Pokémon XD: Gale of Darkness is pretty cool. It improved upon its predecessor, Pokémon Colosseum, in most aspects. Sadly, the GameCube and Wii era console titles in the Pokemon series are not celebrated as much as the handheld games, though they still garner a faithful cult following. Nothing quite says 2005 like an image of Shadow Lugia (maybe except for Anakin and Obi-Wan's battle in Revenge of the Sith, but the similarities between Mustafar and Citadark Isle are definitely noticeable). Being a long time fan of the Pokémon games, Pokémon XD may be the game I put the most time into when I was younger (eighty-eight Pokémon at level 100). I still have the Player's Guide, and I replayed it not too long ago.







I wanted to share a few findings about Pokémon XD that I haven't seen much info about anywhere else online. I particularly want to talk about some exploration I've done with Action Replay codes that allow you to force the game to load a different area where it would usually load another. Here is a basic example of how this "Room Replacement" code works: say I just started a save game and I want to travel to Citadark Isle (beat the game early). Values in the AR code can be modified so when entering a room, like the exterior of the Pokémon HQ, it takes you to another room instead, like the dock at Citadark Isle. All of Pokémon XD's files, like Pokémon Colosseum, are stored in .fsys files.





So we're going to dive into Pokémon XD's internal data and discover some lost things. And you're going to see how this image below is possible:









Yeah. This can happen, but...

Yeah. This can happen, but...





Part 1: There's no choice but to go on...







Before I go further, it's important to know that when using the Room Replacement code (the easiest way to load unused areas), I often would replace the title screen, which causes something interesting:







Pokémon XD will only check the Memory Card in Slot A for data after pressing the Start button on the title screen. If this routine does not occur and the Memory Card in Slot A is not read at that moment, the game will never be able to save or load to the Memory Card in Slot A. If you use the Room Replacer code to replace loading the title screen with another room, which also means bypassing the game's routine to check the Memory Card in Slot A, the game will attempt to function normally, but you may run into a few glitches. If the game has not established a connection with the Memory Card, you'll get this mysterious and somewhat encouraging message whenever you try to save the game:





It doesn't appear possible to save now...

There's no choice but to go on.











Without cheats, there is no way to possibly bypass the title screen and avoid establishing a connection with the Memory Card, so as far as I know, this text is unused in the retail version of the game. However, it is used in the kiosk demo of Pokémon XD. Rather than removing the Save options from the pause menu in the demo, trying to save the demo game brings up the same message:

Without cheats, there is no way to possibly bypass the title screen and avoid establishing a connection with the Memory Card, so as far as I know, this text is unused in the retail version of the game. However, it is used in the kiosk demo of. Rather than removing the Save options from the pause menu in the demo, trying to save the demo game brings up the same message:









It's the same text! It is important to note that the kiosk demo doesn't seem to be built from an earlier version of Pokémon XD. The demo's Apploader date on the ISO is November 10th, 2004, whereas the retail Apploader date is May 21st, 2004 (strangely, over a year before the Japanese release date - it's closer to the Colosseum's PAL release date than anything else, so it's possible XD's Apploader date was never updated). The message is vague enough to work for the demo or as a handler for the retail game if a player ends up in a situation where saving could trap the player or somehow corrupt the Memory Card data.

It's the same text! It is important to note that the kiosk demo doesn't seem to be built from an earlier version of. The demo's Apploader date on the ISO is November 10th, 2004, whereas the retail Apploader date is May 21st, 2004 (strangely, over a year before the Japanese release date - it's closer to the's PAL release date than anything else, so it's possibleApploader date was never updated). The message is vague enough to work for the demo or as a handler for the retail game if a player ends up in a situation where saving could trap the player or somehow corrupt the Memory Card data.





Even if you don't have a Memory Card in Slot A and the title screen loads, the game will recognize that the Memory Card is not there, but it won't give you this message (likely so you can insert a Memory Card while playing and save). The demo's title screen also skips checking the Memory Card in Slot A, which defaults to the game telling the player that there's no choice but to go on. Therefore, it seems like this message is being displayed in the demo and in the final game for the same reason: the title screen's Memory Card check was skipped.





Pokémon XD, skipping the Memory Card check and the name entry screen will leave the player's name as a few spaces. Much less creative than Pokémon may also be glitched.

In the retail version ofskipping the Memory Card check and the name entry screen will leave the player's name as a few spaces. Much less creative than Red and Blue . Some other information regarding the player and any obtainedPokémon may also be glitched.







Part 2: The Orre You Weren't Supposed to See



Now that this has been explained, let's load up some rooms. Since I have been using the Room Replacement code to load different areas in the game before the title screen ever gets a chance to check the Memory Card or load any data, I am essentially forcing a save file to start at different areas in the game. I tried this with every map possible with the Room Replacement code. I was super curious to see how the game would handle this. At the end of this journal entry, I have the AR code (originally created by Ralf from GC-Forever) with my notes on each room when it is loaded before it is supposed to be accessed in the regular story.







Behaviors in an area may change if it is loaded first or if you enter the area from another room (for example, starting outside of Outskirt Stand will prompt a cutscene and battle with Mirror B. that won't occur if you start inside Outskirt Stand). There are a few common issues throughout most of the areas: almost no one in Orre will talk to you, you'll often start inside of an object (you can always escape or maybe even explore out-of-bounds areas), music probably won't play, and the ONBS TV station will usually play their first S.S. Libra story. It's the Orre you weren't supposed to see: it's like arriving to a party before they have finished setting everything up.







Here are a few screenshots that show the player starting a map inside of an object.











Another bizarre thing that happens fairly often during battles is that when an opponent brings out a Shadow Pokémon, the brief cutscene where the player's Snag Machine detects the Shadow Pokémon replaces the player with a Team Snagem grunt. I guess it's fitting? You snagem, they snagem.







