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Difference between revisions of "Pokémon Gold and Silver"

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<languages/>
 
<languages/>
 
<translate>
 
<translate>
<!--T:1-->
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{{featured}}
 
{{featured}}
 +
 
{{Bob
 
{{Bob
 
| bobscreen= Pokegs-title.png
 
| bobscreen= Pokegs-title.png
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}}
 
}}
  
<!--T:2-->
 
 
'''''Pokémon Gold'' and ''Silver''''' is one of the most extensive ''Pokémon'' games, featuring 100 new Pokémon (a 66% increase!), new game mechanics like hold items and two new types, and allowing the player to return to Kanto, featured in [[Pokémon Red and Blue|''Red'' and ''Blue'']], as part of the storyline to work his way up to beat the ultimate trainer, Red.
 
'''''Pokémon Gold'' and ''Silver''''' is one of the most extensive ''Pokémon'' games, featuring 100 new Pokémon (a 66% increase!), new game mechanics like hold items and two new types, and allowing the player to return to Kanto, featured in [[Pokémon Red and Blue|''Red'' and ''Blue'']], as part of the storyline to work his way up to beat the ultimate trainer, Red.
  
==Sub-Pages== <!--T:3-->
+
==Data==
{{subpage|Unused Maps|image=Pokegold-olivinehouse.png|text=Lake of Rage had a gym?}}
+
 
{{subpage|Changed Graphics|image=Pokemon Gold and Silver (J) Flaafy back.png|text=Details of the graphical changes between release versions.}}
+
===Gen I Mimic Menu===
 +
 
 +
In Gen I, Mimic allowed the player to choose which of the opponent's moves they wanted their Pokémon to copy. In Gen II, the function of this move was altered, and a Pokémon using Mimic simply copies the last move used by the opponent. (Exceptions are made if the opponent didn't use a move on the previous turn, or if its last move was Sketch, Struggle, Metronome, or a move that the Pokémon using Mimic already knows.) Despite the change, the old Mimic menu still exists in the code.
 +
 
 +
The menu is most intact in the Japanese versions of the games, which still retain the associated text "どのわざを ものまねする?" (Mimic which move?). See for yourself by enabling one of the codes below, then select the FIGHT command during a battle:
 +
 
 +
* ''Gold & Silver'' (J) - {{hex|010111D1}}
 +
* ''Crystal'' (J) - {{hex|010166D2}}
 +
 
 +
These codes don't always function perfectly. There are times when the Mimic menu that pops up lists the user's moves, rather than the opponent's. Attempting to mimic a move sometimes causes the Pokémon to use Struggle. It's unknown whether these issues are caused by the player-made codes, or if the menu itself is buggy. Even when the access method works as intended, it's not possible to back out of the Mimic menu.
 +
 
 +
The leftover menu also works a little differently in the English releases. Once again, it can be accessed by enabling one of the codes below, then selecting the FIGHT command during a battle:
 +
 
 +
* ''Gold & Silver'' (U) - {{hex|01011FD1}}
 +
* ''Crystal'' (U) - {{hex|010135D2}}
 +
 
 +
These codes disable the ability to back out of the menu. They also hide the type and PP box, but don't otherwise change the appearance of the FIGHT menu or bring up a list of moves. In ''Crystal'', at least, the game attempts to print text from offset {{hex|0x3e61c}}, but the only thing there is {{hex|50}}, a control character, so no text is displayed. The coordinates that determine where the text at this offset would have appeared on the screen are x=0B, y=0E in BGB, which are identical to the coordinates of the Japanese "どのわざを ものまねする?" (Mimic which move?) message. This suggests that the equivalent English text was removed.
 +
 
 +
{| class="wikitable" style="margin:auto"
 +
! Used Menu (Gen I)
 +
! colspan=3 | Unused Menu (Gen II)
 +
|-
 +
! Japanese
 +
! Japanese
 +
! English
 +
! Korean
 +
|-
 +
| [[File:Pocket Monsters Green Mimic.png]]
 +
| [[File:Pocket Monsters Kin Mimic.png]]
 +
| [[File:Pokemon Gold Old Mimic.png]]
 +
| [[File:Pocket Monsters Geum Old Mimic.png]]
 +
|}
 +
 
 +
{{source|[http://forums.glitchcity.info/index.php/topic,7143.msg197131.html Hibiki Ganaha, Torchickens, Wack0]}}
 +
 
 +
===Mother Naming Function===
 +
 
 +
[[File:Pokemon_Gold-MotherName.gif|right]]
 +
 
 +
A fully-functional unused feature allows you to name the player's mother. The name itself can be displayed in text via byte {{hex|49}}. It should have 11 tiles reserved in the message box to safeguard against the text overflowing. The mother's name is initialized to MOM when RAM is initialized at boot.
 +
 
 +
Curiously, during the DUDE's Pokémon-catching tutorial, the player's name is copied over to the same location in RAM where the mother's name is stored. This suggests that either the tutorial didn't exist when the naming mechanism was created, or that players would only have been able to name their mother once the tutorial was no longer accessible.
 +
 
 +
{{source|[http://iimarck.us/i/naming-mother iimarck.us]}}
 +
 
 
{{clear}}
 
{{clear}}
==Debug Menus==
 
===Pokémon & Trainer Color Test Menu===
 
This color test menu is basically a menu to easily change the color palettes of Pokémon, both normal and shiny palettes, and trainers as well as to conveniently list if a Pokémon is capable of learning a Technical Machine (TM) or Hidden Machine (HM). The menu code is located at {{hex|3F:54F1}} in the Japanese ROM (v1.0 and v1.1) and the screen update service has to be enabled (register {{hex|FFD6}} must be checked). Other language version ROMs have the code as well, but due to the screen not being localized, graphic bugs ensue.
 
  
<!--T:4-->
+
===Unused Pokémon Flight Probability===
You have to select either Pokémon or trainer mode before loading the menu by setting {{hex|CF21}} to {{hex|0x00}} for Pokémon mode and any other value for trainer mode.
+
  
====First Page==== <!--T:5-->
+
Some of the Pokémon species in Gen II have the ability to flee from encounters. These Pokémon are grouped into three tables according to how likely it is that they will attempt to escape. While all three tables are used, the first two contain a few species that cannot be encountered in the wild.
The first page is for color adjustment and sprite viewing. Beware: altered colors will not be retained when switching between normal and shiny colors! They will be retained when changing between Pokémon/trainers though!
+
  
<!--T:6-->
+
(Table 3 consists of only Raikou, Entei, and Suicune, who try to escape 100% of the time.)
* Navigation: The '''D-Pad''' selects either the color to manipulate, or the color's red, green, or blue channel. Press '''A''' to switch between normal and shiny colors for Pokémon, while pressing '''B''' will switch to the second page. '''Select''' and '''Start''' change sprites going forwards resp. backwards through the sprites in PokéDex order resp. internal order for trainers.
+
* Colors: The Pokémon's/trainer's two colors are represented by their color and their hexadecimal values below each color panel in the top-right of the menu. You can change the colors freely for each color channel separately.
+
* Strings: The Pokémon's/trainer's number along with the associated name will be printed in the top-left. On the bottom appears the palette name that the Pokémon is currently being displayed in. 「Aきりかえ▶」 means "A switches", 「ノーマル」 means "normal [palette]", 「レア」 means "rare [shiny palette]".
+
  
<!--T:7-->
+
{{source|[http://hax.iimarck.us/topic/202/ iimarckus], [http://bulbapedia.bulbagarden.net/wiki/Escape#Generation_II Bulbapedia]}}
<gallery heights="144" widths="160">
+
File:Pokemon_Gold-ColTest1.png|The first page upon starting the menu.
+
File:Pokemon_Gold-ColTest2.png|The first page with shiny color selected.
+
File:Pokemon_Gold-ColTest3.png|The first page with altered shiny color.
+
File:Pokemon_Gold-ColTest6.png|The first page with Trainer ''Beauty'' selected. Notice the text running into the color panel.
+
File:Pokemon_Gold-ColTest7.png|The first page with altered regular colors.
+
</gallery>
+
  
====Second Page==== <!--T:8-->
+
====Table 1====
The second page is for exiting the menu and viewing the TMs and HMs the Pokémon can be taught. Things from the first page, such as the Pokémon's name, images, and colors will be shown on this screen, too. In trainer mode, this menu will still act as if a Pokémon was selected and show the respective Pokémon's data.
+
  
<!--T:9-->
+
There's a 10% probability that Pokémon in this table will attempt to escape. However, the species below are never found in the wild:
* Navigation: The '''D-Pad''' selects the TM/HM. '''B''' switches to the first page. Although the screen says that the user can exit the menu by pressing '''A''', the actual code (while still in the ROM) is never executed, probably due to the actual check for the A button having been commented out.
+
* TMs/HMs: Machines have their name stated on the right-hand side. Right below the name is an indicator whether the Pokémon can be taught the selected machine or not.
+
* Strings: 「おわりますか?」 means "Are you finished?", 「はい」 being "yes" and 「いいえ」 being "no". 「おぼえられる」 and 「おぼえられない」 mean "can be taught" and "cannot be taught" respectively.
+
  
<!--T:10-->
+
* Eevee
<gallery heights="144" widths="160">
+
* Porygon
File:Pokemon_Gold-ColTest4.png|The second page showing that ''Pupitar'' cannot be taught ''Mega Punch''.
+
* Togetic
File:Pokemon_Gold-ColTest5.png|The second page showing that ''Pupitar'' can be taught ''Headbutt''.
+
* Umbreon
File:Pokemon_Gold-ColTest8.png|The second page showing that ''Beauty'' can supposedly be taught ''Headbutt''.
+
</gallery>
+
  
===Tileset Color Menu=== <!--T:11-->
+
====Table 2====
While the actual routine that procures this menu has been commented out, as evident by a single {{hex|ret}} before all subroutines of the menu, with the right code it can still be used. This menu's main task was to grant the user the ability to edit the current palettes used for the current background tileset.
+
  
<!--T:12-->
+
There's a 50% probability that Pokémon in this table will attempt to escape. However, the species below are never found in the wild:
To get the menu in-game, one needs to write custom code that loads the menu. For the Japanese version, the following code can be placed anywhere in ROM bank {{hex|0x3F}}. It can then be called from an in-game event, such as a signpost, via the 3byte pointer ASM command (see [http://www.romhacking.net/docs/322/ Gold & Silver Scripting Compendium] for further info).
+
  
<!--T:13-->
+
* Articuno
<pre>
+
* Zapdos
call $0432 ; Deactivate LCD
+
* Moltres
call $55D9 ; Load font to RAM
+
call $0454 ; Activate LCD
+
xor a, a
+
ld [$FF00 + $D1], a ; Reset X and Y scroll
+
ld [$FF00 + $D2], a
+
ld a, $01
+
ld [$FF00 + $AC], a ; Don't require button up between presses
+
call $5D85 ; init menu
+
@Loop:
+
call $5EC0 ; update menu
+
call $09FD ; get button press
+
call $5FD9 ; update selection
+
call $5E5D ; process button press
+
call $032E ; do events
+
jr @Loop
+
</pre>
+
  
<!--T:14-->
+
===Unused Battle Types===
* Navigation: The '''D-Pad''' selects the current palette's color to manipulate on the top row, or the selected color's red, blue, or green channel (from top to bottom respectively). Press '''Select''' to rotate through the palettes in order in which they are loaded in RAM, although it is not possible to edit palette {{hex|0x07}}, the menu palette, or any foreground palettes. '''B''' hides resp. shows the menu, probably so the user can inspect the whole map screen rather than only the top portion. While the menu is hidden, it still functions the same as if it was shown, meaning colors can be selected and edited as usual.
+
* Colors: The current palette's four colors are represented by their color and their hexadecimal values above each color field in the top row of the menu. One can change the colors freely for each color channel separately.
+
  
<!--T:15-->
+
RAM address {{hex|D119}} determines what type of battle is taking place. Several battle types cannot be experienced during normal gameplay.
There is no means to exit the menu, as the respective code was probably commented out as well.
+
  
<!--T:16-->
+
====Battle Without Pokémon====
<gallery heights="144" widths="160">
+
File:Pokemon_Gold-TilesetColMnu1.png|The screen upon starting the menu.
+
File:Pokemon_Gold-TilesetColMnu2.png|The screen after editing the first palette's first and last colors, which are used on the signpost to the right and on the ground, obviously.
+
File:Pokemon_Gold-TilesetColMnu3.png|The hidden menu. The color channel arrows are still shown.
+
File:Pokemon_Gold-TilesetColMnu4.png|The menu with palette {{hex|0x01}}, the house and flower palette, selected.
+
</gallery>
+
  
==Unused Text== <!--T:17-->
+
Battle type {{hex|0x02}} causes the player to enter battle without sending out a Pokémon. Choosing "FIGHT" or "PKMN" ends the battle instantly, while the "PACK" and "RUN" options function as they normally would.
{{todo|Japanese text}}
+
All text offsets are for the American version of ''Gold'' and ''Silver''.
+
  
===Location Names=== <!--T:18-->
+
Unlike the DUDE's demonstration, this battle does not change the player's sprite, automatically throw a Pokéball once the pack is closed, or copy player's name over to the location in RAM where the [[Pokémon Gold and Silver#Name Your Mother|mother's name]] is stored.
The following location names are in the location name table alongside other location names, but are unused.
+
<!--* Identifier {{hex|0x00}}: SPECIAL is used by the PokéCenter maps. They retain the location of the last map-->
+
* {{hex|0x092641}}: N/A
+
* {{hex|0x0926FD}}: LAV RADIO TOWER
+
* {{hex|0x09270D}}: SILPH CO.
+
* {{hex|0x092717}}: SAFARI ZONE
+
* {{hex|0x092733}}: POKéMON MANSION
+
* {{hex|0x092740}}: CERULEAN CAVE
+
* {{hex|0x092910}}: VIRIDIAN FOREST
+
  
===Others=== <!--T:19-->
+
====Battle Female Pokémon Only====
[[File:Objectevent.png|frame|Placeholder for objects with no script.]]
+
* {{hex|0x190262}}: "That can't be used right now."
+
* {{hex|0x190280}}: "That item can't be put in the PACK."
+
* {{hex|0x1902A4}}: "The " (string from 0xCF6B) " was put in the PACK."
+
* {{hex|0x1902C4}}: "Remaining Time"
+
* {{hex|0x1902D4}}: "Your POKéMON's HP was healed."
+
* {{hex|0x1902EF}}: "Warping..."
+
* {{hex|0x1902F9}}: "Which number should be changed?"
+
* {{hex|0x19031A}}: "Will you play with " (string from 0xCF7E) "?"
+
* {{hex|0x190335}}: "You need two POKé- MON for breeding."
+
* {{hex|0x190358}}: "Breeding is not possible."
+
* {{hex|0x190373}}: "The compatibility is " (number from 0xD151) ". Should they breed?"
+
* {{hex|0x1903A4}}: "There is no EGG. "
+
* {{hex|0x1903B7}}: "It's going to hatch!"
+
* {{hex|0x1903CC}}: "Test event " (number from 0xCF7E) "?"
+
* {{hex|0x1903E0}}: "What do you want to play with?"
+
* {{hex|0x190400}}: "You can have this."
+
* {{hex|0x190414}}: "The BOX is full!"
+
* {{hex|0x190426}}: "Obtained the VOLTORBBADGE!"
+
* {{hex|0x190442}}: "The password is:"
+
* {{hex|0x190455}}: "Is this OK?"
+
* {{hex|0x190462}}: "Enter the ID no."
+
* {{hex|0x190474}}: "Enter the amount."
+
* {{hex|0x195B29}}: "The window save area was exceeded."
+
* {{hex|0x195B72}}: "Corrupted event!"
+
* {{hex|0x124558}}: "Oh, no. Oh, no… My daughter is missing. No… She couldn’t have gone to the BURNED TOWER. I told her not to go near it… People seem to disappear there… Oh, what should I do…?" (This may indicate a subquest for the Burned Tower was scrapped, or moved to the SS Aqua.)
+
* {{hex|0x195B93}}: "BG event" (likely a placeholder for "invisible" events such as signs)
+
* {{hex|0x195B9D}}: "Coordinates event" (likely a placeholder for events triggered by walking to certain coordinates)
+
* {{hex|0x195B4D}}: "No windows avail-able for popping!"
+
* {{hex|0x029438}}: "?????"
+
* (Unknown offset:) "?" (item identifier {{hex|00}} or rival's default name before getting named automatically as "???")
+
* {{hex|0x195B84}}: "Object event." (placeholder for events connected to NPCs)
+
  
