Cgi Cutscene



Video game showcases are a great way to learn about upcoming games and hardware. However, most receive harsh criticism for replacing gameplay footage with CGI cutscenes. This has been an issue for over a decade. It can be very misleading, causing many gamers to be disappointed once they play the game for the first time. Games with Cut-scenes, Intros, or Trailers with (CGI) Models Shown Sonic 3D Blast Sonic Adventure (DX) Sonic Shuffle Sonic Adventure 2(: Battle) Sonic Heroes Sega Superstars Shadow the Hedgehog (Game) Sonic Riders Sonic the Hedgehog (2006) Sonic and the Secret Rings Mario & Sonic at the Olympic Games Sonic Riders: Zero Gravity Super Smash Bros.

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Kingdom Hearts: Chain of Memories

Developers: Square Enix, Jupiter
Publisher: Square Enix
Platform: Game Boy Advance
Released in JP: November 11, 2004
Released in US: December 7, 2004
Released in EU: May 6, 2005

This game has hidden development-related text.
This game has unused enemies.
This game has unused graphics.
This game has unused music.
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 revisional differences.

To do:
More regional differences, such as different sound effects for leveling up and change in difficulty between the Japanese and international versions.
  • There's prerelease material in some magazine scans with cut worlds (like Dive to the Heart and Deep Jungle), please make a prerelease page when these scans are found.
  • I also think it's simply a money issue, if you look for example at Blizzard cutscenes. Sure they're top notch but they cost an enormous amount of time to create and thus money. If you would make it lower quality then it would not be on par with the games quality. Most cutscenes used ingame should always be a step up in terms of graphical quality.
  • About CGI Cutscenes I'm quite nervous with the amount of CGI cutscenes we have. It's been always my favorite part in FF games FFX so far has the best pre rendered cutscenes, like the iconic kiss scene in the forest, saving yuna, summons diminishing while yuna tried to hug tidus and many more.

The first in a long line of portable Kingdom Hearts games, where Sora ends up losing his memories after unexpectedly stepping inside a mysterious castle and is forced to play a tactical card game to fight his way out. It was remade for the PlayStation 2 as Re:Chain of Memories, and then ported to the PlayStation 3 as part of 1.5 HD ReMIX.

  • 6Unused Graphics

US/JP Debug Menu

To do:
  • Document this more thoroughly, see if there's any (otherwise) unused stuff in here. Maybe we could categorize regional differences a little better.
First Page
Second Page

The CodeBreaker code 3203493C 0006 will enable quite an extensive debug menu in the US and JP versions, accessible following the opening cutscene. The options are as follows:

  • MAIN: Resets the game.
  • OBJECT: Graphics Test.
  • MAP: Map Select. It also allow you to generate a map using certain specifications.
  • EFFECT: Battle Effect GFX viewer.
  • SOUND: Sound Test.
  • EVENT: Battle and Non-CGI Cutscene Selector.
  • LINK: Goes to the multiplayer setup screen.
  • BATTLE: Battle debug menu, allows you to fight boss battles and individual enemies, while it also allows you to toggle health.
  • POOH: Warps to the One-Hundred Acre Wood, during the scene when you guide Pooh.
  • FLAG: Flag editor, containing toggles for invincibility (Muteki), max level, all abilities, all cards, and more.
  • LOGO: Area intro viewer.
  • DEL SAVE: Deletes saved games.
  • OPE SAVE: Opens saved games.
  • MOVIE1-5: It displays CGI cut-scenes, but the codebreaker code messes with its normal behavior.

Additionally, a build date (04/10/01) formatted with the year coming first can be found at the top. The Japanese version, although being a slightly later version of the game, features the same date.

Cgi Cutscene


(Source: Sanmuri (discovery/code))

EU Debug Menu

The CodeBreaker code 320348DC 0006 will enable a much more sophisticated debug menu than the US/JP versions, with the following options being added:

Second Page
Third Page
  • MOVIE: Selects CGI sequences to display.
  • ENDROLL: Displays rolling credits.
  • LANGUAGE: Sets the game's language.
  • JOURNAL: Lets you browse a complete version of Jiminy's Journal.
  • WORLDSEL: You can start any world card.
  • CONTINUE: Displays the Game Over screen.

Dummy Cutscene

Cutscene selection
Actual dialog

There is an unused Riku related cutscene, labeled 'Dummy Crossroads', you can access in the EVENT section of the debug menu. After playing it, the game locks.
While this cutscene is available in every version of the game, only the Japanese prints out readable text, which is placeholder dialogue translating to 'Crossroads scene movie.'

