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Pokémon Edición Oro y Plata

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This page is a translated version of the page Pokémon Gold and Silver and the translation is 34% complete.
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Featured article

Pantalla de título

Pokémon Gold Version and Silver Version

Desarrollado por: Game Freak
Publicado por: Nintendo
Plataformas: Game Boy, Super Game Boy, Game Boy Color
A la venta en Japón: 21 de Noviembre de 1999
A la venta en los EE.UU.: 11 de Octubre de 2000
A la venta en Europa: 6 de Abril de 2001
A la venta en Australia: Octubre 13, 2000/es
A la venta en Corea: Abril 24, 2002/es


AreasIcon.png Este juego tiene áreas sin uso.
CodeIcon.png Este juego tiene código sin usar.
DevTextIcon.png Este juego esconde texto relacionado con el desarrollo.
MinigameIcon.png Este juego tiene modos / minijuegos sin usar.
GraphicsIcon.png Este juego tiene gráficos sin usar.
ItemsIcon.png Este juego tiene objetos sin usar.
TextIcon.png Este juego tiene texto que no se usa.
DebugIcon.png Este juego contiene material de depuración.
RegionIcon.png Este juego tiene diferencias entre versiones regionales.


Pokémon Oro y Plata es uno de los juegos de Pokémon mas extensos, presentándonos a 100 nuevos Pokémon (66% de aumento!), nuevas mecánicas de juego como cargar objetos y dos nuevos tipos elementales, y permitiendo al jugador regresar a Kanto , antes presentado en Rojo y Azul, como parte de la historia para abrirse camino para vencer al entrenador definitivo, Rojo.

Contents

Sub-Paginas

Pokegold-olivinehouse.png
Mapas sin uso
El lago de la furia tenia un gimnasio??
Pokemon Gold and Silver (J) Flaafy back.png
Graficos Cambiados
Detalles en los gráficos entre las versiones regionales.

Menus De Depuración

Menú de test de colores para Pokémon & Entrenadores

Este menú de prueba de color es básicamente un menú para cambiar fácilmente la paleta de color de un Pokémon ,ya sea la paleta normal o variocolor,también para los entrenadores,como también una conveniente lista de las maquinas técnicas (MT) o maquinas ocultas (MO)que puede aprender cada Pokémon. el código del menú esta localizado en 3F:54F1 en la ROM japonesa (v1.0 y v1.1) y el servicio de actualización de pantalla tiene que estar habilitado (registro FFD6 tiene que estar marcado). Versiones de la ROM en otro idioma también tienen el código,pero debido a que la pantalla no está traducida, se producen errores gráficos.

Debes seleccionar el modo Pokémon o entrenador antes de cargar el menú configurando CF21 a 0x00 para modo Pokémon o cualquier otro valor para modo entrenador.

primera pagina

La primera pagina es para el ajuste de color y para visualizar los sprites. precaución: los colores alterados no se conservarán al cambiar entre colores normales y variocolor! ¡Sin embargo, serán retenidos al cambiar entre Pokémon /entrenador!

  • Navegación: El D-Pad selecciona ya sea el color a manipular, o el canal rojo.verde o azul. Presiona A para cambiar entre el color normal o variocolor de un Pokémon, mientras presionas B cambiara a la segunda pagina. Select y Start cambia los sprites siguiente y anterior respectivamente.en el orden de la PokéDex. y orden interno para los entrenadores.
  • Colores: los 2 coloresdel Pokémon/entrenador representan su color y su valor hexadecimal debajo de los mismos en los paneles situados en la esquina superior derecha del menú .

Puede cambiar los colores libremente para cada canal de color por separado.

  • Lineas: El numero del Pokémon/entrenador junto con el nombre asociado se mostrara en la esquina superior izquierda. En la parte inferior aparece el nombre de la paleta en la que el Pokémon se está mostrando actualmente. 「Aきりかえ▶」 significa "A cambia", 「ノーマル」 significa "[paleta] normal", 「レア」 significa "[paleta variocolor]raro".

Segunda página

La segunda página es para salir del menú y ver los MT y MO que se les puede enseñar al Pokémon. Cosas de la primera página, como el nombre, las imágenes y los colores del Pokémon, también se mostrarán en esta pantalla. En el modo entrenador, este menú seguirá actuando como si se hubiera seleccionado un Pokémon y mostrará los datos del mismo.

  • Navegación: El D-Pad selecciona el MT/MO. B cambia a la primera página. Aunque la pantalla dice que el usuario puede salir del menú presionando A, el código real (aunque está en la ROM) nunca se ejecuta, probablemente debido a que la verificación real del botón A fue eliminada.
  • MT/MO:las máquinas tienen su nombre en el lado derecho. Justo debajo del nombre hay un indicador de si se puede enseñar al Pokémon a la máquina seleccionada o no.
  • Cadenas: 「お わ り ま す か?」 significa '¿Has terminado?', 「は い」 es 'sí' y 「い い え」 es 'no'. 「お ぼ え ら れ る」 y 「お ぼ え ら れ な い」 significan 'se puede enseñar' y 'no se puede enseñar' respectivamente.

