Keitai Denjuu Telefang
Keitai Denjuu Telefang Power and Speed Versions |
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Developer: Natsume This game has unused areas. This game has a prerelease article This game has a notes page This game has a Data Crystal page |
Mobile Phone Monster Telefang is an obscure Japanese monster-collecting game where monsters (called Denjuu) are called via cell phone. Unfortunately infamous for being pirated as "Pokémon Diamond" (not to be confused with the actual Pokémon Diamond) and "Pokémon Jade".
To do:
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Contents
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Debugging Features
- 4 Unused Areas
- 5 Unused Data
- 6 Unused Text
- 7 Unused Music
- 8 Map Oddities
- 9 References
Sub-Pages
Prerelease Info |
Notes |
Unused Graphics
Unused T-Fangers
To do: Rip the other unused T-Fangers sprites. |
Present in the ROM from 0x1F8000 to 0x1FFFFF.
D-Shots
There are at least three D-Shots that are unused, complete with unique unused graphics and their own color palettes. The D-Shot used can be modified by modifying RAM address $CDB5. The D-Shots used in Power Version have hex identifiers 00, 01, and 02. The D-Shots used in Speed Version have hex identifiers 03, 04, and 05. The unused ones have hex identifiers 06, 07, and 08.
Interestingly, the borders for the menu options were used on Smilesoft's official Telefang website, on the side bar.
These unused D-Shots could hint that a third version of Telefang was planned, but this is just speculation. Another possibility is that there could have been alternate phones that you could buy in the game (possibly in the unused Human World), which is the case in Telefang 2.
Unused High-Color Art
The following full-screen high color art has been found in the game. All three images went completely unused. They're colored with hblank tricks and rely on the Game Boy Color double speed mode. Telefang is a dual GB/GBC game, and is an MBC3 cart, which does not support double speed mode, which is why they may have been specifically disabled. The graphics are located at 0x180140. The code for the cutscene opcode begins at f:4b46.
The person on the first screen is Sanaeba and the Denjuu is Yarrow. The next image contains Shigeki facing the screen. The last image has shots of Shigeki and Doomsday, probably to be shown before the final boss battle.
Unused Cutscene
This one is actually accessible! It's completely unused and the creatures don't even resemble Denjuu... However, the Antenna tree in the background solidifies that it's indeed from Telefang. It is unknown where it could've been used. Please note that the text is taken from another cutscene, thus the original strings are probably gone.
To trigger it, set 0x150963 to 05 and play through the intro up to the first cutscene.
Unused Claw Sprite
This sprite of a claw is sitting right after other compressed intro sprites, but isn't used anywhere. It might fit Fungus, but is in both Power and Speed. Since it's a sprite, it may have been intended to move.
Super Game Boy Features
SGB Colors A list of unused Super Game Boy palettes and colormaps. |
A border for the Super Game Boy was programmed and fully functional in the game, but unused. Power Version and Speed Version each have different borders: Power has Crypto and Angios, and a D-Shot phone in the center, with the Telefang logo on bottom. The Speed border is similar, but with different colors and with Fungus and Gymnos instead. These borders can be activated by enabling the SGB flag in the game's header, setting 146 offset to 03.
Screenshots of the borders are below. Please note that the color palettes, while programmed in the game, were unused and hacked in because the normal palette was entirely white making the screen blank.
Power Version | Speed Version |
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When the SGB features are enabled, there are also some palettes in the different screens in the intro, plus a glitchy, completely white palette from the title screen onward. There are also dozens of other unused palettes, which remain so even when the SGB features are enabled. The entire palette table was taken from Medarot 2 Parts Collection. Most of these palettes are similar to the default palettes on the Super Game Boy itself.
Patches for both Power and Speed Versions are available here, which restore the borders and fix the glitchy, completely white palette by replacing it with a different unused palette.
