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Ar tonelico II: Melody of Metafalica

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This page details one or more prototype versions of Ar tonelico II: Melody of Metafalica.

This prototype is documented on Hidden Palace.

Ar_tonelico_II_US_Proto_Title_Screen.png

A prototype of the US version of Ar tonelico II was released by Hidden Palace on March 20, 2021 as part of "Project Deluge". Built on September 22, 2008 (about three months before the retail release), the game at this point has a lot of half-translated things and a vast amount of debugging options.

Debug Menus#

The game boots into a massive list of debugging options used to test various aspects of the game.

Debug Menus

Game Start

Choice Message

Reaction Message

Result Message

State Message

Core Data(Status)

Drug Data(Status)

Log Message

Tutorial Message

Conversation Topics Head

Conversation Topics Title

Heroine Topics Head

Heroine Topics Title

Heroine Topics(Bath) Title

<Window etc. Test>

Profile Info Text

NPC Message

Mob Message

Spiritual Message

Objective Message

Yado Message

MemoryCard.inc Test

Map Test

Map Test Start

All Set

Flag Edit

Btl Test

Game

Load

Quick

Title

Master

Ipu

Anm

Illusion

IllusionCircle

SpiralTest

EffectBase

BtlEffectCircle

BtlEffectFollow

BtlEffectMc

IllusionSp

Lwo

Hig

HigScene

Sound

Sofdec

(SAME AS "GAME" from Main Menu)

Load

Quick

Title

Master

Higdon

WmapTest

WmapDETest

WmapDEOpenTest

TmapTest

MonsterInfoDebug

SupportMsgTest

ZukanMenu

OmakeMenu

ErxTest

ErxTest

OmakeSaveSetAll

Harasawa

EventDebug

BucTest

BucMessTest

harasawa_menu_sub

PaletteChangerTest

EventLogDebug

EventGameOverDebug

IpdFaceGpDrawDebug

IpdDataGpTest

IpdRadarGpTest

IpdDataDebugIpdStatus

IpdDataDebugIpdTermsExp

IpdDataDebugIpdSupplyExp

IpdBelongExecDebug

IpdCareMenu

IpdGroupiesMenu

OyakitaGpTest

IpdRadarFoamDebug

IpdWarClearGpTest

IpdOnGpTest

DtIpdGpTest

harasawa_menu_qv

QvTest

QvAnmTest

QvTelopTest

QvTelopTest2

QvDebugKnowledge

QvSeMapTest

QvEncountBarTest

harasawa_menu_spiritual

SpiritualWorldDebug

SpiritualWorldDebugRTLv

SpiritualWorldDebugNpc

SpiritualWorldDebugKey

DiveShopDebug

DiveDpGpTest

haramain_menu_musume

MusumeKaiwaTest

MusumeKaiwaEditM

HeroinKaiwaTest

HeroinKaiwaEditM

SphereMatterGpTest

SphereHeroinGpTest

DiversTherapyDebugMenu

DiversTherapyLucaEditExp

Kawasaki

EventDebug

BucTest

FontDispTest

Same options from "" in main menu

Same options from "" in main menu

Same options from "" in main menu

Same options from "" in main menu

<Gimmick & NPC Tool>

Gimmick Place

NPC Place

MC Debug

Old MC Copy

ScrlSel Test

Title Test

Save Load 3D

ItemInfo Test

Mix Anm Edit

Status TherapyGp Test

Omake Yougo Test

Item Menu Test

Song Menu Test

Equip Menu Test

Formation Menu Test

Status Menu Test

Option Menu Test

MainMenu Debug

CampMenu Debug

Mix Test

Mix Shop Drug

Mix Shop Weapon

Mix Shop Etc

Mix Shop Food

Event Mix Test

Shop Test

T.Nakai

BtlSchedule

BgMulti

EffectMultiTest

MoveMulti

BtlFldTest

EffUseCheck

BtlAnmTest

BtlVoiceTest

BtlModeEffectAutoTest

CycleDataTest

BlurCircleTest

BlurCircleTest2

BtlTest

EffSpark

EffBreak

AnmEffect

BtlHrcTest

BtlChain

BtlBackRead *THIS MENU ITEM IS OFF SCREEN*

Taisyo

Dualstall

DualstallData

BtlTest

BtlSchedule

WipeTest

BtlFld

BtlEmotionIndicator

BtlResult

AnmTest

GameOverBg

GameOver

furokaiwa

MathMissle

OmakeTM

Game Start#

Start the game in debug mode. You can use R3 to finalize the main game loop and back to the debug menu.

