the cutting room mirror

Unused Graphics

This article has a talk page!
view on tcrf.net

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

Dungeon Graphics#

Item Sprites#

PMDEoTD_UnusedItemSprites.png
Various unused item sprites, represented here using all 16 item palettes. The gear sprite was previously present and already unused in Rescue Team, while the shell and bone sprites are new to Explorers. Much like the previous game, these sprites are loaded into VRAM in every dungeon along with the other item sprites.

Tilesets#

This game includes a large amount of dungeon tilesets that were not used. They can be loaded in-game using this Action Replay code (for US versions):

Time

Darkness

121B0308 000000??
121B0248 000000??

Replace "??" with the hexadecimal code listed below and enter any dungeon.

The following tilesets do not have a corresponding used dungeon.

Tileset #000

0x00

This is the tileset used for the Test Dungeon.

Tileset #013

0x0D

An alternate tileset for Steam Cave.

Tileset #021

0x15

An alternate tileset for Quicksand Cave.

Tileset #032

0x20

An alternate tileset for Sealed Ruin. It would eventually be used in Explorers of Sky for Sky Peak Summit Pass and Deep Barren Valley, with an updated gray palette for the water tiles.

Tileset #041

0x29

An alternate tileset for Brine Cave.

Tileset #044

0x2C

An alternate tileset for Hidden Land. It would eventually be used in Explorers of Sky for Southern Jungle.

Tileset #047

0x2F

An alternate tileset for Temporal Tower.

Tileset #066

0x42

Rescue Team used this tileset for Silent Chasm. It would eventually be used in Explorers of Sky for Sky Peak 3rd Station Pass.

Tileset #067

0x43

Rescue Team used this tileset for Wish Cave B1F-B13F. It would eventually be used in Explorers of Sky for Destiny Tower 97F-99F.

Tileset #070

0x46

Rescue Team used this tileset for Pitfall Valley B1F-B10F.

Tileset #071

0x47

Rescue Team used this tileset for the Makuhita Dojo's Electric Maze.

Tileset #072

0x48

Blue Rescue Team used this tileset for the Makuhita Dojo's Rescue Team Maze.1

Tileset #073

0x49

Rescue Team used this tileset for Northwind Field 20F-30F.

Tileset #075

0x4B

Rescue Team used this tileset for Purity Forest 4F-7F. It would eventually be used in Explorers of Sky for Southeastern Islands.

Tileset #076

0x4C

Rescue Team used this tileset for Joyous Tower. It would eventually be used in Explorers of Sky for Zero Isle Center B43F-B45F.

Tileset #077

0x4D

Rescue Team used this tileset for Darknight Relic.

Tileset #078

0x4E

Rescue Team used this tileset for Tiny Woods.2

Tileset #080

0x50

Rescue Team used this tileset for Waterfall Pond.

Tileset #083

0x53

Rescue Team used this tileset for Mt. Faraway 10F-20F. It would eventually be used in Explorers of Sky for Zero Isle Center B14F-B16F.

Tileset #086

0x56

A palette swap of the tileset Rescue Team used for Waterfall Pond, which also went unused in said game.

Tileset #089

0x59

Rescue Team used this tileset for Buried Relic B1F-B20F.3

Tileset #092

0x5C

Rescue Team used this tileset for Meteor Cave.

Tileset #093

0x5D

Rescue Team used this tileset for Lightning Field.

Tileset #094

0x5E

Rescue Team used this tileset for Northern Range 1F-7F. It would eventually be used in Explorers of Sky for Sky Peak 9th Station Pass.

Tileset #095

0x5F

Rescue Team used this tileset for Solar Cave 1F-7F.

Tileset #097

0x61

Rescue Team used this tileset for the Makuhita Dojo's Poison Maze. It would eventually be used in Explorers of Sky for Zero Isle Center B38F-B40F.

Tileset #098

0x62

Rescue Team used this tileset for Northern Range 8F-16F.

Tileset #100

0x64

Rescue Team used this tileset for Frosty Forest.

Tileset #107

0x6B

Rescue Team used this tileset for Mt. Thunder Peak.

