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Talk:Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team

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Title Screens

Do we need Spanish, Italian, French, German, and Korean pictures? They don't appear to be adding much insight on the game.Theclaw (talk) 03:36, 24 October 2014 (EDT)

About Korean, yes. For the others you mentioned, I'm not sure. You should ask to the admins. --Crocodile91 (talk) 03:59, 24 October 2014 (EDT)

Unused coordinates.

Sky Tower Summit is used for the Rayquaza cutscene in Blue Rescue Team. Chances, so is the case with the legendary birds' dungeons and Ninetales' dungeon. Centaurio (talk) 08:15, 6 December 2015 (EST)

Thanks for the info, I'll now investigate. It will require some time. --Crocodile91 (talk) 10:36, 6 December 2015 (EST)

Done. I confirm that this applies to every cutscene related to these locations, I added a note about it. I also noticed and fixed an incorrected coordinate in the mockup image. Thank you very much --Crocodile91 (talk) 17:11, 6 December 2015 (EST)

Names

I've noticed that English release uses only whatever the Pokémon is named on the list of recruited Pokémon, while Japanese release lists nickname followed by species' name in a bracket. Is that a change or did I disable something? Centaurio (talk) 10:21, 11 December 2015 (EST)

I'm pretty sure it is an actual change, so it's ok to add it to the page. But I don't have proper screenshots from the Japanese version... --Crocodile91 (talk) 15:56, 11 December 2015 (EST)
Well, you can add these. Centaurio (talk) 16:52, 11 December 2015 (EST)

Unused screen?

I've noticed that using the warp code with E4 (E6 in the Japanese release) throws you into this screen. This is the first time I ever have seen it. Was it ever used in the game? Centaurio (talk) 10:51, 18 December 2015 (EST)

It is used. It is present in the base after upgrading with help of Monkeys. You just need to get close to the upper left and press A. --Crocodile91 (talk) 18:19, 18 December 2015 (EST)

ROM map

Little by little, I'm analyzing the ROM by using XVI32 and ROM Corrupter, and writing down everything I find on DataCrystal, so that anyone can use it. This is vital for finding unused content, and eventually creating hack ROMs. Any help is welcomed. --Crocodile91 (talk) 17:46, 27 December 2015 (EST)

What exactly do you need help on right now? (I suppose that I also need to learn how these two programs work). Centaurio (talk) 17:45, 31 December 2015 (EST)
Above all, it will be nice to add more data for the unused Pokémon. The problem is that I'm not sure if the data that appears in the Pokémon summary is the actually programmed data for these Pokémon or is just some sort of default data. So it needs to find the Pokémon data in the ROM for Type, Ability, Species, etc. --Crocodile91 (talk) 06:57, 1 January 2016 (EST)

EVENT_ZUKKOKE sound file

(I know, this is trivial.) Google translates "zukkoke" (ずっこけ) to mean "goofy". I think it is possible this is a dummy file. Just my two cents. Kelario (talk) 04:53, 25 June 2016 (EDT)

I thought it was a theme for the partner to greet the player a good morning to them when they wake up.--DigitalDiamal99 (talk) 17:59, 25 June 2016 (EDT)

I think it is a song for an unused event. This song title may suggest that the event is focused about an goofy character, like when Munchlax when trips over. I personally never seen that event in the game and there aren't videos on YouTube, so it may be it.
By the way, the song seems a bit too much elaborate to be a just dummy. It may rather be a reference from another game or an original song intended to leave a signature or just to have some fun composing. Check Link's Awakening Hidden Songs to see what I mean. Maybe I'm overdoing with the assumptions, we'll never know untill someone shows some actual link to something. :/ --Crocodile91 (talk) 13:56, 27 August 2016 (EDT)

Palette/Type Problems

Hello. I'm still fairly new to this, so please bear with me. I was finding codes to modify the type/ability/palette/moves etc. of the first and second Pokemon on Blue Rescue Team using DeSmuMe. I have found complete codes to modify the move sets and the first and second abilities of both pokemon, but I ran into problems with changing the palette. I was using sprite 01A7, the Rayquaza clone, because it was easy to find in HxD after dumping the memory from the emulator. I wanted to test out the "None" Pokemon type, but when I changed 01A7's type to it, colored clouds began appearing around it with each step I took. It made the ROM nearly unplayable.

This is because the type "00"[None] is in conflict with the data loaded from 01A7 in the cartridge's ROM, types "0F"[Dragon] and "0A"[Flying]. Same with the palette. When I tried to create a code using the the offset that contained 01A7's data, wasn't even loaded on the emulator, because the ROM can't be overwritten that simply.

Is there anyway to create a code to change this somehow, or to patch the cartridge using an AR code? I thought I read somewhere on GBATemp that it is possible to make a code to patch the cartridge, just lengthy and time-consuming.

--InquiringGamer (talk) 16:38, 25 July 2016 (EDT)

I'm a bit confused, I don't think I ever encountered such problems, but I hope this might help you out: I'll explain how to create ROM-patching cheat codes for VBA.
  1. Go to this page.
  2. Select "Format": "Action Replay MAX (v3/v4)" and enable the check on "Encrypted". These are the only setting wich I found to work for VBA.
  3. Select "Codetype": "ROM Patch", of course.
  4. Input the address to patch. No odd numbers allowed on the last digit.
  5. Don't bother with the "Size" stuff: it will count as a 2-byte value in any case.
  6. In the "Value" field you will put the hexadecimal value you want to write. adding "0x" or zeroes on the left of the value is irrelevant. Just remember that the value will be written in little-endian form.
  7. Click on "Add line >" and your cheat code will appear on the right textbox. You can copy it now.
  8. If you are using VBA, you will insert it as a GameShark code.
--Crocodile91 (talk) 15:33, 27 August 2016 (EDT)
PS: As far I know, DS cheat devices have less features than the ones for GBA. I can't help you any further in this because I never tried to hack Blue Rescue Team. You should research more about DS ROM hacking and DS code cheating. --Crocodile91 (talk) 08:24, 28 August 2016 (EDT)

Five unused tilesets in the game

There are five unused tilesets in the game; one of which is a pre-generated one (ie. a boss room) and the other four are still found in Explorers' data (though one of these is still unused). Are these VRAM or ROM? Centaurio (talk) 04:38, 21 January 2017 (EST)

Actually, there are only four unused tilesets. I found them while developing a level editor for Red Rescue Team. There's a video on them on my youtube channel. Their IDs are 0x1, 0x14, 0x16 and 0x1A. 0x1 and 0x1A are used in unused dungeons. SunakazeKun (talk) 19:23, 21 January 2017 (EST)
The Mt. Freeze end, where you met Ninetales, has its own ID in the game (like the places where you fight Rayquaza and Lugia), implying you were supposed to fight there (probably with Team ACT). Centaurio (talk) 03:40, 23 January 2017 (EST)
The end is the fifth and final floor of the first Mt. Freeze Peak dungeon. That one makes use of this tileset. The second Mt. Freeze Peak dungeon is unused, btw. There are a few minor differences that I'll put on the page if I find the time. SunakazeKun (talk) 07:43, 23 January 2017 (EST)

Deconstructing the dungeon generation algorithms

[1]--FCandChill (talk) 21:08, 5 July 2021 (UTC)