Dragon Ball Z Legacy Of Goku 2 North American Version

Jun 17, 2003  Play as Goku and a host of other Dragon Ball Z characters as you make your way through the Saiyan, Namekian, Android, and Buu sagas in the all new Dragon World story mode, or compete as your favorite character in the World Tournament mode. Cheats for Dragonball Z Legacy of Goku II for visual boy advance. This page contains Dragon Ball Z: The Legacy of Goku II, q&a, questions and answesr cheatsguru, Page 2. In 2000, Infogrames acquired the license to produce and release Dragon Ball games for the North American and international market. With the release of their first two titles in the franchise, 2002's Dragon Ball Z: The Legacy of Goku and Dragon Ball Z: Budokai, Infogrames more than doubled their sales.

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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.

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.


(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.

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

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.

USJapan
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'
North American version
Trunks Infinite Health:
A842CA10 BCEAE5FD
Trunks Max Health:
3CE9F4E8 5E1618C8
Trunks Infinite EP:
672371CB B805A2AC
Trunks Max EP:
FE547170 2759042E
Trunks Max Strength:
121A46D0 C97F0D10
Trunks Max Power:
070CE3E2 7E907332
Trunks Max Endurance:
E9489F40 433A1657
Trunks Max Experience:
B55FF022 582238FB
Gohan Infinite Health:
2F304672 F4A34AE9
Gohan Max Health:
3953FAF1 573932E1
Gohan Infinite EP:
3EF84F50 613F475E
Gohan Max EP:
210A4B55 7F61AB85
Gohan Max Strength:
4DB93C5F B0862597
Gohan Max Power:
1F3E33FB 221E09A6
Gohan Max Endurance:
6B2B9E76 9089D76D
Gohan Max Experience:
06E1BABF E9DFF38C
Official codes from Datel.
Code Breaker Codes
Note:
A Code Breaker is required to use the codes featured below.
North American version
25 Golden Capsules (for Dr. Brief's quest):
330011E8 0019
STR Capsule +1:
330011D8 0063
STR Capsule +3:
330011DA 0063
STR Capsule +5:
330011DB 0063 American
Power Capsule +1:
330011DC 0063
Power Capsule +3:
330011DD 0063
Power Capsule +5:
330011DE 0063
END Capsule +1:
330011DF 0063
END Capsule +3:
330011E0 0063
END Capsule +5:
330011E1 0063
Senzu Bean:
330011D6 0003
Album:

Legacy Of Goku 2 Emulator


330011E9 0001
Club Sandwich:
330011EA 0001
Newspaper:
330011EB 0001
Cookie:
330011EC 0063
Scouter:
330011ED 0001
Scouter Note:
330011EE 0001
Scouter Part (1):
330011EF 0001
Scouter Part (2):
330011F0 0001
Apt. A Card:
330011F1 0001
Apt. B Card:
330011F2 0001
Dragon Ball 1:
330011F4 0001
Dragon Ball 2:
330011F5 0001
Dragon Ball 3:
330011F6 0001
Dragon Ball 4:
330011F7 0001
Dragon Ball 5:

Legacy Of Goku 2 Gamefaqs


330011F8 0001
Dragon Ball 6:
330011F9 0001
Dragon Ball 7:
330011FA 0001
Grandpa's Key:
330011FB 0001
Math Book:
330011FC 0001
Rune:
330011FD 0001
City Key:
330011FE 0001
Blue Card:
330011FF 0001
Red Card:
33001200 0001
Autograph (Hercule):
33001201 0001
Fish:
33001202 0003
Bait:
33001203 0001
Dragon Radar:
33001204 0001
Gohan Max EXP (Lv. 50):
830010C8 E0FF
830010CA 05F5
Piccolo Max EXP (Lv. 50):
830010E4 E0FF
830010E6 05F5
Vegeta Max EXP (Lv. 50):
83001100 E0FF
83001102 05F5
Trunks Max EXP (Lv. 50):
8300111C E0FF
8300111E 05F5
Goku Max EXP (Lv. 50):
83001138 E0FF
8300113A 05F5
Hercule Max EXP (Lv. 50):
03001154:3B9AC9FF
Gohan HP and Ki:
030010B8 FF
030010BC FF
Hercule HP and Ki:
03001148 03E7
03001144 03E7
Vegata HP and Ki:
030010F0 03E7
030010F4 03E7
Piccolo HP and Ki:
030010D8 03E7
030010D4 03E7
Trunks HP and Ki (might not work):
0300100C 03E7
03001110 03E7
Goku HP and Ki:
03001128 03E7
0300112C 03E7
All 7 Nameks found (to get to New Namek):
330011F3 0007