Download Game Dragonball Z The Legacy Of Goku 2 Sprites
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Game Boy Advance Dragon Ball Z: The Legacy of Goku II. Players: 1: Year: 2003: Cart size: 64 Mbit: File size: Graphics: 9.18: Sound: 9.36: Gameplay: 8.82: Overall: 8. This Studio is about Dragon Ball Z,Dragon Ball Super,Dragon ballGt animations,sprites anything that could be useful to the Scratch Dbz community, Add your projects so other people can see it. 1:Don't be rude to other people. 2:ONLY DBZ content is allowed. Only things that involve dbz even dbz theme songs are allowed.
Dragon Ball Z: The Legacy of Goku |
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Developer: Webfoot Technologies This game has hidden development-related text. |
Download Game Dragonball Z The Legacy Of Goku 2 Switches In One. This also applies to the half- Saiyan to a lesser extent. Although the hybrids don't have the need to fight like pure- blooded Saiyans, they still enjoy sparring, play fights, and watching fights. Came Back Strong: A racial trait of all Saiyans.
Dragon Ball Z: The Legacy of Goku is Webfoot's first foray into the Dragon Ball series, which did not go as well as expected. However, it was one of the first GBA games to have full-motion video. It later got a rerelease as part of a double pack with Dragon Ball Z: The Legacy of Goku II.
KAMEHAMEHA!
- 1Unused Items
- 7Debug Mode
Have fun playing the amazing Dragon Ball Z: The Legacy of Goku II game for Game Boy Advance. This is the Japanese version of the game and can be played using any of the GBA emulators available on our website. Download the Dragon Ball Z: The Legacy of Goku II ROM now and enjoy playing this game on your computer or phone. Game Title: Dragonball Z - The Legacy Of Goku; Rating: 4/5 ★★★★. Dragon Ball Z: The Legacy of Goku II is the second in the Dragon Ball Z: The Legacy of Goku series of games. It largely improves on the first game and fixes many of the issues that plagued the first game. The story picks up from where the first game stopped. Scenarios from the anime are reenacted in the game.
Unused Items
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Repair Kit
Various text strings refer to this item as a 'Repair Kit'. Editing address 03000062 (USA version) will add this item to your inventory, although you cannot use it.
Item name at 1C62D3 (USA version) | Repair Kit |
Item plural name at 1C62DE (USA version) | Repair Kits |
Item receive text at 5C30F7 (USA version) | You receive a repair kit! |
Alternate Stones
A side quest has Goku gathering stones to build a bridge, but since there are six stones and you need only three these go unused and can never be collected. Each stone has a unique graphic but acts like every other kind of stone item.
Fruit
You can edit address 03000060 (USA version) to give yourself a Fruit item, although you cannot use it. Perhaps you were once supposed to select Yemma's Fruit through your inventory.
Unused NPC Text
Throughout the game, you have to escort NPCs as part of tasks that you are given. If you are escorting one NPC and try to escort another, they will tell you to come back later. Since it isn't possible to bring an NPC along and then talk to the missing kid in the forest, his text goes unused.
Error Messages
A sequence of error message strings can be found in the ROM at 12142 (USA version) or 122F4 (European version).
Unused Splash Screens
These are splash screens that have gone unused. They can be accessed using the game's debug menu.
The Kame-House.
Planet Namek.
Misplaced Warp
On the map where you fight the Ginyu Force there's a misplaced warp at the northwest corner of the map that allows you to bypass that section altogether.
Invincibility Code
There is a hidden invincibility code. To activate it, press Up, Down, Left, Right, B and A during the intro movie. The invincibility will not work when walking over spikes of the Snake Way.
Debug Mode
To access the game's debug mode go to the options menu, and hold L + R+ Up at the same time 'Exit' is highlighted. Then press A. If done correctly you'll enter the debug menu.
Debug Menu
From the debug menu you can visit any map, view sprites, play sounds, play music, or display the various splash screen images that are shown throughout the game.
Controls:
- Up: Move the cursor up.
- Down: Move the cursor down.
- Left: Decrease an option.
- Right: Increase an option.
- A: Make a selection.
- B: Go back.
Sprite Viewer
To do: There is a LOT of unused sprites (i.e. SSJ Goku holding Raditz!, surprised expressions for many NPCs, etc.) in the Sprite Viewer that you don't see in-game. Rip the sprites and make a sub-page. |
The sprite viewer allows you to see sprites, animations, character portraits, and hitboxes.
Sprite mode controls:
- Up: Move the cursor up.
- Down: Move the cursor down.
- Left: Move the cursor up quickly.
