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Proto:Pokémon Gold and Silver/Spaceworld 1997 Demo/Maps/Graphical Comparisons
This is a sub-page of Proto:Pokémon Gold and Silver/Spaceworld 1997 Demo/Maps.
Contents
- 1 Internal Names
- 2 Tilesets Differences
- 2.1 Tileset 00
- 2.2 Tileset 01
- 2.3 Tileset 02
- 2.4 Tileset 03
- 2.5 Tileset 04
- 2.6 Tileset 05
- 2.7 Tileset 06
- 2.8 Tileset 07
- 2.9 Tileset 08
- 2.10 Tileset 09
- 2.11 Tileset 0A
- 2.12 Tileset 0B
- 2.13 Tileset 0C
- 2.14 Tileset 0D
- 2.15 Tileset 0E
- 2.16 Tileset 0F
- 2.17 Tileset 10
- 2.18 Tileset 11
- 2.19 Tileset 12
- 2.20 Tileset 13
- 2.21 Tileset 14
- 2.22 Tileset 15
- 2.23 Tileset 16
- 2.24 Tileset 17
- 2.25 Tileset 18
- 2.26 Tileset 19
- 2.27 Tileset 1A
- 3 Blockset Differences
- 3.1 Tileset 00 - 08
- 3.2 Tileset 09
- 3.3 Tileset 0A
- 3.4 Tileset 0B
- 3.5 Tileset 0C
- 3.6 Tileset 0D
- 3.7 Tileset 0E
- 3.8 Tileset 0F
- 3.9 Tileset 10
- 3.10 Tileset 11
- 3.11 Tileset 12
- 3.12 Tileset 13
- 3.13 Tileset 14
- 3.14 Tileset 15
- 3.15 Tileset 16
- 3.16 Tileset 17
- 3.17 Tileset 18
- 3.18 Tileset 19
- 3.19 Tileset 1A
- 3.20 Tileset 1B
- 4 Unused Tiles
- 4.1 Tileset 00
- 4.2 Tileset 01
- 4.3 Tileset 02
- 4.4 Tileset 03
- 4.5 Tileset 04
- 4.6 Tileset 05
- 4.7 Tileset 06
- 4.8 Tileset 07
- 4.9 Tileset 08
- 4.10 Tileset 09
- 4.11 Tileset 0A
- 4.12 Tileset 0B
- 4.13 Tileset 0D
- 4.14 Tileset 0E
- 4.15 Tileset 0F
- 4.16 Tileset 11
- 4.17 Tileset 12
- 4.18 Tileset 13
- 4.19 Tileset 14
- 4.20 Tileset 15
- 4.21 Tileset 17
- 4.22 Tileset 1B
- 5 Unused Blocks
Internal Names
The following tileset names come from the leaked Generation II source code, taken from the filenames of the backed-up tileset files. Additional comments may also be provided based on a back-up of MAPSUB.DMG that was last modified on September 3rd 1998.
Tileset | Name | Notes |
---|---|---|
"Common tiles" | MAPCOM | Likely stands for "Map Common". |
Tileset 00 | TPTS_01 | Silent Hill is the first town/tileset internally. MAPSUB.DMG also refers to this entry as "normal". |
Tileset 01 | TPTS_02 | Old is the second town/tileset internally. MAPSUB.DMG also refers to this entry as "kyoto". |
Tileset 02 | TPTS_03 | West is the third town/tileset internally. MAPSUB.DMG also refers to this entry as "osaka". |
Tileset 03 | TPTS_07 | Birdon. Number differs (the Blue Forest/North tileset is the seventh one internally). MAPSUB.DMG also refers to this entry as "sabaku" (lit. "desert"). |
Tileset 04 | TPTS_05 | Font is the fifth town internally. MAPSUB.DMG also refers to this entry as "minato" (lit. "port"). |
Tileset 05 | TPTS_06 | High-Tech/Sugar. Number differs (Birdon is the sixth town internally). MAPSUB.DMG also refers to this entry as "shima" (lit. "island"). |
Tileset 06 | TPTS_04 | Blue Forest/North tileset. Number differs (High-Tech is the fourth town/tileset internally). MAPSUB.DMG also refers to this entry as "kitaguni". (lit. "northern region"). |
Tileset 07 | TPTS_08 | Kanto is the 11th town internally, but its tileset is the eighth one. MAPSUB.DMG also refers to this entry as "pm1" ("Pocket Monsters 1", aka "Gen 1"). |
Tileset 08 | TPTS_14 | South is the 14th town internally. MAPSUB.DMG also refers to this entry as "nangoku" (lit. "southern region"). |
Tileset 09 | MINKA | Translates to "House". |
Tileset 0A | OOKIDO | Professor Oak's Japanese name. |
Tileset 0B | MASAGAN | A mix between "MASAKI" (Bill) and "GANTETSU" (Kurt). Fitting, as this tileset is used for both of their houses. |
Tileset 0C | PC | Short for "Pokémon Center". |
Tileset 0D | SHOP | The Poké Mart ("Friendly Shop" in Japan) tileset. |
Tileset 0E | SLOTAQA | A mix between "SLOT(S)" and "AQ(U)A". Fitting, as this tileset is used for both the Game Corner and the Aquarium. |