Before starting the game, the program will check whether the free RAM is enough, and will refuse to start if free RAM is too low.

#

This menu contains lots of submenus, which are various categories of dialogues. If you entered a last level menu, the game will show a dialogue balloon containing the message, and a string. These strings looks like:

qvc_map_and_talk_ext.xls I 5 (Under <Message Test>/NPC Message, where the message is 'That old man looks like quite a sucker.')
divers_therapy_reaction_data_inc.xls H 3 (Under <Divers Therapy Test>/Reaction Message, where the message is 'I hate you.')

The message whose corresponding string ended with 'ext.xls' can be found in the game's ERX. And the message whose corresponding string ended with 'inc.xls' can be found in the game's ELF. The characters are all full-shaped and encoded in Windows-31J.

Controls#

Use the D-Pad to change message entry.
Use ○ to go back.

#

#

The menu entries in this menu can be divided into two groups according to the ending 'Gp' and 'Tx'.

The Tx represents the method how the program cuts a texture from a large TIM, and Gp represents how the textures make up a scene, window image, etc.

However, any 'Tx' entry after the entry 'Q002dTx'(including) should toggle the display mode through pressing SELECT after entered. Or you will see nothing. The naming of these entries correspond with the QvMap id.

Some 'Gp' entries looks collapsed, if you enter one, the program will alarm it can't find the file, and some other errors and assertions aiming will be reported.

#

The HigScene will freeze the program when running on a real console. PCSX2 will report TLB Miss and keep running, so you can press ○ to go back. But if you press ×, the program will crash the emulator.

In Hig entry, you can use the Left/Right Analog Sticks to change the model's position, and R2+Left/Right Analog Sticks to change the model's rotaion.

Debug Output#

The debugging output can be printed to the console of PCSX2 in the beginning (The string "---CacheClear!"), then nothing printed though the same subroutine still working and if you break at the point, you can see the string that passed to the subroutine is perfect. Maybe it can work on DTL-T10000 via DECI2 or something else, but I don't have one, so I will appreciate it if somebody can make further research on it.

However, if you want to see the output with PCSX2, patch the ELF, where the offset is 0x2E1CC8 (where the printf-like subroutine located), from 0xB0 FF BD 27 8A 00 0F 3C to 0x14 87 0E 08 00 00 00 00, and at 0x2E1E60 (where the puts-like subroutine located), overwrite with 0x2D 28 80 00 3E 00 04 3C 14 87 0E 08 70 0E 84 24 25 76 0A 00.

Also, the cheat code

//Redirect printf-like routine
patch=1,EE,203E0CC8,word,080E8714
patch=1,EE,203E0CCC,word,00000000

//Redirect puts-like routine
patch=1,EE,203E0E60,word,0080282D
patch=1,EE,203E0E64,word,3C04003E
patch=1,EE,203E0E68,word,080E8714
patch=1,EE,203E0E6C,word,24840E70
patch=1,EE,203E0E70,word,000A7325

does the same job.

Debug Controls#

General#

Button(s)

Effect

L2 + Square

Character Stat Editor

L2 + Triangle

Party Menu (Press Triangle to cycle through menus)

L2 + R1

Memory usage

L2 + R2

Put the game into frame by frame mode.
Each time you release and then re-press one of L2 or R2 (keep the other holds), the game steps one frame.
Release both to exit.

R1 + Square

Resource Monitor?

L2 + ↑ 

Print something?

L2 + ↓

Execute 'CacheDump' and 'frameDump'.

L2 + L1 + ↑

A tool that can examine textures currently loaded by the game.

L2 + L1 + ↓

Vertical offset adjust.

Map Test#

Button(s)

Effect

L2 + Start

Bring up debug menu.

R2 + L1

Particle Editor

R2 + Select

Bounding Boxes/Action Triggers Debug

R2 (Hold)

Disable character collision.

Battles#

Button(s)

Effect

L1 + Square

Battle Debug

L2 + Circle

All Magic Available

Voiceover Differences#

The intro to the game in this build is voiced over, while the retail version is not.

Watch on YouTube