Another bizarre thing that happens fairly often during battles is that when an opponent brings out a Shadow Pokémon, the brief cutscene where the player's Snag Machine detects the Shadow Pokémon replaces the player with a Team Snagem grunt. I guess it's fitting? You snagem, they snagem.

Here are a few highlights from different areas (full notes on each area are at the end of the journal entry):









Mt. Battle: Most of the different Mt. Battle areas will start you just behind the invisible exit that can teleport you back to the beginning. Sometimes, it is just out of place enough to allow you to walk out of bounds and skip entire portions of Mt. Battle. If you load the top of Mt. Battle and beat the 100th trainer, you'll be rewarded with the Johto starter of your choice as if you cleared the entire Mt. Battle without stopping.







Most of the different Mt. Battle areas will start you just behind the invisible exit that can teleport you back to the beginning. Sometimes, it is just out of place enough to allow you to walk out of bounds and skip entire portions of Mt. Battle. If you load the top of Mt. Battle and beat the 100th trainer, you'll be rewarded with the Johto starter of your choice as if you cleared the entire Mt. Battle without stopping.

Also I don't know where Vander is. Another oddity is that only the Rest Area after Area 3 will prohibit you from advancing to the next area. I don't recall this ever happening in-game, nor do I know how you could possibly get to to the third Rest Area without clearing the first three areas of Mt. Battle. It may be an unused behavior with this NPC.







Realgam Tower: You almost always start an area inside of something. You can also walk completely through any of the Realgam Colosseum. You can also explore ALL of the exterior of Realgam Tower. It's not necessarily eventful, but it is a bit satisfying.





Orre Colosseum: This one is cool. You start in the middle of the stadium, but since you are never supposed to be able to access that area in-game, it has no solid objects preventing you from walking around and outside of Orre Colosseum! It's really neat to have some freedom in this game.









If you load into a battle arena, the player will be loaded into the center of the area and will have no controls available. This doesn't usually happen in rooms that are not designated as battle arenas. Above, the player is inside Orre Colosseum, but this actually T1_ancient_colo, not the battle arena for Orre Colosseum. Not sure what the intended use of this specific are once was or still is. It also has a different "ID" than Orre Colosseum's actual map. Rather than D7, it is T1.

If you load into a battle arena, the player will be loaded into the center of the area and will have no controls available. This doesn't usually happen in rooms that are not designated as battle arenas. Above, the player is inside Orre Colosseum, but this actually T1_ancient_colo, not the battle arena for Orre Colosseum. Not sure what the intended use of this specific are once was or still is. It also has a different "ID" than Orre Colosseum's actual map. Rather than D7, it is T1.





Gateon Port: For some reason, every time you enter Gateon Port's exterior, it will attempt to play a cutscene with the player and Jovi looking at the water. It will then transport the player over the water, so now you can walk around out of bounds!







Kaminko's Lab: Many of the early areas in the game function fairly normally. If you go to Kaminko's basement, however, Chobin will be sitting in his Robo Groudon.







Citadark Isle: Citadark Isle is probably the strangest area. The main area starts you out of bounds, so you can actually walk on the cruiser, which has some rough solids applied to it. Elevators often won't work, and people will just stare at you. Sometimes, a Cipher Peon will battle you, but only if you talk to them. One of the trainers will talk to you, but it is a bit suspicious...











The large Death Star-esque sphere floating above Citadark Isle is guarded by Ardos. He will look at you. He won't say anything. It's a little strange.







There is actually no way to fight the final boss without completing the game. Teleporting to Greevil's throne room will start you inside of him, and he and his son (whoops spoilers) won't say anything to you. If you enter from outside the sphere, the "gigantic glass wall" will be in the way (I forgot that was a part of the game and almost thought it was a funny block put in by the developers if you tried to cheat your way to the end of the game). The elevator in the bottom left corner of the throne room will crash the game. You think you could just go to the final boss room, but no one will be there for the final boss battle.







Just you and a Team Snagem grunt. The true final boss. The large Death Star-esque sphere floating above Citadark Isle is guarded by Ardos. He will look at you. He won't say anything. It's a little strange.There is actually no way to fight the final boss without completing the game. Teleporting to Greevil's throne room will start you inside of him, and he and his son (whoops spoilers) won't say anything to you. If you enter from outside the sphere, the "gigantic glass wall" will be in the way (I forgot that was a part of the game and almost thought it was a funny block put in by the developers if you tried to cheat your way to the end of the game). The elevator in the bottom left corner of the throne room will crash the game. You think you could just go to the final boss room, but no one will be there for the final boss battle.Just you and a Team Snagem grunt. The true final boss.





This area actually has no walls, so you can explore it freely. It's a huge room, but it is also only used for cutscenes and battles.



Part 3: Test Areas and Menus







Pokémon Colosseum. A good tip for exploring the game's different areas is to use

The game also has a few leftover test areas. Surprisingly, many of these are not in. A good tip for exploring the game's different areas is to use this hidden debug function which can slow down or pause the game's movement. The debug function's visability can also be toggled with up on the D-Pad. It's pretty useful to see if the game has softlocked or crashed. In Dolphin Emulator, you can also check the framerate to see if it has dropped to zero.





Here is worldmap_movedemo - while it doesn't load the player, the camera smoothly glides through this desert field and then stops. The game softlocks once it stops.











The game has two test rooms that can be loaded! They appear to use unique textures. There are duplicates of this area where the player can't move, but there also versions where you can move. It is reminiscent of areas within the S.S. Libra. Oddly, when the player moves off of a ledge, there is no jumping animation. The player is instantaneously teleported to the ground.













There is also a test room with a large solid-colored floor. The player can't move here, either. You're all alone









Another interesting area is what appears to be a beta or testing area for Phenac City's Pokémon Center. The player can walk around, but nothing can be interacted with, and you can't exit.

