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Generation I Glitch Discussion

Glitchy effects of using fly without having been to palette town - Page 1

Glitchy effects of using fly without having been to palette town

Posted by: pokechu22
Date: 2014-03-08 18:27:38
I've discovered something I find interesting. 

If one uses fly without ever having visited pallet town (impossible under normal circumstances, but doable with cheating), they get a large number of glitch effects. 

The following contains related links and videos. 



I've recorded a fair amount of video for this.  The original is an hour long, and is corrupt.  I recommend viewing the 8-times speed version.  I also have a 64-times one (Warning: this contains rapid flashing lights due to the nature of the speed).  You can view the (completely broken) original video here.

I've also backed up every single savestate I used.  (State 10 is set up to be treated as "Export backup", so I have a large quantity.  They are available at my google site.  They were captured on VBA-M SVN 1149.

A save file is also available.  Specific save states will be linked to as their effects are mentioned.

I used TheZZAZZGlitch's debug yellow hack to make these, for my convenience.  From some minor testing, the same effects occur on a regular game (excluding the crash with beeping noises).

Images used here are hosted on imgur.  The full album of them is here



Ok.  Now for the actual information:
To preform this trick, you will probably need to cheat.  In addition, you will need a copy of Pokémon Yellow (I have NOT tested this with red/blue) which you are willing to start a new game on. 

If you are using debug yellow, do the following:

Note that it is actually 100% optional to go to Viridian city from the glitched route 1.  Doing so, however, makes going to the map simpler. 

I'm not going to describe the way you get there normally.  You can, however, use the save file I have provided.


Ok, so once you are here, what can you do?

First off, just select your Pokémon and try to use FLY.  That should show you some effects.

Here's some of the locations you can fly to:

[table][tr]
[td][img]http://i.imgur.com/tkHrBTI.png[/img][/td]
[td][img]http://i.imgur.com/AW6M1YG.png[/img][/td]
[td][img]http://i.imgur.com/UVWUczd.png[/img][/td]
[td][img]http://i.imgur.com/NdfI4qy.png[/img][/td]
[/tr][/table]

I've seen others but don't have screenshots.

Assuming you went to viridian city:
If you press UP while there, it will take you to viridian city.  Pressing UP again will take you to the glitch area.  (It's name randomizes and causes its own glitches, BTW)
If you press DOWN, it will take you to viridian city.  Always. 

If you haven't been to viridian city, and are flying from route one:
UP re-randomizes the name and causes glitch effects.
DOWN causes the game to hang.  (Not a crash, just stops it)

When you fly to these, it attempts to take you to map FE.  This map usually crashes your game.  (I've had other cases, which I will talk about later…)

Here's what map FE looks like:
[img]http://i.imgur.com/8xupVdx.png[/img]

Of course, if that was all that happened, this wouldn't be that interesting.

The map names cause glitches themselves.  (The number 9 is tile 0xFF, so the game is loading stuff which is like that…)
For instance, when you exit, you may find yourself in a battle with a glitch trainer. 
[table][tr]
[td][img]http://i.imgur.com/piH5Sf3.png[/img][/td]
[td][img]http://i.imgur.com/QBIKs44.png[/img][/td]
[td][img]http://i.imgur.com/o96JQGz.png[/img][/td]
[/tr][/table]
This trainer also triggers the ZZAZZ glitch.  You can't actually battle the trainer; you send out no Pokémon.  You must instead select items, and then press B.  A interesting side-glitch is that you automatically select your first item when you open your items list.  If you weren't fighting a ZZAZZ trainer, this would be bad, as it would be impossible to escape.  Fortunately, ZZAZZ trainers kick you out if you use a item.  (You open the debug item in this case; pressing B terminates your use.)

This trainer sets the color pallets to blue and green.  If you wander the world, it remains so.  Your party is also damaged, so you WILL crash if you try to view it.

The auto-select effect is probably from the Professor Oak intro, which I skipped.  The forced-use effect continues on forever, even after leaving the battle.

If you ever accidently open up the item menu, you can get out of it with the debug item: Go to Miscellaneous, and then Display Area Text.  A parameter of 0 will open up your menu, allowing you to escape by pressing b. 

After battling the trainer, you will fly back to the ground. 
(Unless you used B to exit the fly screen.  The battle can still start then…)


Another effect you can get is map corruption. 
[img]http://i.imgur.com/L4UZ4AY.png[/img]
When this happens, you will run in place for around 15 seconds, and then fly as you normally would.  (The fly DOES cause the game to crash, but that is the nature of the resulting map).  This effect will occur even if you were to press B, or select vermilion city.  (Excluding the crash).


You can end up getting other kinds of palette corruption, too.  Being on route 2 often gives me a purple screen.
[img]http://i.imgur.com/ereyPnz.png[/img]
Unlike the ZZAZZ trainer, this goes away if you enter any building or do anything.  (Except look at your player stats.  Interestingly, the game saves the chosen palette when you do that and it reloads).


