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Unused Audio

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This is a sub-page of Pokémon Mystery Dungeon: Explorers of Time & Darkness.

Unused Music#

bgm0003 B_SYS_TRAINING. A rearrangement of the Makuhita Dojo theme from Rescue Team. Its internal name suggests it may have been intended for the Marowak Dojo dungeons, a role which is filled by bgm0045/B_DUN_KIZAKINOM in the final game.

Explorers of Sky would eventually use bgm0003 in the Marowak Dojo dungeons instead, and it would appropriately be titled Marowak Dojo in the Sky Jukebox. bgm0045 would be titled Random Dungeon Theme 2 and still sees use in Sky, but only as one of the 4 randomly cycling tracks that can play in Midnight Forest.

bgm0064 B_SYS_TITLE_02. An unused version of the opening theme. It is nearly identical to the used version, but some instruments cut out early and at 0:53 it includes an alternate sound intended for the title reveal.

bgm0071 B_EVENT_CALMLY_ An alternate arrangement of Goodnight, the theme used before the hero and partner go to sleep. It is placed directly after the aforementioned track, and shares its internal name.

bgm0092 B_EVENT_TITLECA An alternate version of Title Theme, the title catch used after the hero agrees to form an exploration team with the partner.

bgm0093 B_EVENT_TITLECA Another alternate version of Title Theme. All three tracks use the same internal name.

Partially Unused Music#

Farther Away... In-game, this ending track fades out by the 56 second mark, leaving the last 17 seconds unheard.

In Sky, the track can be played in full through the Sky Jukebox, but its use during the accompanying cutscene remains identical.

Unused ME#

MEs are generally used for notifications, and use the same file format as the BGM files.

me0012 ME_NUM_WAVE_S.S An earlier iteration of this ME was used in Rescue Team for the stirring wind notification in water dungeons, which is used when spending too many turns inside of them. Explorers solely uses me0010 for all stirring wind effects.

me0013 ME_NUM_WAVE_M.S An earlier iteration was used in Rescue Team as a second warning, as the player gets closer to the turn limit in water dungeons.

Unused Sound Effects#

BGM Sound Effects#

The following tracks are stored within the game's BGM folder alongside the music and ambience, and use the same file format.

bgm0110 B_SE_MAIN26_LIG A PSG noise. MAIN26 refers to the last sections of the main story, specifically the cutscenes after defeating the final boss.

bgm0111 B_SE_MAIN26_LIG A strange ringing sound.

bgm0120 B_EVENT_JIKUU_0 A pulsing PSG sawtooth tone used as a test track in one of the debug rooms.

Other Sound Effects#

Many of the following sound effects are found inside sound banks intended for cutscene use, but are not referenced by any script. Helpfully, all sound effects have internal names and the event sound banks are roughly organized in order of story events, hinting at their intended purpose.

Bank

ID

Sound

Internal Name

Notes

N/A

N/A

N/A

This sound effect is used as a placeholder; all slots marked "Placeholder" on this list will play back this sound.

Motion SE

0x106

SE_NUM_MOTION_ANIM_4_2

A secondary sound effect assigned only to Lickitung specifically using Scratch or Comet Punch. Lickitung cannot naturally learn either move, rendering this sound unused in regular gameplay.

0x107

SE_NUM_MOTION_ANIM_4_3

Another secondary sound, assigned only to Heracross using Headbutt. Heracross cannot learn this move naturally.

0x108

SE_NUM_MOTION_ANIM_4_4

Yet another secondary sound, assigned only to Golem using Bide. Golem cannot learn this move naturally.

Stats SE

0x202

SE_NUM_EFF_EXCLAMATION2

Assigned to an unused copy of the "!" animation.

0x20A

SE_NUM_EFF_USE_SECRET_MACHINE

"Secret Machine" is the Japanese name for the Hidden Machine. HMs cannot be used within dungeons and use no sound in the overworld. The visual effect paired with this sound is instead internally assigned to most orbs, but it gets overridden by other effects in all cases, leaving it unused.

0x21F

SE_NUM_STATE_REVIVE

In Rescue Team, a very similar sound effect (which coincidentally uses the same internal name) is used during Jirachi's post-battle cutscene, right before it wakes up.

Trap SE

0x306

SE_NUM_MOTION_WAVE_LARGE

In Rescue Team, an earlier iteration of this sound was used for the stirring wind that takes the player out of water dungeons once the turn limit has been reached. Explorers uses me0010 for this purpose, as previously described.

0x307

SE_NUM_MOTION_WIND_LARGE

The windy counterpart to the previous sound effect, intended for all non-water dungeons. As with the previous sound, Rescue Team used an earlier iteration of this.

Move1 SE

0x417

SE_NUM_EFF_FIRE_3

Assigned to effect animation #77 (three small fireballs), which was previously used by Flame Wheel in Rescue Team.

Move3 SE

0x604

Placeholder

SE_NUM_EFF_SURIKAE

"Surikae" refers to Switcheroo; this move instead shares sound effect 0xB01 with Power Swap.

