the cutting room mirror

es

Leftovers#

All the unused data from Red and Green and Blue remains in the code of Yellow, virtually all of it unchanged aside from a few exceptions, which are documented below:

Intercambio sin usar
A pesar de no estar disponible en el juego normal, el intercambio en el juego de Butterfree por Beedrill no utilizado se modificó ligeramente, y el Beedrill recibido cambió su apodo en inglés de "CHIKUCHIKU" a "STINGER".

Equipo Pokémon de depuración
La función de depuración que le da al jugador un equipo fijo de Pokémon vio su selección ligeramente modificada, dando a Amarillo lo siguiente:

  • Snorlax (nivel 80 con movimientos Vuelo, Corte, Surf, y Fuerza)
  • Persian (nivel 80 con movimientos Chirrido, Día de Pago, Golpes Furia, y Cuchillada)
  • Jigglypuff (nivel 15 con movimientos Canto, Destructor, y Anulación)
  • Pikachu (nivel 5 con movimientos Impactrueno, Gruñido, y Surf)

Idioma

Offset

Japonés

01:62E2

Inglés

01:623E

Alemán

01:6253

Francés

01:62C7

Italiano

01:628D

Español

01:6285

Main article: Pokémon Rojo y Azul

Audio sin usar#

Gritos sin usar#

Hay varios clips de voz sin usar para el Pikachu inicial del jugador.

Unused Song#

This unused track is present only in Yellow, and is located in the sound bank used by the game's extra features, including the "Pikachu's Beach" minigame. As revealed in leaked asset files, this theme was actually meant for Giovanni. Given the track's short loop, this tune was more than likely meant to play when the player talks to him before a battle.

(Source: Helix Chamber)

Unused Stereo Mixing#

Watch on YouTubeNormally, the game initializes the various in-game options when first booting the game and just before loading save data. However, if the game's audio is forced into one of the three Headphone (stereo) modes before the introduction plays, the introduction song is revealed to have stereo mixing, just like all the other songs in the game.

Sin embargo, el logotipo de "estrella fugaz" de Game Freak no tendría mezcla estéreo hasta la próxima generación de juegos.

Unused Code#

Unused GB Printer Function#

If the Game Boy Printer is properly connected, then calling address 3A:4E79 (referred to as "PrinterDebug" in the game's disassembly project) will mute the game's audio and attempt to use the printer to print a copy of the screen. For unknown reasons, if this is done on the overworld this will also glitch out the arrangement of tile blocks on the map, though the player can Fly/Teleport away if the original map was a normal town/route; otherwise, setting D366 ("wCurMapTileset") to 0x00 will allow the player to escape.

(Source: Pokémon Yellow disassembly, Torchickens, Glitch City Laboratories Forum.)

Unused Encounter Type#

Encounter types in Pokémon Yellow are defined by a single byte, with all used types including standard wild Pokémon encounters, those that take place in the Safari Zone, and the encounter initiated during the Old Man's Pokémon-catching tutorial. Encounter type 03, however, goes unused. In this mode, attempting to fight, access the item menu, or switch Pokémon triggers the unique message "Hurry, get away!". The player thus has no choice but to run, though fortunately the chance of escaping from this encounter type is hardcoded to always be set to 100%.

Because this encounter type only exists in Yellow, it may be that players would once have had the option to obtain their own Pikachu beyond the walls of Pallet Town, rather than being forcibly gifted one by Professor Oak before leaving. In this scenario, an encounter mode in which players were forced to escape if their party was empty would be essential for preventing the player from sending out an invalid Pokémon.

Para forzar este tipo de encuentro, ingrese el código de GameShark 010359D0 y luego active un encuentro.

(Source: Torchickens)

Unused Radness Bonus#

PikaBeach_750_Yellow.png

The minigame "Pikachu's Beach" has an unused "radness" bonus of +750 points, identifier 0x04, which isn't assigned to any number of flips, be they regular or "special" (forwards-backwards). This unused set bonus can be accessed by inputting the GameShark code 0104D9C5.

(Source: Torchickens)

Unused Trade Data#

In addition to the unused trade from Red and Blue, Yellow went ahead and added two more unused in-game trades, possibly placeholder data related to the removal of the in-game trades in Cerulean City and Vermilion City. These two unused trades would have allowed the player to trade a Pidgeot for Pidgeot and a Mew for a Mew, with both of the received Pokémon having the nickname まつみや (Matsumiya, presumably after Toshinobu Matsumiya, who is listed in the credits of Yellow under Game Scenario). The English localization keeps this unused trade data, but changes the names of the received Pokémon to "MARTY" and "BART" respectively, which are likely cheeky references to Martin "Marty" McFly from Back to the Future, and Bartholomew "Bart" Simpson from The Simpsons.