TEST Enemy

In the BATTLE section of the debug menu you can fight this stationary barrel which has a lot of HP to spend.

Song Oddity

The song The Force In You has a wrong volume event which causes the first channel to be muted, leaving you with one less audible track. You can force that channel's volume not to mute and the music will play as it should.

Cutscenes Normal
Fixed

Unused Graphics

Inside the ROM, there are several unused sprites which are likely placeholder graphics or were later changed.

New Icon

A simplistic icon, which was most likely used in the Journal section. This graphic would be later replaced by a even more simplistic icon, which was merely white text on a red background. The correct palette for this graphic is unknown, but it could have used the same palette as the final 'New' icon.

Unused (Mockup)
Used

A quick mock-up showing the differences in the two icons.

OK Icon

An unused 'OK' icon in both unfocused and focused states. Menus in the game never ask you to confirm an action, so it is difficult to know exactly where this icon would have been used. Correct palette is unknown.

Debug Geometry

These appear to be floor tiles used during testing. The tiles are marked '0,0', '256,256' and '512,512' respectively to show field size. It appears a good portion of the tiles have been removed. Correct palette is unknown.

Unused Font

A simplistic block font with shading. Purpose is unknown, as is the palette.

Card of Spades Graphic Oddity

United StatesJapanEurope

When modifying your deck in the debug menu of the American version, a red (Attack) card with Captain Hook's icon and a map card description appears, titled 'Card of Spades'. Taking this card doesn't add it to your deck, however, it does still increase the number of cards you're holding. It also uses a lot of CP and crashes the game if you're curious enough to look at your deck after adding it. Looking at the other default decks also makes the game crash.

In the Japanese version, this card becomes a simple Kingdom Key card, although its effects are the same as the one above (minus the crashing). The other default decks don't make the game crash, but you can't really see their content.

In the European version, this deck menu correctly features all of the game's cards (allies included), so the odd, former one went unused.You can also check the actual cards inside the other two default decks, which are confirmed to be used for testing sleights.

Regional Differences

To do:
  • See if there's any unused sprites in the Japanese release that were removed in international versions.

The Japanese version has voiced dialogue, which was replaced with English voices in the international versions.

The Kingdom Hearts series
PlayStation 2Kingdom Hearts • Kingdom Hearts II • Re:Chain of Memories (Prototype)
Game Boy AdvanceChain of Memories
Nintendo DS358/2 Days • Re:coded
PlayStation PortableBirth by Sleep
Nintendo 3DSDream Drop Distance
Retrieved from 'https://tcrf.net/index.php?title=Kingdom_Hearts:_Chain_of_Memories&oldid=850075'

Cgi Cutscenes Final Fantasy Where Did They Go

Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
Please report any issues on Discord.
Kingdom Hearts: Chain of Memories

Developers: Square Enix, Jupiter
Publisher: Square Enix
Platform: Game Boy Advance
Released in JP: November 11, 2004
Released in US: December 7, 2004
Released in EU: May 6, 2005

This game has hidden development-related text.
This game has unused enemies.
This game has unused graphics.
This game has unused music.
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 revisional differences.

To do:
More regional differences, such as different sound effects for leveling up and change in difficulty between the Japanese and international versions.
  • There's prerelease material in some magazine scans with cut worlds (like Dive to the Heart and Deep Jungle), please make a prerelease page when these scans are found.

The first in a long line of portable Kingdom Hearts games, where Sora ends up losing his memories after unexpectedly stepping inside a mysterious castle and is forced to play a tactical card game to fight his way out. It was remade for the PlayStation 2 as Re:Chain of Memories, and then ported to the PlayStation 3 as part of 1.5 HD ReMIX.

