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Dragon Ball Z: Buu's Fury
| Dragon Ball Z: Buu's Fury |
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Developer:
Webfoot Technologies
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| This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
To do:
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Dragon Ball Z: Buu's Fury is more or less The Legacy of Goku III in all but name. It's also the only entry in the series to be US exclusive and later on got a rerelease as part of a double pack with Dragon Ball GT: Transformation. Also, guest starring Broly and Janemba for some reason.
Contents
Unused Great Saiyaman Transformation
Normally, when Gohan obtains his Saiyaman transformation watch from Bulma early on in the game, he only uses it in cutscenes and still retains his Super Saiyan transformation.
However, using the CodeBreaker cheat code 330015D6 0012 you can replace Gohan's Super Saiyan transformation with the otherwise unused Great Saiyaman transformation watch complete with unused icon.
Transforming back works fine as well. Transforming into Great Saiyaman provides all the boosts of transforming into a Super Saiyan but without the energy cost, which is likely why it was removed. It only works properly with School Uniform Gohan, however.
Said watch will also appear just fine on the special moves menu on the pause screen, complete with unused move description.
Videl

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Videl is playable for a short amount of time in the main game normally, however, you cannot use Ki Blasts as her in the short fight. Yet, the game does have a Ki Blast Animation for her. This animation is used in multiplayer actually but is easy to overlook if the player doesn't have regular access. Therefore, these sprites are only semi-unused.

Videl also has a few flying animation frames that the player never gets to see. In the anime, she flew off with Gohan and Kibito and then left shortly after. However, in Buu's Fury, she stays behind at the tournament and doesn't follow. She also doesn't fly during the fight with Spopovitch either. The flying sprites would have probably been used in these two locations, had they been scripted in. However, if the player uses a character modifier code to play as her, these animations will be used on the World map (she does not have any diagonal turning sprites however which will mess with the graphics some) and on flight pads such as the one that leads to Korin's tower from Kami's Lookout. These sprites are completely unused as there is no way to fly in multiplayer.
The following CodeBreaker code will allow access to Videl by replacing Trunks: 330016AC 0034.
Hercule's Gun
During the very brief moment that the player gains control of Hercule, he actually has a usable "ki blast" move where he whips out and fires a gun. As there's no enemies around and his segment consists solely of walking a few steps upward to Majin Buu's home, many players never think to press B while using him.
Various Unused Animations
The game includes several unused animations that could only be found by uncompressing the game's data. These animations include:
1. Froug's hitting sprites: In the first scenes of the game, Froug is only being hit and he does not fight back.
2. Froug's being hit sprites: Despite him only being attacked from one side in the cutscene, the developers and the artists actually drew him being hit from all directions.
3. Super Buu's stretch attack/block: In this animation, Super Buu is using his body to stretch for whatever reason. He can also be hit, which will puncture a hole in him.
Unused Scouter Scan Database Entries
| To do: Better formatting. |
Due to a developer oversight during Chapter 2 when Videl goes to fight the Warlord in Hercule City, the Mayor of Hercule City and Videl with pigtails are not scannable due to cut-scene triggers preventing you from using the Scouter as they are offscreen. The only way to get these 2 characters scanned with the Scouter is with a cheating device to walk-through walls with the experimental (enable after loading save file) CodeBreaker code:
Do note that Videl with short hair is scannable and shares the same description for the unused entry.
83001200 5908 83001202 b43f 83001204 4811 83001206 6800 83001208 2800 8300120a d01b 8300120c 21ff 8300120e 23a1 83001210 18c9 83001212 1840 83001214 2320 83001216 6804 83001218 6845 8300121a 46c0 8300121c 490c 8300121e 7809 83001220 297f 83001222 d006 83001224 29bf 83001226 d006 83001228 29df 8300122a d006 8300122c 29ef 8300122e d006 83001230 e008 83001232 18ed 83001234 e004 83001236 1aed 83001238 e002 8300123a 1ae4 8300123c e000 8300123e 18e4 83001240 6004 83001242 6045 83001244 bc3f 83001246 46c0 83001248 4c02 8300124a 4700 8300124c 1c34 8300124e 0300 83001250 0130 83001252 0400 83001254 0c7c 83001256 0300 83000c70 2000 83000c72 e59f 83000c74 ff12 83000c76 e12f 83000c78 1201 83000c7a 0300
| To do: Can these be seen in-game? Post screenshots if so. |
Additionally, near Android 18's entry within the ROM are entries for villains from the seventh DBZ movie, Dragon Ball Z: Super Android 13 (known in Japan as Doragon Bōru Zetto: Kyokugen Batoru!! San Dai Sūpā Saiya-jin.) The offset for this text is at 00063EA0.
