The Cutting Room Floor now has a Patreon page. Thanks for all your support!

If you've blocked our ad, please consider unblocking it.
We promise it isn't annoying. No flash, no sound, ever.

Ads by Project Wonderful! Your ad here, right now: $0

Talk:Pokémon Gold and Silver

From The Cutting Room Floor
Jump to: navigation, search

Isn't there a palette for the title screen that shows Ho-oh / Luiga properly? I've seen it when crashing/fucking up the game before. --Xk-sig.png Xkeeper (talk) 09:44, 25 June 2010 (EDT)

That is what I understand, the consequence of the Game Boy Color forcing an in-game reset due to invalid data; but the game fails to reset the byte managing whether the game is played on the Game Boy or Game Boy Color back to 80 (GBC or GB). Instead it remains at 00 (GB only), so the game has to use one "primary palette" and the "primary palette" is not updated again. The "primary palette" changes all the time, so its wrong to say that any of these is an unused palette.
Yes, I think it is of note to say though that Ho-Oh usually only uses a "palette where it consists of only black", in fact; it uses multiple colors, but you can only see different colors if the primary palette is changed. In fact, early screenshots did denote Ho-Oh in color [1] --Torchickens 10:26, 25 June 2010 (EDT)

Extra field moves

"If an invalid identifier is referenced, the game is capable of 'withdrawing' other results from the list of attack names; this may indicate that Nintendo did not have a fixed plan of what field moves to add into the final game, as other attacks such as PAY DAY and SANDSTORM can be given, though this data is not necessarily unused; it is withdrawn from arbitrary pointer data not corresponding to field move data."

What is this? Is there any reason to believe SANDSTORM is actually an unused move and not just a random coincidence? PAY DAY and ERROR are actually in the array of field move names, but I didn't see any others. HyperHacker 16:30, 21 November 2010 (EST)

Unused "Skateboard"?

Apparently, there was supposed to be a Skateboard item in GSC, and some areas you could only get to with a skateboard. The skateboard was a "promised item" in the early development stages of GSC. Any of this code left in the game? Anybody want to take a look? DuskShadowBrony

I had a magazine from before G/S came out. I believe it was EGM. It had a photo of the player on a skateboard. This same info was also brought up by someone else a few years back on the forums, and that user was basically ignored and his info believed to be false. However, as years went on, this information was finally brought back up. So yes, this is true. I wish I still had the magazine as it had some previews of the new G/S starters, the new apricorn Pokeballs and the Unowns. As for the skateboard in Crystal, I don't think it was included in Crystal as it was originally intended for G/S, and was obviously scrapped....though some code may be in Crystal if the devs left it in G/S. 404: User Not Found (talk) 20:45, 6 May 2013 (EDT)
Actually, after scanning the article, I see no info on the skateboard, yet GlitterBerri has info on the skateboard on his/her website. 404: User Not Found (talk) 20:52, 6 May 2013 (EDT)
I'm a grill. --GlitterBerri 03:16, 11 May 2013 (EDT)
Yes, there is an unused movement type, but there is no evidence that it’s related to the skateboard. Probably the movement type was an initial implementation of ice, until they moved it to collision data or wherever it is now. So far nobody has found any evidence of the skateboard in the ROMs, only in old magazines. IIMarckus 21:48, 21 May 2013 (EDT)


[2] has some really awesome scans, including a better-quality one than is in the article.

Could we possibly incorporate these into the article? Some of them are fairly different, and I think it'd been sufficiently proven that they were like this at one point, so we're well within the bounds for "not just some mockup".

--Xk-sig.png Xkeeper (talk) 06:10, 24 December 2010 (EST)

Possible 24 Hour Clock

My internal battery is dead on my Pokemon Gold so I've been saving my data with the "Monster Brain" and no I'm not hacking my game. However to note whenever I load my save on my GBA SP the clock almost always has to be reset (but not on my GB Pocket), and sometimes the clock shows a digit from 13-23 in the hour slot. (ex: "15:29 PM") However if I change it, it goes back to 1-12. Also to note when an hour passes the hour counter does increment correctly, but I've noticed that after the hour has incremented the game will check itself and a few minutes later the time will be valid again. And in game "15:29" gives a "DAY" pallet but the Continue screen shows that "15:29" is "NITE". Does this mean that the games may have used a 24 Hour clock earlier or is my game just horribly screwed up? I can save my data by turning the Gameboy off and instantly turning it back on so the SRAM data isn't lost and then I can save it to the "Monster Brain". - DarkLeach7 17:38, 21 July 2012 (PST)

