Eternal Eyes is an obscure PSX RPG notable basically for receiving a stunningly condemnatory RPGamer crit:
Eternal Eyes starts off promisingly—it fits in the PlayStation CD tray, it spins when the console is activated, and it produces images on the screen after the PlayStation logo appears. Without fear of hyperbole, it can be said that these are the best features of the entire game.
One has to be curious after that...
Toying with World Map memory, I found something a bit odd, and possibly suggestive of some removed material. 800D4730 00XX determines the floating graphic that displays the name of a target location while the pointer hovers over it (albeit imperfectly, with flicker between the forced and real ones), and the regular location names are assigned to single digit values. Most other values give no results, unsurprisingly, but two do. This is 0x00E0:
Click on the map just above the black rectangle (maybe a removed graphic) with this code active and you'll be warped to the Gross Castle area; I haven't played enough to be sure, but I don't think this area is ever normally acessible from the World Map, and certainly the scenario flag that determines which locations appear on the World Map (80090E74 000X) never reveals it; it also seems to be in the wrong place geographically. My guess is that either access from the World Map was planned but disabled during development (maybe to prevent repeat visits later in the storyline) or this was a testers' warp. The fact that it's 0x00E0, rather than a lower number like the existing locations', inclines me to favour the latter guess.
This is 0x00EE:
I can't find a warp for this one, and look at the overlap with existing map locations. It's much larger than the Gross Castle warp rectangle (which is about the size of a regular location name floater). I really don't know what this is; maybe it's where some sort of error message or placeholder note went.