the cutting room mirror

Unused Code

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

This is a sub-page of Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team.

To do:
Check the Korean version of Blue Rescue Team for any dual-slot features or leftovers, since they would be unused as a result of the one-sided release.

Unused Tactics#

These tactic names and descriptions are found in the ROM along with the used ones. The behaviors in the descriptions are not implemented; a Pokémon with any of these tactics will behave as if their tactic is "Let's go together".

Name (EN)

Name (JP)

Description (EN)

Description (JP)

All for one

いっち だんけつ

The Pokémon will try to avoid being alone.
It will try to stay with the team.

できるだけ1ひきで こうどうせず
なかまたちと かたまって こうどうする

Group safety

そろえば あんしん

The Pokémon will try to avoid being alone.
It will try to stay with friends of the
same species.

できるだけ1ひきで こうどうせず
おなじしゅるいの なかまのまわりに
かたまって こうどうする

unused

unused

None.

None.

Pokémon-removing function#

This is found the start of the dungeon-generation code, but there is no way to execute it in the released versions of the games. It does delete all Pokémon on the floor, giving "debug damage" as reason in the exploration log.

(Video: TheZZAZZGlitch)

Unused Move Ranges#

To do:
Analyze the game's code to document their precise function.

Two unused moves have a unique Range: なにもの? (Who?) has "None" (00), and Spin Slash has "Foe at side" (09), which seems to be the same as Cut's "Foes within 1-tile range" (02).

AI Targeting Items#

Watch on YouTubeThere is unused code that allows AI-controlled Pokémon to head towards nearby items on the ground. The code is hidden behind a check for the Pokémon being the party leader; as the leader cannot be controlled by the AI, this code is never reached. The code is mostly functional, though the AI gets stuck on the item if the toolbox is full or if the Pokémon is a wild Pokémon that is already holding an item.

The item-targeting behavior can be enabled by hacking the code to remove the leader check, and can be seen at 41:23 in the video.

Warp Seed AI Usage#

The AI normally does not use Warp Seeds, but there are unused checks within the AI code for using them. If Warp Seeds were usable, the AI would eat them if under 20 HP, or throw them at an ally who is under 20 HP.

Enemy Evolution#

To do:
Add code(s) for restoring this functionality. The APNG example was done by patching byte 0x109E61 (RRT US) to 01, which enables the mechanic in Stormy Sea; this is one of the dungeons that has a compatible spawn table. 0x109D30-0x10A340 (RRT US) should contain the DungeonDataEntry for every dungeon, sorted by dungeon ID.

PMDRRT_EnemyEvolution.png
There is a dungeon flag allowing eligible enemies to evolve once a party member faints; this requires the evolved form to be present in the floor's spawn table, and will only trigger if the party member is not revived using a Reviver Seed. If it does trigger, it will use the normally-unused second evolution jingle. This mechanic is present in the Shiren the Wanderer series, where a monster knocking out a nearby monster or one of Shiren's allies makes it level up, thus "evolves" the monster as it also takes a different name and gets stronger.

This code is still fully-functional, but goes unused since the flag is not actually enabled on any dungeons. Some post-game dungeons still contain remnants of this mechanic in their spawn tables, in the form of evolved Pokémon entries set at an appearance rate of 0%.

(Source: Red Rescue Team decompilation)

Evolution Friend Area Requirement#

The code for checking whether a Pokémon can evolve at Luminous Cave includes cases for being unable to evolve because the player doesn't own the evolution's Friend Area, or because the evolution's Friend Area is already full, but as no evolutions in the game change the Pokémon's Friend Area assignment these scenarios can't actually happen in-game.

There are also unique text strings for each.

(Source: Red Rescue Team decompilation)