Menu de Color para los tileset

Si bien la rutina real para obtiene este menú ha sido eliminada, como es evidente por un solo ret antes de todas las subrutinas del menú, con el código correcto todavía se puede usar. La tarea principal de este menú era otorgar al usuario la capacidad de editar las paletas actuales utilizadas para el tileset de fondo actual

Para obtener el menú en el juego, es necesario escribir un código personalizado que cargue el menú. Para la versión japonesa, el siguiente código se puede colocar en cualquier lugar del banco ROM0x3F. Luego se puede llamar desde un evento en el juego, como una señal, a través del comando ASM de puntero de 3 bytes (Para más informaciónGold & Silver Scripting Compendium ).

call $0432		; Desactivar LCD
call $55D9		; Cargar fuente desde RAM
call $0454		; Activar LCD
xor a, a
ld [$FF00 + $D1], a	; Reiniciar scroll X , Y 
ld [$FF00 + $D2], a
ld a, $01
ld [$FF00 + $AC], a	; Don't require button up between presses
call $5D85		; iniciar menu
@Loop:
call $5EC0		; actualizar menu
call $09FD		; get button press
call $5FD9		; actualizar seleccion

call $5E5D		; process button press
call $032E		; do events
jr @Loop
  • Navigation: The D-Pad selects the current palette's color to manipulate on the top row, or the selected color's red, blue, or green channel (from top to bottom respectively). Press Select to rotate through the palettes in order in which they are loaded in RAM, although it is not possible to edit palette 0x07, the menu palette, or any foreground palettes. B hides resp. shows the menu, probably so the user can inspect the whole map screen rather than only the top portion. While the menu is hidden, it still functions the same as if it was shown, meaning colors can be selected and edited as usual.
  • Colors: The current palette's four colors are represented by their color and their hexadecimal values above each color field in the top row of the menu. One can change the colors freely for each color channel separately.

No hay forma de salir del menú, ya que probablemente también se borro el código respectivo.

Texto sin usar

Hmmm...
Cosas pendientes:
texto en japones

Todos los desplazamientos de texto son para la versión USA de Oro y Plata .

Nombres de locaciones

Los siguientes nombres de ubicación están en la tabla de nombres de ubicación junto con otros nombres de ubicación, pero no se utilizan.

  • 0x092641: N/A
  • 0x0926FD: LAV RADIO TOWER
  • 0x09270D: SILPH CO.
  • 0x092717: SAFARI ZONE
  • 0x092733: POKéMON MANSION
  • 0x092740: CERULEAN CAVE
  • 0x092910: VIRIDIAN FOREST

Others

Marcador de posicion para objetos sin script.
  • 0x190262: "That can't be used right now."
  • 0x190280: "That item can't be put in the PACK."
  • 0x1902A4: "The " (texto procedente de 0xCF6B) " was put in the PACK."
  • 0x1902C4: "Remaining Time"
  • 0x1902D4: "Your POKéMON's HP was healed."
  • 0x1902EF: "Warping..."
  • 0x1902F9: "Which number should be changed?"
  • 0x19031A: "Will you play with " (texto procedente de 0xCF7E) "?"
  • 0x190335: "You need two POKé- MON for breeding."
  • 0x190358: "Breeding is not possible."
  • 0x190373: "The compatibility is " (numero procedente de 0xD151) ". Should they breed?"
  • 0x1903A4: "There is no EGG. "
  • 0x1903B7: "It's going to hatch!"
  • 0x1903CC: "Test event " (numero procedente de 0xCF7E) "?"
  • 0x1903E0: "What do you want to play with?"
  • 0x190400: "You can have this."
  • 0x190414: "The BOX is full!"
  • 0x190426: "Obtained the VOLTORBBADGE!"
  • 0x190442: "The password is:"
  • 0x190455: "Is this OK?"
  • 0x190462: "Enter the ID no."
  • 0x190474: "Enter the amount."
  • 0x195B29: "The window save area was exceeded."
  • 0x195B72: "Corrupted event!"
  • 0x124558: "Oh, no. Oh, no… My daughter is missing. No… She couldn’t have gone to the BURNED TOWER. I told her not to go near it… People seem to disappear there… Oh, what should I do…?" (Esto puede indicar que una subquest para la Torre Quemada fue desechada o movida al SS Aqua.)
  • 0x195B93: "BG event" (Probablemente un marcador de posición para eventos 'invisibles' como carteles)
  • 0x195B9D: "Coordinates event" (Probablemente un marcador de posición para eventos desencadenados al caminar hacia ciertas coordenadas)
  • 0x195B4D: "No windows avail-able for popping!"
  • 0x029438: "?????"
  • (Unknown offset:) "?" (identificador del item 00 O el nombre predeterminado del rival antes de ser nombrado automáticamente como"???")
  • 0x195B84: "Object event." (Marcador de posición para eventos relacionados con NPC)

restos de Rojo, Azul, y Amarillo

Las siguientes cadenas de diálogo (de la ROM de USA.) No se utilizan en la versión final de Oro y Plata, pero son restos del motor Rojo y Azul. El tipo BIRD no utilizado está en el motor del juego.

  1. 0x050A3A: BIRD
  2. "It dodged the thrown BALL! This POKéMON can't be caught!"
  3. "You missed the POKéMON!"
  4. "Played the POKé FLUTE."
  5. "Now, that's a catchy tune!"
  6. "All sleeping POKéMON woke up."
  7. "[PLAYER] played the POKé FLUTE."

Mecánicas de juego Invisibles

Se mostrarán las siguientes mecánicas del juego, si se las obliga a hacer referencia a ellas a través de una cadena de diálogo (aunque nunca están en el juego normal)nos mostraran:

  1. Imagen del profesor Oak: "POKéMON PROF." (almacenado con los datos de clase de entrenador, Aunque solo se hace referencia en la pantalla de presentación para señalar la imagen del profesor Oak; No en una batalla de entrenadores, asi "POKéMON PROF." no es mostrado.)
  2. Marcado de ultima posición: "SPECIAL" (un nombre de un pueblo en el mapa, con el nombre de "SPECIAL" no es visible en una partida normal de juego; su identificador es 00 Para hacer referencia al nombre del último mapa de la ciudad cargado en la memoria del juego:- Útil para centros Pokémon)
  3. Gráfico trasero del jugador en batalla: "?????" (el juego referencia el gráfico trasero como el indefinido Pokémon #252 "?????")

Voltorbbadge

Otras medallas tienen el texto 'get' en el formato "Player received NAMEBADGE".

