Debugging Features#
|
|
To do:
|
A large portion of the game's debug features are more-or-less still intact in the final game.
Script Debug Mode#
A debugging mode for scripts can be re-enabled using the following AR code:
JP |
NA |
EU |
|---|---|---|
022E09D0 E3500001 |
022DF330 E3500001 |
022DFC70 E3500001 |
While its effects may not be so obvious at first, this will allow a scenario selection menu to open when selecting "New Game". It gives various options, such as starting the game without the personality quiz, jumping to various parts in the game's story progression or accessing some debug scenes as well as the Debug Room. It can alternatively be accessed through SkyTemple's Script Debugger, which enables the mode by default.
Debug Flags#
The game's debug flags can be enabled by patching the GetDebugFlag functions in the game's arm9.bin to return a 1. These functions are found in the following offsets:
GetDebugFlag1
EU: 0x200C198
NA/JP: 0x200C110
GetDebugFlag2
EU: 0x200C2BC
NA/JP: 0x200C234
Using a disassembler like No$GBA has, you can patch these offsets to mov r0,1h to enable the flags. Unfortunately, this can only enable every flag at once, and will not allow you to enable/disable certain ones.
This can also be done using an Action Replay code:
NA/JP |
EU |
|---|---|
|
|
SkyTemple's Script Debugger can alternatively be used, and is able to toggle these flags individually.
Name |
Function |
|---|---|
Speed Up the Message |
In-game text is much faster, appearing almost instantly. |
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. |
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 off |
Similar to the above, but only applies to background music. |
SE off |
Similar to above, but only applies to sound effects. |
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. |
Text limit check |
The names of anyone you talk to will be replaced with the words "Limit Check". This is intended to test the limits of textboxes to make sure they still fit when variables have long text. |
No Cheat-Chek |
Unsure. Likely disables some unknown anti-cheating measure. |
No Plunge-Check |
Unsure. |
Dungeon Infinite Comeback |
Prevents the game from deleting in-dungeon quicksaves upon continuing, allowing them to be reused. |
Debug |
This should enable all of the game's debug menus, but unfortunately it still doesn't work here. |
Edit Mode |
When entering a dungeon, the text "Contorl the result?" (sic) will appear. The first option, "Go to a dungeon", simply enters the dungeon as normal. "Pretend as failed" and "Pretend as escaped" will immediately end the dungeon as if you had starved. "Pretend as succeeded" warps you to the end of the dungeon. |
(Source: the Skytemple Discord)
Developer Emblem#
Explorers of Sky added what appears to be a new emblem for debug text, which looks very similar to the emblems for placeholder and unimplemented content already present in Explorers of Time and Darkness. The デ (de) kana most likely stands for "Debug". It appears to have been called by the new [M:D2] control character which was prefixed to some of the new-to-Sky debug text, including the warps seen in the "New Game" debug menu.
Unlike the two emblems in the Japanese versions of Time and Darkness, there appears to be no way to call any of the emblems to the text box in Sky anymore; the [M:D0], [M:D1] and [M:D2] control characters get ignored in all available versions of the game.
Top Debug Menu#
Very incomplete remnants of the top debug menu can be found by using the following Action Replay code. Press Start at the title screen, then hold Left and select any of the options to open the debug menu. Only the Sky Jukebox option seems to be accessible, but it is identical in function to the Sky Jukebox that is unlocked through regular gameplay by clearing Sky Peak.
(US / EU)
0202ABEC E5900100
94000130 FFDF0000
0202ABEC E3A00001
D0000000 00000000
Special Episode Transmission#
A Wonder Mail S password generated through a third-party tool using mission type 0x0E and mission flag 0x02 functions as an alternate method to unlock Special Episode 3, "Today's 'Oh My Gosh'". No such password was ever distributed officially, and none of the other Special Episodes can be unlocked this way.
The relevant strings being placeholders and debug messages marked with the [[Pokémon Mystery Dungeon: Explorers of Time & Darkness#Developer Emblems|[M:D0] and [M:D1]]] control characters along with the lack of French and German strings for the European version point at this being a debug feature that was inadvertently left accessible in the retail game. One working theory is that, in an earlier point of development, certain Special Episodes may have been unlocked through password distributions rather than regular gameplay, as was the case for Labyrinth Cave and the Seven Treasures dungeons in Explorers of Time and Darkness. All of the previously mentioned dungeons as well as all previously event-only exclusive items received methods for unlocking or obtaining them through regular gameplay in Explorers of Sky.
The following Wonder Mail S passwords can unlock Special Episode 3 as soon as the player unlocks the Wonder Mail feature, after clearing Mt. Bristle. Trying to enter the password while Special Episode 3 is already unlocked will display a unique message stating this.