The trades themselves are fully functional and can be accessed by inputting the GameShark code found below and using the first glitch item in your bag. Replace "xx" with 02 for the Butterfree for Beedrill trade, 04 for the Mew for Mew trade, or 06 for the Pidgeot for Pidgeot trade, then use the first glitch item in your bag. Please note that this code also has some side effects: in all versions, the player's item data will be changed, and so will the stored Pokémon data.

English version

Japanese 1.0 version

01C37FDA
012180DA
01D381DA
01631DD3
013E21D3
01xx22D3
01EA23D3
013D24D3
01CD25D3
013E26D3
015427D3
01CD28D3
01B429D3
013E2AD3
01C32BD3
01D22CD3
01232DD3
01C92ED3

01C3B2D9
01A6B3D9
01D2B4D9
0163A2D2
013EA6D2
01xxA7D2
01EAA8D2
013DA9D2
01CDAAD2
013EABD2
0154ACD2
01CDADD2
01ADAED2
013EAFD2
01C3B0D2
01FFB1D2
0123B2D2
01C9B3D2

(Source: ChickasaurusGL)

Unused Catch Rates#

Pokémon Yellow was programmed with a few special considerations to take Generation II's Time Capsule in account, which will translate a Pokémon's catch rate into a held item when transferred. As such, Dragonair and Dragonite's catch rates were lowered from 45 to 27 (Dragonair) and 9 (Dragonite), which makes them significantly harder to catch, though neither of the two Pokémon can actually be encountered in the wild in Red and Blue. In addition, this changes their held items from a Bitter Berry in Red/Blue to a Protein (Dragonair) and Antidote (Dragonite). While Dragonair can be found in the wild in the Safari Zone in Yellow, there is still no way to have a wild encounter with a Dragonite during normal gameplay, leaving its catch rate and subsequently its held item to go completely unused.

(Source: IIMarckus)

Unused Graphics#

Leftovers#

The unused overworld sprites, unused tiles, and unseen areas all make a return from Red and Blue, unsurprisingly completely untouched.

Game Freak Tiles#

While these tiles are used in the Japanese version during the "Game Freak" portion of the intro, they never show up in the localized versions despite still being found in the VRAM. The exact same thing also happened back in Red and Blue.

Pantalla de título#

The localized title screen features a grand total of four unused tiles. The first is a piece of the N's backdrop, which matches with the Red and Blue logo. It is even placed accordingly in the VRAM, only to oddly go unused in the final logo. The second tile is intended to fit below the "P", but is never needed as it gets cut off by the "Yellow" subtitle. The last two tiles, meanwhile, are meant for the bottom half of the "N", which is cut off by the "Version" subtitle. Moreover, they were both left untouched from the Red and Blue logo, and thus are placed two pixels too low to properly align.

Original

Mockup

Officer Jenny#

Unused Frames

Animated Sprites

Officer Jenny has a full set of walking sprites, though she never walks at any point during the game.

Bulbasaur#

El Bulbasaur en la Ciudad Celeste está completamente estacionario y tiene la espalda contra una pared, lo que evita que el jugador interactúe con él desde atrás y deja su sprite de espalda completamente oculto.

Chansey#

Los Chaney encontrados en el Centro Pokémon y el zoológico en la Ciudad Fucsia son completamente estacionarios, dejando sus sprites traseros y laterales sin usar. Estos sprites pueden técnicamente verse en el juego, aunque requiere hacer uso del glitch de Pikachu fuera de la pantalla.

Pikachu's Beach#

The minigame "Pikachu's Beach" features a few unused sprites:

PikaBeach_Pikachu_SB_front_Yellow.png PikaBeach_Pikachu_SB_back_Yellow.png
Two unused sprites of Pikachu on its surfboard, one front-facing and one back-facing. In the final game, the only time that Pikachu faces a direction other than left or right is on the result screen, and even then it isn't on the surfboard.

PikaBeach_Good_Yellow.png PikaBeach_Yeah_Yellow.png
Two unused sprites saying "GOOD!" and "YEAH-", which may have been intended as compliments for good gameplay and/or successful flips. Left untouched in the localizations.

An unused sprite in the same style as the "START" and "OH NO.." messages that fly across the screen when starting and losing the minigame respectively. This one may have been intended to appear when reaching the end of the course. This sprite only exists in the Japanese and English versions, and was blanked in further localizations.

Japan

International

(Source: The Spriters Resource)

Tileset 00#

As it turns out, the unused flower tile from the previous games actually makes a return here, but this time it can now also be found in tileset 00, instead of only tileset 07. Just as before, however, it still gets overwritten in-game, meaning you never get to see it in action.