Tileset 0F | GOJYU | Short for "GOJU-NO-TO", a type of Buddhist pagodas which have five floors. |
Tileset 10 | DEPT | The department store tileset. |
Tileset 11 | GATE | The gatehouse tileset. |
Tileset 12 | RADIO | The Radio Tower tileset. |
Tileset 13 | ROCKET | The Rocket house tileset. |
Tileset 14 | LEAG | Short for "LEAGUE", which is what Gyms are known as in this build. |
Tileset 15 | AZIT | Short for "AZITO", which translates to "HIDEOUT". MAPSUB.DMG also refers to this entry as "AZITO". |
Tileset 16 | ISEK | Short for "ISEKI", which translates to "RUINS". MAPSUB.DMG also refers to this entry as "ISEKI". |
Tileset 17 | HAIK | Short for "HAIKOU", which translates to "ABANDONED MINE". MAPSUB.DMG also refers to this entry as "HAIKOU". |
Tileset 18 | HATU | Short for "HATSUDENJO", which translates to "POWER PLANT". MAPSUB.DMG also refers to this entry as "HATUDEN". |
Tileset 19 | PORT | The port tileset. |
Tileset 1A | STANNU | The S.S. Anne's Japanese name. MAPSUB.DMG also refers to this entry as "SHIP". |
Tileset 1B | N/A | Lacks a unique tileset, but the source refers to blockset 1B as HILL_CEL.CEL. MAPSUB.DMG also describes 1B as "mtype_hill", and there is a commented-out line which calls "cbank_hill_img". |
Tilesets Differences
Tileset 00
SW97 Tileset | Final Tileset |
---|---|
This version of Gold and Silver has a wildly different overworld, complete with more unique tilesets per area, having nine in total. In comparison, the final games only have three: a main Johto tileset, a variation of it for Goldenrod and its surroundings, and lastly, Kanto's tileset. The way overworld tilesets are handled is also rather unique, as here the first two rows of each tilesets (the "common tiles") are shared, and are loaded from a single separate file. This system doesn't carry over to the final games, though it was reworked into the roof system, where a section of the Johto tilesets are replaced with a different roof type depending on the location.
The tileset here is used for a small chunk of the overworld, namely Silent Hill, New Type, Stand, Prince, and Mt. Fuji, as well as their surroundings. A copy of this tileset is used for the forest dungeon on the first route (tileset 1B). The tile arrangement is unique to this build, with only the top rows resembling final. Despite this, a good chunk of tiles were carried over, with the only ones not cut being the houses with slanted roofs, some building tiles (chimneys, Poké Ball emblem, Gate/League sign, etc.), slippery tiles, or the bottom half of holes (a cut overworld obstacle). The trees, water, flower, and window were also redrawn, alongside the waterfall tile, though the latter was made exclusive to the cave tileset.
Tileset 01
SW97 Tileset | Final Tileset |
---|---|
The tileset used for Old, a traditional town which later morphed into Violet and Ecruteak. The trees were later touched-up and used in the final Johto tileset, and so were the pagoda tiles and the wooden doors.
Tileset 02
SW97 Tileset | Final Tileset |
---|---|
The tileset used for West, a modern city later retooled into Goldenrod. Accordingly, the Radio Tower tiles were ported over and touched-up slightly. The glass doors were also used up until rather late in development. One of the reef tiles (also used in a couple other tileset here) was also carried over in the final games.
Tileset 03
The tileset used for High-Tech, as well as the small town of Sugar. It's the only tileset beside North's to feature whirlpools, although those were completely redrawn in the final games. None of the unique tiles from this tileset survive in the final games.
