the cutting room mirror

Dragon Quest VIII: Journey of the Cursed King (PlayStation 2)

This article has a talk page!
view on tcrf.net

Dragon Quest VIII takes the concept of "horse girls" to a whole new level.

Sub-Pages#

Debug Menus#

Present in the game are a couple of debug menus that can be re-enabled with the below codes. The Japan-exclusive debug menus do not work anymore. Apply the below codes for your version of the game to appear in one of these menus when you first start the game. The Japanese version of the Boot Mode debug menus do not allow you to exit. When exiting the menus in the Japanese version, the game will get stuck in an endless loop.

Master Codes (for cheat devices only):

US

JP

90119B90 0C04668C

9011EA10 0C047A2C

Boot Mode selector codes (where "??" is one of the below):

US

JP

00169360 000000??

0016CDFC 000000??

02 = Movie test menu
08 = File send menu (network mode)

(Source: Original TCRF research)

Boot Modes#

Movie Test Menu#

DQ8_-_MovieTestMenu1.png DQ8_-_MovieTestMenu2.png DQ8_-_MovieTestMenu3.png DQ8_-_MovieTestMenu4.png DQ8_-_MovieTestMenu5.png DQ8_-_MovieTestMenu6.png

This allows you to view all of the pre-rendered movies in the game. There are also some movie names here that are not present on the disc, such as the TEST movie names. The US version of this menu does not have the kana font to render the Japanese text.

File Send Menu#

This menu was likely used to send files from a network path to the developer's PlayStation 2 HDD.

Miscellaneous#

These are present only on the Japanese version of the game. These are missing proper controller commands for them, and as a result are no longer operable.

BtlDebug#

This likely would have reloaded a camera script during battle.

Lighting Editor#

This would likely have edited the current lighting settings of the area.

Debug Logging#

Within the game are two stubbed printf functions which would have logged various background information to a debug unit. This logs information such as files and maps loaded. It would also report errors if any occurred. To re-enable these, apply the below codes.

US codes:

Re-enable Debug Logging In Battle
20321620 08046542
20321624 00000000

Re-enable printf
20146E20 08046542
20146E24 00000000
JP codes:

Re-enable Debug Logging In Battle
2032C0D0 080478E2
2032C0D4 00000000

Re-enable printf
2014ADC0 080478E2
2014ADC4 00000000

If you are playing the game on a regular PlayStation 2, you will need to use a TOOL, RDB, or a debug version of OPL to view the logs. If you are playing on an emulator, you can see this information by enabling the option "Show Console". Below is an example of what type of information gets logged.

Top Vram = 10752(64word)
load(0) bin/key_data_1.bin o = 0 s = 2048
file cache 1bcdac0 - 1bcdac0
load(0) bin/bin_ext2.pak o = 0 s = 694272
file cache itemdat2.bin
file cache explist3.bin
file cache p_paramlist6.bin
file cache magiclist3.bin
file cache skilllist6.bin
file cache btl_eventinfo.bin
file cache btl_splcolor.bin
file cache btl_motion_8.bin
file cache btl_monster_id_6.bin