SILPHSCOPE2

Posiblemente se suponía que se usaría en lugar de SquirtBottle, como lo sugiere una cadena de diálogo no utilizada:

"I hear there's a POKéMON that looks just like a tree. You can reveal its identity using a SILPHSCOPE2."

"Escuché que hay un POKéMON que se parece a un árbol. Puede revelar su identidad utilizando un SILPHSCOPE2".

(Source: Manuel Calavera)

Test Event

texto sin función.

Este es uno de los fragmentos de texto de depuración que quedan en el juego. Parece que no queda nada de su código. La dirección RAM que muestra es en realidad datos del reloj en tiempo real, Lo cual tiene poco sentido aquí, Sugiriendo que se eliminó el código antes de agregar el reloj.

Mr. Chrono

Hmmm...
To do:
Is he in Crystal as well?

Un script sobrante en New Bark Town. Si bien afirma estar activando un modo de depuración, Desafortunadamente todo lo que parece quedar es el texto, Que muestra la lectura en tiempo real (RT) del reloj y la diferencia horaria (DF) establecida por el jugador, así como si el horario de verano está activado o desactivado. También hay texto cerca de una función que calcularíala contraseña de reseteo del reloj por ti.

Esta característica se agregó para las localizaciones de Oro y Plata, probablemente para verificar si el horario de verano funcionaba correctamente. Las versiones japonesa y coreana no tienen estos restos, ya que el horario de verano no se usa en Japón y Corea del Sur.

Miel dulce

texto acerca de "sweet honey" aparece en la ROM. Es posible que esa "Sweet Honey" fuera un concepto que termino enlatado (O fuera evolucionado en lo que fue Headbutt or Sweet Scent) y reimplementado muchos años después, en forma de "Miel" en Diamante y Perla.

My POKéMON is an
expert at collect
-ing SWEET HONEY.

I’ll share some
with you.

I want to give you
some SWEET HONEY,
but you have no
room for it.

Here you go! Have
some SWEET HONEY!

{A1} received
SWEET HONEY.

My little brother
takes SWEET HONEY
and goes somewhere
with it.
I wonder what he’s
up to?

Did you put SWEET
HONEY on a tree?
What happened to
it?

Did you put SWEET
HONEY on a tree?
It takes about a
day for POKéMON to
be drawn to it.

BUTTERFREE: Freeh!

Funciones no utilizadas

Nombrando a tu madre

Hmmm...
To do:
What about Crystal?
Animación de la pantalla de nombres para la madre del jugador..

Nombrar a la madre del jugador es completamente funcional en Oro y Plata. Sin embargo, durante el tutorial de captura de Pokémon de DUDE, el nombre del jugador se copia en la ubicación RAM del nombre de la madre, lo que implica que el jugador nombraria a su madre en una etapa en la que ya no se podria acceder al tutorial. El nombre en sí se puede mostrar en texto a través de byte 49 Y debe tener 11 espacios reservados en el cuadro de texto para proteger contra el desbordamiento del texto.

Cuando la RAM se inicializa en el arranque, el nombre de la madre del jugador se inicializa en MOM.


(Source: iimarck.us)

=== Entradas de movimiento de campo adicionales ===

UOpciones de menú de habilidades no utilizadas.

La lista de movimientos de campo contiene dos entradas adicionales:

  • PAY DAY (ID 00) - Aparentemente esto podría haber sido usado fuera de la batalla en un punto. Intentar usarlo ahora solo bloquea el juego, ya que se ha eliminado de la pointer table.
  • ERROR! (ID 15) - La última entrada. Ningún otro menú tiene tales entradas, por lo que este puede ser un movimiento eliminado. Al igual que PAY DAY, este elemento no tiene entrada en la pointer table, pero por casualidad el juego logra no bloquearse y simplemente no hace nada cuando se usa.

The pointer table for the abilities also shows some interesting facts:

  • The table is in fact a map (unordered ID->pointer pairs), rather than an array. The reason for this is not clear.
  • The game checks for a terminating entry in this list (pointer 0000); if it finds this entry before the ID it's looking for, it will just return without doing anything. However, the list doesn't actually have a terminating entry, so Pay Day and Error will cause it to read past the end of the list looking for them, eventually finding an invalid pointer for Pay Day and a terminating entry in the following data (thus why Error does nothing).
  • The out-of-order keys suggest that Waterfall was added later in development; it appears near the end rather than being grouped with the other HM moves.

To see the unused menu options, enter one or both of the following GameShark codes and select a Pokémon with one HM ability: 0100D5D0 for Pay Day, 0115D6D0 for "Error!".

Tipos de batalla no utilizados

La dirección RAM D119 Determina el 'tipo' de batalla que está teniendo lugar. Hay algunas entradas que nunca se usan normalmente en una partida normal.

Luchando sin Pokémon

Este tipo de batalla es identificador 0x02. El jugador entra en batalla sin enviar ningún Pokémon, Sin embargo, ninguna de las funciones parece haber sido definida. Todas las funciones que no sean PACK y RUN terminan instantáneamente la batalla, Mientras que PACK y RUN funcionan como lo harían en una batalla comun.

A diferencia de la demostración de DUDE, esta batalla no cambia el sprite del jugador, no lanza automáticamente una POKé BALL una vez que se cierra la mochila, ni copia el nombre del jugador en la ubicación RAM de El nombre de tu madre.

Siempre lucha contra Pokémon hembra

Hmmm...
To do:
Specific DVs

Este tipo de batalla usa el identificador 0x05. Hace que el jugador siempre luche contra un Pokémon con DV que coincidan con un Pokémon femenino (si es posible). Por razones desconocidas, no parece haber un tipo de batalla coincidente para encontrar Pokémon macho..