Japan |
US/Australia |
Europe |
|---|---|---|
W9+65 8#24JQS 8J6SQ NY6@H 8468=FC N496J |
RW#0= TY@XNFW 06H=6 =SWH6 #N76H&3 %FM@1 |
MTK15 C#MW%FQ YC4J0 9N5QR @@=Y7@M 3RP3C |
(Discovery: Adex)
Debug Strings#
A few are present in the game, including such gems as "Contorl the Result?"
[CS:C]Debug switch[CR]
[CS:C]OFF[CR]
[CS:C]ON[CR]
[CS:C]Speed Up the Message[CR]
[CS:C]No Screen Fade[CR]
[CS:C]Sound OFF[CR]
[CS:C]BGM off[CR]
[CS:C]SE off[CR]
[CS:C]Stage NPC dummy[CR]
[CS:C]Text limit check[CR]
[CS:C]No Cheat-Chek[CR]
[CS:C]No Plunge-Check[CR]
[CS:C]Dungeon Infinite Comeback[CR]
[CS:C]Debug[CR]
[CS:C]Edit Mode[CR]
[CS:C]Debug log[CR]
[CS:C]DUNGEON[CR]
[CS:C]GROUND[CR]
[CS:C]SCRIPT[CR]
[CS:C]SCRIPT_DEBUG[CR]
[CS:C]SCRIPT_SUPERVISION[CR]
[CS:C]SCRIPT_COMMAND[CR]
[CS:C]SOUND[CR]
[CS:C]BGM[CR]
[CS:C]SE[CR]
[CS:C]FLAG[CR]
[CS:C]FILE[CR]
[CS:C]MEMORY[CR]
[CS:C]BACKUP[CR]
[CS:C]THREAD[CR]
[CS:C]KERNEL[CR]
[CS:C]PERFORMANCE[CR]
[CS:C]Break data[CR]
[CS:C]Initial product data[CR]
[CS:C]Default data[CR]
[CS:C]Initialized Data[CR]
[CS:C]Go-Rescue Check[CR]
[CS:C]Waiting-for-Rescue Check[CR]
[M:D2][CS:C]Check No. of letters[CR]
[M:D2][CS:C]Review Text[CR]
Pokémon "[kind:]": [digits:]
Item "[item:1]": [digits:1]
Move "[move:2]": [digits:2]
Area "[area:]" [digits:]
Dungeon "[dungeon:1]" [digits:1]
[CS:C]Name:[CR]
[CS:C]ON[CR]
[CS:C]OFF[CR]
[CS:C][M:B2]View on the message window[CR]
[CS:C][M:B3]End[CR]
[CS:C]File: [CR]
[CS:C]Ground debug[CR]
[CS:C]Return to the top menu[CR]
[CS:C]Main Scenario Progress[CR]
[CS:C]Sub Scenario Progress[CR]
[CS:C]Special progress[CR]
[CS:C]Dungeon open[CR]
[CS:C]Dungeon log[CR]
[CS:C]Control Stats[CR]
[CS:C]Stats Max[CR]
[CS:C]Move To Places[CR]
[CS:C]Save[CR]
[CS:C]Debug switch[CR]
[CS:C]Debug log[CR]
[CS:C]Next Day(Shop, Job, Egg)[CR]
[CS:C]Control Evolution[CR]
[CS:C]Item Management/Addition[CR]
[CS:C]Item storage[CR]
[CS:C]Alter/Add Pokemon[CR]
[CS:C]Chimecho Assembly[CR]
[CS:C]Random mission[CR]
[CS:C]Main Scenario control[CR]
[CS:C]Progress[CR]
[CS:C]Support Phase[CR]
[CS:C]Support Flag[CR]
[CS:C]Player's talk[CR]
[CS:C]Male[CR]
[CS:C]Female[CR]
[CS:C]Partner's talk[CR]
[CS:C]Type 1[CR]
[CS:C]Type 2[CR]
[CS:C]Type 3[CR]
[CS:C]Player type[CR]
[CS:C]Partner type[CR]
[CS:C]Balance Progress[CR]
[CS:C]Scenario Settings[CR]
[CS:C]Balance 0[CR]
[CS:C]Balance 1[CR]
[CS:C]Balance 2[CR]
[CS:C]Balance 3[CR]
[CS:C]Balance 4[CR]
[CS:C]Balance 5[CR]
[CS:C]Balance 6[CR]
[CS:C]Balance 7[CR]
[CS:C]Control Balance[CR]
[CS:C]Sub Scenario[digits:0] info manipulation[CR]
[CS:C]Sub Scenario[digits:0][CR]
[CS:C]Progress[CR]
[CS:C]Support Phase[CR]
[CS:C]Particular Progress Control[CR]
[CS:C]Team name[CR]
[CS:C]Treasure Bag[CR]
[CS:C]Random Mission[CR]
[CS:C]Friend Rescue[CR]
[CS:C]Friends[CR]
[CS:C]Evolution[CR]
[CS:C]Formation Change[CR]
[CS:C]Move Alone[CR]
[CS:C]Training[CR]
[CS:C]Post ending[CR]
[CS:C]Scenario Completion[CR]
[CS:C]Dojo clear[CR]
[CS:C]Defeat Drowzee[CR]
[CS:C]Defeat fake Groudon[CR]
[CS:C]Defeat Luxray[CR]
[CS:C]Cleared Future World[CR]
[CS:C]Defeat Dusknoir[CR]
[CS:C]Defeat Dialga[CR]
[CS:C]Defeat Darkrai[CR]
[CS:C]Defeat Regigigas[CR]
[CS:C]Guild Graduation[CR]
[CS:C]Collect 7 Treasures[CR]
[CS:C]Scizor ev. clear[CR]
[CS:C]Get Manaphy[CR]
[CS:C]Manaphy ev. clear[CR]
[CS:C]Go separately from Chatot[CR]
[CS:C]Climbed Sky Peak[CR]
[CS:C]Identify Waterfall[CR]
[CS:C]Identify Quicksand[CR]
[CS:C]Open Dungeons[CR]
[CS:C]Close[CR]
[CS:C]Scenario[CR]
[CS:C]Completion[CR]
[CS:C]Mission[CR]
[CS:C]Control Stat Info[CR]
[CS:C]Money[CR]
[CS:C]Deposit[CR]
[CS:C]Team Points[CR]
[CS:C]No. of adventures[CR]
[CS:C]No. of successful Adventure[CR]
[CS:C]No. of Adventure failure[CR]
[CS:C]No. of Rescue[CR]
[CS:C]No. of Evolution[CR]
[CS:C]No. of Eggs hatched[CR]
[CS:C]No. of Successful Theft[CR]
[CS:C]No. of PKMN Beaten On a Floor[CR]
[CS:C]Play time[CR]
[CS:C]Number of times won big at Big Treasure[CR]
[CS:C]Number of times Recycled[CR]
[CS:C]Number of times sent Sky Gift[CR]
[CS:C]Maximize Pokemon Status[CR]
[CS:C]Battled with Pokémon[CR]
[CS:C]Move to Places[CR]
[CS:C]Item[CR]
[CS:C]Additional Type[CR]
[CS:C]Treasure Bag[CR]
[CS:C]Storage[CR]
[CS:C]Addition[CR]
[CS:C]Enter Values[CR]
[CS:C]How Many?[CR]
[CS:C]Item[CR]
[CS:C]Pokémon[CR]
[CS:C]Clear[CR]
[CS:C]Trade Level[CR]
[CS:C]Colour[CR]
[CS:C]Unown[CR]
[CS:C]Money[CR]
[CS:C]Contents[CR]
[CS:C]Colour[CR]
[CS:C]Egg[CR]
[CS:C]Money:[CR]
[CS:C]Egg:[CR]
[CS:C]Item Box:[CR]
[CS:C]Storage:[CR]
[CS:C]Sort Test[CR]
[CS:C]Exclusive Item[CR]
[CS:C]Player[CR]
[CS:C]Partner[CR]
[CS:C]Storage[CR]
[CS:C]Set[CR]
[CS:C]Set Type[CR]
[CS:C]Sort Test[CR]
[CS:C]Filling Test[CR]
[CS:C]Pokémon Storage[CR]
[CS:C]Start Script[CR]
[CS:C]Juice Bar[CR]
[CS:C]10,000 trades at the Recycle Shop[CR]
[CS:C]Put held items in storage[CR]
[CS:C]Pichu Egg settings[CR]
[CS:C]Contorl the Result?[CR]
[CS:C]Go to a dungeon[CR]
[CS:C]Pretend as failed[CR]
[CS:C]Pretend as escaped[CR]
[CS:C]Pretend as succeeded[CR]
[M:D2][CS:C]Debug switch[CR]
[M:D2][CS:C]Debug log[CR]
[M:D2][CS:C]Sound Test[CR]
[M:D2][CS:C]Message Test[CR]
[M:D2][CS:C]Document Test[CR]
[M:D2][CS:C]List menu Test[CR]
[M:D2][CS:C]Multi menu Test[CR]
[M:D2][CS:C]Sleep Test[CR]
[M:D2][CS:C]Initial sample[CR]
[M:D2][CS:C]Interim Test[CR]
[M:D2][CS:C]Menu Test[CR]
[CS:C]BGM Main[CR]
[CS:C]BGM Sub[CR]
[CS:C]ME[CR]
[CS:C]System SE[CR]