monster_model_info : ver 040726  : date : 2004/10/27 08:16:47

load(0) mons_mem.txt o = 0 s = 20480
file cache btl_monster_param_10.bin
load(0) monster_name_1.txt o = 0 s = 24576
file cache btl_monster_team_ex_5.bin
file cache Habitat_2.bin
file cache mos_owner_1.bin
load(0) btlload_owner_1.txt o = 0 s = 4096
file cache haikai_name_3.bin
file cache btl_action_def_18.bin
load(0) skill_info_1.txt o = 0 s = 6144
file cache actmsg_4.txt
file cache acteffmsg_2.txt
load(0) actmsg_text_3_1.txt o = 0 s = 51200
load(0) acteffmsg_text_2_1.txt o = 0 s = 10240
load(0) actextmsg_text_2_1.txt o = 0 s = 57344
file cache mos_tec_6.bin
load(0) team_tech_1.txt o = 0 s = 6144
load(0) snd2/SY_000.snd o = 0 s = 137216
msin_id = 0
p=9,-1,b=0,hd=cc600,bd=1bc980,hdbd=0
snd id = 6000000
load(0) snd2/rev.bin o = 0 s = 2048
vram 10752 - 16320
tex 1/288
b = 32767,cblur_fix_work0 vram = 64,0
tex 2/288
b = 273,cblur_work0 vram = 64,0
tex 3/288
b = 273,cblur_full_work0 vram = 3584,0
load(0) snd2/MAP_index.txt o = 0 s = 71680
load(0) menu/mcard2_1.pak o = 0 s = 188416
load(0) meswin/font_tex_l3s3_europe_Challenge.pak o = 0 s = 215040
load(0) meswin/sysstr_1.txt o = 0 s = 2048
load(0) meswin/article_1.txt o = 0 s = 2048
load(0) meswin/word_1.txt o = 0 s = 71680
WordStack:37720
Total    :1886
AllocWordStrCnt:29688
Hash:30176 
load(0) meswin/fonttbl_s3_europe_Challenge.bin o = 0 s = 2048
load(0) meswin/fonttbl_l3_europe_Challenge.bin o = 0 s = 2048
load(0) meswin/system_l_1.mes o = 0 s = 18432
load(0) meswin/system_s_1.mes o = 0 s = 18432
load(0) meswin/gaiji2_1.img o = 0 s = 86016
tex 4/288
b = 211,gaiji2 vram = 256,1
tex 5/288
b = 211,nmlcmd5 vram = 64,1
tex 6/288
b = 211,meswinbg vram = 3584,0
tex 7/288
b = 269,work vram = 3584,0
tex 8/288
b = 270,shadow_work vram = 3584,0
tex 9/288
b = 270,shadow_work2 vram = 576,0
tex 10/288
b = 272,glare_work1 vram = 576,0
tex 11/288
b = 272,glare_work2 vram = 576,0
tex 12/288
b = 294,moviework vram = 3584,0
tex 13/288
b = 295,cross_f vram = 3584,0
load(0) bin/bin_ext2.pak o = 0 s = 694272
load(0) itemdat2.bin o = 0 s = 18432
load(0) explist3.bin o = 0 s = 2048
load(0) p_paramlist6.bin o = 0 s = 4096
load(0) magiclist3.bin o = 0 s = 2048
load(0) skilllist6.bin o = 0 s = 4096
load(0) btl_eventinfo.bin o = 0 s = 2048
load(0) btl_splcolor.bin o = 0 s = 2048
load(0) btl_motion_8.bin o = 0 s = 43008
load(0) btl_monster_id_6.bin o = 0 s = 77824

monster_model_info : ver 040726  : date : 2004/10/27 08:16:47

load(0) mons_mem.txt o = 0 s = 20480
load(0) btl_monster_param_10.bin o = 0 s = 77824
load(0) monster_name_1.txt o = 0 s = 24576
load(0) btl_monster_team_ex_5.bin o = 0 s = 8192
load(0) Habitat_2.bin o = 0 s = 4096
load(0) mos_owner_1.bin o = 0 s = 2048
load(0) btlload_owner_1.txt o = 0 s = 4096
load(0) haikai_name_3.bin o = 0 s = 2048
load(0) btl_action_def_18.bin o = 0 s = 61440
load(0) skill_info_1.txt o = 0 s = 6144
load(0) actmsg_4.txt o = 0 s = 63488
load(0) acteffmsg_2.txt o = 0 s = 6144
load(0) actmsg_text_3_1.txt o = 0 s = 51200
load(0) acteffmsg_text_2_1.txt o = 0 s = 10240
load(0) actextmsg_text_2_1.txt o = 0 s = 57344
load(0) mos_tec_6.bin o = 0 s = 6144
load(0) team_tech_1.txt o = 0 s = 6144
load(0) map/map10_1.cfg o = 0 s = 55296
load(0) mapinfo3.bin o = 0 s = 2048
load(0) mapwind.bin o = 0 s = 2048
load(0) btl_map0.cfg o = 0 s = 4096
load(0) worldinfo4.bin o = 0 s = 4096
load(0) fbgpack.bin o = 0 s = 4096
load(0) TreasureList4.cfg o = 0 s = 47104
-------------------------- Tre ver[050801], cre[2005/08/5 15:24:54]
load(0) event/flag_set.cfg o = 0 s = 38912
load(0) title/title_1.mes o = 0 s = 47104
load(0) menu/cmd4_1.pac o = 0 s = 329728
tex 14/288
b = 225,syscmd vram = 256,1
tex 15/288
b = 225,syscmd2 vram = 128,1
tex 16/288
b = 225,syscmd3 vram = 64,1
load(0) title/wmap.img o = 0 s = 462848
tex 17/288
b = 80,mapwok vram = 3584,0
tex 18/288
b = 80,wmap vram = 896,1
tex 19/288
b = 80,title_grade vram = 896,1
create sema 27
create sema 26
create sema 28
start thread 9
create sema 29
load(0) title/title_1.img o = 0 s = 727040
tex 20/288
b = 74,logo0 vram = 128,1
tex 21/288
b = 74,logo1 vram = 896,1
tex 22/288
b = 74,title vram = 896,1
tex 23/288
b = 74,title_w vram = 896,1
fstrm : open cddat:WAV¥BGM¥BG_002.MWV
def_vol = 0.0e+0
loop 0,start 0
mc finish!!
movie vol bgm = 0.0e+1
mwork = 1325980
IOP memory 0x000cee00(size:24576) is allocated
IOP memory 0x000d4e00(size:2048) is allocated
create sema 31
create sema 30
create sema 32
start thread 10
fstrm : open cdrom0:¥MOVIE¥L5_CI_B.MVI;1
fstrm : close
delete thread 10
delete sema 32
delete sema 30
delete sema 31
movie vol off
mwork = 1325980
create sema 30
create sema 32
create sema 33
start thread 14
fstrm : open cdrom0:¥MOVIE¥TAKA_N.MVI;1
PlayBGM Wait:30
sndstrm : play

