This is a sub-page of Pokémon Mystery Dungeon: Explorers of Sky.
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The debug room from the previous games is still within the code, and has been drastically updated since then! Use this code, then hold SELECT while entering your save file, to be placed in the second room.
However, contrary from the previous games, the developers decided to intentionally crash the game if this room is accessed without the script debugger enabled. Use the following AR code to enable this and bypass the crash.
JP |
NA |
EU |
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022E09D0 E3500001 |
022DF330 E3500001 |
022DFC70 E3500001 |
The first difference you'll notice is that the misty fog effect from the original games is missing, and the clouds now have a simple darkening filter.
Pokemon Square#
Makuhita#
Where the main party happens. Opens a menu with the following message:
Makuhita:An event will be activated. Which one would you like to see?
ACTING_TEST#
Makuhita:An Acting Test will be activated. Which one would you like?
This pulls up a submenu with two pages that contain entries titled "M01A01A" to "M01A09A".
M01A01A
The screen flashes for a bit, fades out, and then back in. Your position is reset and a dialogue box appears reading:
:It sounds like the natural disasters were interfering with our ability to evolve.
: I think the timing's right. I should think about evolving...
The screen fades out and in again, resetting the debug area like when you first entered it.
M01A02A
A dialogue box appears stating:
:An Event Test is under way.
:A Placement Test will be conducted.
After a pause, it reads:
:Place Sector 1
A Magnemite appears a couple tiles to the right of Makuhita.
:Place Sector 2
A Jumpluff appears farther down the line.
:Remove Sector 1
:Remove Sector 2
Deletes the Magnemite and Jumpluff.
:The Event Test is finished.
M01A03A
Watch on YouTubeA dialogue box shows up:
:An Acting Test will be conducted.
The camera will pan towards the center of the square, and Jumpluff and Magnemite will once again appear. Magnemite will "walk" in a square for a short amount of time, Jumpluff will teleport and then turn in place, and the Lombre present in the square will float in place while using its idle animation, then run using its walking animation, and finally run in its idle animation.
:The Event Test is finished.
The camera will re-center and you will re-gain control.
M01A04A
Guess what! A dialogue box!
:An Acting Test will be conducted.
(absolutely nothing happens)
:The Event Test is finished.
That's it. Anticlimactic, I know.
M01A05A
The screen fades to black and that one part from the start of the game plays.
Where am I?
Am I dreaming this?
I feel a pleasant breeze.
The text then becomes aligned to the right instead of the center and the fade effect goes away.
It sounds like the natural disasters were interfering with our ability to evolve.
I think the timing's right. I should think about evolving...
The screen fades back in and Makuhita says,
Makuhita:But when I evolve... I become a Ludicolo...
M01A06A
Magnemite and Jumpluff will appear in the center of the square, walk towards each other, and then disappear.
M01A07A/M01A08A
The screen fades to black, and you are placed back in the center of the room. Your partner will say:
:Acting Test under way...
You regain control, and Makuhita will then disappear. Forever...
M01A09A
:The Color Effect Test will be conducted. Both screens will fade gray, then red, then green. Then, the bottom screen will fade from red to gray to red, then green to gray to green. Then the bottom screen is tinted gray, then yellow, and then...
:The Test has completed.
STATION_TEST#
STATION_01
Magnemite will be placed in the top-left of the square. When talked to, it will say:
Magnemite:Gritty hard
STATION_02
Jumpluff is placed in the top-right of the square. When talked to, it will say:
Jumpluff:Soft & Fluffy
REMOVE_01
Magnemite disappears, if present. Nothing happens otherwise.
REMOVE_01
jumpluff disappears, if present. Nothing happens otherwise.
STATION_M01A02_0
The screen fades out, then back in. You are in (almost) the middle of the square, and every NPC in the room, plus Magnemite and Jumpluff and except Makuhita, are surrounding you, facing south. All of them stay stationary except Lombre, who will immediately begin moving around as usual. None of them can be interacted with anymore, and Makuhita and your recruits have gone missing.