Final de batalla automático

Este tipo de batalla usa el identificador 0x06. Hace que la batalla termine tan pronto como el jugador envíe su primer Pokémon . Aunque finalmente no se usa, se activa automáticamente cuando el jugador intenta entrar en una batalla de Entrenador sin ningún Pokémon. Hay otra función, aunque no relacionada con este byte, que hace que las batallas Pokémon salvajes terminen antes de que comiencen.

También puede activarse por una falla, lo que permite al jugador caminar sin Pokémon utilizables, si el jugador obtiene un ????? (FF) Primero usando el Bad Clone glitch, Debilita a todos los otros Pokémon debajo de él, y luego se debilita.

Extra Experience Groups

Hmmm...
To do:
The level 100 experiences don't follow those formulas. Check whether +30 and +70 is supposed to be -30/-70.

In addition to "Fast", "Medium-Fast", "Medium-Slow", and "Slow", two other groups closely related to "Medium-Slow" are programmed into the game but never used:

Pokémon GSC ExpType01.png

Maximum EXP: 849,970

Pokémon GSC ExpType02.png

Maximum EXP: 949,930

They rise pretty much as slow as "Medium-Slow" but offer less maximum EXP. The maximum EXP of "Medium-Slow" is 1,059,860.


(Source: DevZ)

Clock Reset

PKMNGnS-Resetclock.png

presionando ↓ + SELECT + B en la pantalla de titulo o usando el codigo GameShark 010464CE y presionando START o A, El jugador puede acceder a una pantalla de reinicio del reloj. La función requiere una contraseña que se calcula a partir de la información del estado del juego. Las versiones japonesas no contienen esta función de reinicio del reloj.

Al hacer esto con una batería vacía, donde es imposible escribir la contraseña correcta, el juego se reinicia y se ejecuta con un extraño error gráfico.

Las contraseñas se pueden calcular en línea at Filb. camiando las direcciones 23:4225 (o el offset $8C225) de 37 a C9 Hará que las contraseñas incorrectas de restablecimiento del reloj funcionen. Esto equivale al codigo Game Genie C92-25B-3B6.


(Source: Phil Erwin)

Esta característica también existe en Crystal. En las versiones coreanas, el método es el mismo que en Crystal:

  1. Mantenga presionada ↓ + SELECT + B
  2. Suelte ↓ + B, dejando SELECT presionado
  3. Mantenga presionada ← + ↑
  4. Suelta SELECT

El código de GameShark 010402D0 puede usarse en su lugar.

Para usar cualquier contraseña, modifique el byte de la dirección 0x4226 a 0xC9 desde 0x37 o use el código Game Genie C92-26B-3B6 .

Hmmm...
To do:
¿Está realmente ausente de los juegos japoneses o simplemente quedo sin usar?

Tipo de movimiento 02

En Oro y Plata, hay un byte que gestiona diferentes tipos de movimiento. En la version en inglés de Oro y Plata, este byte tiene la dirección D682. Se usan cuatro de los tipos de movimiento: 00 para caminar, 01 para andar en bicicleta, 04 para surfear y 08 para Pikachu surfista. 02 funciona como deslizarse sobre hielo, sin embargo, en realidad no se utiliza: D682 no cambia a 02 cuando se desliza sobre hielo en la ruta de hielo.

El tipo de movimiento 02 puede haber sido una implementación temprana del deslizamiento sobre hielo antes de que la mecánica final del deslizamiento fuera programada en el juego.

Esto permanece en Crystal.

Generación I Menú Mimic

En la versión japonesa de Oro, Plata y Cristal, el antiguo menú para usar Mimic de la Generación I existe en el código pero sin usar, completo con el mensaje 'ど の わ ざ をも の ま ね す る? ' ('¿Imitar qué movimiento?'). Se puede acceder abriendo el menú de lucha con el código 010111D1 (Oro/Plata japones) o 010166D2 (Cristal japones). No es posible salir del menú.

En una partida normal de Oro, Plata y Cristal no hay un menú Mimic. En cambio, Mimic copia el último movimiento que usó el oponente, a menos que sea un movimiento que el usuario ya conozca, Sketch, Struggle, Metronome, o si no se utilizó ningún movimiento.

Accediendo a él con estos códigos puede mostrar los movimientos del usuario en lugar del oponente, y el uso de un movimiento puede obligar al usuario a usar Struggle. No se sabe si esto es una limitación de abrir el menú de esta manera o si el menú tiene errores.

El código equivalente para mostrar este menú en las versiones en inglés parece ser 01011FD1 (English Gold/Silver) o 010135D2 (English Crystal), y estos códigos desactivarán el regresar del Menú, pero no cambia la apariencia del menú de pelea además de deshabilitar el cuadro de tipo/PP. Al menos en English Crystal, cuando se abre el menú, el juego intenta mostrar texto desde el offset 0x3e61c, pero lo único que hay es un carácter de control 50h, lo que significa que no se muestra ningún texto. Las coordenadas en la pantalla del comienzo del texto en Crystal están en x=0B, y=0E (coordenadas BGB); Lo mismo que el principio del mensaje japonés, lo que sugiere que el texto fue 'vaciado'.

Menú sin uso
(RGBY JP)
Menú sin uso
(GSC JP)
Equivalente en ingles
(Gold EN)
equivalente en coreano
(Geum KO)
Pocket Monsters Green Mimic.png Pocket Monsters Kin Mimic.png Pokemon Gold Old Mimic.png Pocket Monsters Geum Old Mimic.png


(Source: Hibiki Ganaha, Torchickens, Wack0)

Juego de memoria no utilizado

El Game Corner en Oro, Plata y Cristal tiene dos tipos de máquinas: una máquina tragamonedas y una mesa de cartas. Sin embargo, hay un tercer juego no utilizado que funciona , juego de memoria, que solo se puede activar con un Coin Case y algunas monedas.

