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Proto:Pokémon Mystery Dungeon: Rescue Team DX

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This page details one or more prototype versions of Pokémon Mystery Dungeon: Rescue Team DX.

This article covers the demo version of the game.

Hmmm...
To do:
Check if there is anything different from the final game
  • Is there any early graphics, sounds, animations and models in this build?
  • Any unused assets as well?
  • Interestingly enough, the demo does have some code for some cutscenes that are only meant to be playable in the final game. Being the recruiting part with Wigglytuff, you just need to bypass the dungeon limit via a save file from the final game after beating the Mt. Steel dungeon. In which possibly means the demo is actually the final game with missing files.
    • Try and mod it by putting the missing files to the demo and see if it plays like the full game. As there is some cutscenes from the final game in the demo.
  • There is way more unused animations, that are left in the demo's files that don't get used.
    • Since there is no boss battle in the demo, the Battle Animation for certain Boss and playable Pokemon goes unused.
    • Many cutscene animations as well.
      • These animations for the Starter Pokemon go unused in the demo.
        • bd_battle
        • ev110_keikai and ev110_keikailoop
  • Some unused portraits, that are left in the demo's files unused.
    • Many portraits used for the story element of the game.
  • Some of the files on this page are seriously low quality and need replacing.


Demo Lockouts

  • You can only explore two dungeons, Tiny Woods and Thunderwave Cave.
  • The game will not let you progress in the story after Dugtrio appears. All you can do at this point is train in the Dojo to level up your Pokemon.
  • You cannot recruit any Pokemon or access the Team Camps due to Mt. Steel and dungeon access being disabled.
  • Certain features are disabled in the demo such as:
    • Friend Rescue (Same goes for the post office)
    • Wondermail
    • Dungeon Exploring (After exploring two of the dungeons in the demo)

Bypass Demo Lockout

There is a way to bypass the demo lockout by using a save file from the final version of the game. After you beat Mt. Steel, import the save to the demo version via Yuzu. You can see some cutscenes you are normally not supposed to see in the demo. Some cutscenes crash the game however, due to the demo missing the files required for the cutscenes to load. Dungeon exploration is also still locked.

Rescue Team Camps

Rescue Team camps are not normally accessible in the demo version of the game, however, they can be accessed from a final game save file being imported to the demo version. They function like the final game but with no music, due to the files missing in the demo.

Unused Models

Hmmm...
To do:
There is more

Pokémon

Various high-poly Pokémon models used in cutscenes and in the overworld area, are found in the game files. But are not used due to the demo lockouts, these would later be used in the final game.

  • aabo_10.ab (Ekans)
  • abusoru_10.ab (Absol)
  • Most of the second/third evolution forms for the starter Pokemon.

Buildings

b01_01c_house_pikachuu.ab

Found in the demo's files, is this model for Pikachu's House. This can only be seen in the final game when you finish giving enough Chestnuts to the Mankeys while they are remodeling your Team Base. The .ab file includes the mailbox as well. This was used for promotional material, for a trading card called "Rescue Team DX's Pikachu (S-P Promo 36)".

PMDDXDemoPikachuHouse.png

Areas

a05_02_ending_dark.ab

This was only used in the final game, when you beat the game. Where the player gets brought back to the Human World raising to the stars.

PMDDXDemo a05 02 ending dark.png

Objects

Statues

These 4 statues are only obtainable in the final game.


Unused Portraits

Hmmm...
To do:
  • Provide the rest of the unused portraits that were unused in the demo, that were not in previous games.
    • Gardevoir (06)
    • Spinda (06 and 13)

These new portraits for certain Pokemon in DX go unused in the demo version, due to the lockouts. But are present in the Demo's files.

Blastoise

PMDDXDemo Blastoise04.png

This angry portrait for Blastoise is used in the final game, during one of the post-game cutscenes.

Shiftry

These portraits for Shiftry are used in the final game in cutscenes.

Gengar

These portraits for Gengar are used in the final game in cutscenes.

Alakazam

These portraits for Alakazam are used in the final game in cutscenes.

Octillery

PMDDXDemo Octillery 10.png

This determined portrait for Octillery is used in the final game, during one of the cutscenes.

Tyranitar

PMDDXDemo Tyranitar 13.png

This shocked portrait for Tyranitar is used in the final game, during one of the cutscenes.

Jumpluff

These portraits for Jumpluff are used in the final game in cutscenes.

Bellsprout

These portraits for Bellsprout are used in the final game in cutscenes.

Snubbull

These portraits for Snubbull are used in the final game in cutscenes.

Moltres

PMDDXDemo Moltres 03.png

This pain portrait for Moltres, got overhualed in DX. But is only used in the final game when you defeat Moltres.