Hard to say without disassembling the code, but I guess it's possible that a 24-hour clock was once planned, and they didn't patch it out very well. --BMF54123 22:18, 21 July 2012 (EDT)

Unused run data

The running data claims that Dratini and Dragonair are among those who don't use it, but they can be found in the wild (Dragon's Den, Route 45). Do they actually try to run in those instances, or does the data not actually affect them in the end? Miles of SmashWiki 10:20, 4 October 2012 (EDT)

Do you mean that in the article, Dratini and Dragonair are listed as Pokemon that can't be encountered in the wild, have a chance at fleeing, but actually do appear in the wild and attempt to flee? Yes, I knew Dratini could do this and edited the list accordingly because in the times I encountered it in the wild, it does indeed flee from battle every now and then. But in my search for a Dratini (running into at least 10, but not being able to catch them), I've never ran into a Dragonair, and given the time I spent, I think I would've at least hit one if there was any fair chance at finding it, unless it starts appearing later in the game on a return visit to Dragon's Den. Spiritix 05:18, 2 December 2012 (EST)
You can find Dragonair by fishing with the Super Rod in Route 46. IIMarckus 02:56, 13 December 2012 (EST)


"read from the clock and the time difference (DF)" Isn't the "time" part needs to be italicized? Chaossy - The Computer Geek 09:06, 21 October 2012 (EDT)

No, because the DF on the screen stands for difference, not time. --Mattrizzle 13:16, 23 October 2012 (EDT)

Unused time zone

[English] Pokemon GSC had morning, noon, and night, but I believe there was also once a time period that corresponded to the middle of the night. Please refer to the code below (Confirmed to work in the Japanese version of Silver, some of the code may be unnecessary):

Morning = 00
Noon = 01
Evening = 02
Late Night = 03

(There's another code for Crystal.)

If you set xx to 03 the time will be set to the middle of the night. In this mode, the Pokémon that appear change drastically, and the lighting will be totally dark, even inside rooms.

Here's a picture of a house in New Bark Town: [3]

If you set xx to 04, you'll get early morning, and 05 is the afternoon...

If early morning got scrapped, the level of the Pokémon that appear might be so high because the game is reading data from places that have no information on which Pokémon should appear.

Source (JP): [4][5]

Summary (JP): [6].

That looks like it's just reading the "dark cave" palette (normally used in places where you'd need Flash to see), which is stored after the "night" palette, and reading random data as wild encounter lists (hence very unusual encounters). 07:57, 29 May 2013 (EDT)

[Japanese] ポケモン金銀クリスタルには朝、昼、夜の時間帯がありますが、深夜と思われる時間帯がありました。 コードは上を参照してください。 情報元(すべて日本語です。):[7][8] まとめ[9] --RGBA CRT 02:11, 5 November 2012 (EST)

Interesting! I translated the summary as well. What happens if you use flash in the middle of the night?
--GlitterBerri 16:16, 17 December 2012 (EST)
Thank you to translation. Can't use flash. but, use the flash in a place (caves) where can use the flash, change did not occur.
--RGBA CRT 06:39, 18 December 2012 (EST)
いいえ。^^ そうかそうか。確認してくれてありがとうね!とろこで、深夜になると、出現ポケモンが大幅に変わると言ったね。例えば、どのような変わりがある?
No problem. ^^ I see I see. Thanks for checking! By the way, you say that in late night mode, the type of Pokémon that appear changes drastically. Can you give an example?
--GlitterBerri 06:52, 18 December 2012 (EST)
It seems like there isn't existing data for which Pokémon appear, resulting in ridiculous things appearing. For example, level 165 Charmander and level 26 Bulbasaur appear in the grass near Cherrygrove City (the second town), as well as Pokémon you can't normally get.
--RGBA CRT 07:17, 18 December 2012 (EST)

Dunno if this counts as unused, but...