Unused Origin Info
To do: Change the mockup. |
The text しゅっしん (origin) and eight blank tiles are loaded into the memory on the Denjuu status screen, however remain unused. It is likely that the space was used for the place where the Denjuu resides, as this is a gameplay element in the final. A less likely alternative is that it was meant to be used for the original owner of a Denjuu, perhaps after trading. This information isn't kept in the game, however. The screenshot to the right is a mock-up; the location of the name is certain as the blank tiles are actually displayed, but the しゅっしん label is guessed.
Hexadecimal Tiles
Unused hexadecimal tiles exist in the ROM, at 0xE0BB8. These tiles were likely used for debugging.
Unused Full-Screen Link Text
There are unused colormap entries 0x73 to 0x77 spelling out VS, VS with text over with, ERR, TRADE, and D-ME. Presumably, these were used in an early version of link features.
VS
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 1 1 1 1 1 5 1 1 1 5 5 5 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 1 1 1 1 1 5 1 1 5 1 1 1 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 1 1 1 1 1 5 1 1 5 1 1 1 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 5 1 1 1 5 1 1 1 5 1 1 1 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 5 1 1 1 5 1 1 1 1 5 5 5 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 5 1 1 1 5 1 1 1 1 1 1 1 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 5 1 5 1 1 1 1 5 1 1 1 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 5 1 5 1 1 1 1 5 1 1 1 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 5 1 1 1 1 1 1 5 5 5 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
VS With Text
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 1 1 1 1 1 0 1 1 0 1 1 1 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 1 1 1 1 1 0 1 1 0 1 1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 0 1 0 0 0 0 0 0 0 0 1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 0 1 1 1 0 1 1 1 1 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 0 1 1 1 0 1 1 1 1 1 1 1 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 0 1 0 1 1 1 1 0 1 1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 0 1 1 1 1 1 1 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
ERR
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 5 5 5 1 5 5 5 5 1 5 5 5 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 1 1 1 1 5 1 1 5 1 5 1 1 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 1 1 1 1 5 1 1 5 1 5 1 1 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 5 5 5 1 5 5 5 5 1 5 5 5 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 1 1 1 1 5 5 1 1 1 5 5 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 1 1 1 1 5 1 5 1 1 5 1 5 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 1 1 1 1 5 1 1 5 1 5 1 1 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 5 5 5 5 1 5 1 1 5 1 5 1 1 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
TRADE
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 5 5 5 1 5 5 5 1 1 5 1 1 5 5 1 1 5 5 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 5 1 1 5 1 5 1 5 1 5 1 5 1 5 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 5 1 1 5 5 5 1 5 1 5 1 5 1 5 1 5 5 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 5 1 1 5 5 1 1 5 5 5 1 5 1 5 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 5 1 1 5 1 5 1 5 1 5 1 5 1 5 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 5 1 1 5 1 5 1 5 1 5 1 5 5 1 1 5 5 1 1 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
D-ME
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 5 5 5 1 1 1 1 1 5 1 1 1 5 1 5 5 5 1 1 1 1 1 1 1 1 1 0 0 0 0 1 1 5 1 1 5 1 1 1 1 5 5 1 5 5 1 5 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 1 1 5 1 1 5 1 5 5 1 5 1 5 1 5 1 5 5 5 1 1 1 1 1 1 1 1 1 0 0 0 0 1 1 5 1 1 5 1 1 1 1 5 1 5 1 5 1 5 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 1 1 5 1 1 5 1 1 1 1 5 1 1 1 5 1 5 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 1 1 5 5 5 1 1 1 1 1 5 1 1 1 5 1 5 5 5 1 1 1 1 1 1 1 1 1 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
Placeholder Denjuu Stats Graphics
Before | After |
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Placeholder graphics exist for the Denjuu stats screen. These graphics are compressed in ROM are initially decompressed and loaded into VRAM during the fade-in, but are unseen since the fade-in is entirely white and replaced with used graphics by the time the fade-in is finished. The comparison uses Fungus as an example for the final graphics; the first image in each column is the tileset and the second image is the tilemap. A number of noteworthy things:
- The placeholder kanji 自然電獣 (Natural Denjuu) is 32×16 pixels, but the final kanji/katakana for evolutionary stages (including Natural Denjuu and others) is 48×16 pixels. Presumably, the smaller size would have been too hard to read.
