Now you, too, can live out your secret desires to be a Pokémon! Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team are the first two releases of the Pokémon Mystery Dungeon sub-series, released respectively for Game Boy Advance and Nintendo DS.
Only Blue Rescue Team was ever released in South Korea, as Hyundai would not license a version of the Game Boy Advance for release in Korea: as a result, there are no first-party Korean games for Game Boy Advance at all.
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There is a Debug Menu that can be accessed by patching byte 0xE5B08 (Red Rescue Team) or 0xB7184 (Blue Rescue Team) to 0x10. This can be done by using the following cheat code:
|E5199391 437FC95F 5483DD13 B5A5B62A|| |
For Blue Rescue Team, the ROM patch must be done manually with a file editor, since there aren't Nintendo DS cheat devices that support this feature.
As result, this will replace the "Delete Save Data" option; also note that after opening the main menu, the cursor will point by default to it, instead of to the "Continue" option.
The first five options make the menu disappear and the game freeze, except for the music. The "Storage" option makes the game freeze without the menu disappearing. The "h-open" option will return you to the main menu.
Besides the Debug Room, there is another unused area accessible via the respective cheat codes:
|820C0AB4 0007||0210FAF0 00000007|
After activating the code, walk though any warp point in the overworld to access this area.
Despite the "Makuhita Dojo" area label shown in the overworld menu, this room seems more like a house than a dojo: it has a bed, a fireplace, and many flowerpots. The Japanese label "仮マップ" on the lower part of the map means "provisional map". Also, it is possible to walk on the table, but not the stairs present on the right.
There are two Pokémon NPCs in this room: a Noctowl and a Gulpin, respectively. When talked to, they will both give a red "Unregistered dialog script" line. If the room is accessed before saving Magnemite, these NPCs will be absent.
The background music is the same as the one used for Makuhita Dojo mazes. Leaving the room (after disabling the cheat code) will send the player to in front of the Makuhita Dojo entrance.
These Pokémon graphics and dialogue are used for various game mechanics, but they can't be fought or recruited by any means, thus all their data goes unused.
They can be used as main character by using the cheat codes below, in which the "????" correspond to the relative Pokémon ID code.
|820048D0 00FF 82030698 ????||021136E4 000000FF 021136A8 0000????|
Note that this code should be enabled before finishing the personality test. This will force the game to select Charmender as main character, and then change it into the desired Pokémon before the first cutscene.
|01A4||Munchlax||Big Voice Pokémon||0x0C||1||Psychic||Ground||None||Pressure||Medium||100||0|
|01A7||Rayquaza||Sky High Pokémon||0x03||4||Dragon, Flying||Ground, Magma, Water, Sky||Stratos Lookout||Air Lock||Large||230||0|
Stat tables can be found on the notes page.
Below are explainations about their use by the game:
|Something...||This is getting tough...||I can’t go on...||I leveled up. I’m happy!|
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Access the other event and check if any of the listed animations is used.
These animations are left unused for Munchlax, as can be seen in the video.
These graphics are loaded in VRAM while the game is running, but remain unused.
This game has several dungeon tilesets that are not used during normal gameplay.
Early version of Pitfall Valley tileset. Used on the first floor of an unused dungeon "Autopilot". Later used on Tiny Meadow in Explorers.
Early version of Purity Forest tileset. Later used on Final Maze B23F in Explorers.
A palette swap of Waterfall Pond and could've been an early version of Southern Cavern tileset. This tileset is included in Explorers but remain unused.
An unused forest tileset (palette swap of 0x14) which is used on the third floor of an unused dungeon "Boss 3". Later used on Lush Prairle in Explorers.
Some freehand Japanese writing and cross marks are loaded in VRAM when displaying the European language selection screen. These are the first-row characters of the Hiragana alphabet.
The title background, which is different for the US version only, has the lower part unseen.
These HUD characters are loaded in VRAM after entering a dungeon. Note that the adjacent used characters were removed from the image manually.
This sprite is loaded in VRAM after entering a dungeon, along with all the other item sprites. In the image above, it is represented using all 13 item sprite palettes.
This sprite is loaded in VRAM after entering a dungeon, but during gameplay is replaced by the HP damage/cure amount or the "MISS" notice. It was probably intended to indicate a placeholder during development.
These animations are loaded in VRAM after entering a dungeon, along with all the other Pokémon shadows. There are three size of shadow in the game, but when standing on water, only the big ones are used regardless of the size of the respective shadow when on ground. Also, these seems to be early design if compared to the used ones.
These graphics are present only in the ROM, with no known use in the game, thus they are probably represented with wrong palettes.
These HUD characters are found right after the ones loaded in VRAM. In the US, Australian, European, and Korean versions, all the Japanese characters have a different background color and don't have anti-aliasing.
These four sprites are found right after the other Legendary Pokémon mini-portraits, which indicates the progress of the game story when loading the save.
This Japanese writing is found in Red Rescue Team right after the item sprites. It says "around this area".
These graphics are found in Red Rescue Team after the above writing, and in Blue Rescue Team after the item sprites.
There are many text icons in the dialogue text font, but this is completely unused. Also, it is unclear what should represent.
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List unused characters for Japanese version.
These are the unused characters for the screen showed when entering a dungeon floor. Interestingly, there is no lowercase "q".
These can be found in the Kangaskhan Storage after activating the respective cheat code (except for the "Nothing" item):
|420389FA 0001 000000EF 0002||A213C112 000003E7 D5000000 000003E7 C0000000 000000EE D7000000 0213BF36 D2000000 00000000|
There are two unused tracks in the games. It is unknown where they would have gone, but judging by the file names they were at one point intended for a cutscene and training menu of some sort. The word "zukkoke" is also Japanese for "foolish" or "stupid."
