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Talk:Pokémon Yellow

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@Hurry, get away!

Interesting. Any memory address or information on how to access it? I'm curious to test it myself. -- Sanky-sig.gifSanky ~ talk 11:17, 2 June 2010 (EDT)

Try the Gameshark code 01XX59D0; XX should be replaced with 03. --Torchickens 11:21, 2 June 2010 (EDT)
That's interesting, because that happens to be the wild encounter address. You write a Pokémon ID there and it immediately begins a battle with it. HyperHacker 00:24, 17 June 2010 (EDT)
That's pretty neat, thanks for sharing! --Sanky-sig.gifSanky ~ talk 11:27, 2 June 2010 (EDT)
No problem. =) --Torchickens 11:29, 2 June 2010 (EDT)
@ HyperHacker: That is only true for Pokémon Red and Blue; the data structure for Pokémon Yellow is slightly different hence to convert a R/B Gameshark code to a Yellow code deduct 1 from the sixth digit, for Pokémon Yellow I think you're thinking of the code 01XX58D0, which does indeed immediately start a wild battle. --Torchickens 13:05, 17 June 2010 (EDT)

Unused Music

In Pokemon Yellow (and only in Yellow) there's an unused tune in the game. Would anyone who's curious like to go through this edition of the game to see where this song might've been used? Maybe this song is somehow linked to the "Hurry, get away!" thing.

http://www.youtube.com/watch?v=F1QgytBpPqM&feature=related

I'm also curious if any of the other revisions of either Y/B/G/R have accidentally compiled unused stuff that's unique to that revision. Let me know what you think. Evilhamwizard 00:21, 17 June 2010 (EDT)

Hmm, well I tried to attempt forcing the game to play this apparant unused track but I haven't found the right address yet. I just checked one address, and I thought it might be under there, but I couldn't find it (the one that manages what audio/music is played when new map data is reloaded) (code is 01XX5AD3), I still believe the song still exists though because multiple bytes are used for different types of songs (Bicycle theme, Battle theme etc.)

Can someone help me find the address? Perhaps it is a battle related song, or a minigame related song.

Edit: Maybe these bytes are also worth checking?

  1. 01XX5BD0 - 01 gives Gym Leader battle music.
  2. 01XX2AC0, 01XX2BC0, 01XX2CC0, 01XX2DC0 - Total control of what information the game is trying to take audio data from (always) - (just generated this code)

--Torchickens 16:11, 19 June 2010 (EDT)

Eureka!

The track exists. After a few hours, I finally was able to generate three GameShark codes, which when combined will play the unused Pokémon Yellow song. Its in the same 'music/sound database' as the Pikachu's Beach minigame/Exclusive Yellow trainer (i.e. Jessie and James' theme) so I don't think that it is associated with the "Hurry, get away!" battle system itself (where battles use a value of 08), although it could certainly be the encounter theme for another trainer from the anime or maybe another minigame associated with the anime? I had a check through the battle database too but couldn't find anything unused there.

0120EFC0 0120F0C0 019F5AD3

--Torchickens 19:38, 26 August 2010 (EDT)

I remember watching a video of unused stuff in this game, and found that this song is from another Game Freak game, i don't remember which though --TheDinkster (talk) 15:22, 30 June 2018 (EDT)
Bushi Seiryuuden, perhaps? --From: divingkataetheweirdo (talk) 15:53, 30 June 2018 (EDT)

Additional soundbank test interface?

If the set soundbank is invalid identifier 01, when the Game Freak interface appears in the introduction, the game plays an "item obtained" sound (though only listenable if it is set back to a valid identifier such as 1F).

I found this by chance and have dubious thoughts about it because the results might be arbitrary ('like reading an unrelated set of data as an mp3 file') and in fact, listening to 'generic glitch audio' has often crashed the game and even spawned objects on the screen just by playing it alone; though it is soundbank identifier 01 and making it (a little) more likely to be valid, you have to be on the title screen and can't trigger the same effect just by playing the 'shooting star' sound effect. Additionally, Pokémon Yellow was given an additional soundbank (hex: 20, which is used for the Pikachu's Beach minigame/Exclusive Yellow trainer, which is probably why they would want to test the soundbank (and only in Yellow).