- Right: Move the cursor down quickly.
- A: Go to animation mode.
Animation mode controls:
- Up: Move the cursor up.
- Down: Move the cursor down.
- A: Go to direction mode.
Direction mode controls:
- D-Pad: Select the sprite's direction.
- A: Restart the current animation.
All modes controls:
- L: Toggle sprite hitboxes (hold).
- Select: Toggle sprite hitboxes (press).
- B: Go back.
Regional Differences
There are two versions of the game: US and European. On the latter, you can select a different language besides English (German, French, Italian, Spanish).
The European version also fixed a crash that can happen when going to the title screen's options menu, highlighting 'Exit' and then pressing A + B at the same time. A similar crash that happens in the debug menu when 'Go to Map' is highlighted and pressing A + Start was not fixed, however.
The European version fixed that you could essentially turn invincible when hit by a ki blast in flying mode. In the US version, the ki blast would hit you and you would exit flying mode although the game believes you are still flying - thus enemies don't attack you but you can attack them. In the European version ki blasts don't hit you at all when flying.
Anti-Piracy
Legacy Of Goku 2 Online
If the game detects you are running it on a cartridge with the incorrect save type or hardware, it will display the following message.
The Dragon Ball series | |
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Dragon Ball | |
NES | Dragon Ball: Shenron no Nazo • Dragon Ball: Daimaou Fukkatsu • Dragon Ball 3: Gokuuden |
Game Boy Advance | Dragon Ball: Advanced Adventure |
Nintendo DS | Dragon Ball Origins 2 |
Dragon Ball Z | |
NES | Dragon Ball Z: Kyoushuu! Saiya Jin • Dragon Ball Z II: Gekishin Freeza!! • Dragon Ball Z III: Ressen Jinzou Ningen • Dragon Ball Z: Gekitou Tenkaichi Budoukai |
SNES | Dragon Ball Z: Super Saiya Densetsu • Dragon Ball Z: Super Butouden • Dragon Ball Z: Super Butouden 3 |
Genesis | Dragon Ball Z: Buyuu Retsuden |
Sega Saturn | Dragon Ball Z: Idainaru Dragon Ball Densetsu |
PlayStation | Dragon Ball Z: Idainaru Dragon Ball Densetsu • Dragon Ball GT: Final Bout |
Game Boy Advance | Dragon Ball Z: The Legacy of Goku • Dragon Ball Z: The Legacy of Goku II • Dragon Ball Z: Taiketsu • Dragon Ball Z: Buu's Fury • Dragon Ball Z: Supersonic Warriors |
PlayStation 2 | Dragon Ball Z: Budokai • Dragon Ball Z: Budokai 2 • Dragon Ball Z: Budokai 3 • Dragon Ball Z: Budokai Tenkaichi 2 • Dragon Ball Z: Budokai Tenkaichi 3(Prototype) |
Nintendo DS | Dragon Ball Z: Supersonic Warriors 2 • Dragon Ball Z: Harukanaru Densetsu |
Wii | Dragon Ball Z: Budokai Tenkaichi 3 |
Windows | Dragon Ball Z: Kakarot |
Other | |
Windows | Dragon Ball Xenoverse • Dragon Ball: Xenoverse 2 • Dragon Ball FighterZ |
Please report any issues on Discord.
Dragon Ball Z: The Legacy of Goku II |
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Also known as: Dragon Ball Z: The Legacy of Goku II International (JP) Download real desktop pro full crack. This game has hidden development-related text. |
Probably one of Webfoot Technology's best Dragon Ball Z titles. Definitely a major improvement from the previous game. Like its predecessor, it is an RPG but follows the anime series storyline a lot more closely. It later got a rerelease in a double pack with Dragon Ball Z: The Legacy of Goku.
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- 3Development-Related Text
- 4Regional Differences
Debug Menu
A debug menu exists which can be accessed by using the Codebreaker code 0202B32D:02 (US version) or 0202B371:02 (Japanese version) while the game is starting up and then pressing Start at the title screen. The player can listen to music tracks and sound effects, as well as teleport to any level. When going to any level, all six characters will be available, with each one of them being upgraded to a certain degree.
Anti-Piracy Measure
Please elaborate. Having more detail is always a good thing. Specifically: What exactly does the anti-piracy check for? What's the savetype that the game uses? |
Dbz Legacy Of Goku Download
The anti-piracy triggers at the point Gohan presses A to go to the world map for the first time from East District 439. The US and EU versions show up dead center of the screen by default whilst the Japanese version has it appear on the bottom. You are then booted back to the title screen. It could be checking for the save type used like in Buu's Fury.
