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User:Zumi/Sandbox/Pokemon findings
Contents
- 1 Pokémon Red and Blue
- 2 Pokémon Yellow
- 3 Pokémon Gold and Silver
- 4 Pokémon Crystal
Pokémon Red and Blue
Field6
Field6 | Route 3 |
---|---|
Found in the G/S source tree, a different arrangement of the Route 3 music. It is known only as Field6.
Unused Healing Music
Unused | Final |
---|---|
Additional music data was found within the source file for the sound that plays when a Pokémon is healed. According to the comments that accompany it, this is what used to be the healing sound at one point in development.
Extended Intro Music
Unused | Final |
---|---|
Additional music data was found alongside the source file for the intro battle music. It appears that a portion of the music was cut due to timing issues.
Fanfare2
Found in the G/S source tree, an unused fanfare. A rearrangement of this fanfare was later used in Gold/Silver and Crystal.
Fanfare7
Found in the G/S source tree, this fanfare was present in Gold/Silver and Crystal albeit still unused.
Fanfare9
Found in the G/S source tree, this fanfare was present in Gold/Silver and Crystal albeit still unused.
Victory4
Found in the G/S source tree, an unused variant of the trainer victory theme known as Victory4. It was later used without the opening jingle as the theme for Mt. Moon Square in Gold/Silver and Crystal.
Victory013
Source | Restoration |
---|---|
Found in the G/S source tree, another unused variant of the trainer victory theme known as Victory013.
Digda01
Found in the G/S source tree. Based on the name, it probably would have been used in Diglett's Cave. The sound shown here has been lowered one octave from its source file.
Early Credits Theme
Found in the G/S source tree. It appears to be an early sketch of the credits music. The sound shown here has been lowered one octave from its source file.
Kinchou01
Source | Restoration |
---|---|
Found in the G/S source tree. Kinchou means "nervousness" or "tension" in Japanese. The source version presented here has already been lowered by one octave.
Unused Cry Base
An unused cry base is found within the cry source files. Based on the name, it appears to be an early version of the base eventually used for Spearow and Farfetch'd. Additionally, an early version of Pidgey's cry parameters seem to use this base as well, and is the sound shown here.
(work in progress...)
Proposed restoration for the unused song
https://vocaroo.com/7nO8Do0PmYL
Explanation
This song is simply known as Koukan, which likely means Trading. In source/MUSHEAD.DMG
, the song's headers are placed after the "follow-me" song (called Autowalk). Unusually, the song is split into two headers, each pointing at different channel data.
The byte that begins a sound header in the Pokémon games encodes how many channels are there and what channel should apply for the two-byte pointer that follows. For example, for music that uses 4 channels, that byte is 0xC0
. Note that it uses zero-index here, which means an amount of 1 is encoded as 0. Bits 6-7 encode the number of channels (in this case %11
, 3 decimal ~ 4 channels), while bits 0-1 encode which channel does the following pointer belong to (in this case %00
, 0 decimal ~ channel 1). For sound effects, the channel number in incremented by 4, giving us 4 "virtual SFX channels" at channels 5, 6, 7, and 8.
In the case of both Koukan headers, it is 0x02
. In this case, bits 6-7 read %00
(0 decimal) for 1 channel, while bits 0-1 read %10
(2 decimal) for channel 3 (wavetable channel).
The data itself is present in the retail build, so we can use audio/music/unusedsong.asm
from the *pokered* disassembly to help explain things.
First, both channel data has a tempo 144
command listed, which should only be necessary on the first channel. However, because the data belongs to two separate headers, the tempo must be defined separately as well.
Second, both channel data lists the command note_type 12, 1, 0
. In the context of channels 1 and 2 (square wave channels), this command doesn't make much sense: it specifies a note type of length 12, volume 1 and 0 fade. A volume of 1 here is the lowest possible volume, and likely the reason why the "damaged" version sounds quiet.
On the other hand, in the context of channel 3, this command specifies a note type of length 12, volume 1, and wave 0. Here, a volume of 1 encodes the highest possible volume for the wave channel.
Third, there are no "duty cycle" commands or anything else that would make sense for a square wave channel. This is despite the data itself being changed significantly from it's source file, KOUKAN.MUS
, where the restored version currently on the page comes from. It assigns both channel data to channels 2 and 3, while channels 1 and 4 are all rests.
The fact that there are two headers and both channel data are meant for the wavetable channel may have been the reason why it was said that the unused song needed two GameBoys.
Fourth, the notes *may* have been pitched one octave too high. The other unused R/G/B songs that were discovered in the G/S source but were unused seem to have also been pitched too high, if the restorations tell us anything. This could either be as a result of engine changes, or the macros / conversion tooling itself changing.
Additional Trivia
In the G/S sources, this song is present under mons2/SOURCE/EFFDATA/M_TRADE.DAT
. It's the source version, converted into the G/S/C sound commands.
Unused Trainer AI
Within D_ACTION.DMG, code for trainer AI are present for the unused Prof. Oak and Chief, as well as an additional class named "Jacky". The equivalent code for the pokered disassembly (as of this writing, revision 5d99572) is as follows:
JackyAI:
cp 6 percent + 1 ; cp a, $10
ret nc
jp AIUseXAttack
OakAI:
cp 25 percent + 1 ; cp a, $40
ret nc
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AIUseHyperPotion
ret
ChiefAI:
cp 25 percent + 1 ; cp a, $40
ret nc
jp AIUseDireHit ; unused in the final game
Pokémon Yellow
(to be written)
Pokémon Gold and Silver
Early Bicycle Music (SW'99)
Early | Final |
---|---|
An early arrangement of the Bicycle theme.
(work in progress...)