STATION_M01A02_1
Magnemite and Jumpluff are placed in their usual spots. They do not have any text this time, and you also lose the ability to interact with Makuhita.
STATION_M01A02_2
Same as before, but now Makuhita disappears.
KEY_WAIT#
Apparently causes the game to "softlock" until it receives two button inputs.
MIST_FADE#
Causes a mist to instantly appear over the screen, which gradually fades away. This also causes the clouds to semi-permanently disappear, until the room is exited.
SOUND_TEST#
BGM_1
BGM_PLAY |
Plays the boss battle theme. |
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BGM_FADEIN |
Stops all music...? |
BGM_STOP |
Stops the current track. |
BGM_FADEOUT |
Fades out the current track. |
BGM_WAIT |
Plays the 'game over' sound, stopping any other audio. |
BGM_CHANGE |
Fades out the current audio, then fades in again. |
BGM_2
BGM_PLAY |
Plays the boss battle theme. |
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BGM_FADEIN |
Stops all music, and creates a looping droning noise. |
BGM_STOP |
Stops the current track. |
BGM_FADEOUT |
Fades out the current track. |
BGM_WAIT |
Plays the 'dungeon complete' sound, stopping any other audio. |
BGM_CHANGE |
Fades out the current audio, then fades in again. |
ME
There is only one sub-option: ME_PLAY, which plays a celebratory jingle.
SE
SE_PLAY |
Plays a looping 'rock crumbling' sound. |
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SE_STOP |
Plays a different, softer crumbling sound before stopping entirely. |
SE_FADEOUT |
Plays a different, louder crumbling sound and fades out. |
SE_WAIT |
Plays three sound effects: Healing, a thud sound, and a whoosh. |
SE_PLAY_VOLUME |
Plays the healing sound at three decreasing volumes. The third sound is barely audible. |
SE_PLAY_PAN |
Plays the healing sound five times, alternating between the right and left ears. |
SE_CHANGE_VOLUME |
Modulates the volume of the current sound from low, to high, to low, to off, to high, and finally back to off. |
SE_CHANGE_PAN |
Pans the audio back and forth between both ears a few times before stopping. |
===== SPECIAL =====
SOUND_STOP |
Does as advertised, stopping any audio. |
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SOUND_FADEOUT |
Fades out the current audio. |
BGM_SIGNAL |
Opens a textbox saying "BGM Play", and the game's title theme starts playing. Once this is closed, Makuhita will say "BGM Signal Reception". |
ERROR_TEST |
Causes Wigglytuff's Guild Remix to start playing, and a textbox displaying "Memo: Test 1" appears in red. |
DUNGEON_OPEN#
These options will edit your current dungeon list. Use the Northern Exit to check your progress.
ALL_CLOSE |
This removes the main storyline dungeons from your list. It does not touch optional dungeons. |
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ALL_SCENARIO |
Unlocks 7 pages of all of the mandatory dungeons, including post-game dungeons, warps to the ends of dungeons, and even Test Dungeon. |
ALL_RANDOM |
This appears to just unlock all the main dungeons, with no emblems attached. Not sure what "RANDOM" has to do with it. |
TYPE1 |
This unlocks Test Dungeon, Beach Cave, and Drenched Bluff, and adds the Scenario emblem to the latter. Again, this does not touch your currently unlocked dungeons, |
D006B_CLOSE |
Removes the "Scenario" emblem from Waterfall Cave. (D006B is the internal ID of Waterfall Cave.) |
D006B_SCENARIO |
Puts a "Scenario" emblem next to Waterfall Cave. |
VISUAL_TEST#
V00P01_M01A01A
The screen fades out, then fades into the stormy waves scene which appears at the beginning of the game. The screen scrolls right, and the following text will appear in red.
Memo: WI.
No BG prepared.
Memo: Raging sea
Side scroll.
You will then be returned to the Debug Room.
V00P01_M01A02A
The screen fades, and then the camera pans down to the scrolling ocean seen in the cutscene when traveling to the Hidden Land for the first time. After several seconds, a textbox appears.