(Source: Original TCRF research)

Unused Title Screen Modes#

DQ8_-_Unused_Mode1.png DQ8_-_Unused_Mode2.png

Present only in the Japanese version of the game are a few unused demo modes. Apply the below code for the Japanese version of the game and start a new game to use these modes. After a certain amount of time passes, the game will send you to the title screen.

Start New Game for Demo Mode
D0468F7C 00000047
004686F0 0000000?

Replace ? with one of the following:

2 = Map m01 (night - not a demo mode)
A = Story Demo (Map m01)
B = Field & Battle Demo (Map s02i01 & n_22)
  • While not a demo mode, mode 2 sends you to the first town at night with no NPCs to talk to. You can't do anything here as a result.
  • Demo mode A sends you to the first town.
  • Demo mode B sends you to the field where you can battle enemies.

(Source: Original TCRF research)

Unused NPCs#

Several NPCs featured in an early build of the game can still be found within the game's files. Some of these NPCs were shown in pre-release screenshots.

To change King Trode's model while in Tryan's Gully, go to memory offset 0x003C0DC0 and change that text string to any model found within the folder chara.

Image

NPC File Name

Shown in a screenshot

p001a.chr

No

p002a.chr

No

p003a.chr

No

p004a.chr

Yes (near the shopping tent)

p005a.chr

Yes

p006a.chr

Yes

p007a.chr

Yes

p008a.chr

No

p009a.chr

No

cat.chr

Yes

Japan-Exclusive NPCs#

Located in event\test, the Japanese version of the game has a bunch of NPCs that aren't found in the international versions. Most of them have no animations, meaning they were most likely made just for the pre-release media.

Image

NPC File Name

Shown in a screenshot

p001a.chr

Yes

ps001a.chr

Yes

ps002a.chr

No

ps005a.chr

No

ps005b.chr

Yes, although could be a different model since the old lady doesn't actually hold on to her cart in-game.

(Source: Original TCRF research)

Unused Items#

There are 30 unused items, which can be added back into the player's inventory with the use of codes.

Access#

The code below adds the 30 unused items to the inventory by replacing the first 30 slots in your item bag. These include dummy armor, dummy weapons, dummy dresses, and... dummy cheese. Lots of dummy cheese. None of these items have any special icons. The DUMMY items do not work, however the MIMIC STONE and the BLARNEY STONE do function. The MIMIC STONE lets you recover health in battle endlessly, and BLARNEY STONE instantly wipes out your party.