There's some translated text in the english games regarding the mobile adapter (here), even though that function was never used outside of japan, so the text would have no use. Actually, the fact that that function was available to japanese players but nowhere else in the world could be added under regional differences, but I'll leave that to someone who knows more about it than I do. Yamiidenryuu 18:17, 28 December 2012 (EST)

More text, this time from the Pokecom center. There's also an unused line about something being embedded in ice, but the offset isn't given. Yamiidenryuu 18:28, 28 December 2012 (EST)
Moar. Yamiidenryuu 19:26, 28 December 2012 (EST)
And this post has the text for the Celebi event, which also never made it out of japan. And some text from the Safari Zone, probably left over from RB. Sorry for all the posting, I just keep finding things in here that aren't on the article... heck, I think there might have been a couple maps you guys don't have yet in there. Yamiidenryuu 19:47, 28 December 2012 (EST)


One of the teru-sama items apparently has this function.

Go figure, huh. Should probably be added to the article soon --Xk-sig.png Xkeeper (talk) 20:36, 6 May 2013 (EDT)

So this one actually works as a Poké-Flute, but you have to hack more just to force a USE option. I'll add that, if you want. --AquaBat 21:49, 6 May 2013 (EDT)

Running Pokemon Query

It says that Dragonair cannot be found in the wild, yet it can in the Dragon's Den through use of the Super Rod. Am I perhaps mistaken in some way (i.e. Hooked Pokemon can't flee anyway)? Dandaman955 18:24, 4 June 2013 (EDT)

This has been discussed already on the talk page, but I guess nobody actually removed the entry. I’ve fixed it now. IIMarckus 23:02, 26 June 2013 (EDT)

Sprout Tower's Unused Maps

The page: "The Sprout tower used to be much bigger than its current form. However, floor number 4 seems to be missing from the unused maps."

I would like to suggest that this lack of a fourth floor is not because it was removed or lost, but rather because Eastern Cultures link the number 4 with death (due to similarities of pronunciation). There are buildings in eastern countries with no fourth floor, just as there are buildings in western countries with no 13th floor, and basically for the same reason. So, when building the tower so large, the tower did not get a fourth floor. I would like to note also that the final version of Sprout Tower only has three floors. Just a guess, not sure of the relevance.

--Tustin2121 (talk) 22:17, 7 November 2013 (EST)

The superstition about four doesn't literally mean there's a gap in buildings between the third and fifth floors - it just means that buildings sometimes have sequential floors numbered 1, 2, 3, 5, 6 and so on. In this instance, the fourth-floor map is missing because the up staircases on one map don't match the down staircases on the next, as is the case for all the other unused maps in that section. Ketsuban (talk) 22:15, 12 May 2015 (EDT)

Status screen

The status screen in GSC has a completely different layout in the Japanese versions (Japanese, everywhere else). I'd add these pictures to the article if they didn't use Crystal sprites. N. Onymous (talk) 01:37, 20 December 2013 (EST)

Shiny Mew

Is it possible to obtain a shiny Mew in G/S/C through the Mew glitch in R/B/Y? Right now the page says that no Mews can be shiny before Gen III. User:vinylscratchp0n3 (talk) 23:20, 10 May 2014 (EST)

