the cutting room mirror

Shining Force III Scenario 2: Nerawareta Miko

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Also known as Shining Force III: Target: Child of God, this sequel oddly feels like what the original Shining Force III should have been. It stars the 3rd Prince in line to the throne, Medion with his even smaller (and somewhat quirkier) force of soldiers as he tries to evade fellow Empire soldiers, masked satanic cultists, and Republic traitors on his way to rescue his father, the King of Destonia and ultimately stop the Mad Governor Garvin's schemes.

Sub-Pages#

Debug Mode#

To do:
Event flags, battle debug, etc.

Use 360238EE 0001(1.003) or 3602389E 0001(2.000) depending on the version of the game to activate a debug mode. Its functions are a bit different to Scenario 1's:

Name

Explanation

Scn

Area Warp - select the map where you wish to go, hit A then close the menu. The second option chooses what exit you spawn from, or in battle, what cutscenes play. In some maps setting it to -1 allows you to spawn out of bounds.

Flg

Sets event flags.

Prm

Roster editor. Add or remove characters, what team they're in, skill lvs, and their levels or classes.

Itm

Gives you any item in the game, provided you still have space. There is also an option for Max Gold.

Sav

Saves file.

Lod

Loads a save file.

Snd

Sound Test.

12P

What this does is unknown, currently, selecting it just refreshes the menu.

Cfg

The normal Configuration menu.

(Source: 1 Knight0fDragon)

Controls#

Pressing X+Y+Z together will pause the game. In this mode, pressing any button other than L, R, or Start will advance the game 1 frame, pressing L will enable some printout information and R will disable. To exit, press the Start button. Holding Z will disable collision, allowing you to cross out of bounds. In battle, if you hold Z while an enemy or character ends their turn, the battle instantly ends, or instead you can kill specific characters/enemies by holding Start while ending their turn. Finally, pressing R during a cutscene will skip dialogue, and L will disable it. Pressing it multiple times can advance through scenes slightly faster, though this will crash the game on certain scenes.

Controlling Enemies#

If the bit 0128-6 in Flg is set, you will now be given control of enemies during battle.

Fight Menu#

Setting 0128-0 in Flg will enable a fight menu, with extra options, they are as follows:

  • CNO - Unknown, cannot be manually changed.
  • ACT - For Scenario 2 the options are: FIT, FAR (Seems to crash the game when used.), EQI, ITM AND MAG
  • NO - Goes from 0-101, its use depends on what ACT you selected. I.E., what spell the character uses if you select magic.
  • LV - Level of attack, likely only for Spells.
  • HIT - NRML, S--H, N--H, SUKA (Guard), and CRTC.
  • KAI - Unknown.
  • HAN - Unknown.
  • D - Strangely, although they added a 4th D, the functionality of all but 1 appears to have been removed. Setting these to the highest value doesn't appear to add an extra damage step. D1 appears to pull names from RAM (e.g. setting to 20 while attacking with an enemy will say Medion took damage, 21 for Campbell, etc.) though setting it to an invalid name (i.e. one of the PC placeholders) will crash the game.

Debug Flags#

Using the Flg option it is possible to enable extra debug functions, format is "Address-Bit" and they are as follows:
0108-2 - window layer disabled
0108-7 - sprites disabled
0110-0 - Slow mode
0110-3 - Disables the backgound layer
0130-0 - Hitbox display (Overlays a wireframe around collision.)
0130-3 - Camera Tilting or alternatively, Drunk Mode

Hidden Objects#

  • Airo Village

SF3SC2AIRO.png
Behind Airo Village is a functional bridge and a few textures and sprites.

Chickens2SF3SC2.png
Inside this pen is chickens that can't normally be talked to.

  • Storich Business District

SF3SC2hiddenstorich.png
Placed way out of bounds is this lone Conductor.

  • Waterfall graphic

If for whatever reason the game cannot load the normal waterfall(For example, by using an certain version of Yaiba Sanshiro), this gets loaded instead.

Unused Characters#


Immediately after the last used character are three unfinished entires. They are called "グラツア"(Gracia), "パピィ"(Puppy?), and "スピリテット"(appears to be a misspelling of Spiriel, スピリテッド vs スピリテット), They all use the standard placeholder icon, and have no stats.