Inventory Modifier

20409AD0 03E70045
20409AD4 03E70053
20409AD8 03E7005C
20409ADC 03E70061
20409AE0 03E7007A
20409AE4 03E70091
20409AE8 03E700AF
20409AEC 03E700D4
20409AF0 03E700DF
20409AF4 03E700EB
20409AF8 03E700EC
20409AFC 03E700F7
20409B00 03E70101
20409B04 03E70102
20409B08 03E7011B
20409B0C 03E70124
20409B10 03E7012B
20409B14 03E7012C
20409B18 03E70133
20409B1C 03E7013D
20409B20 03E70141
20409B24 03E70146
20409B28 03E70147
20409B2C 03E70148
20409B30 03E70149
20409B34 03E7014A
20409B38 03E70152
20409B3C 03E7015C
20409B40 03E7016A
20409B44 03E70176
20409B48 03E70183
20409B4C 03E70184

List#

DQ8_Unused_items1.png DQ8_Unused_items2.png

#

Name

Notes

0045

DUMMY HAMMER

0053

DUMMY SICKLE

005C

DUMMY WAND

0061

DUMMY STAFF

007A

DUMMY DRESS

0091

DUMMY ARMOUR

00AF

DUMMY SHIELD

00D4

DUMMY CAP

00DF

DUMMY FLEE RING

00EB

DUMMY BRACELET

00EC

DUMMY BRACER

00F7

DUMMY BOOTS

0101

DUMMY SANDGLASS

0102

DUMMY HOURGLASS

011B

DUMMY SAND OF TIME

0124

DUMMY BESTIARY

012B

DUMMY CYMBAL

012C

DUMMY CONCH

0133

DUMMY LIZARD DUNG

013D

DUMMY CHEESE #1

0141

DUMMY CHEESE #2

0146

DUMMY CHEESE #3

0147

DUMMY CHEESE #4

0148

DUMMY CHEESE #5

0149

DUMMY CHEESE #6

014A

DUMMY CHEESE #7

0152

DUMMY CHEESE #8

015C

DUMMY BAG

016A

DUMMY RING

0176

DUMMY CARD

0183

MIMIC STONE

Lets you recover health in battle endlessly.

0184

BLARNEY STONE

Wipes out your entire party in battle.

(Source: wescastro. Item digits.)

To do:
I used DeepL to translate the Japanese names and descriptions. If you're a fluent Japanese speaker, please correct any mistakes.

Almost all of the dummy items actually have a Japanese name and a description in the itemstr1.lst file, which contains original names of all the in-game items (translated names are located in itemstr1_1.lst). Below is the list of items using both the Japanese and the English name, their description and theory on what they most likely would've been used for.

English Name

Japanese Name

Japanese Description

Speculative Use

DUMMY HAMMER

びっくりハンマー
Surprise Hammer

たたくたびに
攻撃力が変化する
ふしぎなハンマー
A mysterious hammer that changes its attack power with each strike.

Similar to the Hela's Hammer from Dragon Quest IV, a cursed hammer that would either land a critical hit or miss entirely.

DUMMY SICKLE

死神のかま
The Grim Reaper's Sickle

斬りつけた敵を
ときどき一撃で
ほうむるかま
A sickle that sometimes buries a slashed enemy with one blow.

A cut scythe that had a possible one-hit kill ability some of the weapons have. Shares a name with Yangus's Grim Reaper skill, and the scythe used by Ladja in Dragon Quest V.

DUMMY WAND

ほほえみの杖
Wand of Smiles

戦闘中つかうと
敵を1ターンの間
ほほえませる
When used in battle, it causes enemies to smile for 1 turn.

The Thalian Staff from Dragon Quest IV. This wand would've caused enemies to skip a turn by smiling when used. The "smiling" status does not appear to still be present.

DUMMY STAFF

死者の杖
Staff of the Dead

たたいた敵を
ときどき一撃で
ほうむりさる
A staff that sometimes buries a struck enemy with one blow.

Like with the unused scythe, most likely would've had a chance to cause a one-hit kill.

DUMMY DRESS

テンションドレス
Tension Dress

攻撃をうけると
気合いが入る
ふしぎなドレス
A mysterious dress that fills you with fighting spirit when you are attacked.

The name implies that this armor would've raised one's tension after enemy's hit, but there are no known items which do that in the game.

DUMMY ARMOUR

気合いのよろい
Armour of Spirituality

攻撃をうけると
気合いが入る
ふしぎなよろい
A mysterious armour that fills you with fighting spirit when you are attacked.

Same as the DUMMY DRESS.

DUMMY SHIELD

エルフの盾
Elven Shield

エルフによって
作られたという
軽くて丈夫な盾
A light and sturdy shield allegedly made by elves.