All Mews obtained in R/B/Y have a fixed set of IVs that prevent them from becoming Shiny in G/S/C, as stated on the page. That includes those obtained from the Mew glitch. --AquaBat (talk) 19:56, 11 May 2014 (EDT)
Actually, some time after I wrote down that fact in the article, I later found out that there's a glitch in GSC that allows you to pass down IVs from one Pokemon to a Pokemon clone. Since shininess is determined through a specific combination of IVs, you can pass down IVs of a shiny Pokemon to a Pokemon clone, making the Pokemon clone shiny. It's a bit hard to explain, but please bear with me.
I actually did this glitch to obtain a shiny Mew clone. All you need to do is transfer a Mew obtained through the Mew glitch from Gen 1 to Gen 2, do the IV transfer glitch with a shiny Pokemon, such as the red Gyarados at the Lake of Rage, and voila, a shiny Mew clone!
However, Mew was only officially distributed through events, where they had fixed IVs that prevented shininess, not through the wild like the Mew glitch, so I still think it should be on the page. --Goomther (talk) 22:57, 11 May 2014 (EDT)
Unless I'm mistaken, TCRF still covers content if it's accessible but only through roundabout, planned glitching. Shiny Mew is unavailable through normal gameplay/events, so regardless of whether a Mew obtained via glitching could be shiny it warrants mention here. Miles of SmashWiki (talk) 23:32, 11 May 2014 (EDT)
The whole point of the question was whether a Mew obtained from the Mew glitch in R/B/Y could become shiny immediately when ported to G/S/C anyway, and the answer to that is apparently no, and even then it's still an exploit and not obtained through normal gameplay regardless. --AquaBat (talk) 00:58, 12 May 2014 (EDT)
Mew obtained from the Trainer-Fly glitch have random IVs, so a Mew obtained from the Mew glitch may indeed be shiny. Additionally, you can use 8F or w sm to execute code and get the correct IVs, but that is just like using a GameShark without cheating, so it is less notable. Plus, like Goomther was saying you can hybridize the Red Gyarados with a Mew in Gen II, allowing you to see shiny Mew's sprite, but not its backsprite, as backsprite is used for the 'recipient' byte; not the one that is changed. I have seen people utilize the remaining HP glitch and Celebi glitch to get shiny Pokémon, but I haven't done that yet. And just for completion, you may be able to get shiny Pokémon with the Coin Case's arbitrary code execution, but I haven't seen anyone do it. Torchickens (talk) 09:47, 12 May 2014 (EDT)
Actually, doing the IV transfer glitch in Box 7 gave me a perfect shiny Mew clone, backsprite and all. Doing it in other boxes yielded different results, such as doing it in Box 4, just like Torchickens said, gave me the front sprite but not the back one.--Goomther (talk) 16:18, 12 May 2014 (EDT)

Reset to "Cannot run on game boy" with walk thru walls

I found a glitch where near Mr. Pokemon's house(, in the woods DIRECTLY to the right of the tile just before his door trigger), you walk through the trees about 5-10 tiles, and your character will start sliding, and the palette will screw the **** up, and if you walk back, the game will reboot, saying "This game can only be run on a Game Boy Color." --Yeniaul

That happens pretty much any time the game crashes (which it'll do when you hack it and wander into nowhere). (talk) 21:39, 10 July 2014 (EDT)

Venomoth in bug contest

Are you sure this is an unused entry? I'd think that the FF byte marks the end of the list, and the following three bytes are unrelated. (talk) 21:41, 10 July 2014 (EDT)

This is a possibility, but the reason I think it belongs to the list is there's nothing right after the list. After the Venomoth entry, if we choose to interpret it as that, there's two NOP instructions (or one byte of 0 information if that's how we interpret it). The only place, as far as I can tell, that uses the Pokémon list, is the function for generating a fake Pokémon for the Bug Catching Contest opponents.
More importantly, I think the way the game generates its Pokémon is:
  1. Generate a number up to 100
  2. Subtract percentage of first Pokémon (Caterpie) from current number
  3. If number if negative, pick current Pokémon
  4. Subtract percentage of second Pokémon (Weedle) from current number
  5. ...
... and so on, meaning mathematically, there's no way to get past the 10th Pokémon, as the percentages at that point add up to 100. You could get every generated Pokémon to be a 30-40 Venomoth by changing every percentage to 0 except the Venomoth percentage which you'd change to 100. Therefore I don't really agree with the interpretation of "FF" as a stopping byte, as it would never be used no matter what it was.
There's still a chance that the list overwrote another list or something meaning the eleventh entry never was intended to be interpreted as what I'm interpreting it as. I think there's still some merit to that entry actually decoding into a sort of logical Pokémon for the contest and two levels Pokémon can actually have (although not in the area). If you go on and read the next two bytes as a list entry, for example, you get a 0% chance for a ????? (index 0) between the levels of 33 and 114. --Rapstah (talk) 03:38, 11 July 2014 (EDT)
Your info is probably correct. A ld sp,281E followed by two nop would be weird to say the least. I do not know Crystal well enough to confirm the way Crystal generates the Pokémon for the Bug-Catching Contest opponents, I'll check for this in the disassembly on GitHub in a few days. --Froggy25 (talk) 09:39, 11 July 2014 (EDT)
Re: the following data: it may not make sense as code, but it could just be part of some other data block.
Re: the percentages, are you sure the first byte is a percentage and not a value from 0 to 254 (with 255 ending the list)? That is how other things are represented. (e.g. the move data tables define accuracy from 0 to 255, not 0 to 100.) (talk) 00:52, 25 August 2014 (EDT)

