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Talk:Pokémon Crystal

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So I was talking with a friend about pokemon stuff..

And suddenly he mentions that a certain egg in Pokemon Crystal has a 50% chance of hatching a shiny in the JP version, but only 12% in the US one. I haven't seen anything about this anywhere, nor do I have copies of both games (I only have the JP version) or the time to really look into this. I just thought I'd bring it up here. The guy who finds stuff (talk)

It's the Odd Egg the daycare people give you. -Phrossi (talk) 11:28, 12 April 2016 (EDT)

Unused Songs

I believe i have the 'unused' Songs as mp3's. Do you Want them and if yes should i convert them to OGG.-- [User:SamuelEarl666¦SamuelEarl666]

Yes and do convert to .ogg files. Make sure the quality is good enough. --From: divingkataetheweirdo 12:26, 1 March 2012 (EST)
I've converted them but can't upload til Tuesday. From: SamuelEarl666]


Mobile Option and Unused Music

I found this on YouTube: http://www.youtube.com/watch?v=Y2TU_UFTOo8 Not only does it show the unused MOBILE menu, which was even partially translated, but it also shows how the second piece of unused music was used. There's a GameShark code in the description. I tried it on both an emulator and real hardware, and it works.

Also, using the code I saw the "MOBILE STADIUM" option. That menu uses the same music as the title menu (NEW GAME, CONTINUE, etc.) It appears to try and send data to the server using the mobile adapter, but it fails. Again, certain parts of the menu are translated, but others aren't. Tehkapi 14:17, 29 May 2012 (EDT)


//Interesting. I have a copy of the ROM where I hacked back the english scripts for the PCC and Celebi Event, as well as added the locations back in. (The PCC building model and the interior). However, I did not restore the music. Could this be of use? Also, for the "unused" songs, I'm fairly sure the one that sounds like the pokemon center, is actually japan's PCC music, and the "unknown" one is either the mobile link, when the phones start to trade, or the SkateBoard theme. There was supposed to be a skateboard in Pokemon GSC, as it was stated as a "promised item" while in development. Apparently, there were "special areas" you could get to only with the skateboard. We may want to take a look into this. There might be more leftovers, or nothing at all, as it was too early into development to have left records. DuskShadowBrony

Unused dialogue

From here. There's an unused line about a Pokemon reference library in the Lavender radio tower text. Yamiidenryuu (talk) 09:48, 22 April 2014 (EDT)

Pokémon Prof. trainer attributes

While the Pokémon Prof. trainer class does not have any parties defined, as the article says, there's an entry for how trainers of the class should behave:

Pokemon Prof
db NONE, NONE ; items
db 25 ; base reward
dw AI_STATUS_RED | AI_AGGRESSIVE | AI_STATUS_IMMUNE
db $44, $00

All quoted from the amazing Pokémon Crystal Disassembly Project, obviously. Is this notable, or something everyone has noticed already and left out because there's too much of this stuff in the ROM?

It's the only trainer class to have exactly the behaviour listed. --Rapstah (talk) 03:21, 10 July 2014 (EDT)

GS Ball Event

The Gameshark code given (010B44BE) appears to be bunk—it does not work, even if one replaces its leading 0 with a 9.--AutoFire (talk) 12:34, 12 December 2014 (EST)

GS Ball Event U.S. distribution

In response to the question asked in the "GS Ball Event" section: "Was the U.S. distribution method similar to one in the JP version? I can't seem to find any specifics about this."

If this question is asking how Celebi was distributed in the U.S. then I can answer, having attended the NY Pokemon Center during the event. There was a machine on the second floor that you placed your game cartridge in that would load a Celebi into your party. The GS Ball was not involved at all with the U.S. distribution of Celebi, at least through the Gotta Catch ‘Em All! station. Giru (talk) 04:15, 27 December 2014 (EST)

GBC-only ROM

Sanky, as per your edit, could you provide the details as to why Crystal is a Game Boy Color-only game? SatoMew (talk) 15:58, 16 March 2015 (EDT)

Checks as to whether it is running on the GameBoy Color beyond the title screen

From my research, address 0xffe6 (in the disassembly this is called hCGB) represents whether or not the game is running on a GameBoy Color. If this value is 0 at startup, the game displays the "Only for GBC" screen, but otherwise it will continue. Now, given that the game should never even reach the title screen, it doesn't make sense for it to have checks as to whether it is running on a GBC or not anywhere else. But lo and behold, it is used in several places. This includes one hit for the mobile system (which I can't fully investigate right now).

