Toushin Toshi II:Cut Content

This page details content cut from Toushin Toshi II.

Debug Features
Toushin Toshi II for Windows 95 (the version played in English today) features a number of variables that can be used to activate debug features. These can only be changed by modifying the game code.


 * Variable VAR0079 is the primary debug variable and has different effects depending on its exact value. Some of the potential values overlap, allowing you to qualify for two categories at once. Note that VAR0079 is loaded from global save data during startup, so must be adjusted after startup to actually have an impact (near the title screen is helpful).
 * Any non-0 value:
 * The wait time for text skip is reduced to the smallest value possible. On a modern machine, the difference will not be particularly noticeable.
 * "Alice's Mansion" and "Spy Saitou[94]" will always appear in the main menu. This code was not updated to include the Hints & Graphics mode added to the windows release, which requires you to beat the game as normal.
 * Restores some dummied text from previous versions to the "Sports Talk" section of Alice's Mansion, which discusses Windows 3.0 and 3.1, and would have been quite out of date by the time of the Windows 95 release of TT2.
 * Exactly 1:
 * Enables the Enemy Info skill regardless of equipment.
 * Multiplies EXP and max gold payouts from standard enemies by 10x (does not apply to event encounters).
 * Allows revival from a Game Over. Seed will reappear on the map with 0 HP, which (if left untouched) will be restored to full at the start of the next battle. There are probably areas where this ability could be used to break the game in various ways, might be worth exploring.
 * When adjusting text speed or max movement speed using the draggable gauge (spelled "gage" in the code), the exact value and max value of the gauge will be displayed in text.
 * During map movement, an on-screen display will show the amount of time (in 1/100ths of a second) spent between frames, rounded up to the nearest whole digit. On a modern machine this will always be 1.
 * Greater than 1:
 * Enables the "Debug Sword" skill. This skill causes Seed to declare: "Fake Ultra Beam!" and then to launch an attack with 500 accuracy and 5000 strength. This attack is not available in the final boss battle, as it uses alternate code.
 * Enables the "Mercy Attack 3" skill. This skill is supposed to have an accuracy of 1000, but this modification is poorly placed, setting its accuracy only after the accuracy check. This forces the player to rely on unmodified attack accuracy, which is actually extremely low. If the attack lands, it will automatically cause the exact amount of damage required to reduce enemy HP from full to 5. Note that this will still kill the enemy if you have already caused 5 or more points of damage! This attack also does not appear in the final boss battle.
 * Exactly 2725:
 * Adds a menu item to the main menu marked "　　　　" (four Shift-JIS spaces). Pressing this will bring the player to the debug mode menu. Unfortunately, the menu's items have all been disabled, and it instead features seven items that read "Don't Use" and return the player to the main menu. A block of unused code nearby (described below) suggests that one or more of these debug options may have been used for selecting debug scenarios that would place the player part-way through the game, such as those found in Rance 1 and other Alicesoft games.
 * To-do: see if this menu exists in the PC-98 version. Unfortunately that version can't be decompiled yet (is it System 2?).


 * Variable VAR0080 enables the following features if set to 1.
 * Doubles EXP and max gold payouts from standard enemies (not event encounters). If combined with VAR0079 at exactly 1, both multipliers will be applied for a total of 20x.
 * A text output is supposed to appear during dungeon mode in response to the up key (and its variants), but the code never reaches that point (some investigation might be helpful to find out why). If the feature did work, the player's current position would be displayed; as well as the status of three variables used in various dungeon screen functions. These are VAR00093 (marked "イ"), VAR0094 (marked "Move" in the English translation) and VAR0096 (marked "Number").


 * Variable VAR0081 is tied to a few random checks in the game, and if set to 1, will make those events more frequent (though in all but one instance, the odds are still moderately low). It affects the following events:
 * The odds of an Option Eater, Bomb Rock or Mimic appearing (each relying on the same random roll) are improved from 1 in 60 each to 1 in 30 each. Odds are 0 if underwater. The player must have reached Ragnard Floor 31 at least once to encounter Bomb Rocks, as normal.
 * The odds of the encounter with Machpiyo are increased from 1 in 1024 to 1 in 40. Odds are 0 if underwater.
 * The odds of a Dungeon Warrior on Level 7 being replaced with Scribble Type 1 are increased from 1 in 200 to 1 in 2.
 * The odds of one of the Secret Gal Monsters appearing in the player's house are increased from 1 in 6000 or 1 in 2000 to a blanket 1 in 100.


