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Pokémon Gold and Silver/Unused Maps

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Pokémon Gold and Silver
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This is a sub-page of Pokémon Gold and Silver.

Buried in Pokémon Gold & Silver are several unused maps, as well as earlier versions of used maps. This map data also exists in Crystal.

Prototype Maps With Event Data

Three of the unused maps have event data associated with them, such as Pokémon encounters and NPC dialogue.

Olivine House

Description

Pokegold-olivinehouse.png

This map, a regular house, contains a female NPC and her Rhydon. Both can be interacted with.

PGS-PharmacyRhydon.gif

The Rhydon was mistakenly assigned the two-frame sprite seen in the party menu, instead of the the four-directional overworld sprite normally used. As a result, when in motion, its graphic flickers between the menu's Rhydon and Clefairy sprites.

Rather than totally removing the exit to this map, the developers opted to place its warp tile in an inaccessible area at the upper‐left corner of Olivine City.

Dialogue

The female NPC's dialogue reflects an earlier stage of development: She claims that the pharmacy is located in Ecruteak City. In the final game, it's found in Cianwood.

Language Woman's Dialogue Rhydon's Dialogue
Japanese
あたしの ポケモンが
びょうきに なったときは
エンジュの クスリやさんに
クスリを つくって もらったの
サイドン『ぐごーおお!
Korean
내 포켓몬이
병이 났을 때는
인주시티의 약국에서
약을 조제해서 받았단다
코뿌리『쿠오오!
English
When my POKéMON
got sick, the
PHARMACIST in
ECRUTEAK made some
medicine for me.
RHYDON: Gugooh!
German
Als mein POKéMON
krank war, hat der
APOTHEKER in TEAK
CITY eine Medizin
zubereitet.
RIZEROS: Gugooh!
French
Lorsque mes POKé-
MON sont malades,
le PHARMACIEN de
ROSALIA me fait
des médicaments.
RHINOFEROS: Feros!
Spanish
Cuando mis POKéMON
enfermaron, el
FARMACÉUTICO de
CIUDAD IRIS me
dio una medicina.
RHYDON: ¡Rhydo!
Italian
Quando s'ammalò
il mio POKéMON
il FARMACISTA
di AMARANTOPOLI mi
fece una medicina.
RHYDON: Riii, Riii

Access

The map can be accessed by using the two GameShark codes below:

Wall-Disabling Code

Gold/Silver (Japan) Gold/Silver (West) Gold/Silver (South Korea) Crystal (Japan) Crystal (West)

010097CE
010098CE
010099CE
01009ACE

0100A3CE
0100A4CE
0100A5CE
0100A6CE

010078CE
010079CE
01007ACE
01007BCE

01003ED1
01003FD1
010040D1
010041D1

0100FAC2
0100FBC2
0100FCC2
0100FDC2‏

Warp Tile Behaviour Code

This codes make warp tiles behave like hole tiles, allowing the player to warp even when there's no door.

Gold/Silver (Japan) Gold/Silver (West) Gold/Silver (South Korea) Crystal (Japan) Crystal (West)

0160FED1

01600BD2

0160C0D2‏

0160D7D4

0160E4D4

Safari Zone

These unused maps are particularly interesting, as they indicate that Kanto's Safari Zone was originally intended to make an appearance in Gold & Silver.

Gate House

Description

PGSC-SafariEntrance.png

The first unused Safari Zone map is the gate house. Alas, it's empty of NPCs.

Access

PKMNGnS-Sfopen.png

An exit to the gate house still exists in Fuchsia City. It can be accessed in one of two ways:

  1. Writing 0x3A to ROM address 2A:660E in any version of Gold, Silver, and Crystal.
  2. Using the Game Genie code 3A6-0E9-19F.

Zone 1

The second unused Safari Zone map is the first zone. This area has no exits, meaning anyone who saves inside is doomed forever.

Like in Red, Green, Blue, and Yellow, this map uses the Evolution music.

No wild Pokémon can be found in the tall grass or on the water's surface, but Krabby, Kingler, Staryu, and Corsola can be caught via fishing.