- The Denjuu name uses numeric placeholder tiles 0-7 to indicate where the tiles should be loaded in VRAM.
- The type string uses numeric placeholder tiles 0-3 to indicate where the tiles should be loaded in VRAM. Curiously, the numeric font for this and the Denjuu name are the same as in several Pokémon games (despite being an entirely different series) and are not used anywhere else in Telefang.
- The personality graphic is colored black and dark gray (as opposed to light gray and white) and does not resemble any of the used personality graphics.
- The tilemap initially loads the stats tab during the fade-in (the numeric values aren't loaded yet), but after the fade-in is finished, it loads the Denjuu's phone number, level, FD, HP, and experience instead.
Debugging Features
Map Selection
To activate the debug map selection, set the RAM address $C3E1 to 08 while in the overworld. A pair of numbers (which at times will be glitched up) will appear in the bottom left corner. The bank can be changed with Left/Right and the acre with Up/Down. Press A to teleport to the selected map.
String Test
A text string test can be activated by changing $C3E1 to 35. The screen is then cleared and two numbers (that is, if the tiles were there) are displayed in the top of the screen. Much like the map debug, one can select the bank and id, and then press A to see the string. Press B to close the text box and Start to exit the string debug screen altogether.
Only text from ROM banks 40 and 45-50 can be selected, despite that text exists in ROM banks between 41-44 and past 50.
VRAM Test
By setting the RAM addresses $C3E0 to 0A and $C3E1 to 00, you can trigger the VRAM test. The tiles are displayed in three parts, which are scrolled through by pressing A. After pressing A twice, the game will restart.
Similar VRAM test screens exist in all Medarot games for the Game Boy (Color), which were also developed by Natsume.
Unused Areas
Non-Visitable Screens
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Find out when are they marked as visited on the map. |
On the overworld map, there are four screens that cannot be accessed by any means – one between Mt. Peperi and Cactos Ruins, two behind the Antenna Tree and the building in Paparouna Lake, and one behind the Antenna Tree in Palm Sea.
Human World
The Human World has seven unused acres, two of which have unused graphics for unused buildings. It is possible to access these either by hacking warp data, or using the GameShark codes 012C04C9 and 010106C9, and either entering a warp or saving the game with these codes activated.
Unfortunately all the doors are locked, making it impossible to go inside any of the buildings.
Normally, the map cannot be viewed in this area. However, if RAM address C9DE is set to 00 (one way of doing this is setting ROM address 22A2 to 00), the map can be viewed by pressing Start. The map is functional and each of the areas has unused strings associated with them:
String | English Translation | Location |
---|---|---|
すなのほこら | Desert Shrine | Unused buildings |
もリのほこら | Forest Shrine | Antenna Tree |
みずのほこら | Water Shrine | Main area |
Orchid Nakanoshima 4F
There is an unused location string at ROM offset 0xAAB75 in the Japanese version. The text reads オーキッドなかのしま4さい. The pointer to this string is at 0xAAB15. In the bootleg version, the offset is instead at 0xAAAEC, the text reads "Orchid Island", and the text pointer is at 0xAAA8B.
This is a reference to a real life building called Orchid Nakanoshima, located in Osaka, Japan. Natsume probably had an office here, as evidenced by the contact information at the bottom of this page.
Replicas of Golaking's Room
Teletel / Dendel Room (0x2E) | Unused Potzal Room (0x2F) | Denjuu Cave (0x30) | Palm Sea Switch Cave (0x31) | Used Golaking Room (0x19) |
There are four unused replicas of Golaking's room, although in three of these four maps there are a couple of acres that actually are used. One map is unused altogether, with a Sorghum (or one of its evolutions) that does not talk at all, and exiting it leads right outside the cave where the Potzal boss is at. It appears that Golaking's room was used as a template for a few maps in the game, copied and pasted with a few acres changed.