Another interesting area is what appears to be a beta or testing area for Phenac City's Pokémon Center. The player can walk around, but nothing can be interacted with, and you can't exit.









Something I wasn't expecting to see were the areas used for the pre-recorded ending cutscene! While the camera and remaining objects move similarly, all characters are missing, and the scenes will loop endlessly. It seems that many of the cutscene areas were removed, and there doesn't seem to be any specific reason for the final cutscene to be a video. Maybe loading times were too long between scenes?



Something I wasn't expecting to see were the areas used for the pre-recorded ending cutscene! While the camera and remaining objects move similarly, all characters are missing, and the scenes will loop endlessly. It seems that many of the cutscene areas were removed, and there doesn't seem to be any specific reason for the final cutscene to be a video. Maybe loading times were too long between scenes?





The mechkyogre_movedemo shows the brief sequence of the player riding the Mecha Kyogre to Citadark Isle, but it then shows you Citadark Isle with Greevil and his two sons (spoiler alert) walking up to this elevator. Once they get close enough, they warp back to the bridge and loop over and over.







The Battle CD menus that can be loaded can be a bit buggy. Loading it immediately after the company logos brings you to an empty menu. It's actually not as empty as it seems. The opening battle of the story mode, Salamence vs Metagross, can actually be seen here! Although, the Battle CD info is glitch ridden, and the game crashes once the CD is loaded.









That is, battle_disk shows the Salamence vs Metagross Battle CD. The battle_disk_doc menu doesn't work so well, either. It's probably worse off.

That is, battle_disk shows the Salamence vs Metagross Battle CD. The battle_disk_doc menu doesn't work so well, either. It's probably worse off.









The orre_menu file loads the Pokémon select menu for Orre Colosseum battles, but if you don't have a party set, and your opponent is non-existent, you get this...









Most menus that can be loaded here seem to be standalone. I suppose the game will tell these menus what data to load when it is loaded normally (i.e. what Pokémon to display, where the player should be taken upon leaving the menu, etc.). The game doesn't seem to have a default room to load, or at least one that works (it is worth noting that a few of the testing rooms will crash or softlock the game, and it is common practice for a game to have a designated default Most menus that can be loaded here seem to be standalone. I suppose the game will tell these menus what data to load when it is loaded normally (i.e. what Pokémon to display, where the player should be taken upon leaving the menu, etc.). The game doesn't seem to have a default room to load, or at least one that works (it is worth noting that a few of the testing rooms will crash or softlock the game, and it is common practice for a game to have a designated default room or character to load). This, on top of bypassing the Memory Card check, can lead to some bizarre behavior from the menus.





Take bingo_sheet as an example. The only working button on this screen is the B button, which exits the Battle Bingo card and crashes the game. There is also mailopen_menu, which will quickly show you a blank, frozen P*DA screen.











Here are a few more glitched menus: Here are a few more glitched menus:









Part 4A: Unused Rooms and Pokémon Colosseum Leftovers (with Action Replay)



That's right. There are Pokémon Colosseum exclusive areas in the data. But first...







It looks like Greevil's cruiser was going to be open to explore! The room has Citadark Isle's music and lighting, and the area's solids aren't completely polished, but they are functioning. Exiting the area at the very end of the boat brings you out between the two docks at the bottom of Citadark Isle. Perhaps the crusier was parked in a slightly different area at an earlier point in development, and the player would be able to go inside. That's right. There areexclusive areas in the data. But first...It looks like Greevil's cruiser was going to be open to explore! The room has Citadark Isle's music and lighting, and the area's solids aren't completely polished, but they are functioning. Exiting the area at the very end of the boat brings you out between the two docks at the bottom of Citadark Isle. Perhaps the crusier was parked in a slightly different area at an earlier point in development, and the player would be able to go inside.





Other than the unused cruiser interior, Pokémon XD's new areas don't come with much unused content. However, a few areas from Pokémon Colosseum that didn't carry over to XD still have leftovers. For example, this is Realgam Tower's exterior in Pokémon XD:









However, in the game's data, the player can load the original Colosseum Realgam Tower exterior in XD!





However, in the game's data, the player can load the originalRealgam Tower exterior in





Colosseum, Realgam Tower was the game's final area with more domes to explore. While these interiors are absent, the exterior remains and can be fully explored out of bounds. The front of Realgam Tower is still in construction, and the Gear item obtainable in Colosseum still flashes and waits to be collected. Sadly, it is unobtainable in XD.







Though it may not be as exciting, it was possible to receive Ho-oh in Colosseum, but not in XD. Still, the "area" in the game where the player was notified that they will receive Ho-oh still remains in XD.



Now this is fun: Pokémon Colosseum had e-Reader cards that could be used in the Colosseum were only ever released in Japan, and the Card e Room can only be accessed in other versions of Colosseum with cheats. Despite the e-Reader being discontinued in 2004, the Card e Room still exists in Pokémon XD! It still animates and glows, but it was never updated...







Understandably, it seems that none of the e-Reader functions are present in XD. At least, no NPC to assist you is loaded into the area. A file called cardemenu.fsys can be found in XD's data, and it seems to be complete (sadly no codes exist to load it). The strangest thing about this area is that the PC design from Colosseum is here and the PC functions just like every other PC in the game. That should tell you just how similar Colosseum and XD are internally. In, Realgam Tower was the game's final area with more domes to explore. While these interiors are absent, the exterior remains and can be fully explored out of bounds. The front of Realgam Tower is still in construction, and the Gear item obtainable instill flashes and waits to be collected. Sadly, it is unobtainable inThough it may not be as exciting, it was possible to receive Ho-oh in, but not in. Still, the "area" in the game where the player was notified that they will receive Ho-oh still remains inNow this is fun:had e-Reader cards that could be used in the Card e Room that could be found behind Phenac Stadium's left door. However, the e-Reader cards forwere only ever released in Japan, and the Card e Room can only be accessed in other versions ofwith cheats. Despite the e-Reader being discontinued in 2004, the Card e Room still exists inIt still animates and glows, but it was never updated...Understandably, it seems that none of the e-Reader functions are present in. At least, no NPC to assist you is loaded into the area. A file calledcan be found indata, and it seems to be complete (sadly no codes exist to load it).The strangest thing about this area is that the PC design fromis here and the PC functions just like every other PC in the game. That should tell you just how similarandare internally.