Tileset #110

0x6E

Rescue Team used this tileset for Mt. Blaze. It would eventually be used in Explorers of Sky for Inferno Cave.

Tileset #114

0x72

Rescue Team used this tileset for Thunderwave Cave. It would eventually be used in Explorers of Sky for Zero Isle Center B8F-B13F.

Tileset #115

0x73

Rescue Team used this tileset for Howling Forest 1F-7F. It would eventually be used in Explorers of Sky for Zero Isle Center B19F-B25F.

Tileset #116

0x74

Rescue Team used this tileset for Uproar Forest. It would eventually be used in Explorers of Sky for Zero Isle Center B33F-B35F.

Tileset #120

0x78

Rescue Team used this tileset for Purity Forest 30F-43F.

Tileset #121

0x79

Rescue Team used this tileset for Southern Cavern B24F-B50F.

Tileset #122

0x7A

Rescue Team used this tileset for Wish Cave B90F-B99F. It would eventually be used in Explorers of Sky for Left Cave Path.

Tileset #128

0x80

Rescue Team used this tileset for Stormy Sea B1F-B16F. It would eventually be overwritten in Explorers of Sky, by the new tileset used for Murky Forest.

(Preview Images: SilverDeoxys563)

It is worth noting that tilesets #126 and #127 are those used by Ice Aegis Cave and Steel Aegis Cave respectively. These are new-to-Explorers palette swaps of tileset #49, (Rock Aegis Cave) and considering where they are located suggests that two leftover Rescue Team tilesets may have been overwritten by them late in development. Coincidentally, the tilesets Rescue Team used for Purity Forest 61F-79F and 80F-99F appear to be the only two Rescue Team tilesets missing from the data in all of the Explorers games.

Water Tiles#

Every dungeon tileset in the game has graphics for their respective dungeons' secondary terrain (water, lava, or void). However, a few tilesets are not used with any dungeon that features secondary terrain. This leaves their terrain graphics unused in regular gameplay; however, using the tileset Action Replay code in a dungeon that features any secondary terrain will allow them to be seen. All of these tilesets have their type set to water.

Tileset #14

0x0E

Used in Amp Plains.

Tileset #15

0x0F

Used in Far Amp Plains. Some of the tiles can be seen in the dungeon's waypoint.

Tileset #17

0x11

Used in Northern Desert 1F-7F.

Tileset #18

0x12

Used in Northern Desert 8F-15F.

Tileset #19

0x13

Used in Quicksand Cave.

Tileset #20

0x14

Used in Quicksand Pit. Some of the tiles can be seen in the dungeon's waypoint.

Tileset #33

0x21

Used in Dusk Forest.

Tileset #53

0x35

Used in Mt. Travail.

Tileset #82

0x52

Used in Crevice Cave. Some of the tiles can be seen in the dungeon's waypoint.

Tileset #85

0x55

Used in Shimmer Desert, as well as the Dojo's Poison/Bug Maze.

Tileset #90

0x5A

Used in Lush Prairie.

Also of note is that the Test Dungeon tileset has abyss as secondary terrain, which is unused within its only (already-unused) dungeon.

Dungeon Tiles#

To do:
So far, this section mostly covers unused tiles relating to new tilesets. Unused tiles relating to reused Rescue Team tilesets should be covered as well.

Many dungeon tilesets include alternative ground tiles that will never generate as part of a dungeon floor:

(Source: SilverDeoxys563)

Other Tiles#

PMDEoTD_LockedStairsTile.png
This special tile was previously used in Rescue Team to mark blocked stairs inside Meteor Cave, which would remain blocked until the player defeated the Deoxys mirage present within each respective floor. No dungeon in any of the Explorers games uses such a mechanic, rendering this tile unused. Like the item sprites, it is still loaded into VRAM within every dungeon.

