There are 4 entire menus in just the Top Menu alone, although most of them are pretty straightforward. While the main Debug Menu has been known about and accessible for a while, none of the other ones have ever been accessed in the non-debug versions. The main debug menu can be easily accessed in retail copies by scrolling past the boundary for the menu, but the options past the boundaries for the other menus either softlock the game or have the "unavailable choice" sound effect play when selected. The ones that play this sound effect are likely the debug options, but they probably need the debug features to be enabled in order for them to be accessible.
Main Debug Menu
The most well-known debug menu, and the only one that can currently be accessed in non-debug versions, this is the main debug menu accessible through the Top Menu. This is very similar to the debug menu available in the final game, except a few things work much better, and a few more things somehow work worse. This menu is easily accessible through the first yellow option in the Top Menu. Whenever the Top Menu is loaded, the cursor is automatically set to be pointing to this option.
Dungeon Debug Play#
This menu works completely differently than in the final release, being fully functional.
Japanese |
Translation |
|---|---|
ダンジョンにもぐる |
Go to a dungeon |
かおまどテスト |
Face Window Test |
ポケモンテスト |
Pokemon Test |
ちじょう ポケモンてすと |
Ground Pokemon Test |
エフェクトテスト |
Effect Test |
わざ てすと |
Move Test |
ちじょう おぶじぇくとテスト |
Ground object Test |
Go to a dungeon#
Allows you to enter any dungeon, and change several of the dungeon settings. Press left/right to change the options, and up/down to scroll to different ones. There are 3 options at the end that cannot be scrolled to, which are likely used to indicate the values of variables. Interestingly, the bottom 5 options had their text strings completely removed from the ROM in non-debug versions of the games; the translations here are unofficial.
Japanese |
Translation |
Function |
|---|---|---|
ダンジョン |
DUNGEON |
Changes the dungeon that you will enter. This includes all used dungeons, unused dungeons, and boss floors, which are stored separately from their dungeons. Defaults to Test Dungeon. |
フロア |
FLOOR |
Changes the floor that you start on. Cannot go above the valid amount for each dungeon. Defaults at 1. |
レベル |
LEVEL |
Changes the level for both party members to the selected value. Goes from 0-100, for some reason. Defaults to 5. Selecting 0 will just default to level 5. |
ヒーロー |
HERO |
Lets you select the species of your Hero. Holding the Y button as you press the Dpad allows you to change it by 10, and holding R will change it by 100. Pressing L will change its gender, which is listed to the right of the species name. Defaults to 422, or Turtwig, when the menu is accessed. |
パートナー |
PARTNER |
Same as above, but changes your partner instead. All controls apply. Defaults to 428, or Piplup. |
シナリオレベル |
SCENARIO LEVEL |
Defaults at 3, and goes from 0-7; normally this increases over the course of the story. In a dungeon this will determine the maximum size of the Treasure Bag and whether certain progression-locked Pokémon can be encountered. Examples include regular enemy Luxray in Far Amp Plains requiring level 5, Froslass in Crystal Crossing requiring level 6, and Dusknoir in Sky Stairway requiring level 7. |
ヒントメッセージ |
HINT MESSAGE |
Goes from 0 to 1, defaults at 0. If set to 1, the tutorial messages that display when entering Beach Cave for the first time will appear as you progress through the dungeon. |
END/こうたい |
(unofficial) END/SWITCH |
Switches from "あと"(After) to "まだ"(Not yet), defaults to the former. The former enables the "Send Home" option for your teammates, while the latter disables it. |
なかまになる |
(unofficial) CAN BE RECRUITED |
Switches from "OK" to "まだ"(Not yet), defaults to the former. If OK is selected, enemies can be recruited, otherwise they cannot. |
しんかじょ |
(unofficial) EVOLUTION AVAILABLE |
Cannot be scrolled to. Is stuck at "OK". Likely indicates whether evolution is possible. The name has been cut off due to its length, but the full name could be 'しんかじょうけん' which means 'Evolution Terms/Conditions'. |
ポケモンズ |
(unofficial) POKÉPALS |
Cannot be scrolled to. Is stuck at "けっせい"(Has formed). This indicates whether your team has been formed at the Guild. This option could previously be toggled to "まだ"(Not yet) in Rescue Team's debug menu, where it would limit the available inventory space to the state normally seen when entering Tiny Woods for the first time. |
モード |
(unofficial) MODE |
Cannot be scrolled to. Is stuck at "Normal". This could previously be toggled in Rescue Team's debug menu, but would either crash the game or have no effect. The relevant strings can still be found within the ROM, which are "Real rescue" and "Random rescue". |
Face Window Test#
Allows you to view every portrait in the game. Includes the sprite of the current Pokémon, the portrait, and the options against a green background. Press left or right on the D-pad to change the numbers by one, L or R to change them by 10, or X or Y to change them by 100.