====Leftovers from ''Red'', ''Blue'', and ''Yellow''==== <!--T:20-->
+
{{todo|Get specific DVs.}}
The following strings of dialogue (from the US ROM image) are not used within the final version of the ''Gold'' and ''Silver'' but are leftovers from the ''Red'' and ''Blue'' engine. The unused BIRD type is also still in the engine.
+
  
<!--T:21-->
+
Battle type {{hex|0x05}} causes every Pokémon battled by the player to have DVs matching those of a female Pokémon (where possible). Oddly, there doesn't seem to be a corresponding battle type for male Pokémon.
#{{hex|0x050A3A}}: BIRD
+
#"It dodged the thrown BALL! This POKéMON can't be caught!"
+
#"You missed the POKéMON!"
+
#"Played the POKé FLUTE."
+
#"Now, that's a catchy tune!"
+
#"All sleeping POKéMON woke up."
+
#"[PLAYER] played the POKé FLUTE."
+
  
====Invisible Game Mechanics==== <!--T:22-->
+
====Battle Ends Automatically====
The following game mechanics, if forced to be referenced via a dialogue string (though they never are in normal gameplay) will display:
+
  
<!--T:23-->
+
<youtube size="gb">N4lDt9j4z6E</youtube>
#Professor Oak's picture: "POKéMON PROF." (stored with trainer class data, though it is only referenced on the introductory screen to point to Professor Oak's picture; not in a trainer battle, so "POKéMON PROF." is not displayed.)
+
#Last location placeholder: "SPECIAL" (A town map name, though the name "SPECIAL" can't be seen in normal gameplay; its identifier is {{hex|00}} to reference the last town map name loaded into the game's memory instead:- useful for Pokémon Centers)
+
#Player's back-sprite in battle: "?????" (The game references the backsprite of undefined Pokémon #252 "?????")
+
  
====Voltorbbadge==== <!--T:24-->
+
Battle type {{hex|0x06}} ends the battle instantly as soon as the player sends out their first Pokémon.
Other badges have "get" text in the format "''Player'' received ''NAME''BADGE".
+
  
====SILPHSCOPE2==== <!--T:25-->
+
Though it's inaccessible during normal gameplay, this battle type is still set to trigger if the player attempts to battle a Trainer despite not possessing any usable Pokémon. (You can see this behaviour by using the [http://forums.glitchcity.info/index.php/topic,1065.150.html9 Bad Clone Glitch] to obtain a ????? ({{hex|FF}}), letting the Pokémon beneath it faint, and then whiting out.)
Arguably was supposed to be used instead of the SquirtBottle, as suggested by an unused dialogue string:
+
  
<!--T:26-->
+
Similarly, if the player triggers a wild Pokémon encounter despite not possessing any usable Pokémon, another function unrelated to this battle type causes the battle to end before it starts.
"I hear there's a POKéMON that looks just like a tree.
+
You can reveal its identity using a SILPHSCOPE2."
+
{{source|1=[http://www.math.miami.edu/~jam/azure/forum/buzz/ultimatebb.cgi?ubb=get_topic;f=4;t=000750;p= Manuel Calavera]}}
+
  
====Test Event==== <!--T:27-->
 
[[File:PKMNGnS-Testevent.png|frame|Non-functional text.]]
 
This is one of the fragments of debug text left in the game. There does not appear to be any of its code left. The RAM address it displays is actually data from the real-time clock, which makes little sense here, suggesting the code was removed before the clock was added.
 
 
{{clear}}
 
{{clear}}
===Mr. Chrono===
 
{{todo|Is he in ''Crystal'' as well?}}
 
A leftover script in New Bark Town. While it claims to be activating a debug mode, unfortunately all that seems to be left is the text, which displays the real-time (RT) read from the clock and the time difference (DF) set by the player as well as whether daylight saving time is on or off. There is also text nearby from a function that would calculate [[#Clock Reset|the clock reset password]] for you.
 
  
<!--T:28-->
+
====Escape From Battle Impossible====
This feature was added for the localizations of ''Gold'' and ''Silver'', probably to check whether daylight saving time was working correctly. The Japanese and Korean versions do not have this leftover, as daylight saving time is not used in Japan and South Korea.
+
  
<!--T:29-->
+
Battle type {{hex|0x09}} disables the player's ability to flee. While the encounter with the shiny Red Gyarados is impossible to escape from, it uses battle type {{hex|0x07}}, which also ensures that the encountered Pokémon's DVs define it as shiny.
<gallery heights="144" widths="160">
+
File:PKMNGnS-Chrono1.png
+
File:PKMNGnS-Chrono2.png
+
File:PKMNGnS-Chrono3.png
+
</gallery>
+
  
===Sweet Honey=== <!--T:30-->
+
===Unused Experience Groups===
Text about "sweet honey" appears in the ROM. It's possible that Sweet Honey was a concept that was canned (or reworked into Headbutt or Sweet Scent) and reimplemented several years later, in the form of Honey in [[Pokémon Diamond and Pearl|''Diamond'' and ''Pearl'']].
+
  
<!--T:31-->
+
{{todo|The level 100 experiences don't follow those formulas. Check whether +30 and +70 is supposed to be -30/-70.}}
<pre>My POKéMON is an
+
expert at collect
+
-ing SWEET HONEY.
+
  
<!--T:32-->
+
How quickly a Pokémon levels up is determined by what experience group its species falls into. The used groups are "Slow", "Medium-Slow", "Medium-Fast", and "Fast". Two additional groups go unused. Pokémon in these groups would have gained experience at a rate similar to those in Medium-Slow, but their maximum EXP would bottom out at a value lower than Medium-Slow's 1,059,860.
I’ll share some
+
with you.
+
  
<!--T:33-->
+
'''Unused Group 1:'''
I want to give you
+
some SWEET HONEY,
+
but you have no
+
room for it.
+
  
<!--T:34-->
+
* Growth Rate:
Here you go! Have
+
some SWEET HONEY!
+
  
<!--T:35-->
+
[[File:Pokémon_GSC_ExpType01.png|center]]
{A1} received
+
SWEET HONEY.
+
  
<!--T:36-->
+
* Maximum EXP: 849,970
My little brother
+
takes SWEET HONEY
+
and goes somewhere
+
with it.
+
I wonder what he’s
+
up to?
+
  
<!--T:37-->
+
'''Unused Group 2:'''
Did you put SWEET
+
HONEY on a tree?
+
What happened to
+
it?
+
  
<!--T:38-->
+
* Growth Rate:
Did you put SWEET
+
HONEY on a tree?
+
It takes about a
+
day for POKéMON to
+
be drawn to it.
+
  
<!--T:39-->
+
[[File:Pokémon_GSC_ExpType02.png|center]]
BUTTERFREE: Freeh!
+
</pre>
+
  
==Unused Functions== <!--T:40-->
+
* Maximum EXP: 949,930
===Naming Your Mother===
+
{{todo|What about ''Crystal''?}}
+
[[File:Pokemon_Gold-MotherName.gif|frame|Animation of the naming screen for the player's mother.]]
+
Naming the player's mother is fully functional in ''Gold'' and ''Silver''. However, during the DUDE's Pokémon-catching tutorial, the player's name is copied to the RAM location of the mother's name, hence implying that the player names his mother at a stage where the tutorial cannot be accessed anymore. The name itself can be displayed in text via byte {{hex|49}} and should have 11 tiles reserved in the text box to safeguard against overflowing text.
+
  
<!--T:41-->
+
{{source|DevZ}}
When RAM is initialized at boot, the player's mother's name is initialized to MOM.
+
  
<!--T:42-->
+
===Unused Field Moves===
{{source|[http://iimarck.us/i/naming-mother iimarck.us]}}
+
{{clear}}
+
  
===Extra Field Move Entries=== <!--T:43-->
+
[[File:PKMNGnS-Payday.png|right]]
[[File:PKMNGnS-Payday.png|frame|Unused ability menu options.]]
+
The list of field moves contains two extra entries:
+
* PAY DAY (ID {{hex|00}}) - apparently this would have been usable outside of battle at one point. Attempting to use it now only crashes the game, as it's been deleted from the pointer table.
+
* ERROR! (ID {{hex|15}}) - the last entry. No other menus have such entries, so this may be a deleted move. Like PAY DAY, this item has no entry in the pointer table, but by chance the game manages to not crash and simply does nothing when this is used.
+
  
<!--T:44-->
+
The list of field moves contains two unused entries:
The pointer table for the abilities also shows some interesting facts:
+
* The table is in fact a [[wikipedia:Associative array|map]] (unordered ID->pointer pairs), rather than an array. The reason for this is not clear.
+
* The game checks for a terminating entry in this list (pointer {{hex|0000}}); if it finds this entry before the ID it's looking for, it will just return without doing anything. However, the list doesn't actually have a terminating entry, so Pay Day and Error will cause it to read past the end of the list looking for them, eventually finding an invalid pointer for Pay Day and a terminating entry in the following data (thus why Error does nothing).
+
* The out-of-order keys suggest that Waterfall was added later in development; it appears near the end rather than being grouped with the other HM moves.
+
  
<!--T:45-->
+
* '''{{hex|00}} - PAY DAY:''' Apparently, this move could once be used outside of battle. Attempting to use it causes the game to crash, as it was removed from the ability pointer table.
To see the unused menu options, enter one or both of the following [[GameShark]] codes and select a Pokémon with one HM ability: {{hex|0100D5D0}} for Pay Day, {{hex|0115D6D0}} for "Error!".
+
* '''{{hex|15}} - ERROR!:''' The final entry in the list. No other tables have an entry like this, suggesting that it's another deleted field move. As with PAY DAY, it was removed from the ability pointer table. Attempting to use it has no effect, but it doesn't crash the game. The reason for this is explained down below.
  
===Unused Battle Types=== <!--T:46-->
+
To view these entries for yourself, enter the following [[GameShark]] codes and select a Pokémon who knows at least one HM:
The RAM address {{hex|D119}} determines the "type" of battle which is taking place. There are a few entries which are never normally used in normal gameplay.
+
  
====Battling with no Pokémon==== <!--T:47-->
+
* {{hex|0100D5D0}} - Pay Day
This battle type is identifier {{hex|0x02}}. The player enters battle without sending out any Pokémon, however none of the functions appear to have been defined. All functions other than PACK and RUN instantly end the battle, whereas PACK and RUN function as they would in a typical battle.
+
* {{hex|0115D6D0}} - Error!
  
<!--T:48-->
+
The ability pointer table has some interesting quirks:
Unlike the DUDE's demonstration, this battle does not change the player's sprite, automatically throw a POKé BALL once the item pack is closed, or copy the player's name to the RAM location of [[#Naming Your Mother|the mother's name]].
+
  
====Always battle female Pokémon==== <!--T:49-->
+
* The table is a [[wikipedia:Associative array|map]] comprised of unordered ID -> pointer pairs, rather than an array. The reason for this is unclear.
{{todo|Specific DVs}}
+
* The game checks for a terminating entry, pointer {{hex|0000}}. If it encounters this entry before it finds the ID it's seeking, it returns without doing anything further. However, the list doesn't actually contain a terminating entry. As a result, it reads past the end of the list when searching for removed entries Pay Day and Error!, eventually locating an invalid pointer for Pay Day and a terminating entry in the unrelated data that follows the pointer table. This explains why Error! doesn't cause the game to crash.
This battle type is identifier {{hex|0x05}}. It causes the player to always battle a Pokémon with DVs matching a female Pokémon (if possible). For unknown reasons, there does not seem to be a matching battle type for encountering male Pokémon.
+
* The fact that the keys are out of order suggests that the field move Waterfall was added later on in development. It appears near the end of the list, rather than being grouped with the other HM moves.
  
====Automatic Battle End==== <!--T:50-->
+
===Unused Movement Types===
<youtube size="gb">N4lDt9j4z6E</youtube>
+
 
This battle type is identifier {{hex|0x06}}. It causes the battle to end as soon as the player sends out their first Pokémon. Although it is ultimately unused, it is called automatically when the player attempts to enter a Trainer battle without any Pokémon. There is another function, though unrelated to this byte which causes wild Pokémon battles to end before they start.
+
{{investigate|What are the others?}}
 +
 
 +
Movement types are managed by a byte located at {{hex|D682}} in the English releases of ''Gold'' and ''Silver''. Four of the movement types are used:
 +
 
 +
* {{hex|00}}: Walking
 +
* {{hex|01}}: Cycling
 +
* {{hex|04}}: Surfing
 +
* {{hex|08}}: Surfing Pikachu
 +
 
 +
However, there's also one that's inaccessible:
 +
 
 +
* {{hex|02}}: At first glance, this movement type looks like the one used when sliding on ice. It's never activated, however, even when the player is sliding around in the Ice Path.
 +
 
 +
===Unused Venomoth Contest Encounter===
 +
 
 +
The game calculates which Pokémon are caught by the other participants in the Bug-Catching Contest using the table below. The table determines the likelihood that each species of Pokémon will be encountered, as well as their potential level range. (The data is identical across ''Gold'', ''Silver'', and ''Crystal''.) The final entry, Venomoth, goes unused. This is likely due to the fact that Venomoth can't be encountered in the National Park.  
 +
 
 +
{| class = "wikitable" style="margin: auto; text-align: center;"
 +
! Offset
 +
! Encounter<br />Rate
 +
! Species
 +
! Level<br />(Min.)
 +
! Level<br />(Max.)
 +
|-
 +
| {{hex|140A0712}}
 +
| 20%
 +
| Caterpie
 +
| 7
 +
| 18
 +
|-
 +
| {{hex|140D0712}}
 +
| 20%
 +
| Weedle
 +
| 7
 +
| 18
 +
|-
 +
| {{hex|0A0B0912}}
 +
| 10%
 +
| Metapod
 +
| 9
 +
| 18
 +
|-
 +
| {{hex|0A0E0912}}
 +
| 10%
 +
| Kakuna
 +
| 9
 +
| 18
 +
|-
 +
| {{hex|050C0C0F}}
 +
| 5%
 +
| Butterfree
 +
| 12
 +
| 15
 +
|-
 +
| {{hex|050F0C0F}}
 +
| 5%
 +
| Beedrill
 +
| 12
 +
| 15
 +
|-
 +
| {{hex|0A300A10}}
 +
| 10%
 +
| Venonat
 +
| 10
 +
| 16
 +
|-
 +
| {{hex|0A2E0A11}}
 +
| 10%
 +
| Paras
 +
| 10
 +
| 17
 +
|-
 +
| {{hex|057B0D0E}}
 +
| 5%
 +
| Scyther
 +
| 13
 +
| 14
 +
|-
 +
| {{hex|057F0D0E}}
 +
| 5%
 +
| Pinsir
 +
| 13
 +
| 14
 +
|-
 +
| {{hex|FF311E28}}
 +
| <nowiki>-1%</nowiki>
 +
| Venomoth
 +
| 30
 +
| 40
 +
|}
 +
 
 +
{{source|[https://github.com/kanzure/pokecrystal/blob/master/engine/events_2.asm Pokémon Crystal Disassembly]}}
  
It can also be triggered by a glitch, which lets the player walk around with no usable Pokémon, if the player obtains a ????? ({{hex|FF}}) first using the [http://forums.glitchcity.info/index.php/topic,1065.150.html9 Bad Clone glitch], faints all of their other Pokémon beneath it, and then gets whited out.
 
 
{{clear}}
 
{{clear}}
<!--
 
====Cannot Escape==== <!--T:51-->
 
This battle type is identifier {{hex|0x09}}. It disables fleeing from battle. Although it is impossible to escape from the Red Gyarados, it does not use this battle type, but rather {{hex|0x07}} which also makes the Pokémon have DVs defining it as a shiny Pokémon. Contrary to popular belief, it is possible to escape from random-encounter shiny Pokémon.
 
