Pokémon Yellow
Pokémon Yellow: Special Pikachu Edition |
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Also known as: Pocket Monsters: Pikachu (JP) This game has unused areas. This game has a development article This game has a prototype article This game has a notes page This game has a bugs page This game has a Data Crystal page |
Pokémon Yellow is the updated companion game to Pokémon Red and Blue, which incorporates elements of the series' eponymous anime. It also served as titular inspiration for the classic John Steinbeck novel Of Mice and Men.
Contents
Sub-Pages
Development Info |
Prototype Info |
Notes |
Bugs |
Leftovers
All the unused data from Red and Green and Blue remains in the code of Yellow, virtually all of it unchanged aside from a few exceptions, which are documented below:
Unused Trade
Despite remaining unavailable in regular gameplay, the unused Butterfree-for-Beedrill in-game trade was modified slightly, with the received Beedrill having its English nickname changed from "CHIKUCHIKU" to "STINGER".
Debug Pokémon Party
The debug function that gives the player a set team of Pokémon saw its selection slightly tweaked, giving Yellow the following:
- Snorlax: Level 80 (Debug Rom: Level 80, Moves: Fly, Cut, Surf, Strength)
- Persian: Level 80 (Debug Rom: Level 80, Moves: Screech, Pay Day, Fury Swipes, Slash)
- Jigglypuff: Level 15 (Debug Rom: Level 15, Moves: Sing, Pound, Disable)
- Pikachu: Level 5 (Debug Rom: Level 5, Moves: Thundershock, Growl, Surf)
Version | Offset |
---|---|
Japanese | 01:62E2 |
English | 01:623E |
German | 01:6253 |
French | 01:62C7 |
Italian | 01:628D |
Spanish | 01:6285 |
Main article: Pokémon Red and Blue
Unused Audio
Unused Cries
There are multiple unused voice clips for the player's starter Pikachu.
# | Cry | Transcription | Mood |
---|---|---|---|
07 | Chuu... | Dubious | |
08 | Pika pika! | Excited | |
12 | PI pika chu! | Incensed | |
14 | Pikapii~ | Distressed | |
16 | Pika, pikachu! | Chatty | |
21 | Pika... pii! | Contrary | |
22 | Chuuuuu! | Distressed | |
23 | Pika... | Weary | |
24 | Pikapikaa! | Amused | |
27 | Piikachu. | Declarative | |
30 | Pikaa! | Accusatory | |
32 | PI-ka. | Demonstrative | |
36 | Piikaachuu... | Frustrated | |
41 | Pikachuu... | Suspicious | |
42 | Pikaapipika. | Intrigued |
Unused Song
This unused track is present only in Yellow, and is located in the sound bank used by the game's extra features, including the "Pikachu's Beach" minigame. As revealed by this song's original filename, this theme was actually meant for Giovanni. Given the track's short loop, this tune was more than likely meant to play when the player talks to him before a battle.
Unused Stereo Mixing
Normally, the game initializes the various in-game options when first booting the game and just before loading save data. However, if the game's audio is forced into one of the three Headphone (stereo) modes before the introduction plays, the introduction song is revealed to have stereo mixing, just like all the other songs in the game.
Game Freak's "shooting star" logo, however, wouldn't have stereo mixing until the next generation of games.
Unused Code
Unused GB Printer Function
If the Game Boy Printer is properly connected, then calling address 3A:4E79 (referred to as "PrinterDebug" in the game's disassembly project) will mute the game's audio and attempt to use the printer to print a copy of the screen. For unknown reasons, if this is done on the overworld this will also glitch out the arrangement of tile blocks on the map, though the player can Fly/Teleport away if the original map was a normal town/route; otherwise, setting D366 ("wCurMapTileset") to 0x00 will allow the player to escape.
Unused Encounter Type
Encounter types in Pokémon Yellow are defined by a single byte, with all used types including standard wild Pokémon encounters, those that take place in the Safari Zone, and the encounter initiated during the Old Man's Pokémon-catching tutorial. Encounter type 03, however, goes unused. In this mode, attempting to fight, access the item menu, or switch Pokémon triggers the unique message "Hurry, get away!"/「はやく にげるのじゃ!」. The player thus has no choice but to run, though fortunately the chance of escaping from this encounter type is hardcoded to always be set to 100%.