0x617

SE_NUM_EFF_CYOUHATU

"Chouhatsu" is the Japanese name for Taunt, and the second sound in this category is used when it takes effect on the target. This sound was clearly intended for the taunt animation itself, which remains silent in the final game. Rescue Team uses an earlier iteration of this sound for this purpose.

Move5 SE

0x801

Placeholder

SE_NUM_EFF_CHARGE_BEAM_1

The second sound in this category is used by Charge Beam.

0x808

Placeholder

SE_NUM_EFF_DOROBAKUDAN

The second sound in this category is used by Mud Bomb.

0x80D

Placeholder

SE_NUM_EFF_DRAIN_PUNCH_1

The first sound in this category is used by Drain Punch.

0x80F

SE_NUM_EFF_ENERGYBALL_1

The second in a series of three sounds intended for Energy Ball. The other two sounds are used for charging and the hit itself respectively; presumably sound 1 was intended for the projectile.

0x813

SE_NUM_EFF_GANSEKIHOU

"Gansekihou" is the Japanese name for Rock Wrecker, and the third sound in this category is used by the impact. The charging of the move instead shares sound effect 0xC09 with Stone Edge.

0x814

Placeholder

SE_NUM_EFF_GANSEKIHOU_1

0x818

Placeholder

SE_NUM_EFF_HADOUDAN_1

The first and third sounds in this category are used by Aura Sphere.

0x81C

Placeholder

SE_NUM_EFF_HEART_SWAP

The second sound in this category is used by Heart Swap.

0x822

Placeholder

SE_NUM_EFF_BUREIBUBIRD_1

The first and third sounds in this category are used by Brave Bird.

Move6 SE

0x904

Placeholder

SE_NUM_EFF_IEKI

The second sound in this category is used by Gastro Acid.

0x90A

Placeholder

SE_NUM_EFF_IYASHINONAGAI_1

The first and third sounds in this category are used by Healing Wish.

0x913

Placeholder

SE_NUM_EFF_KIAIDAMA_1

The first, third and fourth sounds in this category are used by Focus Blast.

0x916

SE_NUM_EFF_KIRIBARAI

"Kiribarai" is the Japanese name for Defog, and the other sound in this category is used by its background effect. It is paired with what appears to be an unused "hit" effect for Defog (effect animation #489).

Move7 SE

0xA03

Placeholder

SE_NUM_EFF_MANETKKO_1

The first and third sounds in this category are used by Copycat.

0xA0B

Placeholder

SE_NUM_EFF_MIRRORSHOT_1

The first and third sounds in this category are used by Mirror Shot.

0xA10

Placeholder

SE_NUM_EFF_NAYAMINOTANE

The second sound in this category is used by Worry Seed.

0xA15

Placeholder

SE_NUM_EFF_KOORINOTUBUTE_1

The first and third sounds in this category are used by Ice Shard.

0xA1A

Placeholder

SE_NUM_EFF_LEAFSTOME_1

The first, third and fourth sounds in this category are used by Leaf Storm.

Move8 SE

0xB04

SE_NUM_EFF_PSYCHO_CUTTER

"Psycho Cutter" is the Japanese name for Psycho Cut; this move instead shares the sound effect 0xB17 with Zen Headbutt. Both unused slots contain the same sound.

0xB05

SE_NUM_EFF_PSYCHO_CUTTER_1

0xB0C

Placeholder

SE_NUM_EFF_RYUUNOHADOU_1

The first sound in this category is used by Dragon Pulse.

0xB0E

SE_NUM_EFF_SABAKINOTUBUTE

Intended for Arceus's signature move, Judgment.

0xB10

Placeholder

SE_NUM_EFF_SAKIDORI_1

The first and third sounds in this category are used by Me First.

0xB14

SE_NUM_EFF_SEEDFLAR

Intended for Shaymin's signature move, Seed Flare. It would eventually see use in Explorers of Sky.

0xB1E

Placeholder

SE_NUM_EFF_POWERJEM_1

The first and third sounds in this category are used by Power Gem.

Move9 SE

0xC0A

Placeholder

SE_NUM_EFF_TANEBAKUDAN

The second sound in this category is used by Seed Bomb.

0xC0F

Placeholder

SE_NUM_EFF_TONBOGAERI_1

The first and third sounds in this category are used by U-turn.

Move10 SE

0xD06

SE_NUM_EFF_CHEW

Assigned to effect animation #95 (three quick bites/chewing), which was previously used by Crunch in Rescue Team. Crunch instead shares the animation and sound effect used by Bite in Explorers.

Move11 SE

0xE17

SE_NUM_EFF_KAIFUKU

Assigned to effect animations #273 and #462 (blue healing effect and what appears to be a Healing Wish projectile respectively), neither of which are used by any move. The former effect was previously used by Moonlight in Rescue Team.

Move15 SE

0x1212

SE_NUM_EFF_TYAKUSUI

Assigned to effect animation #293 (small splash), which is not used by any move.

Event SE

0x1409

SE_NUM_EVENT_EFF_BOMB_LIGHT

Curiously, this sound effect would eventually be used in Sky... but only in the normally unseen mdebug cutscene.