A fan-favorite area from Pokémon Colosseum that is the only major location not to return in XD is The Under, alongside the Under Colosseum and Deep Colosseum (Pyrite Bldg and Pyrite Cave are also missed). There is a string of text in the game that suggests The Under was going to be available on XD's map screen with the description: "An abandoned underground town." While there seems to be no other evidence of The Under once being a part of Pokémon XD, a few leftover areas from Pokémon Colosseum might suggest The Under would be in the game.



The Cipher Lab in XD has five unused areas, all of which are leftovers from Colosseum and can't be accessed without cheats.









There is no music, and the stairs will bring you to an actual spot in the Cipher Lab. There is room for stairs in the actual game, but there are none present once you go up. There is no music, and the stairs will bring you to an actual spot in the Cipher Lab. There is room for stairs in the actual game, but there are none present once you go up.









Going downstairs from there will bring you here. This looks familiar! And finally, you can go to... The Under Subway!









All of the ambient lights and solids are fully functional. The doors of the subway, known in Colosseum as The Shadow Liner, can be opened, but nothing happens when you step inside. The other two unused areas of the Cipher Lab are the cutscenes for the Under Subway's arrival and departure to and from the Cipher Lab. In these cutscenes, the player is loaded and has freedom to move anywhere as the cutscene loops over and over.







Why the subway station in the Cipher Lab or any of the other unused Colosseum areas were left in XD is currently unknown. There is certainly room remaining in XD's ISO for The Under. Colosseum and XD were released in Japan only two years apart from one another, so it's possible there wasn't time to rework The Under for the sequel so it was scrapped during development. Going downstairs from there will bring you here. This looks familiar! And finally, you can go to...All of the ambient lights and solids are fully functional. The doors of the subway, known inas The Shadow Liner, can be opened, but nothing happens when you step inside. The other two unused areas of the Cipher Lab are the cutscenes for the Under Subway's arrival and departure to and from the Cipher Lab. In these cutscenes, the player is loaded and has freedom to move anywhere as the cutscene loops over and over.Why the subway station in the Cipher Lab or any of the other unusedareas were left inis currently unknown. There is certainly room remaining in's ISO for The Under.andwere released in Japan only two years apart from one another, so it's possible there wasn't time to rework The Under for the sequel so it was scrapped during development.





Part 4B: Unused Rooms and Pokémon Colosseum Leftovers (with File Replacement)





Pokémon XD has a few more areas stored within its ISO with no known way of loading them with cheats, so the only way to load them is to manually replace files in the ISO so that it will bring the player to the area. This can produce side effects and is a lot less clean than an Action Replay code for Room Replacement. It is ideal to replace files that are similar. For almost all of these, I replaced the D7_out (Orre Colosseum) file, so simply selecting Orre Colosseum from the map would take me to whatever room I replaced it with. If you plan on doing this yourself, I used DAT Texture Wizard to replace files. It made the process pretty quick.









For starters, using file replacement to load the Card e Room from Colosseum will make this door's animation loop. This happens with most doors with file replacement. Also, the e-Reader card menu room from Colosseum is present. This circular design underneath the player rotates, but the player can't move.

For starters, using file replacement to load the Card e Room fromwill make this door's animation loop. This happens with most doors with file replacement. Also, the e-Reader card menu room fromis present. This circular design underneath the player rotates, but the player can't move.





You might be surprised to discover that Pyrite Town actually has the most unused maps in the game. That's because the entire Pyrite Cave is still in XD's data!









It's a pretty nostalgic trip. Every room's solids function normally, though there are no entrances or exits to the different parts of the Pyrite Cave. While it makes sense story-wise for ONBS cover up the Pyrite Cave's entrance, it seems like this area may have been kept in XD for some time during development. It has cool detail, too!



It's a pretty nostalgic trip. Every room's solids function normally, though there are no entrances or exits to the different parts of the Pyrite Cave. While it makes sense story-wise for ONBS cover up the Pyrite Cave's entrance, it seems like this area may have been kept infor some time during development. It has cool detail, too!





Even Pyrite Cave's battle area is present. Sadly, all of Pyrite Cave is unused in XD. Related to Pyrite Town is an early version of the Pyrite Colosseum entrance room, complete with animated PC and Healing Machine from Colosseum! This is funny: while the PC doesn't work, the Healing Machine will bring up your PC.









While Snagem Hideout does return in XD, it is a bit different and a few areas, some of which seem to be opening cutscene areas from Colosseum, remain hidden in XD's ISO and can be loaded via file replacement.







Gonzap's original office can be seen above. In all of these unused areas from Snagem Hideout, you can walk through anything.

While Snagem Hideout does return in, it is a bit different and a few areas, some of which seem to be opening cutscene areas from, remain hidden in's ISO and can be loaded via file replacement.Gonzap's original office can be seen above. In all of these unused areas from Snagem Hideout, you can walk through anything.









There is an unused hallway from the hideout with some weird purple fog moving around. XD actually has three different areas for Snagem Hideout's exterior, though the second one is the only one that is normally seen in-game. The first one has a looping animation of a hole appearing in the second floor and always has smoke coming out of it. The third one has a hole, but unique to this one are some fiery elements coming from the hideout.