Android #13 An evil Android created by Dr. Gero's computer. Android #14 An evil Android created by Dr. Gero's computer. Android #15 An evil Android created by Dr. Gero's computer. Super Android #13 After absorbing the broken parts of Androids #14 and #15, #13 transformed into this Super Android.
In addition to some cutscene exclusive NPCs that are totally unscannable, there are also a few scouter entries for enemies that don't appear in the final game, likely referring to an unused enemy type that existed in the prototype version of the game.
Mud Man/Golem/Trash Heap This Mud Man will split in half when you attack him. Musaka Musaka is the ringmaster of the Musaka Circus. Tien Tien was once a rival of Goku is now a loyal Z-Fighter. His most distinguishing feature is his mysterious third eye. Chiaotzu Chiaotzu is a mysterious telepathic being who is often seen around Tien. Kibitoshin The Supreme Kai and Kibito fused to become Kibitoshin. Uub Uub is 10 year old boy who is the reincarnation of Buu.
Anti-Piracy Measures
Dragon Ball Z: Buu's Fury has an anti-piracy measure of sorts. Many players have often mistaken this measure to render the game unemulatable. However, it seems the game checks for the save type and if it detects an incorrect one it stops the game after a certain point displaying the message "This game will not run on this hardware." This check of the save type happens when the player enters the Grand Kai's mansion at the beginning of the game after completing Olibu's challenge. This anti-piracy measure affects certain versions of Visual Boy Advance most notably. The game checks to see if the save type is a 128k EEPROM. If not, it brings up this message.
Debugging Stuff and the Programmers' Hard Drive
It seems Buu's Fury has some crash handler screens and some directories are listed of where the game's Source assets were originally located during development.
T:\Source\ByteCodeInterpreter\ByteCodeInterpreter.cpp
This can be found in the ROM's text information at 0x4160. While nothing special, it does indicate Buu's Fury was coded in C++ Language at least. (.cpp files are associated with the C++ programming language for those unfamiliar with the language.)
T:\Source\CharacterData.cpp
and this is located directly after that at 0x13BAC. This directory is also listed when the Assertion Failure screen below is displayed.
SPAGHETTI
For some reason, the word Spaghetti is mentioned twice in the ROM. Once at 0x41844 and again at 0x4225A. There's a bracket and space before both instances. Either this is garbage data, the programmers had food on the brains, or it's just an ASCII joke one of the programmers put in. It's also possible it could be referencing a trashed food item but most likely not since the other food item names are all grouped together later in the ROM. In all seriousness, it's probably just a comment about spaghetti code that somehow survived compilation.
Invalid Operation Divide By Zero Overflow Underflow Inexact Result Heap memory corrupted Unknown signal
Looks like a Heapallocation error of sorts and is found at 0x480F4.
"Expected dialog to start with a code block" "Internal equipment consistency error!"
Probably something related to talking to a null value NPC and maybe a failure of the equipment items. Could also be related to the code. These two strings with garbage data between them can be found starting at 0x5553c.
"Energy attack level set for attack which doesn't exist for player!" "Energy attack level requested for attack which doesn't exist for player!" "Unable to find sprite index in character state data"
The second error message above can be triggered if the player uses an attack modifier code to replace a character's signature move with another character's (such as replacing Goten's Kamehameha with Dragon Fist Explosion for instance) that doesn't have more than one level. When the character levels up and the attack level goes up, the game freaks out and crashes displaying the screen below. The above text is found at 0x6B7400.
Cleanup > Stubs
Cleanup > To do
Games > Games by content > Games with anti-piracy methods
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Webfoot Technologies
Games > Games by platform > Game Boy Advance games
Games > Games by publisher > Games published by Atari, SA
Games > Games by release date > Games released in 2004
Games > Games by series > Dragon Ball series




