Dragon Ball Z The Legacy Of Goku Ii Dragon Ball Z Legacy Of Goku

We have upgraded to the latest version of MediaWiki and now support TLS1.2 and transcoding!
Please contact us via Discord or Twitter if you experience any problems.
Dragon Ball Z: The Legacy of Goku II

Also known as: Dragon Ball Z: The Legacy of Goku II International (JP)
Developer: Webfoot Technologies
Publishers: Atari, SA (US), Infogrames (EU), Banpresto (JP)
Platform: Game Boy Advance
Released in JP: July 23, 2004
Released in US: June 17, 2003
Released in EU: August 1, 2003

This game has hidden development-related text.
This game has debugging material.
This game has a hidden sound test.
This game has a hidden level select.
This game has regional differences.
This game has anti-piracy features.

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.

Jan 08, 2015  Dragon Ball Z: The Legacy of Goku II (Renewed) Game Boy Advance. 5.0 out of 5 stars 2. 1 offer from $39.99. Customers who viewed this item also viewed. Page 1 of 1 Start over Page 1 of 1. This shopping feature will continue to load items when the Enter key is pressed. In order to navigate out of this carousel please use your heading. Find all our Dragon Ball Z: The Legacy of Goku II Cheats for Gameboy Advance. Plus great forums, game help and a special question and answer system. Sep 13, 2017  Starting a new lets play today, well I started it the other day cause this was a stream. Anywho, its time to embark on this new dragon ball adventure! Change the future by going to the past.

To do:
  • Codebreaker/Action Replay/GameShark codes for double pack version.
  • 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.

Dragon Ball Z The Legacy Of Goku Ii Dragon Ball Z Legacy Of Goku


(Source: Mezmorize)

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?

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
0042F4K:SourceCharacterData.cpp
Unable to find a sprite index in character display data
00A0F4K:SourceByteCodeInterpreterByteCodeFunctionList.cpp
CharacterSpecialAttack() is deprecated
00A714CharacterFollow() is deprecated
(...) ShowImage() is deprecated
00B148K:SourceByteCodeInterpreterByteCodeVariableList.cpp
Unable to set variable
00EBDCK:SourceAreaEntry.cpp
Unable to find area
01F984Assertion Failure!
File _
Line _
Condition _
Error _
022E48Invalid Operation
Divide By Zero
Overflow
Underflow
Inexact Result
Heap memory corrupted
Unknown signal
Japanese Version
001E74K:SourceSaveOptionsManager.cpp
003E98K:SourceGameData.cpp
Index < NumberOfTriggers
0043E8K:SourceCharacterData.cpp
Level
004DA0K:SourceGameStatesState_JournalMenu.cpp
Interpreter HasReturnValue()
0053E0K:SourceTileManager.cpp
006764K:SourceMapManager.cpp
SaveState NULL Savestate
006A2CK: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
007980SaveState
00852CCurrentFrame
009C34K:SourceByteCodeInterpreterByteCodeInstructions.cpp
RepeatCount > 0
009F40K:SourceByteCodeInterpreterByteCodeFunctionList.cpp
Character
00B0D0'ShowImage() is deprecated'
00B3F8SpriteIndex
00BB90K:SourceByteCodeInterpreterByteCodeVariableList.cpp
'Unable to set variable'
00C238PlayerCharacter
00C86CK:SourceSpriteSystemSpriteHandler_Dialog.cpp
ScaleCounter != 0
00C938K:DataPortraitsPortraitList.cpp
00CCFCK:SourceTrapManager.cpp
(...)Index != -1
00D428K:SourceAreaManager.cpp
Index < Entry->NumberOfItems
Index < Entry->NumberOfNPCs
00EA04K:SourceGameStatesState_ScriptMapFader.cpp
FadeTime
PulseTime
00EBE8K:SourceCameraControllersCameraController_Shake.cpp
00EEFAReference this
!IsBatched
IsBatched
00FC4CK:SourceAreaEntry.cpp
Interpreter HasReturnValue()
(...)'Unable to find area'
0101F4K:SourceSpriteSystemSpriteHandler_DestructibleTile.cpp
Sprite
0107A4K:SourceItemsItemHandlers.cpp
0116DCK:SourceSpriteSystemSpriteHandler_CharacterGateNumber.cpp
StaticSprite
011B38Fader NULL
(...)Fader
011CA0!Finished
012264K:SourceGameStatesState_SwitchCharacters.cpp
Player
0137B0K:SourceMapHandlersPerspectiveMapLayer.cpp
EndY <= 64
EndX <= 32
Width != 0
01963CK:SourceGameStatesState_Scouter_Minimap.cpp
CurrentMap
TileIndex != -1
01A970CurrentFrame
01B230K:SourceGameStatesState_Scouter_Database.cpp
DatabaseList GetCount()
01C2E8K:SourceAIFilesAIBehaviourManager.cpp
BehaviourStack GetCount()
020E24K:WinGBACoreGBARam.cpp
Header
Header->Used 0
AvailableBlock != NULL
FreeListHead NULL
021780Assertion Failure!
(...)File _
(...)Line _
(...)Condition _
(...)Error _
021ACCK:WinGBACoreSoundChannel.cpp
SamplePosition >= 0
SamplePosition < SampleLoopEnd
NumberOfSamples > 0
023000K:WinGBACoreFrameBuffer.cpp
(iBufferWidth & 7) 0
(iBufferHeight & 7) 0
0236D0K:WinGBACoreGBABackupRAM.cpp
((int) Destination & 1) 0
(DestinationOfset & 7) 0
(Length & 7) 0
((int) Source & 1) 0
(SourceOffset & 7) 0
02462CInvalid Operation
Divide By Zero
Overflow
Underflow
Inexact Result
Heap memory corrupted
Unknown signal
7BEF60NumberOfSamplesToStart > 0 && NumberOfSamplesToStart <= NumberOfSamples
NumberOfSamplesToEnd > 0 && NumberOfSamplesToEnd <= NumberOfSamples
NumberOfSamplesToEnd > 0 && NumberOfSamplesToEnd <= NumberOfSamplesToEnd
7BFCE4SourceOffset >= 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.

