Sorry for the late reply:
I like "Far East of Eden", besides the fact that it is named after one of my favorite books of all time, but it is also a very clever pun on that book's title. Maybe that could be the title to a spiritual successor KS (Somewhat East of Eden) if nothing is still done with the property in a year or two, although we could run into a Mighty No.9-like fiasco.
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I hate if this sounds uninformed but I am curious is it easier to patch in a fan dub, or a sub?
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Just one question, is there a drop of quality between the DS and PSP/PC-Engine CD versions (Manjimaru) or is the DS version better?
A Kickstarter with Konami involved isn't something to look forward to.
Apparently they were to handle a localization for Namida (well, the PS2 retelling anyways. Original is probably lost forever but there's stunning concept art floating around, and
Haruka, a short novella by the game's writer with the actual plot and different names to be copyright-friendly).
But something went really wrong in 2004 and they mishandled lots of their overseas releases, so Ninja Cop (Hudson) got a very limited release with little fanfare, and Boktai 3 and TM3:Namida were just cancelled (their English versions, I mean).
About TM2:
Original PCE version is uncensored, but some battle screens and chiptune music really showed how lacking the hardware was. There's loading times before each battle too. And tons of flashing (probably why there's no Nintendo Virtual Console release?).
There was a remake on the GC/PS2, but it's a half-baked abortion, for the lack of a better word. Seems like the budget was slashed, so you get badly pixellated 2D enemies, cheaply animated cutscenes (the one that had the most effort put into it was because much of it was redone because of the violence), and 30 FPS low-poly 3D areas missing the cel-shading from the promo screens that was supposed to mask how ugly it was.
On the upside, they replaced the horrible chiptune music (which was in the PCE version just because of audio streaming limitations) with orchestrated stuff, and had high quality versions of the returning original recordings. DS version tried to fit all of that audio and voice acting in under 128MB so there's some tracks affected by this slight quality loss (still possible to import high PS2/PCE audio in the DS version) and is otherwise a 1:1 port of the PCE version minus some cuts (unless you're stuck up on the aspect ratio being pixel-perfect rather than crunched for CRTs).
About voice acting:
While in this game in particular, the original voice acting sounds really amateurish and comparable in quality to average-to-bad English game dubbing from that same era (though to its credit it's one of the first games ever to attempt voice acting in games, a novelty for its time), I'm not of the opinion that English voice acting would really fit such a Japanese game, but besides slight preference (I'm in no way feeling strongly either way about it) that it's not like any fan dub for this would be worse than the original.
And if the official English PCE release wasn't cancelled, it would have English acting much like Falcom's Legend of Heroes and other stuff released by NEC. Having the option between both (if only to appreciate Kabuki and Manto) would be nice though.
In the PSP script document for the scene, the line is replaced with:
※ここの台詞はカット
(※This line was cut.)
I knew the PSP version carried over the unused graphics from the Saturn version, but commented out lines is news to me.

Now with that out of the way, it would be better not to derail this topic any further, even though I'm dying to chat about this awesome yet obscure series. Back to Zero!
But going back to TM Zero, here's an update...
There are more debug options that aren't available in this debug save that was sent over. If possible, I'd like to see some of those other, "less interesting" rooms, because I'd like to check the formatting of the other debug menu options.
About that, each time the game saves, the SRAM area from $0260 to $0265 is overwritten with current objective data, as well as where the player spawns when loading that save.
$0260 (SRAM): horizontal scrolling center position, 1 byte
$0262 (SRAM): horizontal player position, 1 byte
Preferably the same, otherwise severe visual glitches.
$0261 (SRAM): vertical scrolling center position, 1 byte
$0263 (SRAM): vertical player position, 1 byte
Idem.
$0264 (SRAM): Map ID, 1 byte.
Some invalid map IDs load various other game screens often resulting in crashes, like the map screen, but also some early text-based versions of a very primitive Nethack-esque battle interface and overscan test screens. They have text of their own, but I doubt it's even worth it to translate (and it's the 8x8 font, meaning you'd have to do extra hacking work for something probably not even functional anymore - and according to some Japanese sites, it was spotted in early promotional footage but behaves practically the same as the final battle system except without the nice graphics, and sound, and stuff):
00 = grid + a transition test? no text
1D = same as 00?
1E = grid + some transportation BGM
1F = grid + hikage mura BGM (also 20,23,25,2F?)
2A = X menu prototype / glitch?
2B = the alpha battle interface, though it's stuck at the screen with "Win / Lose"
2C = glitch? black screen with the sound effects from the summons. (2D,2E are similar, but each has its different set)
Now for the interesting stuff:
22 = the test room you should be familiar with by now.