For some reason, the two unused exteriors of Snagem Hideout (even when replacing the second Snagem Hideout exterior used in-game) will quickly start to have graphical glitches. Objects will become black, black shapes will flash around the room, yellow and cream solid shapes will appear, and your character will start becoming similar solid colors. Eventually, the game will crash. Weird.



There is an unused hallway from the hideout with some weird purple fog moving around.actually has three different areas for Snagem Hideout's exterior, though the second one is the only one that is normally seen in-game. The first one has a looping animation of a hole appearing in the second floor and always has smoke coming out of it. The third one has a hole, but unique to this one are some fiery elements coming from the hideout.For some reason, the two unused exteriors of Snagem Hideout (even when replacing the second Snagem Hideout exterior used in-game) will quickly start to have graphical glitches. Objects will become black, black shapes will flash around the room, yellow and cream solid shapes will appear, and your character will start becoming similar solid colors. Eventually, the game will crash. Weird.









This is the hallway in Pokémon Colosseum used in the cutscene where the character (known as Wes) stole the Snag Machine. Somehow, in Pokémon XD, the Snag Machine is still here. For fans of Colosseum and XD, seeing our protagonist from XD coming across the original Snag Machine in the game is really cool. A neat window to the past.

Okay. Now here's what I teased at the beginning of this entry, but we took a few steps closer:This is the hallway inused in the cutscene where the character (known as Wes) stole the Snag Machine. Somehow, in, the Snag Machine is still here. For fans ofand, seeing our protagonist fromcoming across the original Snag Machine in the game is really cool. A neat window to the past.





Now this next thing is weird. In Colosseum, one area in the game had a puzzle/combination thing on a keypad with nine different buttons each with a different Pokémon on them. Surprisingly, this was never removed from XD and it can be loaded. Replacing Orre Colosseum with this does bring the player into the room, and there are no functioning buttons here, but it's cool to see this random part of Colosseum still in XD's files.









Colosseum infamously has the files for the Japanese Bonus Disc in all versions of its data, and it can be loaded with cheats. It functions fairly well, too. Though it doesn't seem to function completely, Pokémon XD also has the Japanese Colosseum Bonus Disc files. All of the gift Pokémon available in Colosseum are also in XD's data, I believe.









The giant 3D logo for Colosseum (which is really cool, by the way), will rise from the ground along with some debris in a constant loop. Eagun (noticeably sporting his Colosseum model) will stand next to the Relic Stone while you are trapped in it. Perhaps file replacement glitches these screens and prevents the proper menus from appearing, but even if this is all that remains, it is very cool to see these areas appear in XD. The giant 3D logo for(which is really cool, by the way), will rise from the ground along with some debris in a constant loop. Eagun (noticeably sporting hismodel) will stand next to the Relic Stone while you are trapped in it. Perhaps file replacement glitches these screens and prevents the proper menus from appearing, but even if this is all that remains, it is very cool to see these areas appear in





Also, XD does have a seventh B1 testing area that can only be loaded via file replacement, but sadly, it crashes the game upon loading.





Bonus: Vaporeon and Jolteon - The Original Starters







It seems that Pokémon XD was originally going to begin with two higher level Pokémon much like Colosseum, but it was dropped at some point during development. These original starting Pokémon, a level 30 Vaporeon and a level 26 Jolteon, can still be loaded into a new save file with cheats!







Both Vaporeon and Jolteon know Quick Attack and Helping Hand. Vaporeon knows Water Gun and Bite while Jolteon knows Sand-Attack and Thundershock. Though Eevee usually appears in your P*DA as your starter, Jolteon and Vaporeon will not until you encounter an opponent who has them. They are completely functional. You could play through the game with these two, but you'll be ahead for quite awhile.



Mysteries Remain







Pokémon XD still has a lot of secrets yet to be discovered. Both Colosseum and XD have a file called debug_menu.fsys file that hasn't been investigated (file replacement doesn't produce any results), and there are probably more Colosseum leftovers such as items that haven't been tested yet. It may even be possible to activate the e-Reader or the Colosseum Bonus Disc in Pokémon XD even if they don't function completely or correctly. On top of that, the .fsys file has some documentation, and while

still has a lot of secrets yet to be discovered. Bothandhave a file calledfile that hasn't been investigated (file replacement doesn't produce any results), and there are probably moreleftovers such as items that haven't been tested yet. It may even be possible to activate the e-Reader or theineven if they don't function completely or correctly. On top of that, thefile has some documentation, and while some have discovered long processes to edit some things in the game, this format is relatively unexplored. Hopefully, more discoveries will be made, and the game's page on The Cutting Room Floor will look great!



Action Replay Code for Room Replacement







If you are interested in trying any of this out for yourself, here are some NTSC-U Action Replay codes by Ralf from GC-Forever. His original post with even more codes is on the GC-Forever forums . For the Room Replacement code, I put the values into sections and added notes to the sides of some of them. You can find the Beta Starter Pokémon code in the GC-Forever link.





Room Replacer [Ralf] 04003900 2804xxxx

04003904 40820008

04003908 3880yyyy

0400390C 7C9F2378

04003910 48123C04

04127510 4BEDC3F0



xxxx/yyyy = Room IDs



Replaces room xxxx with room yyyy.