Because this encounter type only exists in Yellow, it may be that players would once have had the option to obtain their own Pikachu beyond the walls of Pallet Town, rather than being forcibly gifted one by Professor Oak before leaving. In this scenario, an encounter mode in which players were forced to escape if their party was empty would be essential for preventing the player from sending out an invalid Pokémon.
To force this encounter type, input GameShark code 010359D0 and then trigger an encounter.
Unused Radness Bonus
The minigame "Pikachu's Beach" has an unused "radness" bonus of +750 points, identifier 0x04, which isn't assigned to any number of flips, be they regular or "special" (forwards-backwards). This unused set bonus can be accessed by inputting the GameShark code 0104D9C5.
Unused Trade Data
In addition to the unused trade from Red and Blue, Yellow went ahead and added two more unused in-game trades, possibly placeholder data related to the removal of the in-game trades in Cerulean City and Vermilion City. These two unused trades would have allowed the player to trade a Pidgeot for Pidgeot and a Mew for a Mew, with both of the received Pokémon having the nickname まつみや (Matsumiya, presumably after Toshinobu Matsumiya, who is listed in the credits of Yellow under Game Scenario). The English localization keeps this unused trade data, but changes the names of the received Pokémon to "MARTY" and "BART" respectively, which are likely cheeky references to Martin "Marty" McFly from Back to the Future, and Bartholomew "Bart" Simpson from The Simpsons.
The trades themselves are fully functional and can be accessed by inputting the GameShark code found below and using the first glitch item in your bag. Replace "xx" with 02 for the Butterfree for Beedrill trade, 04 for the Mew for Mew trade, or 06 for the Pidgeot for Pidgeot trade, then use the first glitch item in your bag. Please note that this code also has some side effects: in all versions, the player's item data will be changed, and so will the stored Pokémon data.
English version | Japanese 1.0 version |
---|---|
01C37FDA 012180DA 01D381DA 01631DD3 013E21D3 01xx22D3 01EA23D3 013D24D3 01CD25D3 013E26D3 015427D3 01CD28D3 01B429D3 013E2AD3 01C32BD3 01D22CD3 01232DD3 01C92ED3 |
01C3B2D9 01A6B3D9 01D2B4D9 0163A2D2 013EA6D2 01xxA7D2 01EAA8D2 013DA9D2 01CDAAD2 013EABD2 0154ACD2 01CDADD2 01ADAED2 013EAFD2 01C3B0D2 01FFB1D2 0123B2D2 01C9B3D2 |
Unused Catch Rates
Pokémon Yellow has a special feature regarding Generation II's Time Capsule, which will translate a Pokémon's catch rate into a held item when transferred. Dragonair and Dragonite's catch rates were lowered from 45 to 27, for Dragonair, and 9, for Dragonite. This makes them harder to catch, though neither Pokémon are wild encounters in Red and Blue. This also changes their held items from a Bitter Berry, in Red and Blue, to a Protein when Dragonair's transferred from Yellow , and Antidote for Dragonite.
While Dragonair can be found in the wild in the Safari Zone in Yellow, there is no way to encounter a Dragonite.
Unused Graphics
Leftovers
The unused overworld sprites, unused tiles, and unseen areas all make a return from Red and Blue, unsurprisingly completely untouched. One of the few exceptions is Koga's original overworld spriteset, as Koga in Yellow uses the male Silph worker spriteset instead.
The other outlier is Clefairy's walking sprites. Only the left/right ones are used in Yellow, due to Clefairy using new overworld sprites instead of the generic Clefairy ones.
Game Freak Tiles
While these tiles are used in the Japanese version, during the "Game Freak" intro slide, they are never used in releases outside of Japan. The exact same thing also happened back in Red and Blue.
Title Screen
The localized title screen feature four unused tiles. The first is the backdrop behind the N, which matches with the Red and Blue logo. It is even loaded in VRAM, leaving its absence strange. The second tile is intended to fit below the "P", but is never needed, as it is cut off by the "Yellow" subtitle. The last two tiles are meant for the bottom half of the "N", that is also cut off by the "Version" subtitle. As they are leftovers untouched from the Red and Blue logo, they are misaligned, placed two pixels too low.