Tileset 04
The tileset used for Birdon, a desert town that ultimately became the lush Azalea. Accordingly, the stone block seen here was used for the Slowpoke Well, though it was completely redrawn for the final games. Other than that, none of the unique tiles from this tileset survive in the final games.
Tileset 05
The tileset used for Font, a town built around ancient ruins, which serves as the predecessor to the Ruins of Alph. None of the unique tiles from this tileset survive in the final games.
Tileset 06
The tileset used for Blue Forest and North, two snowy cities with no final equivalents. The only bit of this tileset that was carried over is the whirlpool, albeit later entirely redrawn. Other than that, none of the unique tiles from this tileset survive in the final games.
Tileset 07
Gen I Tileset | SW97 Tileset | Final Tileset |
---|---|---|
Kanto's tileset is mostly the same as the original Johto one, but with key tiles ported over from Gen I, namely the tree, bollard, and signpost, alongside some slight touch-ups like the paved paths, fences, doors, or windows tiles. The final games, meanwhile, simply ported Gen I's tileset wholesale, and merely made some slight adjustments.
Tileset 08
The tileset used for South, a tropical city with no final equivalent. None of the unique tiles from this tileset survive in the final games.
Tileset 09
SW97 Tileset | Final Tileset |
---|---|
The original house tileset, which , shockingly, is essentially identical to final. The only differences come in the different window design, and one of the game consoles changing from a Nintendo 64 to a Virtual Boy. Worth noting is that in this build, this tileset was used for most house interiors, whereas in the final games it was made exclusive to the houses of both the player and Professor Elm. A secondary "NPC House" tileset was ultimately introduced in the final, with it being a significantly redrawn, corresponding Gen I tileset.
Tileset 0A
SW97 Tileset | Final Tileset |
---|---|
This tileset was used for both professor labs and the Condominiums, though in the end it looks closer to the final Condo tileset, sharing the same stairs, using touched-up versions of the Gen 1 tiles for the walls and the "Diglett statues".
Tileset 0B
SW97 Tileset | Final Tileset |
---|---|
The "traditional" house tileset, which is rather close to final all things considered. Here, all tiles were redrawn or tweaked, and a couple were replaced. Namely, the PC, TV, Virtual Boy, and portrait were changed to mart shelves and graphics for Kurt's workshop. The shelf used in the Fighting Dojo was replaced by the Dance Theater's decorative wood panel. The empty space was later filled with the Rocket Hideout's stairs, and more Dance Theater tiles.
Tileset 0C
SW97 Tileset | Final Tileset |
---|---|
Aside from some tiles being redrawn, touched-up, or sometimes moved around, this tileset is fairly close to final. The biggest difference is the lack of seats, floor shadow, and the mart shelves.
Tileset 0D
This tileset was originally used for both Poké Marts and the Condominiums' roof. The former was ultimately combined with the department store tileset, and the latter was expanded into a separate one.
Tileset 0E
The tileset used for High-Tech's Aquarium, a location with no final equivalent. None of the unique tiles from this tileset survive in the final games.
Tileset 0F
SW97 Tileset | Final Tileset |
---|---|
This tileset was used for both the Pokémon School buildings, and the traditional-style buildings in Old City. The only tiles that were carried over to the final games are the school desks, the blackboard, and the school's wall tile. Meanwhile, the Growlithe statue does appear in some unused tiles for the Tower tileset from Pokémon Crystal.
Tileset 10
SW97 Tileset | Final Tileset |
---|---|
The stairs, seats, windows, vending machines, and the freezers had their shading tweaked. The standard grocery shelves were given a completely different design, alongside the sideways shelves. The final games also added a unique floor tile to distinguish the Poké Marts from the department stores, and unique bottom rack tiles. The cash registers are also flipped, until very late in development.
Tileset 11
SW97 Tileset | Final Tileset |
---|---|
The tileset used for the various gate houses, which here have upper floors like in Gen I. The binoculars, the VS sign, and various window tiles were overwritten. In their place were added the desk with a laptop, the standalone PC, the wall sign, vertical carpet, and two decorative plant tiles. The empty row of this tileset was also filled with stairs, a chair, and a new wall type.
Tileset 12
SW97 Tileset | Final Tileset |
---|---|
The Radio Tower's tileset hasn't changed much from its earliest incarnation. Besides the usual graphical lift and some slight reorganizing, the final games simply added the wood-plank floor, the small tables, the desk with papers, the computer and its terminal, and the radio equipment.