  
Hidden because of my shoddy memory -- How different is this from a Trainer Battle?-->
+
==Debug Content==
===Extra Experience Groups=== <!--T:52-->
+
{{todo|The level 100 experiences don't follow those formulas. Check whether +30 and +70 is supposed to be -30/-70.}}
+
In addition to "Fast", "Medium-Fast", "Medium-Slow", and "Slow", two other groups closely related to "Medium-Slow" are programmed into the game but never used:
+
  
<!--T:53-->
+
===Clock Reset Function===
[[File:Pokémon_GSC_ExpType01.png]]
+
  
<!--T:54-->
+
[[File:PKMNGnS-Resetclock.png|right]]
Maximum EXP: 849,970
+
  
<!--T:55-->
+
The localized versions of the games contain a clock reset function that isn't present in the Japanese releases.
[[File:Pokémon_GSC_ExpType02.png]]
+
  
<!--T:56-->
+
====Western Version Access====
Maximum EXP: 949,930
+
  
<!--T:57-->
+
In the western releases, the function can be accessed in two ways:
They rise pretty much as slow as "Medium-Slow" but offer less maximum EXP. The maximum EXP of "Medium-Slow" is 1,059,860.
+
  
<!--T:58-->
+
# Press '''↓''' + '''SELECT''' + '''B''' on the title screen. (No codes required.)
{{source|DevZ}}
+
# Enable [[GameShark]] code {{hex|010464CE}}, then pressing '''START''' or '''A'''.
  
===Clock Reset=== <!--T:59-->
+
In order to reset the clock, the player first needs to input a password. The password varies from game to game, because it is calculated from various game state information. There are a couple options for passwords, as well:
[[File:PKMNGnS-Resetclock.png|frame]]
+
By pressing '''↓ + SELECT + B''' at the title screen or using [[GameShark]] code {{hex|010464CE}} and pressing '''START''' or '''A''', the player can access a clock reset screen. The function requires a password which is calculated from various game state information. The Japanese versions do not contain this clock reset function.
+
  
<!--T:60-->
+
# You can use Filb's [http://www.filb.de/pwf/ online tool] to calculate the correct password for your current game.
When doing this on an empty battery, where it is impossible to type the correct password, the game resets and runs with a strange graphics bug.
+
# Alternatively, you can change the values at address {{hex|23:4225}} (or offset {{hex|$8C225}}) from {{hex|37}} to {{hex|C9}} in order to make even incorrect passwords function.
 +
#* If you don't want to do this manually, enable [[Game Genie]] code {{hex|C92-25B-3B6}} to achieve the same effect.
  
<!--T:61-->
+
If your game's save battery is no longer functional, it's impossible to enter a correct password. Trying to do so causes the game to reset, and triggers a strange graphical bug.
Passwords can be calculated online [http://www.filb.de/pwf/ at Filb]. Changing address {{hex|23:4225}} (or offset {{hex|$8C225}}) from {{hex|37}} to {{hex|C9}} will make incorrect clock reset passwords work. This equates to the [[Game Genie]] code {{hex|C92-25B-3B6}}.
+
  
<!--T:62-->
 
 
{{source|[http://web.archive.org/web/20021226035701/http://geocities.com/thelegendarydogs/faqs/gsc/time/timereset.htm Phil Erwin]}}
 
{{source|[http://web.archive.org/web/20021226035701/http://geocities.com/thelegendarydogs/faqs/gsc/time/timereset.htm Phil Erwin]}}
  
<!--T:63-->
+
====Korean Version Access====
This feature [[Pokémon Crystal#Clock Reset|also exists in ''Crystal'']]. In the Korean versions, the method is the same as in ''Crystal'':
+
  
<!--T:64-->
+
In the Korean releases, the access method has been updated to match the [[Pokémon Crystal#Clock Reset|clock reset function in ''Crystal'']]. Perform the following steps at the title screen:
# Hold '''↓ + SELECT + B'''
+
# Release '''↓ + B''', leaving '''SELECT''' still pressed
+
# Hold '''← + ↑'''
+
# Let go of '''SELECT'''
+
  
<!--T:65-->
+
# Press and hold '''↓''' + '''SELECT''' + '''B'''.
GameShark code {{hex|010402D0}} can be used instead.
+
# While continuing to hold down '''SELECT''':
 +
#* Release '''↓''' + '''B'''.
 +
#* Press and hold '''←''' + '''↑'''.
 +
# Let go of '''SELECT'''.
  
<!--T:66-->
+
You can also enable GameShark code {{hex|010402D0}} to achieve the same effect.
To use any password, either modify the byte of address {{hex|0x4226}} to {{hex|0xC9}} from {{hex|0x37}} or use Game Genie code {{hex|C92-26B-3B6}}.
+
  
<!--T:67-->
+
To make even correct passwords function, change the values at address {{hex|0x4226}} from {{hex|37}} to {{hex|C9}}, or just enable Game Genie code {{hex|C92-26B-3B6}}.
{{todo|Is it really absent from the Japanese games or is it just completely unused?}}
+
  
===Movement Type {{hex|02}}=== <!--T:68-->
+
===Debug Maps===
In ''Gold'' and ''Silver'', there is a byte that manages different movement types. In the English ''Gold'' and ''Silver'', this byte has the address {{hex|D682}}. Four of the movement types are used: {{hex|00}} for walking, {{hex|01}} for cycling, {{hex|04}} for surfing, and {{hex|08}} for surfing Pikachu. {{hex|02}} functions like sliding on ice, however it is actually unused &ndash; {{hex|D682}} doesn't change to {{hex|02}} when sliding on ice in the Ice Path.
+
  
<!--T:69-->
+
{{subpage|Debug Menus|image=Pokemon_Gold-ColTest1.png|width=80|text=Swap your own palettes.}}
Movement type {{hex|02}} may have been an early implementation of sliding on ice before the final mechanics of sliding were programmed into the game.
+
  
<!--T:70-->
+
==Graphics==
This remains in [[Pokémon Crystal|''Crystal'']].
+
  
===Generation I Mimic Menu=== <!--T:71-->
+
===Unused NPC Sprite===
In Japanese ''Gold'', ''Silver'' and [[Pokémon Crystal|''Crystal'']], the old menu for using Mimic from Generation I exists in the code unused, complete with the message "どのわざを ものまねする?" ("Mimic which move?"). It can be accessed by opening the fight menu with the code {{hex|010111D1}} (Japanese Gold/Silver) or {{hex|010166D2}} (Japanese Crystal) on. It is not possible to back out from the menu.
+
{{todo|Maybe there's more to it?}}
 +
Sprite ID {{hex|3F}} is not assigned to any NPC and resembles an old man.
  
<!--T:72-->
+
This character appears to have no walking animation, suggesting he may be a character who was never intended to move, such as a sales clerk or a Gym Leader. The character looks similar to both Gym Leaders Chuck of Cianwood Gym and Price of Mahogany Gym.
In normal gameplay of Gold, Silver and Crystal there is no Mimic menu. Instead, Mimic copies the last move that the opponent used, unless it is a move the user already knows, Sketch, Struggle, Metronome, or if no move was used.
+
  
<!--T:73-->
+
In order to see this character in-game, the player may enable the Game Genie code 3F4-52A-08A, which will replace the left-most Pokémon Center receptionist in a Pokémon Center's second floor with this NPC. The sprite remains in Pokémon Crystal, where it can be seen using the code 013F54D1.
Accessing it with these codes may bring up the user's moves instead of the opponent, and using a move may force the user to use Struggle. It is unknown if this is a limitation of opening the menu this way or if the menu is buggy.
+
  
<!--T:74-->
+
(Note: For unknown reasons the second code may not work on a real console, but works on v1.5.2 of BGB emulator)
The equivalent code for bringing up this menu in the English versions seems to be {{hex|01011FD1}} (English Gold/Silver) or {{hex|010135D2}} (English Crystal), and these codes will disable backing out from the menu, but this code does not change how the fight menu looks other than disabling the type/PP box. In at least English Crystal, when the menu is opened the game tries to print text from offset {{hex|0x3e61c}}, but the only thing there is a {{hex|50h}} control character, meaning no text is displayed. The coordinates on the screen of the beginning of the text in English Crystal are at x=0B, y=0E (BGB coordinates); the same as the beginning of the Japanese message, suggesting that the text was 'dummied out'.
+
  
<!--T:75-->
+
<gallery heights="16" widths="16">
{|class="wikitable" style="margin:auto"
+
File:Pokemon GSC Unused Sprite 0x3F down.png
!Used menu<br>(RGBY JP)
+
File:Pokemon GSC Unused Sprite 0x3F left.png
!Unused menu<br>(GSC JP)
+
File:Pokemon GSC Unused Sprite 0x3F right.png
!English equivalent<br>(Gold EN)
+
File:Pokemon GSC Unused Sprite 0x3F up.png
!Korean equivalent<br>(Geum KO)
+
</gallery>
 +
 
 +
{{Source|1=Pokémon Crystal disassembly project}}
 +
{{Source|1=Torchickens (Game Genie code, GameShark code, video)}}
 +
 
 +
[https://www.youtube.com/watch?v=9_oacF2y9pc Video of the unused NPC]
 +
 
 +
===Title Screen Palette Oddities===
 +
 
 +
{| class=wikitable style="margin: auto; text-align: center;"
 +
! Spaceworld '97
 +
! Final (J)
 +
! Palette Glitch (U)
 
|-
 
|-
|[[File:Pocket Monsters Green Mimic.png]]
+
| [[File:1999-GS beta title screen.png]]
|[[File:Pocket Monsters Kin Mimic.png]]
+
| [[File:Pokemon Gold Japanese Title Screen.png]]
|[[File:Pokemon Gold Old Mimic.png]]
+
| [[File:Pokemon Gold Ho-Oh different palette.png]]
|[[File:Pocket Monsters Geum Old Mimic.png]]
+
 
|}
 
|}
  
<!--T:76-->
+
The Ho-Oh sprite on ''Gold's'' title screen actually uses three colors, suggesting that it was originally intended to appear in all its brilliance instead of as a silhouette. The developers later assigned a palette to it that rendered all three of these colors as black, so its illustrious hues are not normally seen.
{{source|[http://forums.glitchcity.info/index.php/topic,7143.msg197131.html Hibiki Ganaha, Torchickens, Wack0]}}
+
  
==Unused Memory Game== <!--T:77-->
+
You can catch a glimpse of its non-silhouetted appearance by exploiting a glitch that causes the game to reset in mono Game Boy mode on the Game Boy Color, preventing the correct palettes from being loaded. The most reliable way to perform this is by listening to Machop's cry in the Pokédex, then attempting to use the Coin Case. Despite this, the used palette comes from the player and not a dummied out palette.
<youtube size="gb">Vs5NnbiOB8o</youtube>
+
The Game Corner in ''Gold'', ''Silver'', and ''Crystal'' has two kinds of machines: a slot machine and a card flip table. However, there is an unused third game which is mostly working &ndash; namely, a memory game, which can only be activated with a Coin Case as well as some coins.
+
  
<!--T:78-->
+
Contrary to Ho-Oh, ''Silver's'' Lugia uses only the two colors visible in-game.  Due to how the pallets is assigned, using the glitch will only change the eye color of Lugia and use a slightly brighter shade of black. This suggests that the decision to render the legendary Pokémon in silhouette was made before Lugia's title screen sprite was created.
Use the D-Pad to move the cursor, and press A to flip the selected card to see what kind it is. There are three different difficulty levels that affect the random placement of the individual card faces, probably one for each coin selection &ndash; one coin, two coins, or three coins. {{hex|CF14}} is the difficulty option, from {{hex|01}}-{{hex|03}}.
+
  
<!--T:79-->
+
Both Pokémon are displayed in color on the title screens of [[Pokémon HeartGold and SoulSilver|the remakes]].
As this is a memory game, you have to find matching pairs of cards. If the flipped cards match, they are removed and the card will be displayed at the top of the screen. If they don't match, both will be flipped back. You have five tries to find matching pairs, after which the game just deals another set of cards.
+
  
<!--T:80-->
+
{{clear}}
'''とったもの''' ("[Cards] taken") in the upper-left corner shows the cards you have matched, and '''あと#かい''' ("# more turns") is how many tries you have left. Getting a match shows '''CARD いただき!''' ("CARD, yeah!") and picking the wrong cards shows '''ざんねん...''' ("Darn...").
+
 
 +
===Unused Collision Data===
 +
 
 +
Following the collision data for Ilex Forest (tileset {{hex|0x1C}}), located at {{hex|37:7E33}} in (J) 1.0, there are {{hex|0x60}} unused bytes that would allow for {{hex|0x18}} more blocks than the final tileset contains. The Ilex Forest block data does not have room for an extra {{hex|0x18}} blocks, which means that it's not entirely clear whether the additional blocks were intended to be part of the collision data for this area. However, since the contents of these extra blocks are static, it suggests that they were. They would have used the following layout, in which each cell corresponds to one fourth of a block, the size of an in-game person:
 +
 
 +
{| class=wikitable style="margin: auto; text-align: center;"
 +
| style="width:50%;" | Solid
 +
| style="width:50%;" | Walkable
 +
|-
 +
| Solid
 +
| Walkable
 +
|}
 +
 
 +
===Unused Tiles===
 +
 
 +
====Tileset 0x06====
 +
 
 +
This tileset is used by Pokémon Centers. It contains blocks for a Gen I-style Pokémon Center that are never used. Below, you can see a reconstruction of a Gen I Pokémon center created by arranging these tiles:
 +
 
 +
{| class=wikitable style="margin: auto;"
 +
! Gen I || Gen II
 +
|-
 +
| [[File:PKMN_RBGY_PokeCenter.png]]
 +
| [[File:PKMN_Gold_Silver_TS06_P03_DAY_BetaConcept.PNG]]
 +
|}
  
<!--T:81-->
+
[[File:PKMN_Gold_Silver_TS06_P03_DAY_Betablock.png|right]]
Note that the cursor is usually garbage, as the graphics data was commented out as well. Therefore, the PokéGear indicator is used in the video.
+
  
<!--T:82-->
+
The tileset also contains an unused block whose tile has the wrong palette associated with it. As a result, it's red instead of blue.
The actual routine that would let you choose the difficulty level, award prizes, and even exit the game doesn't exist, so there is no way to win or exit outside of resetting the game.
+
  
See the [[Notes:Pokémon Gold and Silver|Notes page]] for a fully commented disassembly of the Memory game.
 
 
{{clear}}
 
{{clear}}
==Tilesets== <!--T:83-->
 
===Early Tileset===
 
[[File:PKMN GS PROTO SCAN TS Master.png|thumb|The mock-ups were modeled after this magazine scan.]]
 
The Japanese v1.0 ROM's offset for the early block data is {{hex|06:6BA0}} and the offset for early collision data is {{hex|06:73A0}}. These follow right after the block data of regular tileset {{hex|0x02}}, the Goldenrod City tileset. These were used to dump the early city maps above.
 