Usa el D-Pad para mover el cursor y presione A para voltear la carta seleccionada para ver de qué tipo es. Hay tres niveles de dificultad que afectan la colocación aleatoria de las caras de las cartas individuales, probablemente una para cada selección de monedas: una moneda, dos monedas o tres monedas. CF14 es la opción de dificultad, desde 01-03.

Como se trata de un juego de memoria, debes encontrar pares de cartas iguales. Si las cartas volteadas coinciden, se eliminan y la tarjeta se mostrará en la parte superior de la pantalla. Si no coinciden, ambas serán volteadas. Tienes cinco intentos para encontrar parejas iguales, después de lo cual el juego solo reparte otro conjunto de cartas.

と っ た も の ('[Cartas] tomadas') en la esquina superior izquierda muestra las cartas que ha emparejado, y あ と # か い ('# turnos mas') es cuántos Intentos que te quedan. obteniendo una pareja de cartas muestra CARD い た だ き! ('CARD, yeah!') Y eligiendo las cartas equivocadas muestra ざ ん ね ん ... ('Darn ...').

Tenga en cuenta que el cursor suele ser un gráfico basura, ya que los datos gráficos también se eliminaron. Por lo que, el indicador del PokéGear se usa en el vídeo.

La rutina real que te permitiría elegir el nivel de dificultad, ganar premios e incluso salir del juego no existe, por lo que no hay forma de ganar o salir del mismo, fuera de reiniciar el juego.

See the Notes page for a fully commented disassembly of the Memory game.

Tilesets

Early Tileset

The mock-ups were modeled after this magazine scan.

The Japanese v1.0 ROM's offset for the early block data is 06:6BA0 and the offset for early collision data is 06:73A0. These follow right after the block data of regular tileset 0x02, the Goldenrod City tileset. These were used to dump the early city maps above.

The tileset used is a mockup based on earlier leftovers in tileset 01, the regular city tileset which still contains parts of the pagodas at the exact location the early blockdata uses. Only a total of six tiles have been added to produce the early version mockup tileset.

As can be seen, the block data was changed after the early city maps were created and then presumably copied over to a then-new tileset 0x02 and split to tileset 0x01 thereafter and then forgotten about. This is especially visible in Olivine City's map, where the light house now has parts of mountains instead of the proper tower parts. Also, block 0x0D was deleted for whatever reason, hence it was rendered as a black block on both Goldenrod City's and Olivine City's map. The evolution goes from Tileset 0x1F to tileset 0x20 that resembles an intermediate to tileset 0x01's final layout.

The early tilesets are the following two:

Again, the original graphics seem to be lost, so these mock-ups were created. For a full detailing on map and tileset naming schemes, refer to the notes on map and tileset naming scheme.

Early Collision Data

There is an extra 0x60 bytes after the collision data at 37:7E33 in the Japanese v1.0 ROM just after the Ilex forest (tileset 0x1C) collision data that allow for 0x18 more blocks than the current tileset features. Curiously, the block data does not have room for 0x18 more blocks, meaning that this may or may not have been part of the Ilex forest tileset collision data.

However, since their contents are static, it suggests the former. The blocks would have had the following layout. Each cell corresponds to one fourth of a block, the size of an in-game person:

Solid Walkable
Solid Walkable

Unused Tile Palette Assignment Data

At 02:4547 in the Japanese v1.0 ROM there are 0x30 bytes of tile palette assignment, which assigns a palette for each tile of a tileset, that go unused. The layout is as follows, where the second color of each palette represents the palette overall pretty well:

Seems to be a nice fit.

This seems to fit tileset 0x09 from Red/Green/Blue/Yellow. Notice how the carpet at tiles 0x37 and 0x38 is blue instead of the usual red, which the dark shades of the Game Boy would have suggested.

Tileset 0x06 (Pokémon Center)

The tileset in the production ROM contains blocks for a Red/Green/Blue/Yellow-style Pokémon Center that are never actually used.

Also, this tileset contains an unused block whose tile has the wrong palette associated with it (red instead of blue). PKMN Gold Silver TS06 P03 DAY Betablock.png

Tileset 0x15 (Caves)

Minecart and some tracks.

The cave tileset features some infamous tiles for a mine cart and some tracks. However, no blocks ever use these tiles at all.

Tileset 0x17 and 0x1A (Ruins of Alph and Hall of Fame)

These two tilesets share a 2×2 ground tile, indicating that tiles might have been shifted from one tileset to the other somewhat late in the production cycle. Also notice how the color assignments of the Hall of Fame tileset hint at deleted tiles.

Tileset 0x1C (Ilex Forest)

Unused signs and sand tile.

Ilex Forest contains two sets of tiles for the signpost, one duplicate and one unused. This was probably a last-minute change and included to be able to reverse back at any moment. Also, Ilex forest does not feature any blocks with sand on them, making this standard tile go unused within the forest.

Unused Trainer Rosters

Pokémon Trainer Cal from Viridian City's Trainer House is normally only accessible late in the game, where he faces the player with the Johto starters in their final evolutionary forms at Level 50, provided that Mystery Gift was not used. Despite this, other rosters associated with Cal still exist within Gold/Silver/Crystal:

  • Chikorita, Cyndaquil, and Totodile at Level 10. (video)
  • Bayleef, Quilava, and Croconaw at Level 30. (video)

Unused Move Effects

Hmmm...
To do:
Further research is needed, as this list likely isn't exhaustive. Find out whether items like the Poké Doll get their effects from normally unused move effects. (there are effects to raise accuracy and escape)

Like Red and Blue, Gold and Silver (as well as Crystal) have some move effects for raising and lowering all stats, meaning some of the move effects like 'raise evasion two stages' are unused. Additionally, there is a move effect to cause the opponent to always flinch, unless the user is slower than the opponent (in this case the move will always miss) but this effect deals no damage.

