<br />
| 1650<br />
| Yes<br />
|-<br />
| PoshSuit (175)<br />
| 1220<br />
| No<br />
|}<br />
|-<br />
| 28<br />
| Yunkou - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| L.Bulb (18)<br />
| 70<br />
| No<br />
|-<br />
| Serum (21)<br />
| 45<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|-<br />
| H.Water (22)<br />
| 90<br />
| No<br />
|-<br />
| DrgnPike (146)<br />
| 3150<br />
| No<br />
|-<br />
| KungFuGi (176)<br />
| 1220<br />
| No<br />
|}<br />
|-<br />
| 42<br />
| Nirlake (Modern) - Hotel - Room 2 (Merchant)<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| LghtPike (148)<br />
| 4350<br />
| No<br />
|-<br />
| SoulArmr (178)<br />
| 4450<br />
| No<br />
|-<br />
| Pro Armr (189)<br />
| 7890<br />
| Yes<br />
|}<br />
|-<br />
| 30<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| ThunPike (143)<br />
| 2450<br />
| No<br />
|-<br />
| PoshSuit (175)<br />
| 1220<br />
| No<br />
|}<br />
|-<br />
| 39<br />
| Suncoast (Modern) - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| SeaSpear (144)<br />
| 3000<br />
| Yes<br />
|-<br />
| LghtPike (148)<br />
| 4350<br />
| No<br />
|-<br />
| AlphaRod (158)<br />
| 7500<br />
| Yes<br />
|-<br />
| DrgnMail (177)<br />
| 3880<br />
| No<br />
|-<br />
| SoulArmr (178)<br />
| 4450<br />
| No<br />
|}<br />
|-<br />
| 40<br />
| Mosque - Shop<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| L.Bulb (18)<br />
| 130<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 150<br />
| No<br />
|-<br />
| Serum (21)<br />
| 140<br />
| No<br />
|-<br />
| H.Water (22)<br />
| 150<br />
| No<br />
|-<br />
| RedArmr (181)<br />
| 6660<br />
| No<br />
|}<br />
|-<br />
| 23/26/31<br />
| Freedom (Stage 2/3) - Tienda / Litz (Stage Final) - Merchant<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| S.Bulb (16)<br />
| 10<br />
| No<br />
|-<br />
| M.Bulb (17)<br />
| 25<br />
| No<br />
|-<br />
| L.Bulb (18)<br />
| 70<br />
| No<br />
|-<br />
| P. Cure (19)<br />
| 13<br />
| No<br />
|-<br />
| Stardew (20)<br />
| 30<br />
| No<br />
|-<br />
| Serum (21)<br />
| 45<br />
| No<br />
|-<br />
| H.Water (22)<br />
| 90<br />
| No<br />
|}<br />
|-<br />
| 34<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 5<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 5<br />
| No<br />
|}<br />
|-<br />
| 35<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 7<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 9<br />
| No<br />
|}<br />
|-<br />
| 36<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 20<br />
| No<br />
|}<br />
|-<br />
| 37<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| Zap Ring (5)<br />
| 10<br />
| No<br />
|-<br />
| Geo Ring (7)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 35<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 10<br />
| No<br />
|}<br />
|-<br />
| 38<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 35<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 15<br />
| No<br />
|}<br />
|-<br />
| 39<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 40<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 41<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 42<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 43<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| WaterPin (15)<br />
| 65<br />
| No<br />
|}<br />
|-<br />
| 44<br />
| <br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|}<br />
|-<br />
| 45<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| WaterPin (15)<br />
| 65<br />
| No<br />
|}<br />
|-<br />
| 46<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Geo Ring (7)<br />
| 15<br />
| No<br />
|-<br />
| Sky Ring (8)<br />
| 30<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| Horn Pin (14)<br />
| 50<br />
| No<br />
|}<br />
|-<br />
| 47<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Geo Ring (7)<br />
| 15<br />
| No<br />
|-<br />
| Sky Ring (8)<br />
| 30<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| WaterPin (15)<br />
| 65<br />
| No<br />
|-<br />
| Horn Pin (14)<br />
| 50<br />
| No<br />
|}<br />
|-<br />
| 48<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Geo Ring (7)<br />
| 15<br />
| No<br />
|-<br />
| Sky Ring (8)<br />
| 30<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| WaterPin (15)<br />
| 65<br />
| No<br />
|}<br />
|-<br />
| 49<br />
|<br />
|<br />
{| class="wikitable"<br />
! Item<br />
! Cost<br />
! Unique<br />
|-<br />
| FireRing (1)<br />
| 10<br />
| No<br />
|-<br />
| PyroRing (2)<br />
| 25<br />
| No<br />
|-<br />
| Ice Ring (3)<br />
| 10<br />
| No<br />
|-<br />
| SnowRing (4)<br />
| 25<br />
| No<br />
|-<br />
| Zap Ring (5)<br />
| 15<br />
| No<br />
|-<br />
| BoomRing (6)<br />
| 25<br />
| No<br />
|-<br />
| Geo Ring (7)<br />
| 15<br />
| No<br />
|-<br />
| Sky Ring (8)<br />
| 30<br />
| No<br />
|-<br />
| Ray Ring (9)<br />
| 15<br />
| No<br />
|-<br />
| ElecRing (10)<br />
| 30<br />
| No<br />
|-<br />
| GrassPin (11)<br />
| 45<br />
| No<br />
|-<br />
| Wind Pin (12)<br />
| 20<br />
| No<br />
|-<br />
| Bone Pin (13)<br />
| 30<br />
| No<br />
|-<br />
| WaterPin (15)<br />
| 65<br />
| No<br />
|-<br />
| Horn Pin (14)<br />
| 50<br />
| No<br />
|}</div>Crediarhttps://www.terranigma.be/index.php?title=TerraFluky&diff=1110TerraFluky2023-10-23T13:28:27Z<p>Crediar: </p>
<hr />
<div>TerraFluky is a Terranigma randomizer.<br />
<br />
= Quick start = <br />
*Defeat Dark Gaia to beat the game<br />
*Starstones are now obtained by beating certain bosses or completing certain areas, you can find out where you have to go by reading the Royal letter or checking the board in Loire.<br />
*Several cutscenes have been removed, also many overworld crossing have been streamlined<br />
*Greatlakes no longer requires the Ring, RaTree can be re-entered any time, you no longer need the claws to exit the goat cave.<br />
*Beruga's Tower and the Airship are no longer required, after resurrection you can go directly to the underworld<br />
*There is a new area in Eklemata, it is at the bottom of the avalanche map<br />
*There is a new area in Dragoon Castle, go to the left and trigger the secret switch<br />
*Mushroom, Scarf and Tin Sheet count as chests and those place are included in the randomizer pool<br />
*The airplane has been turned into an item that has to be used before you can use it<br />
*The Sharp Claws, Red Scarf, Ra Dewdrop and Snowgrass Leaf are now obtained from chests rather their original locations (The Ra DewDrop and Snowgrass Leaf locations have chests added at their locations)<br />
*Weapons/Armor are progressive and you will find stronger ones the more you find<br />
*Enemies give three times the experience<br />
*Enemies are automatically adjusted to your level so you can go anywhere in any order<br />
*Slicer damage has been reduced to deal minimal damage<br />
*The star stone skeleton holds an item now<br />
*For more detailed information see below<br />
<br />
==Known Bugs==<br />
*Lumina - The chest is only present in state 3 of the map (Won't fix). You can enter/leave the tree to get to state 3 easily.<br />
*Some locations that don't have a star stone will still say a star stone was obtained (probably fix).<br />
<br />
==Known Softlocks==<br />
*Zue - Jumping down certain places can leave you in a softlock state without the claws (Won't fix)<br />
*Grecliff - Entering a certain area without the claws can leave you semi softlocked, you can deathwarp to escape. (Won't fix)<br />
<br />
<br />
= Current Features: Version 0.10 =<br />
<br />
Randomizes all the chests in the overworld except the following items and chest locations, also all key items have been added to the pool as well as the airplane (Airplane Parts) is now obtained through a random chest.<br />
<br />
Log<br />
Sapphire<br />
Black Opal<br />
Topaz<br />
Sleep Potion<br />
Jail Key<br />
Royal Letter<br />
Engagement Ring<br />
<br />
Elder's Room<br />
Fire Rings (OOB)<br />
Litz Ship Storage<br />
Missing chest (Safarium 0x4D)<br />
Tower 1 - 3rd Floor <br />
Tower 2 - 1st Floor <br />
Tower 2 - 2nd Floor <br />
Tower 3 - 1st Floor <br />
Tower 3 - 4th Floor <br />
Tower 4 - -1st Floor <br />
Tower 4 - 2nd Floor <br />
Tower 4 - 3rd Floor <br />
<br />
==Removed Cutscenes==<br />
* Ship gain quest<br />
* Meilin in Liotto<br />
* Castle with picture scene<br />
* Bird, Animals and Human resurrection cutscene<br />
* Portal cutscene<br />
* Obtaining Snowgrass Leaf<br />
* Obtaining Ra Drop<br />
* 2nd Goat cutscene<br />
* Castle chain control room cutscene<br />
* Eklemata snow show<br />
* Yomi sees zombies<br />
* Sewer four cutscenes, can directly open door with key present<br />
* Yomi sees Yeti<br />
* Stockholm resurrection cutscene<br />
* Great Lakes Cavern cutscene<br />
* Ra Tree Cave cutscene<br />
* Sewer cutscene<br />
* Scarf cutscene<br />
* Loran innkeeper <br />
<br />
<br />
==Removed Content==<br />
* Underworld Towers<br />
* Leim's quest<br />
* Ship fetch quest<br />
* Ring fetch quest<br />
* The skeleton in the desert no longer has a Starstone<br />
* Events before Bloody Mary fight<br />
* Louran pre-bed Meilin, can directly go to bed<br />
* Removed three chests from one Ra Tree map (0x132)<br />
<br />
==Added Content==<br />
*Added two previously unused maps back to the game, which have a total of three chests. They are in a cave in Eklemata, where Ark is hit by the avalanche.<br />
*An unused room in Dragoon Castle has been added. The room is in the top left area of the castle. Activating the secret switch will open a passway in the middle of the map. This map has three chests.<br />
*The center board in Loire will tell you the locations of the starstones<br />
<br />
==Other Changes==<br />
* Hard stones are now breakable by any weapon<br />
* Twin Birds isn't farmable anymore<br />
* All enemies give triple the XP, except bosses and the parasite spawns and borfes<br />
* Exit block removed in Mermaid Tower<br />
* Stone blocking exit after obtaining the rock spear removed<br />
* Added a path from Savannah to Sahara<br />
* Moved the NPC that blocks the way in the Dragoon Castle as well the one in Loire Castle<br />
* Weapons/Armor are progressively upgraded via randomly placed items from chests<br />
* Noodle King game is always available<br />
* Added path to the newly accessible cave in Eklemata<br />
* Portrait changed into random weapon<br />
* Mushroom changed into random weapon<br />
* Tin Sheet changed into random weapon<br />
* Starstones are randomly distributed at the following locations: Ra Tree, Grecliff, Zue, Eklemata, Mermaid Tower, Sylvain Castle, Great Lakes Cavern, Beruga's Lab, Airsrock, Neo Tokyo (Sewer), Louran (Meilin) and Northpole (Penguin)<br />
* Lab Tower is directly accessible (after airplane)<br />
* Asterika's back room is always accessible<br />
* The last door in the Lab Tower is now unlock be completing the resurrection event<br />
* Dark Gaia 1 and 2 have fixed randomness pre seed<br />
* (DEBUG BUILD ONLY) START+SELECT teleports you back to Loire unless the game crashed, this is only for testing and can be removed at any time. Also any bugs hat happen due teleport won't be fixed!<br />
<br />
==Current Start Items==<br />
S.Bulb<br />
M.Bulb<br />
Crystal Spear<br />
ElleCape<br />
Royal Letter<br />
<br />
<br />
==Armor Progression Items==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Order<br />
! Name<br />
! Name<br />
! Defense<br />
! Effect<br />
|-<br />
| 0<br />
| Waldweste<br />
| Leafsuit<br />
| 8<br />
| Immune to poison<br />
|-<br />
| 1<br />
| Felljacke<br />
| Fur coat<br />
| 14<br />
| Immune to Freeze, 75% less Ice damage<br />
|-<br />
| 2<br />
| Silberrüstung<br />
| SlvrVest<br />
| 26<br />
| Immune to poison<br />
|-<br />
| 3<br />
| Silberpanzer<br />
| Slvrarmor<br />
| 35<br />
| <br />
|-<br />
| 4<br />
| Nixenmantel<br />
| Sea Mail<br />
| 43<br />
| <br />
|-<br />
| 5<br />
| Seelenpanzer<br />
| <br />
| 48<br />
| Immune to Curse, +40HP<br />
|-<br />
| 6<br />
| Shogunrüstung<br />
| Kingarmor<br />
| 50<br />
| None<br />
|-<br />
| 7<br />
| Aurapanzer<br />
| <br />
| 65<br />
| Immune to a lot, +40HP, -12STR, +11DEF<br />
|-<br />
|}<br />
<br />
<br />
==Weapon Progression Items==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Order<br />
! Name<br />
! Name<br />
! Attack<br />
! Element<br />
|-<br />
| 0<br />
| Sonnenstab<br />
| Ra Spear<br />
| 6<br />
| None<br />
|-<br />
| 1<br />
| Strahlenlanze<br />
| LightRod<br />
| 15<br />
| Light<br />
|-<br />
| 2<br />
| Eispickel<br />
| Icepick<br />
| 25<br />
| Ice<br />
|-<br />
| 3<br />
| Nixenlanze<br />
| SeaSpear<br />
| 37<br />
| Ice<br />
|-<br />
| 4<br />
| Narrenstab<br />
| 3PartRod<br />
| 48<br />
| None<br />
|-<br />
| 5<br />
| Naginata<br />
| Fauchard<br />
| 58<br />
| None<br />
|-<br />
| 6<br />
| Elfenbeinlanze<br />
| HeroPike<br />
| 80<br />
| None<br />
|-<br />
|}<br />
<br />
== Enemy Scaling ==<br />
<br />
Enemies are scaled to your level via the following formula:<br />
<br />
PlayerLevel / EnemyLevel * Value * 1.2<br />
<br />
<br />
= Download =<br />
[https://www.terranigma.be/cgi-bin/rando.sh Download]<br />
<br />
= Changelog =<br />
==Version 0.10 [Public]==<br />
*Ship as start item<br />
*New scaling logic<br />
*Ra tree requires leaf<br />
*Fixed patches<br />
*Fixed slicer dmg<br />
*Australia is now only reachable via the airplane<br />
*Airplane added as an item to the item pool<br />
*Removed Alaska <-> Australia overstep<br />
*Disabled autoheal from weapons<br />
*Ship automatically available <br />
*Airplane icon changed to airplane parts<br />
*Increased enemy power by 20%<br />
*Removed Asterika as a possible star stone location<br />
*Added Asterika chest<br />
*Asterika chest is always there<br />
*The Flower girl and the lottery changed their business model and now offer something other than flowers!<br />
*Pretty Flower added to the item pool<br />
*Added star stone skeleton as a chest location<br />
*Added Airsrock as new possible star stone location<br />
*New start location<br />
*Removed ship item from the game<br />
*Renamed the airplane item to "Airp"<br />
*Starstone locations are now on the letter which you can find in the inventory. The information is also still on the board as before.<br />
*Fixed missing weapon upgrade items (Only 4 were in the game now there are 7)<br />
*Armor is now progressive and can be upgraded 7 times<br />
*Simplified bird cutscene after resurrection<br />
*Removed a few cutscenes<br />
*Reduced hero armor to 60def<br />
*Changed all item names to be english<br />
*Fixed armor/weapon progression items from star stone skeleton<br />
*Adjusted logic to not put any money at AddItem function locations<br />
*Beautified english item name list thanks to Jman420<br />
*Fixed an issue with the 3partrod<br />
*Fixed the corrupted tiles in Ra Tree that happened after collecting either of the chest in the secret treasure room. [HOTFIX: 13.11.2020 ]<br />
<br />
Note: Changes for versions 0.7 to 0.9 are lost to due time<br />
<br />
==Version 0.6b [Public]==<br />
*Removed Yomi sees yeti cutscene<br />
*Removed first Ra Tree cutscene<br />
*Removed Loire Inn cutscene<br />
*Removed Great Lakes Cavern cutscene<br />
*Removed first part of gem picture cutscene<br />
*Removed Stockholm resurrection cutscene [HOTFIX-05-08-2018:01:24]<br />
*Removed events before Bloody Mary [HOTFIX-05-08-2018:19:26]<br />
*Changed the gate in Tower 2 to be destructible [HOTFIX-05-08-2018:12:15]<br />
*Fixed Mermaid Tower deathwarp location [HOTFIX-05-08-2018:12:57]<br />
*Removed Tin Sheet, Mushroom, Red Scarf, Portrait and replaced them with other items<br />
*Updated logic fixed some bugs within<br />
<br />
==Version 0.6a [Public]==<br />
*Removed four sewer cutscenes, can go directly through door with the key and directly pickup the Starstone<br />
*Removed snow show cutscene<br />
*Removed Yomi sees zombies cutscene<br />
*Removed Tower 1 cutscene<br />
*Fixed bugs in logic<br />
*Fixed chests requirements<br />
*Fixed Stockholm's invisible wall for good<br />
*Removed all fanfares when opening chests<br />
*Moved one Starstone to Megatron<br />
<br />
==Version 0.6 [Public]==<br />
*Fixed Twin Birds being possible to be killed again also setting animals to be saved<br />
*Removed Norfest cutscene<br />
*Removed guy blocking entrance in Dragoon Castle<br />
*Removed some Lab cutscenes<br />
*Fixed secret stuff<br />
*Maybe fixed Stockholm?<br />
*Used new logic to place chests<br />
<br />
==Version 0.5d [Public]==<br />
*Fixed only being to open one of a certain two chests (0x18A, 0x13E)<br />
*Fixed damage of tiny robots after Megatron kill<br />
*Fixed the world map<br />
*Fixed secret stuff<br />
*Fixed opening music<br />
*Fixed Stockholm wolves maybe<br />
*Removed the 2nd goat cutscene<br />
*Removed the castle chain control cutscene<br />
*Removed incorrect Quatros location<br />
*Added two old maps with a total of three new chests to the game in the Eklemata area, near the place with the avalanche<br />
*Added additional path to the old maps<br />
<br />
==Version 0.5c [Public]==<br />
*Fixed entrance to Zue<br />
<br />
==Version 0.5b [Public]==<br />
*Fixed Twin Birds multiple killing<br />
*Fixed Storm Keeper<br />
*Fixed saving<br />
*Fixed Airsrock after ship cutscene, which also fixes entrance to the underworld<br />
*Added back Noodle King minigame<br />
*Added Ra Drop as an chest item<br />