Room IDs



D1 = Cipher Lab

D2 = Mt. Battle

D3 = S.S. Libra

D4 = Realgam Tower

D5 = Cipher Key Lair

D6 = Citadark Isle

D7 = Orre Colosseum

M1 = Phenac City

M2 = Pyrite Town

M3 = Agate Village

M5 = Pokemon HQ Lab

M6 = Gateon Port

S1 = Outskirt Stand

S2 = Snagem Hideout

S3 = Kaminko's House

T1 = Title



CIPHER LAB

0001 - D1_garage_1F

0002 - D1_garage_B1 (Colosseum leftover, no music, invisible wall on left side of center wall, top stairs take



you to top right corner of 1F, bottom stairs to Under subway)

0003 - D1_garage_B2_1 (Colosseum leftover, no music, stairs take to center of B1)

0004 - D1_garage_B2_2 (Colosseum leftover, no music, subway trains open but don't work)

0005 - D1_garage_B2_2_ev_1 (Colosseum subway leave cutscene, no music, walk anywhere)

0006 - D1_garage_B2_2_ev_2 (Colosseum subway return cutscene, no music, walk anywhere)

0007 - D1_labo_1F

0008 - D1_labo_B1 (no characters interact)

0009 - D1_labo_B2

000A - D1_labo_B3 (Cipher R&D Mesak will battle)

000B - D1_out (Hexagon Truck but no brothers, can't enter)



MT. BATTLE

000C - D2_cloud_1 (start at Area 7)

000D - D2_cloud_2 (start at Area 8 slightly behind exit)

000E - D2_cloud_3 (start at Area 9 slightly behind exit)

000F - D2_cloud_4 (start at Area 10 slightly behind exit)



0010 - D2_crater_colo (start in middle)

0011 - D2_magma_1 (start in middle of Area 4)

0012 - D2_magma_2 (start in middle of Area 5)

0013 - D2_magma_3 (start in middle of Area 6)

0014 - D2_out (start in cutscene, facing wrong way, have sang machine)

0015 - D2_pc_1F

0016 - D2_present_room (for receving Ho-oh in Colosseum)

0017 - D2_rest_1 (Vander absent when going back to Area 1)

0018 - D2_rest_2

0019 - D2_rest_3 (will stop you from advancing if you haven't cleared past areas)

001A - D2_rest_4

001B - D2_rest_5

001C - D2_rest_6

001D - D2_rest_7

001E - D2_rest_8

001F - D2_rest_9



0020 - D2_valley_1 (start at Area 1 slightly behind exit)

0021 - D2_valley_2 (start at Area 2)

0022 - D2_valley_3 (starts you on exit spot)



SS LIBRA

0023 - D3_out (scooter is stuck)

0024 - D3_ship_B1_1

0025 - D3_ship_B1_2 (softlocks on glitched falling animation)

0026 - D3_ship_B1_3

0027 - D3_ship_B2_1 (softlocks on glitched falling animation, no pushing animation)

0028 - D3_ship_B2_2 (softlocks on glitched falling animation, no pushing animation)

0029 - D3_ship_B2_3 (softlocks on glitched falling animation, no pushing animation)

002A - D3_ship_bridge (no music, no interactions)

002B - D3_ship_cabine

002C - D3_ship_deck



REALGAM TOWER

002D - D4_casino_colo (can walk anywhere)

002E - D4_dome_1 (all domes will play Battle CD cutscene in black first)



0031 - D4_dome_2

0032 - D4_dome_3

0033 - D4_dome_4

0039 - D4_out (beta Pokemon Colosseum version, unobtainable Gear still present, no music)

003A - D4_out_2 (plays Battle CD cutscene)

003B - D4_tower_1F_1 (stuck in elevator)

003C - D4_tower_1F_2 (start out of bounds)

003D - D4_tower_1F_3 (only Salamence vs Metagross Battle CD, doesn't load)



CIPHER KEY LAIR

0040 - D5_factory_1F (Cipher Peons will fight, guards knocked down outside)

0041 - D5_factory_2F (no pushing animation)

0042 - D5_factory_3F (no pushing animation)

0043 - D5_factory_4F

0044 - D5_factory_B1

0045 - D5_factory_hat (can battle Gorigan, no music or bgs)

0046 - D5_factory_top (no interactions with people, no music or bgs)

0047 - D5_out (can't enter, Zook)



CITADARK ISLE

0048 - D6_cruiser (unused Citadark Isle ship surrounded by black)

0049 - D6_dome_1F (left elevator crashes game, gigantic glass wall)

004A - D6_dome_2F (Greevil Battle Room, no interactions)

004B - D6_dome_B1

004C - D6_fort_1F (Cipher Peon Lintar can be battled or shipped)

004D - D6_fort_2F_1 (animations don't play after pushing block)

004E - D6_fort_2F_2

004F - D6_fort_2F_3 (Cipher Peon Kimly can be battled or skipped)



0050 - D6_fort_3F_1

0051 - D6_fort_3F_2

0052 - D6_fort_4F

0053 - D6_fort_5F

0054 - D6_fort_6F

0055 - D6_fort_B1 (start in center of map under platform)

0056 - D6_out_all (wide of Citadark Isle, Greevil and co. walk in, loops)

0057 - D6_out_dome (elevator far left takes you to D6_out_dome)

0058 - D6_out_foot (start in middle of map in air, no interactions, can exit, Hexagon brothers appear when entering from another room)



ORRE COLOSSEUM

0059 - D7_out (start inside stadium)



POKE SPOTS

005A - esaba_A (starts with Duking cutscene)

005B - esaba_B (start in middle, Duking cutscene)

005C - esaba_C (start in middle, Mirror B's minions present)



PHENAC CITY

005D - M1_carde_1 (E-Reader Colosseum leftover, no music, Colosseum PC functions)

005E - M1_gym_1F (no music, people don't interact, elevator has message)

005F - M1_gym_B1 (many NPCs, no music, loud bgs)



0060 - M1_houseA_1F (woman doesn't interact, TV news plays SS Libra story, no music, can't go upstaris)

0061 - M1_houseA_2F (start in middle of bed, TV news plays SS Libra story, no music)

0062 - M1_houseB_1F (start in middle of table, man doesn't interact, TV news plays SS Libra story, no music)