Japanese |
Translation |
Function |
|---|---|---|
ポケモン せんたく |
Select Pokémon |
Changes the current Pokémon. Every forme is separated, and several dummy entries are included at the end, leading to a total of 552 Pokémon to view. |
せいべつ せんたく |
Select Gender |
This option is red, and it doesn't change anything for any Pokémon. There are different portraits for gender differences, and they are used, so it's unclear why this doesn't work. Bugged, perhaps? A few Pokémon, like Gloom, Doduo, and Dodrio, can be set to "オス"(Male) or "メス"(Female), but it still doesn't change the portrait, and it doesn't work for all of the Pokémon with gender differences. |
アニメ せんたく |
Select Animation |
Changes the portrait's emotion. Mostly blank for most Pokémon, but story characters tend to get a use out of it. The emotions are: NORMAL, HAPPY, PAIN, ANGRY, THINK, SAD, WEEP, SHOUT, TEARS, DECIDE, GLADNESS, EMOTION, SURPRISE, FAINT, DUMMY_0, DUMMY_1, ACTION1, ACTION2, ACTION3, ACTION4, ACTION5, ACTION6, ACTION7, ACTION8, ACTION9, ACTION10, ACTION11, ACTION12, ACTION13, ACTION14, ACTION15, and ACTION16. ACTION5 and onward just read from the next Pokémon's portraits. |
むき せんたく |
Select Direction |
Simply changes the orientation of the portrait. Left displays it on the left, and right reverses the image and displays it on the right. This properly uses the flipped variants of portraits where applicable. |
Pokémon Test#
A sprite animation viewer. This shows two separate sprites for each Pokémon, which show off gender differences where applicable, against the same green background. This viewer only shows animations that would exist in-dungeon, like battle animations. This also shows the (file)size for the current sprites, but it always shows 0kb, meaning this is likely bugged. Controls are the same as the previous menu, but pressing SELECT will pause/unpause the animation and holding START slows the animation down.
Japanese |
Translation |
Function |
|---|---|---|
ポケモン せんたく |
Select Pokémon |
Changes the current Pokémon. Every forme is separated, and several dummy entries are included at the end, leading to a total of 553 Pokémon to view. The extra Pokémon is an extra dummy entry after Primal Dialga. |
アニメ せんたく |
Select Animation |
Changes the current animation. |
ほうこう せんたく |
Select Direction |
Changes the direction that the Pokémon is facing. There are 8 orientations from 0-7. |
Ground Pokémon Test#
Extremely similar to the previous menu, but focuses on "Ground" or non-dungeon animations, like eating or waking up. Only story Pokémon or potential Heroes/Partners get much use out of it. This also shows the filesize, but it isn't bugged like it is in the previous viewer.
Japanese |
Translation |
Function |
|---|---|---|
ポケモン せんたく |
Select Pokémon |
Changes the current Pokémon. Every forme is separated, and several dummy entries are included at the end. Many plot-important Pokémon have a separate entry at the end for their unique animations. There are a total of 574 Pokémon to view. |
アニメ せんたく |
Select Animation |
Changes the current animation. Blank entries are skipped, meaning that non-plot-important Pokémon only have a handful of animations in this viewer. |
ほうこう せんたく |
Select Direction |
Changes the direction that the Pokémon is facing. There are 8 orientations from 0-7. |
Effect Test#
A viewer for various effects. Each effect will also play its corresponding sound effect if there is one. Move effects, emotions, and various story-related animations are shown. The effects do not loop automatically, but you can use the A or START button to replay it. SELECT will not pause the animation in this viewer.
Japanese |
Translation |
Function |
|---|---|---|
エフェクト せんたく |
Select Effect |
Changes the current effect. There are 682 in total. |
Move Test#
Allows you to view every Pokémon in the game, using any move in the game. Press A to use the selected move. Trying to play any move(s) in quick succession will queue them. Moves that cover the entire screen with an effect, like Rain Dance (move 12) will temporarily break the message box. Funnily enough, entering this viewer will show the in-dungeon debug HUD, meaning that this is running within a dungeon under the hood.