Tileset 13
The tileset used for the Rocket Hideouts. None of the unique tiles from this tileset survive in the final games.
Tileset 14
A wildly different iteration of the Gym tileset. None of the unique tiles from this tileset survive in the final games.
Tileset 15
SW97 Tileset | Final Tileset |
---|---|
Here, a handful of tiles were touched-up, like the bookshelves and the potted plant, while the couch was touched-up and moved to the "facility" tileset. Some graphics, meanwhile, were replaced by others, like the couch and a chunk of crate with the Rhydon statue, and most of the table corners with the warp pad. The machine tiles were removed completely. New tiles were also added in the final games, namely the desk, a new crate, the Persian statue, and the trapped floor.
Tileset 16
SW97 Tileset | Final Tileset |
---|---|
The tileset used for an earlier iteration of the Ruins of Alph. The nondescript glyphs were changed to Unown patterns, and the panel tiles for the sliding puzzle were added. The ladder is missing, and so is the, unused, Hall of Fame floor.
Tileset 17
SW97 Tileset | Final Tileset |
---|---|
While thoroughly reorganized, very little was actually changed graphics-wise. The upper rock wall tile was touched-up, and two decorative ground tiles were removed. So were the rope, pits, rail shadow, right rock corner and bottom rock connection tiles. In their place, the final games added the bottom cave entrance, cave entrance glow, and waterfall tiles.
Tileset 18
The tileset used for the a location which echoes the Power Plant dungeon from Generation I. Meanwhile, the final version of the Power Plant (the Kanto one this time) does feature a generator, though it is far less grandiose than the one seen here. None of the unique tiles from this tileset survive in the final games.
Tileset 19
Gen I Tileset | SW97 Tileset |
---|---|
The port tileset, ported from Gen I, with a couple changes. Namely, the first three rows no longer exist, overwritten by the "common" overworld tiles. With what's still there, we can see that all but one of the truck tiles were blanked, one being replaced by a gray square spotted with white. The platform ledge tile now looks messier, and the crate graphics were tweaked slightly. The final games go with a unique tileset for the two Fast Ship ports.
While not used for any maps within the demo itself, the source code contains a map this using this tileset, aptly named PORT.MAP.
Tileset 1A
Gen I Tileset | SW97 Tileset | Final Tileset |
---|---|---|
The S.S. Anne tileset, also ported from Gen I, and just as partially overwritten. The tiles for the plated dish were slightly tweaked, and a duplicate of the "shadow" tile, originally used for warps, was removed. While this tileset was carried over to Gen II, it was entirely redrawn, keeping only the changes to the dish graphics.
Unlike the port, no maps use this tileset, source or otherwise. Still, the devs included this entry because they wanted there to be a cruise ship in Gold and Silver, which manifested in final's Fast Ship/the S.S. Aqua.
Blockset Differences
Tileset 00 - 08
Blockset | ||
---|---|---|
Johto (Tileset 00) | Old (Tileset 01) | West (Tileset 02) |
High-Tech (Tileset 03) | Birdon (Tileset 04) | Font (Tileset 05) |
North (Tileset 06) | Kanto (Tileset 07) | South (Tileset 08) |
The overworld blocksets, which almost all descend from the original 00 blockset, the only exception being South's, which appears to be based off of West's. The final games don't follow the exact same block placement for the overworld, but the general organization remains. As such, we have buildings near the top, followed by environmental assets (bushes, water, fences, etc.), with the rock formations near the bottom.
Tileset 09
SW97 Blockset | Final |
---|---|
As with its tileset, this blockset remains virtually unchanged, with only the window block having its tiling updated, and with the second console changed to a Virtual Boy. The final games added new blocks for Red's room, as well as the Copycat's.
Tileset 0A
This blockset is exclusive to this build, and thus wasn't carried over to the final games.
Tileset 0B
SW97 Blockset | Final |
---|---|
Aside from a couple blocks getting overwritten, most of this blockset survives into the final games. It was mainly expanded, as to include blocks for new areas like the Dance Theater, the gift shops, and the barn on Route 39.
Tileset 0C
SW97 Blockset | Final |
---|---|
Two blocks were moved, two were blanked, and a couple new blocks, meant for the Indigo Plateau lobby and Cable Club, were added.
Tileset 0D
This blockset is exclusive to this build, and thus wasn't carried over to the final games.
Tileset 0E
This blockset is exclusive to this build, and thus wasn't carried over to the final games.