  • Two Julians

Strangely, and only for this game the character Julian has two entries in stored in RAM with the new one occupying a slot that later gets filled by Gracia in Scenario 3. The original, however, is left broken, setting it to either team will crash any battle it appears in, and setting it to Medion's team out of battle will corrupt the status menu, creating multiple garbage Playable Characters.

Unused Classes#

Japanese

Fan Translation

下級スチーム
下級ウルフ
下級忍者
下級機械兵
下級メタル
下級魔物使い
剣名人
親衛騎士
狂戦士
聖戦士
上位魔法使い
召喚士
Steam Soldier
Werewolf
Ninja Tyro
Mecha Bot
Metal Driver
Trainer
Light Apostle
Paladin
Berserker
Paladin
Sorcerer
Sumonner

In addition to the 6 3rd promotional classes from Scenario 1 (The Summoner Hedva uses is a different entry.), another 6 base level promotions go completely unused. It's not known at all what the first three could've been used for, though they oddly sound as if they could fit the characters Ratchet, Frank, and Hagane/Murasame respectively (though it's just as likely these were also intended for cut characters). The other half however also fit well with the characters Robbie, Jade and Pappets, who all join in the later half of the game.

Even stranger, all six of these are removed in Scenario 3, leaving very conspicuous "Reserve" gaps.

Unused Enemies#

To do:

  • Finish Scenario 1 leftovers section.
  • Rewrite the entries as needed.
  • Then go through Enemy entries, sprites and walkthroughs to see what else doesn't get called.
  • Long shot, but try and find a way to call these enemies in battle, though it's likely the game would just crash.

Buried in the game are a slew of unused enemy entries all of which still have model files present, though most had their contents dummied out. An unusual amount of these are from previous Shining Force games. They follow X8PC[###].BIN (### being the values below) Note:Number is for the Model IDs. To get the Sprite IDs, subtract 500 from the Model ID (For example: Sara Sldr's Sprite set is 201)

Name

Sprite

Number

Notes

???
???

N/A

700

Nothing appears to use the Sprite ID in this game.

Gladiator
グラディエイタ一

Not Found

703(Dummy)

Horseman
ホ一スマン

708(Dummy)

It appears to be an upgrade to Bow Knight.

Black Knight
ブラックナイト

710

Now with a completed 3D model.

Saint
セイント

712(Dummy)

Baby Dragon
ドラゴンニュート

716(Dummy)

Dragonnewt from Scenario 1.

Durahan
デュラハン

727(Dummy)

Shining Force I enemy. Later used in Scenario 3.

Mad Muscle
マッドマッスル

Not Found

732(Dummy)

Appears to be a Shining the Holy Ark leftover. No sprites or models exist in any version of the game. Gets replaced with Ice Golem by Scenario 3.

Talos
タロス

734

Mistranslated Taros. A boss from Shining Force II that later gets used in Scenario 3, though its graphics appear to have been completed by this stage.

Brover
ブロ一バ一

Not Found

735(Dummy)

There is evidence that the enemy was working at some point, but neither this game or its sequels contain anything relating to it. Was ultimately replaced with Giant Ant by Scenario 3.

Colossus
コロッサス

736(Dummy)

Sprite taken from Scenario 3, where it was used.

Slash Bat
スラッシュバット

738

Why this graphically complete bat enemy went unused is unknown.

Wyrm
ドラゴンB

Not Found

742(Dummy)

The only real clue as to what this might be is in the Japanese name, suggesting it was merely a lazy recolor of Dragon. Replaced with Skull Warrior(スカルウォリアー) by Scenario 3.

Dragon Knight
ドラゴンナイト

Not Found

743(Dummy)

Chimera
キメラ

Not Found

747(Dummy)

A Chimera is used in the next game, but for some reason THAT entry replaces one of the Fiales. Meanwhile, this one gets replaced by Hell Succubus.

Chariot
チャリオット

Not Found

753(Dummy)

Replaced with Metal Gunner (メタルガンナー) in Scenario 3.

Catapult
ダ一クカタパルト

Not Found

754(Dummy)

Replaced with Bugbear in Scenario 3.

Demon Mage
デ一モンマスタ一

Not Found

759(Dummy)

Replaced with Arch Demon (アークデーモン) in Scenario 3.

Monk
モンク

763(Dummy)

Sprite is only a guess, as it was used a fair bit to represent enemies during development.