Toulipa Antenna Tree
In Toulipa Antenna Tree, there is an unused acre on the final floor. It is just north of where you fight Dipsacus. It consists of a pit in the middle which takes you to the floor below.
This unused acre is actually seen in page 45 of the player's guide.
Unused Mart
There is an unused mart that can be accessed by modifying RAM address $C903 to 62, $C904 to 0B, and $C906 to 04. When exited, it leads to the entrance of Sanaeba Research Center.
Unused Data
Unused Wild Denjuu
Every acre in the game has data for four Denjuu, and the levels that it can appear at. However, in some acres in the overworld, some Denjuu only appear in grass or water, and in some of these types of acres, there isn't any water or grass at all; thus no Denjuu appear and the data for it is unused. These unused Denjuu groups are found in certain parts of Freesia and Fraoula Village.
Power Version
Denjuu group | Found in | Denjuu 1 (40%) | Denjuu 2 (30%) | Denjuu 3 (20%) | Denjuu 4 (10%) | Levels |
---|---|---|---|---|---|---|
0D | Freesia | #051 Godetia | #028 Pampas | #014 Telopea | #013 Byakubu | 19-21 |
20 | Fraoula Village | #067 Cortos | #080 Potzal | #074 Scorpil | #087 Raigaleon | 36-38 |
21 | Fraoula Village | #080 Potzal | #067 Cortos | #074 Scorpil | #087 Raigaleon | 36-38 |
22 | Fraoula Village | #074 Scorpil | #080 Potzal | #067 Cortos | #087 Raigaleon | 36-38 |
Speed Version
Denjuu group | Found in | Denjuu 1 (40%) | Denjuu 2 (30%) | Denjuu 3 (20%) | Denjuu 4 (10%) | Levels |
---|---|---|---|---|---|---|
0D | Freesia | #051 Godetia | #028 Pampas | #014 Telopea | #026 Eryngo | 19-21 |
20 | Fraoula Village | #067 Cortos | #080 Potzal | #074 Scorpil | #087 Raigaleon | 36-38 |
21 | Fraoula Village | #080 Potzal | #067 Cortos | #074 Scorpil | #087 Raigaleon | 36-38 |
22 | Fraoula Village | #074 Scorpil | #080 Potzal | #067 Cortos | #087 Raigaleon | 36-38 |
Also, no Denjuu ever appear in any antenna trees, even when there is grass or water, but typically this unused data uses Denjuu group 00, which is the "placeholder" group for some unused data.
Unused Moves
There are some moves in the game that are not learned by any Denjuu, although many of them are similar to other, used moves.
To do: Figure out unknown effects of moves. Also possibly take screenshots of move animations. |
Hex | Japanese | English translation | Effect |
---|---|---|---|
00 | ダミー0 | Dummy 0 | No animation, no known added effect, deals unusually large amounts of damage |
59 | パラメータダウン | Parameter Down | Does damage, no known added effect |
5A | ステータスもどる | Status Reset | Does damage, no known added effect |
71 | ふんばる | Brace | Increases Attack, similar to ふんき (Invigorate) |
72 | ダミー1 | Dummy 1 | Increases Denma Attack, similar to じゅうでん (Charge) |
74 | リピアー | Repair | Heals partner of choice, similar to かいふく (Restore) |
75 | ダミー2 | Dummy 2 | Unknown effect to partner of choice (large hearts appear, text reads "[Denjuu]の たいりょくがかいふくした" ("Denjuu's stamina/strength was recovered")) |
78 | ダミー3 | Dummy 3 | Raises Defense, similar to てっぺき (Iron Wall) |
7C | ダミー4 | Dummy 4 | Inflicts curse on opposing Denjuu, similar to のろいのうた (Curse Song) |
7D | ダミー5 | Dummy 5 | Puts opponent to sleep, similar to こもりうた (Lullaby) |
7F | ダミー6 | Dummy 6 | Puts opponent to sleep, similar to ねむりガス (Sleep Gas) |
80 | ダミー7 | Dummy 7 | Launches smoke at opponent (reducing accuracy), similar to えんまく (Smokescreen) |
81 | ダミー8 | Dummy 8 | Poisons opponent, similar to どくガス (Poison Gas) |
82 | ダミー9 | Dummy 9 | Leaps in air, temporarily invulnerable to attacks, similar to ジャンプ (Jump) |
83 | ダミー10 | Dummy 10 | Flies up high, temporarily invulnerable to attacks, similar to ひこう (Flight) |
87 | まふうじ | Denma Seal | Prevents Denma attacks from being used, similar to けっかい (Force Field) |
Note: Dummy 0 actually shows up in some Denjuu's move lists internally, particularly most unevolved Denjuu, but they learn this "move" at level 100, which is higher than the maximum possible of 99, so they never truly learn it.
