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- Legacy Of Goku 2 Gamefaqs
- Dragon Ball Z Legacy Of Goku 2 Walkthrough Walls Code For Kids
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- Cheat Codes For Dragon Ball Z Legacy Of Goku 2
Dragon Ball Z: The Legacy of Goku II |
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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. |
Dragon Ball Z: The Legacy of Goku 2 Gohan CodeBreaker Codes (USA) This page contains Gohan 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. 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. 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. 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. 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.
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:
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- 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 | |
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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 | |
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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 |
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The Dragon Ball series | |
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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 |
Retrieved from 'https://tcrf.net/index.php?title=Dragon_Ball_Z:_The_Legacy_of_Goku_II&oldid=744696'
7 Nameks Locations
Tropical islands
Where Piccolo (or God) lives
Northern desert
Northern mountains
B Building of the West City
Near Goku's house (there is a way behind trees) | Submitted by Stryker82
99 Cookies
Alternate Ending Sequence
Alternate Ending Sequence
Bosses Data
DBallZ Show And Radio Shack/Circuit City Reference
Defeating Bosses
Defeating Cell With Gohan
Defeating Cell With Goku
Defeating The Dinosaur King
Dragonball in East District 439
Easy experience
Easy health
Easy Health Or Energy
Easy Sparring Match
Easy way of defeating Cell with Picolo
Faster Credits
Flying as a super sayian
Glitch: Big Bang Attack Auto Charge Up
Glitch: Dinosaur
Glitch: Glowing Trunks
Glitch: Locked Mayor's House
Golden Capsule locations
West City: 5
Warlord's Domain: 2
Triceratops Jungle: 2
Southern Continent: 3
Northern Mountains: 6
Outside Gingertown: 2
Gingertown: 1
Tropical Islands: 1
East District 439: 2
Master Roshi's Island: 1 | Submitted by TheStriker
Move Dialogue Box
New Moves
New Namek
Next, head into the cave at the north end of the settlement. Here you'll meet up with Frieza. Well you're going to have to fight him again. Other than his rather large amount of life, this battle isn't particularly hard. He doesn't seem to have any projectile attacks whatsoever, so don't be shy about putting distance between him and you if you need to go Super Saiyan. Other than that, just beat him up like you beat everybody else up in the game.
Once he's dead, collect the +5 Power Capsule that he drops and head through the door to the north. Here we have a level 50 Piccolo Door. Assuming that he's appropriately leveled up, enter to find the Piccolo Statue. | Submitted by Stryker82
Piccolo's level 50 trophy
![Dragon ball z legacy of goku 2 walkthrough walls code for free Dragon ball z legacy of goku 2 walkthrough walls code for free](/uploads/1/2/5/6/125603467/469415201.jpg)
Play as Hercule (Satan)
Gohan: Outside Gingertown
Piccolo: New Namek (you must find all seven Nameks to visit)
Trunks: West City
Vegeta: Northern Mountains
After you complete the Cell Games, Hercule will become available. | Submitted by TheStriker
Snowy Highlands: +3 Power Capsule
Super Regular Gohan
Unlock Hercule, etc.
Hercule Stats:
Comes at Level:40
Starting Str:19/100
Starting Pow:18/100
Starting End:30/100
Level 50 Door:KZTV in West City
Attacks:A-Normal Melee Hold A-Nothing B-'Peace(Freeze Time for 5-7 sec)'
Legacy Of Goku 2 Gamefaqs
Different Diolog: Go Talk to Chi-Chi,Bulma,Master Roshi,Oolong,and Chioutzu with Hercule.Chi-Chi: 'The public deserves to know what my son did! It's not fair!How could you steal credit from a little boy like that!'
Oolong: 'I have to applaud you Hercule! Your the only person in the world who's a bigger coward than me!'
Master Roshi: Maybe under different circumstances I could have trained you and made you into a real fighter. But as things are, you are helpless.'
Chiaotzu: It's a good thing for you that Gohan dosen't crave fame or fortune!'
Bulma:'How can you be such a jerk Hercule?You better leave before I call Security.'
Defeating Cooler: When you have all 7 Nameks and go to new Namek everthing looks fine. See the cave all the way in the back, Cooler is in it. He's been here since you were a level 11! A level 48-50 Gohan should work on Cooler's 10,200 HP. When 3 quarters of life is depleated go Super Saiyin.
The Cell Games Tournement:
Round 1 Goku VS Cell
Round 2 Goku VS Cell
Round 3 Gohan VS Cell
Round 4(or5)Piccolo VS Cell Jr.
Round 6 Vegeta VS Cell JR.
Round 7 Trunks VS Cell Jr
Dragon Ball Z Legacy Of Goku 2 Walkthrough Walls Code For Kids
Round 7 1/2 Gohan VS CellRound 8 Cell and Goku Go BOOM!(So Sad)
Final Round : Gohan VS Cell | Submitted by Sean
Vinnie's music
Vinnie's switchs
West City: Talking dog:
Legacy Of Goku 2 Emulator
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