Japanese |
Translation |
Function |
|---|---|---|
ポケモン せんたく |
Select Pokémon |
Changes the current Pokémon. Every forme is separated, and several dummy entries are included at the end. There are a total of 551 Pokémon to view. |
ほうこう せんたく |
Select Direction |
Changes the direction that the Pokémon is facing. There are 8 orientations from 0-7. |
わざ せんたく |
Select Move |
Changes the move (or "waza")to be used. There are 543 moves in total, but move 543 crashes the game when you try using it. |
Ground object Test#
Displays various non-dungeon-related graphics. This includes story-related graphics and footprints. There is a blue crosshair over the graphic, likely used to indicate the center. This also shows the filename and its filesize. Strangely, this viewer has different controls: L, R, X, and Y do nothing, and you instead have to hold left or right on the D-Pad to change the number by 10 or press them quickly to change it by 1. Pressing SELECT will toggle the crosshair. START will do nothing. Holding the R button while pressing a key on the d-pad will pan the graphic.
Japanese |
Translation |
Function |
|---|---|---|
ポケモン せんたく |
Select Pokémon |
Despite the name, this changes the current graphic. There are 307 in total. |
アニメ せんたく |
Select Animation |
Changes the current animation, if applicable. |
Ground Debug Play#
Almost identical to the final version, but actually works worse. Because they're so similar, the info won't be duplicated; go here to read up about the room in general. There are some minor differences, however, which will be explained here:
- Rather than using a blank save file, loading this provides you with the "default" file mentioned previously. If this room is loaded via the Main Menu, it still will not use your save file if there is one present, however loading it via the in-game debug menu will, which opens up much more functionality.
- This build uses the rotating leaf object in the third room, as in the final Japanese versions.
Team Controls#
Instead of simply doing nothing, "Initialize Team" and "Team Returns from Map" crash with the following errors respectively (sic):
!!!!! Assert !!!!!
file = 'common_dg.c' line = 414
enter parameter disnable
!!!!! Assert !!!!!
file = 'menu_ground_unit_return.c' line = 189
unit return call disnable dg warehouse
Green Kecleon#
The "Add Team Members" option is badly bugged here: If you choose not to recruit Uxie, the game will crash with the following error:
!!!!! Assert !!!!!
file = 'ground_sub_picture.c' line = 122
status locate error
Makuhita#
Inside "VISUAL_TEST", V00P02_M01A02A will crash once it is finished, with this error:
!!!!! Assert !!!!!
file = 'ground_place.c' line = 352
place number error 20533
Interestingly, these crashes do not happen in the build157_final ROMs, nor the final Japanese release, indicating that enabling the debug features is somehow the cause.
Ground Script Check#
Runs various scripts, or cutscenes, from the story. If a save file is present, it will be used, else it will load the default file. Once the cutscene is finished, you will regain control normally, however exiting the area usually leads to the debug dialogue that appears when you start a new game. If you enter a dungeon, it will crash with an error like this:
!!!!! Assert !!!!!
file = 'menu_ground_unit_init.c' line = 139
unit init duplication call
or return to the title screen. Interestingly, the textbox borders are green, instead of matching your hero's gender: this shows that your save file is not entirely loaded in, which is likely what causes the crashes and "new game" dialogue to appear. The "DEMO" options link to various parts of the intro. EVENT_M00A_01 initiates the "New Game" sequence. The "EVENT_HA_XXXXX" options lead to various cutscenes within the Guild. All of the "EVENT_MXX" and "EVENT_SXX" options lead to cutscenes of the "Main" (main story) or "Sub" (Post-game) story respectively, with the number corresponding to its chapter. There are several "EVENT_TGXX" entries at the end, which all crash the game with the same error when selected:
!!!!! Assert !!!!!
file = 'script_station.c' line = 1119
script get null
The "EVENT_MEND" options hang the game with no crash screen. "TITLE_TEST" brings up a dialog asking "Time? Darkness?", and selecting one will play the intro for the respective game. "BUBBLE_TEST" plays the cutscene where your hero and partner meet, crashing when they enter Beach Cave. "MAP_TEST" plays several cutscenes where the world map is cleared of clouds: it first starts at the very end of the Fogbound Lake expedition, then jumps to the initial Quicksand Cave cutscene (the one where they don't jump in), then the end of the Underground Lake cutscene, and crashes afterwards with the same error that shows when you select "Team Returns From Map" in the debug room. Interestingly, during these cutscenes, you are given an Onix and Nidoking as recruits, regardless of your save's recruits.
