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#
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#
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 |
|
![]() |
p006a.chr |
|
![]() |
p007a.chr |
|
![]() |
p008a.chr |
No |
![]() |
p009a.chr |
No |
![]() |
cat.chr |
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 |
|
![]() |
ps001a.chr |
|
![]() |
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 |
|---|
|
List#

# |
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: |
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 |
たたくたびに |
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 |
斬りつけた敵を |
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 |
戦闘中つかうと |
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 |
たたいた敵を |
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 |
攻撃をうけると |
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 |
攻撃をうけると |
Same as the DUMMY DRESS. |
DUMMY SHIELD |
エルフの盾 |
エルフによって |
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 |
やまびこのように |
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 |
戦いのとき |
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 |
身につけていると |
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 |
身につけていると |
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 |
危険な場所にも |
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 |
時間の流れが |
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 |
時間の流れが |
Similar effect to the sandglass, but implied speeding up time instead of slowing it down. |
DUMMY SAND OF TIME |
時の砂 |
戦闘中つかうと |
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 |
であった |
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 |
敵味方全員の |
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 |
つかうと |
"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 |
大きなトカゲの |
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 |
トーポの好きな |
(Topo is Munchie's Japanese name) Likely an early version of the Spicy Cheese. |
DUMMY CHEESE #2 |
ひんやりチーズ |
トーポの好きな |
Likely an early version of the Chilly Cheese. |
DUMMY CHEESE #3 |
ザラザラチーズ |
トーポの好きな |
Likely an early version of the Chunky Cheese |
DUMMY CHEESE #4 |
どくどくチーズ |
トーポの好きな |
This cheese would've likely allowed Munchie to use poisonous breath on enemies. |
DUMMY CHEESE #5 |
ねむねむチーズ |
トーポの好きな |
This cheese would've likely allowed Munchie to use sweet (sleeping) breath on enemies. |
DUMMY CHEESE #6 |
マヒマヒチーズ |
トーポの好きな |
This cheese would've likely allowed Munchie to use burning (paralyzing) breath on enemies. |
DUMMY CHEESE #7 |
くるくるチーズ |
トーポの好きな |
There is no breath attack for confusion, but this cheese would've most likely allowed Munchie to confuse enemies. |
DUMMY CHEESE #8 |
みんなのチーズ |
トーポの好きな |
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 |
とくしゅ |
An item that appears to have never even been finished during the development. |
DUMMY RING |
なし357 |
とくしゅ |
Shares the description with Sachet and likely had the same fate. |
DUMMY CARD |
マイレージカード |
未定 |
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: |
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 |
|---|
|

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.
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 |
|---|
|
List#
|
|
To do: |
Used |
Unused |
|
|---|---|---|
# |
Name |
# |
0065 |
Slime |
00A8 |
00C1 |
Mucho Macho |
0382 |
00DB |
Treevil |
0383 |
010A |
Dhoulmagus LV1 |
01A0 |
None |
018A |
|
None |
018B |
|
None |
0380 |
|
018F |
Winky (red) |
0190 |
0072 |
Skeleton Soldier |
0195 |
015D |
Anchorman |
0197 |
0199 |
Dhoulmagus LV2 |
019A |
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 |
0189 |
Servant of Darkness |
01B1 |
00A6 |
Dancing Flame |
01B2 |
01B9 |
Rhapthorne (Final Form) |
01BA |
01BF |
Lord of the Dragovians (Dragon Form) |
01C0 |
01C1 |
Lord of the Dragovians |
01C2 |
01C4 |
Vermillion Dragon |
01C5 |
01C9 |
Emerald Dragon |
01CA |
01CC |
Silver Dragon |
01CD |
01CF |
Golden Dragon |
01D0 |
01D2 |
Darksteel Dragon |
01D3 |
01D5 |
Divine Dragon |
01D6 |
01E7 |
Ultimate Dragon |
01E8 |
00AC |
Shadow |
017D |
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.
(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 |
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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#
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|
To do: |
- 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#
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|
To do: |
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.
|
The Dragon Quest / Dragon Warrior series | |
|---|---|
|
NES |
Dragon Warrior • Dragon Warrior II • Dragon Warrior III • Dragon Warrior IV |
|
MSX |
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|
MSX2 |
|
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SNES |
Dragon Quest I & II • Dragon Quest III • Dragon Quest V • Dragon Quest VI • Torneko no Daibouken: Fushigi no Dungeon |
|
Game Boy (Color) |
Dragon Warrior I & II • Dragon Warrior III • Dragon Warrior Monsters • Dragon Warrior Monsters 2 |
|
PlayStation |
|
|
PlayStation 2 |
|
|
Game Boy Advance |
|
|
Nintendo DS |
Dragon Quest IV • Dragon Quest V • Dragon Quest VI • Dragon Quest IX • Dragon Quest Monsters: Joker |
|
Wii |
|
|
Nintendo 3DS |
Theatrhythm Dragon Quest • Dragon Quest VII • Slime Mori Mori Dragon Quest 3 • Dragon Quest XI |
|
PlayStation 4, Windows |
Dragon Quest Builders • Dragon Quest Builders 2 (Demos) • Dragon Quest XI (Definitive Edition) |
|
Xbox One, Stadia |
Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition |
|
Nintendo Switch |
Dragon Quest Builders • Dragon Quest Builders 2 (Demos) • Dragon Quest XI S: Echoes of an Elusive Age - Definitive Edition |