  
<!--T:84-->
+
====Tileset 0x15====
The tileset used is a mockup based on earlier leftovers in tileset {{hex|01}}, the regular city tileset which still contains parts of the pagodas at the exact location the early blockdata uses. Only a total of six tiles have been added to produce the early version mockup tileset.
+
  
<!--T:85-->
+
This tileset is used by caves. It contains an unused mine cart and corresponding tracks. However, no blocks ever use these tiles at all.
As can be seen, the block data was changed after the early city maps were created and then presumably copied over to a then-new tileset {{hex|0x02}} and split to tileset {{hex|0x01}} thereafter and then forgotten about. This is especially visible in Olivine City's map, where the light house now has parts of mountains instead of the proper tower parts. Also, block {{hex|0x0D}} was deleted for whatever reason, hence it was rendered as a black block on both Goldenrod City's and Olivine City's map. The evolution goes from Tileset {{hex|0x1F}} to tileset {{hex|0x20}} that resembles an intermediate to tileset {{hex|0x01}}'s final layout.
+
  
<!--T:86-->
+
[[File:PKMN_Gold_Silver_TS15_PB4_DAY.PNG|center]]
The early tilesets are the following two:
+
  
<!--T:87-->
+
{{clear}}
<gallery heights="48" widths="128">
+
File:PKMN_GS_TS1F.PNG|This one correctly shows pagodas...
+
File:PKMN_GS_TS20.PNG|Whereas this one correctly shows route house roofs.
+
</gallery>
+
  
<!--T:88-->
+
====Tilesets 0x17 & 0x1A====
Again, the original graphics seem to be lost, so these mock-ups were created. For a full detailing on map and tileset naming schemes, refer to the [[Notes:Pokémon Gold and Silver/Map and Tileset Naming Scheme|notes on map and tileset naming scheme]].
+
  
===Early Collision Data=== <!--T:89-->
+
Tileset {{hex|0x17}}, used by the Ruins of Alph, and tileset {{hex|0x1A}}, used by the Hall of Fame, share a 2×2 ground tile. This suggests that tiles may have been shifted from one tileset to another during development.
There is an extra {{hex|0x60}} bytes after the collision data at {{hex|37:7E33}} in the Japanese v1.0 ROM just after the Ilex forest (tileset {{hex|0x1C}}) collision data that allow for {{hex|0x18}} more blocks than the current tileset features. Curiously, the block data does not have room for {{hex|0x18}} more blocks, meaning that this may or may not have been part of the Ilex forest tileset collision data.
+
  
<!--T:90-->
+
{| class=wikitable style="margin: auto;"
However, since their contents are static, it suggests the former. The blocks would have had the following layout. Each cell corresponds to one fourth of a block, the size of an in-game person:
+
! Tileset 0x17 || Tileset 0x1A
<center>
+
{|class=wikitable
+
|style="width:50%;"|Solid
+
|style="width:50%;"|Walkable
+
 
|-
 
|-
|Solid
+
| [[File:PKMN_Gold_Silver_TS17_PB7_DAY.PNG]]
|Walkable
+
| [[File:PKMN_Gold_Silver_TS1A_PB3_DAY.PNG]]
 
|}
 
|}
</center>
 
  
===Unused Tile Palette Assignment Data=== <!--T:91-->
+
The color assignments of the Hall of Fame's tileset also hint at deleted tiles.
At {{hex|02:4547}} in the Japanese v1.0 ROM there are {{hex|0x30}} bytes of tile palette assignment, which assigns a palette for each tile of a tileset, that go unused. The layout is as follows, where the second color of each palette represents the palette overall pretty well:
+
 
 +
====Tileset 0x1C====
 +
 
 +
Tileset {{hex|0x1C}} is used by Ilex Forest. It contains two sets of tiles for the signpost, one duplicate and one unused. This was probably a last-minute change, included so as to allow the developers to reverse back at any moment.
 +
 
 +
[[File:PKMN_Gold_Silver_TS1C_PB4_NIGHT.PNG|center]]
 +
 
 +
Additionally, Ilex Forest doesn't use any blocks with sand on them, so this standard tile is unused within the forest.
 +
 
 +
{{clear}}
 +
 
 +
===Unused Tilesets===
 +
 
 +
[[File:PKMN GS PROTO SCAN TS Master.png|thumb|right|The mock-ups were modeled after this magazine scan.]]
 +
 
 +
The games contain unused block and collision data that was used to dump the [[Pok%C3%A9mon_Gold_and_Silver/Unused_Maps#Early_City_Designs|unused city maps]] that were leftover from an earlier period of development. The unused block data can be found at {{hex|06:6BA0}} in (J) 1.0, while the unused collision data is at {{hex|06:73A0}}. They are located after the block data of tileset {{hex|0x02}}, used by the final version of Goldenrod City.
 +
 
 +
The tileset itself is a mockup based on development leftovers in tileset {{hex|01}}, used by the game's cities, which still contains pagodas parts found at positions identical to the early block data. Only six tiles were added by fans added to produce the mockup tileset.
 +
 
 +
It seems that the block data was altered after the early city maps were created, copied over to newly-created tileset {{hex|0x02}}, then split to tileset {{hex|0x01}}, and subsequently forgotten about. This is particularly evident in the [[Pok%C3%A9mon_Gold_and_Silver/Unused_Maps#Olivine_City|early Olivine City map]], whose lighthouse is now comprised of mountain tiles instead of tower parts.
 +
 
 +
Additionally, block {{hex|0x0D}} seems to have been removed, causing it to be rendered as a black square in the earlier versions of both [[Pok%C3%A9mon_Gold_and_Silver/Unused_Maps#Goldenrod_City|Goldenrod City]] and Olivine.
 +
 
 +
{{clear}}
 +
 
 +
====Tilesets 0x1F & 0x20====
 +
 
 +
Tileset {{hex|0x01}} seems to have evolved from unused tilesets {{hex|0x1F}} and {{hex|0x20}}, the latter of which seems to be an intermediary stage of progression:
 +
 
 +
{| class="wikitable" style="margin: auto;"
 +
! Tileset 0x1F || Tileset 0x20
 +
|-
 +
| [[File:PKMN_GS_TS1F.PNG]]
 +
| [[File:PKMN_GS_TS20.PNG]]
 +
|}
 +
 
 +
Tileset {{hex|0x1F}} correctly displays pagodas, while {{hex|0x20}} correctly displays route house roofs. The original graphics were apparently removed, so these mock-ups were created.
 +
 
 +
For an explanation of map and tileset naming schemes, please refer to the [[Notes:Pokémon Gold and Silver/Map and Tileset Naming Scheme|Notes page]].
 +
 
 +
===Unused Tile Palette Assignment Data===
 +
 
 +
Found at {{hex|02:4547}} in (J) 1.0 are {{hex|0x30}} bytes that were once used to assign a palette to each tile of a now-removed tileset. The layout has been roughly recreated below, using the second color of each palette to represent its overall appearance:
  
<!--T:92-->
 
 
{|style="margin:auto"
 
{|style="margin:auto"
 
|
 
|
Line 670: Line 663:
 
|}
 
|}
  
[[File:PKMN_GS_TS_RBGY09.PNG|frame|Seems to be a nice fit.]]
+
This palette data seems like it may have been intended to fit tileset {{hex|0x09}} from Gen I. Perhaps the tileset was ported to Gen II before being removed.
This seems to fit tileset {{hex|0x09}} from ''Red''/''Green''/''Blue''/''Yellow''. Notice how the carpet at tiles {{hex|0x37}} and {{hex|0x38}} is blue instead of the usual red, which the dark shades of the Game Boy would have suggested.
+
 
 +
[[File:PKMN_GS_TS_RBGY09.PNG|center]]
 +
 
 +
Notice how the carpet featured in tiles {{hex|0x37}} and {{hex|0x38}} is blue instead the usual red, which the dark shades of the Game Boy would have suggested.
 +
 
 
{{clear}}
 
{{clear}}
===Tileset {{hex|0x06}} (Pokémon Center)=== <!--T:93-->
 
The tileset in the production ROM contains blocks for a ''Red''/''Green''/''Blue''/''Yellow''-style Pokémon Center that are never actually used.
 
  
<!--T:94-->
+
==Items==
<gallery heights="128" widths="224">
+
File:PKMN_RBGY_PokeCenter.png|RGBY
+
File:PKMN_Gold_Silver_TS06_P03_DAY_BetaConcept.PNG|GSC
+
</gallery>
+
  
<!--T:95-->
+
===Dummied-Out Items===
Also, this tileset contains an unused block whose tile has the wrong palette associated with it (red instead of blue). [[File:PKMN_Gold_Silver_TS06_P03_DAY_Betablock.png]]
+
  
===Tileset {{hex|0x15}} (Caves)=== <!--T:97-->
+
====Introduction====
[[File:PKMN_Gold_Silver_TS15_PB4_DAY.PNG|frame|Minecart and some tracks.]]
+
 
 +
Many of the item slots in ''Pokémon Gold'', ''Silver'', and ''Crystal'' are dummied out, replaced by identical placeholder names and descriptions. The placeholder name varies by region, but the description is always "?".
 +
 
 +
[[File:PKMNGnS-Terusama.png|right]]
 +
 
 +
In the Japan version, the dummied-out items are called "カビチュウ" (Kabichuu). This nonsensical name may be a combination of the "kabi" in カビゴン (Kabigon), the Japanese name for Snorlax, and the "chuu" in ピカチュウ (Pikachuu), the Japanese name for a Pokémon you've probably never heard of.
  
The cave tileset features some infamous tiles for a mine cart and some tracks. However, no blocks ever use these tiles at all.
 
 
{{clear}}
 
{{clear}}
===Tileset {{hex|0x17}} and {{hex|0x1A}} (Ruins of Alph and Hall of Fame)=== <!--T:98-->
 
These two tilesets share a 2×2 ground tile, indicating that tiles might have been shifted from one tileset to the other somewhat late in the production cycle. Also notice how the color assignments of the Hall of Fame tileset hint at deleted tiles.
 
  
<!--T:99-->
+
[[File:PKMNGnS-Kabichuu.png|right]]
<gallery heights="48" widths="128">
+
File:PKMN_Gold_Silver_TS17_PB7_DAY.PNG|Ruins of Alph
+
File:PKMN_Gold_Silver_TS1A_PB3_DAY.PNG|Hall of Fame
+
</gallery>
+
  
===Tileset {{hex|0x1C}} (Ilex Forest)=== <!--T:100-->
+
In the Western localizations, the dummied-out items are called "Teru-sama". The Japanese attach "-sama" to the end of people's names to indicate high formality and respect. "Teru" may be a reference to developer [http://www.mobygames.com/developer/sheet/view/developerId,149105/ Teruki Murakawa], who is credited as a programmer in the western releases, and as a coordinator in the Korean release.
[[File:PKMN_Gold_Silver_TS1C_PB4_NIGHT.PNG|frame|Unused signs and sand tile.]]
+
  
Ilex Forest contains two sets of tiles for the signpost, one duplicate and one unused. This was probably a last-minute change and included to be able to reverse back at any moment. Also, Ilex forest does not feature any blocks with sand on them, making this standard tile go unused within the forest.
 
 
{{clear}}
 
{{clear}}
==Unused Trainer Rosters== <!--T:101-->
 
Pokémon Trainer Cal from Viridian City's Trainer House is normally only accessible late in the game, where he faces the player with the Johto starters in their final evolutionary forms at Level 50, provided that Mystery Gift was not used. Despite this, other rosters associated with Cal still exist within ''Gold''/''Silver''/''Crystal'':
 
  
<!--T:102-->
+
[[File:Teru-Sama Korean Gold.png|right]]
* Chikorita, Cyndaquil, and Totodile at Level 10. ([http://www.youtube.com/watch?v=Wdaf7_ZN4ms video])
+
* Bayleef, Quilava, and Croconaw at Level 30. ([http://www.youtube.com/watch?v=OKfmKiaMius video])
+
  
==Unused Move Effects== <!--T:103-->
+
In Korea, the dummied-out items are known as "?"; a full-width question mark.  
{{todo|Further research is needed, as this list likely isn't exhaustive. Find out whether items like the Poké Doll get their effects from normally unused move effects. (there are effects to raise accuracy and escape)}}
+
  
<!--T:104-->
+
{{clear}}
Like ''Red'' and ''Blue'', ''Gold'' and ''Silver'' (as well as ''Crystal'') have some move effects for raising and lowering all stats, meaning some of the move effects like 'raise evasion two stages' are unused. Additionally, there is a move effect to cause the opponent to always flinch, unless the user is slower than the opponent (in this case the move will always miss) but this effect deals no damage.
+
  
<!--T:105-->
+
These items can be bought and sold at Poké Marts. They cost a whopping ¥39,321, and sell for ¥19,660, roughly half that amount. The price seems less unusual when you consider that 39,321 is 9999 in binary-coded decimal. Binary-coded decimal is the format used by the Gen I games for monetary values, while the Gen II games utilize the plain binary integers format instead. The fact that this placeholder price is in the older format suggests that it's a holdover from an earlier point in development when Gen II used binary-coded decimal as well.
Changing offset at {{hex|0x41AFF}} in Gold or at {{hex|0x41AFC}} in Crystal will modify the move effect of Pound.
+
  
<!--T:106-->
+
====Notable Item Values====
All of the below effects deal no damage. <!--Change this if unused damaging moves are found-->
+
  
<!--T:107-->
+
Most of the placeholder items are useless, meaning that if you hack one into your inventory, the only options available to you will be "GIVE", "TOSS", and "QUIT". You can force the "USE" option via additional trickery, but the only result is Professor Oak's cautionary "This isn't the time to use that!" That being said, there are three placeholder items with unique effects:
{| class="wikitable"
+
 
!Identifier
+
Two of these items are functional holdovers from Gen I:
!Effect
+
 
|-
+
* {{hex|06}}: This item is found between the PokéBall and the Bicycle. It works similarly to the Town Map from the original games.
|{{hex|0C}}
+
* {{hex|38}}: This item is found between the Itemfinder and the ExpShare, and functions as a Poké Flute. It can be used to wake up sleeping party Pokémon both in and out of battle, but the "USE" option must be [http://www.youtube.com/watch?v=n938w96Uf_I hacked back in]. It only triggers the Poké Flute melody when used in the overworld with a sleeping Pokémon in the party. The melody does not play when used in battle, or if the player does not possess a sleeping Pokémon.
|Raises user's Speed by 1 stage.
+
 
|-
+
The other outlier is {{hex|BE}}. Unfortunately, it has an invalid pointer, so it's unlikely that it was ever intended to have a "USE" option.
|{{hex|0E}}
+
 
|Raises user's Special Defense by 1 stage.
+
{{investigate|Are there additional usable placeholder items in other versions?}}
 +
 
 +
====''Crystal''-Exclusive Items====
 +
 
 +
''Pokémon Crystal'' introduced several new event items. These overwrote several slots in the item list that had previously contained dummied-out items ''Gold'' and ''Silver''.
 +
 
 +
* {{hex|46}}: This slot is filled by the Clear Bell in ''Pokémon Crystal''.
 +
* {{hex|73}}: This slot is filled by the GS Ball.
 +
* {{hex|74}}: This slot is filled by the Blue Card.
 +
* {{hex|81}}: This slot is filled by the Egg Ticket.
 +
 
 +
''Gold & Silver'' were released in Korea much later than the rest of the world, on April 24th, 2002. By this time, ''Crystal'' had already been out in Japan for nearly a year and a half. It seems that developers working on the Korean versions took ''Crystal's'' existence into account when localizing the games' item text, as they replaced the placeholder names of dummied-out items {{hex|46}}, {{hex|73}}, and {{hex|74}} with their ''Crystal'' equivalents. (For some reason, however, they neglected to rename item {{hex|81}} to Egg Ticket.) The reason behind their efforts is unclear, however, as the items are still inaccessible in ''Gold'' and ''Silver'', and their (lack of) function remains unaltered.
 +
 
 +
{{investigate|Were the placeholder descriptions updated too?}}
 +
 
 +
====Other Values====
 +
 
 +
There are a total of 33 dummied-out item values in ''Gold & Silver'', including 26 not mentioned above. See the [[Notes:Pok%C3%A9mon_Gold_and_Silver/Item_List|Notes page]] for a full list.
 +
 
 +
===Unused Status Prevention Items===
 +
 
 +
There are six unused item effects that, if they were assigned to items which could be held by Pokémon, would have prevented the holder from being afflicted by various status effects. They aren't consumed after use, allowing them to be used indefinitely.
 +
 
 +
{| class="wikitable" style="margin: auto;"
 +
! #
 +
! Effect
 
|-
 
|-
|{{hex|15}}
+
| {{hex|14}}
|Lowers enemy's Special Attack by 1 stage.
+
| Prevents the holder from being poisoned, similar to the Immunity ability.
 
|-
 
|-
|{{hex|16}}
+
| {{hex|15}}
|Lowers enemy's Special Defense by 1 stage.
+
| Prevents the holder from being burned, similar to the Water Veil ability.
 
|-
 
|-
|{{hex|35}}
+
| {{hex|16}}
|Raises user's Special Attack by 2 stages.
+
| Prevents the holder from being frozen, similar to the Magma Armor ability.
 
|-
 
|-
|{{hex|37}}
+
| {{hex|17}}
|Raises user's Accuracy by 2 stages.
+
| Prevents the holder from being put to sleep, similar to the Insomnia and Vital Spirit abilities.
 