Changing offset at 0x41AFF in Gold or at 0x41AFC in Crystal will modify the move effect of Pound.

All of the below effects deal no damage.

Identifier Effect
0C Raises user's Speed by 1 stage.
0E Raises user's Special Defense by 1 stage.
15 Lowers enemy's Special Attack by 1 stage.
16 Lowers enemy's Special Defense by 1 stage.
35 Raises user's Special Attack by 2 stages.
37 Raises user's Accuracy by 2 stages.
38 Raises user's evasion by 2 stages.
3D Lower's opponent's Special Attack by 2 stages.
3E Lowers opponent's Special Defense by 2 stages.
3F Lowers opponent's Accuracy by 2 stages.
40 Lowers opponent's evasion by 2 stages.
8D If user is faster, cause the opponent to flinch but deal no damage. If user is slower, always miss, even when Mind Reader was used the previous turn. (video)

Other Unused Content

Teru-sama

Hmmm...
To do:
Are there usable Teru-sama different in other versions, such as the Japanese ones?

Teru-sama is simply a set of placeholder items used by the game to fill up empty item slots and prevent crashing when the data is loaded. Most Teru-sama are useless and only give the "GIVE/TOSS/QUIT" options but there are two Teru-sama that function as items, though: the Town Map and Poké Flute from Red, Green, Blue, and Yellow are still present in the internal data. Most of the other Teru-sama if forced to have a "USE" option will display Professor Oak's "This isn't the time to use that!" message. Teru-sama with unique effects include identifiers 06h, 38h and BE, however BE has an invalid pointer and was likely never intended to have a "USE" option.

The 06h Teru-sama works as a faulty version of the Town Map from Red, Green, Blue, and Yellow.

The 38h Teru-sama works as the Poké Flute if a "USE" option is forced (video). Like in Red, Green, Blue, and Yellow, it can be used to wake up sleeping Pokémon in the player's party in and outside of battle. The Poké Flute sound plays if the player uses the item outside of battle with a sleeping Pokémon but not if the player doesn't have a sleeping Pokémon in the party or uses the item with a sleeping Pokémon in the party within a battle.

Teru-sama can be sold for 19,660 Pokémon Dollars (yen in Japanese versions and won in Korean versions) at Poké Marts. Its buy price of 39,321 Pokémon Dollars equals 0x9999, or 9999 in binary-coded decimal, the format Red, Green, Blue, and Yellow use for monetary values. Gold, Silver, and Crystal use plain binary integers for money instead of BCD; however, the buy Teru-sama price indicates that Gold and Silver did use BCD earlier in development.

The name Teru-sama used in the Western versions may be a reference to Teruki Murakawa, a programmer that appears listed in the credits of the English and European versions of Gold, Silver, and Crystal and as a coordinator in the Korean versions of Gold and Silver. In the Japanese versions, these items are called Kabichuu (カビチュウ), which may be formed from the combination of "kabi" in Kabigon (Snorlax) and the "-chuu" of Pichu, Pikachu, and/or Raichu. In Korean Gold and Silver, Teru-sama have a fullwidth question mark "?" as their name.

The Crystal-exclusive items Clear Bell, GS Ball, Egg Ticket, and Blue Card correspond to Teru-sama in Gold and Silver. In Korean Gold and Silver, the equivalent Teru-sama (except for the Egg Ticket) were renamed to match their Crystal names but their functionality remains unaltered.


(Source: Crystal-exclusive Items - Bulbapedia, Kabichuu Name Origin - ポケモンWiki)

Shiny Mew

For the sake of consistency, every Pokémon in every Pokémon game is given a Shiny variant, including Mew. However, all Mew distributed to Generation I games have a fixed set of DVs that prevents them from becoming Shiny when traded to Generation II games, leaving its Shiny form unobtainable without cheating or glitches (the Trainer-Fly glitch, for example, would produce a Mew with random DVs).

Shiny Mew would later be available in Emerald as a normal Shiny chance for the wild Mew encounter at Faraway Island (via the Japanese Old Sea Map distribution).

Unused Shiny Unown

Hmmm...
To do:
Find the sprites and post them here.

Every form of Unown also has Shiny variant, but due to how Unown's forms and Shininess were determined in Generation II, the only Unown forms that can be Shiny are its "I" and "V" ones.

Running Pokémon

Certain Pokémon in the games have a chance to flee from battle; this data is stored in three tables, in the order of increasing likelihood to flee. The first table is about a 10% chance with the second table being a 50% chance. However, the following Pokémon cannot be encountered in the wild, thus their running behavior remains unseen.

First table:

  • Eevee
  • Porygon
  • Togetic
  • Umbreon

Second table:

  • Articuno
  • Zapdos
  • Moltres

The third table, which guarantees escape, contains only the legendary beasts.

(Source: iimarckus, Bulbapedia (Escape likelyhood))

Slot Machine

An identifier (18) exists denoting a Bulbasaur symbol (using its doll sprite) in the Slot Machine interface. However, information such as how many coins the player will receive is undefined. The game can be forced to give a three-Bulbasaur payout by using the GameShark codes 011809C6, 01180DC6, and 011817C6.

(Source: Glitch City Forums)

Title Screen

Pokemon Gold Ho-Oh different palette.png

The sprite data for Ho-Oh on the Gold title screen actually uses three colors, although the normal palette renders all three colors as black, meaning only its silhouette can normally be seen. The colored sprite can be seen through any glitch which causes the game to reset in mono Game Boy mode on a Game Boy Color (preventing the correct palettes from being loaded); the most reliable way of achieving this is listening to a Machop's cry in the Pokédex and then using the Coin Case.

The Lugia sprite in Silver is, however, stored using only the two colors visible in-game, suggesting either the decision to render them in silhouette was taken some time between the drawing of the two sprites, or that the original plan was to show Ho-oh in color but Lugia in silhouette, before a last-minute decision was made to make them both the same. This was restored in the remakes, including the Lugia model.