 * Underneath the disabled debug main menu is a set of unused code. The first line of this code would send the user to the 3-Man Roundtable Discussion from Alice's Mansion, and is presumably unrelated to the rest. The remainder of the code checks to see if multi-purpose variable VAR0078 is 90 (impossible in the finished game, doubly so on the main menu). If so, the game would send the player into the scene just before the final battle, with the following parameters:
 * The player is a Haniwa Crusader, not an Angel Eater, which is impossible. This has no in-game effect because the final battle uses a different code file from regular battles, and so never accounts for this possibility.
 * Seed is Level 4, but his stats are astronomical. He has 50000 EXP, 300 gold, 1000 HP, 1500 SP, 3000 Strength, 1500 Defence, 1500 Magic, 1000 Resistance, 300 Accuracy, 800 evasion, and 100 critical.
 * Seed knows all spells (although his attack spells will only be at level 1), including the unused Barrier spell (described below).
 * No other variables are set. Among other things, this means no items, no powers from absorbed angels, and no skills other than Mercy Attack 1.
 * If VAR0078 was not 90 to begin with, the game sets VAR0001 to 0. This is presumably some remnant of the surrounding code, as the code then jumps to the main menu, where VAR0001 will be immediately set to another value.

Cut Content

 * An unused support spell called Barrier exists in the game's code, and is quite complex. This spell would allow you to select an element of your choice (Fire, Ice, Electricity, Light or Dark), and will cause you to take half damage from that element for the rest of the battle. This will overwrite your current resistance (from either equipment or previous castings of Barrier). While the spell cannot be acquired in-game, Pad has a message for teaching it.


 * VAR0704 is always set to 0 in the final game, but if activated, it would nullify your Escape skill (reducing the odds to run away from combat back to 50%) and would reduce most sources of healing to 0 (including items, spells, and Gal Monster healing; only sleep and regeneration would still function). This may have been meant as a downside or curse for a powerful item, or was perhaps tied a story event.


 * A golden-armoured dungeon warrior appears in the game's data but goes entirely unused. Similar to Dullapei, this is a complete sprite, not a composite image created out of multiple sprites like regular Dungeon Warriors.


 * In the final game, you can encounter two statues of monsters in Diana's secret room in the Qualification dungeon. These statues were originally (also?) intended for your house, and the code for them still exists, but they can never be placed. While you cannot interact with these items in Diana's secret room, you could have done so in your house, but because the house doesn't normally allow you to interact with furniture, the game actually treats the statues using the same code as Gal Monsters, letting you "talk" to the statue to get the narration. They can even be found on the Gal Monster sprite sheet.
 * Interacting with the Massage Master statue would produce the text: "The more you look at this sculpture, the more you’re engrossed by it. It’s modeled after a Massage Master monster."
 * Interacting with the Shiitake Boy statue would say: "It’s a sculpture of a shiitake mushroom. It looks nearly lifelike."


 * The slot machine on level 7 is coded to use a fifth symbol, the Venus symbol, but it will never appear because the game only rolls numbers from 1-4, and the the Venus is attached to the number 5. If the player were to spin all Venus signs, they would win an otherwise inaccessible, "5th class prize," a Seirogan 2.


 * A number of (generally inaccessible) error messages can be found in the code:
 * Invalid numbers rolled on the slot machine would reveal a question mark symbol.
 * An section of the load code contains the message: "This is a place you mustn’t come to" This section could only be reached if the load routine returned an impossible value.
 * An unused monster exists in the game's code, probably as an error state. It has no assigned image, the name "?????", and the attacks "Shriek" and "Think," neither of which have any damage potential.
 * The game includes an error message for the Enemy Info ability. This is accessible in the base game, because several attacks are programmed incorrectly, but since the fan-patch fixes those, the message is inaccessible in that version. See Coding Peculiarities for more details.