|-
 
|-
|{{hex|38}}
+
| {{hex|18}}
|Raises user's evasion by 2 stages.
+
| Prevents the holder from being paralyzed, similar to the Limber ability.
 
|-
 
|-
|{{hex|3D}}
+
| {{hex|19}}
|Lower's opponent's Special Attack by 2 stages.
+
| Prevents the holder from being confused, similar to the Own Tempo ability.
|-
+
|{{hex|3E}}
+
|Lowers opponent's Special Defense by 2 stages.
+
|-
+
|{{hex|3F}}
+
|Lowers opponent's Accuracy by 2 stages.
+
|-
+
|{{hex|40}}
+
|Lowers opponent's evasion by 2 stages.
+
|-
+
|{{hex|8D}}
+
|If user is faster, cause the opponent to flinch but deal no damage. If user is slower, always miss, even when Mind Reader was used the previous turn. ([http://www.youtube.com/watch?v=J_CBOdtNoeE video])
+
 
|}
 
|}
  
==Other Unused Content== <!--T:108-->
+
When activated, {{hex|14}}, {{hex|17}}, {{hex|18}}, and {{hex|19}} bestow their effect and trigger the text "[Pokémon]'s protected by [Item]!", while {{hex|15}} and {{hex|16}} merely bestow their effect without displaying a message.
===Teru-sama===
+
{{todo|Are there usable Teru-sama different in other versions, such as the Japanese ones?}}
+
Teru-sama is simply a set of placeholder items used by the game to fill up empty item slots and prevent crashing when the data is loaded. Most Teru-sama are useless and only give the "GIVE/TOSS/QUIT" options but there are two Teru-sama that function as items, though: the Town Map and Poké Flute from ''Red'', ''Green'', ''Blue'', and ''Yellow'' are still present in the internal data. Most of the other Teru-sama if forced to have a "USE" option will display Professor Oak's "This isn't the time to use that!" message. Teru-sama with unique effects include identifiers {{hex|06h}}, {{hex|38h}} and {{hex|BE}}, however {{hex|BE}} has an invalid pointer and was likely never intended to have a "USE" option.
+
  
<!--T:109-->
+
These items may have been precursors to the status effect prevention abilities that were later introduced in Gen III. They may also be related to the Orb items referenced in a [http://www.glitterberri.com/pokemon-gold-silver/spaceworld-97-demo/ fan account] of an early demo that was playable at Spaceworld '97:
The {{hex|06h}} Teru-sama works as a faulty version of the Town Map from ''Red'', ''Green'', ''Blue'', and ''Yellow''.
+
  
<!--T:110-->
+
{{quote|''"You also started off with 5 Pokéballs, 10 Potions, 10 Full Heals, 1 Stimulus Orb, and 1 Fire-Up Orb. (When equipped by a Pokémon, the Stimulus Orb would occasionally prevent it from falling asleep, and the Fire-Up Orb would occasionally prevent it from fainting.)"''}}
The {{hex|38h}} Teru-sama works as the Poké Flute if a "USE" option is forced ([http://www.youtube.com/watch?v=n938w96Uf_I video]). Like in ''Red'', ''Green'', ''Blue'', and ''Yellow'', it can be used to wake up sleeping Pokémon in the player's party in and outside of battle. The Poké Flute sound plays if the player uses the item outside of battle with a sleeping Pokémon but not if the player doesn't have a sleeping Pokémon in the party or uses the item with a sleeping Pokémon in the party within a battle.
+
  
<!--T:111-->
+
While no effect corresponding to the Fire-Up Orb is present in this list, its Japanese name (''Kiai Dama'') and function are similar to the Focus Band (''Kiai no Hachimaki'').
Teru-sama can be sold for 19,660 Pokémon Dollars (yen in Japanese versions and won in Korean versions) at Poké Marts. Its buy price of 39,321 Pokémon Dollars equals {{hex|0x9999}}, or 9999 in binary-coded decimal, the format ''Red'', ''Green'', ''Blue'', and ''Yellow'' use for monetary values. ''Gold'', ''Silver'', and ''Crystal'' use plain binary integers for money instead of BCD; however, the buy Teru-sama price indicates that ''Gold'' and ''Silver'' did use BCD earlier in development.
+
  
<!--T:112-->
+
{{clear}}
The name Teru-sama used in the Western versions may be a reference to Teruki Murakawa, a programmer that appears listed in the credits of the English and European versions of ''Gold'', ''Silver'', and ''Crystal'' and as a coordinator in the Korean versions of ''Gold'' and ''Silver''. In the Japanese versions, these items are called Kabichuu (カビチュウ), which may be formed from the combination of "kabi" in Kabigon (Snorlax) and the "-chuu" of Pichu, Pikachu, and/or Raichu. In Korean ''Gold'' and ''Silver'', Teru-sama have a fullwidth question mark "?" as their name.
+
  
<!--T:113-->
+
==Maps==
The ''Crystal''-exclusive items Clear Bell, GS Ball, Egg Ticket, and Blue Card correspond to Teru-sama in ''Gold'' and ''Silver''. In Korean ''Gold'' and ''Silver'', the equivalent Teru-sama (except for the Egg Ticket) were renamed to match their ''Crystal'' names but their functionality remains unaltered.
+
  
<!--T:114-->
+
{{subpage|Unused Maps|image=Pokegold-olivinehouse.png|width=80|text=Lake of Rage had a gym?}}
{{source|''Crystal''-exclusive Items - [http://bulbapedia.bulbagarden.net/wiki/Teru-sama Bulbapedia], Kabichuu Name Origin - [http://wiki.ポケモン.com/wiki/カビチュウ ポケモンWiki]}}
+
  
<!--T:115-->
+
==Minigames==
<gallery heights="144" widths="160">
+
File:PKMNGnS-Terusama.png|Teru-sama
+
File:PKMNGnS-Kabichuu.png|カビチュウ
+
File:Teru-Sama Korean Gold.png|? (the equivalent of Teru-sama in Korean ''Gold'' & ''Silver'')
+
</gallery>
+
{{clear}}
+
  
===Shiny Mew=== <!--T:116-->
+
===Unused Memory Game===
For the sake of consistency, every Pokémon in every Pokémon game is given a Shiny variant, including Mew. However, all Mew distributed to Generation I games have a fixed set of DVs that prevents them from becoming Shiny when traded to Generation II games, leaving its Shiny form unobtainable without cheating or glitches (the Trainer-Fly glitch, for example, would produce a Mew with random DVs).
+
  
<!--T:167-->
+
<youtube size="gb" align="right">Vs5NnbiOB8o</youtube>
Shiny Mew would later be available in ''[[Pokémon Emerald|Emerald]]'' as a normal Shiny chance for the wild Mew encounter at Faraway Island (via the Japanese Old Sea Map distribution).
+
<gallery heights="56" widths="56">
+
File:Pokemon Gold Shiny Mew.png|''Gold''
+
File:Pokemon Silver Shiny Mew.png|''Silver''
+
</gallery>
+
  
===Unused Shiny Unown=== <!--T:118-->
+
There are two kinds of machines in the Game Corner of ''Gold'', ''Silver'', and ''Crystal'': a slot machine and a card flipping table. However, it appears that a memory minigame was also planned. The game can still be hacked back into a functional state. Accessing it requires coins and a Coin Case.
{{todo|Find the sprites and post them here.}}
+
  
<!--T:119-->
+
The object of the game is to find matching pairs of cards. If the flipped cards match, they are removed and displayed at the top of the screen. If they don't, both will be flipped back over. The player is given five chances to find matching pairs, after which the cards are dealt anew.
Every form of Unown also has Shiny variant, but due to how Unown's forms and Shininess were determined in Generation II, the only Unown forms that can be Shiny are its "I" and "V" ones.
+
  
===Running Pokémon=== <!--T:120-->
+
The game has three difficulty levels, determined by the values at {{hex|CF14}}. These range from {{hex|01}} to {{hex|03}}, and likely correspond to a bet of one, two, or three coins. The difficulty levels have an affect on the random placement of the individual card faces.
Certain Pokémon in the games have a chance to flee from battle; this data is stored in three tables, in the order of increasing likelihood to flee. The first table is about a 10% chance with the second table being a 50% chance.  However, the following Pokémon cannot be encountered in the wild, thus their running behavior remains unseen.
+
  
<!--T:121-->
+
Many of the routines associated with this game are missing from the code, including the functions that would have allowed players to choose a difficulty level, earn prizes, or even exit the interface. That means that there's no way to win or stop playing, outside of resetting the game entirely.
'''First table:'''
+
* Eevee
+
* Porygon
+
* Togetic
+
* Umbreon
+
  
<!--T:122-->
+
Additionally, the graphical data for the cursor was commented out, which causes the game to display garbage. (The video on the right uses the PokéGear indicator as a substitute.)
'''Second table:'''
+
* Articuno
+
* Zapdos
+
* Moltres
+
  
<!--T:123-->
+
A fully commented disassembly of the memory game is available on the [[Notes:Pokémon Gold and Silver|Notes page]].
The third table, which guarantees escape, contains only the legendary beasts.
+
{{source|[http://hax.iimarck.us/topic/202/ iimarckus], [http://bulbapedia.bulbagarden.net/wiki/Escape#Generation_II Bulbapedia] (Escape likelyhood)}}
+
  
===Slot Machine=== <!--T:124-->
+
'''Controls:'''
<youtube size="gb">0gqkwdg46jI</youtube>
+
An identifier ({{hex|18}}) exists denoting a Bulbasaur symbol (using its doll sprite) in the Slot Machine interface. However, information such as how many coins the player will receive is undefined. The game can be forced to give a three-Bulbasaur payout by using the GameShark codes {{hex|011809C6}}, {{hex|01180DC6}}, and {{hex|011817C6}}.
+
{{source|[http://forums.glitchcity.info/index.php/topic,6147.0.html Glitch City Forums]}}
+
{{clear}}
+
===Title Screen===
+
[[File:Pokemon Gold Ho-Oh different palette.png|frame]]
+
The sprite data for Ho-Oh on the ''Gold'' title screen actually uses three colors, although the normal palette renders all three colors as black, meaning only its silhouette can normally be seen. The colored sprite can be seen through any glitch which causes the game to reset in mono Game Boy mode on a Game Boy Color (preventing the correct palettes from being loaded); the most reliable way of achieving this is listening to a Machop's cry in the Pokédex and then using the Coin Case.
+
  
The Lugia sprite in ''Silver'' is, however, stored using only the two colors visible in-game, suggesting either the decision to render them in silhouette was taken some time between the drawing of the two sprites, or that the original plan was to show Ho-oh in color but Lugia in silhouette, before a last-minute decision was made to make them both the same. This was restored in [[Pokémon HeartGold and SoulSilver|the remakes]], including the Lugia model.
+
* '''D-Pad''' Move the cursor.
{{clear}}
+
* '''A Button:''' Flip the selected card face-up.
===Unused Status Prevention Items=== <!--T:125-->
+
Located in the code of ''Gold'', ''Silver'', and ''Crystal'' are six unused hold items that would have prevented the Pokémon holding it from being inflicted with a status effect.  
+
  
<!--T:126-->
+
'''Translation:'''
These items work perfectly except burned and frozen. While they still create the correct effect, the other four bring up the text "(Pokémon)'s protected by (item)!" These items aren't consumed after use, so they can be used indefinitely, much like the Leftovers. Burn and Freeze simply do the effect without telling the player anything.
+
  
<!--T:127-->
+
{| class="wikitable" style="margin:auto"
It is unknown why these were left out, as it is likely these items would be the precursor to abilities introduced in Generation III that would prevent certain status effects, such as Immunity and Insomnia.
+
! Japanese || Translation || Notes
 
+
<!--T:168-->
+
{| class="wikitable"
+
!Identifier
+
!Effect
+
 
|-
 
|-
|{{hex|14}}
+
| とったもの || Cards Acquired || Indicates card pairs collected.
|Holder cannot be poisoned, similar to the Immunity ability.
+
 
|-
 
|-
|{{hex|15}}
+
| あと[#]かい || [#] Turns Remaining || Indicates the remaining number of attempts.
|Holder cannot be burned, similar to the Water Veil ability.
+
 
|-
 
|-
|{{hex|16}}
+
| CARD いただき! || Card obtained! || Displayed when you get a match.
|Holder cannot be frozen, similar to the Magma Armor ability.
+
|-
+
|{{hex|17}}
+
|Holder cannot fall asleep (Using Rest still works), similar to the Insomnia and Vital Spirit abilities.
+
|-
+
|{{hex|18}}
+
|Holder cannot be paralyzed, similar to the Limber ability.
+
|-
+
|{{hex|19}}
+
|Holder cannot be confused, similar to the Own Tempo ability.
+
 
|-
 
|-
 +
| ざんねん... || Too bad... || Displayed when you fail to get a match.
 
|}
 
|}
{{clear}}
 
  
===Unused Venomoth possibility in Bug-Catching Contest=== <!--T:128-->
 
The games use a list of possibilities, Pokémon species and a level range to generate Pokémon caught by the other contestants in the Bug-Catching Contest. The list contains an unused entry for a Venomoth between level 30 and 40, probably because Venomoth is not a Pokémon that can be caught in National Park. The table is identical in ''Gold'', ''Silver'' and ''Crystal''.
 
{|class = "wikitable"
 
!Hexademical
 
!Percentage
 
!Species
 
!Minimum level
 
!Maximum level
 
|-
 
|{{hex|140A0712}}
 
|20 %
 
|Caterpie
 
|7
 
|18
 
|-
 
|{{hex|140D0712}}
 
|20 %
 
|Weedle
 
|7
 
|18
 
|-
 
|{{hex|0A0B0912}}
 
|10 %
 
|Metapod
 
|9
 
|18
 
|-
 
|{{hex|0A0E0912}}
 
|10 %
 
|Kakuna
 
|9
 
|18
 
|-
 
|{{hex|050C0C0F}}
 
|5 %
 
|Butterfree
 
|12
 
|15
 
|-
 
|{{hex|050F0C0F}}
 
|5 %
 
|Beedrill
 
|12
 
|15
 
|-
 
|{{hex|0A300A10}}
 
|10 %
 
|Venonat
 
|10
 
|16
 
|-
 
|{{hex|0A2E0A11}}
 
|10 %
 
|Paras
 
|10
 
|17
 
|-
 
|{{hex|057B0D0E}}
 
|5 %
 
|Scyther
 
|13
 
|14
 
|-
 
|{{hex|057F0D0E}}
 
|5 %
 
|Pinsir
 
|13
 
|14
 
|-
 
|{{hex|FF311E28}}
 
|<nowiki>-1 %</nowiki>
 
|Venomoth
 
|30
 
|40
 
|-
 
|}
 
{{source|[https://github.com/kanzure/pokecrystal/blob/master/engine/events_2.asm Pokémon Crystal Disassembly]}}
 
 
{{clear}}
 
{{clear}}
==Version Differences==
 
===Changed Graphics===
 
{{subpage|Changed Graphics|image=Pokemon Gold and Silver (J) Flaafy back.png|text=Details of the graphical changes between release versions.}}
 
  
===Name Entry Screen=== <!--T:129-->
+
===Unused Slot Machine Symbol===
{|class="wikitable" style="margin:auto"
+
!Japanese
+
!International
+
!Korean
+
|-
+
|[[File:PGS-J-name.png]]
+
|[[File:PGS-E-name.png]]
+
|[[File:PGS-K-name.png]]
+
|}
+
  
<!--T:130-->
+
<youtube size="gb" align="right">0gqkwdg46jI</youtube>
Every one of these versions have a peculiar difference compared to the other versions:
+
  
<!--T:131-->
+
Identifier {{hex|18}} is an unused entry in the list of slot machine symbols that references the Bulbasaur doll sprite. There is no defined payout for successfully matching this entry, but you can force the game into trying to give you the three-Bulbasaur payout by enabling the GameShark codes below:
* The Japanese version writes the name one tile higher and one tile more to the right.
+
* The international versions allow up to seven characters to be entered.
+
* The Korean version does not have an option to change the character set unlike the Japanese and international versions.
+
  