*Added some land to make it easier to cross the water in the Ra Tree map<br />
*Replaced Ra Drop giving flower with a chest<br />
*Streamlined opening<br />
*Streamlined after death cutscene<br />
*Removed Bloody Marry cutscene skip to prevent multiple killings<br />
*Beruga's Tower is nor directly accessible<br />
*Other secret things<br />
<br />
==Version 0.5a [Public]==<br />
*Fixed Lab cut scene<br />
*Fixed Airsrock not being accessible<br />
*Fixed Stockholm gate probably<br />
*Fixed bosses being able to be defeated multiple times<br />
*Fixed unintentional Luck change in all enemies XP was changed<br />
*Fixed money drops<br />
*Fixed invulnerable enemies<br />
*Removed unused room from pool<br />
*Removed two more unused chests from pool<br />
*Changed minimum damage to 30<br />
*Changed enemies to give tripple experience<br />
<br />
==Version 0.5 [Public]==<br />
*Removed pre fight cut scenes of Bloody Marry<br />
*Fixed Crysta gate<br />
*Fixed Stockholm gate (broken)<br />
*Added small piece of land to make it easier to access Ra Tree<br />
*Added secret way to South Africa<br />
<br />
==Version 0.4f [Public]==<br />
*Set minimum damage to 25<br />
*Fixed blackscreen at Dark Morph and Storm Keeper<br />
*Fixed Big Fish fight<br />
*Removed all fanfare from opening chests<br />
*Removed unused chest from chest pool<br />
<br />
==Version 0.4e [Public]==<br />
*Fixed level up message causing missing parts in the border of the screen<br />
*Changed minimum damage against all enemies to 10<br />
*Added some missing event flags that get set at the start<br />
<br />
<br />
==Version 0.4d [Public]==<br />
*Fixed death trigger for Dark Morph, Storm Keeper, Twin Birds, Bloody Marry<br />
*Fixed Big Fish spawn trigger<br />
*Fixed Louran not being accessible<br />
*Fixed Loire Castle not being accessible<br />
*Fixed Dragoon Castle not being accessible<br />
*Fixed guy blocking the way<br />
*Fixed Ra Tree to be in state three<br />
*Fixed cutscene to go to state three<br />
*Actually removed sharp claws from map<br />
*Removed parts of the goat event<br />
*Improved item placement logic<br />
*Added walls to Twin Birds boss level<br />
<br />
==Version 0.4c [Public]==<br />
*Fixed bug not getting any experience points <br />
<br />
==Version 0.4b [Public]==<br />
*Fixed bug spawning offscreen when dying<br />
<br />
==Version 0.4 [Public]==<br />
<br />
*Removed Sharp Claws from map<br />
*Added Sharp Claws as an chest item<br />
*Added most key items to the randomness pool<br />
*Added the Ship as an chest item<br />
*Added the Snowgrass Leaf as an chest item<br />
*Changed start/respawn location to Loire<br />
*Changed Ra Tree map to be in state three (the previous state two, had no chest)<br />
*Changed bombs for the airship to be obtained from seven certain bosses<br />
*Removed flower granting the Snowgrass Leaf item and placed a chest in its place<br />
*Removed all key items from starting items<br />
*Removed Ship from starting items<br />
*Removed level up message box<br />
<br />
==Version 0.3b [Public]==<br />
<br />
* Removed Meilin cutscene in Liotto<br />
* Removed Leaf area cutscene<br />
* Added Sharp Claws back<br />
* Fixed resurrection cutscenes<br />
<br />
==Version 0.3 [First Public Release]==<br />
<br />
==Version 0.2 [INTERNAL==<br />
<br />
==Version 0.1 [INTERNAL]==<br />
<br />
* No randomizing yet<br />
* Removed Taklama exits<br />
* Removed Gobi exits<br />
* Removed Indus River exist, replaced with bridge<br />
* Removed Colorado exits, replaced with bridge<br />
* Set start point next to island at the top right<br />
* Added the following items:<br />
S.Bulb<br />
M.Bulb<br />
CrySpear<br />
Hex Rod<br />
Ship<br />
Elle Cape</div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1109Terranigma (Pre-release)2023-08-14T14:48:15Z<p>Crediar: /* Beta Room Changes */ - Tower Portal Door</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
<br />
=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
<br />
[[File:Fr_meg_1.png]]<br />
<br />
=Beta Tower=<br />
<br />
[[File:Tower_beta_2.png]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
<br />
[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
<br />
[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
<br />
=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
<br />
=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
<br />
="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
<br />
=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
<br />
[[File:Video_tower_head.png|500px]]<br />
<br />
= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
<br />
Ark has the green weapon in those pictures as well.<br />
<br />
[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
<br />
You can not have this spell with level six.<br />
<br />
[[File:spell_beta_2.png]]<br />
<br />
= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
<br />
[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
Some kind of chest looking item, which is no longer in the game.<br />
<br />
[[File:Unknown_item_3.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
<br />
[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
<br />
= Beta Weapons =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_weapons_.png|500px]]<br />
<br />
= Beta Items=<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_items.png|500px]]<br />
<br />
= Beta Armor =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_armor.png|500px]]<br />
<br />
= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
<br />
[[File:Beta_ship_no_habour_.png|500px]]<br />
<br />
== This place can't be reached in the pre flower stage ==<br />
<br />
[[File:Beta_unreachable_.png|500px]]<br />
<br />
== How is that even possible? ==<br />
Shows old Tokyo version<br />
<br />
[[File:Beta_unreachable_2.png|500px]]<br />
<br />
== Fighting the ghost with level one? ==<br />
It seems there is something in place preventing you from taking any damage.<br />
<br />
[[File:Beta_ghost_3_.png|350px]][[File:Beta_ghost_1_.png|350px]][[File:Beta_ghost_2_.png|350px]]<br />
<br />
== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
<br />
= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
<br />
== Underworld ==<br />
The top part doesn't have inverted colours like in the final version.<br />
<br />
[[File:Beta_underworld_no_invert.png|500px]]<br />
<br />
==Tower Portal Door==<br />
The door has an A on it instead of nothing.<br />
<br />
[[File:Beta_tower_portal_door.png|500px]]<br />
<br />
==Ark's Room==<br />
A pot got removed.<br />
<br />
[[File:Beta_ark_room_.png|500px]]<br />
<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
<br />
[[File:Four_guys_beta.png|500px]]<br />
<br />
== Normads ==<br />
The tents are blue.<br />
<br />
[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
<br />
[[File:Beta_normads_tent_.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
<br />
[[File:Beta louran event_.png|500px]]<br />
<br />
== Mermaid Tower ==<br />
The tower looks completely different.<br />
<br />
[[File:Beta_mermaid_tower.png]]<br />
<br />
== Crysta ==<br />
This place is way more detailed than the final version and has more NPCs, the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png|500px]] [[File:Beta_crysta_2_.png|500px]]<br />
<br />
There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
<br />
[[File:Crysta_chicken_beta.png|500px]]<br />
<br />
== Loire ==<br />
The fountain is blue instead of brown.<br />
<br />
[[File:Beta_loire_fountain.png|500px]]<br />
<br />
== Liotto ==<br />
<br />
===The cat mini game has no Magicrock reward===<br />
[[File:Beta_litto_cat_game.png|500px]]<br />
<br />
=== No person at the stand ===<br />
[[File:Beta_litto_stand_empty.png |500px]]<br />
<br />
== Quintet Quiz ==<br />
The textures of the ground is different and there is no Magicrock.<br />
<br />
[[File:Beta_quintet_quiz.png|500px]]<br />
<br />
== Town Design ==<br />
The textures of the ground and the houses changed.<br />
<br />
[[File:Unknown_town_beta_3_.png|500px]]<br />
<br />
== Elder's room ==<br />
In this version the old save book look and the [[Additional_Information#Old_Chest_Design|old chest design]] can be seen and there was an additional vase at the top right.<br />
<br />
[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
<br />
== Lumina (Red Earth) == <br />
This version is more like the restored version, instead of a straight path leading up.<br />
<br />
[[File:Beta_lumina.png|500px]]<br />
<br />
== Sanctuary ==<br />
The whole map is different except the flower.<br />
<br />
[[File:Beta_sanc_2_.png|500px]]<br />
<br />
== Sanctuary ==<br />
Different wall stone texture.<br />
<br />
[[File:beta_sanc_3_.png|500px]]<br />
<br />
== Sanctuary ==<br />
There is no table in front of the bird, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
<br />
== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
<br />
[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
<br />
== Door Room Version ==<br />
The room has an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_tower_portal_door.png&diff=1108File:Beta tower portal door.png2023-08-14T14:43:48Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1107Terranigma (Pre-release)2023-08-12T23:38:31Z<p>Crediar: /* Beta Room Changes */ Liotto and Mermaid Tower</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
<br />
=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
<br />
[[File:Fr_meg_1.png]]<br />
<br />
=Beta Tower=<br />
<br />
[[File:Tower_beta_2.png]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
<br />
[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
<br />
[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
<br />
=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
<br />
=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
<br />
="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
<br />
=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
<br />
[[File:Video_tower_head.png|500px]]<br />
<br />
= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
<br />
Ark has the green weapon in those pictures as well.<br />
<br />
[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
<br />
You can not have this spell with level six.<br />
<br />
[[File:spell_beta_2.png]]<br />
<br />
= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
<br />
[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
Some kind of chest looking item, which is no longer in the game.<br />
<br />
[[File:Unknown_item_3.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
<br />
[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
<br />
= Beta Weapons =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_weapons_.png|500px]]<br />
<br />
= Beta Items=<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_items.png|500px]]<br />
<br />
= Beta Armor =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_armor.png|500px]]<br />
<br />
= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
<br />
[[File:Beta_ship_no_habour_.png|500px]]<br />
<br />
== This place can't be reached in the pre flower stage ==<br />
<br />
[[File:Beta_unreachable_.png|500px]]<br />
<br />
== How is that even possible? ==<br />
Shows old Tokyo version<br />
<br />
[[File:Beta_unreachable_2.png|500px]]<br />
<br />
== Fighting the ghost with level one? ==<br />
It seems there is something in place preventing you from taking any damage.<br />
<br />
[[File:Beta_ghost_3_.png|350px]][[File:Beta_ghost_1_.png|350px]][[File:Beta_ghost_2_.png|350px]]<br />
<br />
== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
<br />
= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
<br />
== Underworld ==<br />
The top part doesn't have inverted colours like in the final version.<br />
<br />
[[File:Beta_underworld_no_invert.png|500px]]<br />
<br />
==Ark's Room==<br />
A pot got removed.<br />
<br />
[[File:Beta_ark_room_.png|500px]]<br />
<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
<br />
[[File:Four_guys_beta.png]]<br />
<br />
== Normads ==<br />
The tents are blue.<br />
<br />
[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
<br />
[[File:Beta_normads_tent_.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
<br />
[[File:Beta louran event_.png|500px]]<br />
<br />
== Mermaid Tower ==<br />
The tower looks completely different.<br />
<br />
[[File:Beta_mermaid_tower.png]]<br />
<br />
== Crysta ==<br />
This place is way more detailed than the final version also has more NPCs, also the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png]] [[File:Beta_crysta_2_.png|500px]]<br />
<br />
There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
<br />
[[File:Crysta_chicken_beta.png|500px]]<br />
<br />
== Loire ==<br />
The fountain is blue instead of brown.<br />
<br />
[[File:Beta_loire_fountain.png|500px]]<br />
<br />
== Liotto ==<br />
<br />
===The cat mini game has no Magicrock reward===<br />
[[File:Beta_litto_cat_game.png|500px]]<br />
<br />
=== No person at the stand ===<br />
[[File:Beta_litto_stand_empty.png |500px]]<br />
<br />
== Quintet Quiz ==<br />
The textures of the ground is different and there is no Magicrock.<br />
<br />
[[File:Beta_quintet_quiz.png|500px]]<br />
<br />
== Town Design ==<br />
The textures of the ground and the houses changed.<br />
<br />
[[File:Unknown_town_beta_3_.png|500px]]<br />
<br />
== Elder's room ==<br />
In this version the old save book look and the [[Additional_Information#Old_Chest_Design|old chest design]] can be seen and there was an additional vase at the top right.<br />
<br />
[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
<br />
== Lumina (Red Earth) == <br />
This version is more like the restored version, instead of a straight path leading up.<br />
<br />
[[File:Beta_lumina.png|500px]]<br />
<br />
== Sanctuary ==<br />
The whole map is different except the flower.<br />
<br />
[[File:Beta_sanc_2_.png|500px]]<br />
<br />
== Sanctuary ==<br />
Different wall stone texture.<br />
<br />
[[File:beta_sanc_3_.png|500px]]<br />
<br />
== Sanctuary ==<br />
There is no table in front of the bird, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
<br />
== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
<br />
[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
<br />
== Door Room Version ==<br />
The room has an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_litto_cat_game.png&diff=1106File:Beta litto cat game.png2023-08-12T16:30:23Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_litto_stand_empty.png&diff=1105File:Beta litto stand empty.png2023-08-12T16:29:50Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_mermaid_tower.png&diff=1104File:Beta mermaid tower.png2023-08-12T16:26:54Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1103Terranigma (Pre-release)2023-08-12T14:31:00Z<p>Crediar: /* Beta Room Changes */ - Loire and updated some wording.</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
<br />
=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
<br />
[[File:Fr_meg_1.png]]<br />
<br />
=Beta Tower=<br />
<br />
[[File:Tower_beta_2.png]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
<br />
[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
<br />
[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
<br />
=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
<br />
=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
<br />
="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
<br />
=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
<br />
[[File:Video_tower_head.png|500px]]<br />
<br />
= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
<br />
Ark has the green weapon in those pictures as well.<br />
<br />
[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
<br />
You can not have this spell with level six.<br />
<br />
[[File:spell_beta_2.png]]<br />
<br />
= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
<br />
[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
Some kind of chest looking item, which is no longer in the game.<br />
<br />
[[File:Unknown_item_3.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
<br />
[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
<br />
= Beta Weapons =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_weapons_.png|500px]]<br />
<br />
= Beta Items=<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_items.png|500px]]<br />
<br />
= Beta Armor =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_armor.png|500px]]<br />
<br />
= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
<br />
[[File:Beta_ship_no_habour_.png|500px]]<br />
<br />
== This place can't be reached in the pre flower stage ==<br />
<br />
[[File:Beta_unreachable_.png|500px]]<br />
<br />
== How is that even possible? ==<br />
Shows old Tokyo version<br />
<br />
[[File:Beta_unreachable_2.png|500px]]<br />
<br />
== Fighting the ghost with level one? ==<br />
It seems there is something in place preventing you from taking any damage.<br />
<br />
[[File:Beta_ghost_3_.png|350px]][[File:Beta_ghost_1_.png|350px]][[File:Beta_ghost_2_.png|350px]]<br />
<br />
== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
<br />
= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
<br />
== Underworld ==<br />
The top part doesn't have inverted colours like in the final version.<br />
<br />
[[File:Beta_underworld_no_invert.png|500px]]<br />
<br />
==Ark's Room==<br />
A pot got removed.<br />
<br />
[[File:Beta_ark_room_.png|500px]]<br />
<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
