This is a sub-page of Pokémon FireRed and LeafGreen.
A lot of Japanese text remains unused, going untranslated when the games were brought overseas.
Generation I Leftovers#
Unused Carry-Overs#
The following table is for text which already went unseen in Red and Blue, and continues to be unused in FireRed and LeafGreen.
Japanese |
English (Gen I) |
Notes |
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Found in the script for Route 22. Unused rival victory text. |
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Found in the script for Cerulean City. Unused rival victory text. |
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Found in the script for S.S. Anne 2F. Unused rival victory text. |
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Found in the script for Pokémon Tower 2F. Unused rival victory text. |
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Found in the script for Silph Co. 7F. Unused rival victory text. |
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Found in the script for Route 22. Unused rival victory text. |
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Found in the script for the Champion's room. Unused rival victory text. |
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Found in the script for the Vermilion City gym. Unused trashcan puzzle text. |
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Found in the script for the Celadon Prize Corner. Unused clerk dialogue. |
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Found in the script for Fuchsia City. Placeholder fossil exhibit text.Here, the game instead displays the Kabuto exhibit by default. |
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Found in the script for the Safari Warden's home. Unused Warden dialogue. |
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Found in the script for the Copycat's room. Unused flavor text. |
Miscellaneous Text#
The following table is for text from Red and Blue which goes unused in FireRed and LeafGreen, for one reason or another.
Japanese |
English (Gen I) |
Notes |
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Found with the rest of the box strings. In Gen I, this was seen after being gifted a Pokémon while your team is full. Here, the generic " |
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Unused event script. In Gen I, this was seen after backing out of the menu for the Trade Center/Colosseum. Since the multiplayer setup was completely revamped in Gen III, this string isn't needed anymore. |
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Found in the script for Pewter Museum 1F.In Gen I, this was said by the clerk when talking to him on the wrong side of the desk.Since here he was moved one space north, this is no longer possible. |
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Found in the script for the Route 5 Daycare.Unlike in Gen I, here one can actually deposit a Pokémon that knows an HM move. |
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Found in the script for the Celadon "Chief house".Pre-Gen III games featured Buddhist altars, which were censored overseas.Here, these altars were removed altogether, even in the Japanese versions. |
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Found in the script for the Celadon Prize Corner. In the Gen I games, this was used when trying to buy a TM with a full bag. This string is not needed since the bag was revamped from Gen II onward, namely having TMs in their own section, instead of having them in one large generic pocket. Here, even hacking in a full TM case merely brings up the generic "Too bad! The bag is full…" message. |
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Found in the script for the Celadon Prize Corner.In the Gen I games, this was used when backing out of buying a prize. |
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Found in the script for the Copycat's room.In Gen I, this is said by Copycat when the player's bag is too full to hold TM31 (Mimic).Since Mimic is no longer a TM, this string isn't needed anymore. |
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Found in the script for Silph Co. 7F. In Gen I, this is said by the Lapras Silph worker after defeating Giovanni in the director's office. Here however, his dialogue never updates, leaving him asking bout the director's safety even after the takeover is dealt with. |
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Found in the script for the Lavender Town Poké Mart. In Gen I, this is said by one NPC after rescuing Mr. Fuji. Here however, his dialogue never updates, leaving him to talk about revives even after driving the Rockets out of the Pokémon Tower. |
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Found in the script for the northern half of Route 21.This is the dialogue for the Cue Ball swimmer, a Gen I trainer which was not carried over. |
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Found in the script for Victory Road 2F.Moltres was moved to Mt. Ember, making this string useless. |
Ruby & Sapphire Leftovers#
Miscellaneous Text#
A handful of event strings from the Hoenn games which were carried over.
Japanese |
English (Gen III) |
Notes |
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The email seen on the rival's PC in Ruby and Sapphire. |
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The bed text from Ruby and Sapphire. You can't rest in any of the S.S. Anne's beds (or any other bed for that matter), leaving no use for this message. |
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Leftover from the Sealed Chamber. |
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Leftover from the Record Corner. |
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The Four Island Daycare reuses the same dialogue set as the Ruby and Sapphire Daycare, and the two messages which were unused in those games also make a return here, this time untranslated. |
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Competitive Brothers#
The dialogue for the two brothers in Sootopolis who ask the player to bring them Barboach and Shroomish remains unused and untranslated.
Japanese |
Translation |
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Safari Zone#
All the Safari Zone-related dialogue from Ruby and Sapphire was carried over, despite most of it going unused. The only strings which weren't ported are the three ones related to interacting with the Pokéblock feeders.
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English (Gen III) |
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Berry NPCs#
The dialogue for all the Hoenn berry-related NPCs was carried over, though unlike with the Safari Zone text every string from this set goes unused.
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English (Gen III) |
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Eon Ticket#
The entire dialogue set for the Eon Ticket event, yet another file carried over for no good reason.
Japanese |
English (Gen III) |
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Newly-Introduced Text#
Duplicate Text#
Some of the untranslated text consists of exact copies of used dialogue. This includes:
- The dialogue for meeting the Copycat girl (as Red).
- The dialogue for meeting the Copycat girl (as Leaf).
- The message seen when receiving a Pokémon from the Karate Master.
- The Cinnabar fossil doctor asking the player to wait.
- The entire dialogue set for the Mt. Ember move tutor.
- The dialogue for the fisher's wife on Five Island.
The text seen when interacting with the Mewtwo statues also has an unused copy in the script for Pokémon Mansion 3F. Each statue's text is taken from the same place, which is the text file for the second floor of the Pokémon Mansion, leaving this third floor duplicate set unused.