===Summary Screens=== <!--T:132-->
+
* {{hex|011809C6}}
{|class="wikitable" style="margin:auto"
+
* {{hex|01180DC6}}
!Japanese
+
* {{hex|011817C6}}
!International
+
!Korean
+
|-
+
|[[File:Kin Pokemon summary.png]]
+
|[[File:Gold Pokemon summary.png]]
+
|[[File:Geum Pokemon summary.png]]
+
|}
+
  
<!--T:133-->
+
{{source|[http://forums.glitchcity.info/index.php/topic,6147.0.html Glitch City Forums]}}
In the Japanese and Korean versions of the game, Pokémon summary screens are vertically aligned, similar to ''Ruby'' and ''Sapphire'' onwards in localized games. In the international releases, due to the lack of space, they were reverted to the horizontally aligned screens of [[Pokémon Red and Blue|''Red'', ''Green'', ''Blue'']] and [[Pokémon Yellow|''Yellow'']].
+
  
===Trading Screen=== <!--T:134-->
+
{{clear}}
In the Japanese and Korean versions of the game, the Pokémon trading screen is vertically aligned. In the international releases, due to the lack of space, it is horizontally aligned.
+
  
===PC Boxes=== <!--T:135-->
+
==Moves==
{|class="wikitable" style="margin:auto"
+
!Japanese
+
!International
+
!Korean
+
|-
+
|[[File:PGS-J-box.png]]
+
|[[File:PGS-E-box.png]]
+
|[[File:PGS-K-box.png]]
+
|}
+
  
<!--T:136-->
+
===Unused and redundant Egg Moves===
The amount of PC boxes in the Pokémon Storage System was changed from to 9 to 14 in the localizations (including the Korean ones) due to the maximum number of Pokémon per box being decreased from 30 to 20.
+
  
<!--T:137-->
+
====Background Information====
The Japanese text-box frames here are also positioned one pixel higher than the ones in the other versions.
+
  
===Pokémon Storage System Layout=== <!--T:138-->
+
Gen II was the first generation to allow Pokémon breeding. In these games, players could drop off a pair of compatible Pokémon at the daycare, then come back after some time had passed to receive an egg.
{|class="wikitable" style="margin:auto"
+
!Japanese
+
!International
+
!Korean
+
|-
+
|[[File:PGS-J-deposit.png]]
+
|[[File:PGS-E-deposit.png]]
+
|[[File:PGS-K-deposit.png]]
+
|}
+
  
<!--T:139-->
+
Whether or not Pokémon were compatible was determined by two factors:
In the Japanese and Korean versions, the Pokémon in the Pokémon Storage System's layout is enclosed in a text-box frame and the Pokémon list appears in the background. In the other localizations, there is no frame surrounding the Pokémon but the Pokémon list appears in a text-box frame.
+
  
<!--T:140-->
+
# '''Gender''' - Only Pokémon of the opposite sex were able to breed with each other. The only exception was the genderless Ditto, who could be partnered with any Pokémon, gendered or not, to produce an egg.
Also, the Japanese text-box frames positions are one pixel higher and the Pokémon level number is one pixel lower than the ones in the Korean version.
+
# '''Egg Group''' - Pokémon were organized by the developers into rough groups according to their physical characteristics. Pokémon who shared an [http://bulbapedia.bulbagarden.net/wiki/Egg_Group#Egg_Groups egg group] were determined to be physiologically similar enough to successfully breed.
  
===Poké Mart And Pokémon Center Signs=== <!--T:141-->
+
Once the player received an egg, they would have to walk a certain number of steps before the egg would hatch. The resulting offspring shared the species of its mother, and the moveset of its father.
{|class="wikitable" style="margin:auto"
+
 
!Japanese / Korean
+
====List of Moves====
!English
+
 
!French / Spanish
+
Several Pokémon in Gen II have unused egg moves, which are abilities that can be passed down to a newly-bred Pokémon by its father.
!German / Italian
+
 
 +
{| class="wikitable" style="margin: auto;"
 +
! #
 +
! Pokémon
 +
! width=10% | Move
 +
! Notes
 
|-
 
|-
|[[File:PGS-JK-sign.png]]
+
| rowspan=3 | 120
|[[File:PGS-E-sign.png]]
+
| rowspan=3 | Staryu
|[[File:PGS-FrEs-sign.png]]
+
| Aurora Beam
|[[File:PGS-GrIt-sign.png]]
+
| rowspan=3 | Staryu is genderless, meaning that it can only be bred with Ditto and can't inherit a parent's moves. These egg moves were removed from ''Crystal'' onward.
 +
|-
 +
| Barrier
 +
|-
 +
| Supersonic
 +
|-
 +
| 238
 +
| Smoochum
 +
| Lovely Kiss
 +
| The only Pokémon that can learn Lovely Kiss naturally is Jynx, which is a female-only species. Females couldn't pass down egg moves until Gen VI, and the male Pokémon that were gifted this move via events didn't share an egg group with Jynx. As a result, there is no way for Smoochum to inherit this move via legitimate means. This egg move was removed from Gen III onward.
 +
|-
 +
|043
 +
|Oddish
 +
|Charm
 +
|Charm is an unused egg move on Oddish as there are no legitimate fathers in the Grass egg-group who can learn Charm.
 +
|-
 +
|143
 +
|Snorlax
 +
|Charm
 +
|Same case as with Oddish, there are no legitimate fathers in the Monster egg group who can learn Charm. The only Pokémon in the Monster egg group that can learn Charm, Nidoran♀, is a female-only species.
 +
|-
 +
|001
 +
|Bulbasaur
 +
|Charm
 +
|Same as above, there are no legitimate fathers in either the Grass or Monster egg groups who can learn Charm.
 
|}
 
|}
  
<!--T:142-->
+
{{source|IIMarckus, 伝説のスターブロブ2, Bulbapedia}}
In the Japanese and Korean versions, the sign of Pokémon Centers in Johto have a Poké Ball drawing with the letters '''PC''' next to it. In the localizations, the sign was changed back to the one used in [[Pokémon Red and Blue|''Red'', ''Green'', ''Blue'']] and [[Pokémon Yellow|''Yellow'']]. The Pokémon Center signs in Kanto use the old design in all versions.
+
  
===Nidoran Gender Symbol=== <!--T:143-->
+
Additionally, Sweet Scent and Steel Wing are programmed as egg moves despite those two moves being TM moves. This makes the data redundant as TM/HM moves are already passed down by the father (in this case TM12 and TM47).
{{compare
+
|leftt=Japan/Korea
+
|rightt=International
+
|left=[[File:PGS-GenderSymbolJ.png]]
+
|right=[[File:PGS-GenderSymbolU.png]]
+
}}
+
In the localizations, the gender symbol for the Nidoran is shown twice during battles due to the gender symbol being placed next to the level indicator instead of next to the Pokémon's name as in the Japanese and Korean versions.
+
  
===SonicBoom=== <!--T:144-->
+
===Unused Move Effects===
{{compare
+
|leftt=Japan/Korea
+
|rightt=International
+
|left=[[File:SonicboomJ.png]]
+
|right=[[File:SonicboomW.png]]
+
}}
+
  
<!--T:145-->
+
{{investigate|Further research is needed, as this list is likely not exhaustive. Check whether items such as the Poké Doll derive their effects from this list as well. (There are effects that raise accuracy and chance of escape.)}}
In the Japanese and Korean versions, SonicBoom's animation is a shock wave hitting the opponent. For undisclosed reasons, it was changed to a tornado hitting the opponent in the localizations, making it very similar to Gust.
+
  
===Coin Case Bug=== <!--T:146-->
+
Like their predecessors, ''Gold'', ''Silver'', and ''Crystal'' have a number of unused move effects, though none of them seem to deal any damage.
Due to an error in the North American localizations, the text box printed when using the Coin Case is improperly terminated in the English version, as a {{hex|57}} character is used instead of a {{hex|50}} (the original value in the Japanese versions of Gold/Silver), causing the game to jump to a section of memory used for storing sound effects. This section of memory is usually empty, unless you listened to a Pokémon's cry right before in which case the game interprets the Pokémon's cry as code, leading to arbitrary code execution.
+
  
<!--T:147-->
+
You can test out different effects by modifying the effect of Pound: Just replace the values at {{hex|0x41AFF}} in ''Gold'' or {{hex|0x41AFC}} in ''Crystal'' with a value from the list below.
This bug isn't present in the original Japanese release, the non-English European translations, or the Korean ones.
+
{{source|1=[http://forums.glitchcity.info/index.php?topic=6716.0 Sanky (explanation)], [[user:Wack0|Wack0]] (comparison of values)}}
+
  
===Korean Version=== <!--T:148-->
+
{| class="wikitable" style="margin: auto;"
[[File:DMG incompatibility message (Korean Pokémon Gold).png|frame|The error message stating that the game is only playable on Game Boy Color.]]
+
! #
{{todo|Are the printer options merely hidden?}}
+
! Effect
 +
|-
 +
| {{hex|0C}}
 +
| Raises user's Speed by 1 stage.
 +
|-
 +
| {{hex|0E}}
 +
| Raises user's Special Defense by 1 stage.
 +
|-
 +
| {{hex|15}}
 +
| Lowers enemy's Special Attack by 1 stage.
 +
|-
 +
| {{hex|16}}
 +
| Lowers enemy's Special Defense by 1 stage.
 +
|-
 +
| {{hex|35}}
 +
| Raises user's Special Attack by 2 stages.
 +
|-
 +
| {{hex|37}}
 +
| Raises user's Accuracy by 2 stages.
 +
|-
 +
| {{hex|38}}
 +
| Raises user's evasion by 2 stages.
 +
|-
 +
| {{hex|3D}}
 +
| Lowers opponent's Special Attack by 2 stages.
 +
|-
 +
| {{hex|3E}}
 +
| Lowers opponent's Special Defense by 2 stages.
 +
|-
 +
| {{hex|3F}}
 +
| Lowers opponent's Accuracy by 2 stages.
 +
|-
 +
| {{hex|40}}
 +
| Lowers opponent's evasion by 2 stages.
 +
|-
 +
| {{hex|8D}}
 +
| Causes the opponent to flinch if user is faster, but deals no damage. Always misses if the user is slower, even when Mind Reader was used on the previous turn. (Video [https://www.youtube.com/watch?v=J_CBOdtNoeE here].)
 +
|}
  
<!--T:149-->
+
==Pokémon==
<pre>이 카트리지는 게임보이 컬러 전용입니다. 게임보이 컬러에서 사용을 부탁드리겠습니다.
+
(This cartridge is only for Game Boy Color. Please run it with Game Boy Color.)</pre>
+
  
<!--T:150-->
+
===Inaccessible Shiny Variants===
The Korean versions of ''Gold'' and ''Silver'', like [[Pokémon Crystal|''Crystal'']], are only compatible with the Game Boy Color. Previous versions of ''Gold'' and ''Silver'' can be run on Game Boy mode. This is due to the fact that the Korean version uses the Game Boy Color's second bank of VRAM for printing its text, rendering it incompatible with the regular Game Boy, which is the reason why it displays random tiles for text when force-booted into Game Boy mode.
+
{{clear}}
+
  
<!--T:151-->
+
Every Pokémon in the game has a Shiny variant, but some of these aren't obtainable via legitimate means.
<youtube size="gb" double=0>ugzVDjTFcag</youtube>
+
When the player attempts to run the game on an original Game Boy, they receive a message stating that the game is only compatible on the Game Boy Color. The message is very plain compared to ''Crystal'', and without borders. However, it is still possible to force-boot the game into Game Boy mode through editing address {{hex|0xFFE8}} to {{hex|0x01}} or by entering the GameShark code {{hex|0101E8FF}}. The game will still run, but there will be a glitchfest of random tiles for text, sprites refusing to display, random slowdowns, and other strange behavior. Most of the time, the game will also randomly crash when it's booted up in this state, although it usually doesn't happen immediately after boot-up.
+
{{todo|Shouldn't we investigate the crashes a little further?}}
+
  
<!--T:152-->
+
====Mew====
Both ''Gold'' and ''Silver'' left their respective Super Game Boy border unused. They are the English design, rather than Japanese.
+
  
<!--T:153-->
+
The only legitimate way to obtain elusive Pokémon #151 in ''Gold'', ''Silver'', and ''Crystal'' was to transfer over a Mew that had been uploaded to a Gen I cartridge at a Nintendo-sponsored distribution event. Unfortunately, every distributed Mew came with a fixed set of DVs that prevented it from becoming Shiny when traded to the next generation.
Additionally, Game Boy Printer support has been removed as the accessory was not released in South Korea.
+
  
<!--T:169-->
+
{| class="wikitable" style="margin: auto;"
Also, this version of the game has its own version of the English credits at the end of the game, replacing the English translation staff with the Korean translation staff.
+
! Shiny Mew (Gold) || Shiny Mew (Silver)
 +
|-
 +
| [[File:Pokemon Gold Shiny Mew.png|center]] || [[File:Pokemon Silver Shiny Mew.png|center]]
 +
|}
  
===International Linking=== <!--T:154-->
+
Shiny Mew later became available in ''[[Pokémon Emerald]]''. Japanese players were able to obtain an item called the Old Sea Map at one of Nintendo's distribution events, which enabled them to encouter a wild Mew at Faraway Island. This Mew had a regular probability of being Shiny.
{{todo|Which Hangul characters can be misinterpreted as control codes?}}
+
  
<!--T:156-->
+
====Unown====
Western language Pokémon games(languages don't matter) can be connected to each other. However, alphabet letters with diacritics such as ecutes and umlauts(except é, this exists in even English versions to print Pok'''é'''mon) may cause mojibake(character transform) in other language games which doesn't support these characters.
+
  
<!--T:157-->
+
All 26 forms of Unown have Shiny variants, but only "I" and "V" are accessible due to the way Gen II determines this Pokémon's forms and Shininess.
Japanese Pokémon games can only be connected to Japanese Gen I and II Pokémon games. Otherwise, two games connected to each other will be crashed because the positions of data structures and codes in Japanese games are different to non-Japanese Pokémon games.
+
  
<!--T:158-->
+
{{needsimages}}
Korean Pokémon games, however, can be connected to Western language Pokémon games(of course Korean, too.) including Generation I and ''Crystal'' without serious problems. It's the reason that Korean Pokémon games are based on English ones though their graphics are similar to Japanese ones. English alphabets and character encodings are programmed in Korean Pokémon games(the Korean games use it in the credits and a few other places). Therefore, Gen I exclusive Pokémon(Bulbasaur, Charmander, Squirtle, etc.) can be obtained in Korean Pokémon games, and completing Pokédex(except Mew and Celebi without glitches) is possible in these games, too.
+
  
<!--T:159-->
+
==Trainers==
However using this feature leads to issues for both sides: In the Korean games, names longer than 5 characters appear shortened or overflow in places. Also, characters with diacritics may cause mojibake in Korean games. And in the non-Korean games, Korean names become gibberish (non-Korean games were incapable of displaying them until ''Black'' and ''White'') or cause the link to fail (certain Hangul are misinterpreted as control codes).
+
  
<!--T:160-->
+
===Unused Trainer Rosters===
<gallery heights="144" widths="160">
+
File:Mew korean pokemon gold from english crystal.png
+
File:Celebi korean pokemon gold from english crystal.png
+
File:Mew korean gold pokedex.png
+
File:Celebi korean gold pokedex.png
+
</gallery>
+
  
===Stadium 2 Compatibility=== <!--T:161-->
+
Pokémon Trainer Cal, found in Viridian City's Trainer House, is normally only accessible late in the game. Provided that the player didn't use Mystery Gift, he battles the player using Meganium, Typhlosion, and Feraligatr, all at level 50. However, there are two additional rosters associated with this trainer, both of which go unused:
The Korean games are recognised as valid Pokémon games by the Western versions of Stadium 2, but the game is unable to load the save data for it. On the other hand, the Japanese version of Stadium 2 doesn't even recognise the Korean GS games as valid Pokémon games.
+
Transferring Korean Pokémon into Western GSC games allows them to be used in Stadium 2 without issues (except for the name corruption).
+
  
===Exclusive Pokémon=== <!--T:162-->
+
'''Alternate Roster 1:'''
In Japan and South Korea, Phanpy and Donphan are found in the wild in ''Gold'' while Teddiursa and Ursaring are found in the wild in ''Silver''. In the rest of the world, these were switched.
+
  