Original

Mockup

Tileset 13#

The tileset for the Summer Beach House on Route 19, despite being incredibly limited, somehow managed to feature two unused tiles. These two tiles are the ones which make up the white rectangle which also goes unused in Tileset 01 and 02. These tiles do not appear in any of the map's blocks.

Tileset

Unused Tiles

Unused Blocks#

Tileset 00#

The unused blocks from tileset 00, still as unused as before, but now with updated graphics.

Tileset 19#

  • Naked wall duplicate (03) (used is 05).
  • Messed-up blocks (04 and 08). Respectively the bookshelves and staircase blocks in Blockset 01, as Blockset 19 was built upon it.
  • Standalone cushion (0E). Standalone chair in Blockset 01.
  • Full wall block (11 to 13). Used as padding.

Texto sin usar#

Script Text#

Wild Encounter
The string brought up by the unused encounter type. Found right after the standard "Got away safely!" string. Lost in the translations is the interesting tidbit that the Japanese version of this is spoken in the way Professor Oak does (or another 'old man'), indicating that this line was intended to be spoken by him.

Japanese

English

French

German

Italian

Spanish

はやく にげるのじゃ!

Hurry, get away!

Vite! Fuyons!

Schnell weg!

Via, presto!!!

Deprisa, vete!

Sea Cottage
Would have likely been uttered by Bill if you tried to leave his house without helping him revert back to his human form. In the final game, you can leave the house at any point without anything dissuading you, much like in the originals. Found right before Bill's "I'm a POKéMON..." string.

Japanese

English

French

German

Italian

Spanish

なんや どこ いくんや!
ちょっと まちーな

Whoa, don't go
anywhere, wait!

Hé! Attends!

Hey, lauf nicht
fort!

Ehi tu, fermati!

¡No te muevas!
¡Espera!

Isla Canela
Una línea que se encuentra al final de las cuerdas que usan los entrenadores en el gimnasio de Blaine. Probablemente alguna vez se asignó a un entrenador que finalmente se eliminó.

Japonés

Inglés

Francés

Alemán

Italiano

Español

クイズに こたえろ!

Come on, answer
the question!

Alors, tu
réponds?

Weißt du etwa die
Antwort nicht?

Avanti, rispondi o
forse non la sai?

¡Venga! ¡Responde
la pregunta!

Audio

gritos sin usar#

aqui tenemos multiples gritos y voce para el pikachu acompañante del jugador que nunca se usan. esas voces fueron hechas por Ikue Ohtani, la acttris que le ad voz a pikachu en la version japonesa del anime de Pokémon . De 42 gritos, 16 no se utilizan. El estado de ánimo, por supuesto, está abierto a la interpretación del oyente.

Japanese

International

チクチク

STINGER

These two strings are assigned to the two other unused trades, with "Marty" being assigned to the Pidgeot and "Bart" being assigned to the Mew.

Japanese

International

まつみや

MARTY

まつみや

BART

A string which is only ever used in the case of a memory error. Found right before Professor Oak's opening lecture.

Japanese

English

French

German

Italian

Spanish

イエローバージョンの
メモリが たりません

Not enough Yellow
Version memory.

Mémoire Version
Jaune manquante!

Es ist zuwenig
Speicher frei!

Memoria
insufficiente!

Insuficiente
memoria libre!

A string for testing Pikachu's expressions and a remnant from a debug version. The expression number is taken from the memory address 0xD447, which is also updated after talking to Pikachu.

Japanese

English

French

German

Italian

Spanish

ナンバー ($????) のひょうげんです!

This expression is No. ($D447).

(Source: Pokémon Yellow disassembly project, \osrc\OriginalSource\yellow\Document\Script\yelmsg_2.txt)

Version Differences#

Revisional Differences#

To do:
Document the other changes in Japanese Yellow revisions 1, 2 and 3.

Introduction Cutscene#

The two screens which precede the opening cutscene were changed during the game's localization. In the first, the copyright dates were updated. As for the "Game Freak presents" screen, the "presents" graphic doesn't appear for some odd reason, despite it still being found in the VRAM.

Japan

International

Title Screen Changes#

The title screen had the logo changed to its international equivalent, the "POCKET MONSTERS" subtitle was removed, the copyright dates were updated, the "Yellow Version" subtitle was added, and the speech bubble was not only repositioned, but its contents were also changed from a stylized "ピカチュウ" (Pikachu) to a simple "Pika!". Border-wise, "POKEMON PIKACHU" was unsurprisingly changed to "POKéMON YELLOW".

Japan

International

The "Pocket Monsters" to "Pokémon" change also affects the printable score screen for the Pikachu's Beach minigame:

Japan

International

Game Boy Color#

Game Boy Color support was added to the international releases. There is no Japanese version with this enhancement.