  • 6Unused Graphics

US/JP Debug Menu

To do:
  • Document this more thoroughly, see if there's any (otherwise) unused stuff in here. Maybe we could categorize regional differences a little better.
First Page
Second Page

The CodeBreaker code 3203493C 0006 will enable quite an extensive debug menu in the US and JP versions, accessible following the opening cutscene. The options are as follows:

  • MAIN: Resets the game.
  • OBJECT: Graphics Test.
  • MAP: Map Select. It also allow you to generate a map using certain specifications.
  • EFFECT: Battle Effect GFX viewer.
  • SOUND: Sound Test.
  • EVENT: Battle and Non-CGI Cutscene Selector.
  • LINK: Goes to the multiplayer setup screen.
  • BATTLE: Battle debug menu, allows you to fight boss battles and individual enemies, while it also allows you to toggle health.
  • POOH: Warps to the One-Hundred Acre Wood, during the scene when you guide Pooh.
  • FLAG: Flag editor, containing toggles for invincibility (Muteki), max level, all abilities, all cards, and more.
  • LOGO: Area intro viewer.
  • DEL SAVE: Deletes saved games.
  • OPE SAVE: Opens saved games.
  • MOVIE1-5: It displays CGI cut-scenes, but the codebreaker code messes with its normal behavior.

Additionally, a build date (04/10/01) formatted with the year coming first can be found at the top. The Japanese version, although being a slightly later version of the game, features the same date.


(Source: Sanmuri (discovery/code))

EU Debug Menu

The CodeBreaker code 320348DC 0006 will enable a much more sophisticated debug menu than the US/JP versions, with the following options being added:

Second Page
Third Page
  • MOVIE: Selects CGI sequences to display.
  • ENDROLL: Displays rolling credits.
  • LANGUAGE: Sets the game's language.
  • JOURNAL: Lets you browse a complete version of Jiminy's Journal.
  • WORLDSEL: You can start any world card.
  • CONTINUE: Displays the Game Over screen.

Dummy Cutscene

Cutscene selection
Actual dialog

There is an unused Riku related cutscene, labeled 'Dummy Crossroads', you can access in the EVENT section of the debug menu. After playing it, the game locks.
While this cutscene is available in every version of the game, only the Japanese prints out readable text, which is placeholder dialogue translating to 'Crossroads scene movie.'

TEST Enemy

In the BATTLE section of the debug menu you can fight this stationary barrel which has a lot of HP to spend.

Song Oddity

The song The Force In You has a wrong volume event which causes the first channel to be muted, leaving you with one less audible track. You can force that channel's volume not to mute and the music will play as it should.

Normal
Fixed

Unused Graphics

Inside the ROM, there are several unused sprites which are likely placeholder graphics or were later changed.

New Icon

A simplistic icon, which was most likely used in the Journal section. This graphic would be later replaced by a even more simplistic icon, which was merely white text on a red background. The correct palette for this graphic is unknown, but it could have used the same palette as the final 'New' icon.

Unused (Mockup)
Used
Cgi

A quick mock-up showing the differences in the two icons.

OK Icon

An unused 'OK' icon in both unfocused and focused states. Menus in the game never ask you to confirm an action, so it is difficult to know exactly where this icon would have been used. Correct palette is unknown.

Cgi Cutscenes

Debug Geometry

These appear to be floor tiles used during testing. The tiles are marked '0,0', '256,256' and '512,512' respectively to show field size. It appears a good portion of the tiles have been removed. Correct palette is unknown.

Unused Font

A simplistic block font with shading. Purpose is unknown, as is the palette.

Card of Spades Graphic Oddity

United StatesJapanEurope

When modifying your deck in the debug menu of the American version, a red (Attack) card with Captain Hook's icon and a map card description appears, titled 'Card of Spades'. Taking this card doesn't add it to your deck, however, it does still increase the number of cards you're holding. It also uses a lot of CP and crashes the game if you're curious enough to look at your deck after adding it. Looking at the other default decks also makes the game crash.

In the Japanese version, this card becomes a simple Kingdom Key card, although its effects are the same as the one above (minus the crashing). The other default decks don't make the game crash, but you can't really see their content.

In the European version, this deck menu correctly features all of the game's cards (allies included), so the odd, former one went unused.You can also check the actual cards inside the other two default decks, which are confirmed to be used for testing sleights.

Regional Differences

To do:
  • See if there's any unused sprites in the Japanese release that were removed in international versions.

Cgi Cutscene

The Japanese version has voiced dialogue, which was replaced with English voices in the international versions.

Cgi Cutscene
The Kingdom Hearts series
PlayStation 2Kingdom Hearts • Kingdom Hearts II • Re:Chain of Memories (Prototype)
Game Boy AdvanceChain of Memories
Nintendo DS358/2 Days • Re:coded
PlayStation PortableBirth by Sleep
Nintendo 3DSDream Drop Distance

Cgi Cutscenes

Retrieved from 'https://tcrf.net/index.php?title=Kingdom_Hearts:_Chain_of_Memories&oldid=850075'