Tileset 0F
This blockset is exclusive to this build, and thus wasn't carried over to the final games.
Tileset 10
SW97 Blockset | Final |
---|---|
Virtually identical to final, aside from the placement of some cash registers, and some missing Poké Mart blocks.
Tileset 11
SW97 Blockset | Final |
---|---|
Some blocks were overwritten or blanked, namely most of the potted plants, the binoculars and windows, and some counters. Other than that, this blockset was also seriously expanded, accommodating new areas like the Goldenrod Underground.
Tileset 12
SW97 Blockset | Final |
---|---|
Later expanded to twice its previous length, with new decorative blocks, and the addition of the locked door used during the Team Rocket takeover.
Tileset 13
This blockset is exclusive to this build, and thus wasn't carried over to the final games.
Tileset 14
This blockset is exclusive to this build, and thus wasn't carried over to the final games.
Tileset 15
This blockset is exclusive to this build, and thus wasn't carried over to the final games.
Tileset 16
SW97 Blockset | Final |
---|---|
Same number of blocks, but virtually all of them were either replaced or moved around.
Tileset 17
This blockset is exclusive to this build, and thus wasn't carried over to the final games.
Tileset 18
This blockset is exclusive to this build, and thus wasn't carried over to the final games.
Tileset 19
Gen I Blockset | SW97 Blockset | SW97 Blockset (Fixed) |
---|---|---|
Block 00 was made black, instead of white, perhaps the developers wanted to standardize border blocks? In Gen I it was block 0C which served this border block role. Two blocks were also removed: one was already unused in Gen I, and the other one, the windowless wall, was likely deemed redundant as it was only used rarely on few houses in the overworld. Another change is with block 14, with its shadow tile changed from 4A, which was blanked here, to 23.
Tileset 1A
Gen I Blockset | SW97 Blockset | SW97 Blockset (Fixed) |
---|---|---|
Block 00 was made black instead of a duplicate of the ground block. The truck block was blanked, the sign block was moved, and some blocks at the end were removed. The tiling on two of the ship blocks was also updated to include the platform ridge, and block 02 had its bollards repositioned.
Tileset 1B
This blockset is exclusive to this build, and thus wasn't carried over to the final games.
Unused Tiles
For tiles that don't get used. Worth noting is that tilesets 19 and 1A go completely unused, and thus won't be discussed.
Tileset 00
Both the flower and the bottom of pits go unused. Only the latter appears in a block.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 01
The stairs here are interesting in that they use a unique design when compared to the other overworld tilesets. They are composed of two different tiles, instead of a single repeating tile. There is an unused stairs block, but its tiling assumes that its pattern repeats, and thus looks wrong. The other unused tile, besides the brick floor, is what looks to be a rougher version of one of West City's satellite dishes. This may suggest that Old's tileset was edited off of West's.
Incidentally, this is the only place where the Cut Trees are used.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Tileset 02
Tall grass and stairs aren't used from this set. Interestingly, while flowers are used in West, a different tile is used in the tileset, and is never seen in-game because it's overwritten by the animated flowers. The original tile is an updated version of the flowers from Red and Green, suggesting that it is an early leftover, before the flowers were redone from scratch.
Two unused tiles for the Radio Tower antennae also exist. While they aren't referenced in any blocks, it looks like they were used instead of the topmost dishes.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Original | Mockup |
---|---|
Tileset 03
The stairs, the waterfall, and the horizontal pier ridge tiles all go unused. There's also an unused circular window. It's possible this tile was intended for the aquarium, which has spots for windows, but no tile is assigned to them, leaving these spots as visible black squares in-game.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Original | Mockup |
---|---|
Tileset 04
The pit and cave entrance tiles go unused, alongside the brick tile, the pier leg, and the horizontal pier ridge. The flower tile also goes unused here, though this one matches the static flower from Pokémon Yellow.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Tileset 05
The "Yellow flower" makes a return here, and so does the stair tile, the right rock corner, the bottom of the pit tiles, and the horizontal pier ridge.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Tileset 06
The flower tile, the brick tile, the stair, pier leg, and the gate house sign, support beams, and roof and horizontal pier ridge all go unused.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Tileset 07
The cave entrance, Poké Ball building sign, pit bottom, pier leg, waterfall, support beam, stair, and tall grass tiles all are unused.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Tileset 08
Pits, the slanted roof graphics, the "Yellow flower", tall grass, water, pier, vertical fence, and the horizontal pier ridge all aren't used.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Tileset 09
The darker floor tile is never used anywhere, and neither are the lowest part of the bookshelves. The two odd tiles at id 41 and 42 are also unused, but they do not appear in any other block.