Development-Related Text
Debugging Text
Various text strings related to errors and the developers' hard drive can be found in the ROM in each version of the game. The Japanese version, which came out later, contains a lot more of it than the other two versions. While nothing special, it does reveal the game was coded in C++ Language, since '.cpp' files are associated with the C++ programming language. The same is true with the next game in the series, Buu's Fury.
US Version | |
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0042F4 | K:SourceCharacterData.cpp Unable to find a sprite index in character display data |
00A0F4 | K:SourceByteCodeInterpreterByteCodeFunctionList.cpp CharacterSpecialAttack() is deprecated |
00A714 | CharacterFollow() is deprecated (..) ShowImage() is deprecated |
00B148 | K:SourceByteCodeInterpreterByteCodeVariableList.cpp Unable to set variable |
00EBDC | K:SourceAreaEntry.cpp Unable to find area |
01F984 | Assertion Failure! File _ Line _ Condition _ Error _ |
022E48 | Invalid Operation Divide By Zero Overflow Underflow Inexact Result Heap memory corrupted Unknown signal |
Japanese Version | |
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001E74 | K:SourceSaveOptionsManager.cpp |
003E98 | K:SourceGameData.cpp Index < NumberOfTriggers |
0043E8 | K:SourceCharacterData.cpp Level |
004DA0 | K:SourceGameStatesState_JournalMenu.cpp Interpreter HasReturnValue() |
0053E0 | K:SourceTileManager.cpp |
006764 | K:SourceMapManager.cpp SaveState NULL Savestate |
006A2C | K:SourceSpriteSystemSpriteSystem.cpp Process -> Used 0xFF (..)Process -> Used 0 (..)Process -> Used <= 1 (..)FreeMemory1 FreeMemory2 (..)TotalMemory 512 |
006E16 | (Location & 1) SpriteFreeListIndex 0xFF |
0070F8 | (RequiredLength & 63) 0 Index != -1 |
007980 | SaveState |
00852C | CurrentFrame |
009C34 | K:SourceByteCodeInterpreterByteCodeInstructions.cpp RepeatCount > 0 |
009F40 | K:SourceByteCodeInterpreterByteCodeFunctionList.cpp Character |
00B0D0 | 'ShowImage() is deprecated' |
00B3F8 | SpriteIndex |
00BB90 | K:SourceByteCodeInterpreterByteCodeVariableList.cpp 'Unable to set variable' |
00C238 | PlayerCharacter |
00C86C | K:SourceSpriteSystemSpriteHandler_Dialog.cpp ScaleCounter != 0 |
00C938 | K:DataPortraitsPortraitList.cpp |
00CCFC | K:SourceTrapManager.cpp (..)Index != -1 |
00D428 | K:SourceAreaManager.cpp Index < Entry->NumberOfItems Index < Entry->NumberOfNPCs |
00EA04 | K:SourceGameStatesState_ScriptMapFader.cpp FadeTime PulseTime |
00EBE8 | K:SourceCameraControllersCameraController_Shake.cpp |
00EEFA | Reference this !IsBatched IsBatched |
00FC4C | K:SourceAreaEntry.cpp Interpreter HasReturnValue() (..)'Unable to find area' |
0101F4 | K:SourceSpriteSystemSpriteHandler_DestructibleTile.cpp Sprite |
0107A4 | K:SourceItemsItemHandlers.cpp |
0116DC | K:SourceSpriteSystemSpriteHandler_CharacterGateNumber.cpp StaticSprite |
011B38 | Fader NULL (..)Fader |
011CA0 | !Finished |
012264 | K:SourceGameStatesState_SwitchCharacters.cpp Player |
0137B0 | K:SourceMapHandlersPerspectiveMapLayer.cpp EndY <= 64 EndX <= 32 Width != 0 |
01963C | K:SourceGameStatesState_Scouter_Minimap.cpp CurrentMap TileIndex != -1 |
01A970 | CurrentFrame |
01B230 | K:SourceGameStatesState_Scouter_Database.cpp DatabaseList GetCount() |
01C2E8 | K:SourceAIFilesAIBehaviourManager.cpp BehaviourStack GetCount() |
020E24 | K:WinGBACoreGBARam.cpp Header Header->Used 0 AvailableBlock != NULL FreeListHead NULL |
021780 | Assertion Failure! (..)File _ (..)Line _ (..)Condition _ (..)Error _ |
021ACC | K:WinGBACoreSoundChannel.cpp SamplePosition >= 0 SamplePosition < SampleLoopEnd NumberOfSamples > 0 |
023000 | K:WinGBACoreFrameBuffer.cpp (iBufferWidth & 7) 0 (iBufferHeight & 7) 0 |