<br />
[[File:Four_guys_beta.png]]<br />
<br />
== Normads ==<br />
The tents are blue.<br />
<br />
[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
<br />
[[File:Beta_normads_tent_.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
<br />
[[File:Beta louran event_.png|500px]]<br />
<br />
== Crysta ==<br />
This place is way more detailed than the final version also has more NPCs, also the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png]] [[File:Beta_crysta_2_.png|500px]]<br />
<br />
There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
<br />
[[File:Crysta_chicken_beta.png|500px]]<br />
<br />
== Loire ==<br />
The fountain is blue instead of brown.<br />
<br />
[[File:Beta_loire_fountain.png|500px]]<br />
<br />
== Quintet Quiz ==<br />
The textures of the ground is different and there is no Magicrock.<br />
<br />
[[File:Beta_quintet_quiz.png|500px]]<br />
<br />
== Town Design ==<br />
The textures of the ground and the houses changed.<br />
<br />
[[File:Unknown_town_beta_3_.png|500px]]<br />
<br />
== Elder's room ==<br />
In this version the old save book look and the [[Additional_Information#Old_Chest_Design|old chest design]] can be seen and there was an additional vase at the top right.<br />
<br />
[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
<br />
== Lumina (Red Earth) == <br />
This version is more like the restored version, instead of a straight path leading up.<br />
<br />
[[File:Beta_lumina.png|500px]]<br />
<br />
== Sanctuary ==<br />
The whole map is different except the flower.<br />
<br />
[[File:Beta_sanc_2_.png|500px]]<br />
<br />
== Sanctuary ==<br />
Different wall stone texture.<br />
<br />
[[File:beta_sanc_3_.png|500px]]<br />
<br />
== Sanctuary ==<br />
There is no table in front of the bird, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
<br />
== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
<br />
[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
<br />
== Door Room Version ==<br />
The room has an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=MediaWiki:Sidebar&diff=1102MediaWiki:Sidebar2023-08-12T14:16:12Z<p>Crediar: Updated list</p>
<hr />
<div><br />
* navigation<br />
** mainpage|mainpage-description<br />
** recentchanges-url|recentchanges<br />
<br />
*Exploits<br />
** ACE|ACE<br />
** CreditsWarp|Credits Warp<br />
** Invalid_Text_Command|Invalid Text Command<br />
** Savefile Manipulation|Savefile Manipulation<br />
<br />
* Info<br />
** Bugs|Bugs<br />
** Damage|Damage<br />
** Enemy Information|Enemy Information<br />
** Event Flags|Event Flags<br />
** XP Table|Experience Table<br />
** Graphics|Graphics<br />
** Objects|Objects<br />
** Messages|Messages<br />
** Maps|Maps<br />
** RAM|RAM<br />
** ROM Layout|ROM Layout<br />
** ROM Versions|ROM Versions<br />
** Randomness|Randomness<br />
** Save File|Save File<br />
** Scripts|Scripts<br />
** Sprite Layout Information|Sprite Layout Information<br />
** SRAM|SRAM Layout<br />
** Store Information|Store Information<br />
** Additional Information|Unused Content<br />
<br />
*Items<br />
**Armor|Armor<br />
**Attributes Modifier|Attributes Modifier<br />
**Items|Items<br />
**Weapon Color|Weapon Color<br />
**Weapons|Weapons<br />
<br />
*Maps<br />
**Chest Information|Chest Information<br />
**Enemy Induced Warps|Enemy Induced Warps<br />
**MagicRocks|Magic Rocks<br />
**Map Exit Format|Map Exit Format<br />
**Map Flags|Map Flags<br />
**Map Interaction Items|Map Interaction Items<br />
**Map Object Header|Map Object Header<br />
**Map Script Format|Map Script Format<br />
**Map TileCopy|Map TileCopy<br />
**Map Tile Placement Format|Map Tile Placement Format<br />
**Object Placement Format|Object Placement Format<br />
**Seagull Transport|Seagull Transport<br />
**Town Expansions|Town Expansions<br />
<br />
*Messages<br />
**Message Format|Message Format<br />
<br />
*ROM Hacks<br />
**TerraFluky|TerraFluky<br />
**Terranigma Bossrush|Terranigma Bossrush<br />
**Terranigma Practise|Terranigma Practise<br />
**Terranigma_Crowd_Control|Terranigma Crowd Control<br />
<br />
*ROM Versions<br />
**Terranigma (E)|Terranigma (E)<br />
**Terranigma (G) (V1.1)|Terranigma (G) (V1.1)<br />
**Terranigma Demo|Terranigma (Demo)<br />
**Terranigma (Pre-release)|Terranigma (Pre-release)<br />
**Terranigma Debug|Terranigma Debug<br />
<br />
*Scripts<br />
**Script Format|Script Format<br />
<br />
*Tools<br />
**TerraCraft|TerraCraft<br />
<br />
* SEARCH<br />
* TOOLBOX<br />
* LANGUAGES</div>Crediarhttps://www.terranigma.be/index.php?title=Savefile_Corruption&diff=1101Savefile Corruption2023-08-12T14:08:13Z<p>Crediar: Crediar moved page Savefile Corruption to Savefile Manipulation: This doesn't corrupt a savefile</p>
<hr />
<div>#REDIRECT [[Savefile Manipulation]]</div>Crediarhttps://www.terranigma.be/index.php?title=Savefile_Manipulation&diff=1100Savefile Manipulation2023-08-12T14:08:13Z<p>Crediar: Crediar moved page Savefile Corruption to Savefile Manipulation: This doesn't corrupt a savefile</p>
<hr />
<div>Terranigma uses two checksum to verify its [[SRAM|save file]], an ADD of all the bytes and a XOR of all the bytes.<br />
<br />
Due this its vulnerable to moving values around in the save file as long as the byte is at the same align.<br />
<br />
In the following POC three values are being moved around to achieve item duplication.<br />
<br />
Before:<br />
# Equipped Item (0x4C)<br />
# Fluffy Position (0x00)<br />
# First Slot ID Item (0x10)<br />
<br />
After:<br />
# Equipped Item (0x00)<br />
# Fluffy Position (0x10)<br />
# First Slot ID Item (0x4C)<br />
<br />
Note: Terranigma automatically sorts the inventory but only when reentering the inventory screen.<br />
<br />
Setup:<br />
# Get item you want to duplication and nine small heals, since they will always be left most in the inventory<br />
# Save to second slot<br />
# Equip item you want to dupe<br />
# Put Fluffy on the top left door in the inventory<br />
# Save to first slot<br />
# Reset game<br />
# Load second save file<br />
# Unequip the item<br />
# Delete all the small heals<br />
# Reenter the item inventory screen <br />
# Place Fluffy on the 2nd row and the 4th slot<br />
# Save to first slot but as soon as the first slot item ID is written reset the system<br />
<br />
Example: (Note: This shows a way using money)<br />
<br />
[https://www.youtube.com/watch?v=RcuZShWzptU View]</div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1099Terranigma (Pre-release)2023-08-11T20:21:07Z<p>Crediar: /* Beta Room Changes */ - Underworld</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
<br />
=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
<br />
[[File:Fr_meg_1.png]]<br />
<br />
=Beta Tower=<br />
<br />
[[File:Tower_beta_2.png]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
<br />
[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
<br />
[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
<br />
=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
<br />
=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
<br />
="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
<br />
=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
<br />
[[File:Video_tower_head.png|500px]]<br />
<br />
= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
<br />
Ark has the green weapon in those pictures as well.<br />
<br />
[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
<br />
You can not have this spell with level six.<br />
<br />
[[File:spell_beta_2.png]]<br />
<br />
= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
<br />
[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
Some kind of chest looking item, which is no longer in the game.<br />
<br />
[[File:Unknown_item_3.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
<br />
[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
<br />
= Beta Weapons =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_weapons_.png|500px]]<br />
<br />
= Beta Items=<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_items.png|500px]]<br />
<br />
= Beta Armor =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_armor.png|500px]]<br />
<br />
= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
<br />
[[File:Beta_ship_no_habour_.png|500px]]<br />
<br />
== This place can't be reached in the pre flower stage ==<br />
<br />
[[File:Beta_unreachable_.png|500px]]<br />
<br />
== How is that even possible? ==<br />
Shows old Tokyo version<br />
<br />
[[File:Beta_unreachable_2.png|500px]]<br />
<br />
== Fighting the ghost with level one? ==<br />
It seems there is something in place preventing you from taking any damage.<br />
<br />
[[File:Beta_ghost_3_.png|350px]][[File:Beta_ghost_1_.png|350px]][[File:Beta_ghost_2_.png|350px]]<br />
<br />
== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
<br />
= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
<br />
== Underworld ==<br />
The top part doesn't have inverted colours like in the final version.<br />
<br />
[[File:Beta_underworld_no_invert.png|500px]]<br />
<br />
==Ark's Room==<br />
A pot got removed.<br />
<br />
[[File:Beta_ark_room_.png|500px]]<br />
<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
<br />
[[File:Four_guys_beta.png]]<br />
<br />
== Normads ==<br />
The tents are blue.<br />
<br />
[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
<br />
[[File:Beta_normads_tent_.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
<br />
[[File:Beta louran event_.png|500px]]<br />
<br />
== Crysta ==<br />
This place is way more detailed than the final version also has more NPCs, also the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png]] [[File:Beta_crysta_2_.png|500px]]<br />
<br />
There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
<br />
[[File:Crysta_chicken_beta.png|500px]]<br />
<br />
== Quintet Quiz ==<br />
The textures of the ground is different and there is no Magicrock.<br />
<br />
[[File:Beta_quintet_quiz.png|500px]]<br />
<br />
== Town Design ==<br />
The textures of the ground and the houses changed.<br />
<br />
[[File:Unknown_town_beta_3_.png|500px]]<br />
<br />
== Elder's room ==<br />
In this version the old save book look and the old chest design can be seen and there was an additional vase at the top right.<br />
<br />
Furthermore this is showing the [[Additional_Information#Old_Chest_Design|old chest design]].<br />
<br />
[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
<br />
== Lumina (Red Earth) == <br />
This version is more like the restored version.<br />
<br />
[[File:Beta_lumina.png|500px]]<br />
<br />
== Sanctuary ==<br />
Basically the whole map is different except the flower.<br />
<br />
[[File:Beta_sanc_2_.png|500px]]<br />
<br />
== Sanctuary ==<br />
Different stone texture.<br />
<br />
[[File:beta_sanc_3_.png|500px]]<br />
<br />
== Sanctuary ==<br />
The table in front of the bird is different, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
<br />
== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
<br />
[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
<br />
== Door Room Version ==<br />
The room has only three doors instead of five and an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_loire_fountain.png&diff=1098File:Beta loire fountain.png2023-08-11T20:20:08Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_underworld_no_invert.png&diff=1097File:Beta underworld no invert.png2023-08-11T13:49:48Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=Quintet_Quiz&diff=1096Quintet Quiz2023-08-11T13:41:22Z<p>Crediar: /* Questions */</p>
<hr />
<div>In the Quintet building there is an NPC offering a quiz, that when all 18 questions have been answered correctly will reward you with a magirock.<br />
<br />
This quiz is only accessible in the Japanese version of the game, the NPC is not present in any other versions of the game and the magirock was removed as well.<br />
<br />
The quiz has been "translated" in the German, French and Spanish versions of the game, though the questions have been changed and some answer are wrong.<br />
<br />
=Interaction with the NPC=<br />
<br />
{| class="wikitable"<br />
|-<br />
! Text<br />
! Translation<br />
! Additional Information<br />
|-<br />
| [[File:quiz_int_1.png]]<br />
|I'm the newbie S-ki, a scary girl from the planning department<br />
who asks people who drop in to take a quiz.<br />
|<br />
|-<br />
| [[File:quiz_int_2.png]]<br />
| Newbies have to do various odd jobs, and it's pretty tough. <br />
Oooohh...<br />
|<br />
|-<br />
| [[File:quiz_int_3.png]]<br />
|<br />
Do you want to start the Quiz?<br />
<br />
Yes<br />
<br />
No<br />
|<br />
|-<br />
|}<br />
<br />
=Questions=<br />
{| class="wikitable"<br />
|-<br />
! Text<br />
! Translation<br />
|-<br />
| [[File:quiz_right.png]]<br />
| Correct! OK, next question. <br />
|-<br />
| [[File:quiz_wrong.png]]<br />
| Incorrect! Too bad! <br />
Keep trying hard to become a Quintet expert. <br />
<br />
Please give the quiz another try! <br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Text<br />
! Translation<br />
! Answer<br />
|-<br />
| [[File:quiz_q_1.png]]<br />
| Is the weapon of the protagonist in Illusion of Gaia a bow? <br />
| No<br />
|-<br />
| [[File:quiz_q_2.png]]<br />
| Is there a weapon in Robotrek called Soul Blade?<br />
| Yes<br />
|-<br />
| [[File:quiz_q_3.png]]<br />
| Is the player in Actraiser 2 able to use magic?<br />
| Yes<br />
|-<br />
| [[File:quiz_q_4.png]]<br />
| Is Quintet haunted?<br />
| Yes<br />
|-<br />
| [[File:quiz_q_5.png]]<br />
| Are you able to restore your health in Actraiser by using herbs?<br />
| No<br />
|-<br />
| [[File:quiz_q_6.png]]<br />
| Is the protagonist in Robotrek a treasure-hunter? <br />
| No<br />
|-<br />
| [[File:quiz_q_7.png]]<br />
| Does the dog called turbo exist because of Soul Blazer?<br />
| Yes<br />
|-<br />
| [[File:quiz_q_8.png]]<br />
| In ActRaiser, the first stage is Kasandora. <br />
| No<br />
|-<br />
| [[File:quiz_q_9.png]]<br />
| Do the many beautiful women at Quintet have a good reputation?<br />
| Yes<br />
|-<br />
| [[File:quiz_q_10.png]]<br />
| In Actraiser 2 is the sister of the protagonist where the save point is? <br />
| No<br />
|-<br />
| [[File:quiz_q_11.png]]<br />
| Is there a heroine called Lisa in Illusion of Gaia? <br />
| No<br />
|-<br />
| [[File:quiz_q_12.png]]<br />
| Are all the Quintet-people single? <br />
| No<br />
|-<br />
| [[File:quiz_q_13.png]]<br />
| Can you buy goods for money in Soul Blazer? <br />
| Yes<br />
|-<br />
| [[File:quiz_q_14.png]]<br />
| Is the character-design from Illusion of Gaia made by a shojo-drawer?<br />
| Yes<br />
|-<br />
| [[File:quiz_q_15.png]]<br />
| Do you have to kill the 2-goat-headed monster 4 times?<br />
| No<br />
|-<br />
| [[File:quiz_q_16.png]]<br />
| Does an item appear if you destroy the portrayal of the goddess in Actraiser?<br />
| Yes<br />
|-<br />
| [[File:quiz_q_17.png]]<br />
| Does a monster called Natera appear if you throw away the coconut in Soul Blazer?<br />
| Yes<br />
|-<br />
| [[File:quiz_q_18.png]]<br />
| Is Actraiser 2 a RPG?<br />
| No<br />
|-<br />
|}<br />
<br />
=Interaction after completing the Quiz=<br />
<br />
{| class="wikitable"<br />
|-<br />
! Text<br />
! Translation<br />
! Additional Information<br />
|-<br />
| [[File:quiz_d_1.png]]<br />
|<br />
|<br />
|-<br />
| [[File:quiz_d_2.png]]<br />
|<br />
|<br />
|-<br />
|}<br />
<br />
=Interaction after completing the Quiz and talking to the NPC again=<br />
<br />
{| class="wikitable"<br />
|-<br />
! Text<br />
! Translation<br />
! Additional Information<br />
|-<br />
| [[File:quiz_int_4.png]]<br />
|<br />
|<br />
|-<br />
|}</div>Crediarhttps://www.terranigma.be/index.php?title=Additional_Information&diff=1095Additional Information2023-08-11T13:24:08Z<p>Crediar: /* Old Chest Design */</p>
<hr />
<div>= Unused Maps =<br />
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.<br />
<br />
The unused maps that are left in the game are one test level and a few maps.<br />
<br />
== Collision Test Level, ID: 6 ==<br />
This level features collisions tiles seemingly placed randomly.<br />
<br />
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.<br />
<br />
[[File:Terranigma_map_6.png|500px]]<br />
<br />
== Tower rooms, ID: 0xBA, 0xBB, 0xBC ==<br />
Though all three maps are connected there is no exit that leads to the first part (left).<br />
<br />
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.<br />
<br />
None of the chest contain anything, they can't be opened as there is no chest information for this map.<br />
<br />
[[File:Tower_1.png]][[File:Tower_2.png]][[File:Tower_3.png]]<br />
<br />
== Eklemata, ID: 0x181, 0x183, 0x17A ==<br />
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.<br />
<br />
[[File:Eklemata_unused_1.png|500px]]<br />
<br />
This map in its current state is also broken, the tiles next to the ropes make it impossible to get on them. <br />
<br />
[[File:Eklemata_unused_2.png|500px]]<br />
<br />
This map seems to be an earlier version of 0x175, the chest doesn't work and it is missing a ledge.<br />
<br />
[[File:Eklemata_unused_3.png|500px]]<br />
<br />
== Unknown Houses in Litz (0x0394, 0x03A8) == <br />
Both also have the exit within the walls.<br />
<br />
[[File:Litz_House_3A8.png]][[File:Litz_House_394.png]]<br />
<br />
== Police and Jail in Liberty (Modern), 0x36C, 0x36D ==<br />
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.<br />
<br />