Tileset | Unused Tiles |
---|---|
Tileset 0A
This tileset contains an unused section for the upper-edge of the Celadon Mansion wall. There's also a row of bookshelves, what look to be small drawers, and what looks like an early version of the pagoda statues' bases. This group only appears in two garbled blocks.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Tileset 0B
The top carpet tiles doesn't have any use here, but its redrawn counterpart does in the final. The left table leg, meanwhile, may have been intended to be part of a desk setup, with drawers on the right, judging by their placement in the tileset. Last is a small decorative tile which looks like a Poké Ball, and it looks like it was meant to rest on the floor mats. The Poké Ball is hard to read in SGB mode, so no wonder why it's dropped. These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Original | Mockup |
---|---|
Tileset 0D
Some pieces of the Celadon Mansion wall go unused here. These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 0E
Some of the mart shelve tiles don't appear anywhere, and neither does one of the aquarium fish graphics. These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 0F
The pagoda tileset contains two unused tiles which may have been used for the butsudan (aka the "Diglett statue"/incense burner). These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 11
The gate tileset contains an unused tile for the top of the Underground Path windows. There are also the upper glass panel tiles from the Pokémon Center blockset, even though there's no use for them in this tileset. These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 12
The Radio Tower tileset contains a handful of unused thin counter tiles, as well as what looks like a tiny sign or nameplate. These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 13
Besides a miscellaneous checkered tile, there is an unused variation of the door from the lab/condo tileset. There also exists an elevator, likely intended for the Silph Co. building, which did have an elevator in Generation I. These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 14
The gym tileset contains a set of unused wall tiles, large tiled floor, and a miscellaneous tiles. All but the last one appear in blocks.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Tileset 15
A single tile goes unused here, the slanted tiled floor tile. This does not appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 17
The cave tileset contains a handful of unused tiles, like a rock formation piece, an overworld rock corner, and pits with a vertical design. There's also an earlier, thicker version of the rope, though it lacks an end tile. Last is a minecart, which definitely feels like it should be used, but isn't, despite appearing in a block.
Tileset | Unused Tiles | Related Blocks |
---|---|---|
Tileset 1B
The forest blockset reuses the first overworld tileset, but basically no tile here is used. These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Unused Blocks
For blocks that go unused. Blocks 19 and 1A are completely unused, and won't be discussed here.
Tileset 00
- Tall building blocks (14, 15, and 16).
- Vertical brick pier (13).
- Brick floor (3F).
- House corner (43). Doesn't really fit anywhere.
- Cut tree duplicates (4C and 4D) (used are 32 and 34).
- Pits (64). Not used in this part of Johto.
- Paved paths (5B, 5F, 63, 66, and 67). Leftover from an earlier version of this blockset.
- Pokémon Center blocks (6D, 70, and 71).
- Rock wall duplicate (7C) (used is 7E).
Tileset 01
- Tall building blocks (11, 14, 15, 16, 18, 19, and 1A).
- Vertical brick pier (13).
- Horizontal brick pier (4F). The railing don't mesh well with this tileset.
- Brick floor (3F).
- Shores (1C, 1D, 57 and 5F).
- Tree formations (24, 25, 26, 28, 2C, 2D, 2E, 34, 35, and 6D). Unused decorative blocks.
- Cut trees (30 - 33, and 43).
- Ledges (36 and 37). The stairs of block 37 look incorrect with this tileset.
- Fences (40 and 42). Unused decorative blocks. Both blocks have unused duplicates at 64 and {hex|65}}.
- Gatehouse blocks (58, 59, 5A, 5C, and 5D).
- House corner (68).
- Paved paths (63, 66, and 67). Leftovers from an early Johto blockset. The railing looks incorrect with this tileset.
- Tower block duplicate (47) (used is 7E).
Tileset 02
Original | Mockup |
---|---|
- Grass (04).
- House (08, 09, 0C, and 0D). The roof blocks are duplicates of blocks 10 and {hex|12}}.
- Poké Mart block (03). This city has a department store instead of a standard Poké Mart.
- Tall building door (19). Used for the department store in an earlier build.
- Shores (1F and 5F). Block 1F has odd tiling, not using the standard corner tile.
- Vertical brick pier (13).
- Tree formations (24, 25, 26, 29, 2A, 2C, 2D, 2E, 34, and 35). Unused decorative blocks.