Object Sprites#

a024.wan
PMDEoTD_ObjectSprite_a024.png

Grovyle's footprint, intended for Sentry Duty. Grovyle has 4 text placeholders for an appearance during this minigame, but the Pokémon is set to never appear, clearly due to Grovyle's relevance to the story. A differently colored version of this footprint, as024.wan, is used on the Exploration Team badge seen on the file select menu's top screen if the hero is a Grovyle.

p02p01a1.wan

PMDEoTD_ObjectSprite_p02p01a1-1.gif PMDEoTD_ObjectSprite_p02p01a1-2.gif

Puffs of steam intended for "place" background P02P01A, which is used by the Hot Spring.

v23p04a2.wan
PMDEoTD_ObjectSprite_v23p04a2-2.png
A darkened sprite of Lapras, as seen from a moderate distance. The first and third sprites included within this file are used at the end of Brine Cave (for a far and closer distance respectively) but this second intermediate state is not.

v26p07a1.wan
PMDEoTD_ObjectSprite_v26p07a1-4.gif
Intended for visual scene V26P07A, which is used during the post-credits cutscene. The first, second and third animations included in the file are used, but this fourth animation is not; it shows the regular Dialga glowing, which he only does in his Primal form during the Passage of Time scene while preparing to stop Celebi.

Japan Only#

The following already-unused sprites were removed during localization, and can only be found in the Japanese versions as a result.

d30p33a1-3.wan
PMDEoTD_ObjectSprite_d30p33a1.png PMDEoTD_ObjectSprite_d30p33a2.png PMDEoTD_ObjectSprite_d30p33a3.png
Pieces of rubble intended for dungeon background D30P33A, which is one of the backgrounds used by Temporal Pinnacle.

h01p99c1.wan
PMDEoTD_ObjectSprite_h01p99c1.png
A darker version of the bush hiding the stairs leading into Sharpedo Bluff. This sprite is intended for a nighttime version of Sharpedo Bluff's exterior, but it is only seen after the bush has already been removed.

h02p99c3.wan
PMDEoTD_ObjectSprite_h02P99c3.png
Intended for H02P99C, the nighttime version of Sharpedo Bluff's interior. This sprite rapidly flickers in-game, resulting in a semi-transparent effect. It appears to have been intended as a glowing effect for the campfire seen during the night after the hero, partner and Grovyle return from the future.

p11p01a1.wan

A static version of the glowing wall pattern found in Brine Cave. The game uses visual effect #668 instead.

v05p01a1.wan
PMDEoTD_ObjectSprite_v05p01a1.png
Various darkened leaves, floating motionless in the air. Intended for visual scene V05P01A, which depicts a paralyzed Treeshroud Forest.

v16p02a1.wan
This page has images that may induce seizures and have therefore been hidden by default.

CactusEpilepsy.gif

The following content may induce seizures and has been hidden by default. Click to reveal: 

Intended for visual scene V16P02A, which is used during time travel cutscenes.

v19p02a2.wan
PMDEoTD_ObjectSprite_v19p02a2.gif
Intended for visual scene V19P02A, which shows Primal Dialga roaring.

v22p03a3.wan
PMDEoTD_ObjectSprite_v22p03a3.png
A darkened sprite of Wigglytuff, as seen from a distance. Intended for V22P03A, the nighttime cutscene showing Lapras swimming to meet Wigglytuff prior to the guild's Brine Cave mission.

v26p09a1-3.wan
PMDEoTD_ObjectSprite_v26p09a1.gif PMDEoTD_ObjectSprite_v26p09a2.gif PMDEoTD_ObjectSprite_v26p09a3.gif
The leaves from earlier, moving again. Intended for visual scene V26P09A, which is used when Dialga shows the hero and partner a vision of the healed Treeshroud Forest. The largest leaf can also be found in the Treasure Town debug room in the Japanese versions only.

Visual Effects#

#77#

PMDEoTD_VFX_77_FlameWheelRT.gif
Rescue Team used this move animation for Flame Wheel. In Explorers, this move instead uses visual effect #78.

#273#

A second healing animation used for Moonlight in Rescue Team, which got scrapped in Explorers. The previous game still used the regular healing animation alongside it, so it was most likely thought to be redundant.