Blue Priest
ブル一

765(Dummy)

Shining Force II enemy, later used in Scenario 3.

[Untranslated]
仲間になるPC

None

791(Dummy)

Seems to be a script related to recruitable characters during battle, as opposed to a genuine enemy entry.

Gargoyle
ガーゴイル

850

Goriate
ゴリアテ

852

Sprites for the character are included in Battle 12, and a non-dummy model file is present, suggesting you were originally going to fight the character during that battle. In the final, he shows up in Chapter 3's opening cutscene then is said to have left for Destonia immediately after, and isn't seen again until the next game.

Hermit Crab
ヤドカリ

871

Monster
魔物

Not Found

888(Dummy)

It's a mystery as to what this unusually generic entry might be. It's the second to last on the list.

(Source: Knight0fDragon(Sprite Rips); Original TCRF Research)

  • 3D Models

Scenario 1 Leftovers#

Japanese

English

Sprite

Number

Notes

Titan

N/A(3D Model)

806

Scenario 1 leftover.

アロガント

Arrawnt

SF3Arrawnt.gif

822

Scenario 1 leftover, seemingly left intact.

Unused Items#

To do:

  • Finish adding the rest of the items.
  • Recheck specials, AGAIN
  • Is ケイロン a character from previous games? All I can come up with is a character from Shining Tears, which can't possibly be related.

Using the in-game debug, it is possible to place any item in the game in your character's inventory. The Ninja Katanas are actually used now, and NOT SET was removed as all 255 slots in the game now contain items, but unused items from the first game are still present.

No

Image

Name(English)

Description(English)

Stats

Notes

152

Ultra Tomahawk
スカイ トマホーク

Tomahawk - Special Attack
トマホーク系統の武器 必殺技発動

ATK 20

Originally called Ultra Axe.

178

Pyra's Wand
マーリンズワンド

Wand - Special Attack, Spark L3, regen 2 MP
ワンド系統の武器 必殺技発動 スパーク

ATK 19 AGL 5

The Spark Wand from Scenario 1. It's not known if it even has a special attack anymore.

188

Moogie's Arrow
クイロンの矢

Arrow - Special Attack
矢系統の武器 必殺技発動

ATK 24 AGL 3

This is Caylon's Bow from Scenario 1. The fan translation is a reference to an admin for a Shining Force fansite.

227

Statue Gem
像の黒水晶

Gem from a statue in Aspia
アスピアの迫跡に開像があるらしい?

N/A

Scenario 1 leftover.

230

Divine Cane
神刄の杖

Staff - Revive if used
バサンダ専用 回復のカを備えた武器

ATK 16

231

Hell Rod
地獄のロッド

Staff - Hell Dragon L2
デスへレン専用の杖

ATK 20

Desshelen exclusive weapon, does not actually give you Hell Dragon if used.

253

Golden Beak
金のくちほし

Beak - Crit + 5, Ctr + 5,random Summon if used
くちばし系統の武器(使うと召喚?

ATK 3, Crit + 5 Counter + 5

Japanese description oddly uses a question mark. The only "Summon" that appears to be programmed in is a low damage bubble beam.

Unused Spells#

All of the spells from the first game return for this one. Most are just as unused but not altogether unchanged, as some now appear to have more functionality. For English names and descriptions, the fan translation will be be used for parity, though keep in mind the translation for these may not always be accurate. To view these spells, write the following values to address 0x6034094. This will replace Medion's Return spell with the target. For the spell's level, write 01-04 to address 0x6034095, and if more MP is needed, add/use the bright honey consumable through the Debug menu.

Value

Video

Image

Spell(Eng Patch)

Max LV

MP

Range

Description

Notes

06

SF32Inferno.mp4

Inferno
インフェルノ

2

30/30

3/3

Burns with Searing Lava and Raining Fire
光の力で(敵にダメージを与える

DO NOT WATCH THE VIDEO IF YOU ARE PRONE TO SEIZURES.

09

SF32Pacify.mp4

Pacify
メロウスぺル

2

5/9

1/2

Increases magic resistance
失われた魔法(味方の魔法耐性を上げる

The Japanese description mentions something along the lines of being a "Lost Magic".

