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Proto:Pokémon Diamond and Pearl/March-August 2006 Source Leak/February 17th, 2006 build

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This is a sub-page of Proto:Pokémon Diamond and Pearl/March-August 2006 Source Leak.

This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
To do:
Compare the debug menus in detail to the one in the Japanese debug build. Also note that the debug menu files were actually updated on February 23rd, but everything else in the build is dated February 17th.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

The February 17th, 2006 build of Pokémon Diamond and Pearl is the earliest build that can be compiled from the source materials. It contains a number of dramatic changes from the final, including the entire beginning of the game being quite dramatically different.

Note: This build is very unstable, battles in general will crash after the events in Sandgem Town unless they're skipped. Obtaining items, trying to quit digging, or trying to exit the Underground crashes as well.

Just like with other debug builds, pressing SELECT on the title screen will bring you to the title debug menu, and pressing R+START will let you access the overworld debug menu. The menus are similar to the Japanese Diamond debug build, but lack many functions, and with others being moved all around the menus.

File Information

Listed here are the dates of a few major files that went into this particular build. Each date links to a page showing the differences between that file version and the final game.

File Description Feb 17 Build
pokegra.narc Pokémon battle sprites Link
pokeicon.narc Pokémon menu sprites


Weavile early.png
Sprite Differences
Straight from the third generation!
[[File:| center | | 50px]] Graphic Differences
[[File:| center | | 50px]] Map Differences
Sinnoh was sure in the middle of a renovation.
[[File:| center | | 50px]] Music Differences

General Differences

  • There isn't an intro present.
  • The Title Screen is simplified and different.
  • Much of the music and many of the Pokémon sprites differ from the final game (see the file information section for more information).
  • Only 21 of the Generation IV Pokémon are present in this build, in an order that is presumed to roughly reflect their creation order, rather than matching their final Pokédex order.
  • The Firmware banner identifies the game as Pokemon DP 06.2.17ver GAMEFREAK.inc.
  • The Rival cannot be named, having a placeholder name of "Pearl" (パール), rather than Barry (ジュン Jun) in the final.
  • A lot of the sound effects are different;
    • The sound for the inventory would be used as the countdown timer for the Poffin-making minigame in the final.
    • The sound effect for a fainted Pokémon is played in reverse.
    • The jingle for obtaining a Gym Badge has not yet been implemented, using the item collection jingle instead.
  • All interiors in this build are 3D view, which is replaced by a flat view in the final.
  • The animation for the player entering interiors aren't present.
  • All Gym Badges received from beating Gym Leaders are simply called Gym Badge (ジムバッジ) rather than having specific names.
  • The Trainer Card received some changes:
    • Gym Leaders are always silhouetted, rather than being fully present in the final.
    • Gym Badges can be polished but are missing the sound effects for that, and will always catch dust again after the menu is closed.
  • The Gym Badges in the Trainer Card are completely different in design;
    • The Coal Badge had two circles rather than a stylized rock.
    • The Forest Badge was simply a triangle, likely representing that of a cedar tree. The motif itself would make its way into the final badge design.
    • The Cobble Badge was completely different, shaped like a person instead. Differently-shaped Gym Badges would appear in X & Y.
    • The Fen Badge was actually a person's head with a frog-like hair-style.
    • The Relic Badge was originally shaped like a keyhole.
    • The Mine Badge was simply a square.
    • The Icicle Badge was a...question mark. The gym's theme may not have been decided at that point.
    • The Beacon Badge was a placeholder circle.

Gameplay Differences

  • Running Shoes are usable from the start, but the running sprites for Lucas and Dawn were not implemented yet.
  • The bicycle is also usable from the start.
  • The Mystery Zone is named なまえのないばしょ (Nameless Place) instead of なぞのばしょ (Mystery Place).
  • Pokémon Battles work a little differently;
    • There are only two effects for Wild Pokemon and Trainer battles, one of them being used in the final for fighting Palkia, Dialgia and Giratina.
    • All Pokémon Trainer battles start with the grass transition effect, which is strictly used for Wild Pokémon in the grass in the final.
    • No matter where Pokemon battles are held, they will always take place in the tall grass background.
    • The transition for the Pokémon Trainers move slowly like in the Generation III games.
    • The Pokémon Cries for Sinnoh Pokémon had not yet been implemented, using Bulbasaur's Cry as a placeholder.
    • The music drowns out the sound effects for attacks.
    • The Poké ball transition effects vary in battle, like how Seals work in the final.
    • After completing a wild battle in the tall grass, the grass rustles with Pokémon much like the PokéRadar.
    • Pokémon can obey orders no matter how many Gym Badges the player has.
    • The player can run from Pokemon Trainer battles.
  • Water doesn't have collision programmed in yet, meaning it can just be walked on.
  • Honey trees have not been implemented yet.
  • The Underground features different mechanics, the player has to dig in the floor with dig spots being revealed for a split second immediately after tapping the touch screen. There are two dig spots around the area you land in: one directly on the tile you end up on, and another one tile below.

