![Legacy Legacy](https://www.passioneanime.it/wp-content/uploads/2016/09/Wallpaper-Goku-HD-Sfondi-cell-Dragon-Ball-17.png)
Jul 28, 2013 Goku and Vegeta meet Beerus, Goku vs Beerus, Beerus's visit to earth, Dragon Ball Super English Dub - Duration: 10:31. Bulma JP Recommended for you. True to the DBZ series, created by Akira Toriyama, the Legacy of Goku II follows events from the Trunks Saga until the completion of the Cell Games. After the death of Gohan, assassinated by Androids 17 & 18, Trunks has no other choice but to go back in time, 16 years ago, to change the course of history. Jun 17, 2003 Dragon Ball Z: The Legacy of Goku II is an action/RPG developed by Webfoot Technologies and published by Atari for the Game Boy Advance. It is based on the anime Dragon Ball Z and is the sequel to Dragon Ball Z: The Legacy of Goku. The game is followed by Dragon Ball Z: Buu's Fury. It is also the first and only Dragon Ball Z game developed in America to be released in Japan. The gameplay shows. May 14, 2002 For Dragon Ball Z: The Legacy of Goku on the Game Boy Advance, GameFAQs has 5 cheat codes and secrets. May 14, 2002 Dragon Ball Z: The Legacy of Goku Review. Fans of the series will enjoy the subject matter and lengthy list of cameo appearances, but devout RPG players won't find anything to sink their teeth into.
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.
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.
To do:
|
- 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.
In all honesty, the first game wasn't that good, but Legacy of Goku 2 really kicks things up a notch and is 100% worth playing if you're a fan of the series.All 25 Golden Capsule LocationsThe longest and most difficult sidequest in this game requires you to collect all 25 Golden Capsules which are scattered across most of the world. You can find all 25 Golden Capsules before you're given the quest to collect all 25 Dragon Balls.-All 7 Namek LocationsEarly on in the game you're asked to find and speak to any Namekians that you come across throughout the world. Dragon ball z legacy of goku 2 level 50 doors.
(Source: Mezmorize)
Anti-Piracy Measure
Videos De Dragon Ball Z The Legacy Of Goku Games
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.
Dragon ball z legacy of goku 2 egg cheat. This page contains CodeBreaker cheat codes for Dragon Ball Z: The Legacy of Goku 2 (USA). If you're playing on an emulator you can usually input codes very easily by accessing a tab off the top of the toolbar. Anyone playing on a physical Gameboy will need to purchase a physical Codebreaker device to use these codes.
US Version | |
---|---|
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 | |
---|---|
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
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.
US | Japan |
---|
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 |
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 |
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 |
Video De Dragon Ball Z The Legacy Of Goku 2
Retrieved from 'https://tcrf.net/index.php?title=Dragon_Ball_Z:_The_Legacy_of_Goku_II&oldid=744696'