Sometimes, when you exit the map screen, your game will turn entirely white.  If you change the color palette (Options > Gameboy > Colors on the VBA-M), you will see what actually happened. 
[table][tr]
[td]http://i.imgur.com/mRtgV2O.png[/td]
[td]http://i.imgur.com/qzXrCmZ.png[/td]
[/tr][/table]
The game remains like that forever. 


Occasionally, you get even weirder effects.  For instance, one time I heard the safari zone music playing.  The game had brought me to a glitch safari zone.
[table][tr]
[td]http://i.imgur.com/FCXktGv.png[/td]
[td]http://i.imgur.com/8tY79Yk.png[/td]
[/tr][/table]
Of note: stepping did not trigger the PA; but I was stuck in a rather impossible to escape glitch city.


A effect this sometimes causes is a slowed-down text draw rate.  You might not know it, but the town map actually reads your text speed, partially.  In this case, it was about one letter a second.  Holding A or B sped it up.  The same effect went to any other menu.  Trying to view the options took forever.  (It stays on a white screen while it loads; but if you turn on the altered colors it will show you…)
This effect is often bundled with other, worse effects, such as party corruption and absolute crashes. 


On the subject of party corruption, it once happened to me.
[img]http://i.imgur.com/c5l0NRG.png[/img]
It resulted in an interesting thing: I could literally watch the text reload and redraw.  (The slow-text was active).
The only thing that made this different from a super glitch party was one Pokémon.  Whom I just so happened to swap.  So I actually got to watch what happens when super glitch opens the party.  (I have a video, but I'll need to upload it and that will have to wait until the rest upload.)


There were other effects, which I will show in the video, but are hard to describe in text.  On the subject of those videos, the main one (1 hour) corrupted in upload.  I'm uploading shorter versions (one 64 times the speed and one 8 times), which should show what happens.  I'm also planning on splitting the big video into sub-parts, describing each effect.




Here will be a video on one of the glitch effects I got: slowed-down text.




If this is interesting, I recommend you try it.  I have a save file and other stuff above.  –Poke

Re: Glitchy effects of using fly without having been to palette town

Posted by: camper
Date: 2014-03-08 23:18:36
That's interesting. I tried to do this in Red by changing the Fly Destination bytes D70B-D70C to 00 00, meaning no destination is unlocked at all. The effects were milder.

The default destination shown in the map is a bit northeast of where the East Snorlax sleeps. The name is just empty space followed by an dialog arrow, so a press of A or B is needed. Pressing up goes to the same destination (since there's no available destination). Pressing down locks up the game since all buttons won't work.

The place can't be flown to, however, since a battle with a hooked Tentacool in Old Man battle style (no Pokemon sent out and auto-select first item) and scrambled sprites is started when the location name is viewed, no matter you select Fly or exit the menu. If you exit the menu, the screen is changed as you're actually in a battle (may not be true, since you can still use Rare Candies). http://i.imgur.com/R0blTmo.png The auto-select feature is active so don't go in the Items menu! You'll be forced to toss the items until an item that lets you exit the menu is used. (e.g. Pokeflute, Bicycle) The Safari Zone flag is also set, and the PA will call if you attempt to run from the Tentacool and fail. You'll exit from the battle when you successfully use an item or switch to a Pokemon, because of the Old Man battle style. Your name as a Pokemon will appear to be "      iiIII". http://i.imgur.com/oxoXtFv.png

The palette is forever stuck to the one on the Fly screen until you reset.

Re: Glitchy effects of using fly without having been to palette town

Posted by: pokechu22
Date: 2014-03-09 00:31:08
That's almost exactly the same effect I was getting.  In this case, the name usualy triggers a battle.  (With a ZZAZZ trainer rather than a hooked pokemon, but interesting.  The destination you talk of seems like this one, but more stable.  (As in, the name always looks the same; this seems to cause random effects.)

I'll need to mess around with red as well.  This could be very interesting. 

Re: Glitchy effects of using fly without having been to palette town

Posted by: Torchickens
Date: 2014-03-09 10:06:17
Nice finds. There have certainly been a couple of interesting posts today and yesterday.

For what it's worth I remember messing around with the Fly destinations a long time ago and getting what may have been the glitch ZZAZZ battle with ", A" through a different method. I believe I did that by RAM editing a value directly relating to where the bird is on the Fly screen, but since it's more than a couple of years ago, I don't remember. Your research on this is much more thorough than mine though; I only talked about the battle.

Like camper says, you don't have to change the current map/exit destination to something other than Pallet Town. You can simply change the available Fly bytes (D70A, D70B in Yellow) to 00, 00. This way, you could probably access the glitch with "ws m".

Certain values other than 00,00 and valid ones can let you view glitch destinations as well. A list of valid values can be found here.

Incidentally, "9Q" is a possible actual Town Map name of the hex:FB, hex:FD and hex:FE locations and another possible name for FE is "99". That glitch city map seems to be unique to hex:FE.