24 = another test room with a warp to a monster farm, some chests (unresponsive empty one, blue one, already looted one, 3980 ryo, and hoshi no hikari). Main shrine sometimes warps you to the expensive 10000 ryo inn, but more often to a festival arena.
26 = Set vertical position to 2C to avoid spawning in the scenery and getting stuck. A decorated room. No NPCs and unescapable. Probably cutscene-only or unfinished (maybe a Shounen Jump-ban exclusive?)
27 = Same entry method as for 26. Another decorated, yet unescapable room.
28 = Festival square with buggy exit. Might hold something of interest?
29 = Same entry method and observations as 26. This time it's an inn?
As for normal areas, here are some values of interest. Format is MAP ID (X, Y).
Useless warps, as in too glitchy to be of any use (no exits working, no NPCs, but signposts might still work) with just modifying spawn point in the save data, will be marked with *, but I'm including the IDs anyways just in case there's an alternate method to access them (probably with editing the ID in the RAM instead). As you can guess, much of the "useless" ones are places you weren't supposed to be able to save inside anyways.
(spoils some in-game events)
Spoiler: 30 (0A, 1C) = Hikage Village
33 (0A, 1C) = Life Forest
35 (0A, 1C) = Reido's Ice palace, prisoner room, conveniently just before the first major boss fight
43 (09, 2F) = Weapon Shop in the Ice Mountain Village (for once, something that works!)
44 (09, 2F) = Same as 43, except the village is defrosted and Hisui already begun the ritual. (doesn't actually affect the story flags, so if you go out and come back, it's back to how it should be at that time, depending on whether you brought the hot water / felled Raido)
48 (09, 2F) = Fire Clan Village
4A (09, 2F) = Higuma Shrine
4B (0A, 2F) = Golden Castle, entrance. It's originally as buggy as the other "useless" warps, but when you hit an invisible cutscene trigger, the scene with Super Fortune Cat-king III pawning the party starts, except everyone is invisible. After that it kicks you out to the overworld of Inegami Province, but then the glitchiness is cancelled and you can explore with no side effects!
4C (0A, 2F) = Golden Castle, midway in the dungeon.
5C (0F, 1F) = Sakin Village (inegami province), shop.
5E (0F, 26) = Gold Lode village
5F (0F, 26) = Ootora Town (same interior as 26?)
Spoiler: *31 = Miners HQ, but NPC-less
*32 (seems to ignore coordinates) = Mine
*34 = Hisui's house
*36, *37 = more glitchy ice palace rooms
*38 = cavern where you choose the girl to get laid with
*39 = overworld. For some reason you spawn way offscreen in the sea. Using (30,50) you can get to the first continent just above Hikage Village, but no entrances are actually working. Also this is the whole overworld including even inaccessible areas.
*3A = buggy town (I think the same where Higan gets married?) Only egg shop works properly.
*3B = buggy animal spirit shrine exterior? (or another test room? I can't tell :3 )
*3C = ice mt. village where you get Subaru, but after the ice melted. Nothing works.
*3D = 3C when still frozen. Nothing works. Not even the ice on the lake is there, with visual glitches as a result.
*3E = 3C when still frozen, now with a transparent ice shell serving as the shitty stock video-game sliding ice puzzle (I hated that in IV too)
*3F = 3C when still frozen, now with a double serving of the transparent ice shell. Exit doesn't work, but the object telling you it needs some hot water to melt it is still there.
*40 = tunnel, related to 3C
*41 = fire clan village
*42 = inn
*45,46 = ice mt. village, ritual room
*47 = fire clan village, room where higan meets the felled king
*49 = sennin dou (how is that kanji even written?) - buggy wiseman cave/shrine/???
*4E = Inegami province overworld (3F, 2F is a good starting point). As buggy as the other overworld.
*4F = Gold Lode Mt.
*50 = Gold Palace, room with the golden statues. Nothing works.
*51 = buggy 4C?
*52 = buggy Golden Castle entrace
*53 = Golden Castle major fifth (?) boss room, except the boss is a no-show and nothing works. (0F, 1F)
*54 = Inegami shrine, exterior
*55 = Inegami shrine, interior
*56 = Ootora town
*57 = Inegami town
*58 = Hanamaru town
*59 = room with glitchy printer machine
*5A = devil waterfall
*5B = same as 5A?
*5D = three courtesans room (ignores coordinates, stuck)
I'll look at rooms (60-3E) later.
The buggy or apparently empty rooms might be that way because of how the room is loaded this way.
If you don't mind Tom, what was the test menu stuff you found about, besides that one room? (Considering it seems less and less likely to find it still intact and working in the game...)