<!--T:163-->
+
* L:10 Chikorita
Interestingly, this localization change was not made for the international versions of [[Pokémon HeartGold and SoulSilver|''HeartGold'' and ''SoulSilver'']] &ndash; Phanpy and Donphan are found in ''HeartGold'' while Teddiursa and Ursaring are found in ''SoulSilver'', regardless of region.
+
* L:10 Cyndaquil
 +
* L:10 Totodile
  
===Kings=== <!--T:164-->
+
(Video [http://www.youtube.com/watch?v=Wdaf7_ZN4ms here].)
The team of Pokéfan Alex, a Trainer found on Route 13, is made of Pokémon that have names ending in "king" (キング). Due to Magikarp not sharing this trait in the English versions (its Japanese name is コイキング/Koiking), it was replaced by Seaking in order to stay true to the theme. Unlike Magikarp, which is level 58, the Seaking is level 29 like the rest of his team. In the Korean versions, his team is the same as in the Japanese versions since Magikarp's Korean name is 잉어킹 (Ingeoking) and both Nidoking and Slowking also have the word "king" (킹) in their Korean names.
+
  
<!--T:165-->
+
'''Alternate Roster 2:'''
Like the aforementioned change to the exclusive Pokémon, this was not replicated in ''HeartGold'' and ''SoulSilver'' since Alex still has a Magikarp in the localizations, which is now level 65.
+
  
===National Park glitch=== <!--T:170-->
+
* L:30 Bayleef
The Japanese versions of Gold and Silver have a glitch that is very similar to the Safari Zone glitch in Pokémon Red and Blue, but instead of warping to Glitch City, it allows you to create glitch Pokémon.
+
* L:30 Quilava
 +
* L:30 Croconaw
  
<!--T:171-->
+
(Video [http://www.youtube.com/watch?v=OKfmKiaMius here].)
# Fill your party with Pokémon. Make sure your first Pokémon knows Fly or Teleport.
+
# Deposit your last four party Pokémon into an empty PC box.
+
# Enter the Bug-Catching contest (it runs Tuesdays, Thursdays and Saturdays).
+
# Once in, immediately step out. When the guard asks you if you want to quit, say no.
+
# Once back in, Fly or Teleport out of the National Park.
+
# Go to a Pokémon Center and deposit the second Pokémon in the PC.
+
# Save the game and reset the console.
+
# Head back to the Bug-Catching Contest and quit the contest.
+
  
<!--T:172-->
+
==Text==
After the results are announced, you will have a new Pokémon in your party with the species of the second Pokémon you had in your party at step 1, but with all other information (including stats, moves, gender, DVs, and shininess) copied from the sixth Pokémon. The stats will reset once the Pokémon evolves, but the species will reset to what it should be if this Pokémon is given to the daycare.
+
  
<!--T:173-->
+
{{subpage|Unused Text|image=PKMNGnS-Objectevent.png|width=80|text=Gugyoo…}}
This glitch was fixed in the localized versions of Gold and Silver, and does not occur in any version of Crystal.
+
 
 +
==Version Analysis==
 +
 
 +
{{subpage|Changed Graphics|image=Pokemon Gold and Silver (J) Flaafy back.png|width=80|text=Details of the graphical changes between release versions.}}
 +
{{subpage|Version Differences|image=PGS-JK-sign.png|width=80|text=Change we can all believe in.}}
  
<!--T:166-->
 
 
{{Pokémon series}}
 
{{Pokémon series}}
 +
 
</translate>
 
</translate>

Revision as of 14:25, 19 July 2017

Other languages:
Deutsch • ‎English • ‎한국어 • ‎polski
Featured article


Title Screen

Pokémon Gold Version and Silver Version

Developer: Game Freak
Publisher: Nintendo
Platforms: Game Boy, Super Game Boy, Game Boy Color
Released in JP: November 21, 1999
Released in US: October 11, 2000
Released in EU: April 6, 2001
Released in AU: October 13, 2000
Released in KR: April 24, 2002


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

Pokémon Gold and Silver is one of the most extensive Pokémon games, featuring 100 new Pokémon (a 66% increase!), new game mechanics like hold items and two new types, and allowing the player to return to Kanto, featured in Red and Blue, as part of the storyline to work his way up to beat the ultimate trainer, Red.

Data

Gen I Mimic Menu

In Gen I, Mimic allowed the player to choose which of the opponent's moves they wanted their Pokémon to copy. In Gen II, the function of this move was altered, and a Pokémon using Mimic simply copies the last move used by the opponent. (Exceptions are made if the opponent didn't use a move on the previous turn, or if its last move was Sketch, Struggle, Metronome, or a move that the Pokémon using Mimic already knows.) Despite the change, the old Mimic menu still exists in the code.

The menu is most intact in the Japanese versions of the games, which still retain the associated text "どのわざを ものまねする?" (Mimic which move?). See for yourself by enabling one of the codes below, then select the FIGHT command during a battle:

  • Gold & Silver (J) - 010111D1
  • Crystal (J) - 010166D2

These codes don't always function perfectly. There are times when the Mimic menu that pops up lists the user's moves, rather than the opponent's. Attempting to mimic a move sometimes causes the Pokémon to use Struggle. It's unknown whether these issues are caused by the player-made codes, or if the menu itself is buggy. Even when the access method works as intended, it's not possible to back out of the Mimic menu.

The leftover menu also works a little differently in the English releases. Once again, it can be accessed by enabling one of the codes below, then selecting the FIGHT command during a battle:

  • Gold & Silver (U) - 01011FD1
  • Crystal (U) - 010135D2

These codes disable the ability to back out of the menu. They also hide the type and PP box, but don't otherwise change the appearance of the FIGHT menu or bring up a list of moves. In Crystal, at least, the game attempts to print text from offset 0x3e61c, but the only thing there is 50, a control character, so no text is displayed. The coordinates that determine where the text at this offset would have appeared on the screen are x=0B, y=0E in BGB, which are identical to the coordinates of the Japanese "どのわざを ものまねする?" (Mimic which move?) message. This suggests that the equivalent English text was removed.

Used Menu (Gen I) Unused Menu (Gen II)
Japanese Japanese English Korean
Pocket Monsters Green Mimic.png Pocket Monsters Kin Mimic.png Pokemon Gold Old Mimic.png Pocket Monsters Geum Old Mimic.png


(Source: Hibiki Ganaha, Torchickens, Wack0)

Mother Naming Function

Pokemon Gold-MotherName.gif

A fully-functional unused feature allows you to name the player's mother. The name itself can be displayed in text via byte 49. It should have 11 tiles reserved in the message box to safeguard against the text overflowing. The mother's name is initialized to MOM when RAM is initialized at boot.

Curiously, during the DUDE's Pokémon-catching tutorial, the player's name is copied over to the same location in RAM where the mother's name is stored. This suggests that either the tutorial didn't exist when the naming mechanism was created, or that players would only have been able to name their mother once the tutorial was no longer accessible.


(Source: iimarck.us)

Unused Pokémon Flight Probability

Some of the Pokémon species in Gen II have the ability to flee from encounters. These Pokémon are grouped into three tables according to how likely it is that they will attempt to escape. While all three tables are used, the first two contain a few species that cannot be encountered in the wild.

(Table 3 consists of only Raikou, Entei, and Suicune, who try to escape 100% of the time.)


(Source: iimarckus, Bulbapedia)

Table 1

There's a 10% probability that Pokémon in this table will attempt to escape. However, the species below are never found in the wild:

  • Eevee
  • Porygon
  • Togetic
  • Umbreon

Table 2

There's a 50% probability that Pokémon in this table will attempt to escape. However, the species below are never found in the wild:

  • Articuno
  • Zapdos
  • Moltres

Unused Battle Types

RAM address D119 determines what type of battle is taking place. Several battle types cannot be experienced during normal gameplay.

Battle Without Pokémon

Battle type 0x02 causes the player to enter battle without sending out a Pokémon. Choosing "FIGHT" or "PKMN" ends the battle instantly, while the "PACK" and "RUN" options function as they normally would.

Unlike the DUDE's demonstration, this battle does not change the player's sprite, automatically throw a Pokéball once the pack is closed, or copy player's name over to the location in RAM where the mother's name is stored.

Battle Female Pokémon Only

Hmmm...
To do:
Get specific DVs.

Battle type 0x05 causes every Pokémon battled by the player to have DVs matching those of a female Pokémon (where possible). Oddly, there doesn't seem to be a corresponding battle type for male Pokémon.

Battle Ends Automatically

Battle type 0x06 ends the battle instantly as soon as the player sends out their first Pokémon.

Though it's inaccessible during normal gameplay, this battle type is still set to trigger if the player attempts to battle a Trainer despite not possessing any usable Pokémon. (You can see this behaviour by using the Bad Clone Glitch to obtain a ????? (FF), letting the Pokémon beneath it faint, and then whiting out.)

Similarly, if the player triggers a wild Pokémon encounter despite not possessing any usable Pokémon, another function unrelated to this battle type causes the battle to end before it starts.

Escape From Battle Impossible

Battle type 0x09 disables the player's ability to flee. While the encounter with the shiny Red Gyarados is impossible to escape from, it uses battle type 0x07, which also ensures that the encountered Pokémon's DVs define it as shiny.

Unused Experience Groups

Hmmm...
To do:
The level 100 experiences don't follow those formulas. Check whether +30 and +70 is supposed to be -30/-70.

How quickly a Pokémon levels up is determined by what experience group its species falls into. The used groups are "Slow", "Medium-Slow", "Medium-Fast", and "Fast". Two additional groups go unused. Pokémon in these groups would have gained experience at a rate similar to those in Medium-Slow, but their maximum EXP would bottom out at a value lower than Medium-Slow's 1,059,860.

Unused Group 1:

  • Growth Rate:
Pokémon GSC ExpType01.png
  • Maximum EXP: 849,970

Unused Group 2:

  • Growth Rate:
Pokémon GSC ExpType02.png
  • Maximum EXP: 949,930


(Source: DevZ)

Unused Field Moves

PKMNGnS-Payday.png

The list of field moves contains two unused entries:

  • 00 - PAY DAY: Apparently, this move could once be used outside of battle. Attempting to use it causes the game to crash, as it was removed from the ability pointer table.
  • 15 - ERROR!: The final entry in the list. No other tables have an entry like this, suggesting that it's another deleted field move. As with PAY DAY, it was removed from the ability pointer table. Attempting to use it has no effect, but it doesn't crash the game. The reason for this is explained down below.

To view these entries for yourself, enter the following GameShark codes and select a Pokémon who knows at least one HM:

  • 0100D5D0 - Pay Day
  • 0115D6D0 - Error!

The ability pointer table has some interesting quirks:

  • The table is a map comprised of unordered ID -> pointer pairs, rather than an array. The reason for this is unclear.
  • The game checks for a terminating entry, pointer 0000. If it encounters this entry before it finds the ID it's seeking, it returns without doing anything further. However, the list doesn't actually contain a terminating entry. As a result, it reads past the end of the list when searching for removed entries Pay Day and Error!, eventually locating an invalid pointer for Pay Day and a terminating entry in the unrelated data that follows the pointer table. This explains why Error! doesn't cause the game to crash.
  • The fact that the keys are out of order suggests that the field move Waterfall was added later on in development. It appears near the end of the list, rather than being grouped with the other HM moves.

Unused Movement Types

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What are the others?

Movement types are managed by a byte located at D682 in the English releases of Gold and Silver. Four of the movement types are used:

  • 00: Walking
  • 01: Cycling
  • 04: Surfing
  • 08: Surfing Pikachu

However, there's also one that's inaccessible:

  • 02: At first glance, this movement type looks like the one used when sliding on ice. It's never activated, however, even when the player is sliding around in the Ice Path.

Unused Venomoth Contest Encounter

The game calculates which Pokémon are caught by the other participants in the Bug-Catching Contest using the table below. The table determines the likelihood that each species of Pokémon will be encountered, as well as their potential level range. (The data is identical across Gold, Silver, and Crystal.) The final entry, Venomoth, goes unused. This is likely due to the fact that Venomoth can't be encountered in the National Park.

Offset Encounter
Rate
Species Level
(Min.)
Level
(Max.)
140A0712 20% Caterpie 7 18
140D0712 20% Weedle 7 18
0A0B0912 10% Metapod 9 18
0A0E0912 10% Kakuna 9 18
050C0C0F 5% Butterfree 12 15
050F0C0F 5% Beedrill 12 15
0A300A10 10% Venonat 10 16
0A2E0A11 10% Paras 10 17
057B0D0E 5% Scyther 13 14
057F0D0E 5% Pinsir 13 14
FF311E28 -1% Venomoth 30 40


(Source: Pokémon Crystal Disassembly)

Debug Content

Clock Reset Function

PKMNGnS-Resetclock.png

The localized versions of the games contain a clock reset function that isn't present in the Japanese releases.

Western Version Access

In the western releases, the function can be accessed in two ways:

  1. Press + SELECT + B on the title screen. (No codes required.)
  2. Enable GameShark code 010464CE, then pressing START or A.

In order to reset the clock, the player first needs to input a password. The password varies from game to game, because it is calculated from various game state information. There are a couple options for passwords, as well:

  1. You can use Filb's online tool to calculate the correct password for your current game.
  2. Alternatively, you can change the values at address 23:4225 (or offset $8C225) from 37 to C9 in order to make even incorrect passwords function.
    • If you don't want to do this manually, enable Game Genie code C92-25B-3B6 to achieve the same effect.

If your game's save battery is no longer functional, it's impossible to enter a correct password. Trying to do so causes the game to reset, and triggers a strange graphical bug.


(Source: Phil Erwin)

Korean Version Access

In the Korean releases, the access method has been updated to match the clock reset function in Crystal. Perform the following steps at the title screen:

  1. Press and hold + SELECT + B.
  2. While continuing to hold down SELECT:
    • Release + B.
    • Press and hold + .
  3. Let go of SELECT.

You can also enable GameShark code 010402D0 to achieve the same effect.

To make even correct passwords function, change the values at address 0x4226 from 37 to C9, or just enable Game Genie code C92-26B-3B6.

Debug Maps

Pokemon Gold-ColTest1.png
Debug Menus
Swap your own palettes.

Graphics

Unused NPC Sprite

Hmmm...
To do:
Maybe there's more to it?

Sprite ID 3F is not assigned to any NPC and resembles an old man.

This character appears to have no walking animation, suggesting he may be a character who was never intended to move, such as a sales clerk or a Gym Leader. The character looks similar to both Gym Leaders Chuck of Cianwood Gym and Price of Mahogany Gym.

In order to see this character in-game, the player may enable the Game Genie code 3F4-52A-08A, which will replace the left-most Pokémon Center receptionist in a Pokémon Center's second floor with this NPC. The sprite remains in Pokémon Crystal, where it can be seen using the code 013F54D1.

(Note: For unknown reasons the second code may not work on a real console, but works on v1.5.2 of BGB emulator)


(Source: Pokémon Crystal disassembly project)
(Source: Torchickens (Game Genie code, GameShark code, video))

Video of the unused NPC

Title Screen Palette Oddities

Spaceworld '97 Final (J) Palette Glitch (U)
1999-GS beta title screen.png Pokemon Gold Japanese Title Screen.png Pokemon Gold Ho-Oh different palette.png

The Ho-Oh sprite on Gold's title screen actually uses three colors, suggesting that it was originally intended to appear in all its brilliance instead of as a silhouette. The developers later assigned a palette to it that rendered all three of these colors as black, so its illustrious hues are not normally seen.

You can catch a glimpse of its non-silhouetted appearance by exploiting a glitch that causes the game to reset in mono Game Boy mode on the Game Boy Color, preventing the correct palettes from being loaded. The most reliable way to perform this is by listening to Machop's cry in the Pokédex, then attempting to use the Coin Case. Despite this, the used palette comes from the player and not a dummied out palette.

Contrary to Ho-Oh, Silver's Lugia uses only the two colors visible in-game. Due to how the pallets is assigned, using the glitch will only change the eye color of Lugia and use a slightly brighter shade of black. This suggests that the decision to render the legendary Pokémon in silhouette was made before Lugia's title screen sprite was created.