[[File:Terra_police.png]] [[File:Terra_police_jail.png]]<br />
<br />
== Unknown Shop in Suncoast, ID: 0x3F1, 0x3FF ==<br />
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.<br />
<br />
[[File:shop_unk_1.png]][[File:shop_unk_2.png]]<br />
<br />
These are police stations.<br />
<br />
[[File:shop_unk_out_1.png]][[File:shop_unk_out_2.png]]<br />
<br />
= Unused Map Areas =<br />
<br />
== Boss - Dark Gaia, ID: 0x280 ==<br />
<br />
A large part of the map is never used, only the part in the red box is ever seen in-game.<br />
<br />
[[File:boss_unused_map_part.png]]<br />
<br />
== Black Market - Broken cell, ID: 0x382 ==<br />
<br />
This seems to be unused also no event flag can trigger this.<br />
<br />
[[File:Terra_broken_jail.png]]<br />
<br />
= Unused Secret Areas =<br />
<br />
==ID: 0x2C7==<br />
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)<br />
<br />
[[File:Map_02C7.png]]<br />
<br />
==ID: 0x2D0==<br />
[[File:Map_2d0.png]]<br />
<br />
The location of that map on the world map.<br />
<br />
[[File:Map_2d0_exit.png]]<br />
<br />
==ID: 0x20B==<br />
There is no map info but two exits leading to this location:<br />
<br />
[[File:Map_20B_exit.png]]<br />
<br />
==ID: 0x20D==<br />
There is no map info but two enemy birds and exits leading to the same position as 0x2D0:<br />
<br />
[[File:Map_2d0_exit.png]]<br />
<br />
==ID: 0x20E==<br />
There is no map info but an exit leading to this location:<br />
<br />
[[File:Map_20E_exit.png]]<br />
<br />
= Unused Auto Healing =<br />
<br />
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.<br />
<br />
The Hero Pike also heals four times faster than the Crystal Spear.<br />
<br />
= Unused Items =<br />
The game has space for 255 different Items.<br />
<br />
41 Entries are empty<br />
<br />
20 Entries are called "Item [Item ID]" and do nothing.<br />
<br />
13 Entries are unused and listed below:<br />
<br />
Only items between id 0 and 127 can have functions assigned to them, which means all the drinks below do nothing.<br />
<br />
Also all the other unused items have just stubbed functions and do nothing when used.<br />
<br />
{| class="wikitable"<br />
|-<br />
! ID<br />
! Icon<br />
! Name<br />
! Description<br />
|-<br />
| 48<br />
| [[File:Item_48.png]]<br />
| Aloe Leaves<br />
| "Leaves from an aloe plant."<br />
|-<br />
| 49<br />
| [[File:Item_49.png]]<br />
| Carrot<br />
| "A carrot."<br />
|-<br />
| 65<br />
| [[File:Item_65.png]]<br />
| Heaven Statue<br />
| "Used to summon rainfall."<br />
|-<br />
| 66<br />
| [[File:Item_66.png]]<br />
| Grass whistle<br />
| "Made of woven grass."<br />
|-<br />
| 68<br />
| [[File:Item_68.png]]<br />
| Airplane Parts<br />
| "No description."<br />
|-<br />
| 69<br />
| [[File:Item_69.png]]<br />
| Grenade<br />
| "No description."<br />
|-<br />
| 70<br />
| [[File:Item_70.png]]<br />
| Beeper<br />
| "No description."<br />
|-<br />
| 77<br />
| N/A<br />
| Powered Gear<br />
| "Enables lifting of heavy objects."<br />
|-<br />
|-<br />
| 127<br />
| N/A<br />
| Hex Rod<br />
| "Nothing here."<br />
|- <br />
| 192<br />
| N/A<br />
| STR Drink<br />
| "No description."<br />
|-<br />
| 193<br />
| N/A<br />
| DEF Drink<br />
| "No description."<br />
|-<br />
| 194<br />
| N/A<br />
| Life Drink<br />
| "No description."<br />
|-<br />
| 195<br />
| N/A<br />
| Luck Drink<br />
| "No description."<br />
|-<br />
|}<br />
<br />
= Old Chest Design =<br />
This design can also be seen in the Terranigma beta demo video and several pictures in magazines. <br />
<br />
The tile set of 0x3AB, 0x3AC and 0x3AD still have this design in them, but none of these maps have any chests.<br />
<br />
[[File:Terranigma_old_chest.png]]<br />
<br />
[[File:Terranigma_old_chest_nice.png]]<br />
<br />
= Unused/Unreachable Exits =<br />
These exits are usually not accessible via normal means, there are few in the game.<br />
<br />
== Ark's Room, ID: 0xF ==<br />
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).<br />
<br />
[[File:Ark_exit.png]]<br />
<br />
== 5th Tower Entrance, ID: 0x11C == <br />
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.<br />
<br />
[[File:Tower_5_entrances.png]]<br />
<br />
== Castle, ID 0x0426 ==<br />
This leads to the chest room mentioned below.<br />
<br />
<br />
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.<br />
It seems they forgot to update the script reflecting the change.<br />
<br />
[[File:Castle_exit_1.png]]<br />
<br />
== Castle, ID 0x421 ==<br />
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)<br />
<br />
[[File:Castle_exit_2.png]]<br />
<br />
<br />
== Stockholm, ID 0x1F4 == <br />
Both these doors have working exists, but on both of them are triggers, which are preventing access to them.<br />
<br />
The left leads to the actual house and within all doors work normally but there are no NPCs in there.<br />
<br />
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.<br />
# 0x00F - Ark's Room<br />
# 0x128 - Portal Overworld (0x04,0x01)<br />
# 0x07E - Lhasa Bed (0x0D,0x80)<br />
# 0x1F9 - Stockholm - Ark's room (0x30,0x40)<br />
# 0x127 - Portal Underowrld (0x35,0x80)<br />
<br />
[[File:Terra_stock_broken_door.png]]<br />
<br />
== Overworld, ID 0x2 == <br />
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.<br />
<br />
[[File:Exit_unused.png]]<br />
<br />
= Debug Functions =<br />
There are a few debug functions left in the game that normally can't be accessed.<br />
== Debug ==<br />
The script offers you three options:<br />
# Flight scene (Port to plane map: 5)<br />
# Ending (Port to map: 0x26)<br />
# Debug:<br />
*Level 34<br />
*Hexagonstab, Kristallspeer, Sonnenstab, Granitspeer, Dornenlanze, Löwenklaue, Eispickel<br />
*Schutzweste, Lederweste, Waldweste, Sonnenrüstung, Federanzug, Felljacke, Eispanzer, Mönchskutte<br />
*1 of each Ring/Pin<br />
*Enables Chest menu usages<br />
<br />
== Debug Port - 1 ==<br />
This script can port you directly to three different locations:<br />
# "French Village"<br />
# "Amazon Cave" <br />
# "French City" (the script automatically sets the event flags)<br />
<br />
In the German version they used "Froschdorf" and "Froschstadt" instead, Frosch means frog.<br />
<br />
== Debug Port - 2 ==<br />
This script can port you directly to four different locations:<br />
# "Dev. Rm" (0x32B)<br />
# "Mole" (0x57)<br />
# "Chicken" (0x32F)<br />
# "Eating" (0xBD)<br />
== Debug Port - 3 ==<br />
This script can port you directly to four different locations:<br />
# "Sqrl Vil" (0x38E)<br />
# "Sqrl C" (0x399)<br />
# "NY Town" (0x356)<br />
# "NY City" (0x36F)<br />
== Debug Port - 4 ==<br />
This script can port you directly to four different locations:<br />
# KAIHATU [Quintet]<br />
# TATAKI [Lion's Den]<br />
# NIWA [Chicken Race]<br />
# O-GUI [Eating Challenge]<br />
== Event Flags ==<br />
This script allows you to set event flags counted in bits.<br />
<br />
== Sound Test ==<br />
This allows you to play sound effects and music tracks from the game.<br />
<br />
This only works in the Japanese and French versions. In the French version all the title names are just blank but it still works.<br />
<br />
In all other version trying to call this script will cause a freeze. For some reason the script missing quite a bit of code, also all names point to 00 instead of the 0xD4 text end, trying to draw any title would cause a crash.<br />
<br />
= Secrets and other oddities =<br />
== Talking Palm Tree, ID: 0x328 ==<br />
It is actually possible to "talk" to the Palm Tree, which says something different in the German version.<br />
<br />
[[File:Enix_plant_jap.png]]"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"<br />
<br />
[[File:Enix_plant_ger.png]]<br />
"Hello (slang)! I am the [script] writer of the German game."<br />
<br />
[[File:enix_plant_eng.png]]<br />
<br />
[[File:Enix_plant_spa.png]]<br />
<br />
== Talking Zombies, ID: 0x1CD ==<br />
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.<br />
<br />
[[File:Zombie_talk.png]]<br />
<br />
== Destroyable wisps that drop money, ID: 0xA ==<br />
<br />
After returning to the underworld speaking to the people turns them into wisps that will try to attack you.<br />
<br />
You can use any throw able item to kill them and they have a chance to drop 100/200/300 gold.<br />
<br />
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.<br />
<br />
Which maps to the WRAM of the SNES and 0x8D000E can randomly be either of those values.<br />
<br />
[[File:Crysta_whips_gold.png]]<br />
<br />
== Hidden Publisher Name, ID: 0x2D5 ==<br />
<br />
[[File:map_enix.png]]<br />
<br />
== Hidden Debug Message ==<br />
These are loaded into VRAM at some points.<br />
<br />
=== ? - 1 ===<br />
This is loaded into VRAM as soon as the game is started and never loaded again.<br />
<br />
[[File:jap_msg.png]]<br />
<br />
=== ? - 2 ===<br />
This is loaded when you enter the Mosque area.<br />
<br />
[[File:Jap_msg_2.png]]<br />
<br />
== Angry Turtle, ID: 0x47 ==<br />
After jumping a 2nd time the following message will appear if you jump again the 2nd message will appear.<br />
<br />
Once Lhasa is on the map this won't work anymore.<br />
<br />
[[File:tg_angry_1.png]]<br />
<br />
[[File:tg_angry_2.png]]<br />
<br />
= Unusable Chests = <br />
A few maps have chests that can't be opened.<br />
<br />
== Secret Areas, ID: 0x2C7, 0x2D2 ==<br />
The map on the right is also unused and has no exits.<br />
<br />
[[File:Chest_nouse.png]]<br />
<br />
== Castle Hidden Room, ID 0x432 ==<br />
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.<br />
<br />
[[File:Chest_nouse_2.png]]<br />
<br />
== Grecliff, ID 0x014A/0x014B ==<br />
Chest information only exists on map ID 0x014B, so it will look always closed on the other map ID 0x014A.<br />
<br />
[[File:grecliff_chest_14B.png]] [[File:Grecliff_chest_14A.png]]<br />
<br />
= Missing Chests =<br />
<br />
A few maps have chest information but the chest is missing.<br />
<br />
== Safarium, ID: 0x4D ==<br />
<br />
S.Bulb at X:13 Y:26<br />
<br />
== Treecave, ID: 0x132 ==<br />
<br />
P.Cure at X:31 Y:7<br />
<br />
== Loran, ID: 0x66 ==<br />
<br />
FireRing at X:7 Y:26<br />
<br />
== Loran, ID: 0x67 ==<br />
<br />
FireRing at X:7 Y:26<br />
<br />
= Quintet Quiz =<br />
<br />
Only in the Japanese version there is a quiz, where you are rewarded with a magicrock after answering all 18 questions correctly.<br />
<br />
The Quiz has been translated in the German, French and Spanish version but is not accessible.<br />
<br />
Read about it [[Quintet Quiz|here]] .<br />
<br />
= Pre-release Versions =<br />
As recently discovered (27th July 2015) [http://www.unseen64.net/2015/07/27/terranigma-beta-snes/] some kind of beta version seems to exist.<br />
<br />
This versions has a lot of differences between the final version of the game.<br />
* Different chest graphic<br />
* Elder's room has vase and something else lying on the ground<br />
* Green decoration around the UI<br />
* Ring menu is an overlay UI selection<br />
* A very different intro, showing an hatching egg<br />
* Different sound effects<br />
* Tower has not yet the climbing chains but you can climb it<br />
* Recreation room doesn't exist yet, a different animation is shown<br />
Further proof for this is some French magazine which previewed Terranigma had three screenshots from the same or similar version.<br />
<br />
No pre-release/beta dumps for Terranigma seem to exist.<br />
<br />
More detailed information can be found [[Terranigma_(Pre-release)|here]].</div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1094Terranigma (Pre-release)2023-08-11T13:02:31Z<p>Crediar: /* Fighting the ghost with level one? */ - Updated pictures</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
<br />
=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
<br />
[[File:Fr_meg_1.png]]<br />
<br />
=Beta Tower=<br />
<br />
[[File:Tower_beta_2.png]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
<br />
[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
<br />
[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
<br />
=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
<br />
=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
<br />
="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
<br />
=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
<br />
[[File:Video_tower_head.png|500px]]<br />
<br />
= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
<br />
Ark has the green weapon in those pictures as well.<br />
<br />
[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
<br />
You can not have this spell with level six.<br />
<br />
[[File:spell_beta_2.png]]<br />
<br />
= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
<br />
[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
Some kind of chest looking item, which is no longer in the game.<br />
<br />
[[File:Unknown_item_3.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
<br />
[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
<br />
= Beta Weapons =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_weapons_.png|500px]]<br />
<br />
= Beta Items=<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_items.png|500px]]<br />
<br />
= Beta Armor =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_armor.png|500px]]<br />
<br />
= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
<br />
[[File:Beta_ship_no_habour_.png|500px]]<br />
<br />
== This place can't be reached in the pre flower stage ==<br />
<br />
[[File:Beta_unreachable_.png|500px]]<br />
<br />
== How is that even possible? ==<br />
Shows old Tokyo version<br />
<br />
[[File:Beta_unreachable_2.png|500px]]<br />
<br />
== Fighting the ghost with level one? ==<br />
It seems there is something in place preventing you from taking any damage.<br />
<br />
[[File:Beta_ghost_3_.png|350px]][[File:Beta_ghost_1_.png|350px]][[File:Beta_ghost_2_.png|350px]]<br />
<br />
== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
<br />
= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
==Ark's Room==<br />
A pot got removed.<br />
<br />
[[File:Beta_ark_room_.png|500px]]<br />
<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
<br />
[[File:Four_guys_beta.png]]<br />
<br />
== Normads ==<br />
The tents are blue.<br />
<br />
[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
<br />
[[File:Beta_normads_tent_.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
<br />
[[File:Beta louran event_.png|500px]]<br />
<br />
== Crysta ==<br />
This place is way more detailed than the final version also has more NPCs, also the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png]] [[File:Beta_crysta_2_.png|500px]]<br />
<br />
There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
<br />
[[File:Crysta_chicken_beta.png|500px]]<br />
<br />
== Quintet Quiz ==<br />
The textures of the ground is different and there is no Magicrock.<br />
<br />
[[File:Beta_quintet_quiz.png|500px]]<br />
<br />
== Town Design ==<br />
The textures of the ground and the houses changed.<br />
<br />
[[File:Unknown_town_beta_3_.png|500px]]<br />
<br />
== Elder's room ==<br />
In this version the old save book look and the old chest design can be seen and there was an additional vase at the top right.<br />
<br />
Furthermore this is showing the [[Additional_Information#Old_Chest_Design|old chest design]].<br />
<br />
[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
<br />
== Lumina (Red Earth) == <br />
This version is more like the restored version.<br />
<br />
[[File:Beta_lumina.png|500px]]<br />
<br />
== Sanctuary ==<br />
Basically the whole map is different except the flower.<br />
<br />
[[File:Beta_sanc_2_.png|500px]]<br />
<br />
== Sanctuary ==<br />
Different stone texture.<br />
<br />
[[File:beta_sanc_3_.png|500px]]<br />
<br />
== Sanctuary ==<br />
The table in front of the bird is different, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
<br />
== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
<br />
[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
<br />
== Door Room Version ==<br />
The room has only three doors instead of five and an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_ghost_3_.png&diff=1093File:Beta ghost 3 .png2023-08-11T12:58:44Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_ghost_2_.png&diff=1092File:Beta ghost 2 .png2023-08-11T12:58:09Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_ghost_1_.png&diff=1091File:Beta ghost 1 .png2023-08-11T12:57:18Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1090Terranigma (Pre-release)2023-08-11T12:54:31Z<p>Crediar: /* Beta Room Changes */ - Quintet Quiz</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
<br />
=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
<br />
[[File:Fr_meg_1.png]]<br />
<br />
=Beta Tower=<br />
<br />
[[File:Tower_beta_2.png]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
<br />
[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
<br />
[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
<br />
=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
<br />
=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
<br />
="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
<br />
=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
<br />
[[File:Video_tower_head.png|500px]]<br />
<br />
= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
<br />
Ark has the green weapon in those pictures as well.<br />
<br />
[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