Story Differences

  • The story begins very differently.
    • The player's and your rival's houses are swapped.
    • When the player leaves the house, they are immediately greeted by Professor Rowan, who then goes to Lake Verity.
    • The player can exit Twinleaf Town immediately and head for Lake Verity, as the player's rival blocks the grass on Route 201.
    • Upon arriving at the lake, the player has to talk to Professor Rowan manually, who then gives the player a choice of the three starters and leaves. Afterwards, the player's father appears to tell the player they should deliver the Pokédex Rowan forgot, to his lab.
    • The player is stopped by their rival who challenges them to a battle as soon as they approach the grass on Route 201, he uses a level 5 Weavile as a placeholder, making him quite hard to beat, especially since healing items can't be used in battles yet.
    • When entering Sandgem Town, Prof. Rowan immediately guides the player to his lab, and gives them the Pokédex.

While the plot ends here, the rival battle on Route 203 is already present, but uses the first battle's team as a placeholder.

  • The hiker inside Oreburgh Gate doesn't stop the player to give them HM06.
  • Roark can be battled, but the Oreburgh Mine segment was not implemented yet.
  • The gameplay ends at Valley Windworks, as the warp to the building is missing entirely.

Map Differences

To do:
Cover areas past Jubilife, add screenshots.
  • Many dungeons and some overworld areas have not been implemented yet. Outside of dungeons, only Lake Verity, Oreburgh Gate and Ravaged Path are implemented, while overworld maps like Pastoria City, Route 223, and the Pokémon League maps have headers, but no contents/are test maps and the postgame island, areas to the east of the Pokémon League, Iron Island, Fullmoon Island and Newmoon Island have no names or map data besides placeholders. All of these areas are recognized as their proper type (Route/Town/City) on the town map, however the text that shows up is just a placeholder.
  • The Mystery Zone is named なまえのないばしょ (Nameless Place) instead of なぞのばしょ (Mystery Place).
  • Many signs and item balls are flat out missing, with more NPCs having different (and often, incorrect) locations.
  • A big chunk of tilesets appear to be taken from Pokémon Ruby and Sapphire.

Twinleaf Town

  • The houses for the player and rival are swapped, but the layout is mostly the same.

Route 201/Verity Lakefront

  • The long ledge on Route 201 and Verity Lakefront is split into two, with the lake side being accessible from there. Trees are also at different positions and one of the trees is offset compared to the rest.

Lake Verity

  • Lake Verity uses a completely different design, featuring water on the same level as the ground, and a forest entrance instead of a cave. No warps are present however. The area's chunks also seem to be scrambled in-game, with only the bottom-left chunk loading correctly. No Wild Pokémon are present on this map.

Jubilife City

  • Jubilife City has plus-shaped patterns on the intersections, the locations and models of certain buildings have also been swapped and the path to the Global Terminal is longer and starts from beneath the Pokétch Co. building instead of starting next to the Trainers' School.
  • The Trainers' School plays the Mystery Zone music, implying that it was going to have a specific theme but the Jubilife City music is used instead in the final.
  • The design of the Jubilife Condominiums interior is drastically different, and it plays the Gym theme (explaining why the Gym theme plays on the scrapped top floor in the final). The scrapped floors are also accessible normally.

Route 203

  • Almost exactly like the final, except that the top area is a bit different.

Oreburgh Gate

  • Near-final layout, except that some of the rocks are positioned differently.
  • Different tileset.

Oreburgh City

  • Though the layout is the same, many of the buildings and structures are unfinished, appearing as placeholder white blocks. The tileset is also unfinished.
  • Grass and trees are present at the bottom of the map with some water in a pond, rather than rocky grounds.
    • There is also an unusual-looking pond present at the bottom-right and bottom-left part of the map, using the tileset from Ruby and Sapphire.
  • Oreburgh Mine cannot be accessed.