Both Pokémon are displayed in color on the title screens of the remakes.

Unused Collision Data

Following the collision data for Ilex Forest (tileset 0x1C), located at 37:7E33 in (J) 1.0, there are 0x60 unused bytes that would allow for 0x18 more blocks than the final tileset contains. The Ilex Forest block data does not have room for an extra 0x18 blocks, which means that it's not entirely clear whether the additional blocks were intended to be part of the collision data for this area. However, since the contents of these extra blocks are static, it suggests that they were. They would have used the following layout, in which each cell corresponds to one fourth of a block, the size of an in-game person:

Solid Walkable
Solid Walkable

Unused Tiles

Tileset 0x06

This tileset is used by Pokémon Centers. It contains blocks for a Gen I-style Pokémon Center that are never used. Below, you can see a reconstruction of a Gen I Pokémon center created by arranging these tiles:

Gen I Gen II
PKMN RBGY PokeCenter.png PKMN Gold Silver TS06 P03 DAY BetaConcept.PNG
PKMN Gold Silver TS06 P03 DAY Betablock.png

The tileset also contains an unused block whose tile has the wrong palette associated with it. As a result, it's red instead of blue.

Tileset 0x15

This tileset is used by caves. It contains an unused mine cart and corresponding tracks. However, no blocks ever use these tiles at all.

PKMN Gold Silver TS15 PB4 DAY.PNG

Tilesets 0x17 & 0x1A

Tileset 0x17, used by the Ruins of Alph, and tileset 0x1A, used by the Hall of Fame, share a 2×2 ground tile. This suggests that tiles may have been shifted from one tileset to another during development.

Tileset 0x17 Tileset 0x1A
PKMN Gold Silver TS17 PB7 DAY.PNG PKMN Gold Silver TS1A PB3 DAY.PNG

The color assignments of the Hall of Fame's tileset also hint at deleted tiles.

Tileset 0x1C

Tileset 0x1C is used by Ilex Forest. It contains two sets of tiles for the signpost, one duplicate and one unused. This was probably a last-minute change, included so as to allow the developers to reverse back at any moment.

PKMN Gold Silver TS1C PB4 NIGHT.PNG

Additionally, Ilex Forest doesn't use any blocks with sand on them, so this standard tile is unused within the forest.

Unused Tilesets

The mock-ups were modeled after this magazine scan.

The games contain unused block and collision data that was used to dump the unused city maps that were leftover from an earlier period of development. The unused block data can be found at 06:6BA0 in (J) 1.0, while the unused collision data is at 06:73A0. They are located after the block data of tileset 0x02, used by the final version of Goldenrod City.

The tileset itself is a mockup based on development leftovers in tileset 01, used by the game's cities, which still contains pagodas parts found at positions identical to the early block data. Only six tiles were added by fans added to produce the mockup tileset.

It seems that the block data was altered after the early city maps were created, copied over to newly-created tileset 0x02, then split to tileset 0x01, and subsequently forgotten about. This is particularly evident in the early Olivine City map, whose lighthouse is now comprised of mountain tiles instead of tower parts.

Additionally, block 0x0D seems to have been removed, causing it to be rendered as a black square in the earlier versions of both Goldenrod City and Olivine.

Tilesets 0x1F & 0x20

Tileset 0x01 seems to have evolved from unused tilesets 0x1F and 0x20, the latter of which seems to be an intermediary stage of progression:

Tileset 0x1F Tileset 0x20
PKMN GS TS1F.PNG PKMN GS TS20.PNG

Tileset 0x1F correctly displays pagodas, while 0x20 correctly displays route house roofs. The original graphics were apparently removed, so these mock-ups were created.

For an explanation of map and tileset naming schemes, please refer to the Notes page.

Unused Tile Palette Assignment Data

Found at 02:4547 in (J) 1.0 are 0x30 bytes that were once used to assign a palette to each tile of a now-removed tileset. The layout has been roughly recreated below, using the second color of each palette to represent its overall appearance:

This palette data seems like it may have been intended to fit tileset 0x09 from Gen I. Perhaps the tileset was ported to Gen II before being removed.

PKMN GS TS RBGY09.PNG

Notice how the carpet featured in tiles 0x37 and 0x38 is blue instead the usual red, which the dark shades of the Game Boy would have suggested.

Items

Dummied-Out Items

Introduction

Many of the item slots in Pokémon Gold, Silver, and Crystal are dummied out, replaced by identical placeholder names and descriptions. The placeholder name varies by region, but the description is always "?".

PKMNGnS-Terusama.png

In the Japan version, the dummied-out items are called "カビチュウ" (Kabichuu). This nonsensical name may be a combination of the "kabi" in カビゴン (Kabigon), the Japanese name for Snorlax, and the "chuu" in ピカチュウ (Pikachuu), the Japanese name for a Pokémon you've probably never heard of.

PKMNGnS-Kabichuu.png

In the Western localizations, the dummied-out items are called "Teru-sama". The Japanese attach "-sama" to the end of people's names to indicate high formality and respect. "Teru" may be a reference to developer Teruki Murakawa, who is credited as a programmer in the western releases, and as a coordinator in the Korean release.

Teru-Sama Korean Gold.png

In Korea, the dummied-out items are known as "?"; a full-width question mark.

These items can be bought and sold at Poké Marts. They cost a whopping ¥39,321, and sell for ¥19,660, roughly half that amount. The price seems less unusual when you consider that 39,321 is 9999 in binary-coded decimal. Binary-coded decimal is the format used by the Gen I games for monetary values, while the Gen II games utilize the plain binary integers format instead. The fact that this placeholder price is in the older format suggests that it's a holdover from an earlier point in development when Gen II used binary-coded decimal as well.

Notable Item Values

Most of the placeholder items are useless, meaning that if you hack one into your inventory, the only options available to you will be "GIVE", "TOSS", and "QUIT". You can force the "USE" option via additional trickery, but the only result is Professor Oak's cautionary "This isn't the time to use that!" That being said, there are three placeholder items with unique effects:

Two of these items are functional holdovers from Gen I:

  • 06: This item is found between the PokéBall and the Bicycle. It works similarly to the Town Map from the original games.
  • 38: This item is found between the Itemfinder and the ExpShare, and functions as a Poké Flute. It can be used to wake up sleeping party Pokémon both in and out of battle, but the "USE" option must be hacked back in. It only triggers the Poké Flute melody when used in the overworld with a sleeping Pokémon in the party. The melody does not play when used in battle, or if the player does not possess a sleeping Pokémon.

The other outlier is BE. Unfortunately, it has an invalid pointer, so it's unlikely that it was ever intended to have a "USE" option.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Are there additional usable placeholder items in other versions?

Crystal-Exclusive Items

Pokémon Crystal introduced several new event items. These overwrote several slots in the item list that had previously contained dummied-out items Gold and Silver.

  • 46: This slot is filled by the Clear Bell in Pokémon Crystal.
  • 73: This slot is filled by the GS Ball.
  • 74: This slot is filled by the Blue Card.
  • 81: This slot is filled by the Egg Ticket.

Gold & Silver were released in Korea much later than the rest of the world, on April 24th, 2002. By this time, Crystal had already been out in Japan for nearly a year and a half. It seems that developers working on the Korean versions took Crystal's existence into account when localizing the games' item text, as they replaced the placeholder names of dummied-out items 46, 73, and 74 with their Crystal equivalents. (For some reason, however, they neglected to rename item 81 to Egg Ticket.) The reason behind their efforts is unclear, however, as the items are still inaccessible in Gold and Silver, and their (lack of) function remains unaltered.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Were the placeholder descriptions updated too?

Other Values

There are a total of 33 dummied-out item values in Gold & Silver, including 26 not mentioned above. See the Notes page for a full list.

Unused Status Prevention Items

There are six unused item effects that, if they were assigned to items which could be held by Pokémon, would have prevented the holder from being afflicted by various status effects. They aren't consumed after use, allowing them to be used indefinitely.

# Effect
14 Prevents the holder from being poisoned, similar to the Immunity ability.
15 Prevents the holder from being burned, similar to the Water Veil ability.
16 Prevents the holder from being frozen, similar to the Magma Armor ability.
17 Prevents the holder from being put to sleep, similar to the Insomnia and Vital Spirit abilities.
18 Prevents the holder from being paralyzed, similar to the Limber ability.
19 Prevents the holder from being confused, similar to the Own Tempo ability.

When activated, 14, 17, 18, and 19 bestow their effect and trigger the text "[Pokémon]'s protected by [Item]!", while 15 and 16 merely bestow their effect without displaying a message.

These items may have been precursors to the status effect prevention abilities that were later introduced in Gen III. They may also be related to the Orb items referenced in a fan account of an early demo that was playable at Spaceworld '97:

"You also started off with 5 Pokéballs, 10 Potions, 10 Full Heals, 1 Stimulus Orb, and 1 Fire-Up Orb. (When equipped by a Pokémon, the Stimulus Orb would occasionally prevent it from falling asleep, and the Fire-Up Orb would occasionally prevent it from fainting.)"

While no effect corresponding to the Fire-Up Orb is present in this list, its Japanese name (Kiai Dama) and function are similar to the Focus Band (Kiai no Hachimaki).

Maps

Pokegold-olivinehouse.png
Unused Maps
Lake of Rage had a gym?

Minigames

Unused Memory Game

There are two kinds of machines in the Game Corner of Gold, Silver, and Crystal: a slot machine and a card flipping table. However, it appears that a memory minigame was also planned. The game can still be hacked back into a functional state. Accessing it requires coins and a Coin Case.

The object of the game is to find matching pairs of cards. If the flipped cards match, they are removed and displayed at the top of the screen. If they don't, both will be flipped back over. The player is given five chances to find matching pairs, after which the cards are dealt anew.

The game has three difficulty levels, determined by the values at CF14. These range from 01 to 03, and likely correspond to a bet of one, two, or three coins. The difficulty levels have an affect on the random placement of the individual card faces.

Many of the routines associated with this game are missing from the code, including the functions that would have allowed players to choose a difficulty level, earn prizes, or even exit the interface. That means that there's no way to win or stop playing, outside of resetting the game entirely.

Additionally, the graphical data for the cursor was commented out, which causes the game to display garbage. (The video on the right uses the PokéGear indicator as a substitute.)

A fully commented disassembly of the memory game is available on the Notes page.

Controls:

  • D-Pad Move the cursor.
  • A Button: Flip the selected card face-up.

Translation:

Japanese Translation Notes
とったもの Cards Acquired Indicates card pairs collected.
あと[#]かい [#] Turns Remaining Indicates the remaining number of attempts.
CARD いただき! Card obtained! Displayed when you get a match.
ざんねん... Too bad... Displayed when you fail to get a match.

Unused Slot Machine Symbol

Identifier 18 is an unused entry in the list of slot machine symbols that references the Bulbasaur doll sprite. There is no defined payout for successfully matching this entry, but you can force the game into trying to give you the three-Bulbasaur payout by enabling the GameShark codes below:

  • 011809C6
  • 01180DC6
  • 011817C6


(Source: Glitch City Forums)

Moves

Unused and redundant Egg Moves

Background Information

Gen II was the first generation to allow Pokémon breeding. In these games, players could drop off a pair of compatible Pokémon at the daycare, then come back after some time had passed to receive an egg.

Whether or not Pokémon were compatible was determined by two factors:

  1. Gender - Only Pokémon of the opposite sex were able to breed with each other. The only exception was the genderless Ditto, who could be partnered with any Pokémon, gendered or not, to produce an egg.
  2. Egg Group - Pokémon were organized by the developers into rough groups according to their physical characteristics. Pokémon who shared an egg group were determined to be physiologically similar enough to successfully breed.

Once the player received an egg, they would have to walk a certain number of steps before the egg would hatch. The resulting offspring shared the species of its mother, and the moveset of its father.

List of Moves

Several Pokémon in Gen II have unused egg moves, which are abilities that can be passed down to a newly-bred Pokémon by its father.

# Pokémon Move Notes
120 Staryu Aurora Beam Staryu is genderless, meaning that it can only be bred with Ditto and can't inherit a parent's moves. These egg moves were removed from Crystal onward.
Barrier
Supersonic
238 Smoochum Lovely Kiss The only Pokémon that can learn Lovely Kiss naturally is Jynx, which is a female-only species. Females couldn't pass down egg moves until Gen VI, and the male Pokémon that were gifted this move via events didn't share an egg group with Jynx. As a result, there is no way for Smoochum to inherit this move via legitimate means. This egg move was removed from Gen III onward.
043 Oddish Charm Charm is an unused egg move on Oddish as there are no legitimate fathers in the Grass egg-group who can learn Charm.
143 Snorlax Charm Same case as with Oddish, there are no legitimate fathers in the Monster egg group who can learn Charm. The only Pokémon in the Monster egg group that can learn Charm, Nidoran♀, is a female-only species.
001 Bulbasaur Charm Same as above, there are no legitimate fathers in either the Grass or Monster egg groups who can learn Charm.


(Source: IIMarckus, 伝説のスターブロブ2, Bulbapedia)

Additionally, Sweet Scent and Steel Wing are programmed as egg moves despite those two moves being TM moves. This makes the data redundant as TM/HM moves are already passed down by the father (in this case TM12 and TM47).

Unused Move Effects

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Further research is needed, as this list is likely not exhaustive. Check whether items such as the Poké Doll derive their effects from this list as well. (There are effects that raise accuracy and chance of escape.)

Like their predecessors, Gold, Silver, and Crystal have a number of unused move effects, though none of them seem to deal any damage.

You can test out different effects by modifying the effect of Pound: Just replace the values at 0x41AFF in Gold or 0x41AFC in Crystal with a value from the list below.

# Effect
0C Raises user's Speed by 1 stage.
0E Raises user's Special Defense by 1 stage.
15 Lowers enemy's Special Attack by 1 stage.
16 Lowers enemy's Special Defense by 1 stage.
35 Raises user's Special Attack by 2 stages.
37 Raises user's Accuracy by 2 stages.
38 Raises user's evasion by 2 stages.
3D Lowers opponent's Special Attack by 2 stages.
3E Lowers opponent's Special Defense by 2 stages.
3F Lowers opponent's Accuracy by 2 stages.
40 Lowers opponent's evasion by 2 stages.
8D Causes the opponent to flinch if user is faster, but deals no damage. Always misses if the user is slower, even when Mind Reader was used on the previous turn. (Video here.)

Pokémon

Inaccessible Shiny Variants

Every Pokémon in the game has a Shiny variant, but some of these aren't obtainable via legitimate means.

Mew

The only legitimate way to obtain elusive Pokémon #151 in Gold, Silver, and Crystal was to transfer over a Mew that had been uploaded to a Gen I cartridge at a Nintendo-sponsored distribution event. Unfortunately, every distributed Mew came with a fixed set of DVs that prevented it from becoming Shiny when traded to the next generation.

Shiny Mew (Gold) Shiny Mew (Silver)
Pokemon Gold Shiny Mew.png
Pokemon Silver Shiny Mew.png

Shiny Mew later became available in Pokémon Emerald. Japanese players were able to obtain an item called the Old Sea Map at one of Nintendo's distribution events, which enabled them to encouter a wild Mew at Faraway Island. This Mew had a regular probability of being Shiny.

Unown

All 26 forms of Unown have Shiny variants, but only "I" and "V" are accessible due to the way Gen II determines this Pokémon's forms and Shininess.

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Trainers

Unused Trainer Rosters

Pokémon Trainer Cal, found in Viridian City's Trainer House, is normally only accessible late in the game. Provided that the player didn't use Mystery Gift, he battles the player using Meganium, Typhlosion, and Feraligatr, all at level 50. However, there are two additional rosters associated with this trainer, both of which go unused:

Alternate Roster 1:

  • L:10 Chikorita
  • L:10 Cyndaquil
  • L:10 Totodile

(Video here.)

Alternate Roster 2:

  • L:30 Bayleef
  • L:30 Quilava
  • L:30 Croconaw

(Video here.)

Text

PKMNGnS-Objectevent.png
Unused Text
Gugyoo…

Version Analysis

Pokemon Gold and Silver (J) Flaafy back.png
Changed Graphics
Details of the graphical changes between release versions.
PGS-JK-sign.png
Version Differences
Change we can all believe in.