No idea. Besides the Elfin Elixir, there are no other items that would have anything to do with elves.

DUMMY CAP

やまびこのぼうし
Yamabiko's Hat

やまびこのように
となえた呪文が
くり返される
Repeats a spell you cast like a mountain echo.

The Duplic Hat from Dragon Quest V. This hat would have caused the wearer to cast spells twice in one action at no additional MP cost.

DUMMY FLEE RING

逃げ逃げリング
Run-Run Ring

戦いのとき
逃げやすくなる
ちょっと臭う指輪
A slightly smelly ring that makes it easier to run away in a fight.

Likely would've allowed the party to flee from every non-boss battle. Shares its name with the Cower Ring from Dragon Quest III.

DUMMY BRACELET

メガンテのうでわ
Kamikazee/Megante Bracelet

身につけていると
もしもの時に
メガンテが発動
While wearing it, Kamikazee/Megante can activate in an emergency.

The Kamikazee Bracer of DQ history. Would have produced the Kamikazee spell effect when the wearer was killed in battle.

DUMMY BRACER

メガンテのうでわ
Kerplunk/Megazaru Ring

身につけていると
もしもの時に
メガザルが発動
While wearing it, Kerplunk/Megazaru can activate in an emergency.

The Kerplunk Bracer of DQ history. Would have produced the Kerplunk spell effect when the wearer was killed in battle.

DUMMY BOOTS

あんぜんぐつ
Safety Shoes

危険な場所にも
平気で入れる
安心安全なくつ
Safe and secure shoes that allow you to go into dangerous places with impunity.

Not sure which "dangerous places" are implied, but it could be the poisonous swamps which are present in some locations and drain digits of your health if you walk in them. These shoes likely would've let you walk in them freely. Safety Shoes would later appear in Dragon Quest IX, with no bonus effects.

DUMMY SANDGLASS

のんきな砂時計
Carefree Hourglass

時間の流れが
おそく感じられる
奇妙な砂時計
A strange hourglass that makes the flow of time feel slower.

No clue, but the description implies it had something to do with slowing down time.

DUMMY HOURGLASS

せっかちな砂時計
Impatient Hourglass

時間の流れが
早く感じられる
奇妙な砂時計
A strange hourglass that makes the flow of time feel faster.

Similar effect to the sandglass, but implied speeding up time instead of slowing it down.

DUMMY SAND OF TIME

時の砂
The Sands of Time

戦闘中つかうと
始まりの状態まで
時間がもどる
If you use it during a battle, time will be restored to the starting state.

S̶h̶o̶u̶t̶ ̶o̶u̶t̶ ̶t̶o̶ ̶P̶r̶i̶n̶c̶e̶ ̶o̶f̶ ̶P̶e̶r̶s̶i̶a̶ Another cut recurring item. Would've restarted the battle from the beginning, including the party and the enemies' stats.

DUMMY BESTIARY

モンスター図鑑
Monster Book/Bestiary

であった
まものが
のっている
Records the things you have encountered.

The Big Book of Beasts from DQ history. There is a bestiary in the game, but it's no longer an item, nor is it kept in the item menu.

DUMMY CYMBAL

ぜつぼうのシンバル
The Cymbals of Despair

敵味方全員の
テンションを
下げてしまう楽器
An instrument that reduces the tension of all friends and foes.

Since this item is located right below the Timbrel of Tension, which raises tension of all party members, it would've likely caused a negative effect similar to Angelo's Chilling Chuckle/Sarcastic Snigger ability. What's interesting, however, is that the description implies it'd have affected the party too.

DUMMY CONCH

あきんどのホラ貝
The Merchant's Conch/Horagai

つかうと
しょうにんが
やってくる
When used, a merchant will come along.

"Horagai" is the type of conch which had a military and religious use in Japan. No clue how it relates to the game, but the description and the item's name likely implies either some monetary reward or some debugging function.

DUMMY LIZARD DUNG

大トカゲのふん
Large Lizard Dung

大きなトカゲの
大きな落し物
A large lost property of a large lizard.

There is an item in the game called "Dragon Dung" which is used for alchemy, so this one likely would've been an ingredient too.

DUMMY CHEESE #1

ちょい辛チーズ
Spicy Cheese

トーポの好きな
ちょっとだけ辛い
チーズ
Topo's favourite slightly spicy cheese.

