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Dragon warrior monsters
Dragon warrior monsters





dragon warrior monsters

The first of each MONSTER pairs determines the enemy's species. The way monster selection here works is pretty awkward. ENEMY lets you set 000-002 enemies (1-3). Lets you listen to any music or sound effect in the game. Pressing Start will save the selections you made here and put you back into the main game with your choices applied.Įxactly as labeled. Setting DEBUG to anything besides 00 has an interesting effect - your party and farm will be filled with randomized monsters (species / level / nickname / wildness / parents are all random for each), your name will be changed, your inventory will consist of nine random items, and you'll be given 87040 gold. MONSTR1-3 is probably supposed to let you choose the monster types that will appear in a dungeon but it doesn't seem to work, and sometimes instead fills the dungeon with Watabou and/or Slimes. The next two options seem broken - ALLY is probably supposed to let you set the number of party members you have, from 00-03, but it seems to default to zero if you aren't using the DEBUG option as well. the dungeon that ends in seeing a princess and Dragon, or the FaceTree forest, or the MadCat dungeon, etc.) When it's set to ACREATE, FLOOR chooses which scenario you're dumped into (e.g. With MAPTYPE set to NORMAL, the FLOOR option lets you choose between the available areas by name. Depending on what you set as MAPTYPE, you can either teleport yourself to any regular map (NORMAL) or test a randomly-generated dungeon (ACREATE). Just lets you view the big monster sprites, along with their names. PRGNO1, PRGNO2, and PRGNO3 seem to be some sort of variables for each option, but their purpose is unknown. These tutorials are apparently exclusive to the Debug Mode, and are never seen in-game.Įvery option afterward appears to freeze or crash. initiates a tutorial with a WhiteKing who introduces himself as "Grandpa Sakamoto" and explains what each menu option does in a battle, then resets the game. Exiting out of the sprite viewer resets the game.

dragon warrior monsters

You can choose one of two options, the top lets you turn the monster around with the D-Pad until you press B and the bottom lets you change the displayed monster species ( 000-214). The second MONSTR1 (meant to be OBJTEST) shows monster walksprites, on a glitchy background. DEBUG ~2 goes to the main Debug Mode menu. MONSTR1 (meant to be RESULT) shows a You Win! screen and kicks you back to the main game menu. The top option seems to be different sorts of slowly-animated screen effects, such as shaking and blackouts (navigate with Right / Left and press A to view.) The bottom options are skill animation (navigate ID numbers with Right / Left and press A to view), enemy view toggle ( Right / Left to toggle), and enemy species ( Right / Left to go through IDs). If you can navigate the options properly, you can choose an enemy monster and watch what it looks like when various skills are used on it. ENEMY (meant to be STAFF) is the staff roll, which kicks you back to the intro of the game after it's completed, where Terry and Milayou are in their beds.ĮFFECT brings up the glitchy-looking skill animation tester. EVTDEMO shows a cutscene of watching falling stars. GAME sticks you back in-game, but without any party members or monsters! BATTLE brings you into a randomized battle using your current party.

dragon warrior monsters

TITLE ~1 just kicks you back to the title screen. The Japanese and German versions don't have the character-scrambling issues with some of the submenus that the English version does. Some of the names of options aren't properly referenced in the English version, and take their text from the wrong strings. This glitchy-looking menu houses a few different options for testing various unrelated things, such as viewing battle animations, looking at monster walksprites, watching battle tutorials, and playing the staff roll. This mitigates most of the issues caused by using a gameshark. The game can still be played normally by selecting 'Return'. Overall, Debug Mode is a bit unstable and several options don't seem to work quite as intended.Īlternately, changing byte 017E in the rom from 00 to 07 will make the debug menu start on game boot. Do whatever you want in here, or press B again to exit to the main Debug Mode menu. To access the main Debug Mode menu properly, you must press B, turn off the code, and press A - this exits you out of the submenu without causing a freeze, and you'll now be in the GOTO PROGRAM menu.

#Dragon warrior monsters code#

Turning on the code actually opens the skill animation test submenu. A Debug Mode can be activated in all versions by using the GameShark code 01078AC8 or Game Genie code 071-7EF-E6A.







Dragon warrior monsters