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Blue Dragon Plus

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Title Screen

Blue Dragon Plus

Developers: feelplus, Brownie Brown
Publishers: AQ Interactive (JP), Ignition Entertainment (US/EU)
Platform: Nintendo DS
Released in JP: September 4, 2008
Released in US: February 19, 2009
Released in EU: April 3, 2009


TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


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.

Unused Text

Debug Menu

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

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