Red Rescue Team: EVENT_ZUKKOKE
Blue Rescue Team: SND_BGM_M_EVENT_ZUKKOKE
Red Rescue Team: SYS_TRAINING
Blue Rescue Team: SND_BGM_M_SYS_TRAINING
An alternative sound effect for evolution goes unused:
Red Rescue Team: EVOLUTION_02
Blue Rescue Team: SND_ME_M_EVOLUTION_02
A track consisting of four consecutive sound effects, of which only the third is used. Judging by the file name ("orugoru" is Japanese for "music box"), this could have been intended for the Music Box item. In the actual game, the Music Box never makes any sounds and disappears from the inventory if the player attempts to use it.
Red Rescue Team: EFF_ORUGORU
Blue Rescue Team: SND_ME_M_EFF_ORUGORU
There are two sound tracks consisting of almost identical data, used when leveling up:
Red Rescue Team: LEVELUP (used), FANFARE (unused)
Blue Rescue Team: SND_ME_M_LEVELUP (used), SND_ME_M_FANFARE (unused)
There is another couple of sound tracks, which in this case consist in the very same data, used when receiving a mission reward:
Red Rescue Team: REWARD (used), NEWS (unused)
Blue Rescue Team: SND_ME_M_REWARD (used), SND_ME_M_NEWS (unused)
There are two tracks which make no sound when played, which are labeled internally as DUMMY and SAVE_01 in Red Rescue Team and as SND_BGM_M_DUMMY and SND_BGM_M_SAVE_01 in Blue Rescue Team.
Various unused settings for Pokémon data.
The Pokémon Size value is actually indicating the amount of video memory necessary for its relative overworld graphics. Valid values can go from 1 to 6, however only Pokémon with sizes of 1, 2, and 4 are present in the game.
Many Pokémon are set in the game code to be able to walk on specific dungeon floor tiles, however there are no Pokémon set to be able to walk on both magma and water but not sky tiles.
In the main Pokémon data, there is a value that sets the default movement speed modifier, but no Pokémon have a set value different from the regular speed. Also note that the value can go from -2147483648 to 2147483647, which is overly long since the actual range of valid speed values is only six.
Many Pokémon have no second type, but if the data for a Pokémon is set as such for the first type, it will be displayed as having "None" as type.
Only some unused Pokémon have "None" set as friend area. These can still be recruited, however the game will always ask the player to release all of them after getting out of the dungeon, saying that the friend area is full.
Like as for "None" Pokémon type, this is displayed only if set for the first ability. Also, this ability has no description text.
Munchlax can evolve to Snorlax at level 40, but this can not be triggered in the game, because Munchlax is unobtainable.
Diglett and Dugtrio are specially programmed to not display their shadow, which are still actually set to be, respectively, medium and large.
There are 20 unused coordinates for the world map locations. Below is a graphic comparing the full screen of used ones and a mockup of unused ones:
The unused are, approximately from left to right and from top to bottom:
There are three types of unused coordinates:
There are two text strings indicating unused damage types: debug damage and fainted from a debug attack.
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Analyze in the game code to document their function precisely.
Two unused moves have a unique Range: File:PMDRRT-move0000.gif 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).
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Find a way to access and/or enable these tactics by code cheating or ROM hacking and analyze the game code to document their function.
|All for one||The Pokémon will try to avoid being alone. It will try to stay with the team.|
|Group safety||The Pokémon will try to avoid being alone. It will try to stay with friends of the same species.|
These tactic names and descriptions are found in the ROM along with the used ones.
|かいわスクリプトみとうろく||Unregistered dialog script|
This red text line is displayed in the textbox when talking to an overworld Pokémon which has no dialog script set. It can be found in the unused overworld areas.
This red word is displayed in place of undefined string variables in textboxes. The following cheat code forces to show it in the main menu:
|D4A8D728 9CCAB80C 5ECB57AF CA29737F A3B8FC60 432D52C4 2713B05D 566003E0|| |
This code will change the "Adventure Log" text menu in "$m0", which is a text macro for pointing a string variable. Note that there aren't equivalent cheat codes applicable for Blue Rescue Team, for which this change can only be done by editing the ROM file.
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Find a way to trigger it.
This red word is present in the ROM after the "invalidity" one. It is probably a placeholder for undefined string variables.
Used as name placeholder. Means "Nameless".
The following ASCII strings are found in the specified versions at the specified addresses.
|pkd ver 1.0 [Oct 7 2005] 21:59:14|
|PKDi ver 1.0 [Apr 28 2006] 16:37:54|
|PKDi ver 1.0 [Sep 13 2006] 14:17:17|
|pkd ver 1.0 [Oct 7 2005] 21:56:50|
|pkd ver 1.0 [Nov 24 2005] 15:05:08|
|PKDi ver 1.0 [May 29 2006] 17:05:20|
|PxKDi ��1.0� [Sep 13 2006] 1 4:13:31|
|PKDi ver 1.0 [May 17 2007] 19:16:08|
Also note that the lower part of the sea has a unique graphic that is normally unseen.
The differences are the same as for Red Rescue Team, except for these facts:
The list of recruited Pokémon shows the relative species in brackets in Japan version only.
Early Japanese copies have a glitch that may erase saved data in any Game Boy Advance games inserted into the DS's second slot other than Red Rescue Team.