Oreburgh Gym

  • Near-final layout, except for the lack of Trainers and a rug for where the Gym Leader should be.
  • The Gym's entrance is positioned wrong when entered from Oreburgh City.

Route 204

  • The pond on the top right bottom area was smaller, and had tall grass surrounding it, which were replaced with trees and a hidden item in the final.

Ravaged Path

  • Uses a drastically different and unusually-bright tileset, likely for testing.

Floarama Town

  • Though the layout is final, the houses appear as placeholder white blocks.

Valley Windworks

  • The building is unfinished, using a placeholder brown block.
  • There are three misplaced Scientist Pokémon Trainers in the area, likely acting as a precursor to the Team Galatic takeover.
  • The unused cave theme (which would be used for the Victory Road in the final) plays in this area.
  • The tall grass near the top-right forest entrance is covered with rock on the ground.

Route 205

  • Layout is mostly the same as final, except that the rock tileset is different.
  • Eterna Forest cannot be accessed, instead warping the player to a misplaced part of the alternate way around the area.

Eterna City

  • There is an extra path where the Underground House should be.
  • There are two extra apartment blocks on the top-right area rather than one.

Eterna Gym

  • The Gym Entrance is wrongly placed.
  • Lucas/Dawn is present in the area.
  • The warp to the Gym itself is broken.
  • The Gym's camera view isn't tilted.
  • There is no blue-cloud wall present.

Route 206

Route 207

Mt. Coronet

Route 208

Hearthome City

  • It sometimes rains in Hearthome City.

Amity Square

  • Completely unfinished in this build.

Route 209

  • A lot shorter and incomplete.

Solaceon Town

  • There were ponds present, especially in the Daycare area.
  • There seemed to be placeholder blocks for houses in the Pokemon Daycare, which isn't present in the final. They would eventually appear in Platinum.
  • The Solaceon Ruins cannot be accessed.

Route 210

  • The beginning from Solaceon Town is completely different.

Route 215

  • A lot shorter, incomplete and different.
  • There are placeholder tile graphics that appear at the beginning.

Veilstone City

  • The city overall had more connected paths.
  • There is a pond present at the bottom of the city, which was removed in the final.
  • The Mystery Zone below the area has a lot of misplaced signs.
  • The area where Galactic Headquarters would be located originally seemed to be a huge warehouse.
  • There seemed to be an additional eastern entrance that lead to an unfinished location.

Route 214

  • The mountainous areas appear to be taller unlike the final.

Spring Path

  • Has the placeholder name of (みずうみ) Lake.
  • Has the basic finalized layout, but the entrance is broken.

Valor Lakefront

  • The northern entrance to the Hotel Grand Lake was bigger rather than being a simple staircase.
  • The Hotel Grand Lake had a completely different layout.

Route 213

  • Sandstorms occur on the route, suggesting that it was going to be desert-based rather than beach-based.

Pastoria City

  • The layout is completely different and unfinished, with an unfinished waterfall graphic and a cave blocking the border.

Route 218

  • The Pokemon Trainers are misplaced in the Route, suggesting that it went through a layout change in an earlier build.

Canalave City

  • Though the layout is the same, many of the buildings and structures are unfinished, appearing as placeholder white blocks.

Route 211

  • Mount Coronet cannot be accessed.

Route 216

  • Appears as a completely grassy area rather than covered in snow.
  • The rock tileset is different.
  • The route is slightly shorter, having two ramps instead of three.

Route 217

  • Completely different layout, consisting of a mountainous area rather than a large snowfield.

Acuity Lakefront

  • There seemed to be two different entrances to Lake Acuity.

Snowpoint City

  • The harbor area was bigger.
  • There are unfinished snow graphics found in the northern part.
  • The Snowpoint Temple didn't exist.

Route 219

  • The area with the Antidote on Route 219 is longer, and doesn't have any items.

Route 220

  • Route 220 is positioned much closer to the map border, making the trees from the Mystery Zone next to it visible.

Route 222

  • The beach area was more desert-like.

Sunyshore City

  • The layout is fairly different.
  • The city has no solar panel catwalks.
  • There were harbor warehouses present.

Route 223

  • Completely unfinished, consisting of a plain grassland with misplaced Pokemon Trainers.
  • There is no entrance to the Victory Road.