0236D0 | K:WinGBACoreGBABackupRAM.cpp ((int) Destination & 1) 0 (DestinationOfset & 7) 0 (Length & 7) 0 ((int) Source & 1) 0 (SourceOffset & 7) 0 |
02462C | Invalid Operation Divide By Zero Overflow Underflow Inexact Result Heap memory corrupted Unknown signal |
7BEF60 | NumberOfSamplesToStart > 0 && NumberOfSamplesToStart <= NumberOfSamples NumberOfSamplesToEnd > 0 && NumberOfSamplesToEnd <= NumberOfSamples NumberOfSamplesToEnd > 0 && NumberOfSamplesToEnd <= NumberOfSamplesToEnd |
7BFCE4 | SourceOffset >= 0 && SourceOffset+Length <= BackupRamSize DestinationOffset >= 0 && DestinationOffset+Length <= BackupRamSize SourceOffset >= 0 && SourceOffset < BackupRamSize Abnormal termination Arithmetic exception: Illegal instruction Interrupt received Illegal address Termination request Stack overflow Redirect: can't open: Out of heap memory User-defined signal 1 User-defined signal 2 Pure virtual fn called C++ Library exception TableSize < n K:WinGBACoreStaticTable.h TableSize < n K:WinGBACoreStaticTable.h (These two lines are present 15 times) AnimationIndex < Sprite->NumberOfAnimations K:SourceSpriteSystemCharacterSpriteHandlersSpriteHandler_Character.h Index != -1 SourceSpriteSystemSpriteSystem.h EEPROM_V124 |
Crash Handler
There is a crash handler that seems to only work on the Japanese version.
This sound error message can be triggered by enabling the code 03007D510E during the opening cutscene. (Source: nensondubois) | |
This message can be triggered by enabling the debug screen on the Japanese version, warping to zone 10, area 16, and then progressing with the dialogue. It can be assumed that the error occurs because the game attempted to move a character that was not currently loaded. | |
If you attempt a glitch that involves shooting several ki blasts simultaneously, you could get one of these two screens. |
Regional Differences
Intro Movie
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In the European version, the opening FMV played in the US and JP (International) versions is removed to make room for the other languages.
Character Portraits
For some reason, all the story-relevant characters had their portraits changed when the game was localized in Japan. This does fix mistakes with Gohan's Super Saiyan 2 portrait and Imperfect Cell's portrait, but adds an error where Gohan wears the wrong battle armor when Frieza arrives on Earth.
US | Japan |
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The Dragon Ball series | |
---|---|
Dragon Ball | |
NES | Dragon Ball: Shenron no Nazo • Dragon Ball: Daimaou Fukkatsu • Dragon Ball 3: Gokuuden |
Game Boy Advance | Dragon Ball: Advanced Adventure |
Nintendo DS | Dragon Ball Origins 2 |
Dragon Ball Z | |
NES | Dragon Ball Z: Kyoushuu! Saiya Jin • Dragon Ball Z II: Gekishin Freeza!! • Dragon Ball Z III: Ressen Jinzou Ningen • Dragon Ball Z: Gekitou Tenkaichi Budoukai |
SNES | Dragon Ball Z: Super Saiya Densetsu • Dragon Ball Z: Super Butouden • Dragon Ball Z: Super Butouden 3 |
Genesis | Dragon Ball Z: Buyuu Retsuden |
Sega Saturn | Dragon Ball Z: Idainaru Dragon Ball Densetsu |
PlayStation | Dragon Ball Z: Idainaru Dragon Ball Densetsu • Dragon Ball GT: Final Bout |
Game Boy Advance | Dragon Ball Z: The Legacy of Goku • Dragon Ball Z: The Legacy of Goku II • Dragon Ball Z: Taiketsu • Dragon Ball Z: Buu's Fury • Dragon Ball Z: Supersonic Warriors |
PlayStation 2 | Dragon Ball Z: Budokai • Dragon Ball Z: Budokai 2 • Dragon Ball Z: Budokai 3 • Dragon Ball Z: Budokai Tenkaichi 2 • Dragon Ball Z: Budokai Tenkaichi 3(Prototype) |
Nintendo DS | Dragon Ball Z: Supersonic Warriors 2 • Dragon Ball Z: Harukanaru Densetsu |
Wii | Dragon Ball Z: Budokai Tenkaichi 3 |
Windows | Dragon Ball Z: Kakarot |
Other | |
Windows | Dragon Ball Xenoverse • Dragon Ball: Xenoverse 2 • Dragon Ball FighterZ |