Experience Items
There are items that can be used to evolve certain Denjuu or give them lots of experience. However, there are cases where experience items are assigned to Denjuu but cannot be selected on the evolution screen in shops.
- For some Denjuu, the key (an item normally used to unlock doors) was programmed to be one of the items to increase their experience, however, this ends up unused as the key is not a selectable item on the fusion evolution screen (or else the game could become unwinnable, as you wouldn't be able to progress if you're missing a key that you need). Below is a list of Denjuu that are capable of taking experience from the key:
No. | Denjuu |
---|---|
#003 | Oshe |
#007 | Fungus |
#010 | Gumi |
#015 | Mantea |
#018 | Lychnis |
#020 | Bubaria |
#021 | Angios |
#026 | Eryngo |
#034 | Uikyou |
#136 | Angilance |
- Another item that every Denjuu is capable of receiving experience from is the Plush Doll given by the boss Cortos in the cave in Freesia. However, there is only one of this item in the game, so like the key, the item does not appear on the fusion evolution screen.
Experience Growth Rates
Each Denjuu habitat type has a table of experience needed to gain to the next level. However, all six of these tables are identical for each habitat type, making the feature of distinguishing experience based on habitat type unused.
T-Fanger Battle
There is an unused entry in the T-Fanger party data table (located at 0x9ce9d) which suggests the player was meant to be able to battle Miyo at one point. The party consists of a level 8 Suguri and level 7 Pampas, both with an origin location of Tronco Village. In the final game, Miyo's Suguri is battled on its own, and Miyo later instructs the player to recruit a Lampgera friend of hers named Noisy (which could be the evolution of the unused party's Pampas).
There is no corresponding T-Fanger battle sprite for Miyo, but there is unused data for a T-Fanger named "Girl", whose sprite is a duplicate of another T-Fanger named Miki. This data may have been initially intended as a placeholder used for Miyo. This is plausible since both Nerikara and Dr. Craft have names and battle sprites listed in T-Fanger data, but are not fought at any point.
Unused Text
To do: |
Victory Phrases
In Telefang, each Denjuu has an unique phrase for arriving to the battle and beginning their round. After both lists, another one follows which consists of a phrase of "Huh? It's over already?" repeated for every Denjuu. Presumably, Denjuu were meant to have victory phrases as well.
Unused Nicknames
This list contains nicknames for story-related and secret Denjuu. However, with the exception of Noisy the Lampgera, who uses the name from this table[1], the game just uses the species name instead, making most of this table unused. Oddly, when referencing Noisy's name, the game hardcodes the offset for the name instead of looking it up in the table[2].
This also shows that Tessen and Curcuma were probably meant to be secret Denjuu at some point.