<br />
You can not have this spell with level six.<br />
<br />
[[File:spell_beta_2.png]]<br />
<br />
= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
<br />
[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
Some kind of chest looking item, which is no longer in the game.<br />
<br />
[[File:Unknown_item_3.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
<br />
[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
<br />
= Beta Weapons =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_weapons_.png|500px]]<br />
<br />
= Beta Items=<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_items.png|500px]]<br />
<br />
= Beta Armor =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_armor.png|500px]]<br />
<br />
= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
<br />
[[File:Beta_ship_no_habour_.png|500px]]<br />
<br />
== This place can't be reached in the pre flower stage ==<br />
<br />
[[File:Beta_unreachable_.png|500px]]<br />
<br />
== How is that even possible? ==<br />
Shows old Tokyo version<br />
<br />
[[File:Beta_unreachable_2.png|500px]]<br />
<br />
== Fighting the ghost with level one? ==<br />
<br />
[[File:Beta_ghost_1.png]][[File:Beta_ghost_2.png]][[File:Beta_ghost_3.png]]<br />
<br />
== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
<br />
= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
==Ark's Room==<br />
A pot got removed.<br />
<br />
[[File:Beta_ark_room_.png|500px]]<br />
<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
<br />
[[File:Four_guys_beta.png]]<br />
<br />
== Normads ==<br />
The tents are blue.<br />
<br />
[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
<br />
[[File:Beta_normads_tent_.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
<br />
[[File:Beta louran event_.png|500px]]<br />
<br />
== Crysta ==<br />
This place is way more detailed than the final version also has more NPCs, also the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png]] [[File:Beta_crysta_2_.png|500px]]<br />
<br />
There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
<br />
[[File:Crysta_chicken_beta.png|500px]]<br />
<br />
== Quintet Quiz ==<br />
The textures of the ground is different and there is no Magicrock.<br />
<br />
[[File:Beta_quintet_quiz.png|500px]]<br />
<br />
== Town Design ==<br />
The textures of the ground and the houses changed.<br />
<br />
[[File:Unknown_town_beta_3_.png|500px]]<br />
<br />
== Elder's room ==<br />
In this version the old save book look and the old chest design can be seen and there was an additional vase at the top right.<br />
<br />
Furthermore this is showing the [[Additional_Information#Old_Chest_Design|old chest design]].<br />
<br />
[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
<br />
== Lumina (Red Earth) == <br />
This version is more like the restored version.<br />
<br />
[[File:Beta_lumina.png|500px]]<br />
<br />
== Sanctuary ==<br />
Basically the whole map is different except the flower.<br />
<br />
[[File:Beta_sanc_2_.png|500px]]<br />
<br />
== Sanctuary ==<br />
Different stone texture.<br />
<br />
[[File:beta_sanc_3_.png|500px]]<br />
<br />
== Sanctuary ==<br />
The table in front of the bird is different, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
<br />
== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
<br />
[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
<br />
== Door Room Version ==<br />
The room has only three doors instead of five and an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_ghost_1.png&diff=1089File:Beta ghost 1.png2023-08-11T12:53:35Z<p>Crediar: Crediar uploaded a new version of File:Beta ghost 1.png</p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_quintet_quiz.png&diff=1088File:Beta quintet quiz.png2023-08-11T12:47:59Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=Bugs&diff=1087Bugs2023-08-10T23:22:00Z<p>Crediar: /* Louran - OOB */ - Updated incorrect instructions</p>
<hr />
<div>= Item Usage while being dead =<br />
Location: Anywhere with enemies.<br />
<br />
Effect: You can still use some item or some ring/pin after which you actually die.<br />
<br />
Instructions:<br />
*Be at a low enough health value that the next hit will be fatal<br />
*Jump into an enemy while holding menu<br />
<br />
Example: (Also shows the Cheat Death part)<br />
[https://www.youtube.com/watch?v=wTE6Kwz73BM View]<br />
<br />
= Cheat Death =<br />
Location: Anywhere with enemies and where spells can be used.<br />
<br />
Effect: Even though you died you can restore your health and continue playing.<br />
<br />
Instructions:</br><br />
Note: Any healing item will not work for this<br />
*Be at a low enough health value that the next hit will be fatal<br />
*Jump into an enemy while holding menu<br />
*Use the Grass pin<br />
<br />
Example:<br />
[https://www.youtube.com/watch?v=wTE6Kwz73BM View]<br />
<br />
= Incorrectly Sized Exit Trigger =<br />
Location: Desert (0x27A), Polynesia (0x2BC)<br />
<br />
Effect: You can walk out of bounce in either direction.<br />
<br />
Instructions: Go to the upper left area as seen in the screenshots where there are none of the exit triggers.<br />
<br />
[[File:Desert_exit.png]][[File:Poly_exit.png]]<br />
<br />
Walk out of the screen till only a few pixel of Ark's shadow are left to see, now you can just walk out of bounce to either sides.<br />
[[File:Desert_oob.png]]<br />
<br />
= Missing Collision =<br />
Location: Hidden Area (0x2D5)<br />
<br />
Effect: Due missing collision you can walk upon the left ledge on the map. Trying to go left will wrap your coordinates around and trigger the right side exit which covers the complete right side. The way upwards is blocked.<br />
<br />
Instructions:<br />
<br />
#Just walk to the tile next to two stones and walk onto the ledge<br />
<br />
[[File:Hidden_col.png]][[File:Hidden_col2.png]]<br />
<br />
<br />
= Undying Liam Glitch =<br />
Location: Canyon (0x213)<br />
<br />
Effect: Liam can't die anymore and keeps getting hit by the birds. This spawns more sprites than can be displayed and when getting close to Liam sprite glitches out and explodes.<br />
<br />
After this the bird sprite is corrupted, no further effect is known yet.<br />
<br />
Instructions:<br />
<br />
#Talk to Liam and then leave the screen<br />
#Equip the chest<br />
#Enter the screen while buffering the chest<br />
#Use the fire ring<br />
<br />
<br />
Example:<br />
[https://www.youtube.com/watch?v=3i3Tu5YCh08 View]<br />
<br />
= Control Ark in Opening Cutscene =<br />
Location: Crysta (0x25) - Opening Cutscene<br />
<br />
Effect: Ark can be controlled for about two seconds<br />
<br />
Instructions: Press any face button or start/select<br />
<br />
Note: Since this is a different map than the real Crysta none of the doors work nor can anything be interacted with.<br />
<br />
Example:<br />
[https://www.youtube.com/watch?v=1cxlS4nARC8 View]<br />
<br />
= Super Slide =<br />
Location: Eklemata (0x017C) - Ice ramp before avalanche<br />
<br />
Effect: Ark runs down the ramp a lot faster than normal<br />
<br />
Instructions: Currently unknown how to triggers this reliably.<br />
<br />
Note: There seems to an additional unknown random element required for this to work.<br />
<br />
[[File:Super_slide_1.png]]<br />
[[File:Super_slide_2.png]]<br />
[[File:Super_slide_3.png]]<br />
[[File:Super_slide_4.png]]<br />
<br />
Example:<br />
[https://www.youtube.com/watch?v=AHiwNtySGgU View]<br />
<br />
=Louran - OOB=<br />
Location: Louran, Room before Meilin (0x1CF->0x01D0), maybe others?<br />
<br />
Effect: The map interaction flag doesn't get set again, which means Ark no longer interacts with anything on the map (no collision) including objects like Magicrocks.<br />
<br />
Instructions:<br />
<br />
# While walking into the cutscene with Meilin at the end of Louran open the ring menu<br />
# Use the Bonepin<br />
# While re-entering the room cancel the first text box as soon as possible<br />
# Wait for the cutscene to be over<br />
<br />
Example:<br />
<br />
[https://www.youtube.com/watch?v=RGvbWAiZATs View]<br />
<br />
=Control a Chicken (ACE)=<br />
Location: Tower 5, Shadow Keeper<br />
<br />
Effect: Be in "control" of the chicken in the cutscene at the end<br />
<br />
Instructions:<br />
# Reduce your HP so a single hit from the enemy will kill you<br />
# Have enough experience so the Shadow Keeper's death will give you a level up<br />
# Jump into the enemy and while being invincible use a fire ring to kill the boss<br />
<br />
Using the ring chest will freeze the game while jumping kind of works, moving does work when running, you can still go into the menu.<br />
<br />
Note: This can further be used for [[ACE|ACE]] and even a [[CreditsWarp|credits warp]].<br />
<br />
Example:<br />
<br />
[https://www.youtube.com/watch?v=ElziI_Y3Dzw View]<br />
<br />
=Undying Ark=<br />
Location: Castle main hall (0x1D8)<br />
<br />
Effect: Ark becomes intractable, which means enemies can no longer interact with him and he can't die. <br />
<br />
Lasting: This effect ends when changing the room and your HP is set to 1HP or when you are eating any healing item in-game though if you eat something you will die.<br />
<br />
Instructions:<br />
<br />
# Reduce your HP so a single hit from the Cursed Armor enemy will kill you<br />
# Lure one of the enemies to the top of the stairs<br />
# Trigger the cutscene from when walking up the stairs<br />
# Hope to be hit by the enemy<br />
<br />
Alternative method:<br />
<br />
# Get diseased by on of the bats in the cellar of the castle<br />
# Go into the cutscene<br />
# During the first dialog hold any direction this will keep the disease doing damage to you, do this until no more damage numbers appear.<br />
# Continue the cutscene<br />
<br />
Example:<br />
<br />
[https://www.youtube.com/watch?v=1hdiGFZeK0w View]<br />
<br />
<br />
[[File:Terra_ud_gl.png]]<br />
<br />
=Endless Dark Twins Boss=<br />
Location: Dark Twins Boss (0x014D)<br />
<br />
Effect: Dark Twins respawns when Ark leave the room hence can be endlessly be farmed for XP when its killed while jumping off the stage.<br />
<br />
Each kill gives you 500 XP which is a lot around the early levels and can be used to quickly level up to 15.<br />
<br />
Lasting: Endless until the cutscene is triggered.<br />
<br />
Instructions:<br />
<br />
# Wait for the Dark Twins to be in a good position on the sides and kill it while jumping off<br />
<br />
=Desert Skip=<br />
Location: Taklama (0x206)<br />
<br />
Effect: Skip correct path which saves time<br />
<br />
Instructions:<br />
<br />
# Walk northwest until two close stones appear then walk to the north till the skull appears then walk out left.<br />
<br />
=Stored Level Up=<br />
Location: Any with an enemy<br />
<br />
Effect: A level up is stored and triggered at certain in-game events.<br />
<br />
This allows you to walk over water and holes also makes you no longer fall down ledges.<br />
<br />
Lasting: Till certain events: stop moving, enter other room, talk to people<br />
<br />
Instructions:<br />
<br />
# Get enough experience points so that the next enemy will result in a level up<br />
# Die while killing an enemy<br />
# Hold L this will automatically open the save screen<br />
# Your level up is now stored<br />
<br />
Effect:<br />
[https://www.youtube.com/watch?v=s18YNBUXBpc View]<br />
<br />
=Swim Anywhere and Undying=<br />
<br />
Location: Any place with water and enemies<br />
<br />
Effect: You can swim anywhere but walls still have collision and you can't die when you have 0 HP. <br />
<br />
Even in this state you are still affected by the strong currents.<br />
<br />
Lasting: Till changing rooms<br />
<br />
Instructions: Currently unknown how to triggers this reliably.<br />
<br />
# See video: [https://www.youtube.com/watch?v=61GzHTkHDhY View]<br />
<br />
=Door Opening Scene Skip=<br />
<br />
Location: Room with forbidden door (0x0C)<br />
<br />
Effect: The cutscene after opening the door is skipped<br />
<br />
Instructions:<br />
<br />
# Use one pot to damage the door once<br />
# Take another pot, stand about below the lowest guy and then run+throw and walk right out<br />
<br />
=Clear text box skip=<br />
<br />
Location: Any textbox with clear background<br />
<br />
Effect: Text is skipped<br />
<br />
Instructions:<br />
<br />
# Press select to open menu<br />
# Close menu<br />
<br />
Sidenote: This is actually mentioned on the [https://web.archive.org/web/20070928014230/http://www.quintet.co.jp/q_games.html official website]: <br />
<br />
「かごめかごめ」の歌詞が消える? (The lyrics of "Kagome Kagome" disappear?)<br />
シルバイン城のボス、ブラッディーマリーと戦う前の「かごめかごめ」。 ("Kagome Kagome" before fighting the boss of Sylvain Castle, Bloody Mary.)<br />
このときセレクトを押してアイテムウインドウを出してから元の画面に戻す。 (At this time, press Select to bring out the item window and return to the original screen.)<br />
すると「かごめかごめの」歌詞が消えてしまうよ。 (Then the lyrics of "Kagome Kagome" will disappear.)<br />
<br />
= Setups =<br />
<br />
These are things that might help trigger other glitches or bugs.<br />
<br />
== Ring move to Center ==<br />
<br />
Location: Any<br />
<br />
Instructions: Use any ring that moves you to the centre like the orcane ring, during the move all on-touch and range-triggers will be triggered.<br />
After the magic use you will be returned to your original position and can go into the chest and use any item.<br />
<br />
# See video: [https://www.youtube.com/watch?v=Xi_zGm-HbmM View]</div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1086Terranigma (Pre-release)2023-08-10T17:45:11Z<p>Crediar: /* Ark's Room */</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
<br />
=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
<br />
[[File:Fr_meg_1.png]]<br />
<br />
=Beta Tower=<br />
<br />
[[File:Tower_beta_2.png]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
<br />
[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
<br />
[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
<br />
=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
<br />
=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
<br />
="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
<br />
=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
<br />
[[File:Video_tower_head.png|500px]]<br />
<br />
= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
<br />
Ark has the green weapon in those pictures as well.<br />
<br />
[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
<br />
You can not have this spell with level six.<br />
<br />
[[File:spell_beta_2.png]]<br />
<br />
= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
<br />
[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
Some kind of chest looking item, which is no longer in the game.<br />
<br />
[[File:Unknown_item_3.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
<br />
[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
<br />
= Beta Weapons =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_weapons_.png|500px]]<br />
<br />
= Beta Items=<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_items.png|500px]]<br />
<br />
= Beta Armor =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_armor.png|500px]]<br />
<br />
= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
<br />
[[File:Beta_ship_no_habour_.png|500px]]<br />
<br />
== This place can't be reached in the pre flower stage ==<br />
<br />
[[File:Beta_unreachable_.png|500px]]<br />
<br />
== How is that even possible? ==<br />
Shows old Tokyo version<br />
<br />
[[File:Beta_unreachable_2.png|500px]]<br />
<br />
== Fighting the ghost with level one? ==<br />
<br />
[[File:Beta_ghost_1.png]][[File:Beta_ghost_2.png]][[File:Beta_ghost_3.png]]<br />
<br />
== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
<br />
= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
==Ark's Room==<br />
A pot got removed.<br />
<br />
[[File:Beta_ark_room_.png|500px]]<br />
<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
<br />
[[File:Four_guys_beta.png]]<br />
<br />
== Normads ==<br />
The tents are blue.<br />
<br />
[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
<br />
[[File:Beta_normads_tent_.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
<br />
[[File:Beta louran event_.png|500px]]<br />
<br />
== Cysta ==<br />
This place is way more detailed than the final version also has more NPCs, also the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png]] [[File:Beta_crysta_2_.png|500px]]<br />
<br />
There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
<br />
[[File:Crysta_chicken_beta.png|500px]]<br />
<br />
== Town Design ==<br />
The textures of the ground and the houses changed.<br />
<br />
[[File:Unknown_town_beta_3_.png|500px]]<br />
<br />
== Elder's room ==<br />
In this version the old save book look and the old chest design can be seen and there was an additional vase at the top right.<br />
<br />
Furthermore this is showing the [[Additional_Information#Old_Chest_Design|old chest design]].<br />
<br />
[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
<br />
== Lumina (Red Earth) == <br />
This version is more like the restored version.<br />
<br />
[[File:Beta_lumina.png|500px]]<br />
<br />
== Sanctuary ==<br />
Basically the whole map is different except the flower.<br />
<br />
[[File:Beta_sanc_2_.png|500px]]<br />
<br />
== Sanctuary ==<br />
Different stone texture.<br />
<br />
[[File:beta_sanc_3_.png|500px]]<br />
<br />
== Sanctuary ==<br />