The legacy of goku 1
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.
Dragon

Regional Differences

Intro Movie

Dragon Ball Z The Legacy Of Goku Ii Dragon Ball Z Legacy Of Goku 4

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

Dragon Ball Z The Legacy Of Goku Ii Dragon Ball Z Legacy Of Goku 2

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.

USJapan

The Legacy Of Goku 2

The Dragon Ball series
Dragon Ball
NESDragon Ball: Shenron no Nazo • Dragon Ball: Daimaou Fukkatsu • Dragon Ball 3: Gokuuden
Game Boy AdvanceDragon Ball: Advanced Adventure
Nintendo DSDragon Ball Origins 2
Dragon Ball Z
NESDragon Ball Z: Kyoushuu! Saiya Jin • Dragon Ball Z II: Gekishin Freeza!! • Dragon Ball Z III: Ressen Jinzou Ningen • Dragon Ball Z: Gekitou Tenkaichi Budoukai
SNESDragon Ball Z: Super Saiya Densetsu • Dragon Ball Z: Super Butouden • Dragon Ball Z: Super Butouden 3
GenesisDragon Ball Z: Buyuu Retsuden
Sega SaturnDragon Ball Z: Idainaru Dragon Ball Densetsu
PlayStationDragon Ball Z: Idainaru Dragon Ball Densetsu
Game Boy AdvanceDragon 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 2Dragon 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
Nintendo DSDragon Ball Z: Supersonic Warriors 2 • Dragon Ball Z: Harukanaru Densetsu‎
WiiDragon Ball Z: Budokai Tenkaichi 3
WindowsDragon Ball Z: Kakarot
Other
WindowsDragon Ball Xenoverse • Dragon Ball: Xenoverse 2 • Dragon Ball FighterZ
Retrieved from 'https://tcrf.net/index.php?title=Dragon_Ball_Z:_The_Legacy_of_Goku_II&oldid=744696'