There's also the SpecialGameboyCheck method (at offset c478), which references that value (and one for SGB?). The only place I can find this used is on the [ UnknownText_0x56279 Mystery Gift NPC] on Floor 5 of the Goldenrod Department Store, where if the system is not a GameBoy Color the player will be informed as such (though the system can never not be a GameBoy color if you were to be able to talk to them). This behavior can be seen by setting address 0xffe6 to 00 when in front of the NPC. Images of this. Similarly, the menu option for Mystery Gift is hidden if the value is 0.

Also, if the value is set to 0, the palettes won't change, which is semilogical given that the palettes won't exist. However, if you manage to get around the block on an actual DMG GameBoy, the game crashes for other reasons. --Pokechu22 (talk) 00:05, 12 April 2015 (EDT)

I think Function16c000 is the entrypoint for the Mobile System GB connection attempt which would run on startup if the mobile adapter is present. As seen in this video, it runs after the “Game Freak Presents” screen, which is only shown after the game has decided it’s running on a GBC, so the check in Function16c000 is redundant. This could be because Pokémon Crystal was at some point intended to be GB-compatible, or simply because this function was intended to run earlier in the startup process.
Everything else that checks for GBC mode is probably carried over from Gold and Silver. —Háčky (talk) 07:45, 12 April 2015 (EDT)

Celebi machine Super Game Boy border

The SGB border appears prominently in this picture of a Celebi distribution. Any theories on how/why it's visible? Theclaw (talk) 19:08, 27 July 2015 (EDT)

http://cdn.bulbagarden.net/upload/c/cf/Celebi_machine.jpg

Super Gameboy 2 can play Pokemon Gold and Silver. You'll notice the SNES controller is actually a SFC controller. The SGB2 only came out in Japan. Why the text is in English is the strange part.
EDIT: It's possible it's just an English distribution using the Japanese stuff. Also, I'm not entirely sure the border would show up on SGB2...-- SpiritixSwampert.gif Spiritix (talk) 19:31, 27 July 2015 (EDT)
The SGB border was left Japanese in all Crystal versions, including European languages. But SGB2 was not GBC compatible and can't run Crystal (SGB2 released over 6 months before the GBC).Theclaw (talk) 20:33, 27 July 2015 (EDT)
Yah, I got in a rush to respond... Indeed, the border is the Japanese one, so it's likely using another Crystal for the distribution, but like Xdaniel brought up, it could also be a special cartridge, and they didn't put much thought into the border. This has to be an English event, because not only is the text in English, the cartridge is not Japanese. They could be using a modified SGB2 to play Crystal for displaying on the screen. Lotsa unknowns.
Another EDIT: Okay, so Crystal used the Celebi sprite from Silver. The sprite on the screen is the sprite that was used in Gold. Either this is a special cartridge, or that's Gold, can't be Crystal. Dunno why it's using the Japanese border. The border supports the theory that this is a special cart. -- SpiritixSwampert.gif Spiritix (talk) 20:50, 27 July 2015 (EDT)
The question is, what is actually displayed on the screen? The Crystal cartridge inserted in the front (into what looks like an unmodified Game Boy Pocket or Color, thus likely just linked to the SGB2 via a normal Link Cable), or the distribution program inside the machine (presumably on a development cartridge of some sort in the SGB2)? I guess it's the distribution program, meaning the border would have nothing to do with Crystal. Is there any more details about how the transfer of Celebi onto the cartridge went down? --Xdaniel (talk) 20:03, 27 July 2015 (EDT)
I would assume inside that box is a SuperGB2 with a (possibly modified) Pokémon Gold cartridge in it, connected via link cable to a (modified) Game Boy Color, into which Crystal is inserted. (Gold would be used because it already works on SuperGB.) On screen you see Gold, and the operator does whatever to generate a Celebi and then uses the regular trading interface to transfer it to Crystal. Looking at it closely, it does look like a Game Boy Color in the "IN" slot, and Nintendo does like to re-use their existing hardware instead of building special-purpose stuff.
The question then is how Crystal gets to the trade screen; perhaps sending a certain command to it on the serial port activates a trade, or maybe they just have you save in front of the trade centre NPC, and then execute pre-recorded button presses to start the game and initiate trading. (talk) 11:37, 28 July 2015 (EDT)
I don't think Crystal's trade screen ever comes up, because this isn't a trade. The only thing that needed to be loaded was the cart in the machine. It sends the data to the game, and then the game has that guy on the second floor of the Pokemon center appear, saying he has something for you. The game probably gets power to it, yes, but nothing is booted from it. -- SpiritixSwampert.gif Spiritix (talk) 15:37, 28 July 2015 (EDT)
Interesting. That looks like the trade screen on Gold. I assumed they'd trade over some random wild mon. (talk) 19:47, 28 July 2015 (EDT)
If it were a trade, along with potentially having code that executes the player's side of the trade, only Gold's side would show up, anyway. -- SpiritixSwampert.gif Spiritix (talk) 15:25, 29 July 2015 (EDT)