10

SF32Tsunami.mp4

Tsunami
スプラッシュ

1

7

2

Dispel Magic Effect
味 敵にかかった魔法効果を消し去る

"[X] is freed from magic effects!" Much more functional compared to Scenario 1, but still very buggy.

13

SF32Chant.mp4

Chant
リフレイン

2

6/12

1/2

Recover HP for 4 turns
味方のHPが(4ターン回復する

"[X] is chanting!" The spell is a bit more functional now, but it still doesn't do anything.

25

SF32Chaos.mp4

Chaos
カオスコルドロン

N/A

N/A

N/A

Conjures Chaos
混沌の渦を呼び寄せ(ダメージを与える

Must be enabled using the Fight Menu, setting ACT to Magic, and NO to 37. Still only a placeholder.

2A

SF32Berserk.mp4

Berserk
べルセルク

1

8

1

Rage increases Attack, Loss of Control
仲間を狂乱させ(会心攻撃をさせる

Different unfinished icon, still unused. Characters seem to have animations for it, though it's unknown if they all do or if it's merely the early ones. Now only targets allies.

2B

SF32HolyCane.mp4

Holy Cane
修行僧の杖

2

0/0

2

Used on the Unholy
失われたアイテム修行僧の杖

The Japanese description is the same as Scenario 2. As-is it's a placeholder for the Shining Spell.

2C

SF32Orb.mp4

Orb
馗具宝珠

1

0

2

*Orb
エルべセムの宝珠

First letter of the description appears to be garbage. Has a different icon now, for some reason.

33

SF32Bloodcane.mp4

Blood Cane
神刄の杖

1

0

3

Recovers Everyone
バサンダの武器で使う全回復魔法

Given a new icon. Its animation is similar to using an item.

3A

SF32CaptureWhip.mp4

Captured by Whip
愛のムチ

N/A

N/A

N/A

Target is Tamed
愛のムチはアタックとサポートとダメージ

Cannot be seen through normal means, setting the ID will only produce a non-functional entry. Setting Magic to 58 LV 1 in the Fight Menu will get it to work. Deals damage to monsters while boosting their stats, but doesn't appear to tame them.

3B

SF32FakeCharm.mp4

Fake Charm
不思議召喚

1

0

2

Fakes Charm Spell, Gain XP
金のくちばし(何かが召喚される

The name the fan translation uses seems to be completely made up, instead this appears to be related to the Golden Beak item. Interestingly, the icon appears to be somewhat different to the one Charm uses, featuring more reflection on the Heart, as well as a pair of pink lines on both sides of the legs..

3D

SF32Question.mp4

???
???

4

1/18/2/1

0(self)

????

Items/Enemy Attacks#

Each item in the game, and certain enemy attacks are considered Spells internally, though it appears they were disabled. Attempting to load the ID in as a spell results it being set to 00(???/?????), though the descriptions for these can still be seen through the Status Menu, under Magic. It is possible *Orb was also intended to be disabled, though the unique description suggests otherwise.

Value

Name

Description

Notes

16

*Heal
道具HP回復

Med Herb, Heal Drop, Potion, Heal Rain
薬草 いやしのしずく いやしの水 恵みの雨

Description is a list of items that call the spell.

17

*Restore
道具MP回復

Goddess Tear, Holy Rain, Magic Ring
女神の涙 希望の光 マジックリング

18

*Cure
道具異常回復

Antidote, Fairy Powder
毒消し草 妖精の粉

19

*Return
道具天使の羽

Angel Wing
天使の羽

The normal Return spell is Value 15.

1A

*Raise 1
道具能力上昇1

Power Wine, Armor Milk, Quick Chickn
力のワイン 守リのミルク はやてのチキン

Chicken was shortened.