The map is missing an exit back to the gatehouse. However, it does feature some unique water fountains that use the water palette and its palette animation. The funny-looking patches of ground in this area are deleted tiles that have been replaced with 0xFF, a tile that's normally reserved for sprite and text graphics. This can be seen by pausing the game.

The water is animated too, but I'm too lazy to capture it.

Prototype Maps Without Event Data

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

The remaining unused maps don't have entries in the global map table, and seem to lack event data entirely.

Hmmm...
To do:
Describe the differences between the early and the final versions of these locations, and post comparison screenshots.

Early City Designs

These maps provide a glimpse at the changes Johto's cities went through during development.

New Bark Town

Map 2A:7AFB is an early version of New Bark Town. It contains a Pokémon Center.

Early Final
PKMN GS Map2A 7AFB TS20.PNG New Bark Town GSC.png

Cherrygrove City

Map 2A:69F3 is an early version of Cherrygrove City. In this version, the Pokémon Center and Poké Mart aren't next door to each other. Additionally, one of the houses bears a more traditional design.

Early Final
PKMN GS Map2A 69F3 TS1F.PNG Cherrygrove City GSC.png

Violet City

Map 2A:5659 is an early version of Violet City. The traditional-style buildings in the unused version are less short and squat, and have angular tiled roofs. This includes Sprout Tower.

The Pokémon Center, Poké Mart, and Gym are conveniently next door to each other, and a house is missing at the lower left.

Early Final
PKMN GS Map2A 5659 TS1F.PNG Violet City GSC.png

Azalea Town

Map 2A:76C3 is an early version of Azalea Town. Notice how it is on the seaside edge of the map.

Early Final
PKMN GS Map2A 76C3 TS20.PNG Azalea Town GSC.png

Goldenrod City

Map 2A:5D07 is an early version of Goldenrod City. Notice that it has a gate on the ocean side next to the radio tower, which might imply a ferry port.

Early Final
PKMN GS Map2A 5D07 TS20.PNG Goldenrod City GSC.png

Ecruteak City

Map 2A:688B is an early version of Ecruteak City. There was supposed to be a midway stop between Goldenrod City and Saffron City.

Early Final
PKMN GS Map2A 688B TS1F.PNG Ecruteak City GSC.png

Olivine City

Map 2A:7993 is an early version of Olivine City.

Early Final
PKMN GS Map2A 7993 TS20.PNG Olivine City GSC.png

Cianwood City

Map 2A:680D is an early version of Cianwood City.

Early Final
PKMN GS Map2A 680D TS1F.PNG Cianwood City GSC.png

Mahogany Town

Map 2A:71AF is an early version of Mahogany Town.

Early Final
PKMN GS Map2A 71AF TS1F.PNG Mahogany Town GSC.png

Lake of Rage

Map 2B:4180 is an early version of the Lake of Rage. It was a city earlier in development, which is probably the reason why it can be flown to in the final version.

Early Final
PKMN GS Map2B 4180 TS1F.PNG Lake of Rage GSC.png

Blackthorn City

Map 2A:4C34 is an early version of Blackthorn City.

Early Final
PKMN GS Map2A 4C34 TS1F.PNG Blackthorn City GSC.png

Early Interior Designs

Some of the interior locations in Gold & Silver evidentially went through a redesign.

Player's Bedroom

Map 2A:4546 is an earlier version of the player's bedroom.

Early Final
PKMN GS Map2A 4546 TS05 PB3.PNG File:Pokémon GS-Player Bedroom.png

Pokémon Center

Main Floor

Map 2A:5FD7 is an early version of the Pokémon Center's main floor. It lacks the staircase that would normally lead to the second floor connection center.

Early Final
PKMN GS Map2A 5FD7 TS06.PNG File:Pokémon GS-Pokémon Center 1F.png

Cable Club

Map 2B:4A01 is an early version of the Cable Club. It appears to have a ground floor entrance, which suggests that the club was originally going to in a separate building. It's possible that only certain cities would have Cable Clubs, which developers could use to restrict players' ability to trade before reaching a certain point in the game. Additionally, it has only one chamber, rather than being divided into a Cable Club area and a Time Machine area.

