Dragon Ball Z: Buu's Fury
|Dragon Ball Z: Buu's Fury|
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
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.
Unused Great Saiyaman 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.
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.
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:
Unused Scouter Scan Database Entries
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
I couldn't find this in the ROM, is it compressed? Hex offsets? Is it displayable in-game with CodeBreaker codes? If so, post in-game screenshots please.
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.)
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.
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.
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.)
and this is located directly after that at 0x13BAC. This directory is also listed when the Assertion Failure screen below is displayed.
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.