Unused Status Prevention Items

Located in the code of Gold, Silver, and Crystal are six unused hold items that would have prevented the Pokémon holding it from being inflicted with a status effect.

These items work perfectly except burned and frozen. While they still create the correct effect, the other four bring up the text "(Pokémon)'s protected by (item)!" These items aren't consumed after use, so they can be used indefinitely, much like the Leftovers. Burn and Freeze simply do the effect without telling the player anything.

It is unknown why these were left out, as it is likely these items would be the precursor to abilities introduced in Generation III that would prevent certain status effects, such as Immunity and Insomnia.

Identifier Effect
14 Holder cannot be poisoned, similar to the Immunity ability.
15 Holder cannot be burned, similar to the Water Veil ability.
16 Holder cannot be frozen, similar to the Magma Armor ability.
17 Holder cannot fall asleep (Using Rest still works), similar to the Insomnia and Vital Spirit abilities.
18 Holder cannot be paralyzed, similar to the Limber ability.
19 Holder cannot be confused, similar to the Own Tempo ability.

Unused Venomoth possibility in Bug-Catching Contest

The games use a list of possibilities, Pokémon species and a level range to generate Pokémon caught by the other contestants in the Bug-Catching Contest. The list contains an unused entry for a Venomoth between level 30 and 40, probably because Venomoth is not a Pokémon that can be caught in National Park. The table is identical in Gold, Silver and Crystal.

Hexademical Percentage Species Minimum level Maximum level
140A0712 20 % Caterpie 7 18
140D0712 20 % Weedle 7 18
0A0B0912 10 % Metapod 9 18
0A0E0912 10 % Kakuna 9 18
050C0C0F 5 % Butterfree 12 15
050F0C0F 5 % Beedrill 12 15
0A300A10 10 % Venonat 10 16
0A2E0A11 10 % Paras 10 17
057B0D0E 5 % Scyther 13 14
057F0D0E 5 % Pinsir 13 14
FF311E28 -1 % Venomoth 30 40
(Source: Pokémon Crystal Disassembly)

Version Differences

Changed Graphics

Pokemon Gold and Silver (J) Flaafy back.png
Changed Graphics
Details of the graphical changes between release versions.

Name Entry Screen

Japanese International Korean
PGS-J-name.png PGS-E-name.png PGS-K-name.png

Every one of these versions have a peculiar difference compared to the other versions:

  • The Japanese version writes the name one tile higher and one tile more to the right.
  • The international versions allow up to seven characters to be entered.
  • The Korean version does not have an option to change the character set unlike the Japanese and international versions.

Summary Screens

Japanese International Korean
PokemonGold-Japan Pokemon summary.png PokemonGold-Intl Pokemon summary.png PokemonGold-Korea Pokemon summary.png

In the Japanese and Korean versions of the game, Pokémon summary screens are vertically aligned, similar to Ruby and Sapphire onwards in localized games. In the international releases, due to the lack of space, they were reverted to the horizontally aligned screens of Red, Green, Blue and Yellow.

Trading Screen

In the Japanese and Korean versions of the game, the Pokémon trading screen is vertically aligned. In the international releases, due to the lack of space, it is horizontally aligned.

PC Boxes

Japanese International Korean
PGS-J-box.png PGS-E-box.png PGS-K-box.png

The amount of PC boxes in the Pokémon Storage System was changed from to 9 to 14 in the localizations (including the Korean ones) due to the maximum number of Pokémon per box being decreased from 30 to 20.

The Japanese text-box frames here are also positioned one pixel higher than the ones in the other versions.

Pokémon Storage System Layout

Japanese International Korean
PGS-J-deposit.png PGS-E-deposit.png PGS-K-deposit.png

In the Japanese and Korean versions, the Pokémon in the Pokémon Storage System's layout is enclosed in a text-box frame and the Pokémon list appears in the background. In the other localizations, there is no frame surrounding the Pokémon but the Pokémon list appears in a text-box frame.

Also, the Japanese text-box frames positions are one pixel higher and the Pokémon level number is one pixel lower than the ones in the Korean version.

Poké Mart And Pokémon Center Signs

Japanese / Korean English French / Spanish German / Italian
PGS-JK-sign.png PGS-E-sign.png PGS-FrEs-sign.png PGS-GrIt-sign.png

In the Japanese and Korean versions, the sign of Pokémon Centers in Johto have a Poké Ball drawing with the letters PC next to it. In the localizations, the sign was changed back to the one used in Red, Green, Blue and Yellow. The Pokémon Center signs in Kanto use the old design in all versions.

Nidoran Gender Symbol

Japan/Korea International
PGS-GenderSymbolJ.png PGS-GenderSymbolU.png

In the localizations, the gender symbol for the Nidoran is shown twice during battles due to the gender symbol being placed next to the level indicator instead of next to the Pokémon's name as in the Japanese and Korean versions.

SonicBoom

Japan/Korea International
PokemonGS-Sonicboom-Japan.png PokemonGS-Sonicboom-World.png

In the Japanese and Korean versions, SonicBoom's animation is a shock wave hitting the opponent. For undisclosed reasons, it was changed to a tornado hitting the opponent in the localizations, making it very similar to Gust.

Coin Case Bug

Due to an error in the North American localizations, the text box printed when using the Coin Case is improperly terminated in the English version, as a 57 character is used instead of a 50 (the original value in the Japanese versions of Gold/Silver), causing the game to jump to a section of memory used for storing sound effects. This section of memory is usually empty, unless you listened to a Pokémon's cry right before in which case the game interprets the Pokémon's cry as code, leading to arbitrary code execution.

This bug isn't present in the original Japanese release, the non-English European translations, or the Korean ones.