For some reason, Lapras is completely absent.
Loop Scroll Test
The screen fades yet again, and the camera pans down to the Treeshroud Forest rocks seen in the intro to Time/Darkness. The Time Gear is absent. Once the textbox is dismissed, the screen fades out.
Scroll Test
The scene just before Lapras starts flying is shown. This time, Lapras is actually visible!
Loop Scroll Test 2
The scrolling pathway seen when exiting Temporal Tower after defeating Dialga is shown.
Loop Scroll Test 3A
The scrolling direction is reversed, and the text changes to:
Loop Scroll Test 3B
You will then be returned to the Debug Room. Side note, if your top screen is set to "Map & Team", it will repeatedly fade in and out over the course of these tests.
V00P02_M01A01A
The screen fades, and the far-away Sharpedo Bluff at night is shown, complete with rain and a scrolling cloud overlay. The screen immediately begins shaking, and both screens will flash white, then the bottom screen will darken while the top screen remains white, then the top screen goes to black and back to white. Lightning flashes from Sharpedo's nose (?!), the screen stops shaking, and the following text appears in red:
Memo: Raging storm at night.
The screen stops shaking.
Memo: Two lightning flashes. They reveal the
silhouette of Sharpedo Bluff.
You will then be returned to the Debug Room.
V00P02_M01A02A
The screen fades, and the screen that displays when you enter a new chapter is shown. It reads:
Final Chapter
Final
Banner
Test
The entrance to Wigglytuff's Guild can be seen in the background.
Then, it displays another banner:
Special Episode 1
Special Banner Test 3
It fades, and then this banner appears, in the style of Special Episode 3:
Special Episode 1
Special Banner Test 2
Fade out, and then this banner appears:
Special Episode 1
Special Banner Test 1
Then, a corrupted banner reading this is displayed:
Final Chapter
The screen fades out, and this text appears:
A Tale of an
Exploration Team
Next, in the same style as before, it reads:
Mt. Horn
The map flashes on the top screen briefly, and you are returned to the Debug Room.
V00P02_M01A03A
Screen fade, then the entrance to the Sharpedo Bluff secret hideout is shown during nighttime. The sun gets brighter, similarly to an actual cutscene in the game. You will then be returned to the Debug Room.
V00P02_M01A04A
The screen fades into the rainbow graphics used for the background of the Personality Test. The bottom screen will change into the mint screen used when you're meant to touch the bottom screen feel your aura, then the graphic for when you place your finger on the screen is shown. The graphic freezes, then there's a fade to black, and the top screen fades to red. Then you go back to the Personality Test background, and finally fade back into the Debug Room.
V00P02_M01A05A
The far-away shot of Sharpedo Bluff is shown. First without rain, then with, and then the screen freezes and fades to black. The shot of the Rainbow Stoneship shown at the beginning of the game fades in, and the game's title card fades in. There is a vertical black line at the far left of the screen. The screen fades to the Time Gear location in Treeshroud Forest, focused on its upper-leftmost side, with a single misaligned Time Gear. Two more time gears fade in below it, the lower-right one brightens, and the two additional ones fade back out. The original Gear is abruptly removed, and you are taken back to the Debug Room. The "Map & Team" bug that was mentioned earlier also happens here.
V00P02_M01A06A
You fade into the upper-leftmost corner of the Beach, and a submenu appears, with three options: Overall Presentation Check, Clear clouds, and Presentation Test. These options deal with the map on the top screen: the first does a basic overview which tests several animations, like the points flashing, being walked to, and an arrow pointing to it. It also momentarily shows the special "future" map. Clear clouds presents even more options, labelled "Level 2" through "Level 8", where the clouds on the map are cleared and the land below them is revealed. Presentation Test runs a small animation where clouds are cleared around Fogbound Lake, an arrow points towards its spot, and it finally flashes. Once any of these tests are complete, you return to the Debug Room.