Early Final
PKMN GS Map2B 4A01 TS06.PNG File:Pokémon GS-Pokémon Center 2F.png

Elevator

Map 2B:5F76 is an early version of the elevator. It's bigger than the one in the final game.

Early Final
PKMN GS Map2B 5F76 TS0B.PNG File:Pokémon GS-Elevator.png

Unused Interior Maps

These location interiors go entirely unused.

Pewter City Museum of Science

Evidence left in the ROM points to tileset 0x09 from Red, Green, Blue, and Yellow not only getting a palette but also being used at one point during development. While no block data remains, the actual map data is still there and fits the Pewter Museum of Science perfectly. Without further ado, this is what they would have looked like in Gold, Silver, and Crystal, using the individual blocks and tileset graphics of the original games with the associated colors from Gold and Silver:

Floor 1

Map 2B:42FC is the first floor of the unused Pewter Museum of Science.

PKMN GS Map2B 42FC TS21 PB3.PNG

Floor 2

Map 2B:4324 is the second floor of the unused Pewter Museum of Science.

PKMN GS Map2B 4324 TS21 PB3.PNG

Cinnabar Island Pokémon Lab

The maps of the Pokémon Lab on Cinnabar Island were found completely intact in Gold, Silver, and Crystal.

Hallway

Map 2B:4360 is the hallway of the unused Cinnabar Island Pokémon Lab.

Gen I Gen II
PKMN RBGY CinnabarIsland Hallway.png PKMN GS Map2B 4360 TS0A.PNG

Room 1

Map 2B:4384 is the first room in the unused Cinnabar Island Pokémon Lab.

Gen I Gen II
PKMN RBGY CinnabarIsland Room1.png PKMN GS Map2B 4384 TS0A.PNG

Room 2

Map 2B:4394 is the second room in the unused Cinnabar Island Pokémon Lab.

Gen I Gen II
PKMN RBGY CinnabarIsland Room2.png PKMN GS Map2B 4394 TS0A.PNG

Room 3

Map 2B:43A4 is the third room in the unused Cinnabar Island Pokémon Lab.

Gen I Gen II
PKMN RBGY CinnabarIsland Room3.png PKMN GS Map2B 43a4 TS0A.PNG

Unknown House 1

Hmmm...
To do:
At least it looks like that house. Confirm it.

Map 2B:44C8 is the first of two unused house interiors that lack event data. It resembles a house in Celedon City that was accessible in Gen I.

Gen I Gen II
PKMN RBGY House.png PKMN GS Map2B 44C8 TS0C PB3.PNG

Unknown House 2

PKMN GS Map37 4CE2 TS0A.PNG

Map 37:4CE2 is the second of two unused house interiors that lack event data. The tileset must have been altered since this map was created.

Unknown Office

PKMN GS Map37 4D0E TS0C PB3.PNG

Map 37:4D0E is an unused office interior. It's possible that it was located in the Silph Co. building, or in Celedon Mansion.

Early Route Designs

Route 23

Map 2B:7A2A is an early version of Route 23.

Early Final
PKMN GS Map2B 7A2A TS03 MB10.PNG File:Pokémon GS-Route 23.png

Early Dungeon Designs

Rocket Hideout

Either the Team Rocket hideout in Mahogany Town was supposed to be somewhat different or there was another hideout planned for Goldenrod City.

Floor 1

Map 2B:744D an early version of Rocket Hideout's first floor.

Rocket Hideout - 1F
PKMN GS Map2B 744D TS19.PNG

Floor 2

Map 2B:755B is an early version of Rocket Hideout's second floor.

Rocket Hideout - 2F
PKMN GS Map2B 755B TS19.PNG

Basement

Map 2B:7777 is an early version of Rocket Hideout's basement.

Rocket Hideout - B1
PKMN GS Map2B 7777 TS19.PNG

Sprout Tower

The Sprout Tower used to be much bigger than its current form. Notice the different statues as well as there being no entrance carpet. Floor number 4 is missing from the unused maps.

Floor 1

Map 2A:4940 is an early version of Sprout Tower's first floor.