Original | Mockup |
---|---|
Early Japanese Title Screen
An early version of the Japanese title screen graphics, which still remains in the international releases of Yellow. The outline tile above ポ is missing, the long vowel mark ー is slightly shorter, and ウ is a bit rounder. The "Pikachu" bubble is part of the title graphic, instead of being a separate, overlaid, sprite, and its placement suggests that it isn't a speech bubble.
Notably, there is a "Yellow Version" subtitle, making the game's full title "Pokémon Pikachu: Yellow Version." The final Japanese release is instead known simply as "Pokémon Pikachu," while the international release goes for "Pokémon Yellow Version."
This early logo's tile arrangement looks closer to the one from Red and Green, and Blue's, with the "POCKET MONSTERS" subtitle under the "ポケットモンスター" logo.
Blue Title Screen | Yellow Title Screen (Mockup) | Yellow Title Screen (Final) |
---|---|---|
Middle-Aged Woman
Unused Frames | Animated Sprites |
---|---|
The middle-aged woman NPC was given a proper side walking sprite in Yellow, though it still remains unseen. These sprites were later used in Pokémon Gold and Silver, as this spriteset was assigned to the newly introduced Pokéfan class.
Officer Jenny
Unused Frames | Animated Sprites |
---|---|
Officer Jenny has a full set of walking sprites, though she never walks at any point during the game.
Bulbasaur
The Bulbasaur in Cerulean City is completely stationary, back right against a wall, preventing the player from interacting with it from behind, and leaving its back sprite completely unseen.
Pikachu's Beach
There are a few unused sprites intended for the "Pikachu's Beach" minigame:
Two unused sprites of Pikachu on its surfboard, one front-facing and one back-facing. In the final game, the only time that Pikachu faces a direction other than left or right is on the result screen, and even then they aren't on the surfboard.
Two unused sprites saying "GOOD!" and "YEAH-", which may have been intended as compliments for either good gameplay or successful flips.
Japan | International |
---|---|
An unused message in the same style as the "START" and "OH NO.." messages that display when starting and ending the minigame. This one was likely meant for finishing the course. This sprite only exists in the Japanese and English versions, and was blanked in other localizations.
Tileset 00
The unused flower tile from the previous games returns here, but this time it is also found in tileset 00, instead of just in tileset 07. Just as before, however, it still is overwritten in-game, meaning you never get to see it in action.
Original | Mockup |
---|---|
Tileset 13
The tileset for the Summer Beach House on Route 19, has two unused tiles. They both form halves of a white rectangle, which also goes unused in Tileset 01 and 02. These tiles do not appear in any of the map's blocks.
Tileset | Unused Tiles |
---|---|
Unused Blocks
Tileset 00
The unused blocks from tileset 00, still as unused as before, but now with updated graphics.
Tileset 19
- Naked wall duplicate (03) (used is 05).
- Messed-up blocks (04 and 08). Respectively the bookshelves and staircase blocks in Blockset 01, as Blockset 19 was built upon it.
- Standalone cushion (0E). Standalone chair in Blockset 01.
- Full wall block (11 to 13). Used as padding.
Unused Text
Script Text
Wild Encounter
The string brought up by the unused encounter type, and found right after the standard "Got away safely!" string. It's spoken as an old man would speak in the Japanese version, hinting that this line was intended for Professor Oak.
Japanese | English | French | German | Italian | Spanish |
---|---|---|---|---|---|
はやく にげるのじゃ! | Hurry, get away! | Vite! Fuyons! | Schnell weg! | Via, presto!!! | Deprisa, vete! |
Sea Cottage
Likely would've been uttered by Bill if you tried to leave his house without helping him first, because it is found right before Bill's "I'm a POKéMON..." string, and the original Japanese is in a Kansai dialect like how Bill (Masaki) speaks. In the final game, you can leave the house at any point without anything dissuading you, much like in Red and Blue.
Japanese | English | French | German | Italian | Spanish |
---|---|---|---|---|---|
なんや どこ いくんや! ちょっと まちーな |
Whoa, don't go anywhere, wait! |
Hé! Attends! | Hey, lauf nicht fort! |
Ehi tu, fermati! | ¡No te muevas! ¡Espera! |
Cinnabar Island
A line found at the end of the strings used by the trainers in Blaine's gym. Was likely once assigned to a trainer that was ultimately removed.