- Cut trees (30 - 33, ans 43). Block 43 has incorrect tiling.
- Ledges (36 and 37).
- Tall grass (3B).
- Fence with sign (2B). Paired with block 27, which is used.
- Paved paths (63, 66, and 67). Leftovers from an earlier Johto blockset. The corners look incorrect with this tileset.
- Gatehouse blocks (50, 51, 52, 5E, and 62).
- Radio Tower block (72). An incomplete block and alternate design for the Radio Tower's roof. It would've smoothed out the gap at the top.
Tileset 03
- Building block duplicate (0E) (used is 05).
- Fence with sign (2B). Paired with block 27, which is used.
- Messed-up piers (1F and 23). Has incorrect tiling, due to using the Johto tileset's placement for the pier tile.
- Cut trees (30 - 33).
- Small trees (34 and 35). Unused decorative block.
- Brick floor (3F).
- Horizontal brick pier (4F).
- Gatehouse blocks (5C, 5D, 5E, 60, 61, and 62).
- Pokémon Center blocks (70 and 71).
- Poké Ball building (72). The Poké Ball sign looks incorrect with this tileset.
- Waterfall (69). Not used in this part of Johto.
- Mountain corners (73 and 78). Block 73 has a duplicate at 7C, which is just as unused.
Tileset 04
- Two-story house blocks (0A, 0B, 0E and 0F).
- Tall building blocks (10, 11, 12, 14, 15, 16, 18, 19, 1A).
- Vertical brick pier (13).
- Horizontal brick pier (4F).
- Water (21).
- Shores (1C, 1E, 20, 22, 53, and 57).
- Piers (1F and 23).
- Fence with sign (27 and 2B).
- Tree formations (24, 2C, and 34). Block 34 has a duplicate at 4D, which is just as unused.
- Cut trees (30 - 33). Block 32 has a duplicate at 4C, which is just as unused.
- Ledges (37).
- Brick floor (3F).
- Building blocks (43 and 4B).
- Paved paths (5B and 5C). Leftovers from an early Johto blockset.
- Pits (60). Not used in this part of Johto.
- Pokémon Center blocks (68, 69, 6C, 6D, 70, and 71).
- Poké Ball building (6A and 72). The Poké Ball sign looks incorrect with this tileset.
- Mountain blocks (75, 79, 7D, 7E, 7F, and 73).
- Cave entrance (74).
- Incomplete cave corners (78). Has a duplicate at 7C, which is just as unused.
Tileset 05
- Two-story house blocks (0A, 0B, 0E and 0F).
- Tall building blocks (10, 11, 12, 14, 15, 16, 18, 19, 1A).
- Horizontal brick pier (4F).
- Shores (1C, 44, 53, and 57).
- Piers (1F and 23).
- Fence with sign (27). Paired with block 2B, which is used.
- Tree cluster (29). Unused decorative block.
- Cut tree (32). Unused decorative block.
- Ledges (36 and 37).
- Fences (40).
- Building block (43).
- Paved path (5B). Leftover from an early Johto blockset. The corner looks incorrect with this tileset.
- Gatehouse blocks (58, 59, 5A, 5C, and 60).
- Pokémon Center blocks (70 and 71).
- Poké Ball building (72). The Poké Ball sign looks incorrect with this tileset.
- Boulder (6B).
- Mountain corners (74 and 78).
- Mountain stairs (7C).
- Cave entrance (73).
Tileset 06
- Two-story house blocks (0A and 0B).
- House (10, 11, 14, and 15). Block 11 has a duplicate at 12, which is just as unused.
- Vertical brick pier (13).
- Horizontal brick pier (4F).
- Brick floor (3F).
- Piers (1F and 23).
- Tall building door (19).
- Fence with sign (27). Paired with block 2B, which is used.
- Tree formations (30, 31, and 33).
- Cut trees (30 - 33).
- Ledges (36 and 37).
- House corner (43). Doesn't really fit anywhere.
- Gatehouse blocks (58, 59, 5A, 5C, 5D, 5E, 60, 61, and 62).
- Paved path (66). Leftover from an early Johto blockset. The corner looks incorrect with this tileset.
- Poké Ball building (6A). The Poké Ball sign looks incorrect with this tileset.
- Mountain corners (74 and 78).
- Mountain stairs (7C).
- Slanted house block (4B). The slanted roof looks incorrect with this tileset.
- Incomplete house block (6F).