The table in front of the bird is different, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
<br />
== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
<br />
[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
<br />
== Door Room Version ==<br />
The room has only three doors instead of five and an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_ark_room_.png&diff=1085File:Beta ark room .png2023-08-10T17:44:33Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1084Terranigma (Pre-release)2023-08-10T14:50:39Z<p>Crediar: /* Beta Unused Item */ - Chest looking item</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
<br />
=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
<br />
[[File:Fr_meg_1.png]]<br />
<br />
=Beta Tower=<br />
<br />
[[File:Tower_beta_2.png]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
<br />
[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
<br />
[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
<br />
=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
<br />
=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
<br />
="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
<br />
=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
<br />
[[File:Video_tower_head.png|500px]]<br />
<br />
= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
<br />
Ark has the green weapon in those pictures as well.<br />
<br />
[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
<br />
You can not have this spell with level six.<br />
<br />
[[File:spell_beta_2.png]]<br />
<br />
= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
<br />
[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
Some kind of chest looking item, which is no longer in the game.<br />
<br />
[[File:Unknown_item_3.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
<br />
[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
<br />
= Beta Weapons =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_weapons_.png|500px]]<br />
<br />
= Beta Items=<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_items.png|500px]]<br />
<br />
= Beta Armor =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_armor.png|500px]]<br />
<br />
= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
<br />
[[File:Beta_ship_no_habour_.png|500px]]<br />
<br />
== This place can't be reached in the pre flower stage ==<br />
<br />
[[File:Beta_unreachable_.png|500px]]<br />
<br />
== How is that even possible? ==<br />
Shows old Tokyo version<br />
<br />
[[File:Beta_unreachable_2.png|500px]]<br />
<br />
== Fighting the ghost with level one? ==<br />
<br />
[[File:Beta_ghost_1.png]][[File:Beta_ghost_2.png]][[File:Beta_ghost_3.png]]<br />
<br />
== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
<br />
= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
==Ark's Room==<br />
A pot got removed.<br />
<br />
[[File:Beta_ark_room.png]]<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
<br />
[[File:Four_guys_beta.png]]<br />
<br />
== Normads ==<br />
The tents are blue.<br />
<br />
[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
<br />
[[File:Beta_normads_tent_.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
<br />
[[File:Beta louran event_.png|500px]]<br />
<br />
== Cysta ==<br />
This place is way more detailed than the final version also has more NPCs, also the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png]] [[File:Beta_crysta_2_.png|500px]]<br />
<br />
There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
<br />
[[File:Crysta_chicken_beta.png|500px]]<br />
<br />
== Town Design ==<br />
The textures of the ground and the houses changed.<br />
<br />
[[File:Unknown_town_beta_3_.png|500px]]<br />
<br />
== Elder's room ==<br />
In this version the old save book look and the old chest design can be seen and there was an additional vase at the top right.<br />
<br />
Furthermore this is showing the [[Additional_Information#Old_Chest_Design|old chest design]].<br />
<br />
[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
<br />
== Lumina (Red Earth) == <br />
This version is more like the restored version.<br />
<br />
[[File:Beta_lumina.png|500px]]<br />
<br />
== Sanctuary ==<br />
Basically the whole map is different except the flower.<br />
<br />
[[File:Beta_sanc_2_.png|500px]]<br />
<br />
== Sanctuary ==<br />
Different stone texture.<br />
<br />
[[File:beta_sanc_3_.png|500px]]<br />
<br />
== Sanctuary ==<br />
The table in front of the bird is different, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
<br />
== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
<br />
[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
<br />
== Door Room Version ==<br />
The room has only three doors instead of five and an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=File:Unknown_item_3.png&diff=1083File:Unknown item 3.png2023-08-10T13:51:38Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=Additional_Information&diff=1082Additional Information2023-08-10T12:26:54Z<p>Crediar: /* Eklemata, ID: 0x181, 0x183, 0x17A */</p>
<hr />
<div>= Unused Maps =<br />
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.<br />
<br />
The unused maps that are left in the game are one test level and a few maps.<br />
<br />
== Collision Test Level, ID: 6 ==<br />
This level features collisions tiles seemingly placed randomly.<br />
<br />
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.<br />
<br />
[[File:Terranigma_map_6.png|500px]]<br />
<br />
== Tower rooms, ID: 0xBA, 0xBB, 0xBC ==<br />
Though all three maps are connected there is no exit that leads to the first part (left).<br />
<br />
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.<br />
<br />
None of the chest contain anything, they can't be opened as there is no chest information for this map.<br />
<br />
[[File:Tower_1.png]][[File:Tower_2.png]][[File:Tower_3.png]]<br />
<br />
== Eklemata, ID: 0x181, 0x183, 0x17A ==<br />
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.<br />
<br />
[[File:Eklemata_unused_1.png|500px]]<br />
<br />
This map in its current state is also broken, the tiles next to the ropes make it impossible to get on them. <br />
<br />
[[File:Eklemata_unused_2.png|500px]]<br />
<br />
This map seems to be an earlier version of 0x175, the chest doesn't work and it is missing a ledge.<br />
<br />
[[File:Eklemata_unused_3.png|500px]]<br />
<br />
== Unknown Houses in Litz (0x0394, 0x03A8) == <br />
Both also have the exit within the walls.<br />
<br />
[[File:Litz_House_3A8.png]][[File:Litz_House_394.png]]<br />
<br />
== Police and Jail in Liberty (Modern), 0x36C, 0x36D ==<br />
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.<br />
<br />
[[File:Terra_police.png]] [[File:Terra_police_jail.png]]<br />
<br />
== Unknown Shop in Suncoast, ID: 0x3F1, 0x3FF ==<br />
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.<br />
<br />
[[File:shop_unk_1.png]][[File:shop_unk_2.png]]<br />
<br />
These are police stations.<br />
<br />
[[File:shop_unk_out_1.png]][[File:shop_unk_out_2.png]]<br />
<br />
= Unused Map Areas =<br />
<br />
== Boss - Dark Gaia, ID: 0x280 ==<br />
<br />
A large part of the map is never used, only the part in the red box is ever seen in-game.<br />
<br />
[[File:boss_unused_map_part.png]]<br />
<br />
== Black Market - Broken cell, ID: 0x382 ==<br />
<br />
This seems to be unused also no event flag can trigger this.<br />
<br />
[[File:Terra_broken_jail.png]]<br />
<br />
= Unused Secret Areas =<br />
<br />
==ID: 0x2C7==<br />
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)<br />
<br />
[[File:Map_02C7.png]]<br />
<br />
==ID: 0x2D0==<br />
[[File:Map_2d0.png]]<br />
<br />
The location of that map on the world map.<br />
<br />
[[File:Map_2d0_exit.png]]<br />
<br />
==ID: 0x20B==<br />
There is no map info but two exits leading to this location:<br />
<br />
[[File:Map_20B_exit.png]]<br />
<br />
==ID: 0x20D==<br />
There is no map info but two enemy birds and exits leading to the same position as 0x2D0:<br />
<br />
[[File:Map_2d0_exit.png]]<br />
<br />
==ID: 0x20E==<br />
There is no map info but an exit leading to this location:<br />
<br />
[[File:Map_20E_exit.png]]<br />
<br />
= Unused Auto Healing =<br />
<br />
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.<br />
<br />
The Hero Pike also heals four times faster than the Crystal Spear.<br />
<br />
= Unused Items =<br />
The game has space for 255 different Items.<br />
<br />
41 Entries are empty<br />
<br />
20 Entries are called "Item [Item ID]" and do nothing.<br />
<br />
13 Entries are unused and listed below:<br />
<br />
Only items between id 0 and 127 can have functions assigned to them, which means all the drinks below do nothing.<br />
<br />
Also all the other unused items have just stubbed functions and do nothing when used.<br />
<br />
{| class="wikitable"<br />
|-<br />
! ID<br />
! Icon<br />
! Name<br />
! Description<br />
|-<br />
| 48<br />
| [[File:Item_48.png]]<br />
| Aloe Leaves<br />
| "Leaves from an aloe plant."<br />
|-<br />
| 49<br />
| [[File:Item_49.png]]<br />
| Carrot<br />
| "A carrot."<br />
|-<br />
| 65<br />
| [[File:Item_65.png]]<br />
| Heaven Statue<br />
| "Used to summon rainfall."<br />
|-<br />
| 66<br />
| [[File:Item_66.png]]<br />
| Grass whistle<br />
| "Made of woven grass."<br />
|-<br />
| 68<br />
| [[File:Item_68.png]]<br />
| Airplane Parts<br />
| "No description."<br />
|-<br />
| 69<br />
| [[File:Item_69.png]]<br />
| Grenade<br />
| "No description."<br />
|-<br />
| 70<br />
| [[File:Item_70.png]]<br />
| Beeper<br />
| "No description."<br />
|-<br />
| 77<br />
| N/A<br />
| Powered Gear<br />
| "Enables lifting of heavy objects."<br />
|-<br />
|-<br />
| 127<br />
| N/A<br />
| Hex Rod<br />
| "Nothing here."<br />
|- <br />
| 192<br />
| N/A<br />
| STR Drink<br />
| "No description."<br />
|-<br />
| 193<br />
| N/A<br />
| DEF Drink<br />
| "No description."<br />
|-<br />
| 194<br />
| N/A<br />
| Life Drink<br />
| "No description."<br />
|-<br />
| 195<br />
| N/A<br />
| Luck Drink<br />
| "No description."<br />
|-<br />
|}<br />
<br />
= Old Chest Design =<br />
This design can also be seen in the Terranigma beta demo video.<br />
<br />
The tile set of 0x3AB, 0x3AC and 0x3AD still have this design in them, but none of these maps have any chests.<br />
<br />
[[File:Terranigma_old_chest.png]]<br />
<br />
[[File:Terranigma_old_chest_nice.png]]<br />
<br />
= Unused/Unreachable Exits =<br />
These exits are usually not accessible via normal means, there are few in the game.<br />
<br />
== Ark's Room, ID: 0xF ==<br />
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).<br />
<br />
[[File:Ark_exit.png]]<br />
<br />
== 5th Tower Entrance, ID: 0x11C == <br />
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.<br />
<br />
[[File:Tower_5_entrances.png]]<br />
<br />
== Castle, ID 0x0426 ==<br />
This leads to the chest room mentioned below.<br />
<br />
<br />
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.<br />
It seems they forgot to update the script reflecting the change.<br />
<br />
[[File:Castle_exit_1.png]]<br />
<br />
== Castle, ID 0x421 ==<br />
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)<br />
<br />
[[File:Castle_exit_2.png]]<br />
<br />
<br />
== Stockholm, ID 0x1F4 == <br />
Both these doors have working exists, but on both of them are triggers, which are preventing access to them.<br />
<br />
The left leads to the actual house and within all doors work normally but there are no NPCs in there.<br />
<br />
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.<br />
# 0x00F - Ark's Room<br />
# 0x128 - Portal Overworld (0x04,0x01)<br />
# 0x07E - Lhasa Bed (0x0D,0x80)<br />
# 0x1F9 - Stockholm - Ark's room (0x30,0x40)<br />
# 0x127 - Portal Underowrld (0x35,0x80)<br />
<br />
[[File:Terra_stock_broken_door.png]]<br />
<br />
== Overworld, ID 0x2 == <br />
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.<br />
<br />
[[File:Exit_unused.png]]<br />
<br />
= Debug Functions =<br />
There are a few debug functions left in the game that normally can't be accessed.<br />
== Debug ==<br />
The script offers you three options:<br />
# Flight scene (Port to plane map: 5)<br />
# Ending (Port to map: 0x26)<br />
# Debug:<br />
*Level 34<br />
*Hexagonstab, Kristallspeer, Sonnenstab, Granitspeer, Dornenlanze, Löwenklaue, Eispickel<br />
*Schutzweste, Lederweste, Waldweste, Sonnenrüstung, Federanzug, Felljacke, Eispanzer, Mönchskutte<br />
*1 of each Ring/Pin<br />
*Enables Chest menu usages<br />
<br />
== Debug Port - 1 ==<br />
This script can port you directly to three different locations:<br />
# "French Village"<br />
# "Amazon Cave" <br />
# "French City" (the script automatically sets the event flags)<br />
<br />
In the German version they used "Froschdorf" and "Froschstadt" instead, Frosch means frog.<br />
<br />
== Debug Port - 2 ==<br />
This script can port you directly to four different locations:<br />
# "Dev. Rm" (0x32B)<br />
# "Mole" (0x57)<br />
# "Chicken" (0x32F)<br />
# "Eating" (0xBD)<br />
== Debug Port - 3 ==<br />
This script can port you directly to four different locations:<br />
# "Sqrl Vil" (0x38E)<br />
# "Sqrl C" (0x399)<br />
# "NY Town" (0x356)<br />
# "NY City" (0x36F)<br />
== Debug Port - 4 ==<br />
This script can port you directly to four different locations:<br />
# KAIHATU [Quintet]<br />
# TATAKI [Lion's Den]<br />
# NIWA [Chicken Race]<br />
# O-GUI [Eating Challenge]<br />
== Event Flags ==<br />
This script allows you to set event flags counted in bits.<br />
<br />
== Sound Test ==<br />
This allows you to play sound effects and music tracks from the game.<br />
<br />
This only works in the Japanese and French versions. In the French version all the title names are just blank but it still works.<br />
<br />
In all other version trying to call this script will cause a freeze. For some reason the script missing quite a bit of code, also all names point to 00 instead of the 0xD4 text end, trying to draw any title would cause a crash.<br />
<br />
= Secrets and other oddities =<br />
== Talking Palm Tree, ID: 0x328 ==<br />
It is actually possible to "talk" to the Palm Tree, which says something different in the German version.<br />
<br />
[[File:Enix_plant_jap.png]]"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"<br />
<br />
[[File:Enix_plant_ger.png]]<br />
"Hello (slang)! I am the [script] writer of the German game."<br />
<br />
[[File:enix_plant_eng.png]]<br />
<br />
[[File:Enix_plant_spa.png]]<br />
<br />
== Talking Zombies, ID: 0x1CD ==<br />
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.<br />
<br />
[[File:Zombie_talk.png]]<br />
<br />
== Destroyable wisps that drop money, ID: 0xA ==<br />
<br />
After returning to the underworld speaking to the people turns them into wisps that will try to attack you.<br />
<br />
You can use any throw able item to kill them and they have a chance to drop 100/200/300 gold.<br />
<br />
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.<br />
<br />
Which maps to the WRAM of the SNES and 0x8D000E can randomly be either of those values.<br />
<br />
[[File:Crysta_whips_gold.png]]<br />
<br />
== Hidden Publisher Name, ID: 0x2D5 ==<br />
<br />
[[File:map_enix.png]]<br />
<br />
== Hidden Debug Message ==<br />
These are loaded into VRAM at some points.<br />
<br />
=== ? - 1 ===<br />
This is loaded into VRAM as soon as the game is started and never loaded again.<br />
<br />
[[File:jap_msg.png]]<br />
<br />
=== ? - 2 ===<br />
This is loaded when you enter the Mosque area.<br />
<br />
[[File:Jap_msg_2.png]]<br />
<br />
== Angry Turtle, ID: 0x47 ==<br />
After jumping a 2nd time the following message will appear if you jump again the 2nd message will appear.<br />
<br />
Once Lhasa is on the map this won't work anymore.<br />
<br />
[[File:tg_angry_1.png]]<br />
<br />
[[File:tg_angry_2.png]]<br />
<br />
= Unusable Chests = <br />
A few maps have chests that can't be opened.<br />
<br />
== Secret Areas, ID: 0x2C7, 0x2D2 ==<br />
The map on the right is also unused and has no exits.<br />
<br />
[[File:Chest_nouse.png]]<br />
<br />
== Castle Hidden Room, ID 0x432 ==<br />
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.<br />
<br />
[[File:Chest_nouse_2.png]]<br />
<br />
== Grecliff, ID 0x014A/0x014B ==<br />
Chest information only exists on map ID 0x014B, so it will look always closed on the other map ID 0x014A.<br />
<br />
[[File:grecliff_chest_14B.png]] [[File:Grecliff_chest_14A.png]]<br />
<br />
= Missing Chests =<br />
<br />
A few maps have chest information but the chest is missing.<br />
<br />
== Safarium, ID: 0x4D ==<br />
<br />
S.Bulb at X:13 Y:26<br />
<br />
== Treecave, ID: 0x132 ==<br />
<br />
P.Cure at X:31 Y:7<br />
<br />
== Loran, ID: 0x66 ==<br />
<br />
FireRing at X:7 Y:26<br />
<br />
== Loran, ID: 0x67 ==<br />
<br />
FireRing at X:7 Y:26<br />
<br />
= Quintet Quiz =<br />
<br />
Only in the Japanese version there is a quiz, where you are rewarded with a magicrock after answering all 18 questions correctly.<br />
<br />
The Quiz has been translated in the German, French and Spanish version but is not accessible.<br />
<br />
Read about it [[Quintet Quiz|here]] .<br />
<br />
= Pre-release Versions =<br />
As recently discovered (27th July 2015) [http://www.unseen64.net/2015/07/27/terranigma-beta-snes/] some kind of beta version seems to exist.<br />
<br />
This versions has a lot of differences between the final version of the game.<br />