V00P03_M01A01A
The background that shows when you eject from Waterfall Cave fades in for a few seconds. No text is shown. The screen fades out, and transitions to the cutscene of the Gracidea flowers on top of Sky Peak. You are returned to the Debug Room.
PARTY_TEST#
PLAYER_HERO
Doesn't seem to do anything.
PLAYER_APPOINT
Also doesn't seem to do anything.
ATTENDANT1_NONE
Your partner no longer follows you. This is only apparent if you leave the room. They're still present on your team, however.
ATTENDANT1_PARTNER
If you previously removed your partner before, they're back now.
ATTENDANT2_NONE
If Manaphy is following you (See: next option), they're gone now.
ATTENDANT2_MANAFI
Manaphy now follows behind you and your Partner.
CHECK_LIVES_EXIST
If Manaphy is present in either your Assembly or your Team, it will say:
Manaphy is in the team.
If they are not,
Manaphy isn't in the team.
CHECK_LIVES_LEVEL
If Manaphy is in your assembly or team, and is at least level 2, it will (shockingly) say:
Manaphy is at least Level 2.
If they are level 1, it will say:
Manaphy is Level 1.
Man, TCRF research is so hard...
In the event that you don't have Manaphy on your team, it says:
Manaphy is not here.
JOIN_LIVES
Adds Manaphy to your assembly for you. How handy!
CHECK_HERO
The game will check your Hero. If you are a Torchic, it will say:
It's Torchic.
If you are a Charmander, it will say:
It's Charmander.
If you happen to be neither, it will say:
It's something else.
And yes, these are the only possible checks. There aren't even any strings for the other Pokemon present in the ROM, so if you aren't one of the two, you're out of luck.
CHECK_PARTNER
Exact same thing as above, except it checks your Partner instead of your Hero. Yes, including the weird arbitrary choices.
Persian#
Works exactly the same as in Explorers of Time and Darkness:
The following messages will play, with no portrait:
:Who are you?
Everyone:We are...
Everyone:[Hero's Name] and [Partner's Name]!
Persian's portrait will appear, and they will say:
:[Hero's Name]
Your hero's portrait will appear, and they will either say "Male" or "Female", depending on their gender. Persian re-appears:
Persian:Hey! (sometimes "Yo!")
Persian:Good-bye.
Persian:Good-bye.
The dialogue ends, with no obvious changes. I don't get it either.
Lombre#
Will say the following (with the picture on the facing right on the left side for the first 2 lines, facing left on the left side, and then in the middle of the screen for the last two with an angry expression (note that this picture only appears here, and is otherwise unused in the game)):
Super Hasbrello:It sounds like the natural disas
ters were
interfering with our ability to evolve.
Super Hasbrello:I think the timing's right. I sho
uld think about
evolving...
Super Hasbrello:But when I evolve... I become
a Ludicolo...
Super Hasbrello:You know? Ludicolo is a carefr
ee Pokémon.
Super Hasbrello:I don't know about having my p
ersonality
become carefree... What do you think? Huh?
Kangaskhan#
Will say the following, accompanied by a Yes/No prompt:
:Do you need something?
:Do you really need something from me?
:Twist Band and Heal Seed
:Twist Band?
:I can't help you with anything right now.
If 'No' is ever selected, Kangaskhan will say:
:I see...
Green Kecleon#
After waking up this sleeping bozo, he will open up a menu and say:
Kecleon:...Fnarff... Yes? I'll open up the shop-r
lated
menus for you. Which one would you like?"
Assembly#
Opens up Chimecho Assembly, which works as intended.
Check Assembly#
If Shaymin is currently recruitable, Kecleon will say:
Kecleon:Can add Shaymin
Or, if Shaymin is not recruitable:
Kecleon:Cannot add Shaymin
Link Moves#
Opens up Electivire Link Shop.
Mini Game#
Starts Sentry Duty Mini Game. The game will crash when the mini game finishes.
Sort Items#
Automatically stores your held items and money in Kangaskhan Storage and Duskull Bank, respectively.