[CS:C]Motion SE[CR]
[CS:C]Motion Sub SE[CR]
[CS:C]Stats SE[CR]
[CS:C]Trap SE[CR]
[CS:C]Move1 SE[CR]
[CS:C]Move2 SE[CR]
[CS:C]Move3 SE[CR]
[CS:C]Move4 SE[CR]
[CS:C]Move5 SE[CR]
[CS:C]Move6 SE[CR]
[CS:C]Move6 SE[CR]
[CS:C]Move8 SE[CR]
[CS:C]Move9 SE[CR]
[CS:C]Move10 SE[CR]
[CS:C]Move11 SE[CR]
[CS:C]Move12 SE[CR]
[CS:C]Move13 SE[CR]
[CS:C]Move14 SE[CR]
[CS:C]Move15 SE[CR]
[CS:C]Event SE[CR]
[CS:C]Event Sub SE[CR]
[CS:C]Event Main01 SE[CR]
[CS:C]Event Main05 SE[CR]
[CS:C]Event Main10 SE[CR]
[CS:C]Event Main14 SE[CR]
[CS:C]Event Main18 SE[CR]
[CS:C]Event Main25 SE[CR]
[CS:C]Event Main26 SE[CR]
[CS:C]Event Sub01 SE[CR]
[CS:C]Event Sub10 SE[CR]
[CS:C]Event Sub23 SE[CR]
[CS:C]Event Sub30 SE[CR]
[CS:C]Event Side01 SE[CR]
[CS:C]Event Side02 SE[CR]
[CS:C]Event Side03 SE[CR]
[CS:C]Event Side04 SE[CR]
[CS:C]Event Side06 SE[CR]
[CS:C]Event Side08 SE[CR]
[CS:C]Event Side09 SE[CR]
[CS:C]Event Side09b SE[CR]
[CS:C]Event Other01 SE[CR]
[CS:C]Hardware control[CR]
[CS:C]Reverb OFF[CR]
[CS:C]Reverb ON[CR]
Test Title[digits:0] [string0]
MONSTER A
MONSTER B
ITEM
NEW ITEM A
NEW ITEM B
MOVE
TRAP
MAP
FIXED MAP JUMP [digits:0]/[digits:1]
ENEMY STOP! JUMP TO [digits:0]/[digits:1]
JUMP TO NEXT DUNGEON
Other Menu
Trap
[trap:0]
ATTRIBUTE = [string:0]
FIELD
WEATHER [digits:0] [string:0]
BG NO [digits:0]
BG MODE [digits:0]
Entire Map Color [string:0]
White
Black
Red
Blue
Green
Yellow
Orange
Purple
Pink
TURN COUNT [digits:0]
FORGET TRAP ALL
DISASTER
MONSTER-HOUSE [string:0] : [digits:0]
SHOP [string:0]
JUMP TO [digits:0]/[digits:1]
JUMP TO BAZAAR
JUMP TO TREASURE
OTHER MENU
ATTACK-EFFECT [string:0]
DAMAGE-POINT MODE [string:0]
DIRECT JUMP TO [digits:0]/[digits:1]
FLOOR SEED OF RANDOM
IMMORTAL [string:0]
LEVEL [digits:0]
SUICIDE
EXIT DUNGEON
REQUEST SOLUTION
Reviser/Reviver [string:0]
[value:0:8]
1
2
3
4
5
6
7
8
FLOOR SEED OF RANDOM
ITEMS
NUMBER=[digits:0]
CURSE =[string:0]
NEEDLE
RIBBON
SEED
FOOD/P$
SPECIAL
TM
ORBS
ALL CLEAR
RANDOM
POKE [digits:0]
GROUND=[string:0]
[item:0]
ITEM: NEEDLE/STONE
RIBBON
RIBBON 0
RIBBON 1
RIBBON 0
RIBBON 1
SEED
SEED 0
SEED 1
SEED 0
SEED 1
ITEMS: FOOD
ITEMS: SPECIAL
SPECIAL 0
SPECIAL 1
ITEMS: SPECIAL 0
ITEMS: SPECIAL 1
ITEMS: TM
TM0
TM1
TM2
TM3
TM4
ITEMS: TM0
ITEMS: TM1
ITEMS: TM2
ITEMS: TM3
ITEMS: TM4
ITEMS: ORBS
ORBS0
ORBS1
ORBS2
ITEMS: ORBS0
ITEMS: ORBS1
ITEMS: ORBS2
ITEMS: ORBS3
ITEMS NO SELECT 0
NEEDLE =[value:0:3]
STONE =[value:0:3]
BOW = [value:0:3]
SPECIAL= [value:0:3]
SEED = [value:0:3]
FOOD = [value:0:3]
TM = [value:0:3]
ORBS = [value:0:3]
A-Z Stone = [value:0:3]
RIBBON2 = [value:0:3]
ITEMS NO SELECT 1
BOX A = [value:0:3]
BOX B = [value:0:3]
BOX C = [value:0:3]
POKEMON ITEM = [value:0:3]
POKEMON ITEM = [value:0:3]
POKEMON ITEM = [value:0:3]
POKEMON ITEM = [value:0:3]
MOVE
ABC
DEFGHI
JKLMNO
PQR
STU
VWXYZ
[string:0]
[string:0]
MOVE: ABC
MOVE: DEF
MOVE: GHI
MOVE: JKL
MOVE: MNO
MOVE: PQR
MOVE: STU
MOVE: VWX
MOVE: YZ
MOVE:
ABC
DEFGHI
JKLMNO
PQR
STU
VWXYZ
POKEMON
[string:0]
T0:[string:0]
T1:[string:0]
C0:[string:0]
C1:[string:0]
ON THIS FLOOR
STATUS(1)
STATUS(2)
ALL CLEAR
MOVE DISP
HYPER GROW
HARD DEFENCE
HP999
POKEMON B
STOP PARTIES [string:0]
STOP ENEMIES [string:0]
MOVE MODE [string:0]
AUTO REBORN [string:0]
JOIN SURELY [string:0]
MOVE
MONSTER MENU: ON THIS FLOOR
[string:0]
POKEMON PARAMETER
NUMBER = [value:0:3] [string:0]
DISTANCE = [digits:0]
LEVEL = [digits:0]
FROZEN = [string:0]
POKEMON STATUS A
LV =[value:0:3]
HP =[value:0:3]
MAXHP=[value:0:3]
T.STATUS=[string:0]
T.STATUS SELECT
HIT.L=[value:0:3]
ESC.L=[value:0:3]
BELLY=[value:0:3]
MAX BELLY=[value:0:3]
EXP =[value:0:3]
POKEMON STATUS B
ATK =[value:0:3]
SP. ATK =[value:0:3]
DEF =[value:0:3]
SP. DEF =[value:0:3]
ATK. L =[value:0:3]
SP. ATK. L =[value:0:3]
DEF. L =[value:0:3]
SP. DEF. L =[value:0:3]
ATK. M =[value:0:3]
SP. ATK. M =[value:0:3]
DEF. M =[value:0:3]
SP. DEF. M =[value:0:3]
IQ =[value:0:3]
GETFIRE =[value:0:3]
POKEMON STATUS C
HIT TYPE : [string:0]
TOO TYPE : [string:0]
NON-SIGHT TYPE: [string:0]
SIGHT TYPE : [string:0]
MOUTH NONE : [string:0]
OTHERS : [string:0]
POKEMON STATUS D
SLEEP : [string:0]
INJURY : [string:0]
PHYSICAL : [string:0]
MENTALLY : [string:0]
POWER : [string:0]
SPECIAL : [string:0]
ESP TYPE : [string:0]
PARASITIC : [string:0]
HIT TYPE : [string:0]
TOO TYPE : [string:0]
NON-SIGHT : [string:0]
SIGHT : [string:0]
MOUTH NONE: [string:0]
OTHERS : [string:0]
ENEMY STOP! JUMP TO [digits:0]/[digits:1]
[CS:C]Debug[CR]
[CS:C]Map[CR]
[CS:C]Misc.[CR]
[CS:C]Pokémon[CR]
Select Map <-- -->
Select Pokémon <-- -->
Select Animation <-- -->
Select Gender <-- -->
Select Direction <-- -->
[CS:C]Cancel[CR]
Select Pokémon <-- -->
Select Move <-- -->
Select Direction <-- -->
Select Effect <-- -->
Select L/R <-- -->
In the middle of Boss-Battle testing.
Do you want to finish and win this?
[CS:C]Go to a dungeon[CR]
[CS:C]Face Window Test[CR]
[CS:C]Pokémon Test[CR]
[CS:C]Ground Pokémon Test[CR]
[CS:C]Effect Test[CR]
[CS:C]Move Test[CR]
[CS:C]Ground object Test[CR]
[CS:C]Above-Ground Spot test[CR]
[CS:C]Level Check[CR]
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
ACTION16
-->
<--
DUNGEON
FLOOR
LEVEL
HERO
PARTNER
SCENARIO LEVEL
/
MALE
FEMALE
HINT MESSAGE
[CS:C]Returned the In-Dungeon Team Info
to PKMN Storage[CR]
[M:H3][M:H3][M:H3][M:H3][M:H3][M:H3][M:H3][M:H3]
[M:D1]Personality type undefined
[M:D1]Message ID is 0
[M:D1]No message
.........