# | Japanese | English / Romaji | Denjuu |
---|---|---|---|
01 | クリプト | Crypto / Kuriputo | Crypto |
02 | ファンガ | Funga / Fanga | Fungus |
03 | ネタロ | Netaro | Netaro |
04 | ネジロ | Nejiro | Nejiro |
05 | リリッペ | Liripe / Ririppe | Liriope |
06 | ノイジー | Noisy / Noijii | Lampgera |
07 | ムサ | Musa | Musa |
08 | ヒユ | Hiyu | Hiyu |
09 | ゼア | Zea | Zea |
10 | カヤ | Kaya | Kaya |
11 | ビーバー | Beever / Biibaa | Beebalm |
12 | ルスカス | Ruscus / Rusukasu | Ruscus |
13 | エニーダ | Eniida | Enishida |
14 | テリアル | Therial / Teriaru | Gaultheria |
15 | マノッキ | Manokki | Hagumanoki |
16 | サラリン | Sala-rin / Sararin | Salal |
17 | ガムカム | Gam-kam / Gamukamu | Gamuru |
18 | テッチン | Tecchin | Tessen |
19 | クルック | Crook / Kurukku | Curcuma |
20 | ファレル | Pharel / Fareru | Denfare |
21 | カノン | Kanon | Kanzou |
22 | オルニー | Orny / Orunii | Ornithogalum |
Unused Music
The title screen music is 43 seconds long, but only the first eight seconds are heard before the intro cutscene begins. The full track is present in the sound test as music #36.
Map Oddities
Freesia
In Freesia, when first entering the location, an NPC interacts with the player and informs him about a T-Fanger tournament. He then walks off after finishing the conversation, making it possible to reach the building that he stood in front of. The middle part of this empty building can be interacted with, indicating that a "door" is locked. (The English text reads: "The door is locked. They must not be home.") After leaving this screen and coming back, another NPC stands in the same spot as the first NPC did, so this can only be seen once.
It is possible that this empty building was once a house with a door during development.
Antenna Tree (Toulipa)
In the large Antenna Tree in Toulipa Village, there are version-exclusive Denjuu: Gaiurus in Power Version, and Eryngo in Speed Version. However, in Speed Version, one Eryngo accidentally has a Gaiurus sprite.
Ixos Forest
In the south-easternmost acre of Ixos Forest, Denjuu normally from Tronco Village: Oshe and Kochia, as well as Keshi (Power Version) or Tsunonasu (Speed Version) from Levels 2-4 can be found as wild encounters, which are vastly underleveled compared to the other Level 44-46 Denjuu in the rest of the forest. This is because this acre is accidentally assigned to Denjuu group 0, which is used for part of Tronco Village. Areas which do not have do not have any wild Denjuu, such as Antenna Trees, are assigned Denjuu group 0 as well.
It is possible that an Antenna Tree was originally placed in the southeast corner of Ixos Forest during development.
References
The Telefang series
| |
---|---|
Game Boy (Color) | Keitai Denjuu Telefang |
Game Boy Advance | Keitai Denjuu Telefang 2 |
- Pages missing developer references
- Games developed by Natsume
- Pages missing publisher references
- Games published by Smilesoft
- Game Boy games
- Game Boy Color games
- Pages missing date references
- Games released in 2000
- Games released in November
- Games released on November 3
- Games with unused areas
- Games with unused graphics
- Games with unused abilities
- Games with unused music
- Games with unused text
- Games with debugging functions
- Pages with a Data Crystal link
- To do
- To investigate
- Telefang series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > To investigate
Games > Games by content > Games with debugging functions
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused text
Games > Games by content > Pages with a Data Crystal link
Games > Games by developer > Games developed by Natsume
Games > Games by platform
Games > Games by platform
Games > Games by publisher
Games > Games by publisher
Games > Games by publisher > Games published by Imagineer
Games > Games by publisher > Games published by Imagineer > Games published by Rocket Company > Games published by Smilesoft
Games > Games by release date > Games released in 2000
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 3
Games > Games by series > Telefang series
The Cutting Room Floor > Unimportant Awards > Game Boy games
The Cutting Room Floor > Unimportant Awards > Game Boy games > Game Boy Color games