Proto:Pokémon Yellow
This page details one or more prototype versions of Pokémon Yellow.
This page or section details content from the March 2020 Nintendo Leak (AKA: "Gigaleak"). Check the March 2020 Nintendo Leak category for more pages also sourced from this material. |
A debug build was included in pack_nopass.zip from the Wack0 leaks with the filename "YELLMONS.GBC". The build is based off the final English release of the game.
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Other late-prototype English builds exist with an unknown number of differences, also from the Wack0 leaks. |
Debug Features
On the title screen, press Select to be brought to a rather bare-bones debug menu with the options "Fight" and "Debug". The former option lets you set up a Pokémon battle. The latter starts the game off with debug settings.
Regardless of whether you begin a normal game or begin one through the debug option, there are teleports in the right wall of your bedroom that take you to various Team Rocket encounters.
Fight Option
This screen lets you select your party. You can control what Pokémon you have and their levels. Press Start to confirm your team.
This lets you toggle what Pokémon to fight against. There's an option at the top which toggles between the Pokémon you're up against and trainer class. The rival's default name is "Juerry", a potential misspelling of "Jerry". Additionally, the player's name is "Tom" in battle, making the intended reference obvious.
Debug Option
- Starts you off in front of your house.
- Gives you a complete Pokédex.
- Gives you the debug party found in the final game.
- Lets you disable wild encounters and trainer encounters by holding B.
- Interacting with Pikachu while in your bedroom cycles through his expressions.
- Interacting with the Pallet Town sign will instead say "240bit" (or "240ビット" in the Japanese version). The "bit" is of unknown significance, but the "240" comes from wWhichPewterGuy (pret naming)/"temp_box_s" ("official" naming):
kan2: ifn pm_debug db CALL_MSG ld a,<VanishBottom inc a ld (temp_box_s),a ld hl,kan1_0$ call put_win_msg jp msg_return kan1_0$: db N_MSG dw temp_box_s db 013h ; 1 = byte 3 = ketasuu db D_MSG ifn pm_jmsg db bi__,ttu__,to__ else db usf_b_,usf_i_,usf_t_ endif db EOMeom else extern kan1_0_7_TOWN01 db I_MSG2 ; mvmsg追加 dw kan1_0_7_TOWN01 ; mvmsg追加 db 02dh ; mvmsg追加 db EOM ; put_msg_s終了コード mvmsg追加 endif