(Topo is Munchie's Japanese name) Likely an early version of the Spicy Cheese.

DUMMY CHEESE #2

ひんやりチーズ
Chilly Cheese

トーポの好きな
ほのかに
冷たいチーズ
Topo's favourite slightly cold cheese.

Likely an early version of the Chilly Cheese.

DUMMY CHEESE #3

ザラザラチーズ
Gritty Cheese

トーポの好きな
ザラザラした
チーズ
Topo's favourite gritty cheese.

Likely an early version of the Chunky Cheese

DUMMY CHEESE #4

どくどくチーズ
Poisonous Cheese

トーポの好きな
むらさき色の
毒々しいチーズ
Topo's favourite purple, poisonous-looking cheese.

This cheese would've likely allowed Munchie to use poisonous breath on enemies.

DUMMY CHEESE #5

ねむねむチーズ
Sleepy Cheese

トーポの好きな
あまい香りの
ただようチーズ
Topo's favourite sweet, fragrant cheese.

This cheese would've likely allowed Munchie to use sweet (sleeping) breath on enemies.

DUMMY CHEESE #6

マヒマヒチーズ
Numb Cheese

トーポの好きな
やけつくほどに
強烈な味のチーズ
Topo's favourite burningly strong tasting cheese.

This cheese would've likely allowed Munchie to use burning (paralyzing) breath on enemies.

DUMMY CHEESE #7

くるくるチーズ
Curly Cheese

トーポの好きな
混乱しそうなほど
奇妙な味のチーズ
Topo's favourite confusingly strange tasting cheese.

There is no breath attack for confusion, but this cheese would've most likely allowed Munchie to confuse enemies.
The icon for this cheese might have actually survived into the final game: Dq8_unused_cheese.png
Every single used cheese has a high-resolution artwork, sans this sprite. The description is also fitting, since this cheese has curls on it.

DUMMY CHEESE #8

みんなのチーズ
Everyone's Cheese

トーポの好きな
ねずみ仲間を誘う
みわくのチーズ
Topo's favourite cheese that attracts his mouse friends.

Aside from Hero and the party, Munchie doesn't really have any "friends" in the game. The description implies that the cheese would've most likely called other mice to damage enemies, similar to Yangus' Golden Oldies ability.

DUMMY BAG

においぶくろ
Sachet

とくしゅ
こうかは
ないようだ
There seems to be no special effect.

An item that appears to have never even been finished during the development.

DUMMY RING

なし357
None 357

とくしゅ
こうかは
ないようだ
There seems to be no special effect.

Shares the description with Sachet and likely had the same fate.

DUMMY CARD

マイレージカード
Mileage Card

未定
Not decided yet.

This one seems to have been abandoned before the developers even came up with the idea for it.

(Source: Original TCRF research)

Unused Animations#

To do:
There is a small chance this could be used for a cutscene. Clarify if this is the case.

Unused crouching animations exist in the game for all heroes. It suggests at one point you could crouch down with any hero. Apply the following code to re-enable this animation for all heroes:

Replace Stand Animation with Crouch Animation

20D37D74 435C0000
20D37D78 43620000
20D37D7C 3DCCCCCC
20D51864 43470000
20D51868 434D0000
20D5186C 3E199999
20D6FDC4 436D0000
20D6FDC8 43730000
20D6FDCC 3DCCCCCC
20D87994 431D0000
20D87998 43230000
20D8799C 3DCCCCCC

DQ8_Crouch1.png DQ8_Crouch2.png DQ8_Crouch3.png DQ8_Crouch4.png

If there is no animation data present for a hero, they will do a T-pose as shown here:

(Source: Original TCRF research)

Unused Monsters#

Quite a few monsters go unused. Most of them are variations on existing enemies, with limited changes in appearance. Around 80 monsters were totally deleted, and can no longer be restored.

Watch on YouTube

Access#

Apply the following code to force all encounters to be with a monster of your choice (where "????" is one of the IDs listed below):

Force Desired Monster Encounter

20351FAC 2415????

List#

To do:
Investigate and document all the differences between monster variations.