Appraisal#
Meant to open Xatu Appraisal, but it's bugged, so it goes back to Kecleon after Xatu speaks. Xatu's textbox and portrait will remain visible even after exiting the conversation.
Each time this option is selected, the graphics will become increasingly corrupted. The game will softlock once this is selected 11 times.
Add Team Members#
Adds Heatran, Manaphy and Mesprit (will ask for Heatran/Mesprit to join, will force Manaphy to join instead). Then Mesprit (or Manaphy) will say:
Mesprit(Manaphy):Good morning! I am Mesprit(Manaphy).
Not like anyone wanted Azelf anyway. Right?
Add Items#
Gives you a Blue Gummi!
Add Items2#
Seems to give you a random item.
NPC Job#
Opens a job request from a Bibarel asking the player to escort them to a Wurmple on Beach Cave B3F.
If you have already accepted this job, Kecleon instead says:
Kecleon:Job Distribution Complete
This will persist even if the job is deleted.
Bottled Message Job#
Opens a bottled job request.
Release Jobs#
Unlocks these dungeons:
- Waterfall Cave
- Apple Woods
- Craggy Coast
- Mt. Horn
- Foggy Forest
- Amp Plains
- Northern Desert
- Brine Cave
For some reason, this does not unlock Steam Cave, Quicksand Desert, Quicksand Cave, Crystal Cave, Crystal Crossing, or Treeshroud Forest.
After selecting this option, Kecleon says:
Unlocked a dungeon.
Cleared all Special Episodes#
Marks all currently unlocked special episodes as "completed". A message box with centered text appears, saying:
Cleared all Special Episodes.
Purple Kecleon#
The purple Kecleon is significantly less interesting than the green Kecleon. The only option of note is "Prize Drawing", which seems to softlock the game (even if you're holding a Prize Ticket.) All of the other options simply perform their labeled function.
- Duskull Bank
- Kangaskhan Storage
- Kecleon Shop
- Kecleon Wares
- Name [opens the naming screen]
- Croagunk Swap Shop
- Evolution [loads Luminous Spring]
- Egg (Day Care)
- Drink
- Recycle
- Prize Drawing [softlocks the game]
ADEBUG#
The small, hidden debug room from the original games is present here, and has actually been updated! To access it, apply this Action Replay code, and hold SELECT while entering the beach map. Unlike the other debug rooms, the script debugger does not need to be active.
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NA |
EU |
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Upon loading the map, you'll notice that Wigglytuff is present, and there are 5 dots in the ocean. Talking to Zubat reveals an extra page of options, and the "Debug Display" option has been removed. While the menu is still functional in all versions, all new-to-Sky strings have been blanked during localization, and can only be found in the Japanese version as a result.
One-Time Playback Animation Test#
The first option plays an animation for the 5 dots, revealing that it is a Time Gear graphic that was added in Explorers of Sky to the Temporal Pinnacle cutscenes. The test is supposed to demonstrate how the "Wait" opcode causes the object animation to play twice, but the issue does not occur as described. This function presumably got adjusted after the test was originally created.
1かいさいせいアニメテスト
One-Time Playback Animation Test
1かいさいせいアニメテストします。
This will test one-time animation playback.
まずは とちゅうにWaitいれない ばあい。
First, if "Wait" is not inserted in the middle.
つぎに とちゅうにWaitいれた ばあい。[R](なぜか 2かい さいせい されます)
Next, if "Wait" is inserted. (For some reason, this causes it to play twice)
テストしゅうりょう
Test complete.
Animation Pause/Resumption Test#
The second option tests a new-to-Sky "looking up" animation for Wigglytuff, showcasing various (broken) methods of stopping and resuming the animation.
アニメのちゅうだん さいかいテスト
Animation Pause/Resumption Test
アニメのちゅうだん さいかいテストをします。[R]プクリンに ちゅうもく。
This will test animation pause and resumption. Pay attention to Wigglytuff.
アニメーションを しょきフレームでストップ。
Stopping animation on the initial frame.