0x140E

SE_NUM_EVENT_EFF_JIKUU_MEMAI_L

A looping version of the sound effect preceding the Dimensional Scream.

0x1415

SE_NUM_EVENT_EFF_BOMB_HEAVY_02

0x1416

SE_NUM_EVENT_EFF_BOMB_LIGHT_02

Event Main01 SE

0x1904

SE_NUM_EVENT_MAIN01_KAKERA_01

Main in this context refers to the main story.

0x1905

SE_NUM_EVENT_MAIN01_KAKERA_02

"Iseki no Kakera" (いせきのかけら) is the Japanese name for the Relic Fragment, and the third sound in this category is coincidentally used when it is dropped to the ground.

0x1907

SE_NUM_EVENT_MAIN02_ZOOMUP

"MAIN02" matches the sounds used during the first visit to Wigglytuff's Guild.

0x1909

SE_NUM_EVENT_MAIN02_KNOCK

0x1913

SE_NUM_EVENT_MAIN03_KUUFUKU

"Kuufuku" translates to "empty stomach" or "hunger". The name and its position suggests this sound was intended for the guild cutscene seen after clearing Mt. Bristle, which instead uses a copy of the regular hunger sound used within dungeons (0x2210).

0x1917

SE_NUM_EVENT_MAIN04_DOOR

Event Main05 SE

0x1A0A

SE_NUM_EVENT_MAIN08_GAYA_01

An unlooped version of the "crowd complaining" sound effect.

0x1A0C

SE_NUM_EVENT_MAIN08_MARKING

0x1A0E

SE_NUM_EVENT_MAIN09_HIDERIISHI_01

HIDERIISHI_02 is used while placing a stone in the Groudon statue's chest, during the expedition to Fogbound Lake.

Event Main10 SE

0x1B10

Placeholder

SE_NUM_EVENT_MAIN12_PERIPPA_01

0x1B11

SE_NUM_EVENT_MAIN12_PERIPPA_02_L

This is a looping sound effect. PERIPPA refers to Pelipper.

0x1B14

SE_NUM_EVENT_MAIN12_BIKABIKA

"MAIN12" matches the sounds used in Amp Clearing cutscenes.

Event Main14 SE

0x1C16

SE_NUM_EVENT_MAIN17_SPOT

Sandwiched between sounds used during the future prison and stockade scenes.

Event Main18 SE

0x1D08

SE_NUM_EVENT_MAIN19_LIGHT_02

"MAIN19" matches the sounds used during the Passage of Time cutscenes seen after clearing Deep Dusk Forest.

0x1D0C

SE_NUM_EVENT_MAIN19_DISAPPEAR

0x1D11

SE_NUM_EVENT_MAIN21_ANAHORI

"Anahori" translates to "digging" or "excavation".

0x1D12

SE_NUM_EVENT_MAIN21_ASHIOTO_L

This is a looping sound effect. "Ashioto" can translate to "sound of footsteps".

0x1D16

SE_NUM_EVENT_MAIN18_MIKARUGE_07

Mikaruge is Spiritomb's Japanese name.

Event Main25 SE

0x1E05

SE_NUM_EVENT_MAIN25_DAMAGE

Sandwiched between sounds used after the Hidden Highland boss fight.

Event Sub01 SE

0x1F09

SE_NUM_EVENT_SUB01_ICE_01_L

This is a looping sound effect. Sub in this context refers to the post-game story.

0x1F0A

SE_NUM_EVENT_SUB03_EGG_01

0x1F12

SE_NUM_EVENT_SUB04_WHISTLE

0x1F13

Placeholder

SE_NUM_EVENT_SUB04_WING_L

Event Main26 SE

0x2104

Placeholder

SE_NUM_EVENT_MAIN26_LIGHT_01_L

The third sound in this category is used by the hero's disappearing light during the ending.

0x2105

Placeholder

SE_NUM_EVENT_MAIN26_LIGHT_02_L

0x2108

SE_NUM_EVENT_MAIN26_THUNDER_01

These two sound effects are sandwiched between sounds used after the defeat of the final boss, when Temporal Pinnacle partially collapses.

0x2109

SE_NUM_EVENT_MAIN26_THUNDER_02

0x210C

SE_NUM_EVENT_MAIN26_GAREKI_01

"Gareki" translates to "rubble" or "debris".

0x210D

SE_NUM_EVENT_MAIN26_GAREKI_02

Event Sub23 SE

0x2205

SE_NUM_EVENT_MOTION_DOGOMU

Dogōmu is Loudred's Japanese name.

0x2211

SE_NUM_ME_WIND_S

This appears to be an early version of the ME used when spending too long on a dungeon floor.

0x2212

SE_NUM_ME_WIND_M

This appears to be an early version of the ME used after Froslass has been defeated.

System SE

0x3F08

SE_NUM_SYS_08

These sounds were presumably intended for menu functions like the other "SYS" sound effects. Earlier iterations of these sounds were present and equally unused in Rescue Team.

0x3F09

SE_NUM_SYS_09

0x3F0A

SE_NUM_SYS_10

(Source: SkyTemple Wiki (List of Sound Effects), Irdkwia (Identifying internal names))

(Source: Original TCRF research)