Ground Scene Check#
This brings you to a separate menu with the internal names of the game's rooms: The T00P0X ones are the debug rooms (Test/Town), the ones that are prefixed with a D are "Dungeon"-related, G corresponds to "Guild" rooms, H seems to be Sharpedo's Bluff and its variants (House), Ps are various non-dungeon places, like the Crossroads and the Hot Spring (Place?), the Ss are "special", like Pelipper's Island or the intro, the T01P0X locations are "Treasure Town", and Vs are "various?" "visual?" cutscenes. Selecting a room will activate the cutscene(s) that take place in that room: some have none, which will make nothing happen when selected, and some have several, which will bring up a submenu with all of the cutscene names which you can choose from. Most of the cutscenes hang or crash the game when they're over, and others will hang the game immediately.
Ground Map Check#
Partially broken in this build, as it appears to hang the game on a black screen. However, it is still possible to move the cursor; selecting an (invisible) option and subsequently pressing SELECT will fix the issue and allow the player to properly see the menu and select a background to view, which functions the same as the debug menu in the final game.
Save Data Edit#
|
|
This needs some investigation. |
This menu allows you to set your save file to various predetermined states. It does not give you a warning beforehand.
Japanese |
Translation |
Function |
|---|---|---|
しょきデータ |
Default data |
Deletes your save file as if you deleted it through the regular menu. This means that most of the data is still there, but has been zero'd out (this can be confirmed using a save file editor like SkyEditor) |
はじめからデータ |
Initialized Data |
Deletes your save file as if you deleted it through the regular menu, but leaves your Adventure Log intact. |
きゅうじょとつにゅう テスト |
Go-Rescue Check |
Replaces your save with the default save. Doesn't seem to do anything to any of the rescue flags. |
きゅうじょまち テスト |
Waiting-For-Rescue Check |
Doesn't seem to do anything, but your save file is modified (different checksum) |
ブレイクデータ |
Break data |
Does absolutely nothing, the save file isn't even modified. |
しゅっかじょうたいデータ |
Initial product data |
Overwrites all of the important save data with 0xFF bytes. |
Opening Cutscene#
Resets the game, requiring the button combo to be inputted again.
Debug Switch#
|
|
This needs some investigation. |
Has the same options as the final's menu, but they actually work this time!
Japanese |
Translation |
Function |
|---|---|---|
メッセージこうそくか |
Speed Up the Message |
In-game text is much faster, appearing almost instantly. |
スクリーンフェードカット |
No Screen Fade |
The screen does not go black during room/scene transitions, allowing you to see the assets for the new room/scene load in real-time. |
サウンドむこうか |
Sound OFF |
All sounds, including sound effects and music, will no longer update. If music was playing before this option was enabled, it will continue playing indefinitely, even if the music should change or stop. |
BGMしょうおん |
BGM off |
Similar to the above, but only applies to background music. |
SEしょうおん |
SE off |
Similar to above, but only applies to sound effects. |
ぶたいNPCダミー |
Stage NPC dummy |
The recruits in the Crossroads are changed to a Nidoking and Onix, who will have the names of your current recruits if they exist. This does not actually affect your team or Assembly; your original recruits will return when entering a dungeon. They do, however, appear during cutscenes, such as those that play when you reach the end of a dungeon. Disabling the option will remove them. |
メッセージリミットチェック |
Text limit check |
The names of anyone you talk to will be replaced with the words "リミットチェック"(Limit Check). This is intended to test the limits of textboxes to make sure they still fit when variables have long text. |
チートチェックカット |
No Cheat-Chek |
Unsure. Likely disables some unknown anti-cheating measure. |
とつにゅうチェックカット |
No Plunge-Check |
Unsure. |
ダンジョンむげんふっき |
Dungeon Infinite Comeback |
Allows for in-dungeon quicksaves to function as regular saves, letting the player reset at their leisure. This option has to be turned on while loading an "expired" quicksave to work. |
デバッグモード |
Debug |
Enables all of the game's debug features, including the menus and exclusive text. This is enabled by default on the debug ROM, and if disabled, the debug features will no longer be accessible until the game is reset. |
へんしゅうモード |
Edit Mode |
When entering a dungeon, the text "ダンジョンの けっかを そうさしますか?" (Contorl the result?) (sic) will appear. The first option, "ダンジョンに いく" (Go to a dungeon), simply enters the dungeon as normal. "しっぱいした ことにする" (Pretend as failed) and "にげかえった ことにする" (Pretend as escaped) will immediately end the dungeon as if you had starved. "せいこうした ことにする" (Pretend as succeeded) warps you to the end of the dungeon... And then fails you, as if you had starved. Your money and items are not touched, regardless of what you choose. Also, if a new game is started, the Personality Test will have a large message box on the top screen, showing the number of points assigned to each personality type. |
Debug Log#
This option was likely used to push debug logs to an external debugging device. However, it unfortunately doesn't seem to do much anymore.