アニメリクエスト。
Requesting animation.
こんどは とちゅうでストップ。[R]5フレームで ストップかけます。
This time, we'll stop it halfway through. It takes 5 frames to stop.
どうやら とちゅうでストップせずに[R]しょきフレームに もどってしまうようです。。
It seems to return to the initial frame without stopping midway.
ちゅうだん じょうたいから[R]アニメさいかい めいれいを はっこう。
Issuing command to resume animation from paused state.
しょきフレームから さいかい[R]してしいます。
It returns to the initial frame.
しゅうりょう。
Complete.
Mid-Animation Emanata Test#
The third option is another test for the Wigglytuff animation, supposedly demonstrating a restarting issue. As in the One-Time Animation Test, the described quirk appears to have been ironed out after the test was created.
アニメちゅうのまんぷテスト
Mid-Animation Emanata Test
ズバット「アニメちゅうの まんぷで[R]アニメが さいせいされてしまう[R]げんしょうのテスト
Zubat: This will test a quirk where including an emanata in the middle of an animation causes it to restart.
プクリン うえを むくアニメ
Here's Wigglytuff's "looking up" animation.
ここで まんぷを はっこう
We'll raise an emanata here.
テストしゅうりょう
Test complete.
Camera Jitter Test (Horizontal/Diagonal)#
Options 4 and 5 move the camera around for a while, showcasing various camera speeds.
カメラがくつきテスト(ヨコ)
Camera Jitter Test (Horizontal)
ズバット「カメラのガクつきを テストします。[R]ヨコいどう
Zubat: This will test for camera jitter. Horizontal movement.
speed = 1.0 で x = 88
speed = 1.0 with x = 88
speed = 0.9 で x = -88
speed = 0.9 with x = -88
speed = 0.8 で x = 88
speed = 0.8 with x = 88
speed = 0.7 で x = -88
speed = 0.7 with x = -88
speed = 0.6 で x = 88
speed = 0.6 with x = 88
speed = 0.5 で x = -88
speed = 0.5 with x = -88
speed = 0.4 で x = 88
speed = 0.4 with x = 88
speed = 0.3 で x = -88
speed = 0.3 with x = -88
speed = 0.25 で x = 88
speed = 0.25 with x = 88
speed = 0.2 で x = -88
speed = 0.2 with x = -88
speed = 0.125 で x = 88
speed = 0.125 with x = 88
speed = 0.1 で x = -88
speed = 0.1 with x = -88
テストしゅうりょう
Test complete
カメラがくつきテスト(ナナメ)
Camera Jitter Test (Diagonal)
ズバット「カメラのガクつきを テストします。[R]ナナメいどう
Zubat: This will test for camera jitter. Diagonal movement.
speed = 1.0 で x = 88, y = -88
speed = 1.0 with x = 88, y = -88
speed = 0.9 で x = -88, y = 88
speed = 0.8 with x = -88, y = 88
speed = 0.8 で x = 88, y = -88
speed = 0.8 with x = 88, y = -88
speed = 0.7 で x = -88, y = 88
speed = 0.7 with x = -88, y = 88
speed = 0.6 で x = 88, y = -88
speed = 0.6 with x = 88, y = -88
speed = 0.5 で x = -88, y = 88
speed = 0.5 with x = -88, y = 88
speed = 0.4 で x = 88, y = -88
speed = 0.4 with x = 88, y = -88
speed = 0.3 で x = -88, y = 88
speed = 0.3 with x = -88, y = 88
speed = 0.25 で x = 88, y = -88
speed = 0.25 with x = 88, y = -88
speed = 0.2 で x = -88, y = 88
speed = 0.2 with x = -88, y = 88
speed = 0.125 で x = 88, y = -88
speed = 0.125 with x = 88, y = -88
speed = 0.1 で x = -88, y = 88
speed = 0.1 with x = -88, y = 88
テストしゅうりょう
Test complete.
Every other part of the room is more-or-less the same as it was in Time and Darkness.