[CS:C]Pokémon storage
[CS:C]IQ
[CS:C]Evolution item
[CS:C]Set Pokémon's level
[CS:C]Male Pokemon
[CS:C]Female Pokemon
[CS:C]Mixed
[CS:C]IQ Max
[CS:C]Tameness Max
[CS:C]Attack +
[CS:C]Defense +
[M:D1]Defense = Attack
[M:D1]Lv. 60
[M:D1]Lv. 99
[CS:C]Treasure Bag
[CS:C]Storage
[CS:C]Money
[CS:C]Full storage
[CS:C]Debug[CR]
[CS:C]Debug items[CR]
[CS:C]Bulletin Board[CR]
[CS:C]Outlaw Notice Board[CR]
[CS:C]NPC Job[CR]
[CS:C]Bottle Job[CR]
[CS:C]Modify Mission[CR]
[CS:C]DL output[CR]
[CS:C]From Password[CR]
[CS:C]Select a Wonder Mail S to send.[CR]
[CS:C]End Wireless event Distribution[CR]
[CS:C]Enemy Pokémon[CR]
[CS:C]Release all Enemy Pokémon[CR]
[CS:C]Job Communication[CR]
[CS:C]Debug Bulletin Board[CR]
[CS:C]Resume from SOS[CR]
[CS:C]Add SOS[CR]
[CS:C]Add A-OK[CR]
[CS:C]Add Thank-You[CR]
[CS:C]Edit[CR]
[CS:C]No. of challenge: [CR][value:0:3]
[CS:C]Added a mail.[CR]
[CS:C]Target[CR]: [string0]
[CS:C]Rescue Client[CR]
[CS:C]Rescue Wanderer[CR]
[CS:C]Information1[CR]
[CS:C]Information2 Expedition[CR]
[CS:C]Information2 Treasure Hunt[CR]
[CS:C]Information2 Tour[CR]
[CS:C]Search Item[CR]
[CS:C]Deliver Item[CR]
[CS:C]Retrieve Item[CR]
[CS:C]Missing Pokémon[CR]
[CS:C]Wanted Pokémon[CR]
[CS:C]Challenge Letter[CR]
[CS:C]Treasure Search[CR]
[CS:C]For Event Use[CR]
[CS:C]Variation: [CR][string0]
[CS:C]Normal[CR]
[CS:C]Text event[CR]
[CS:C]Parent-Child[CR]
[CS:C]Best Friend[CR]
[CS:C]Couples Rivals Brthers[CR]
[CS:C]Couples[CR]
[CS:C]Treasure Chamber[CR]
[CS:C]Golden Chamber[CR]
[CS:C]New dungeon[CR]
[CS:C]Valuables[CR]
[CS:C]Treasures[CR]
[CS:C]Evolution[CR]
[CS:C]Favorites[CR]
[CS:C]Gabite[CR]
[CS:C]Legendary A[CR]
[CS:C]Legendary B[CR]
[CS:C]Legendary C[CR]
[CS:C]Legendary D[CR]
[CS:C]Legendary E[CR]
[CS:C]Unidentifiable[CR]
[CS:C]Flee[CR]
[CS:C]Scoundrel[CR]
[CS:C]Scoundrel of the blackest dye[CR]
[CS:C]Con artist[CR]
[CS:C]Cutie[CR]
[CS:C]Cooperation[CR]
[CS:C]Flee[CR]
[CS:C]Team[CR]
[CS:C]Monster House[CR]
[CS:C]7 Treasure No. 1[CR]
[CS:C]7 Treasure No. 2[CR]
[CS:C]7 Treasure No. 3[CR]
[CS:C]7 Treasure No. 4[CR]
[CS:C]7 Treasure No. 5[CR]
[CS:C]7 Treasure No. 6[CR]
[CS:C]7 Treasure No. 7[CR]
[CS:C]Event Distribution 1[CR]
[CS:C]Event Distribution 2[CR]
[CS:C]Dungeon: [CR][dungeon:0]([value0:0:3])
[CS:C]Floor[CR]: [digits:0]/[digits:1]
[CS:C]SEED[CR]: [string0]
[CS:C]Client[CR]: [kind:0]([value0:0:4])
[CS:C]Target Pokémon1[CR]: [kind:0] ([value0:0:4])
[CS:C]Target Pokémon2[CR]: [kind:0] ([value0:0:4])
[CS:C]Target Item[CR]: [item:0]([value0:0:4])
[CS:C]Thank-You Type[CR]:[string0]
[CS:C]Only Pokemon[CR]
[CS:C]Pokemon & Item[CR]
[CS:C]1 Item[CR]
[CS:C]2 or more Items[CR]
[CS:C]Trade[CR]
[CS:C]Egg[CR]
[CS:C]Pokémon[CR]
[CS:C]Thank-You Item[CR]:[item:0] ([value0:0:4])
[CS:C]Thank-You Pokemon[CR]:[kind:0]([value0:0:4])
[CS:C]No Thank-You Data[CR]
[CS:C]Restriction Type[CR]:[string0]
[CS:C]Attribute[CR]
[CS:C]Pokémon[CR]
[CS:C]Attribute Restriction[CR]:[type:0]
[CS:C]Pokemon Restriction[CR]:[kind:0]([value0:0:4])
[CS:C]Jobs taken[CR]: [value0:0:1]
[CS:C]Bulletin Board[CR]: [value0:0:1]
[CS:C]Outlaw[CR]: [value0:0:1]
[CS:C]NPC[CR]: [value0:0:1]
[CS:C]Bottle[CR]: [value0:0:1]
[CS:C][M:B5]:OUTPUT TYPE [M:B4]:WIZARD[CR]
[CS:C]Please select source.[CR]
[CS:C]Jobs taken[CR]
[CS:C]Data Sheet[CR]
[CS:C]Exit[CR]
[CS:C]Select from Jobs taken[CR]
[CS:C]Sort index[CR]: [digits:0] / [digits:1]
[CS:C]Select Prepared Job Type[CR]
[CS:C]Select Prepared Data Sheet[CR]
[CS:C]Item:[CR]
[CS:C]Dungeon:[CR]
[CS:C]Client:[CR]
[CS:C]Target1:[CR]
[CS:C]Target2:[CR]
[CS:C]All[CR]
[CS:C]Group[CR]
[CS:C]Floor enemies[CR]
[CS:C]Unexplored Spot[CR]
[CS:C]Preparation from Data Sheet failed.[CR]
[CS:C]Edited the Job.[CR]
[CS:C]Data check error[CR]
[CS:C]Bulletin Board[CR]
[CS:C]Outlaw Notice Board[CR]
[CS:C]NPC Job[CR]
[CS:C]Bottle Job[CR]
[CS:C]Renew Missions[CR]
[CS:C]Job Editing[CR]
[CS:C]Appearing Pokemon[CR]
[CS:C]Close[CR]
[CS:C]Made all possible Pokemon appear in Dungeon[CR]
[CS:C]Now in progress[CR]
[CS:C]Sample Vocabs[CR]
[CS:C]Enter 12-digit code[CR]
[CS:C]Pokémon List[CR]
[CS:C]Item List[CR]
[CS:C]Name[CR]
[CS:C]Lotto Results Selection[CR]
[CS:C]General Lotto Results[CR]
[CS:C]Normal[CR]
[CS:C]Win[CR]
[CS:C]Lose[CR]
[CS:C]Parameter Up[CR]
[CS:C]Egg[CR]
[CS:C]Join team[CR]
[CS:C]Open Area[CR]
[CS:C]Sleep Times [value:0:12][CR]
[CS:C]Times [value:0:12] Wait [value:1:4] [value:2:4][CR]
|
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To do: |
Unused Actors#
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To do:
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The game's cutscenes and overworld use a list of pre-defined actors for NPCs. This list includes a number of actors that are not used anywhere, hinting at scrapped characters.
Actor ID |
Internal Name |
Pokémon |
Notes |
|---|---|---|---|
100 |
NPC_USOKKII |
Sudowoodo♂ |
|
125 |
NPC_RUKUSHIO1 |
Luxio♂ |
Used in Time and Darkness in the Amp Clearing scenes. Curiously, the second Luxio NPC is specified as female, but the Pokémon lacks gender differences in Explorers, and all Luxio during the fight are considered male. |
126 |
NPC_RUKUSHIO2 |
Luxio♀ |
|
127 |
NPC_RENTORAA |
Luxray♂ |
|
162 |
NPC_BURAKKII |
Umbreon♀ |
Directly preceeds the Shuppet and Murkrow that together form Team Ebony. This placement, alongside the species and gender, highly suggest this Umbreon may have been a scrapped third member of this team. |
188 |
NPC_DERUBIRU_A |
Houndour♂ |
Appears to follow a similar theme to the three Poochyena brothers that together form Team Poochy. The Poochyena and the unused Houndour are the only NPCs sorted using letters instead of numbers. |
189 |
NPC_DERUBIRU_B |
||
190 |
NPC_DERUBIRU_C |
||
203 |
NPC_RUKUSHIO3 |
Luxio♂ |
The rest of the Luxio NPCs intended for the Amp Clearing scenes in Time and Darkness. Once again, some are specified as female. |
204 |
NPC_RUKUSHIO4 |
||
205 |
NPC_RUKUSHIO5 |
||
206 |
NPC_RUKUSHIO6 |
Luxio♀ |
|
207 |
NPC_RUKUSHIO7 |
||
208 |
NPC_RUKUSHIO8 |
||
304 |
NPC_TSUBOTSUBO |
Shuckle♂ |
Sandwiched between Spinda's Café NPCs. |
306 |
NPC_RUNPAPPA2 |
Ludicolo♂ |
These 4 Ludicolo NPCs directly follow the Ludicolo seen during the Big Win scene at Spinda's Café. These NPCs were presumably replaced by the 4 Bellossom NPCs found near the bottom of the list. |
307 |
NPC_RUNPAPPA3 |
||
308 |
NPC_RUNPAPPA4 |
||
309 |
NPC_RUNPAPPA5 |
||
310 |
NPC_NASSHII |
Exeggutor♂ |
|
321 |
NPC_KOIKINGU |
Magikarp♂ |
Sandwiched between Sky Peak NPCs. Presumably, these two NPCs were intended as a themed pair. |
322 |
NPC_HINBASU |
Feebas♂ |
|
341 |
NPC_MERIIPU |
Mareep♂ |
Sandwiched between the gift NPCs seen at the Sky Peak stations. The game still has debug print text related to this NPC; "MERIIPU HAS CAME AT 1GOUME". "1GOUME" refers to the first station, and variants of this debug print text also exist for stations 3, 5 and 7. The COMMON script where the debug text is found also refers to SCENARIO_MAIN_BIT_FLAG 74 to 77, which are used by Mareep's likely replacement, Happiny, in the final game. Coincidentally, the Happiny NPC is at the very bottom of the actor list, using ID 385. |
Unused Dungeon Settings#
The game includes a number of unused dungeon flags and variables relating to map generation and Pokémon behavior. Through SkyTemple, it is possible to enable and/or restore all of them.