Unused Animations

Hmmm...
To do:
There is more

Since the demo locks you out after two dungeons, some animations go unused.

ev107_hetaritachi

This animation is used in the final game when the partner is getting back up from sitting.

ev108_kusyami

This animation is used in the final game when the partner is sneezing.

ev108_shinkokyuu

This animation is used in the final game when the partner is breathing in and out in the Ninetales cutscene.

ev107_hetari

This animation is used in the final game when the partner falls into a sitting position.

ev108_tantenaosu

This animation is used in the final games Team A.C.T fight cutscene when the player is doing a backflip and landing.

Unused Sounds

ME_EVOLUTION

Goes unused due to the demo lockout. This sound is used for when you evolve in Luminous Cave after you beat the game's story.

Temporary/Unused Graphics

In-development screenshots of the game can be found within the demo’s files with the kanji for “Temporary”. They mostly are maps of boss arenas and dungeon-end areas from the original pair of games (some of which are crudely stitched together from multiple screenshots), most likely to help the remake team in designing the updated versions. Some strings of numbers appear at the bottom of a few of these images, probably debug information of some kind. The genshikaiki block is from a screenshot of a Windows Media Player video.

Amusingly, the cropping on the reference photographs isn't quite perfect, revealing that they were taken in an emulator.

PMDRTDX 7079.png

PMDRTDX 33428.png

PMDRTDX 34077.png

PMDRTDX 34201.png

PMDRTDX 34875.png

PMDRTDX 37134.png

PMDRTDX 38808.png

PMDRTDX Chp genshikaiki block.png

PMDRTDX Kari.png

Unused Files

A binary file entitled shiren_arts_data_info.bin is present in the demo's files. The name suggests a relation to Shiren the Wanderer, another Mystery Dungeon series developed by Spike Chunsoft.

Oddities

Using A Save File from the final version of the game

Since the save file system is exactly like the final game, it is possible to use a save file from the final version of the game via Yuzu. However, the game will crash when you attempt to load it, as the demo is missing files required for certain things such as upgradeable buildings.

Partner telling you to go to Mt. Steel

Despite the demo not allowing you to go there, your partner still asks you to check out Mt. Steel in the demo version.

PMDDXDemo2.png

Earlier Build Dates

Found in Streamingassets/data/revisionDataLocal.xml is various earlier build dates, likely from earlier prototype builds of the game. The final game actually got rid of these in the file, with the only build date that exists in the final is 2019-12-06 15:00:47

 
2019-12-03 11:07:53 

2019-12-03 11:19:35

2019-12-03 18:59:15

2019-12-04 13:24:21

2019-12-05 11:48:32

2019-12-05 13:20:14

2019-12-05 14:45:17

2019-12-05 15:57:59

2019-12-05 16:36:18

Build Number

Found in revisionDataLocal.xml is the build number.

1499

Developer Usernames

Found in revisionDataLocal.xml is 3 developer usernames belonging to the creators of the game.

s-tomie

Shin-ichiro Tomie is one of the directors of the game.

e-tanaka

Emiko Tanaka is the event director of the game.

t-kanai

Takuya Kanai is the lead programmer of the game.

Developer Messages

Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: Translation was done with DeepL and may be inaccurate.

Also found in revisionDataLocal.xml is various developer messages in Japanese.

Japanese Translation Notes
PV07のテキストID振り忘れ対応  *makeエラーさせてしまい大変申し訳ありません Correspondence to the forgotten text ID of PV07 *I am very sorry for the make error.
Japanese Translation Notes
PV07重複IDエラー修正 PV07 duplicate ID error corrected
Japanese Translation Notes
PV07作成中。。。 PV07 is under construction.
Japanese Translation Notes
PV07完成 PV07 completed
Japanese Translation Notes
PV微修正 Slight revision of PV
Japanese Translation Notes
シナリオPV07「きゅうじょたいごっこ」セリフを修正 Corrected scenario PV07 "Kyujyutai Gokko" line.
Japanese Translation Notes
PV07微修正  キャタピーの隠れる瞬間が微バレしていたのを修正 PV07 slight modification Fixed the slight exposure of the moment when the caterpillar hides.
Japanese Translation Notes
ブラジルレーティング ClassIndを対応 Support for Brazilian rating ClassInd

Revisonal Differences

The demo build was made on January 9, 2020. It is around 2 months older than the final build. It features a similar title screen to the full game, but with the word "demo" added. The demo logo is still left in the final game, unused. The file size for the demo version is reduced to 1GB, rather than 3.7GB in the final game.

Demo Build Final Game
PMDDXDemoTitleScreen.png PMDDXTitle.png