Carryovers#

A lot of the changes which took place in Red and Blue still apply here. For example, while the overworld tileset was updated for this version, all the tile changes which existed in Red and Blue still apply to their respective localizations. Meanwhile, the town map screen features the same differences between the Japanese and International versions.

Revision 1#

Technical Changes

The v1.1 release of Japanese Yellow ("Rev 1") changes the contents of restart vector 0x38 (rst $38) from jp F080 (arbitrary code execution in Echo RAM of D080 on an actual Game Boy) to point to another rst $38 (0xFF). The purpose of this original jp F080 is unknown, except it appears too in some other Game Boy games such as Bonk's Adventure and may have been some kind of debug handler.

The later change to another rst $38 is the cause of the infamous blue bar freeze pattern which was carried forward to the localisations as well, because the continuous jump back to 0x38 overwrites the stack and later the rest of the memory, including the VRAM with a continuous 00 39 pattern.

Revision 1 also alters some unidentified data. A byte comparison reveals many changes, but it is unknown which (if any) have a notable effect on the gameplay, and lots are simply a result of data being moved around. Other than updates to pointers, some data/code starting from 0x68 has been altered for unknown reasons.

Another example of a change is the data block at 0xF32AA (in bank 0x3C after Vermilion Gym trash can data), which has been greatly altered.

(Source: CasualPokéPlayer/Torchickens)

Revision 2#

Technical Changes

The v1.2 release of Japanese Yellow ("Rev 2") makes some further changes of unknown significance. The earliest change is at offset 0x69 (byte 0x30 is now 0x20) and to some of the bytes which follow it. Additionally, there are some additional changes to the previously mentioned data block at 0xF32AA, but these are more minor compared to the differences between the initial release and rev 1 and consist of some occasional single byte changes.

Revision 3#

Bug Fixes

The v1.3 release of Japanese Yellow, also known as "Rev 3", fixes a bug in which having Pikachu stand on one of the boulder switches in Victory Road will remove its corresponding wall tiles (as if the player pushed a boulder on to the switch) for all boulder switches but the one found in 1F. This fix was carried over to all localized versions of the game.

(Source: Legendary Starblob, ChickasaurusGL.)

Technical Changes

The earliest change is again to data around 0x68. A huge amount of data has also been wiped out with 00 bytes (such as the data block at 0xF32AA).

For text files of every single byte change, see this page.

Virtual Console Release#

Which version of the game players were able to access via the Virtual Console depended on which region they were in. Japanese players got the original Game Boy version, whereas audiences in other countries got the Game Boy Color version. Because the Japanese VC release is locked to Game Boy mode, its Super Game Boy enhancements are inaccessible. Likewise, because the international VC releases are locked to Game Boy Color mode, both their Super Game Boy borders and their monochrome Game Boy mode are completely inaccessible.

Jynx#

Jynx's sprites in the International Virtual Console re-release were updated to match the Pokémon's updated skin color. This effect was achieved by some of the 8x8 tiles composing the sprite being assigned an altered palette where black is replaced with purple. This technique was not used for any other Gen I or II sprites, making Jynx the only Pokémon in any of these games to have a sprite with more than two colors.

International GBC

International VC

PokemonYellowJynxorig.png PokemonYellowJynxBattleorig.png

PokemonYellowJynxvc.png PokemonYellowJynxBattlevc.png

Move Animations#

The following move animations were changed slightly to avoid rapid flashing; as usual, this is to comply with current seizure protection standards.

  • Blizzard
  • BubbleBeam
  • Confusion
  • Dream Eater
  • Explosion
  • Guillotine
  • Hyper Beam
  • Mega Kick
  • Mega Punch
  • Psychic
  • Reflect
  • Rock Slide
  • Selfdestruct
  • Spore
  • Thunderbolt

(Source: Serebii)

Game Boy Printer#

La opción de imprimir las entradas de la Pokédex con la Game Boy Printer estaba deshabilitada en la Consola Virtual. Otras características de Game Boy Printer no se modificaron, aunque esto significa poco, ya que la Game Boy Printer no se puede conectar a Nintendo 3DS.

Trading#

Wireless trading was included in the Virtual Console release via the use of a modified emulator that spoofed the Link Cable without affecting the ROM. Moreover, the line "The link has been closed because of inactivity. Please contact your friend and come again!" was changed to "Please come again!"

Pikachu's Beach#

The Pikachu's Beach minigame was made available to the player's starter Pikachu regardless of whether or not it knows Surf. However, the three posters in the Summer Beach House are still programmed to only give the player surfing tips if their party contains a Surfing Pikachu.