Debug Mode#
Starting the game with Pro Action Replay (PAR) code 7E00FC01 turned on enables a debug menu in both versions. Entering a name starting with a lowercase E also enables it, but doing it this way results in some glitchiness.
The functions are as follows:
- The number of the location you're in is displayed in the upper-left corner of the screen.
- The player's X and Y coordinates are shown in the upper-right corner of the menu of the screen. Because of the font changes between releases, it doesn't show as well in the US version.
- In the menu screen (press X), the Sys menu contains 30 options. Most of these are scripted events that don't work correctly, mostly due to how precise the conditions must be. In a few instances, they will cause the game to crash.
- 0 - System (Sys) Menu. This is the normal menu accessed when not in debug mode.
- 1 - Scripted Event - Transported to Crystal Labyrinth.
- 2 - Scripted Event - Water is drained. After a couple times, Stragos comments about arriving in Saskuot, then Bubbles (BOSS) shows up.
- 3 - Scripted Event - Ambushed by Goblins.
- 4 - Scripted Event - Going up the Jurayn elevator.
- 5 - Scripted Event - Party goes to bed.
- 6 - Appears to do nothing.
- 7 - Scripted Event - Party flies with Tiger. Nearly always crashes the game.
- 8 - Scripted Event - 1st game scene after the clock goes off.
- 9 - Scripted Event - Clinic scene in Rekuon.
- 10 - Scripted Event - Going down the Jurayn elevator.
- 11 - Scripted Event - Activates shuttle transit system.
- 12 - Appears to do nothing.
- 13 - Game map.
- 14 - Scripted Event - Noi Gren explodes (?).
- 15 - Scripted Event - Strago crashes.
- 16 - Game demo.
- 17 - Appears to do nothing.
- 18 - Appears to do nothing.
- 19 - Scripted Event - Dal Gren is activated by Gabnid.
- 20 - Scripted Event - Final scene. Leaving Jurayn in the Raiga ship.
- 21 - Scripted Event - Sword is placed in Strabo.
- 22 - Scripted Event - Dal Gren is exploding + Escape.
- 23 - Scripted Event - Exiting an elevator (probably related to Raiga Island).
- 24 - Credits Scene - Doth and Chezni in the Labyrinth.
- 25 - Unknown.
- 26 - Unknown.
- 27 - Unknown.
- 28 - Customize a party member.
- 29 - Sets various party data, including flags, # of party members, ID#'s for each party member, frequency of random battles (0 = None), Gold, and Save ID#.
- Hold A to toggle free-movement mode. Hold down A while standing still to re-enable walls.
- Press L, then open the Level Select. Use the D-Pad to select a level. Maximum value: 283
- Press Start to enter a sound test.
Battle Debug Screen#
Hold Select to enter a battle debug screen. The functions of this screen (only usable before starting a battle) are:
- Press Left, Right, Up, or Down to choose an enemy to fight.
- Press L and R to cycle through battle backgrounds.
- Press Select to scroll the background downwards.
- Press A to animate the enemy sprite(s).
- Press X to change the background palette to black and white. This will also update what monster appears on the screen.
- Press B to exit the battle.
If you press Select instead of holding it, you'll be taken to a generic battle for the area you're in. Most maps that do not have random encounters will result in you fighting the easiest monsters possible.
(Source: Chickenlump (PAR code, functions))
Unused Sprites#
The Naskuot Guards walk left and right during scripted events, but never up or down.
Kormu is covered up under a bed, leaving most of his body obscured. Despite this, he has a full set of walking animations.
The Raiga walk left and right during scripted events, but never up or down.
The Save Girl is behind a counter or surrounded with path blockers, meaning you can only approach her from the front. Despite the presence of side and back sprites, she'll still face forward in-game if you use cheats to talk to her from the side or behind.
Sophie's back sprites and walking animations are unused.
The Spiritualist has a full set of walking animations, but stays still in the magic shop.
Unused Palettes#
At one point in the game, the party must travel 10,000 years to the past (before color existed). While most of the NPCs, tiles, etc. use regular palettes, a few enemies and one unique object do not.
Used |
Unused |
|
|---|---|---|
Gabnid (Boss) |
Used |
Unused |
|
|---|---|---|
Rotorbee |
||
Stingeye |
||
Unirat |
||
Raigan Timeship |
Unused Code#
Race entry 0x08 (Guud) is never used by any of the available characters to describe their race.
Regional Differences#
Pre-Game Credits#
Japan |
US |
|---|---|
Enix America added additional (legal) info and changed the game's name. |
Game Introduction#
Japan |
US |
|---|---|
The "ASMIK PRESENTS" text shows up first, then fades. The music starts up and using a dithered effect, the Lennus logo gradually appears. Various credits appear underneath, then finally the border appears, a sparkle goes along the border, then finally the "Press Start" text appears. |
The screen turns white, then as it turns grey the Paladin's Quest logo and a distant shadow appear. The shadow slides under the logo and stays grey for a while as the music plays. As the music reaches the end, the background turns black and the "Press Start" text appears. As the music ends, the logo flashes white twice. |
Battle Results#
Japan |
US |
|---|---|
The text appears all at once and a flashing arrow prompts the player to press a button to continue. |
The dialogue boxes slowly appear one at a time and once over the game automatically continues on its way down. Holding down a button speeds up the process. |
Leveling Up#
Japan |
US |
|---|---|
The text appears all at once and a flashing arrow prompts the player to press a button to continue. |
The dialogue boxes slowly appear one at a time and once over the game automatically continues on its way down. Holding down a button speeds up the process. |