0063 - M1_houseC_1F (TV news plays SS Libra story, no music)

0064 - M1_out (no music, most people don't interact, start in middle underground, shop closed)

0065 - M1_pc_1F (no music, guy doesn't interact, no lady behind desk)

0066 - M1_pc_B1 (no music, no lady behind desk)

0067 - M1_shop_1F (no music, store clerk doesn't interact, start inside stairs)

0068 - M1_shop_2F (no music, store clerk doesn't interact, start above stairs)

0069 - M1_stadium_1F (no music, no NPCs, start slightly inside of desk)

006A - M1_water_colo (no music, camera far away, player can't move)

006B - M1_water_colo_field (no music, cutscene NPCs appear, moving warps them into place, Snagem member glitches and replaces player briefly when Shadow Pokemon appears, Cipher Peons don't interact)



PYRITE TOWN

006C - M2_building_1F (no music, start in middle of map)

006D - M2_building_2F (no music, start in middle of map)

006E - M2_building_3F (no music, start kind of in middle of map)

006F - M2_building_4F (no music, on TV - ONBS news song starts, quickly cuts off, Pyrite news story)



0070 - M2_earth_colo (no music, player can't move, far away camera)

0071 - M2_enter_1F

0073 - M2_guild_1F_1 (start inside desk)

0074 - M2_guild_1F_2

0075 - M2_hotel_1F (start inside desk)

0076 - M2_houseA_1F (ONBS story is SS Libra)

0077 - M2_out (no music, start inside building

0078 - M2_police_1F

0079 - M2_shop_1F (start inside shelves)

007A - M2_uranai_1F (fortune teller music will continue after exit)

007B - M2_windmill_1F (start way past entrance to windmill)



AGATE VILLAGE

007D - M3_cave_1F_1 (start right before elderly woman, can't battle any trainers in room)

007E - M3_cave_1F_2

007F - M3_houseA_1F (start inside wall)



0080 - M3_houseB_1F (ONBS story on SS Libra)

0081 - M3_houseC_1F (start inside stairs)

0082 - M3_houseC_2F (start inside bed)

0083 - M3_houseD_1F (man by desk doesn't interact)

0084 - M3_out (short cutscene, start beside Relic Forest, can't enter)

0085 - M3_pc_1F

0086 - M3_shop_1F (start inside shelves)

0087 - M3_shrine_1F (start inside Relic Stone, Eagun starts cutscene, snag machine appears)



POKEMON HQ LAB

008A - M5_apart_1F (no music)

008B - M5_apart_2F (no music, start inside elevator)

008C - M5_labo_1F (no music)

008D - M5_labo_2F (starts with Salamence vs Metagross, game starts normally, entering from another room will keep your position)

008E - M5_labo_B1 (no music, start inside stairs)

008F - M5_out (no music, start behind front entrance)



GATEON PORT

0090 - M6_crab_1F

0091 - M6_crab_2F (start inside wall, Jovi's dialogue is present without her)

0092 - M6_crab_B1

0093 - M6_houseA

0094 - M6_houseB

0095 - M6_houseC

0096 - M6_houseD

0097 - M6_junk_1F (start inside shelves)

0098 - M6_junk_2F (start inside wall)

0099 - M6_out (glitched cutscene, start walking on water, no cruiser)

009A - M6_pc_1F (start slightly inside floor)

009B - M6_pc_2F

009C - M6_shop_1F (start slightly inside stairs)

009D - M6_shop_2F (start slightly above stairs)

009E - M6_tower_1F (start inside elevator)

009F - M6_tower_2F (start inside elevator)



00A0 - M6_tower_3F (start inside elevator)

00A1 - M6_tower_4F (start inside elevator)

00A2 - M6_tower_top (start inside elevator)



OUTSKIRT STAND

00A3 - S1_out (start by stairs, Mirror B monitor goes off, moving starts cutscene)

00A4 - S1_shop_1F (ONBS story starts, leaving starts Rider Willie cutscene)



SNAGEM HIDEOUT

00A5 - S2_building_1F_2 (no music, Snagem grunts won't interact)

00A6 - S2_building_2F_2 (no music, Snagem grunts and Gonzap won't interact)

00A7 - S2_building_3F_2 (no music, Snagem grunts won't interact)

00A8 - S2_out_2 (no music, start inside hideout, immediately get Relgam colosseum email)



KAMINKO'S LAB

00A9 - S3_labo_1F (no music, Makan is present, Jovi can join party and start music)

00AA - S3_labo_1F_EH (no music)

00AB - S3_labo_B1low (no music, Chobin is in the Robo Groudon)

00AC - S3_labo_B1up (no music, start inside wall under stairs)

00AD - S3_out (short camera cutscene, no music, going to door triggers Chobin)



ORRE COLOSSEUM

00AE - T1_ancient_colo (no Control)



TEST ROOMS

00AF - B1_1 (may need to be loaded via file replacement, glitched falling animation)



00B0 - B1_2 (no control)

00B1 - B1_3 (no control)

00B2 - B1_4 (crashes)

00B3 - B1_5 (crashes)

00B4 - B1_6 (gray square, no control)

???? - B1_7 (crashes)





BETA PHENAC CITY POKEMON CENTER

00B5 - M1_pc_1F (no interactions)



CUTSCENES

00B6 - opening_event (will continue to story mode)

00B7 - ending_event (pre-rendered)



TEST ROOMS

0190 - Script_test (crashes)



0191 - TEST000 (gray square, no control)

0192 - TEST001 (gray square, no control)

0193 - TEST002 (gray square, no control)

0194 - TEST003 (gray square, no control)

0195 - TEST004 (gray square, no control)

0196 - tv_test (if doesn't crash, will be empty Outskirt Stand interior with no music, the jukebox acts as a PC)



