
This track was later released through the official soundtrack. The GB Sounds version of the Mysterious Transmission that is played when the PokéGear radio is opened in the Ruins of Alph.
#DESMUME POKEMON HEART GOLD ARCHIVE#
However there are a couple of music tracks not covered by the Pokémon Past Archive that cannot be accessed at all during normal gameplay, as music played by the radio from the Pokégear is not affected by the GB Sounds: The GB Sounds item allows 8-bit music tracks to be played, and most tracks that couldn't be listened to normally can be played using the Pokégear radio on Sundays through the Pokémon Past Archive Program after obtaining the GB Sounds. It is currently unknown if glitch items in this generation are connected with other game data in the same way.īizarrely, the entire audio archive and soundtrack from Pokémon Diamond & Pearl is carried over, despite very few tracks from that game actually being used in the game! This is more than likely a case of imported data, as HeartGold & SoulSilver reuse many graphical and audio assets from those games. In earlier generations, performing an item underflow glitch and swapping some of the items under the cancel button would seem to change up the game, indicating that the items are connected to other game data. They don't seem to be usable, but may possibly be connected to other data, like map data. It appears that some glitch items above 0x0F00 have similar sprites to already existing items but use a different colour palette. There are many hex values that go unused and have the same data as the blank item data above. To see the debug mode strings, please look at the Notes page.įind out more items, and list them and their properties. This debug mode is apparently based on the one in Platinum, containing references to events such as the Distortion World it seems more of it survives than in that game.

#DESMUME POKEMON HEART GOLD CODE#
However, the debug menu code is probably lost. Nearly 2,000 text strings can be found talking about changing values for unknown debugging features. Pokétch graphics used in Platinum are all still in the game's files, including the two unused graphics from Diamond and Pearl. The sound file (sound_data.sdat) from Diamond/Pearl is still in the game's files, completely unused. There's also an entire map header dedicated to the Underground, but the map matrix responsible for it just reloads the entire Johto and Kanto overworlds. It's possible that it was going to be remade, as the walking sprites for both the Diamond/Pearl heroes exist with the other underground files however, Platinum's heroes are missing. Most (if not all) of the 2D graphics remain, including the traps, radar pinging, and the mining mini-game. There are quite a few files related to the huge underground complex found in the three earlier Pokémon DS games.

The slots had a design overhaul in Japan, but were replaced by a Voltorb Flip minigame for everyone else. Most graphics from the Diamond/Pearl slots game remain, including the Clefairy bonus mode. Several overworld sprites were not reintroduced in HeartGold and SoulSilver but still exist within the game, such as the associated data for the playable male and female characters (as they appeared in Diamond and Pearl) including their 'berry planting' poses and Gym Leaders (with the exception of Maylene and Crasher Wake, who appear in Celadon and Johto Route 47, respectively). Missing are the female hero's purse and Platinum's white bags. The sprites for the Diamond/Pearl male hero's item pocket selection's upper screen remain.

There may be more files of interest in there.įiles originally found in Pokémon Diamond and Pearl have found their way into HeartGold and SoulSilver.

In addition, the /pbr/ directory has a lot of Diamond/Pearl/Platinum data. This whole section should be revised to accurately specify what Platinum content is really missing. The sprites of the heroes from Platinum still exist in the game, since cheat codes allow them to appear.