Japanese | English | French | German | Italian | Spanish |
---|---|---|---|---|---|
クイズに こたえろ! | Come on, answer the question! |
Alors, tu réponds? |
Weißt du etwa die Antwort nicht? |
Avanti, rispondi o forse non la sai? |
¡Venga! ¡Responde la pregunta! |
System Text
The nickname string given to the Beedrill from the unused leftover in-game trade.
Japanese | International |
---|---|
チクチク | STINGER |
These two strings are assigned to the two other unused trades, with "Marty" being assigned to the Pidgeot and "Bart" to the Mew.
Japanese | International |
---|---|
まつみや | MARTY |
まつみや | BART |
A string for testing Pikachu's expressions, and a remnant from a debug version. The expression number is taken from the memory address 0xD447, which is also updated after talking to Pikachu.
Japanese | English | French | German | Italian | Spanish |
---|---|---|---|---|---|
ナンバー <#> のひょうげんです! | This expression is No. <#>. |
Expression No. <#>. |
Dieser Austruck ist Nr. <#>. |
Questa espressione è la Nº <#>. |
Esta expresión es la Nº <#>. |
Not Enough Memory
A debug string found right before Professor Oak's opening lecture.
Japanese | English | French | German | Italian | Spanish |
---|---|---|---|---|---|
イエローバージョンの メモリが たりません |
Not enough Yellow Version memory. |
Mémoire Version Jaune manquante! |
Es ist zuwenig Speicher frei! |
Memoria insufficiente! |
Insuficiente memoria libre! |
This was not used in the game, but curiously, it is referenced in Func_5cc1
(pret naming):
Func_5cc1: ; unused? ld a, $6d cp $80 ret c ; will always be executed ld hl, NotEnoughMemoryText call PrintText ret
The first 3 lines may look like the function was stubbed out, however looking at the equivalent function in the leaked source code, the $6d loaded is revealed to be computed from p_bottom - p_top
:
check_p_area: ld a,p_bottom - p_top cp 128 ret c ld hl,over_msg$ call put_win_msg ret
The leaks also reveal p_top
and p_bottom
are set to WRAM addresses $D42F and $D49C, respectively.
Func_5cc1
is referenced only one time: in SpecialEnterMap
(pret naming, again):
; enter map after using a special warp or loading the game from the main menu SpecialEnterMap:: xor a ldh [hJoyPressed], a ldh [hJoyHeld], a ldh [hJoy5], a ld [wd72d], a ld hl, wd732 set 0, [hl] ; count play time call ResetPlayerSpriteData ld c, 20 call DelayFrames call Func_5cc1 ld a, [wEnteringCableClub] and a ret nz jp EnterMap
This seems to suggest that this text, despite being translated into all languages and previously thought to be used in the case of a "memory error", was instead meant to be debugging text that was meant to ensure the memory for Yellow Version features was enough.
Weirdly, the Japanese version of the text calls the game Yellow Version (イエローバージョン) , instead of Pokémon Pikachu (ポケモンピカチュウ). This, combined with an earlier title screen, and mentions of "Yellow" in the game's source code, suggests that the game was intended to be called "Pokémon Yellow" in Japan as well.
Version Differences
Revisional Differences
To do: Document the other changes in Japanese Yellow revisions 1, 2 and 3. |
Introduction Cutscene
The two screens preceding the opening cutscene were updated during localization. The copyright dates were updated, and on the "Game Freak PRESENTS" screen, the "PRESENTS" graphic was removed, despite it loading into VRAM.
Japan | International |
---|---|
Title Screen Changes
The "POCKET MONSTERS" subtitle was removed, the copyright dates were updated, the "Yellow Version" subtitle was added. The speech bubble was shrunk down and moved, but the text was changed from "ピカチュウ" (Pikachu) to a simple "Pika!". "POKEMON PIKACHU" was changed to "POKéMON YELLOW" for the Super Game Boy border.
Japan | International |
---|---|
The Beach mini-game's score screen updated "Pocket Monsters" to "Pokemon":
Japan | International |
---|---|
Game Boy Color
The game added additional colors for the Game Boy Color in all localized releases. Not all relevant countries printed this feature blurb, or the example screenshot, on their boxes, hinting at it being a late addition.
Red and Blue Holdovers
Being built off Red and Blue, Yellow retains all of the updates made for those games, too. While the overworld tileset was updated for Yellow, International Red and Blue's International tile changes still apply.