Tileset 07
- Vertical brick pier (13).
- Horizontal brick pier (4F).
- Brick floor (3F).
- Piers (1F and 23).
- Tree formations (24, 25, 26, 28, 2A, 2C, 2D, 2E, 34, and 35). Unused decorative blocks. Block 34 has a duplicate at 4D, which is just as unused.
- Cut trees (30 - 33). Block 32 has a duplicate at 4C, which is just as unused.
- Fence with sign (2B). Paired with block 27, which is used.
- Ledges (36 and 37).
- Building block (43 and 4B).
- Gatehouse blocks (50, 51, 52, 54, 55, 56, and 60).
- Pits (64). Not used in this part of Johto.
- Poké Ball building (72 and 6A).
- Pokémon Center blocks (68, 69, 6C, 6D, 70, and 71).
- Paved paths (5B and 5F).
- Waterfall (6E). Not used in this part of Johto.
- Slippery tile (6F). Not used in this part of Johto. Looks garbel with this tileset.
- Mountain blocks (76, and 7A).
- Cave entrance (73).
- Rock wall duplicate (7C) (used is 7E).
Tileset 08
- Sign (07).
- Flowers (0B).
- Vertical brick pier (13).
- Horizontal brick pier (4F).
- Brick floor (3F).
- Tall building blocks (12, 18, 19, and 1A).
- Water (21).
- Shores (1C, 1D, 1E, 20, 22, 1F, 23, 53, and 57). Blocks 1F and 23 have odd tiling, not using the standard corner tile.
- Messed-up pier (4B). Has incorrect tiling, due to reusing the West tileset's placement for the pier tile.
- Tree formations (24, 25, 26, 2A, 2C, 2D, 2E, 34 and 35). Unused decorative blocks.
- Cut trees (30 - 33 and 43).
- Tall grass (3B).
- Barrel formations (3A and 40). Unused decorative blocks.
- Ledges (36 and 37).
- House block (47).
- Gatehouse block (62).
- Paved paths (5B, 5F, 63, and 67). Leftover from an earlier Johto blockset. The corners look incorrect with this tileset.
- Department Store entrance (44 and 45). Taken from West's blockset, which appears to have been used as the basis for South's blockset.
Tileset 09
- Wall (14).
- Radio (1A). Unused decorative block.
Tileset 0A
- Wall formation (04). Doesn't fit anywhere.
- Garbled blocks (12 and 13). Assigned to the thirteenth tile of the Silent Hill map group, which are completely unused.
Tileset 0B
- Wall and mat duplicate (03) (used is 08).
- Table with seats (0A and 0B).
- Table legs (1D). Doesn't fit anywhere. No right-side version exists.
Tileset 0D
Original | Mockup |
---|---|
- Shelves (17). This particular arrangement doesn’t really fit anywhere.
- Fencing (27). Intended for the Celadon Mansion roof, but block 24 is mistakenly used instead.
Tileset 0E
- Counter (26).
Tileset 11
- Potted plants (03 and 07). Unused decorative blocks.
Tileset 14
- Tiled floor (3F). Virtually identical to a block in Gen I's Gym blockset. Found among the block group for Birdon's gym.
- Rhydon statues (64, 6D and 6E). Unused decorative blocks.
- Piers (69 and 6A). Likely intended for Newtype's gym.
- Water block duplicate (6B) (used is 0D).
- Dark tiled floor (6F). Likely intended for the placeholder gyms, like the ones in Stand and Kanto.
- Wall formations (5A - 60 and 73 - 77). Standard wall arrangements from a couple of Gen I interior blocksets.
- Void walls (62, 63, and 6C). Walls which, given their appearance, would have been placed at the very top of a map.
- Wide stairs (61). Wide, wide stairs, which would have been used with the aforementioned "void walls".
Tileset 17
- Rock formation (35). Paired with block 34, which is mirrored, and used.
- Ladders (55, 56, and 5A).
- Pits (59 and 5B).
- Minecart (7E). Unused decorative block. Definitely intended for the mine dungeon, which has tracks, but no carts.
Tileset 18
Original | Mockup |
---|---|
- Generator (55, 56 and 57). Seems to have been intended for an earlier iteration of the top floor.
- Computer terminal (58). Has incorrect tiling, and lacks a display and keyboard, unlike the used tiles.
Tileset 1B
- Tree formations (11, 13, 19, and 1B). Unused decorative blocks.
- Rock wall duplicate (18) (used is 0E).