Map 2A:4940: Sprout Tower - 1F
PKMN GS Map2A 4940 TS14 PB7.PNG

Floor 2

Map 2A:5B9F is an early version of Sprout Tower's second floor.

Sprout Tower - 2F
PKMN GS Map2A 5B9F TS14 PB7.PNG

Floor 3

Map 2A:6C0F is an early version of Sprout Tower's third floor.

Sprout Tower - 3F
PKMN GS Map2A 6C0F TS14 PB7.PNG

Floor 5

Map 2A:4A4E is an early version of Sprout Tower's fifth floor.

Sprout Tower - 5F
PKMN GS Map2A 4A4E TS14 PB7.PNG

Floor 6

Map 2A:5F7D is an early version of Sprout Tower's sixth floor.

Sprout Tower - 6F
PKMN GS Map2A 5F7D TS14 PB7.PNG

Floor 7

Map 2A:6F93 is an early version of Sprout Tower's seventh floor.

Sprout Tower - 7F
PKMN GS Map2A 6F93 TS14 PB7.PNG

Floor 8

Map 2A:40B4 is an early version of Sprout Tower's eighth floor.

Sprout Tower - 8F
PKMN GS Map2B 40B4 TS14 PB7.PNG

Floor 9

Map 2A:4B5C is an early version of Sprout Tower's ninth floor.

Sprout Tower - 9F
PKMN GS Map2A 4B5C TS14 PB7.PNG

Unknown Dungeon Floor

Map 2B:7669 is an unused dungeon room. While this is the only tileset that fits the map data, it seems somewhat wrong.

PKMN GS Map2B 7669 TS14.PNG

Unknown Forest Dungeon

Map 2A:5A37 may be an early version of Ilex Forest or Mt. Silver. Notice how it used to be entered from below instead of via a gate. The cave entrance suggests it might be an early Mt. Silver.

PKMN GS Map2A 5A37 TS1F.PNG

Unknown Caves

There's not much to say about these empty caves. One is probably a quick test map to see if there's enough room in the tileset and/or block data to build an actual cave.

Cave 1

Map 2B:455F is the first of three unused caves.

Unknown Cave 1
PKMN GS Map2B 455F TS15 PB4 NIGHT.PNG

Cave 2

Map 2B:63C7 is the second of three unused caves. Its layout seems to resemble English letters.

Unknown Cave 2
PKMN GS Map2B 63c7 TS15 PB4 NIGHT.PNG

Cave 3

Map 37:4000 is the third of three unused caves.

Unknown Cave 3
PKMN GS Map37 4000 TS15 PB4 NIGHT.PNG

Unused Dungeon Maps

Ruins of Alph - Unsolved Puzzle Room

Map 2B:4B3F is an unused Ruins of Alph chamber. It may have been used by a programmer to get the coordinates for the blocks that are set via script in the used rooms that have the solved riddle as default map layout.

PKMN GS Map2B 4B3F TS17.PNG

Other

Cut-Outs

Most of the maps were cut out from sheets of several maps. In some cases, the last row of the map wasn't assigned to be a part of the in-game room, but since most of the unseen tiles are border blocks anyway, there is no visual difference.

  • 2B:4C43 - Sprout Tower cut-out
  • 2B:4C9D - Sprout Tower cut-out
  • 2B:4CF7 - Sprout Tower cut-out
  • 37:4700 - S.S. Aqua's interior cut-out

Undumped Map

Map 2B:7CA3 is an unused map that has yet to be dumped because no tileset fits it. Even though unused tile palette assignment data matching tileset 0x09 from Red, Green, Blue, and Yellow have been found inside Gold, Silver, and Crystal, the former games' tileset 0x09's block data as well as the matched-up data from above, do not fit this map either.

The tileset and/or blockdata this map uses was probably merged with some other tileset's or altered beyond recognition. This map is likely 5×4 blocks. The general layout is as follows:

15 15 15 15 15
16 28 16 16 16
16 16 16 16 16
16 16 1A 02 02

All values are in hexadecimal. 0x02 seem to be plants, 0x15 is a row of bookshelves or a plain wall, 0x16 is floor, 0x1A is an entrance carpet, and 0x28 might be just about anything, maybe a table or a chair.