#489#

CactusEpilepsy.gif

The following content may induce seizures and has been hidden by default. Click to reveal: 

PMDEoTD_VFX_489-0.gif PMDEoTD_VFX_489-1.gif PMDEoTD_VFX_489-2.gif PMDEoTD_VFX_489-3.gif PMDEoTD_VFX_489-4.gif PMDEoTD_VFX_489-5.gif PMDEoTD_VFX_489-6.gif PMDEoTD_VFX_489-7.gif

While not assigned to any used or unused move, this visual effect's internal position and the internal name of the paired sound effect (SE_NUM_EFF_KIRIBARAI) heavily suggests this is a scrapped animation for the Defog move, presumably intended for hitting an opponent. Variants were made for all eight directions.

#507#

PMDEoTD_VFX_507_Judgment.gif
The attack animation assigned to Arceus's signature move, Judgment.

#508#

The attack animation assigned to Shaymin's signature move, Seed Flare. It would eventually see use in Explorers of Sky.

Dummied Out#

The following effects are not assigned to any VFX ID, but their sprites and animation data can still be found inside effect.bin.

File ID #61-1#

A scrapped hit animation for Icy Wind, based on the move's animation in the Generation III mainline games. Notably, Rescue Team did not use this animation either. The sprites are still loaded into VRAM upon using the move in both games.

(Source: audino (sprite ripping and positioning))

(Source: Original TCRF research)

Backgrounds#

D00P01#

PMDEoTD_BackgroundChunks_D00P01.png
Copied chunks of the unique background used on Mt. Thunder Summit in Rescue Team. This seems to be intended for the Set Dungeon Background Display Test, which can be accessed in the debug-enabled build by selecting D00P01 through the Ground Scene Check function in the Top Debug Menu. The script or background apparently broke at some point during development, as the unused room (which shares the layout of Beach Cave Pit) is always rendered using a regular dungeon tileset instead.

PMDEoTD_Unused_JP_EoT_logo_1.png PMDEoTD_Unused_JP_EoT_logo_2.png
Found in every version and localization of the game, data/TOP/logo_0.bgp and /logo_1.bgp contain a combined Japanese logo for Explorers of Time and what appears to be the logo's drop shadow respectively. The Japanese version of Time uses background S11P02A instead.

title#

PMDEoTD_title_0.png PMDEoTD_title_1.png
data/TOP/title_0.bgp and /title_1.bgp contain main menu backgrounds from Blue Rescue Team. The third background used in the aforementioned game is notably missing.

test#

PMDEoTD_test.png
data/TOP/test.bgp contains what appears to be remnants of the backgrounds Blue Rescue Team used on the top screen to display the player's Pokémon information within dungeons.

Partially Unused#

V03P07A (Second Time Gear Room)#

PMDEoTD_Background_V03P07A.png
Only the upper portion of this room is briefly seen during the two accompanying cutscenes; the lower third, including the land bridge, remains out of frame.

Explorers of Sky makes full use of this background during Special Episode 4, and adds polish through a palette animation for the water as well as dithering between water color shades.

V03P08A (Volcano Time Gear Room)#

PMDEoTD_Background_V03P08A.gif
Just like the previous background, the lower third of this room remains unseen on the Explorers of Darkness title screen or the accompanying cutscene, leaving the platforms leading to the center area out of frame.

Notably, the existence of the "sixth" Time Gear in this room gets briefly hinted at during the story, but only five are ever located and used.

V05P03A (Waterfall Cave Geyser)#

PMDEoTD_Background_V05P03A-layer1.png
Only the very upper edge of the grass can be seen in the accompanying cutscene.

P09P01A (Passage of Time)#

PMDEoTD_Background_P09P01A.png
The cutscenes at the Passage of Time never pan up high enough to see the darkened line of trees in the distance.

V24P05A (Hidden Land)#

Raw Background

Object Sprite Included

The accompanying cutscene doesn't pan up high enough to see the upper third of this background, including the swirling red clouds. This was likely done intentionally to hide the clouds' outdated state, as they are portrayed smaller and far closer to Temporal Tower in its many other shots.

References#


  1. This dungeon was unlocked through the Receive Team feature, which is exclusive to Blue Rescue Team.↩︎
  2. This tileset would eventually be used in the DS Download Play demo of Explorers of Sky for Little Plains, but it remains unused in the full game.↩︎
  3. This tileset would eventually be used in the DS Download Play demo of Explorers of Sky for Hidden Shopkeeper Village, but it remains unused in the full game.↩︎