* Different chest graphic<br />
* Elder's room has vase and something else lying on the ground<br />
* Green decoration around the UI<br />
* Ring menu is an overlay UI selection<br />
* A very different intro, showing an hatching egg<br />
* Different sound effects<br />
* Tower has not yet the climbing chains but you can climb it<br />
* Recreation room doesn't exist yet, a different animation is shown<br />
Further proof for this is some French magazine which previewed Terranigma had three screenshots from the same or similar version.<br />
<br />
No pre-release/beta dumps for Terranigma seem to exist.<br />
<br />
More detailed information can be found [[Terranigma_(Pre-release)|here]].</div>Crediarhttps://www.terranigma.be/index.php?title=Additional_Information&diff=1081Additional Information2023-08-10T12:26:20Z<p>Crediar: /* Unused Maps */ - Added map 0x17A, fixed some wording, adjusted layout a bit</p>
<hr />
<div>= Unused Maps =<br />
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.<br />
<br />
The unused maps that are left in the game are one test level and a few maps.<br />
<br />
== Collision Test Level, ID: 6 ==<br />
This level features collisions tiles seemingly placed randomly.<br />
<br />
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.<br />
<br />
[[File:Terranigma_map_6.png|500px]]<br />
<br />
== Tower rooms, ID: 0xBA, 0xBB, 0xBC ==<br />
Though all three maps are connected there is no exit that leads to the first part (left).<br />
<br />
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.<br />
<br />
None of the chest contain anything, they can't be opened as there is no chest information for this map.<br />
<br />
[[File:Tower_1.png]][[File:Tower_2.png]][[File:Tower_3.png]]<br />
<br />
== Eklemata, ID: 0x181, 0x183, 0x17A ==<br />
Each map has enemies, two of them even working chests and one also has a magirock (ID:27) on it, yet none of them have any exit information.<br />
<br />
[[File:Eklemata_unused_1.png|500px]]<br />
<br />
This map in its current state is also broken, the tiles next to the ropes make it impossible to get on them. <br />
<br />
[[File:Eklemata_unused_2.png|500px]]<br />
<br />
This map seems to be an earlier version of 0x175, the chest doesn't work and it is missing a ledge.<br />
<br />
[[File:Eklemata_unused_3.png|500px]]<br />
<br />
== Unknown Houses in Litz (0x0394, 0x03A8) == <br />
Both also have the exit within the walls.<br />
<br />
[[File:Litz_House_3A8.png]][[File:Litz_House_394.png]]<br />
<br />
== Police and Jail in Liberty (Modern), 0x36C, 0x36D ==<br />
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.<br />
<br />
[[File:Terra_police.png]] [[File:Terra_police_jail.png]]<br />
<br />
== Unknown Shop in Suncoast, ID: 0x3F1, 0x3FF ==<br />
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.<br />
<br />
[[File:shop_unk_1.png]][[File:shop_unk_2.png]]<br />
<br />
These are police stations.<br />
<br />
[[File:shop_unk_out_1.png]][[File:shop_unk_out_2.png]]<br />
<br />
= Unused Map Areas =<br />
<br />
== Boss - Dark Gaia, ID: 0x280 ==<br />
<br />
A large part of the map is never used, only the part in the red box is ever seen in-game.<br />
<br />
[[File:boss_unused_map_part.png]]<br />
<br />
== Black Market - Broken cell, ID: 0x382 ==<br />
<br />
This seems to be unused also no event flag can trigger this.<br />
<br />
[[File:Terra_broken_jail.png]]<br />
<br />
= Unused Secret Areas =<br />
<br />
==ID: 0x2C7==<br />
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)<br />
<br />
[[File:Map_02C7.png]]<br />
<br />
==ID: 0x2D0==<br />
[[File:Map_2d0.png]]<br />
<br />
The location of that map on the world map.<br />
<br />
[[File:Map_2d0_exit.png]]<br />
<br />
==ID: 0x20B==<br />
There is no map info but two exits leading to this location:<br />
<br />
[[File:Map_20B_exit.png]]<br />
<br />
==ID: 0x20D==<br />
There is no map info but two enemy birds and exits leading to the same position as 0x2D0:<br />
<br />
[[File:Map_2d0_exit.png]]<br />
<br />
==ID: 0x20E==<br />
There is no map info but an exit leading to this location:<br />
<br />
[[File:Map_20E_exit.png]]<br />
<br />
= Unused Auto Healing =<br />
<br />
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.<br />
<br />
The Hero Pike also heals four times faster than the Crystal Spear.<br />
<br />
= Unused Items =<br />
The game has space for 255 different Items.<br />
<br />
41 Entries are empty<br />
<br />
20 Entries are called "Item [Item ID]" and do nothing.<br />
<br />
13 Entries are unused and listed below:<br />
<br />
Only items between id 0 and 127 can have functions assigned to them, which means all the drinks below do nothing.<br />
<br />
Also all the other unused items have just stubbed functions and do nothing when used.<br />
<br />
{| class="wikitable"<br />
|-<br />
! ID<br />
! Icon<br />
! Name<br />
! Description<br />
|-<br />
| 48<br />
| [[File:Item_48.png]]<br />
| Aloe Leaves<br />
| "Leaves from an aloe plant."<br />
|-<br />
| 49<br />
| [[File:Item_49.png]]<br />
| Carrot<br />
| "A carrot."<br />
|-<br />
| 65<br />
| [[File:Item_65.png]]<br />
| Heaven Statue<br />
| "Used to summon rainfall."<br />
|-<br />
| 66<br />
| [[File:Item_66.png]]<br />
| Grass whistle<br />
| "Made of woven grass."<br />
|-<br />
| 68<br />
| [[File:Item_68.png]]<br />
| Airplane Parts<br />
| "No description."<br />
|-<br />
| 69<br />
| [[File:Item_69.png]]<br />
| Grenade<br />
| "No description."<br />
|-<br />
| 70<br />
| [[File:Item_70.png]]<br />
| Beeper<br />
| "No description."<br />
|-<br />
| 77<br />
| N/A<br />
| Powered Gear<br />
| "Enables lifting of heavy objects."<br />
|-<br />
|-<br />
| 127<br />
| N/A<br />
| Hex Rod<br />
| "Nothing here."<br />
|- <br />
| 192<br />
| N/A<br />
| STR Drink<br />
| "No description."<br />
|-<br />
| 193<br />
| N/A<br />
| DEF Drink<br />
| "No description."<br />
|-<br />
| 194<br />
| N/A<br />
| Life Drink<br />
| "No description."<br />
|-<br />
| 195<br />
| N/A<br />
| Luck Drink<br />
| "No description."<br />
|-<br />
|}<br />
<br />
= Old Chest Design =<br />
This design can also be seen in the Terranigma beta demo video.<br />
<br />
The tile set of 0x3AB, 0x3AC and 0x3AD still have this design in them, but none of these maps have any chests.<br />
<br />
[[File:Terranigma_old_chest.png]]<br />
<br />
[[File:Terranigma_old_chest_nice.png]]<br />
<br />
= Unused/Unreachable Exits =<br />
These exits are usually not accessible via normal means, there are few in the game.<br />
<br />
== Ark's Room, ID: 0xF ==<br />
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).<br />
<br />
[[File:Ark_exit.png]]<br />
<br />
== 5th Tower Entrance, ID: 0x11C == <br />
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.<br />
<br />
[[File:Tower_5_entrances.png]]<br />
<br />
== Castle, ID 0x0426 ==<br />
This leads to the chest room mentioned below.<br />
<br />
<br />
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.<br />
It seems they forgot to update the script reflecting the change.<br />
<br />
[[File:Castle_exit_1.png]]<br />
<br />
== Castle, ID 0x421 ==<br />
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)<br />
<br />
[[File:Castle_exit_2.png]]<br />
<br />
<br />
== Stockholm, ID 0x1F4 == <br />
Both these doors have working exists, but on both of them are triggers, which are preventing access to them.<br />
<br />
The left leads to the actual house and within all doors work normally but there are no NPCs in there.<br />
<br />
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.<br />
# 0x00F - Ark's Room<br />
# 0x128 - Portal Overworld (0x04,0x01)<br />
# 0x07E - Lhasa Bed (0x0D,0x80)<br />
# 0x1F9 - Stockholm - Ark's room (0x30,0x40)<br />
# 0x127 - Portal Underowrld (0x35,0x80)<br />
<br />
[[File:Terra_stock_broken_door.png]]<br />
<br />
== Overworld, ID 0x2 == <br />
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.<br />
<br />
[[File:Exit_unused.png]]<br />
<br />
= Debug Functions =<br />
There are a few debug functions left in the game that normally can't be accessed.<br />
== Debug ==<br />
The script offers you three options:<br />
# Flight scene (Port to plane map: 5)<br />
# Ending (Port to map: 0x26)<br />
# Debug:<br />
*Level 34<br />
*Hexagonstab, Kristallspeer, Sonnenstab, Granitspeer, Dornenlanze, Löwenklaue, Eispickel<br />
*Schutzweste, Lederweste, Waldweste, Sonnenrüstung, Federanzug, Felljacke, Eispanzer, Mönchskutte<br />
*1 of each Ring/Pin<br />
*Enables Chest menu usages<br />
<br />
== Debug Port - 1 ==<br />
This script can port you directly to three different locations:<br />
# "French Village"<br />
# "Amazon Cave" <br />
# "French City" (the script automatically sets the event flags)<br />
<br />
In the German version they used "Froschdorf" and "Froschstadt" instead, Frosch means frog.<br />
<br />
== Debug Port - 2 ==<br />
This script can port you directly to four different locations:<br />
# "Dev. Rm" (0x32B)<br />
# "Mole" (0x57)<br />
# "Chicken" (0x32F)<br />
# "Eating" (0xBD)<br />
== Debug Port - 3 ==<br />
This script can port you directly to four different locations:<br />
# "Sqrl Vil" (0x38E)<br />
# "Sqrl C" (0x399)<br />
# "NY Town" (0x356)<br />
# "NY City" (0x36F)<br />
== Debug Port - 4 ==<br />
This script can port you directly to four different locations:<br />
# KAIHATU [Quintet]<br />
# TATAKI [Lion's Den]<br />
# NIWA [Chicken Race]<br />
# O-GUI [Eating Challenge]<br />
== Event Flags ==<br />
This script allows you to set event flags counted in bits.<br />
<br />
== Sound Test ==<br />
This allows you to play sound effects and music tracks from the game.<br />
<br />
This only works in the Japanese and French versions. In the French version all the title names are just blank but it still works.<br />
<br />
In all other version trying to call this script will cause a freeze. For some reason the script missing quite a bit of code, also all names point to 00 instead of the 0xD4 text end, trying to draw any title would cause a crash.<br />
<br />
= Secrets and other oddities =<br />
== Talking Palm Tree, ID: 0x328 ==<br />
It is actually possible to "talk" to the Palm Tree, which says something different in the German version.<br />
<br />
[[File:Enix_plant_jap.png]]"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"<br />
<br />
[[File:Enix_plant_ger.png]]<br />
"Hello (slang)! I am the [script] writer of the German game."<br />
<br />
[[File:enix_plant_eng.png]]<br />
<br />
[[File:Enix_plant_spa.png]]<br />
<br />
== Talking Zombies, ID: 0x1CD ==<br />
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.<br />
<br />
[[File:Zombie_talk.png]]<br />
<br />
== Destroyable wisps that drop money, ID: 0xA ==<br />
<br />
After returning to the underworld speaking to the people turns them into wisps that will try to attack you.<br />
<br />
You can use any throw able item to kill them and they have a chance to drop 100/200/300 gold.<br />
<br />
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.<br />
<br />
Which maps to the WRAM of the SNES and 0x8D000E can randomly be either of those values.<br />
<br />
[[File:Crysta_whips_gold.png]]<br />
<br />
== Hidden Publisher Name, ID: 0x2D5 ==<br />
<br />
[[File:map_enix.png]]<br />
<br />
== Hidden Debug Message ==<br />
These are loaded into VRAM at some points.<br />
<br />
=== ? - 1 ===<br />
This is loaded into VRAM as soon as the game is started and never loaded again.<br />
<br />
[[File:jap_msg.png]]<br />
<br />
=== ? - 2 ===<br />
This is loaded when you enter the Mosque area.<br />
<br />
[[File:Jap_msg_2.png]]<br />
<br />
== Angry Turtle, ID: 0x47 ==<br />
After jumping a 2nd time the following message will appear if you jump again the 2nd message will appear.<br />
<br />
Once Lhasa is on the map this won't work anymore.<br />
<br />
[[File:tg_angry_1.png]]<br />
<br />
[[File:tg_angry_2.png]]<br />
<br />
= Unusable Chests = <br />
A few maps have chests that can't be opened.<br />
<br />
== Secret Areas, ID: 0x2C7, 0x2D2 ==<br />
The map on the right is also unused and has no exits.<br />
<br />
[[File:Chest_nouse.png]]<br />
<br />
== Castle Hidden Room, ID 0x432 ==<br />
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.<br />
<br />
[[File:Chest_nouse_2.png]]<br />
<br />
== Grecliff, ID 0x014A/0x014B ==<br />
Chest information only exists on map ID 0x014B, so it will look always closed on the other map ID 0x014A.<br />
<br />
[[File:grecliff_chest_14B.png]] [[File:Grecliff_chest_14A.png]]<br />
<br />
= Missing Chests =<br />
<br />
A few maps have chest information but the chest is missing.<br />
<br />
== Safarium, ID: 0x4D ==<br />
<br />
S.Bulb at X:13 Y:26<br />
<br />
== Treecave, ID: 0x132 ==<br />
<br />
P.Cure at X:31 Y:7<br />
<br />
== Loran, ID: 0x66 ==<br />
<br />
FireRing at X:7 Y:26<br />
<br />
== Loran, ID: 0x67 ==<br />
<br />
FireRing at X:7 Y:26<br />
<br />
= Quintet Quiz =<br />
<br />
Only in the Japanese version there is a quiz, where you are rewarded with a magicrock after answering all 18 questions correctly.<br />
<br />
The Quiz has been translated in the German, French and Spanish version but is not accessible.<br />
<br />
Read about it [[Quintet Quiz|here]] .<br />
<br />
= Pre-release Versions =<br />
As recently discovered (27th July 2015) [http://www.unseen64.net/2015/07/27/terranigma-beta-snes/] some kind of beta version seems to exist.<br />
<br />
This versions has a lot of differences between the final version of the game.<br />
* Different chest graphic<br />
* Elder's room has vase and something else lying on the ground<br />
* Green decoration around the UI<br />
* Ring menu is an overlay UI selection<br />
* A very different intro, showing an hatching egg<br />
* Different sound effects<br />
* Tower has not yet the climbing chains but you can climb it<br />
* Recreation room doesn't exist yet, a different animation is shown<br />
Further proof for this is some French magazine which previewed Terranigma had three screenshots from the same or similar version.<br />
<br />
No pre-release/beta dumps for Terranigma seem to exist.<br />
<br />
More detailed information can be found [[Terranigma_(Pre-release)|here]].</div>Crediarhttps://www.terranigma.be/index.php?title=File:Eklemata_unused_3.png&diff=1080File:Eklemata unused 3.png2023-08-10T12:04:34Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1079Terranigma (Pre-release)2023-08-09T18:21:43Z<p>Crediar: /* Louran Zombie Event */</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
<br />
=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
<br />
[[File:Fr_meg_1.png]]<br />
<br />
=Beta Tower=<br />
<br />
[[File:Tower_beta_2.png]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
<br />
[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
<br />
[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
<br />
=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
<br />
=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
<br />
="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
<br />
=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
<br />
[[File:Video_tower_head.png|500px]]<br />
<br />
= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
<br />
Ark has the green weapon in those pictures as well.<br />
<br />
[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
<br />
You can not have this spell with level six.<br />
<br />
[[File:spell_beta_2.png]]<br />
<br />
= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
<br />
[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
<br />
[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
<br />
= Beta Weapons =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_weapons_.png|500px]]<br />
<br />
= Beta Items=<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_items.png|500px]]<br />
<br />
= Beta Armor =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_armor.png|500px]]<br />
<br />
= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
<br />
[[File:Beta_ship_no_habour_.png|500px]]<br />
<br />
== This place can't be reached in the pre flower stage ==<br />
<br />
[[File:Beta_unreachable_.png|500px]]<br />
<br />
== How is that even possible? ==<br />
Shows old Tokyo version<br />
<br />
[[File:Beta_unreachable_2.png|500px]]<br />
<br />
== Fighting the ghost with level one? ==<br />
<br />
[[File:Beta_ghost_1.png]][[File:Beta_ghost_2.png]][[File:Beta_ghost_3.png]]<br />
<br />
== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
<br />
= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
==Ark's Room==<br />
A pot got removed.<br />
<br />
[[File:Beta_ark_room.png]]<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
<br />
[[File:Four_guys_beta.png]]<br />
<br />
== Normads ==<br />
The tents are blue.<br />
<br />
[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
<br />
[[File:Beta_normads_tent_.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
<br />
[[File:Beta louran event_.png|500px]]<br />
<br />
== Cysta ==<br />
This place is way more detailed than the final version also has more NPCs, also the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png]] [[File:Beta_crysta_2_.png|500px]]<br />
<br />
There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
<br />
[[File:Crysta_chicken_beta.png|500px]]<br />
<br />
== Town Design ==<br />
The textures of the ground and the houses changed.<br />
<br />
[[File:Unknown_town_beta_3_.png|500px]]<br />
<br />
== Elder's room ==<br />
In this version the old save book look and the old chest design can be seen and there was an additional vase at the top right.<br />