Dungeon#
The following settings are applied throughout the whole dungeon, and are all leftovers from Rescue Team.
Enemy Evolution#

Similarly unused in Rescue Team. If enabled, this flag will allow not-fully-evolved enemies to evolve instantly upon defeating a team member; if the Pokémon has multiple possible evolutions, the evolved form will be chosen at random. This feature requires the evolved Pokémon to be part of the floor's spawn table, and will only activate if the team member is not revived using a Reviver Seed. Additionally, both the original form and evolved form need to be at the same sprite size.
This feature would be fully implemented for the first time in the following Pokémon Fushigi no Dungeon: Boukendan games in every dungeon, this time without the Reviver Seed caveat.
Leader Switch#
A flag used in most of Rescue Team's post-game dungeons. If enabled, a fully functional "Leader" option will be added to the allied Pokémon's sub-menu, allowing the player to switch the Pokémon being controlled. The only dungeon in the game to have this flag enabled is the unused Test Dungeon; notably, this was not the case in Explorers of Time and Darkness. The animations used while switching leaders have also been updated since the aforementioned games, heavily suggesting restoring this feature was at one point considered for Explorers of Sky.
Leader switching would eventually be reintroduced in the Boukendan games in every dungeon, using a very similar animation to the unused one introduced in Explorers of Sky.
Force Game Save#
Another flag used in some of Rescue Team's post-game dungeons. If enabled, this will cause the game to quicksave upon entering the dungeon without warning, meaning the game will count shutting off the DS while within them as a loss. Explorers still forces a quicksave during any Friend Rescue attempts, but it does not make use of this flag.
Random Movement Chance#
A 0-100% chance variable used in many of Rescue Team's dungeons. If applied to an enemy, it will randomly wander while inside of rooms instead of heading to a randomly chosen hallway.
Floor#
The following settings are applied on a floor-by-floor basis.
Wall Maze Rooms#
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To do: |
This 0-100% chance variable is meant to allow the generator to transform a room into a maze room consisting of wall tiles. Many floors in the game still have it set to 1%, but it will never activate as the function is set to only work on negative generation attempts. The "UnusedDungeonChance" patch in SkyTemple can restore this functionality. The enemy and ally AI is not particularly good at traversing the wall mazes and the function has no safeguards against unfortunate stair and trap placements, which may explain its removal.
(Source: Frostbyte (UnusedDungeonChance patch), Pokémon Dungeoneer (Details))
Imperfect Rooms#
When enabled, this flag will allow the generator to randomly fill in the corners of rooms with wall or secondary terrain tiles.
Unused Audio#
Unused Music#
bgm0199 B_EVENT_P3_CHAR An unused alternate or early version of bgm0201, which is already an alternate version of Team Charm's Theme that is used in a few cutscenes.
Apart from the missing shortened intro, the structure is nearly identical to the used version of the track, but the balance of the instruments is very different and it lacks bass. The 14-second section at 1:23 uses different instrumentation compared to both used versions of this track.
bgm0200 B_EVENT_P3_CHAR A track containing a whopping two notes, perhaps once intended to bridge the intro with the looping parts of Team Charm's Theme.
Unused Ambience#
The following new-to-Sky environmental tracks are completely unreferenced in any of the game's scripts.
bgm0179/bgm0180 B_ENV_P3_LAVA_0 Two tracks containing lava ambience.
bgm0186 B_ENV_P3_RAIN_0 A track containing heavy rain ambience.
bgm0193 B_ENV_P3_CAVE_0 A track containing dark cave ambience. It shares its internal name with the decidedly lighter bgm0183, which is used in Limestone Cavern cutscenes.
Unused Sound Effects#
Building on the list of unused sound effects already found in Explorers of Time and Darkness, the following sounds are found within sound banks used by cutscenes, but are not referenced by any (used) script.
Bank |
ID |
Sound |
Internal Name |
Notes |
|---|---|---|---|---|
Event Sub SE |
0x2313 |
SE_NUM_EVENT_OPENING_ROGO |
Previously used in Time/Darkness, for the title reveal seen during the intro. |
|
Event Side02 SE |
0x2504 |
SE_NUM_EV_SIDE02_MONSTERSTEP_01 |
This bank contains sound effects for Special Episode 2. |
|
0x2513 |
SE_NUM_EV_S02_ROAR_03 |
The other sounds in this category are used while Armaldo tries to scare Igglybuff. |
||
Event Side04 SE |
0x270A |
SE_NUM_EV_S04_GHOST_AWAY_02_2 |
This bank contains sound effects for Special Episode 3. |
|
Event Side06 SE |
0x2802 |
SE_NUM_EV_S06_CATCH_02 |
This bank contains sound effects for Special Episode 4. |
|
0x2803 |
SE_NUM_EV_S06_CATCH_03 |
|||
0x2808 |
SE_NUM_EV_S06_DESTRUCTION_02 |
|||
Event Side08 SE |
0x2902 |
SE_NUM_EV_S08_VITALITY |
The Side08, Side09 and Side09b banks contain sound effects for Special Episode 5. |
|
Event Side09 SE |
0x2A01 |
SE_NUM_EV_S09_BLOCKICE_LP |
LP is used as a suffix for looping sound effects. BLOCKFALL is coincidentally used when Dusknoir gets hit by a falling block of ice. |
|
0x2A08 |
SE_NUM_EV_S09_ELECTRIC_02_LP |
The other sounds in this category are used during scenes involving the electric ice pillars seen in Icicle Forest. |
||
0x2A0E |
SE_NUM_EV_S09_JP_ELECT_02_LP |
The other sounds in this category are used while Grovyle gets drained by the electric ice pillars. |
||
Event Sub30 SE |
0x2B01 |
SE_NUM_EV_S30_GAYA_01_LP |
This bank contains sound effects for Spinda's Café and Sky Peak. "Gaya" can translate to "background chatter". |
|
0x2B0C |
SE_NUM_EV_S30_TUBO |
|||
Event Other01 SE |
0x2C01 |
SE_NUM_ETC01_HADO_01_LP |
||
Event Side09b SE |
0x2D0B |
SE_NUM_EV_S09_BIND_LP |
||
0x2D0F |
SE_NUM_EV_S09_LIGHTEFFECT_01 |
(Source: SkyTemple Wiki (List of Sound Effects), Irdkwia (Identifying internal names))
(Source: Original TCRF research)
Unused Items#
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To do: |
A number of unused items have been left in the game. Unfortunately, the developers thoroughly cleared them out, leaving most of them with no surviving names or descriptions. Additionally, most of their validity flags were disabled, which triggers what appears to be an anti-cheat measure that causes them to turn into Plain Seed clones when spawned in-game. Through SkyTemple, it is possible to partially restore the items by enabling their validity flags.