Is there a GameShark code for the GS Ball distribution?

To make it more accessible to authentic hardware users. --Snugglefox (talk) 21:23, 30 August 2015 (EDT)

0xBE3C Problems

Alright, so... the page says to set 0xBE3C to 0B n order to activate the GS Ball event. But there's just one problem...
There is no 0xBE3C in my save file! It stops cold at 0x802B (which is set to 57).

Watching the value in VisualBoyAdvance's RAM Watch, I notice that the value does exist and it changes to 08 upon loading a game in the Goldenrod Pokémon Center or entering the first floor from the second. Stepping on the mat also returns the value to 00. However, I absolutely cannot seem to get it to stay on 0B, even using GameShark codes or address modifiers. This also seems to be the case using BGB. The value just simply will not stick. I even tried it using a completed save file, but again, the value just will not stick and always returns to 08 or 00.

What the heck am I doing wrong??

~ Doc Lithius (Info|Chat|Edits) 03:04, 17 August 2016 (EDT)

Upon further investigation, it appears to be some sort of... emulation bug. In-theory, the GameShark code 010B3CBE should be forcing the VRAM address of 0xBE3C to change from its current value (usually 08, sometimes 00) to 0B, which triggers the event if you load your game from the Goldenrod City Pokémon Center. However, something seems to be stopping "cheat codes" from being applied not only in VisualBoyAdvance, but even BGB. What makes this even more interesting (to me, at least) is that directly manipulating the aforementioned address works perfectly (if you're standing in the Goldenrod City Pokémon Center) every time.
I can't explain why the GameShark code doesn't work. I really can't. It's a perfect conversion of the hex address and modified byte, so it should be working. But the game absolutely begs to differ... And this goes for any and all other GameShark codes I've either cooked-up, or found on the web, as well.
Anti-cheat protection? Or faulty emulation? You be the judge!
~ Doc Lithius (Info|Chat|Edits) 09:14, 17 August 2016 (EDT)
Try setting the byte at 0x1E3C in the save file. The article appears to refer to RAM addresses. Probably the Gameshark code isn't working because of bank switching. (talk)
And do not use Visual Boy Advance. It is especially inaccurate for Game Boy (Color) ROMs. On BGB, you can set any RAM address to a value and freeze it so it will never change. --Froggy25 (talk) 03:23, 21 September 2016 (EDT)

After some digging, I discovered that 0xBE3C is only the correct address for the German version of Crystal. The address to edit for the English 1.0 version (tested and works in mGBA) is 0x3E44 (Gameshark code 010B44BE). --AutoFire (talk) 22:02, 7 June 2018 (EDT)

Note that the code does mess up the game's ability to know what day it is - if you check your Pokégear, it will keep cycling through the days of the week at high speed, settling on whatever happened to be up when the code is turned off. --AutoFire (talk) 22:07, 7 June 2018 (EDT)

Cell Link Functionality

This game has a load of unused content from that cellular link function and Stadium 2. 010576CF gives you unused menus, some of which crash and should be fixed. Some of it is HTTP and SMTP requests; the servers are no longer up but maybe a modified emulator could get it talking to one of our own. HyperHacker 19:48, 7 May 2010 (EDT)

I actually recreated the PCC for the German rom version and posted lots of pictures at PokéWiki. Those texts are mostly translation from the English stuff still in the game, because the German games didn't have all of this translated, just cut. I'll figure something out. As for the menus, yes, they can be hacked, but it's tiresome and somebody with Japanese knowledge would be required, as I remember not all of it being translated to English ― which is actually why it crashes, strings that are too long. Also, get a user page already, HH :D --Tauwasser 04:00, 8 May 2010 (EDT)
A lua script, with the right hooks, would probably be able to intercept and play around with it. --Xkeeper 08:30, 8 May 2010 (EDT)