1B

*Raise 2
道具能力上昇2

Agile Onion, Happy Cookie
いだてんピ一マン 幸運のクッキ一

1C

*Raise 3
道具能力上昇3

Health Bread, Brain Food
元気のパン さとリのミツ

1D

*Level
道具勇気のリンゴ

Brave Apple
勇気のリンゴ

1E

Fire Breath
ファイア一ブレス

Breath of Fire
火炎を吐き ダメ一ジを与える

1F

Blizzard Breath
ブリザ一ドブレス

Breath of Ice
吹雪を吐き ダメ一ジを与える

20

Thunder Breath
サンダ一ブレス

Breath of Thunder
雷を吐き ダメ一ジを与える

21

Wind Wing
ウイングフラッタ一

Breath of Wind
羽ばたき攻撃で ダメ一ジを与える

22

Demon Breath
デ一モンブレス

Breath of a Demon
邪悪な気を吐き ダメ一ジを与える

23

Bubble Breath
アクアブレス

Breath of Water
水を吐き ダメ一ジを与える

24

Acid Breath
アシッドブレス

Breath of Acid
酸のブレスで ダメ一ジとスロウの効果

2D

X-Spark
負の閃光

*Titan Laser
巨神戦士 遠距離複数対象レ一ザ一

2E

Hammer
ハンマ一パンチ

*Titan Punch
巨神戦士 大ダメ一ジパンチ

2F

Boomerang
ブ一メランパンチ

*Titan Attack
巨神戦士 広範囲複数対象パンチ

Shortened Boomerang.

30

Panic
パニックハウル

Harpy hyper-sonic blast
ハ一ピィの超音波攻撃

31

Tremor
大地の震撼

Violently Shakes the Ground
ゴ一レム右殴リL1 左殴リL2

32

Rockfall
破壊の岩石

Boulder Crushes all in Path
ゴ一レムの岩石投げレ一ザ一アイ

38

Bubble Breath
バブルブレス

Breath with Bubbles
泡を吐き(ダメージを与える

39

Black Breath
ブラックブレス

Spitting Ink Attack, Causes Illusion
墨を吐き(ダメージを与える(眩惑

Used by the Dark Kraken.

3C

Discharge
放電

Core Magic
コア用魔法

Used by the Generators in one of the Elbesem Temple battles.

Unused Locations#

To access these levels use Action Replay code 360302E1 00XX (XX being the following values):

Values

Image

Name

Notes

00

(寸法テスト) (Measurement Test)

Unchanged from Scenario 1, still just a door texture and a 25x25 floor pattern.

01

(店テスト) (Store Test)

Essentially a test of the shops, church, HQ and new Bookshelf function. The fan translation leaves it untranslated, but is otherwise functional.

2C & 2D

?(?)

At the very end of the battle maps are a pair of placeholders. Entering either one takes you to a broken duplicate of the Hero test's bottom floor. The internal name for these are "BTL238" & "BTL239", suggesting the game was originally intended to be longer than it ended up being.

C4

盗賊マップ (Unused Sewer Level)

The file name is TEST01.MPD Storich. The Japanese version oddly shares its name with the next entry, suggesting this was also a ruins map.

C5

盗賊マップ (Scenario 3 Chapter 3 Ruins)

The fan translation more or less describes it perfectly, though the actual name appears to be more generic.

CB, CC, CD

上尾, ホァの町, 魔法遺跡 (Town 1, Town 2, Town 3)

All three load into the same map file, a barely started town similar in style to Storich Business District. However, only the second entry mentions a town. The first appears to be "Ageo", the name of a Japanese city, while the third oddly appears to be another ruin map. The Scn menu in debug also calls them "AGEO3", "HOR", and "MGC_I" respectively. These generally refer to file names, but the only file of the three present on the disc is HOR.MPD.

N/A

FIELD.MPD

Back again from Scenario 1, with a more recent modification date than in that game. Collision is a bit more broken, and now the sea appears to be separated from the land, making it appear as if the land is floating.

N/A

LINE.MPD

Scenario 1 leftover.

Unused Sprites#

XTEST.CHR#

  • Old Man

SF32Oldman.gif
ID:0533

  • Dark Skinned Woman

SF32Womanwdarkcomplexion.gif
ID:0538

  • Woman Holding Baby

SF32Womanwbaby.gif
ID:0541

  • Twins

SF32Twins.gif
ID:0546
A pair of twins.

Version differences#

To do:
Figure out if there are any more changes.

Two versions of the game are known to exist, labeled 1.003 and 2.000 internally.

  • Produn

1.003

2.000

SF3SC2Produnrev1.png SF3SC2Produnrev2.png

The character Produn had their portrait updated between versions.

  • Insane mode bug

A glitch was fixed involving certain uncontrollable NPCs, such as Hazuki(before being recruited) and Donhort. If the game difficulty was set to Insane and it reaches their turn, the game crashes.

(Source: 2 Righteous Force(Via Shining Force Central))