Sound Test#
Works identically to the final game's version.
Message Test#
Also works identically to the final, except the game properly loads your save file. As a result, this no longer crashes on real hardware.
Document Test#
Also works identically to the final.
List Menu Test#
Also also works identically to the final, including hanging when you select an option.
Multi Menu Test#
Also also also works identically to the final.
Initial Sample#
Guess what? It works the exact same as the final. Except when it resets, you have to input the startup combination again for it to return to the top menu.
Check No. of Letters#
Works the exaaaaact same.
Review Text#
Also works the exaaaaaaaact same.
Event Upload
Present below the main Debug option is an option called "イベントはいしん"(Event Upload). Selecting this menu brings you to a list of 12 Wonder Mail total, and selecting one will transmit it over Local Communication. From here, you can open any Japanese copy of Time/Darkness, select the "Wonder Mail" option, select "receive", and finally "local communication" in order to receive it on your game.
The available Wonder Mail are actually special event missions, most of which were either posted on the Pokemon.com site through a password, or distributed over Nintendo WFC. Notably, the ones that were exclusively distributed over WFC are no longer able to be obtained, since they did not have a generated password, and WFC has since gone down. This means that this ROM is the only current way to obtain these missions in the present day! (unless you manage to find someone who still has the event mission present on their save file. good luck with that.)
Unfortunately, the local communication is unable to connect to the English releases of the games. However, it does still work on the final Japanese Time/Darkness releases, and the passwords are region-free if a mission has it.
Below is a list of all of the available missions, listed in their in-game order.
Mission Objective |
Item Reward |
Wonder Mail Code (if applicable) |
Notes |
|---|---|---|---|
Find the Icy Flute that lies hidden deep within Mt. Avalanche! |
None |
|
This is the mission that unlocks Mt. Avalanche, a dungeon containing one of the 7 Treasures as well as Articuno, the Legendary Pokémon guarding the item. In Time/Darkness, the 7 Treasures dungeons were only available through Wonder Mail distributions, which were distributed on the official Pokémon website through passwords, as well as through WFC. These specific event missions are nothing new, as the passwords for them have been circulating online for years, but it's interesting to see them available through this ROM. |
Find the Fiery Drum that lies hidden deep within Giant Volcano! |
None |
|
Unlocks Giant Volcano, another 7 Treasures dungeon. |
Find the Terra Cymbal that lies hidden deep beneath Shimmer Desert! |
None |
|
Unlocks Shimmer Desert, another 7 Treasures dungeon. |
Find the Aqua-Monica that lies hidden deep beneath Bottomless Sea! |
None |
|
Unlocks Bottomless Sea, another 7 Treasures dungeon. |
Find the Rock Horn that lies hidden in the depths of World Abyss! |
None |
|
Unlocks World Abyss, another 7 Treasures dungeon. |
Find the Grass Cornet that lies hidden deep within Mystery Jungle! |
None |
|
Unlocks Mystery Jungle, another 7 Treasures dungeon. |
Find the Sky Melodica that lies hidden in the inner reaches of Sky Stairway! |
None |
|
Unlocks Sky Stairway, another 7 Treasures dungeon. |
Can someone bring back a Gabite Scale? Please, we're desperate for any help! |
Luxray Fang |
|
Another event mission primarily distributed over a password, this one was originally created to coincide with the Pokémon Mystery Dungeon Time/Darkness anime special. Again, this password has been circulating for a while, but it's nice to see it here. |
Help! Find Celebi! Reward offered! |
Phione Song |
N/A |
This was a distribution available exclusively through Nintendo WFC. As such, it does not have a generated Wonder Mail code. This event was advertised as the only way to unlock Celebi in a copy of Explorers of Darkness, since it is otherwise a Time-exclusive Pokémon. This event in particular is actually still the only way to obtain Celebi legitimately in Darkness, as trying to create a custom Wonder Mail password for it will give you an error, since it's a Mythical Pokémon. |
Search for Rotom! Reward offered! |
Phione Card |
N/A |