Sweet Honey's unused text in Japanese

Could someone dump it, please? I'm curious if the Japanese name matches that of the item Honey introduced in Gen IV, あまいミツ (which does translate to "sweet honey", after all, hence the unused English name in Gen II). SatoMew (talk) 16:22, 9 August 2014 (EDT)

It's indeed referred to as あまいミツ, if you search for B1 CF B2 9E 91 ('あまいミツ'). Here are offsets where it appears in Japanese Gold v1.0: 44CE8, 4726B, 4D1B2, 4D1DF, 4D202, 4D21E, 4D23A, 4D25B, 4D27B. I'm not sure if that's everything, because my hex editor's search function can be buggy sometimes. Torchickens (talk) 20:23, 16 August 2014 (EDT)
Interesting. So it seems like they decided to shorten its English name in Gen IV, heh. SatoMew (talk) 20:49, 16 August 2014 (EDT)

Unused error messages in Japanese

With some glitching/hacking it's not uncommon to see the message "2df-" appear in place of some dialogue. Apparently this is actually "2エラー" ("2error"), the same message used for invalid dialogue IDs in Red and Blue, left untranslated. There's also a text code that just prints out " tzx" (with leading space) - there's a good chance this is also some mangled Japanese word (the leading space may not be the actual space character either) or some unused variable (similar to the codes to print the player's name, mom's name, etc) that happens to always be set to this garbage string. (talk) 21:22, 23 September 2014 (EDT)

Yeah, 2df- is indeed 2エラー. ' tzx' is mojibake for "こうげき", meaning "attack", but I think it may be used. The index number of this control character is 23h. At 0xBE220 in Japanese Kin v1.0 there is this text: "[00]あいての かんがえを よんで こうげきできりゃ つよいんだけどな" (00 B1 B2 C3 25 B6 DE 26 B4 1F D6 DE 33 4F 23 7F 33 B7 D8 E0 7F C2 D6 B2 DE 30 B9 34 C5 57). More Japanese version control characters can be seen here, and here. Torchickens (talk) 16:39, 24 September 2014 (EDT)
Edit. 23h is definitely used. Psychic Shin says the above text if you talk to him after defeating him. I tried it myself, after seeing his text documented here. Torchickens (talk) 16:59, 24 September 2014 (EDT)

Burned Tower subplot

I'm not sure if this should go here, or in Crystal, but in reference to the string of text about a lost granddaughter in the Burned Tower, while exploring outside of the Player's bedroom walls in Crystal using Walk Thru Walls, I discovered a girl with a plain white/black colour palette who when approached opened a text box and started the Burned Tower music. I have video evidence of this occuring in Crystal, should I also check if it happens in Gold or Silver? I think this could be a remnant of that removed subplot.

  • Edit: I have to access Glitch City via going out of bounds in Newbark instead of the player's room in Gold, but I have yet to find her. -Stars (talk) 05:52, 6 November 2014 (EST)
I've seen a video of this. I doubt it's a remnant of that storyline- why would she be black and white, and why would she start paying the burned tower theme if you'd find her while already inside the Burned Tower? I expect it's just junk data being executed and a coincidence. Yamiidenryuu (talk) 12:01, 7 November 2014 (EST)

Leftover Mimic behaviour

(Copy and pasted from my Glitch City Laboratories forums thread.)

In at least the Japanese version of Crystal, the old behaviour of Mimic from Generation I is present in the game, unused. The original behaviour was that you could copy any one of the opponent's moves, unless it would mean you'd make a duplicate move.

The game brings up your moves with another box that says "どのわざを ものまねする?" (which move should be Mimicked?).

In Generation II, Mimic was changed to copy the target's last move.

Hibiki Ganaha showed this in a video. After he/she selected a move to Mimic the game glitched up, but I don't know if that's because the interface was forced unexpectedly (after opening 'fight'). Maybe there is more code to this. On the other hand, the behaviour may be completely glitched.