Once validated, the items can be properly spawned at Kangaskhan Storage by using the following Action Replay code and pressing the Start and L buttons to spawn items #1-1000 (US):
94000130 FDF70000
122A3BAE 00000001
DA000000 022A3BAE
C0000000 000003E7
D7000000 022A3BAE
D4000000 00000001
D2000000 00000000
94000130 FDF70000
C0000000 00000009
122A437E 000003E7
DC000000 00000002
D2000000 00000000
Accessing all of the items will require the player to unlock a large storage space first. Use the following Action Replay code to upgrade it by reaching Master 3-star Rank (US):
022AB924 00012FD1
What follows is a list of the unused items:
ID |
ID Hex |
Name |
Sprite |
Type |
Buy Price |
Sell Price |
Action Name |
Function |
|---|---|---|---|---|---|---|---|---|
4 |
0x004 |
Gold Fang |
Thrown - Pierce |
8 |
4 |
1: Hurl |
Fully intact, and shares the description of the Stick item. Uses an attack power of 7 when thrown. This item was previously available in Blue Rescue Team through the Unknown Dungeon feature. |
|
5 |
0x005 |
Cacnea Spike |
Thrown - Pierce |
10 |
5 |
1: Hurl |
Same scenario as the Gold Fang. Uses an attack power of 10 when thrown. |
|
6 |
0x006 |
Corsola Twig |
Thrown - Pierce |
12 |
6 |
1: Hurl |
Same scenario as the Gold Fang. Uses an attack power of 15 when thrown. |
|
11 |
0x00B |
$$$ |
Thrown - Pierce |
1 |
1 |
1: Hurl |
Appears to function identically to the Stick item. |
|
12 |
0x00C |
$$$ |
Thrown - Pierce |
1 |
1 |
1: Hurl |
Appears to function identically to the Stick item. |
|
98 |
0x062 |
$$$ |
Berry/Seed/Vitamin |
1 |
1 |
4: Eat |
Fills Belly by 5, using the "But nothing happened." string. |
|
113 |
0x071 |
$$$ |
Food/Gummi |
5 |
1 |
4: Eat |
Fills Belly by 50. This matches the Banana item from Rescue Team, although Explorers lacks the matching item sprite. |
|
114 |
0x072 |
$$$ |
Food/Gummi |
3 |
1 |
6: Peel |
Fills Belly by 10. This is the Chestnut item from Rescue Team, and it appears to be the only item in the game to use the unique "[user] peeled the [item]" string. |
|
138 |
0x08A |
$$$ |
Food/Gummi |
50 |
5 |
4: Eat |
No effect upon use. |
|
166 |
0x0A6 |
$$$ |
Other |
1000 |
1 |
8: Use |
No effect upon use. |
|
175 |
0x0AF |
$$$ |
Other |
5000 |
1 |
8: Use |
No effect upon use. |
|
176 |
0x0B0 |
$$$ |
Other |
5000 |
1 |
8: Use |
No effect upon use. |
|
177 |
0x0B1 |
$$$ |
Other |
5000 |
1 |
8: Use |
No effect upon use. The item's sprite matches the Music Box from Rescue Team. |
|
181 |
0x0B5 |
$$$ |
Other |
8000 |
1 |
10: Use |
No effect upon use. |
|
184 |
0x0B8 |
$$$ |
Other |
1 |
1 |
8: Use |
No effect upon use. |
|
185 |
0x0B9 |
$$$ |
Other |
1000 |
1 |
8: Use |
No effect upon use. |
|
194 |
0x0C2 |
Hail |
TM |
6000 |
200 |
9: Use |
Teaches Hail. This is the only invalid item with a fully surviving name, but it still lacks descriptions. |
|
198 |
0x0C6 |
$$$ |
TM |
6500 |
250 |
9: Use |
Teaches Sunny Day. |
|
205 |
0x0CD |
$$$ |
TM |
6000 |
250 |
9: Use |
Teaches Rain Dance. |
|
219 |
0x0DB |
$$$ |
TM |
6500 |
250 |
9: Use |
Teaches Double Team. |
|
224 |
0x0E0 |
$$$ |
TM |
9000 |
250 |
9: Use |
Teaches Sandstorm. |
|
226 |
0x0E2 |
$$$ |
TM |
9000 |
250 |
9: Use |
Teaches Rock Tomb. |
|
236 |
0x0EC |
$$$ |
TM |
7000 |
250 |
9: Use |
Teaches Snatch. |
|
258 |
0x102 |
$$$ |
TM |
6500 |
250 |
9: Use |
Is supposed to teach Excavate, an unused move from Rescue Team which no Pokémon can learn. The move itself similarly got renamed to “$$$”. |
|
259 |
0x103 |
$$$ |
TM |
6500 |
250 |
9: Use |
Is supposed to teach Spin Slash, an unused move from Rescue Team which no Pokémon can learn. The move itself similarly got renamed to “$$$”. |
|
293 |
0x125 |
$$$ |
TM |
7500 |
250 |
13: Use |
Is supposed to teach Takeaway, which is used internally by the Mug Orb. IDs 294-299 contain copies of this item. |
|
300 |
0x12C |
$$$ |
Orb |
70 |
30 |
13: Use |
Causes a "Mini Counter" effect, just like the Rebound Orb. This orb has a lower buy and sell value. |
|
324 |
0x144 |
$$$ |
Orb |
150 |
30 |
13: Use |
No effect upon use. |
|
339 |
0x153 |
$$$ |
Orb |
150 |
30 |
13: Use |
A hold item that will revive the holder once they faint. After use, this orb will turn into a glitched Plain Seed that cannot be properly removed from the inventory. This is the Reviver Orb from Rescue Team, which was similarly unused in said game. |
|
345 |
0x159 |
$$$ |
Orb |
150 |
30 |
13: Use |
Can only be used by the leader and needs to be held. Once the holder should faint, an adjacent ally will faint in their place, using the |
|
349 |
0x15D |
$$$ |
Orb |
150 |
30 |
13: Use |
No effect upon use. |
|
353 |
0x161 |
$$$ |
Orb |
150 |
30 |
13: Use |
No effect upon use. |
|
360 |
0x168 |
$$$ |
Link Box |
8000 |
800 |
10: Use |
Identical effect to the Link Box. |
|
361 |
0x169 |
$$$ |
Link Box |
8000 |
300 |
10: Use |
Identical effect to the Link Box. |
|
363 |
0x16B |
$$$ |
Link Box |
1500 |
500 |
10: Use |
Switches the leader within a dungeon; unlike the other invalid items, this will work even without enabling the validity flag! However, it does require the player to have graduated first. This is the Switch Box from Rescue Team, which was similarly unused in said game. |
|
769 |
0x301 |
Eevee |
Exclusive Item |
2500 |
125 |
0: Use |
A normally non-functional 3-star exclusive item meant for Eevee. Internally, this unused item is set to use the same "no damage by weather" effect as the Prism Ruff that replaced it, but uses lower buy and sell values. |
|
825 |
0x339 |
Tyrogue |
Exclusive Item |
2500 |
125 |
0: Use |
A normally non-functional 3-star exclusive item meant for Tyrogue. Internally, this unused item is set to use the same "exp. gain on taking damage" effect as the Pep Sash that replaced it, but uses lower buy and sell values. |
Internally, all "$$$" placeholder names are prefixed with the [M:D1] control character; this would display the "Unimplemented" symbol () in the Japanese versions of Time and Darkness, but all versions of Sky will simply ignore this control character.

Unused Cutscenes#
D41P41A#
|
|
Please elaborate. |
The following Dark Crater Pit cutscenes are accessible by selecting the "Debug" option followed by "H Debug" or "M Debug" in the "New Game" debug menu. This can be accessed by starting a new game while the script debug mode is active. While the cutscenes are not present in all available builds of Time and Darkness, the presence of early versions of cutscenes suggests they may date to back to the development of the original versions rather than Sky. Coincidentally, the "New Game" debug menu in Time and Darkness has a non-functional Debug option, which presumably led to these cutscenes in earlier builds.
While the cutscenes and "enter" scripts are still functional in all versions, all text has been blanked out during localization, and is only intact in the Japanese version as a result. The transcripts shown here are accompanied by unofficial translations.
hdebug#
hdebug includes two cutscenes, one being an early version of a cutscene present in the final game, and the other appears to have been created by the developers to test various character and camera movement scripts.
Option "かだいイベント" (subject event) leads to an earlier version of scene s22p1110, the Dark Crater Pit pre-battle cutscene. While the Japanese dialogue is the same, it lacks music and the movements of the characters are not quite finalized. The game will crash at the end of the cutscene.
Option "じさくイベント" (homebuilt event) will play a unique and very unpolished test cutscene. A (blank) textbox appears with no portrait, and a Politoed can be seen on the right side of the screen. the screen flashes white and Dusknoir appears in the top left corner. A (blank) textbox appears, with two (blank) choices. Both appear to do the same thing when pressed: they pop up a Yes/No box. If No is selected, the (blank) textbox repeats. Selecting Yes continues the cutscene. The hero and partner then run toward Dusknoir. He backs up and turns around to look at the lava. Then the screen flashes white and three Pokemon (Sableye, Murkrow, and Kabutops) appear in a triangle around the hero. The screen flashes white, and suddenly Regirock, Torkoal, and Mesprit are standing at the entrance. Shortly after, they begin to beat up the Pokemon surrounding the hero. right|thumbtime=1:06
*「だれだ!
*: Who's there?!
*「わが りょういきに あしを [R]ふみいれるのは!
*: Who has entered my domain?!