(Source: Sanky (explanation), Wack0 (comparison of values))

Korean Version

File:DMG incompatibility message (Korean Pokémon Gold).png
The error message stating that the game is only playable on Game Boy Color.
Hmmm...
To do:
Are the printer options merely hidden?
이 카트리지는 게임보이 컬러 전용입니다. 게임보이 컬러에서 사용을 부탁드리겠습니다.
(This cartridge is only for Game Boy Color. Please run it with Game Boy Color.)

The Korean versions of Gold and Silver, like Crystal, are only compatible with the Game Boy Color. Previous versions of Gold and Silver can be run on Game Boy mode. This is due to the fact that the Korean version uses the Game Boy Color's second bank of VRAM for printing its text, rendering it incompatible with the regular Game Boy, which is the reason why it displays random tiles for text when force-booted into Game Boy mode.

When the player attempts to run the game on an original Game Boy, they receive a message stating that the game is only compatible on the Game Boy Color. The message is very plain compared to Crystal, and without borders. However, it is still possible to force-boot the game into Game Boy mode through editing address 0xFFE8 to 0x01 or by entering the GameShark code 0101E8FF. The game will still run, but there will be a glitchfest of random tiles for text, sprites refusing to display, random slowdowns, and other strange behavior. Most of the time, the game will also randomly crash when it's booted up in this state, although it usually doesn't happen immediately after boot-up.

Hmmm...
To do:
Shouldn't we investigate the crashes a little further?

Both Gold and Silver left their respective Super Game Boy border unused. They are the English design, rather than Japanese.

Additionally, Game Boy Printer support has been removed as the accessory was not released in South Korea.

Also, this version of the game has its own version of the English credits at the end of the game, replacing the English translation staff with the Korean translation staff.

International Linking

Hmmm...
To do:
Which Hangul characters can be misinterpreted as control codes?

Western language Pokémon games(languages don't matter) can be connected to each other. However, alphabet letters with diacritics such as ecutes and umlauts(except é, this exists in even English versions to print Pokémon) may cause mojibake(character transform) in other language games which doesn't support these characters.

Japanese Pokémon games can only be connected to Japanese Gen I and II Pokémon games. Otherwise, two games connected to each other will be crashed because the positions of data structures and codes in Japanese games are different to non-Japanese Pokémon games.

Korean Pokémon games, however, can be connected to Western language Pokémon games(of course Korean, too.) including Generation I and Crystal without serious problems. It's the reason that Korean Pokémon games are based on English ones though their graphics are similar to Japanese ones. English alphabets and character encodings are programmed in Korean Pokémon games(the Korean games use it in the credits and a few other places). Therefore, Gen I exclusive Pokémon(Bulbasaur, Charmander, Squirtle, etc.) can be obtained in Korean Pokémon games, and completing Pokédex(except Mew and Celebi without glitches) is possible in these games, too.

However using this feature leads to issues for both sides: In the Korean games, names longer than 5 characters appear shortened or overflow in places. Also, characters with diacritics may cause mojibake in Korean games. And in the non-Korean games, Korean names become gibberish (non-Korean games were incapable of displaying them until Black and White) or cause the link to fail (certain Hangul are misinterpreted as control codes).

Stadium 2 Compatibility

The Korean games are recognised as valid Pokémon games by the Western versions of Stadium 2, but the game is unable to load the save data for it. On the other hand, the Japanese version of Stadium 2 doesn't even recognise the Korean GS games as valid Pokémon games. Transferring Korean Pokémon into Western GSC games allows them to be used in Stadium 2 without issues (except for the name corruption).

Exclusive Pokémon

In Japan and South Korea, Phanpy and Donphan are found in the wild in Gold while Teddiursa and Ursaring are found in the wild in Silver. In the rest of the world, these were switched.

Interestingly, this localization change was not made for the international versions of HeartGold and SoulSilver – Phanpy and Donphan are found in HeartGold while Teddiursa and Ursaring are found in SoulSilver, regardless of region.

Kings

The team of Pokéfan Alex, a Trainer found on Route 13, is made of Pokémon that have names ending in "king" (キング). Due to Magikarp not sharing this trait in the English versions (its Japanese name is コイキング/Koiking), it was replaced by Seaking in order to stay true to the theme. Unlike Magikarp, which is level 58, the Seaking is level 29 like the rest of his team. In the Korean versions, his team is the same as in the Japanese versions since Magikarp's Korean name is 잉어킹 (Ingeoking) and both Nidoking and Slowking also have the word "king" (킹) in their Korean names.

Like the aforementioned change to the exclusive Pokémon, this was not replicated in HeartGold and SoulSilver since Alex still has a Magikarp in the localizations, which is now level 65.

National Park glitch

The Japanese versions of Gold and Silver have a glitch that is very similar to the Safari Zone glitch in Pokémon Red and Blue, but instead of warping to Glitch City, it allows you to create glitch Pokémon.

  1. Fill your party with Pokémon. Make sure your first Pokémon knows Fly or Teleport.
  2. Deposit your last four party Pokémon into an empty PC box.
  3. Enter the Bug-Catching contest (it runs Tuesdays, Thursdays and Saturdays).
  4. Once in, immediately step out. When the guard asks you if you want to quit, say no.
  5. Once back in, Fly or Teleport out of the National Park.
  6. Go to a Pokémon Center and deposit the second Pokémon in the PC.
  7. Save the game and reset the console.
  8. Head back to the Bug-Catching Contest and quit the contest.

After the results are announced, you will have a new Pokémon in your party with the species of the second Pokémon you had in your party at step 1, but with all other information (including stats, moves, gender, DVs, and shininess) copied from the sixth Pokémon. The stats will reset once the Pokémon evolves, but the species will reset to what it should be if this Pokémon is given to the daycare.

This glitch was fixed in the localized versions of Gold and Silver, and does not occur in any version of Crystal.