 * Also included in the game's image data is an empty sprite sheet (pictured below), possibly a template.


 * The original Toushin Toshi II Graphics &amp; Hint Disk contained a section marked "Notice," which contained an ad for Alice's Cottage 3. When the Graphics & Hint Disk was added to the Windows port of Toushin Toshi 2, this Notice was removed, but the removal was not complete, leaving behind a small scattering of data that decompilers will attempt to parse as hexidecimal array data. The H-CG associated with the ad remains in the CG archives for the Windows version of TT2, CG 1022.

Coding Peculiarities and Observations

 * When using the Enemy Info ability, the game accounts for attack types 1-4 and 6-7, and will produce a failure message (and display no details about the attack) for other values. Four attacks in the game use invalid numbers: the Cow Tamer's second attack (the cow's moo) is type 5; Red Hanny's trident attack is type 10 (possibly just a typo for type 1, "Normal"); and Dungeon Warriors armed with their fists or spiked knuckles use type 9. This is purely cosmetic, as attack type is not actually used outside of the Enemy Info ability. These attack types are fixed in the fan-patch, which treats all of them as Normal attacks.


 * While most players will never notice it, using Mercy Attack 1 or 2 when the enemy is below 5 HP will always cause 4 points of damage, guaranteeing a kill and punishing anyone not paying attention.


 * Because of the way the code is structured, it is possible that you will see Sayaka the waitress' random H-scene before the guaranteed H-scene that explains the random one in the first place.


 * Floor 3 is actually programmed to spawn whales on Day 5, just like every other multiple of 5 during the campaign, but it is inaccessible at the time.


 * Sage Isoroku is programmed to give you a special message after you become Toushin, and that message can be expanded under certain conditions to give you a password for F8. But the check for the password is strange: it will check one of the game's plot flags to see if you have at least beaten Milio in the tournament, which happened several rounds back! Ergo, Isoroku will always give you the password after you become Toushin.


 * Certain enemies, such as the Petite Hanny, Option Eater, etc, prevent Seed from running with a special message ("[x] didn't let Seed escape"). Your attempt then ends. Nevertheless, the code has an identical check just a few lines down to guarantees these enemies catch you in the normal fashion as well, with no special message.


 * VAR0660 is never set to anything but 0, but appears in two major places: to see if your Gal Monster ally can act, and to see if a Hanny Knight will randomly assist you as a Hanny Crusader. Both of these checks require the variable to be 0, which it will always be.


 * Magballs are not supposed to appear on Floor 2 if (long story short) the multi-purpose VAR0096 is equal to 31, but this is impossible. This may have been an attempt to remove them from certain parts of the dungeon, because of their entrance animation, where they bounce off the walls of the background, which might not apply to all backgrounds.


 * During the Kalar hunt, Craia is supposedly being held in the northwest corner of 3F, but a close look at the minimap will show she was never removed from her house, and is still standing next to Chururu, existing in two places at once.


 * Dullapei's sprite appears in data mixed in with the Dungeon Warrior heads, which may suggest that his sprite was at one stage a standard variety of Dungeon Warrior head (possibly a head and weapon combined, given that his hand is occupied).


 * Dark Chippy and Gourmet do not appear alongside the other Dimension Door enemies in image data, instead appearing with the Floor 28 enemies. HERO also does not appear with the other Dimension Door enemies, but does immediately appear after the (close zoom) sprite of the Dimension Door itself.


 * TT2 has a completion code, which appears in parentheses after the "HAPPY END" message, which was presumably meant to be sent to Alicesoft for contests or the like. The code is is constructed as follows. The following three numbers will appear back to back, without any spaces in between:
 * First, your level as a two-digit number. If (somehow) lower than two digits, it will be preceded by a 0; if higher, only the latter two digits will appear.
 * Next, the sum of your level, a variable that will always be set to 101 (possibly an effort to circumvent text dumps), and either 0 (if you are winning for the first time) or 272 (if you have won in the past).
 * Lastly, the sum of your level and the variable that is always set to 101.