ヨノワール「わがなは [CS:N]ヨノワール[CR]!
Dusknoir: My name is Dusknoir!
[CS:N]タネたろう「ヨノワール[CR]!?
Tanetaro: Dusknoir!?
(The default partner name for the Japanese version's debugging features is "Tanetaro". The localized name is "Dinsdale", a reference to the Monty Python-inspired online handle used by Nob Ogasawara, the main translator for Explorers of Time and Darkness.)
ヨノワール「ぬぬ… また きさまらか!
Dusknoir: Hmm... You two again!
[CN]どうする?
What will you do?
やっつける
Beat
たおす
Defeat
[CN]ほんとうにやっつけていいんですね?
Are you sure you want to beat him?
[CN]ほんとうにたおしていいんですね?
Are you sure you want to defeat him?
はい
Yes
いいえ
No
ヨノワール「ま まさか ほんきで わたしと [R]たたかおうと いうわけではあるまいな?
Dusknoir: S-surely you aren't going to fight me for real?
ヨノワール「ふふ… なんてな…
Dusknoir: Heheh... Just kidding.
ヨノワール「ばかめ!
Dusknoir: You fools!
ヨノワール「ははは けいせいぎゃくてんだ
Dusknoir: Ha ha ha... The tables have turned.
タネたろう「いぬのすけ どうしよう
Tanetaro: What'll we do, Inunosuke?
(The default hero name for the Japanese version's debugging features is "Inunosuke". The localized name is "Muttski".)
*「まちな そこまでだ!
*: Wait! Don't go any farther!
レジロック「おたくらに どんな いんねんが[R]あるかは しらねぇが たぜいに ぶぜいを[R]みすごすわけには いかねぇな
Regirock: I don't know what kind of grudge these guys are holding, but we can't just stand by and let them gang up on you.
エムリット「まったく…… うつくしくない [R]にも ほどがあります
Mesprit: Goodness... There's a limit to how not-beautiful something can be.
コータス「まぁ ぼくは どちらでも いいん[R]だけど ふたりが こういってるから [R]しかたがないね
Torkoal: Well, I don't really care either way, but given what the other two are saying, I don't have a choice.
レジロック「はなしが きまったところで [R]さっそく……
Regirock: Now that we're done talking, let's get right into it...
レジロック「じゃあ おまえから。
Regirock: Starting with you.
レジロック「とりゃあぁぁ!!
Regirock: Raaaahhhh!!
レジロック「まったく……、はりあいがねぇな
Regirock: Oh, come on... Where's the excitement?
エムリット「では おつぎは わたしのばん
Mesprit: Very well then, next would be my turn.
エムリット「ふっ
Mesprit: Hah!
エムリット「ふぅ また みにくいものに ふれてしまいました
Mesprit: Hmph. Once again, I touch an ugly object.
(Homage to the dialogue of the character Ishikawa Goemon from the anime Lupin III.)
コータス「えっと それじゃ つぎはぼくだ
Torkoal: Uhh, I guess that means I'm next.
ヨノワール「なにしてる![R]はやく やつらを かたずけんか
Dusknoir: What are you doing?! Hurry and get rid of them!
コータス「よっこらせっと
Torkoal: Alley-oop!
タネたろう「す すごい……
Tanetaro: A-amazing...
(ほんとうに すごいな これは……)
(It really is amazing...)
(Used if the hero is male.)
(ほんとうに これは すごい……)
(This really is amazing...)
(Used if the hero is female.)
コータス「あぁ つかれた
Torkoal: Whew, I'm tired.
レジロック「もっと シャキっと できないのかねぇ
Regirock: Can't you do it with some more flair?
エムリット「これがコータスのあじですから
Mesprit: That's part of Torkoal's unique charm.
コータス「そうそう
Torkoal: Uh-huh.
レジロック「まぁ いまさらってことか
Regirock: Well, it might be too late now.
コータス「そうそう
Torkoal: Uh-huh.
コータス「ところで ふたりとも これで [R]まんぞく?
Torkoal: By the way, are you two satisfied?
レジロック「そうだな。[R]まだまだ うごきたりないが…[R]よしとするか
Regirock: Yep. I'm still not moving around as much as I should... but I guess it's OK.
エムリット「わたしのうつくしさを [R]あまりみせられなかったのは ざんねんですが[R]しかたありませんか……
Mesprit: It's a shame I couldn't show any more of my beauty, but I suppose there's nothing I can do about that...
レジロック「おれたち やくめは ここまでだ。[R]あとはじぶんたちで なんとかしな
Regirock: Our role ends here. You'll have to handle the rest on your own.
タネたろう「どこの だれだか しらないけど[R]ありがとう
Tanetaro: We don't know who you are or where you are from, but thank you.
タネたろう「あとは まかせて
Tanetaro: We'll take care of the rest.
ヨノワール「ちょっ ちょっと まて
Dusknoir: W-wait a minute.
タネたろう「いいわけはきかないよ
Tanetaro: We won't take any excuses.
タネたろう「かくご!
Tanetaro: Brace yourself!
ヨノワール「くっ
Dusknoir: Urgh...
ヨノワール「しかたない
Dusnkoir: There's no choice.
ヨノワール「ここは ひくぞ
Dusknoir: I'm retreating.
hus#
After the hdebug scene, the hero can walk around in Dark Crater Pit and talk to Regirock and Politoed. There is nothing else to interact with in this room, nor is there a way to leave.
ニョロトノ「ここは あつくて かなわないニョロ
Politoed: I can't take the heat here, poli.
ニョロトノ「どうするニョロ?
Politoed: What should I do, poli?
レジロック「あ〜あ にげられちまった
Regirock: Argh! He got away.
レジロック「おっと まだ じこしょうかいが[R]まだだったな
Regirock: Whoops, we still haven't introduced ourselves yet.
レジロック「おれたちは チームえどっこ。[R]せいぎといきをあいするものだ
Regirock: We're Team Edokko. We love justice and spirit.
mdebug#
Option "かだいイベント" (subject event) leads to another early version of the Dark Crater Pit pre-battle cutscene, this time in a later point in development. The Japanese dialogue is still identical, but the background music is now present and many movements and sound effects have been replaced. The final cutscene would be polished further.
Option "じさくイベント" (homebuilt event) leads to a unique test cutscene featuring Corphish, Bidoof, Loudred and Palkia. Comparatively, the Japanese script is formatted better and the dialogue and talking style of the characters is now a close match to the actual characters in the final game.
The hero is shown walking into a completely empty Dark Crater Pit. The screen flashes, and Corphish suddenly appears in front of the hero to challenge them. After an inconsequential choice selection box, the hero approaches Corphish, and the music track "Oh No!" starts playing. Bidoof and Loudred drop in on either side of the hero, then the screen flashes again and Palkia appears as "The Power of Darkness" starts playing. After quite a bit of (blank) dialogue, Palkia steps forward, and the hero runs away. They are followed by Bidoof and Loudred shortly after. Explosions start appearing, and Palkia attacks Corphish. The screen fades to white, and the "dungeon clear" jingle plays. right|thumbtime=1:09
*「よくきたな!
*: How nice of you to come!
ヘイガニ「わがなは [CS:N]ヘイガニ[CR]!
Corphish: My name is Corphish!
[CN]どうする?
What will you do?
やっつける
Beat
たおす
Defeat
[CN]ほんとうにやっつけていいんですね?
Are you sure you want to beat him?
[CN]ほんとうにたおしていいんですね?
Are you sure you want to defeat him?
はい
Yes
いいえ
No
ヘイガニ「お? なんだ? やろうっていうのか?
Corphish: Oh? What's this? You think you can take me?
ヘイガニ「やろうども! あつまれ!
Corphish: Get over here, boys!
ビッパ「すけだち するでゲス!
Bidoof: We're gonna help you, by golly!
ドゴーム「うおおおおおお[LINE:1:4]!!
Loudred: Whoaaaaaaaa!!
ヘイガニ「ヘイヘイ![K] さあて はじめるか!!
Corphish: Hey hey! Let's get started!!
*「まて!
*: Wait!
ヘイガニ「だ……[K]だれだオマエは!
Corphish: Who... who are you?!
*「わがなは [CS:N]パルキア[CR]![K][R]くうかんを つかさどりしもの!!
*: My name is Palkia! I am the master of space!!
ヘイガニ「パ……
[CS:N]ヘイガニたち[CR][M:T0]「パルキア[CR]だってぇ[LINE:1:6]!?[K]
Corphish: P--...
