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Dragon Ball Z: The Legacy of Goku II

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Dragon Ball Z: The Legacy of Goku II is a major improvement over the previous game (such as following the anime's storyline a lot more closely), and probably one of Webfoot's best DBZ titles.

Debug Menu#

A debug menu exists which can be accessed by using the Codebreaker code 0202B32D:02 (US versions) or 0202B371:02 (Japanese version) while the game is starting up, then pressing and holding Start at the title screen. The player can listen to music tracks and sound effects, as well as teleport to any level. When going to any level, all six characters will be available, with each one of them being upgraded to a certain degree.

(Source: Mezmorize (Classic Videogame Hacking))

Sound Test#

Included in the debug menu sound test is one unused track.

Track 27 is never heard in-game, but ends with the same ominous synth used in track 06.

The full track list for the Music Player:
00. Race To The Island (LoG II Version)
01. Southern Continent (Vegeta's Red Power)
02. Northern Mountains (Piccolo Angry)
03. Ninja's In The District (Hyperbolic Time Chamber)
04. Tropical Island (SSJ Transformation)
05. Time & Space
06. Enemy Approaching (Frieza's Theme)
07. Androids 17 & 18
08. Androids (Yamcha Meets Droids)
09. West City "Eat & Collect"
10. Goku's Home
11. West City Apartments
12. Capsule Corp (LoG II Version)
13. The Cell Games (Tourney Talk)
14. Cell & Piccolo Face Off
15. DragonBall Z (Theme of Legacy of Goku II)
16. Let's Visit King Yemma Again
17. The Dragon Theme (LoG II Version)
18. Time To Go Home
19. Super Namek
20. Super Saiyan Rage (Super Namek - Short Ver)
21. The Eyes Of The Lion
22. A Saiyan Down
23. Training And Focusing
24. Explosion Is Near
25. Trained Saiyans (Frieza Powers Up)
26. West City "Play & Watch"
27. Unused*
28. Imperfect Cell's Theme
29. Sparring Arena (Hole In My Bucket)
30. East District 439 (Gohan & Icarus)
31. Palace In The Clouds
32. Hercule Day Parade
33. Perfect Cell Theme
34. A Little Help From A Friend
35. Super Saiyan Vegeta
36. Master Roshi's Island (Droids Driving)
37. Android 16
38. Trunks Appears
39. Vegeta Powers Up
40. Vegeta's Theme
41. West City
42. Something's Wrong
43. World Map (LoG II Version)
(track names are based on their anime equivalents)

Anti-Piracy Measure#

Please elaborate.
Having more detail is always a good thing.
Specifically: What exactly does the anti-piracy check for? What's the savetype that the game uses?

Oh, bollocks. あなたがお粗末な横柄な縮退このゲームを購入する。

The anti-piracy triggers at the point Gohan presses A to go to the world map for the first time from East District 439. The US and EU versions show up dead center of the screen by default whilst the Japanese version has it appear on the bottom. You are then booted back to the title screen. It could be checking for the save type used like in Buu's Fury.

Leftover and Unused Graphics#

Spirit Bomb

Get item

If Goku charges up his Spirit Bomb attack while facing down, you can see that he appears to be wearing his outfit from the Saiyan and Namek sagas, complete with the extra long belt and kanji on the front of his gi. It's possible that this was an early edit of his sprite from Legacy of Goku that was never finalized and made it into the release. This is not the case when charging up the Spirit Bomb as a Super Saiyan as his "Get Item" animation is reused instead. For comparison's sake, here you can see the Charging sprite compared to his get item sprite in his base form.

Sprites for Trunks using the Sword Blast technique in his original outfit, which is impossible in-game. By the time that Trunks learns the Sword Blast technique, he's already changed into Bulma's armor which becomes his outfit for the rest of the game. It's likely that at one point Trunks was supposed to learn this attack much earlier in the story. The only way to see these sprites is by using a Gameshark code to unlock all techniques before Trunks changes outfits. Interestingly enough, his Super Saiyan form does not have sprites for the Sword Blast - using it while transformed will have Trunks using his punching animation has a placeholder.

There is also an unsued dialog string, that appears to be from the developers complaining about the Intro video being added and needing to remove part of the game Why remove part of the game to add an intro?. - It does not appear to be spoken by any character, and is not accesible through normal means. The code around this string in the game returns the player to the title screen so it is likely from the Death Screen or similar that returns you there.

Debugging Text#

Various text strings related to errors and the developers' hard drive can be found in the ROM in each version of the game. The Japanese version, which came out later, contains a lot more of it than the other two versions. While nothing special, it does reveal the game was coded in C++ Language, since ".cpp" files are associated with the C++ programming language. The same is true with Buu's Fury.

The strings about "ByteCodeInterpreter" entries is to do with the game's internal scripting langauge, it is a Bytecode style VM langauge that runs alongside Dialog Events, and handles scripting events.

Western Version

Rom Offset

US

0042F4

00A0F4

00A714

00B148

00EBDC

01F984

022E48

7FD50C

Japanese Version

001E74

003E98

0043E8

004DA0

0053E0

006764

006A2C

006E16

0070F8

007980

00852C

009C34

009F40

00B0D0

00B3F8

00BB90

00C238

00C86C

00C938

00CCFC

00D428

00EA04

00EBE8

00EEFA

00FC4C

0101F4

0107A4

0116DC

011B38

011CA0

012264

0137B0

01963C

01A970

01B230

01C2E8

020E24

021780

021ACC

023000

0236D0

02462C

7BEF60

7BFCE4

Crash Handler#

There is a crash handler that seems to only work on the Japanese version.

This sound error message can be triggered by enabling the code 03007D510E during the opening cutscene.

(Source: nensondubois)

This message can be triggered by enabling the debug screen on the Japanese version, warping to zone 10, area 16, and then progressing with the dialogue. It can be assumed that the error occurs because the game attempted to move a character that was not currently loaded.

Dragon_Ball_Z_-_The_Legacy_of_Goku_II_International_J_GBA_ASS._ERROR3.png

Dragon_Ball_Z_-_The_Legacy_of_Goku_II_International_J_GBA_ASS._ERROR4.png

If you attempt a glitch that involves shooting several ki blasts simultaneously, you could get one of these two screens.

Regional Differences#

Intro Movie#

In the European version, the opening FMV played in the US and JP (International) versions is removed to make room for the other languages.

Title Screen#

Japan

US

Europe

Character Portraits#

For some reason, all the story-relevant characters had their portraits changed when the game was localized in Japan. This does fix mistakes with Gohan's Super Saiyan 2 portrait and Imperfect Cell's portrait, but adds an error where Gohan wears the wrong battle armor when Frieza arrives on Earth. The SSJ Trunks portrait used in the menu was also changed to match the one used during cutscenes.

US

Japan

DBZLOG2_FutureTrunks3_US.pngDBZLOG2_FutureTrunks7_US.png

Unused Portraits#

US

Japan

Unused portrait of Garlic Jr. for both Legacy of Goku II and for the International version. The game starts just after the Garlic Jr. Saga, though there are mentions of the Black Water Mist being responsible for various animals being hostile to the player throughout the game.

DBZLOG2_KingKai_JP.png

Unused King Kai portrait for the Japanese "Legacy of Goku 2 - International" version. King Kai does briefly speak in the game in the original Legacy of Goku II version after Cell comes back to Earth. This line is cut from the same scene in the International version, thus making this updated portrait unused.