Used

Unused

#

Name

#

0065

Slime

00A8
0177
01C8

00C1

Mucho Macho

0382

00DB
035D

Treevil

0383
0384

010A

Dhoulmagus LV1

01A0
01AB
01C6

None

018A

None

018B

None

0380

018F

Winky (red)

0190

0072

Skeleton Soldier

0195

015D

Anchorman

0197

0199

Dhoulmagus LV2

019A
01C7

019B

Evil Sir Leopold

01A9

019D

Marcello

01AA

01A3

Evil Jessica

01A4

0089

King Squid

01AC

006E

Boss Troll

01AD

01AE

Rhapthorne (First Form)

01AF
01B0

0189

Servant of Darkness

01B1

00A6

Dancing Flame

01B2

01B9

Rhapthorne (Final Form)

01BA
01BB
01BC
01BD
01BE

01BF

Lord of the Dragovians (Dragon Form)

01C0

01C1

Lord of the Dragovians

01C2
01C3

01C4

Vermillion Dragon

01C5
01EB
01EC

01C9

Emerald Dragon

01CA
01CB
01D8
01D9
01DA

01CC

Silver Dragon

01CD
01CE
01DB
01DC
01DD

01CF

Golden Dragon

01D0
01D1
01DE
01DF
01E0

01D2

Darksteel Dragon

01D3
01D4
01E1
01E2
01E3

01D5

Divine Dragon

01D6
01D7
01E4
01E5
01E6

01E7

Ultimate Dragon

01E8
01E9

00AC

Shadow

017D
01EA

0108

Red Horn

01ED

0109

Blue Fang

01EE

(Source: Original TCRF research)

Trode's Fight Cheer#

Though used, you can hear Trode cheering for Yangus for only 4 seconds before the cutscene fades out. However, in reality, it lasts for 19 seconds. Located in DATA2.DAT\trode_fight_cheer.mwv

(Source: Original TCRF research)

Unused Voice Clips#

a03#

Located in DATA2.DAT\a03.mwv is a voice clip spoken by a Japanese person. Since there are no characters voiced in Japanese, its purpose is unknown.

File Name

Audio

Transcript

Translation

a03.mwv

こちらランク~の優勝賞品です。

This is the Rank ~ prize!

There are also two files named a01 and a02, which contain the first and the second part of the clip respectively.

File Name

Audio

a01.mwv

a02.mwv

(Source: Original TCRF research)

b, c & d#

Voiced by the same Japanese person, these three files most likely had something to do with a03. The file names don't match the spoken syllables.

File Name

Audio

Transcript

Translation

b.mwv

エー

A!

c.mwv

ビー

B!

d.mwv

シー

C!

(Source: Original TCRF research)

Unused Event#

If you force yourself through the chamber wall during the escape from Maella Abbey, you'll be able to play an unfinished stealth-like event. Unfortunately, the game hangs after you use the main door, likely due to lack of scripted events which would follow.

Watch on YouTube

(Source: Original TCRF research)

Unused Royal Hunting Ground Lines#

A cut portion of the event that occurs at the Royal Hunting Ground after the party and Prince Charmles decide to rest. In the game it cuts to Hero waking up and seeing the Prince trying to ride Medea, but it appears the scene was originally supposed to involve all of the characters. Interestingly, all of the lines were voiced and even got carried over to the 3DS version (where they also weren't used), indicating that this part of the event was cut relatively late into localization:

File Name

Audio

Transcript

10040010.mwv

Angelo: What's this? It's barely even light yet!

10040020.mwv

Jessica:Grrrr...!!

10040030.mwv

Jessica: What's that noise? Are we under attack or something?

10040040.mwv

Yangus: Wot's goin' on, eh?

10040050.mwv

Yangus: The 'orse-princess don't sound too 'appy this mornin'...

The scene that follows afterwards is Trode protecting Medea from Charmles until the latter gets distracted by the Great Argon Lizard's roar, but originally all of the party members, sans Hero, were supposed to confront the Prince. It also features a slightly different version of Charmles' lines:

300
//ゼシカ「ちょっと やめなさいってば!
// 今のは 誰が見たって 悪いのは
// 王子様のほうじゃないの!
Jessica: Hey! Give it a rest! If anyone's in the wrong, it's you!

@310
//ククール「よぉよぉ 王子様。
Angelo: Well, well, well!

@320
//ククール「馬が相手だと 威勢がいいねぇ。
// トカゲと戦うときも 今と同じくらいの
// 気迫を見せてほしいもんだなぁ。
Angelo: You certainly come to life when there's a horse to be beaten! If only you showed this kind of fire around Argon lizards, eh!? You'd be quite an asset!