The dialogue for the Body Slam move tutor also warrants an explanation: this NPC is located in a house on Four Island, but his dialogue is actually found in the script for the Four Island Pokécenter. The move tutor house script instead contains an unused duplicate of his dialogue set, except for the very last line ("There! Boing! You're awfully heavy!"). That string is unused and untranslated in the PokéCenter script, but used and translated in the house script. This suggests that the Body Slam move tutor was relocated at some point, and that his dialogue was shoddily moved around.
Cable Club Text#
Miscellaneous unused strings related to the Cable Club. They were all ported over and translated in Emerald, despite still not being used in that game.
Japanese |
English (Gen III) |
Notes |
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Identified in the source code as "msg_reception_battle_p09". |
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Identified in the source code as "msg_reception_save". |
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Identified in the source code as "msg_wireless_wait_01_p01". |
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Identified in the source code as "msg_wireless_wait_01_p02". |
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Identified in the source code as "msg_comm_menu_guide_05". |
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Identified in the source code as "msg_wireless_oya_01_p09". |
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Identified in the source code as "msg_comm_menu_guide_09". |
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Identified in the source code as "msg_wireless_guide_01_p03". |
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Identified in the source code as "msg_oldman1_01_p06_minigame". |
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Identified in the source code as "msg_oldman1_01_p11_minigame". |
Miscellaneous Text#
The following table is for text which is exclusive to FireRed and LeafGreen.
Japanese |
Translation |
Notes |
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In Gen I, two bookshelf event strings exist: the first is used across the game, and the second is exclusive to the rival's house. In FireRed and LeafGreen, both messages are also found in the event string data, though only the generic one is used. Instead, the unique message is defined as a simple "sign" event in the script for the rival's house. |
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Unused event script text. Found right before the string "The door is open…" used in Silph Co. after using the Card Key and interacting with the spot in which the shutters stood. Referred to in the source code as "msg_sylph_door_close". |
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Found right before the string used for special hidden items ("The ITEMFINDER's shaking wildly!"). This is an alternate version of the generic "itemfinder responding" message, with the main difference being that the hidden item is "right beneath you" (ました), instead of "around here" (ちかく). |
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Unused event script text. Remnants of a cut NPC who would have seemingly asked the player to show them a Pokémon with a given nature, though it's hard to get a clear picture since the contents of the string buffers isn't specified. Identified in the source code as "msg_help_obj_01" through "04", with each message having a series of comments:
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Found in the script for Pewter City. This dialogue was meant for a cut interaction with the male NPC who blocks access to Route 3. Earlier in development, he would have gifted the player the Berry Pouch after obtaining the Boulder Badge. In the final games, the Berry Pouch is automatically unlocked in the Bag after the player obtains their first berry (much like how the TM Case works with TMs). The source code even explains where each message would have appeared. With all three being played in succession, and the third message being what the NPC would say on repeat interactions. Referred to in the source code as "msg_boy2_01_p03" through "p05". |
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Found in the script for the Cerulean Bike Shop.A cut piece of flavor text which oddly enough references the real world. Referred to in the source code as "msg_kabegami" (lit. "msg_poster"). |
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Found in the script for the Route 5 Daycare.Doesn't really fit in with the rest of the retail dialogue. |
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Found in the script for the Celadon Condo roof house. The PC automatically switches to a free box if the player receives a gift PokéMON while the current box is full. |
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Found in the script for Silph Co. 1F. Only identified as "msg_dummy_02" in the source code, it's unknown what this message was tied to, though it might have been something to do with the elevator, since it's the only thing in the lobby that would fit. |
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Found in the script for Silph Co. 7F. The Lapras the player receives is automatically sent to the PC if their team is full. |
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Found in the script for the Pokémon Lab fossil room. The Kabuto/Omanyte the player receives is automatically sent to the PC if their team is full. |
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Despite the Route 21 Cue Ball swimmer not being carried over from Gen I, he was nonetheless given brand new rematch dialogue. |
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Found in the script for One Island. Referred to in the source code as "msg_boy1_01_p01" (with "boy1" being the internal name given to the Youngster spriteset). That message is preceded with the label "DEBUG" (デバック), showing that it was used by the devs for quick testing, since on their first trip to the Sevii Islands the player can't return to Cinnabar before delivering the Meteorite to Celio. |
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Found in the script for Five Island Meadow. This text is meant for the door to the Rocket Warehouse, if the player doesn't know any of the two passwords. However, access to Five Island is restricted prior to obtaining the Ruby at Mt. Ember, and the path to the Ruby is opened following a cutscene involving two Rocket Grunts, one of which inadvertently saying one of the two passwords out loud. |
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Found in the script for the Water Labyrinth. Meant for the Gentleman who gifts the player a Togepi egg, likely for refusing the egg at first, and then coming back later to get it. In the final games, there is no option to say no to receiving the egg, and coming back to this NPC after freeing a spot in your party (assuming it was full when first talking to him) will automatically give you the egg. |
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Found in the script for the Trainer Tower exterior. Unlike the Battle Tower from Crystal, the Trainer Tower from FireRed and LeafGreen is never closed. Those messages are known in the source code as "msg_kanban_03_p01" and "p02" (with "kanban" meaning "sign"). Each message is accompanied with a comment:
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Found in the script for the Trainer Tower lobby. Would have likely been displayed when interacting with the record display by the reception counter. Identified as "msg_score_01" in the source code. |