Does anyone know what GameShark code(s) you can use to force the leftover Mimic behaviour? Torchickens (talk) 15:19, 15 December 2014 (EST)

Never mind, I found the answer later and added it to the page. Torchickens (talk) 13:23, 20 December 2014 (EST)

Crystal items in Korean Gold

With the code 01xx6BD6, you can change the first items pocket item in Korean Gold. While browsing through the Teru-Sama, I found that items from Crystal exist in the code, such as the GS Ball (see this for a list of index numbers [10]). These items were Teru-Sama in the English Gold and Silver. I haven't played through the Korean version so I can't rule out that some of them like the Clear Bell may be used. Are they? Torchickens (talk) 13:39, 20 December 2014 (EST)

Possible unobtainable item in Vermillion Harbor

Just a notice for anyone able to do so in case someone wants to check it out. According to a talkpage section on Bulbapedia there is supposedly an Iron in the Harbor that cannot be obtained. --Sgv Sth (talk) 03:36, 11 January 2015 (EST)

This Iron is actually obtainable. You have to Surf in the water from past the first guard to get to it, like this (excuse the colours, it's possible without glitches). If you try to board the S.S. Aqua from Vermilion City, you are forced to walk down and board the ship. However, if you arrived at Vermilion City from Olivine City harbor, you get to Surf in the water between the two guards. The Iron also appears in Crystal. Torchickens (talk) 13:37, 11 January 2015 (EST)

Shiny Mystery Mew

Shiny Mew's blurb currently states that the first person in line at the Mystery Mew events would receive a shiny Mew. I've seen conflicting reports around the Internet, with some saying that most Toys R Us employees took the Mews for themselves or their friends and some saying the info's false. However, shiny Mew seems like a hoax, since multiple people handling the carts [11] [12] [13] [14] say there was no shiny Mew, while this Project Pokemon post implies that only a handful of seeds would be able to generate a shiny Mew. Plus, none of the employees who supposedly received a shiny Mew have spoken up, even though the event is nine years old.

Should we remove the sentence about shiny Mystery Mew until we get some actual proof? Magic (talk) 21:51, 10 March 2015 (EDT)

Prerelease Pack Design

I've come across some old screenshots on Nintendo's website showing a design for the Pack not used in the final version. If there is a prerelease page for G&S, I don't know where it is.

Prerelease Final
PKMNGnS-PackItemsPrerelease.gif PKMNGnS-PackBall.png

Source: --Grandta13 (talk) 18:36, 31 May 2015 (EDT)

There isn't, please feel free to start one, following the prerelease page rules & guidelines. Otherwise, put things you find like this here. --GlitterBerri (talk) 19:02, 31 May 2015 (EDT)

Korean Mew and Celebi

Were Mew or Celebi in any way distributed to the Korean releases of Gold and Silver? If not, can they be traded from another language game? Otherwise I'd presume they're unused, and the Pokedex completion diploma is unobtainable legit? Theclaw (talk) 01:23, 8 June 2015 (EDT)

I’ve no idea whether the events were held in Korea, but the Korean games are capable of trading with Western versions of R/B/Y/G/S/C (but not Japanese versions). And the diploma in G/S/C only requires catching 249 Pokémon, so Mew and Celebi aren’t needed—though if you have them, you can skip two others! —Háčky (talk) 11:48, 8 June 2015 (EDT)
Hmm... I haven't tried it to confirm anything myself. Either way, no event would make them unobtainable with a Korean nickname until Diamond/Pearl. Theclaw (talk) 21:24, 8 June 2015 (EDT)
On second thought, my emulator test results suggest linking Korean and Western games is too unreliable to have been officially supported. Most of the time, the games glitched up. And even when successful, Korean names become gibberish. It could just be the Western character set was intended for name entry.Theclaw (talk) 23:12, 17 June 2015 (EDT)
I doubt the Western character set was intended for name entry; it would have made more sense to add Latin letters to the two-byte Hangul font, so that the letters could be the same height as the Hangul syllables and all nickname characters would have the same byte width.
The Time Capsule was definitely left in the game intentionally: its behavior was changed so that Bill activates it after an attempt to link with a Generation I game through the Trade Center (producing an error equivalent to the English versions’ “You can’t link to the past here.”), instead of as soon as the player arrives at the Ecruteak City Pokémon Center. Besides, trading Pokémon from a Generation I game is required to complete the Pokédex, and it’s unlikely that they intended to release a game which would be impossible to complete.
My understanding is that any communication issues between the Korean and Western games are caused by the second byte of certain Hangul syllables being interpreted by the Western games as control characters. This is technically avoidable by using carefully-chosen nicknames and OTs in the Korean game (for example, 가, hex 01 01, isn’t a problem, so you could just name everything 가가가가가).
I’d very much like to see what the Korean versions’ manual has to say about the Trade Center and Time Capsule. —Háčky (talk) 07:48, 18 June 2015 (EDT)
Thanks, I didn't think of that stuff. We're definitely getting closer here.Theclaw (talk) 08:23, 18 June 2015 (EDT)
The Western character set is used for the credits, which are presented in English, and for things like AM/PM in the clock or "TV" in dialogue. SatoMew (talk) 11:34, 17 July 2015 (EDT)
OK. Getting back to what I was talking about earlier, what are the Korean diploma requirements? If not changed, then I'd say it's rarely seen enough to add to the article. Only people who get around these trading glitches could ever see it.Theclaw (talk) 09:51, 29 January 2016 (EST)