Also, the same town map differences exist between the Japanese and International versions.
Revision 1
Technical Changes
The v1.1 release of Japanese Yellow ("Rev 1") changes the contents of restart vector 0x38 (rst $38) from jp F080 (arbitrary code execution in Echo RAM of D080 on an actual Game Boy) to point to another rst $38 (0xFF). The purpose of this original jp F080 is unknown. This also appears in other Game Boy games, such as Bonk's Adventure, and may have been some kind of debug handler.
The later change to another rst $38 is the cause of the infamous blue bar freeze pattern which was carried over to localizations as well. The continuous jump back to 0x38 overwrites the stack, and then all usable memory, with a continuous 00 39 pattern.
Revision 1 made changes, though it's unknown how this affects gameplay. Some data starting around 0x68 has been altered, though.
Another example of a change is the altered data block at 0xF32AA (in bank 0x3C, after Vermilion Gym trash can data.)
Revision 2
Technical Changes
A few bytes were changed in many places, namely at offset 0x69, as byte 0x30 is now 0x20, and some following data. There's also minor changes to the data block at 0xF32AA.
Revision 3
Bug Fixes
The Japanese Version 1.3 release fixes a minor bug. Having Pikachu stand on one of the boulder switches in Victory Road, instead of pushing a boulder onto it, will remove all barrier walls, except for the one on the first floor of the dungeon. This fix was included on all localized versions.
Technical Changes
The first change to data is around 0x68. A huge amount of data has also been blanked with 00 bytes (such as the data block at 0xF32AA).
For text files of every single byte change, see this page.
To do: The link is dead following the discontinuation of the old Google Sites. Reupload the file comparisons elsewhere. |
Virtual Console Release
Jynx's sprites in International Virtual Console releases were updated with the new, purple skin color. This makes Jynx the only Pokémon to have more than four colors, in Gen I or II, due to how this was done: by replacing some 8x8 tiles' black color with a purple one instead.
International GBC | International VC |
---|---|
Move Animations
As a precaution to avoid seizures, the following move animations were changed to avoid rapid flashing.
- Blizzard
- BubbleBeam
- Confusion
- Dream Eater
- Explosion
- Guillotine
- Hyper Beam
- Mega Kick
- Mega Punch
- Psychic
- Reflect
- Rock Slide
- Selfdestruct
- Spore
- Thunderbolt
Game Boy Printer
The option to print Pokédex entries using the Game Boy Printer was disabled on the Virtual Console. Other Game Boy Printer features were left unmodified.
Trading
Wireless trading was included in the Virtual Console release, by emulating the Link Cable, without affecting the ROM. Moreover, the line "The link has been closed because of inactivity. Please contact your friend and come again!" was changed to "Please come again!"
Pikachu's Beach
The Pikachu's Beach minigame was made available to the player's starter Pikachu regardless of whether it knows Surf. However, the three posters in the Summer Beach House are still programmed to only give the player surfing tips if their party contains a Surfing Pikachu.
Unused HOME Menu Banners
Every language release in every region includes a placeholder HOME Menu banner in banner.cgfx.
However, there are two strange things about this banner: First, the text indicates it's the HOME Menu banner for a Virtual Console release of Ninja Gaiden Shadow, but that game was never released for Virtual Console.
Second, the release year given is 1989; Ninja Gaiden Shadow was released in 1991.
Also, the game chooses a banner based on what combination of region and language your 3DS is. For some reason, there is an equivalent banner for South Korea, but Yellow was never released there, not even for Virtual Console. This banner re-uses the North American English banner, though.
References
- ↑ ポケットモンスター ピカチュウ
- ↑ ポケットモンスター ピカチュウ | ポケットモンスターオフィシャルサイト
- ↑ NINTENDO'S LATEST POKéMON GAME SMASHES COMPANY SALES RECORD
- ↑ PHENOMENON CONTINUES WITH NINTENDO'S POKéMON YELLOW VERSION: SPECIAL PIKACHU EDITION™
- ↑ Pokémon Yellow Version | Game Boy | Games | Nintendo
- ↑ Pokémon™ Yellow Special Pikachu Edition | Video Games | Pokemon.com
- ↑ Nintendo - Nintendo 64 Games
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