<br />
Furthermore this is showing the [[Additional_Information#Old_Chest_Design|old chest design]].<br />
<br />
[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
<br />
== Lumina (Red Earth) == <br />
This version is more like the restored version.<br />
<br />
[[File:Beta_lumina.png|500px]]<br />
<br />
== Sanctuary ==<br />
Basically the whole map is different except the flower.<br />
<br />
[[File:Beta_sanc_2_.png|500px]]<br />
<br />
== Sanctuary ==<br />
Different stone texture.<br />
<br />
[[File:beta_sanc_3_.png|500px]]<br />
<br />
== Sanctuary ==<br />
The table in front of the bird is different, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
<br />
== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
<br />
[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
<br />
== Door Room Version ==<br />
The room has only three doors instead of five and an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_louran_event_.png&diff=1078File:Beta louran event .png2023-08-09T18:21:20Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1077Terranigma (Pre-release)2023-08-09T17:22:52Z<p>Crediar: /* Normads Tent */</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
<br />
=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
<br />
[[File:Fr_meg_1.png]]<br />
<br />
=Beta Tower=<br />
<br />
[[File:Tower_beta_2.png]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
<br />
[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
<br />
[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
<br />
=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
<br />
=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
<br />
="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
<br />
=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
<br />
[[File:Video_tower_head.png|500px]]<br />
<br />
= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
<br />
Ark has the green weapon in those pictures as well.<br />
<br />
[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
<br />
You can not have this spell with level six.<br />
<br />
[[File:spell_beta_2.png]]<br />
<br />
= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
<br />
[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
<br />
[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
<br />
= Beta Weapons =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_weapons_.png|500px]]<br />
<br />
= Beta Items=<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_items.png|500px]]<br />
<br />
= Beta Armor =<br />
Some that were removed from the final version<br />
<br />
[[File:Beta_armor.png|500px]]<br />
<br />
= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
<br />
[[File:Beta_ship_no_habour_.png|500px]]<br />
<br />
== This place can't be reached in the pre flower stage ==<br />
<br />
[[File:Beta_unreachable_.png|500px]]<br />
<br />
== How is that even possible? ==<br />
Shows old Tokyo version<br />
<br />
[[File:Beta_unreachable_2.png|500px]]<br />
<br />
== Fighting the ghost with level one? ==<br />
<br />
[[File:Beta_ghost_1.png]][[File:Beta_ghost_2.png]][[File:Beta_ghost_3.png]]<br />
<br />
== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
<br />
= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
==Ark's Room==<br />
A pot got removed.<br />
<br />
[[File:Beta_ark_room.png]]<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
<br />
[[File:Four_guys_beta.png]]<br />
<br />
== Normads ==<br />
The tents are blue.<br />
<br />
[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
<br />
[[File:Beta_normads_tent_.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
<br />
[[File:Beta louran event.png|500px]]<br />
<br />
== Cysta ==<br />
This place is way more detailed than the final version also has more NPCs, also the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png]] [[File:Beta_crysta_2_.png|500px]]<br />
<br />
There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
<br />
[[File:Crysta_chicken_beta.png|500px]]<br />
<br />
== Town Design ==<br />
The textures of the ground and the houses changed.<br />
<br />
[[File:Unknown_town_beta_3_.png|500px]]<br />
<br />
== Elder's room ==<br />
In this version the old save book look and the old chest design can be seen and there was an additional vase at the top right.<br />
<br />
Furthermore this is showing the [[Additional_Information#Old_Chest_Design|old chest design]].<br />
<br />
[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
<br />
== Lumina (Red Earth) == <br />
This version is more like the restored version.<br />
<br />
[[File:Beta_lumina.png|500px]]<br />
<br />
== Sanctuary ==<br />
Basically the whole map is different except the flower.<br />
<br />
[[File:Beta_sanc_2_.png|500px]]<br />
<br />
== Sanctuary ==<br />
Different stone texture.<br />
<br />
[[File:beta_sanc_3_.png|500px]]<br />
<br />
== Sanctuary ==<br />
The table in front of the bird is different, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
<br />
== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
<br />
[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
<br />
== Door Room Version ==<br />
The room has only three doors instead of five and an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_normads_tent_.png&diff=1076File:Beta normads tent .png2023-08-09T17:22:36Z<p>Crediar: </p>
<hr />
<div></div>Crediarhttps://www.terranigma.be/index.php?title=Terranigma_(Pre-release)&diff=1075Terranigma (Pre-release)2023-08-09T17:20:19Z<p>Crediar: /* Beta Room Changes */ - Normads</p>
<hr />
<div>Note: Most information is taken from this [https://www.youtube.com/watch?v=AHsyVJNf8NM video] and [https://youtu.be/IDnqPWknfTo video] and game magazine covering Terranigma. <br />
<br />
Note: I try to make each picture available in the best possible way but sadly most are just pictures from the internet.<br />
<br />
Whatever has those green decorations I kinda consider beta stuff while being level 34 is usually an indication for the debug version.<br />
<br />
=Different Health Values=<br />
Within the Japanese instruction booklet there are multiple screenshots that show different values for health.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! Normal !! Pre-Release<br />
|-<br />
| 1|| 28 || 28/20<br />
|-<br />
| 2|| 33 || 31/24/25<br />
|-<br />
| 3|| 39 || 34<br />
|-<br />
| 4|| 47 || 38<br />
|-<br />
| 5|| 52 || 41<br />
|-<br />
| 6|| 59 || 45 <br />
|-<br />
| 7|| 65 || 50 <br />
|-<br />
| 8|| 72 || 53 <br />
|-<br />
| 9|| 79 || 60 <br />
|-<br />
| 12|| 102 || 74<br />
|-<br />
| 16|| 134 || 115<br />
|-<br />
| 34|| 432 || 297<br />
|-<br />
| 36|| 532 || 324 <br />
|-<br />
| 37|| 589 || 356 <br />
|}<br />
<br />
=Different Enemy Health Values=<br />
{| class="wikitable"<br />
|-<br />
! Name !! Normal !! Pre-Release<br />
|-<br />
| Huball|| 4 || 10<br />
|}<br />
<br />
=Decorations Around The UI Interface=<br />
This is printed on the back of the AUS/UK release and found in a French magazine:<br />
<br />
[[File:Aus_back.jpg|500px]][[File:uk_back.jpg|500px]]<br />
[[File:Fr_meg_2.png]]<br />
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=Green Weapon=<br />
There are no green weapons available to the player at the point in the game.<br />
<br />
There are only these two green weapons in the game: Sticker [Zue], BlockRod [Siberia]<br />
<br />
Note: The green weapon also appears a lot in underworld screenshots within the instruction booklet.<br />
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[[File:Fr_meg_1.png]]<br />
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=Beta Tower=<br />
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[[File:Tower_beta_2.png]]<br />
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=Beta Tower 4 Map=<br />
In the final version the bottom row has no spikes instead, also the frame is blue instead of green.<br />
<br />
There also seem to be a lot more enemies around.<br />
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[[File:Tower_4_map_beta.png]][[File:Beta_tower_2_.png|500px]]<br />
<br />
=Beta Tower 4 Map=<br />
In the final version there is no pot nor a huball.<br />
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[[File:Tower_4_map_beta_2.png]]<br />
<br />
=Beta Unknown Town=<br />
This seems to be unused in the final version.<br />
<br />
[[File:unknown_town_beta.png]][[File:Unknown_town_beta_2_.png|500px]]<br />
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=Beta Town Progression=<br />
In the final version progression past the first step doesn't have normal houses.<br />
<br />
[[File:town_prog_beta.png]]<br />
<br />
A lot more houses in this version than the final one.<br />
<br />
[[File:worldmap_russia_pre.png]][[File:worldmap_russia_fin.png]]<br />
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=Climbing Tower=<br />
A lot is "wrong" with this picture (taken from a French magazine):<br />
# You don't have the claws in the underworld<br />
# Only special surfaces are climbable<br />
# Only tower 5 has no windows which means there is nowhere to go<br />
<br />
Note: The engine does support any tile to be any surface type, but you still need claws to climb claw-surface.<br />
<br />
[[File:Fr_meg_3.png]][[File:tower_climb_beta.png]]<br />
<br />
This is similar but instead of using the claw-climbing this is using rope/chain-climing, with no rope/chain in-place.<br />
<br />
[[File:Video_climb.png|500px]]<br />
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="Wrong Tower"=<br />
When entering the first Tower on the map, though it also says Tower 1, it is actually the Tower 5 model. Since this is the only Tower without any windows.<br />
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=Head On Tower Top=<br />
In this version the head, which is now on the door, was at this position.<br />
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[[File:Video_tower_head.png|500px]]<br />
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= Debug Magic Menu =<br />
Since this shows all rings and pin magic, it might be a debug menu. Which also doesn't seem to be in the game anymore.<br />
<br />
At this point in the game you don't have access to most of rings/pins on the menu.<br />
(also note the UI framing)<br />
<br />
[[File:Video_spells.png|500px]]<br />
<br />
= UI Frame And Low Level =<br />
<br />
Ark has just level six in both these pictures which is too low for those places, also with just 45 HP in the final game at level six you have 59. <br />
<br />
Also after getting hit from stormkeeper Ark only takes 1 damage from a level 15 boss.<br />
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Ark has the green weapon in those pictures as well.<br />
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[[File:Video_cm_stormk.png]][[File:Video_cm_castle.png]]<br />
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You can not have this spell with level six.<br />
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[[File:spell_beta_2.png]]<br />
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= Beta Unused Item =<br />
In quite a few screenshots some kind of hammer can been seen being equipped, this is no longer in the final version of the game at all.<br />
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[[File:Unknown_item_1.png|500px]][[File:Unknown_item_2.png|500px]]<br />
<br />
= Beta Plane Design =<br />
The plane is red and looks different from the final version<br />
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[[File:Beta_plane_1.png]][[File:Beta_plane_2.png]][[File:Beta_plane_3.png]][[File:Beta_plane_4.png]]<br />
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= Beta Weapons =<br />
Some that were removed from the final version<br />
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[[File:Beta_weapons_.png|500px]]<br />
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= Beta Items=<br />
Some that were removed from the final version<br />
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[[File:Beta_items.png|500px]]<br />
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= Beta Armor =<br />
Some that were removed from the final version<br />
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[[File:Beta_armor.png|500px]]<br />
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= Beta Oddities =<br />
== You seem to have the ship but no harbours are around? ==<br />
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[[File:Beta_ship_no_habour_.png|500px]]<br />
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== This place can't be reached in the pre flower stage ==<br />
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[[File:Beta_unreachable_.png|500px]]<br />
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== How is that even possible? ==<br />
Shows old Tokyo version<br />
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[[File:Beta_unreachable_2.png|500px]]<br />
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== Fighting the ghost with level one? ==<br />
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[[File:Beta_ghost_1.png]][[File:Beta_ghost_2.png]][[File:Beta_ghost_3.png]]<br />
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== No Magicrocks? ==<br />
There is yet to see any beta screenshot showing a magicrock, the eating challenge also has the reward in a chest instead of a magicrock.<br />
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= Beta Room Changes =<br />
Some rooms have tiny changes like a removed pot sometimes the whole room changed.<br />
==Ark's Room==<br />
A pot got removed.<br />
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[[File:Beta_ark_room.png]]<br />
==Four Guys' Room==<br />
The pots start from the most left instead of one tile free.<br />
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[[File:Four_guys_beta.png]]<br />
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== Normads ==<br />
The tents are blue.<br />
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[[File:Beta_normads_.png|500px]]<br />
<br />
== Normads Tent ==<br />
The tent is blue and the room layout changed.<br />
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[[File:Beta_normads_tent.png|500px]]<br />
<br />
== Louran Zombie Event ==<br />
The layout changed also the trigger for the event changed places.<br />
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[[File:Beta louran event.png|500px]]<br />
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== Cysta ==<br />
This place is way more detailed than the final version also has more NPCs, also the house looks different the grass also has different texture.<br />
<br />
[[File:crysta_beta.png]] [[File:Beta_crysta_2_.png|500px]]<br />
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There are three extra chickens. Which might have had some debug functions, as around the Crysta script offsets are some of them.<br />
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[[File:Crysta_chicken_beta.png|500px]]<br />
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== Town Design ==<br />
The textures of the ground and the houses changed.<br />
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[[File:Unknown_town_beta_3_.png|500px]]<br />
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== Elder's room ==<br />
In this version the old save book look and the old chest design can be seen and there was an additional vase at the top right.<br />
<br />
Furthermore this is showing the [[Additional_Information#Old_Chest_Design|old chest design]].<br />
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[[File:Video_elder_item.png|500px]] [[File:Elder_room_beta.png|500px]]<br />
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== Lumina (Red Earth) == <br />
This version is more like the restored version.<br />
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[[File:Beta_lumina.png|500px]]<br />
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== Sanctuary ==<br />
Basically the whole map is different except the flower.<br />
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[[File:Beta_sanc_2_.png|500px]]<br />
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== Sanctuary ==<br />
Different stone texture.<br />
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[[File:beta_sanc_3_.png|500px]]<br />
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== Sanctuary ==<br />
The table in front of the bird is different, also the save book looks different.<br />
<br />
[[File:beta_sanc.png|500px]]<br />
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== Castle Eating Challenge ==<br />
The reward seems to be in an old designed chest and not like in the final version a Magicrock.</br><br />
The carpet is red instead of blue and the tables look completely different as well as the floor texture is changed.</br><br />
<br />
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[[File:Beta_eating_reward.png|400px]][[File:beta_eating_tables.png|400px]]<br />
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== Door Room Version ==<br />
The room has only three doors instead of five and an overall red tint in this version.<br />
A red beam appears in the middle.<br />
<br />
[[File:Video_cm_doors.png]][[File:door_room_beta_1.png]]</div>Crediarhttps://www.terranigma.be/index.php?title=File:Beta_normads_.png&diff=1074File:Beta normads .png2023-08-09T17:17:31Z<p>Crediar: </p>
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