Korean version interacting with European games

I have uploaded the following video where I test link compatibility between the Korean version of Pokémon Gold and the Spanish version of Pokémon Crystal. Aside from some text overflowing in the Korean game and some garbage text in the Spanish one, the linking can be done without problems. I also transferred some Korean Pokémon to Pokémon Red, and it worked well, albeit showing the same garbage text instead of Korean text (which is obvious). If those Pokémon are brought back to the Korean game, the Korean text will show as usual. Finally, I tested compatibility with Pokémon Stadium 2. The Korean game cannot connect to the Western nor the Japanese versions, although the Western version recognises the game as Gold/Silver (showing that the file cannot be found), while the Japanese version doesn't recognise it as a Pokémon game. Pokémon with garbage text (from Korean games) can be used without problem in Stadium 2, but using the trading function between games will permanently convert invalid characters into one question mark per character (this isn't featured in the video, I noticed it while I was uploading it...), so the Korean game will no longer recognise the original Korean name. --ShootingStarMax (talk) 08:17, 2 August 2015 (EDT)

Coin Case glitch

It is possible to access the color test and unused memory game by way of the coin case glitch. Should this be added to the page? --Luigi-San (talk) 15:51, 1 February 2016 (EST)

Korean Time Capsule

Do we have an accurate translation of what Bill says in the Korean version? The article has yet to conclusively state whether or not direct trading with Red, Blue, or Yellow is possible. If yes, explain any differences in how it works. If removed, then it'd be due to the same problems that happen when linked to GSC. Theclaw (talk) 00:12, 11 February 2016 (EST)

Possibly Errant Colon

I am not particularly familiar with scripting in Pokémon, but I was looking at the script provided in the Tileset Color Menu section, and I noticed that in line 3, Activate LCD was placed after a colon( : ) instead of a semicolon( ; ). Just looking at the code provided, it looks like semicolons designate comments, and a colon is used at the start of a subroutine, so I figured the colon on line 3 was a typo, but I didn't want to change it in case I was just misunderstanding the language. --Grandta13 (talk) 01:57, 21 May 2016 (EDT)


So how or where did the tilesets used on here come from? I want to find the ones not on here, but I can't seem to. The preceding unsigned comment was added by AztecCroc (talk) • (contribs)

Korean Force-boot

Personally, I don't think getting Korean Gold and Silver to boot in DMG mode is really worth expanding on. In a sense, it's a leftover mode from the original GS codebase, but it appears that no work whatsoever was done and it wasn't ever even seriously considered as something that would work or not, given how the text rendering functions seem to be too slow to work in 4MHz mode and apparently have no idea that the machine isn't running in CGB mode. --FSX (talk) 14:28, 21 November 2016 (EST)

Agreed, there's nothing notable about the game crapping itself when run like that. Axed. --Sanky-sig.gif Sanky ~ talk 14:39, 21 November 2016 (EST)

Shiny Zapdos; Lavender Radio

Has this been investigated? --Zelrio (talk) 06:00, 25 November 2016 (EST)

New (and barely used) Cutscene Present in Korean Version

The Korean version of the game seems to have a cutscene not present in the others for the rare chance a Korean player would want to interact with a non-Korean Gen 1 game, where Bill enters the Pokemon Center after failing to connect and "fixing" the Time Machine.

DangItBobby (talk) 04:44, 27 December 2016 (EST)