Corphish and co.: Palkia?!
ヘイガニ「(あのでんせつの ポケモンが [R]なんで こんなところに!?)
Corphish: (That's a Legendary Pokémon! What is it doing here?!)
ビッパ「(くうかんを つかさどりしもの…?)
Bidoof: (The master of space...?)
ドゴーム「(だが…[K]それよりもなによりも…)
Loudred: (But... more importantly, and more than anything else...)
ヘイガニ「デカい。
Corphish: You're huge.
ドゴーム「しろい。
Loudred: You're white.
ビッパ「こわいでゲス。
Bidoof: And scary, by golly.
パルキア「かってに くうかんを[R]ゆがめるものは ゆるさんッ!
Palkia: Those who distort space at will must pay!
パルキア「オマエには きえてもらうッ!
Palkia: I will make you disappear!
パルキア「かくごしろッ!
Palkia: Brace yourselves!
ビッパ「(や……[K]やられるでゲス……。)
Bippa: (We're... We're gonna lose, by golly...)
ドゴーム「(とてもかなわん!!)
Loudred: (We're absolutely no match!!)
ヘイガニ「こ……[K]こんな……。
Corphish: This... This...
ヘイガニ「こんなはずでは……。
Corphish: This can't be happening...
ヘイガニ「ちくしょう……。
Corphish: No...
ヘイガニ「ちくしょおおおおおおおおおおおお[R]おおおおおおおおおおおおおおおおおおおおお[R]おおおおおおおおおおおおおおおおおおお!!!!
Corphish: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!
[CN][player]は[R][CN][CS:P]ヘイガニいちみ[CR]を みごと[R][CN]おいはらった!! (?)
[player] successfully drove away Corphish and his crew!! (?)
mus#
After the mdebug scene, the hero can walk around in Dark Crater Pit and talk to Politoed, Palkia and Articuno. Politoed gives the player three choices when interacted with. The top option causes Politoed to spin around, the bottom option causes him to jump, and the middle option causes the screen to fade to magenta for a few seconds. There is nothing else to interact with in this room, nor is there a way to leave.
ニョロトノ「ここは あつくて かなわないニョロ
Politoed: I can't take the heat here, poli.
ニョロトノ「どうするニョロ?
Politoed: What should I do, poli?
そのばでまわって
Spin in place.
ニョロトノ「まわるニョロ〜
Politoed: Spinning, poli~
ニョロトノ「どうニョロ?
Politoed: What's up, poli?
がめんのいろをピンクにして
Turn the screen pink.
ニョロトノ「がめんをピンクにするニョロ〜
Politoed: Making the screen pink, poli~
そのばでジャンプして
Jump in place.
ニョロトノ「ジャンプするニョロ〜
Politoed: Jumping, poli~
パルキア「よわきものよ たちさるがいい。
Palkia: Begone, feeble ones.
フリーザー「なんかようかい?
Articuno: Need anything?
S99P01A#
The seizure warning which was used in the game's kiosk demo.
S99P03A#
The Rainbow Stoneship can be seen in the background on both screens, with "TOUCH HERE TO START" displayed on the bottom screen.
This screen was similarly used in the demo.
Unobtainable Pokémon#
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To do:
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Some Pokémon cannot be recruited normally, even with the Spinda's Café modifier or Wild Pokémon modifier codes. The only way to recruit them is through a hero or partner Pokémon modifier code, or a Wonder Mail S exploit.
Primal Dialga
The final boss of the main story and last special episode has a few surprises when hacked in. Unlike the regular Dialga, Primal Dialga stops learning moves after level 50, and has no moves it can learn by TM, HM, or egg move. Primal Dialga also does not learn Scary Face at level 1. Its learnset ends at 50 with Heal Block, although this behavior cannot normally be seen because the story boss is level 48. If talked to while in a dungeon or at the Spinda's Café, it will use the unique talk type normally used by the hero.
Purple Kecleon
The purple Kecleon that sells TMs at the Kecleon Shop can be hacked into your party and taken into dungeons like Primal Dialga. Since it is just a palette swap of the regular Kecleon, it has all of the animations of the regular colored ones. It also has the same messages as the regular Kecleon when spoken to in a dungeon or the Spinda's Café, so this is probably copied data from the regular Kecleon that wasn't taken out.
Shiny Celebi
The shiny pink Celebi who aids you in the future as well as in Special Episode 5 can be used in dungeons as well. In Spinda's Cafe she uses the placeholder messages "Pink Celebi, Standby 1" and "Pink Celebi, Standby 2". However, in-dungeon she uses the dialogue that's normally seen while she follows you as a guest Pokémon in Deep Dusk Forest.
Arceus
Between Giratina Origin Forme and Primal Dialga in the game data, there are 15 almost identical dummied out Steel-type Pokémon who use the Decoy sprite and Bulbasaur's portrait. However unlike most other unused Pokémon in the game data, including the actual Decoy, these Pokémon have level up learnsets associated with them. The learnset on all 15 of these Pokémon matches up with the learnset of Arceus in Generation 4 (aside from Cosmic Power being placed on level 2 instead of 1) and includes the also dummied out move Judgment (displayed in game as $$$), indicating Arceus may have been planned to be playable instead of being a statue at the top of Destiny Tower. This variation of its learnset was later used in the Japan-exclusive Pokémon Mystery Dungeon Adventure Squad games for Arceus. The messages used by these Pokémon vary: some of them use the same "........" message as the hero and Primal Dialga, while others use the same messages as Shaymin.
Regional Differences#
Title Screen#
Japan |
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US/Australia |
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Europe (English) |
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Europe (German) |
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- All 3 versions use a different Time Gear graphic for their game logos.
- Unlike previous games in the series, the European version uses the same series logo as the US version when played in English. The alternate font was kept for the logo in other languages.
Send Demo Dungeon#
The game is able to distribute three slightly different demo versions of the game to other DS systems through Download Play, with each demo corresponding to one of six dungeons that are not normally accessible in the retail game. The three demos that are available for distribution differ depending on the game's regional version; the demos which cannot be distributed were instead available for a limited time on the Wii's Nintendo Channel.
The Japanese and US/Australian versions of the game still include all six SRL files within the game's SYSTEM folder, which can be extracted and used like any other compressed DS ROM. The European version instead only includes the three demos it can distribute, spread over five SRL files each to account for all present languages.
Japan |
US/Australia |
Europe |
|
|---|---|---|---|
Little Plains |
✘ |
✔ |
✘ |
Mt. Clear |
✘ |
✘ |
✔ |
Challenge River |
✘ |
✘ |
✔ |
Trial Forest |
✔ |
✔ |
✘ |
Guiding Sea |
✔ |
✘ |
✔ |
Hidden Shopkeeper Village |
✔ |
✔ |
✘ |
(Source: Nintendo UK)
Sentry Duty#
The international versions of the game replaced the red maru (〇) used for correct choices with a green checkmark. The batsu (×) used for incorrect choices has been kept as-is.
|
Japan |
International |
|---|---|
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Status Bar#
The floor number and level number indicators have been moved slightly in the US version.
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Japan/Europe |
US/Australia |
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References#
|
The Mystery Dungeon series | |
|---|---|
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Dragon Quest | |
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SNES |
|
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Shiren the Wanderer | |
|
SNES |
|
|
Nintendo 64 |
Fushigi no Dungeon: Fuurai no Shiren 2: Oni Shuurai! Shiren-jou! |
|
Nintendo DS |
|
|
PlayStation Portable |
|
|
Wii |
|
|
PlayStation Vita |
Shiren the Wanderer: The Tower of Fortune and the Dice of Fate |
|
Nintendo Switch, Windows, iOS, Android |
Shiren the Wanderer: The Tower of Fortune and the Dice of Fate • Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island |
|
Final Fantasy | |
|
PlayStation |
|
|
Nintendo DS |
Cid to Chocobo no Fushigi na Dungeon: Toki Wasure no Meikyuu DS+ |
|
Pokémon | |
|
Game Boy Advance |
|
|
Nintendo DS |
Pokémon Mystery Dungeon: Blue Rescue Team (Prototypes) • Pokémon Mystery Dungeon: Explorers of Time & Darkness (Prototypes) • Pokémon Mystery Dungeon: Explorers of Sky (Prototypes) |
|
Wii |
|
|
Nintendo 3DS |
Pokémon Mystery Dungeon: Gates to Infinity • Pokémon Super Mystery Dungeon |
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Nintendo Switch |
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