--Torchickens 13:54, 19 October 2010 (EDT)

Actually, on the Pokemon R/B/G soundtrack, there's a bonus track that has funky remix of the sound effects in the entire game. After the remix though, it sounds like someone is using this same exact debugging tool to record each sound bank! To support this claim, the very first sound that plays after the remix is the "item obtained" sound, and if you were to get the debugger to properly function, those small little jingles that play in the order they appear on the track should be the same order they can be played in this debugging tool. You can listen to what I mean @ 4:45 on here http://gh.ffshrine.org/song/2504/126. Evilhamwizard 22:59, 19 October 2010 (EDT)

Do you know what soundbank (denoted by C0F0 and C0EF) and (new music to load) identifier (for address D35A) this bonus track uses [you might have to use (4th digit + 1 of address) for Red/Blue? (never mind, I probably misunderstood it as a real track)--Torchickens 03:06, 20 October 2010 (EDT)
Oh, yeah, I was talking about the officially released soundtrack on CD from years a go. :P Evilhamwizard 14:36, 20 October 2010 (EDT)

B&W in Japanese release?

I think I remember reading that this was a standard DMG cart in Japan. In the west, it was marketed as one (i.e. original Game Boy logo on the box), but is actually a hybrid B&W/color game. If I'm remembering correctly about the Japanese version, that probably qualifies as a region difference worth noting here. - Vague Rant 09:03, 14 April 2012 (EDT)

Yep, the Japanese version only had Super Game Boy support like the previous games, but International builds included Game Boy Color on top of that. If you played it one Pokemon Stadium, you'd also get the SGB border with GBC effects, and I'm pretty sure Japanese Stadium didn't support that either. LinkTheLefty 11:29, 14 April 2012 (EDT)

Did it actually support GBC, or did GBC assign it a custom palette like it does for some games? (talk) 14:36, 25 September 2015 (EDT)
The Japanese version has a palette assigned by the GBC bootstrap ROM. The Western versions have built-in GBC features. —Háčky (talk) 18:44, 25 September 2015 (EDT)
We could use some insight on that. All these years, the article still doesn't explain it very well.Theclaw (talk) 07:12, 30 April 2021 (UTC)

A thing

According to this site, Dragonair and Dragonite had different catchrates in this game than they had in every other installment- 27 and 9 respectively instead of 45 each. This is despite the fact that you can't naturally catch wild Dragonites in Yellow unless you let a wild Ditto transform into one. I have no idea if this is worth mentioning on the article or where it would go if it was. Help? Yamiidenryuu 11:35, 13 December 2012 (EST)

Pikachu Temporarily Lights Up Rock Tunnel?

I was surfing around Youtube and found this video on how Pikachu can light up Rock Tunnel (or any area that needs Flash) for a moment after having just learned Thunderbolt or Thunder. After a few steps, Pikachu won't do this anymore. While this is used, it's extremely unlikely anyone would ever come across it, but what do you guys think?--Spiritix (talk) 15:03, 6 October 2014 (EDT)

Revision v1.3

I don't know if anyone's gone around comparing revisions of this game besides the regional differences, but apparently there's a "little known" v1.3/rev 3 out there. I've no idea if this revision, or any of the others mentioned, have significant changes worth documenting. Yamiidenryuu (talk) 12:29, 14 January 2015 (EST)

Unused Held Item Icon

Two days ago, when I was a bit bored, I decided to play with a Pokemon Yellow rom, a lightly hacked version which is completely the same as the original one, but with only one difference: a debug menu (http://www.youtube.com/watch?v=BkIDPwkeGWs). I went to Pokemon Tower, in Lavender Town, I corrupted the map data and after exploring a bit, I made a shocking discovery: a 8x8 tile of what it seems to be an unused item icon, very similar to the one that appears in Pokemon Gold and Silver, when a Pokemon carries a held item.