@330
//ヤンガス「おっさん やめときな。
// そんな 駄々っ子の遊びに
// つきあうこたぁねえよ。
Yangus: Just ignore 'im, grandad. He's actin' like a spoilt brat, if you ask me.

@340
//チャゴス「この無礼者め。
// 平民のぶんざいで 王族に意見するとは。
Prince Charmles: Such rank impertinence! How dare you filthy lowlifes speak to, to...MY MAJESTY like that!?

@350
//チャゴス「おい 聞いたか! 今のは
// アルゴリザードの 鳴き声じゃないのか!?
Prince Charmles: Oh! Did you hear that!? It was an Argon lizard!

@360
//チャゴス「気が変わった。馬のことはいい。
// 今の鳴き声を たしかめに行くぞ。
Prince Charmles: I've changed my mind! I don't care about the silly horse any more. Let's go and find that lizard!

All text lines are located in the e1004_1.txt file.

(Source: Original TCRF research)

Development Text#

DARK3#

This line can be found inside the game's ELF file:

S:/DARK3/DC3_SOUND/

While "DC3" may stand for "Dark Cloud 3", referring to Level-5's other games, Dark Cloud and Dark Cloud 2, it might have just been a codename for Dragon Quest VIII.

(Source: Original TCRF research)

map.lst#

DATA.DAT\map\map.list contains a list of all .map files as they were stored on a developers system. This file is identical in all versions of the game, containing the the full list of maps include in the Japanese version (including the unused maps found on disc).

Q:\DQ8\data\datav3\map
Q:\DQ8\data\datav3\map\c01\c01.map
Q:\DQ8\data\datav3\map\c01\c01i01.map
Q:\DQ8\data\datav3\map\c01\c01i02.map
Q:\DQ8\data\datav3\map\c01\c01i03.map
Q:\DQ8\data\datav3\map\c01\c01i04.map
...

Leftover at DATA.DAT\map\make.bat is the batch script used to create this file.

cd > map.lst
dir /b /s *.map >> map.lst

Interestingly, when using this batch script to regenerate the list and diffing the output with the list on disc, 2 maps are named in map.list that are not found in the Japanese version.

Q:\DQ8\data\datav3\map\wm4\_Twm4.map
Q:\DQ8\data\datav3\map\wm4\__wm4.map

(Source: Original TCRF research)

Alternate Hero Costume#

This costume is only seen in one of the flashback sequences which is in greyscale and you cannot normally ever see its color, nor can you ever equip it. However, you can apply the following code to make the Hero wear it. With the code on, equip the Dragovian Armour and Dragovian Helm.

Change Dragovian Costume to Alternate Hero Costume

209239E8 00326E69

Alternate Hero Costume

(Source: Original TCRF research)

Unused Music#

Inside DATA2.DAT\data2\wav is two unused versions of the opening song, one being an uncompressed wav file, and the other being in the game's native ADPCM format. The used version that plays is located in DATA2.DAT\data2\wav\bgm\bg_002.mwv.

DATA2.DAT\data2\wav\bgm\bg_039.mwv in the North American release of the game is an unused sequenced song of "Memories of an Ancient Ocean".

DATA2.DAT\data2\wav\bgm\bg_037.mwv in the North American release of the game is an identical copy of bg_005, which is the overworld music.

(Source: Original TCRF research)

Regional Differences#

To do:
More regional differences

  • The Japanese version has sequenced music, whereas the international versions feature live orchestrations, sourced from the album Symphonic Suite Dragon Quest VIII: Sora to Umi to Daichi to Norowareshi Himegimi.
  • The Japanese version lacks voice acting, which was added to the international versions.
  • The menu system was modified for the international versions. For example the international versions added character portraits during battle.

Oddities#

To do:
Check if this is in the EUR version. Also, so far I've only seen the log thing happen on the song "Peaceful Community".

Despite the streamed orchestral soundtrack playing instead, the USA version of Dragon Quest VIII still has the JPN version's entire sequenced soundtrack in the same folder as it would be in the JPN version: DATA.DAT\snd2\bgm.

  • If you turn on the logging cheat, you will notice that sometimes (at least in "Peaceful Community"), the sequence is set to play, but the function is set at zero, and the stream plays instead.
  • Some music in the USA version wasn't replaced by streamed audio, and thus the sequenced version plays instead.