ENDING CUTSCENES IN REAL TIME

0197 - ending_Scene01 (Citadark Isle front, no actors)

0198 - ending_Scene02 (Citadark Isle pieces rotate)

0199 - ending_Scene03 (crashes)

019A - ending_Scene04 (crashes)

019B - ending_Scene05_1 (crashes)



01A6 - ending_Scene05_2 (crashes)

01A7 - ending_Scene06_1 (Pyrite Town, no actors)

01A8 - ending_Scene06_2 (Pyrite Town, no actors)

01A9 - ending_Scene06_3 (Pyrite Town, no actors)

01AA - ending_Scene07 (Phenac City, no actors)

01AB - ending_Scene08 (crashes)

01AC - ending_Scene09 (crashes)

01AD - ending_Scene10 (crashes)

01AE - ending_Scene11 (skybox with sun, no actors)

01AF - ending_Scene12_1 (crashes)



01B0 - ending_Scene12_2 (crashes)

01B1 - ending_SpecialScene01 (crashes)

01B2 - ending_SpecialScene02 (crashes)



BATTLE ARENAS (all start in center, player can't move)



OUTSKIRT STAND

01F4 - S1_out_bf



SNAGEM HIDEOUT

01F5 - S2_building_1F_2_bf



PHENAC CITY

01F6 - M1_out_bf

01F7 - M1_gym_1F_bf

01F8 - M1_houseA_1F_bf



PYRITE TOWN

01F9 - M2_out_bf

01FA - M2_cave_3F_1_bf

01FB - M2_building_1F_bf



AGATE VILLAGE

01FC - M3_out_bf

01FD - M3_shrine_1F_bf

01FE - M3_cave_1F_1_bf



CIPHER LAB

0202 - D1_out_bf

0203 - D1_labo_B1_bf



MT. BATTLE

0204 - D2_out_bf

0205 - D2_valley_1_bf

0206 - D2_cloud_1_bf

0207 - D2_pc_1F_bf

0208 - D2_magma_1_bf



REALGAM TOWER

0209 - D4_dome_2_bf

020A - D4_tower_1F_1_bf

020B - D4_tower_1F_2_bf

020C - D4_tower_1F_3_bf

020D - D4_tower_2F_bf

020E - D4_tower_2F_2_bf

020F - D4_casino_colo_bf



MT. BATTLE

0210 - D2_crater_colo_bf



CIPHER LAB

0211 - D1_garage_B1_bf



SS LIBRA

0212 - D3_ship_deck_bf



CIPHER KEY LAIR

0213 - D5_factory_1F_bf

0214 - D5_factory_top_bf

0215 - D5_out_bf



CITADARK ISLE

0216 - D6_dome_2F_bf

0217 - D6_dome_B1_bf

0218 - D6_fort_1F_bf

0219 - D6_out_dome_bf

021A - D6_out_foot_bf



POKEMON HQ LAB

021C - M5_labo_bf

021D - M5_out_bf



GATEON PORT

021E - M6_out_bf

021F - M6_tower_top_bf



KAMINKO'S HOUSE

0220 - S3_out_bf



POKE SPOTS

0221 - esaba_A_bf

0222 - esaba_B_bf

0223 - esaba_C_bf



REALGAM TOWER

0224 - D4_bingo_bf



ORRE COLOSSEUM

0225 - D7_out_bf



CIPHER KEY LAIR

0226 - D5_factory_hat_bf



VARIOUS

0384 - title

0385 - M3_shrine_1F_rl (Relic Forest Purified)

0386 - evolution (no player)

0387 - worldmap_movedemo (no player)

0388 - bingo_menu (soft locks outside of bingo)

0389 - battle_disk (can select Salamence Vs Metagross, never loads)

038A - orre_menu (Eevee and eggs, softlocks with choices made)

038B - bingo_sheet (all normal spaces, non-selectable, B exits)

038C - mailopen_menu (added app to PDA sequence, softlocks soon)

038D - battle_disk_doc (glitched battle disk menu)

038E - worldmap (will start on outskirt stand if possible)

038F - pocket_menu (item menu, softlocks on exit)



0390 - name_entry_menu (softlocks on exit)

0391 - pcbox_menu (softlocks on exit)

0392 - pda_menu (softlocks on exit)

0393 - mailopen_menu (added app to PDA sequence, softlocks soon)

0394 - pokemonchange_menu (softlocks on exit)

0395 - colosseumbattle_menu (softlocks on exit)

0396 - colosseumbattleconnection_menu (softlock)

0397 - toolbattle_menu (shows glitched names, then crashes)

0398 - nintendo_logo (softlocks)

0399 - pokemon_logo

039A - genius_logo

039B - fight_demo (nothing)

039C - auto_demo (idle video)

039D - waza_menu (empty pokemon, B softlocks to black)

039E - pokecoupon_menu (colosseumbattle_menu)

039F - staffroll



03A0 - opening_demo (genius sonority logo, then Salamence vs Metagross)

03A1 - topmenu (glitched menu, most items crash on exit)

03A2 - (nothing - possibly debug menu? no crash)

03A3 - relivehall_menu (softlocks on exit, eevee is glitched)

03A4 - pocket_menu (shop menu, softlocks on exit)

03A5 - pocket_menu (pokemon menu flashes, then softlocks)

03A6 - hologram_menu (crashes on exit, eevee is glitched)

03A7 - relivehall_menu (purify chamber explanation, softlocks after)

03A8 - worldmap (no music)

03A9 - mechkyogre_movedemo (mecha kyogre cutscene, glitched citadark)



03E3 - flashmenu (vs screen intro looped)

03E4 - keydisc (softlock)

03E7 - waza_viewer (Phenac Colosseum Battle Area, no player)



0FA1 - peopleViewer001 (crashes)