Like above, this was a WFC-exclusive mission intended for owners of Explorers of Time who could not get the normally-Darkness-Exclusive Rotom. Unlike the above option, Rotom can still be unlocked in the games by generating a custom Wonder Mail password, since it isn't a legendary or a mythical. |
Search for Mewtwo! Reward offered! |
Marine Cache |
N/A |
See the two above. Mewtwo is exclusive to Darkness, and was considered a counterpart of sorts to Celebi. It also cannot be obtained in Time legitimately, as a custom password cannot be generated for it. This mission also rewards the player with the Marine Cache, an exclusive item for Phione which was distributed through events. However, official passwords as well as generated passwords still function as an alternative for obtaining this item. |
Find Lucario! Reward offered! |
Tidal Cape |
N/A |
See above. This was considered a counterpart of sorts to Rotom, as the Riolu line is exclusive to Time and is unavailable in Darkness. While Riolu can be unlocked through normal Wonder Mail passwords, Lucario is set to never appear as a mission client in either version, meaning this special job is the only way to unlock Lucario as a dungeon enemy in Darkness. In this version, Lucario is still obtainable without this mission by evolving Riolu once it has been unlocked and recruited. Similarly to the above mission, this mission also rewards the player with the Tidal Cape, an exclusive item for Manaphy distributed through events. Much like the Marine Cache, it can still be obtained through either official or generated passwords. |
"Friend Rescue" Debug Menu
Within the "Friend Rescue" section of the menu, a new "debug" option has been added in yellow. It is quite small, but has a few useful features for testing the various types of Friend Rescue mails.
Japanese |
Translation |
Function |
||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
おたすけ から ふっかつ |
Resume from SOS |
Opens the list of SOS mail, if you have any, and allows you to select one. If you don't have any mail, it does nothing. Selecting an SOS treats it as finished; it is deleted from your list of SOS, and is added to your list of possible A-OK mail to send. |
||||||||||||
おたすけ ついか |
Add SOS |
This adds the SOS that you made using the "Edit" option below, if you have made one, to the end of your list. If you haven't made a custom one yet, it will instead add a default one. This will add the same duplicate SOS as many times as you wish, but cannot exceed the max of about 33. |
||||||||||||
ふっかつ ついか |
Add A-OK |
This adds the same custom/default mail to your A-OK list instead. |
||||||||||||
おれい ついか |
Add Thank-You |
If you are currently not in need of rescue, or already have a Thank-You Mail available to send, this does nothing. If you are in need of rescue, this will add the option to send the Thank-You mail for your current rescue in the "Get Help" section. |
||||||||||||
へんしゅう |
Edit |
This edits the mail that is generated in the above few options. It has three things that you can edit:
|
"Wonder Mail" Debug Menu
The "Wonder Mail" option in the top menu also has a debug option added to it. This allows you to manage the Wonder Mail in your Job List, without even loading the save file. Most of the options here are exactly the same as the Wonder Mail Editor in the Ground Debug Menu, and work identically. Strangely, while the "Debug" option itself is the standard Debug yellow, none of the options within the menu actually are.
Japanese |
Translation |
Function |
|---|---|---|
いらいけいじばん |
Bulletin Board |
This option is similar to the one in the Ground Debug Menu, except it automatically refreshes the current jobs whenever you exit the option and return to it, rather than having an option in the menu to manually refresh the board. |
おたずねものポスター |
Outlaw Notice Board |
Same as above, but for the Outlaw Notice Board. |
いらいのかこう |
Modify Mission |
Works exactly the same as "Job Editing" in the Ground Debug Menu. Interestingly, despite having the exact same name in Japanese, the option in this menu was translated differently than the one in the Ground Debug Menu, showing that they were probably done by different translators. Neat little touch. |
DLしゅつりょく |
DL Output |
Saves the game. Not sure what purpose this serves, the menu already auto-saves your changes. |
しゅつげんモンスター |
Appearing Pokemon |
Identical to the option in the Ground Debug Menu, including me not knowing what it does. |