Blue Dragon Plus

Blue Dragon Plus was released during Microsoft's short-lived futile efforts to revive the unpopular Xbox 360 in Japan, by buying out exclusivity rights to every J-RPG they could get their hands at (Lost Odyssey, Tales of Vesperia, Tengai Makyou 3...). They somehow got a new IP, Blue Dragon, which despite its lack of originality managed to enjoy a relative popularity back then due to the tie-in anime.

So what did Microsoft do for their new franchise? A mediocre tactical-RPG sequel, and it's known how well those tend to do. The third, rather decent, action-RPG entry couldn't quite save the doomed series.

Debug Menu
Some untranslated fragments of text present under the script file debug.

ABCD"EFG"HIJKLMN ウンチくん シュウ 標準ユニットを配置 シュウ 個別にユニットを配置 シュウ ＢＧＭ を変更 はい いいえ シュウ カメラを移動 シュウ カメラをシェイク シュウ 輝度を変更 ジーロ マップのアルファをノードごとに変更 ジーロ ユニットを移動 ジーロ ユニットのアルファを変更 ジーロ プレイヤーパーティをターン ジーロ ジーロ 複数フェイス とんかつ シュウ １８もじひょうじしたばあいにおかしく￰なる？ それと￰４ぎょうひょうじしたばあいにも￰おかしくなる？ まずは、画面右側にある￰３つのアイコンのうち￰中央にある「複数選択アイコン」を タッチします. そのままパーティーを移動させたい￰ポイントをタッチすると、 囲まれたすべての味方ユニットを￱まとめて移動させることができます.

Development Leftovers
Some leftovers of the source code, interestingly.

BG_DATA.TXT
//***********************

//	 BG_DATA.h

//************************

//--

//  enum

//--

// データの並び順

enum BG_DATA_num

{

BG_Scr0 = 0,

BG_Scr1 = 1,

BG_Scr2 = 2,

BG_Scr3 = 3,

BG_Scr4 = 4,

BG_Scr5 = 5,

BG_Scr6 = 6,

BG_Scr7 = 7,

BG_Scr8 = 8,

BG_Scr9 = 9,

BG_Scr10 = 10,

BG_Scr11 = 11,

BG_Scr12 = 12,

BG_Scr13 = 13,

BG_Scr14 = 14,

BG_Chr0 = 15,

BG_Chr1 = 16,

BG_Plt0 = 17,

BG_Plt1 = 18

};

// データアドレス

enum BG_DATA_add

{

BG_APlt0 = 0,

BG_APlt1 = 552,

BG_AScr0 = 0,

BG_AScr1 = 2084,

BG_AScr2 = 4168,

BG_AScr3 = 6252,

BG_AScr4 = 14480,

BG_AScr5 = 16564,

BG_AScr6 = 18648,

BG_AScr7 = 20732,

BG_AScr8 = 22816,

BG_AScr9 = 24900,

BG_AScr10 = 26984,

BG_AScr11 = 29068,

BG_AScr12 = 31152,

BG_AScr13 = 33236,

BG_AScr14 = 35320,

BG_AChr0 = 0,

BG_AChr1 = 32832,

};

OBJ_DATA.TXT
//***********************

//	 OBJ_DATA.h

//************************

//--

//  enum

//--

// データの並び順

enum OBJ_DATA_num

{

OBJ_Cel0 = 0,

OBJ_Chr0 = 1,

OBJ_Cel1 = 2,

OBJ_Chr1 = 3,

OBJ_Cel2 = 4,

OBJ_Chr2 = 5,

OBJ_Cel3 = 6,

OBJ_Chr3 = 7,

OBJ_Cel4 = 8,

OBJ_Chr4 = 9,

OBJ_Cel5 = 10,

OBJ_Chr5 = 11,

OBJ_Plt0 = 12,

OBJ_Plt1 = 13,

OBJ_Nar0 = 14,

OBJ_Nar1 = 15,

OBJ_Nar2 = 16

};

// データアドレス

enum OBJ_DATA_add

{

OBJ_APlt0 = 0,

OBJ_APlt1 = 640,

OBJ_ACel0 = 0,

OBJ_ACel1 = 6912,

OBJ_ACel2 = 10752,

OBJ_ACel3 = 12544,

OBJ_ACel4 = 15360,

OBJ_ACel5 = 35968,

OBJ_AChr0 = 0,

OBJ_AChr1 = 30080,

OBJ_AChr2 = 38528,

OBJ_AChr3 = 69760,

OBJ_AChr4 = 95488,

OBJ_AChr5 = 127744,

OBJ_ANar0 = 0,

OBJ_ANar1 = 3072,

OBJ_ANar2 = 28416,

};

Resource.txt
robo_bg.txt

robo_obj.txt

robo_obj_en.txt

robo_obj_fr.txt

robo_obj_sp.txt

robo_obj_it.txt

robo_obj_ge.txt