I was playing in a Nintendo DS, using an emulator, here is a screenshot: >>Console photo<< I took the caution to use one save slot in order to preserve the game with the notorius tile, just in case I need it.

For now, I don't know a way to pass the savestate from the console to the computer, so here you have what the tile looks like, it's practically the same: >>Tile recreation<<

Now, I would like to know what you guys think about it, because I haven't found any tile similar to this one (I compared it with lots of 8x8 water tiles from the game).

.:Helix Boo:. (talk) 05:57, 17 August 2015 (EDT)

The tile is in the Pokémon Tower tileset. Evidently most of that tileset was copied from the tileset for Rocket Hideout, Silph Co., and other buildings. Glancing through the maps that use that tileset, it seems this particular tile appears exactly once in the game, as the corner of the balcony railing (?) on the second floor of Pokémon Mansion. —Háčky (talk) 06:50, 17 August 2015 (EDT)

Bird Type in Yellow

An unused Pokémon identifier, No.236, has the bird type. You can use code 01EC1DD1 for the Pokémon in question. The video is here. Drc (talk) 19:59, 25 June 2016 (EDT)

Pikachu cry #17

It is used when you view the stats of your starter Pikachu, but the disassembly strangely shows no proof it was ever used. Why is it that way? Are there any other used "unused" voice clips?--FLUFFYVULPiX (talk) 18:40, 6 March 2017 (EST)

cry #11 is the same as the one used for advancing past the title screen. i'm guessing they show as unused in the disasm because seperate copies/references to the audio data were used, perhaps? 2Tie (talk) 02:49, 15 April 2020 (UTC)

Cry 16

I think Cry 16 is reused from #23 (in this pack) from Hey You, Pikachu.

Can someone confirm this? They seem to sound identical. --ScottBeebiWan (talk) 22:30, 28 June 2017 (EDT)

Data after Vermilion Gym trash can entries altered removed in Japanese Yellow Rev 3

Does anyone know what this is (Pastebin link)? I know the English Pokémon Yellow also has data labelled garbage in the disassembly.

Torchickens (talk) 12:13, 24 June 2022 (UTC)

Glancing at the Rev 1/2 data, I suspect it might be literally (unallocated) data from RAM at time of assembly? I know the Spaceworld Gold/Silver prototypes also had some data like this. --Sanqui (talk) 13:29, 24 June 2022 (UTC)
Interesting if that's the case. Thanks Sanqui. ^^ I wonder if it's viable to discern anything from it at all? Torchickens (talk) 13:49, 24 June 2022 (UTC)

Super Game Boy corruption (possible coincidence)

I tried a glitch palette command (0x5E) and got a "W" (in a font that reminds me of Wario; like the SNES game by Game Freak Mario & Wario) while walking around. See https://i.imgur.com/2Q6m3CD.png Torchickens (talk) 20:41, 7 November 2022 (UTC)

what do you mean "memory error"?

"A string which is only ever used in the case of a memory error." : Unused Text @ System Text @ "Not enough Yellow version memory." what memory error? Lunathedog (talk) 19:27, 2 December 2023 (UTC)

Yeah, I don't know of any trigger and wonder if the user who added that made an assumption about its nature. It may be a good idea to bring it up with the pret community (e.g. on Discord), if this isn't mentioned on Pokémon Yellow disassembly. If it's found right before Professor Oak's opening lecture, maybe it's a debug mode remnant similar to the debug mode that lets you skip the intro. EvieMelody (talk) 21:50, 28 December 2023 (UTC)
I'd say it's definitely an assumption. searching on pokeyellow *does* bring something up, however. outside of the text declaration it's also used in Func_5cc1:
Func_5cc1:
; unused?
	ld a, $6d
	cp $80
	ret c ; will always be executed
	ld hl, NotEnoughMemoryText
	call PrintText
	ret

it *seems* like it's been patched out of the game and, despite the comment saying unused, it is called once in SpecialEnterMap:

; 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

weird… this should be documented on tcrf? Lunathedog (talk) 12:26, 20 January 2024 (UTC)