We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Bujingai: The Forsaken City

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Bujingai: The Forsaken City

Also known as: Bujingai (JP), Bujingai: Swordmaster (EU)
Developers: Taito, Red Entertainment
Publishers: Taito (JP), BAM! Entertainment (US), 505 GameStreet (EU)
Platform: PlayStation 2
Released in JP: December 25, 2003
Released in US: July 22, 2004
Released in EU: February 18, 2005


AreasIcon.png This game has unused areas.
DebugIcon.png This game has debugging material.


Debug Modes

Several debug modes left within game code can be activated with the codes below for the USA version of the game. These enable various statues regarding enemy data, camera coordinates and collisions of maps.

Enable Camera Coordinates
201733C4 24020001
Enable Collision Display
005B0969 00000000
Display Enemy Spawn Locations
2022A070 24020001
Display Enemy Stats
005F6804 00000026

Bujingai-cameradebug.png

Enable Camera Coordinates will, evidently, display the coordinates of the camera when enabled.

Bujingai-collisiondebug.png

Enable Collision Display enables a lot of collision overlay on buildings, enemies, damage objects, and the player. This also displays enemy health, and displays X/Y at the center of the map.

Bujingai-enemyspawns.png

Display Enemy Spawn Locations will enable the enemy's name in spots they spawn from.

Bujingai-enemystats.png

Display Enemy Stats enables you to see various statuses and actions the enemy is doing.

(Source: Original TCRF research)

Unused Maps

Hmmm...
To do:
Search for more unused maps and clarify if IDs 05 and 07 are unused.

A few unused maps can be seen below. You can enter these maps with the code below as well.

Level Modifier (Hold L1+L2+R1+R2 while loading a map)
D04B3102 0000F0FF
005C7550 000000??

With the above code on, hold L1+L2+R1+R2 while entering a mode, such as starting a new game. Where ?? is, place the values in the sections below to enter the unused maps.

(Source: Original TCRF research)

Blank Map

Bujingai-level00.png

Value:00

A simple blank map. It has an internal name of -. Duplicates of this map are also values 01, 02, and 04. If you travel too far in this map, you will eventually fall out of bounds.

Blank Map (With Fog)

Bujingai-level03.png

Value:03

Another blank map. This version of it has a bit of fog in it. If you travel too far in this map, you will eventually fall out of bounds.

Blank Map (White)

Bujingai-level0B.png

Value:0B

This is the same as the above maps, except the background color is white. Duplicates of this map are also values 0E, and 0F. If you travel too far in this map, you will eventually fall out of bounds.

chikurin-block6

Bujingai-level0C-1.png Bujingai-level0C-2.png

Value:0C

A small unused map. None of the walls have collisions here.

Unused Street

Bujingai-level06-1.png Bujingai-level06-2.png Bujingai-level06-3.png

Value:06

A small city street map. Nothing has collision here either. It also has no internal name.

wall-move-test

Bujingai-level42-1.png Bujingai-level42-2.png

Value:42

Considering its name, this probably was a map to test wall movement.