Re: Glitchy effects of using fly without having been to palette town

Posted by: pokechu22
Date: 2014-03-09 14:26:22
Hm.  FE seems interesting.  From what I can tell, FE seems to be the default location I was flying to.  So it seems that the name itself causes glitches.  On your post, you noted that the name changes.  I've observed that too.  How many times did you test the map name though?

99 and 9Q seem to be the most common.  But I've gotten others, as I pictured in the main post. 

One of the ones I didn't show was "999".
[img]http://i.imgur.com/BN0yuyq.png[/img]
I haven't done much stuff with this one. 

The other one I have seen is "9999MAMAMAMAMAMA9999".  (The gets almost immediately overwritten with a , but the text was on the super-slow mode, so it was visible.)
[img]http://i.imgur.com/QqAgApC.png[/img]

When I selected this, it reliably (as in, happening two times) brought me into a battle. 
This one was with a different trainer than usual.
[table][tr]
[td][img]http://i.imgur.com/tKhCzoE.png[/img][/td]
[td][img]http://i.imgur.com/vjEbMNK.png[/img][/td]
[td][img]http://i.imgur.com/YqjB8B9.png[/img][/td]
[/tr][/table]
Interestingly, the music played off-sync, and several other things behaved odd.  First off, it changed my name.  (That's expectable with a ZZAZZ trainer, but it isn't usually "99..".  It also corrupted my item pack … in a way that it had done before.  One other time in the video.  I also had the auto-use effect, but that was the case on the savestate I started with.

Just now, while getting a savestate to link, I noticed that my party also was corrupted in a way I know.  That of this video

Also, while the battle starts, this is displayed for a few frames:
[img]http://i.imgur.com/TVOvl2r.png[/img]
(With background pallet modified so that it is easy to see):
[img]http://i.imgur.com/sWM9QLd.png[/img]

Ok.  Here are the savestates.  (VBA-M SVN1149)
Map 9999MAMAMAMAMAMA9999 on the town map
1 frame after pressing A on map 9999MAMAMAMAMAMA9999.  (For using the battle if it doesn't seem to work for you)
The weird glitch blob.  (Dark gray on black).  It only shows for a few frames, so use frame advance.  (Control+P, load state, control+N)
The same glitch blob, only with the color palette changed for the background so that it is actually visible. 




I'm also attempting to upload a functional video.  It will be at http://youtu.be/jWePMg7cUf4, and it will be at 1.75x the normal speed. 

Re: Glitchy effects of using fly without having been to palette town

Posted by: Stilgar
Date: 2014-03-13 17:46:30
Wow, this is very interesting. Maybe these out of bounds spots the map points to were scratched/unused points or could they be totally random places because of no actual correct spot to fly to? I was thinking about this because as, Torchickens said, these locations seem to be related to the "AreaDex" list of supposedly unused locations (and as I read in the linked topic Saffron is the last in the range, this is confirmed by the town list in the text dump).
Also about that area list, I wonder if those locations have a point on the map, specific music and location-name because their original spot was actually where the map tells to, or if it's random because the actual data was removed or not written yet. If the first theory turned out to be true it could mean that places like Indigo Plateau/Pokémon League were way bigger than they actually are and that there was something else near Route 12.

Re: Glitchy effects of using fly without having been to palette town

Posted by: Torchickens
Date: 2014-03-13 18:08:05

Wow, this is very interesting. Maybe these out of bounds spots the map points to were scratched/unused points or could they be totally random places because of no actual correct spot to fly to? I was thinking about this because as, Torchickens said, these locations seem to be related to the "AreaDex" list of supposedly unused locations (and as I read in the linked topic Saffron is the last in the range, this is confirmed by the town list in the text dump).
Also about that area list, I wonder if those locations have a point on the map, specific music and location-name because their original spot was actually where the map tells to, or if it's random because the actual data was removed or not written yet. If the first theory turned out to be true it could mean that places like Indigo Plateau/Pokémon League were way bigger than they actually are and that there was something else near Route 12.


Those names like 9Q are most likely just garbage data based on the memory rather than relevant code. Maps ED-FE are totally invalid (map FF is used for certain exits to take you to the last location, apparently like 'SPECIAL' in Gold/Silver/Crystal), but the freeze maps before them were probably deleted maps.

I used to think that the location names for the freeze maps before ED were actually valid, so for instance 17 of these maps are in Indigo Plateau (for a complete list, see here) but Koolboyman says the music and location on the Town Map for these maps are the same as the map before it.

In my AreaDex project, I talked about setting the code when walking to another route, but apparently this did not give real results for the music, and since changing the code messes up the bank for the level script pointer, the game may freeze when checking music this way or alter the music..

By the way, I'm not sure if you've seen this before, but Koolboyman says that map 0B plays the Viridian City music. Does this play because the music is valid or is it a coincidence? I should probably try and look into this.

Re: Glitchy effects of using fly without having been to palette town

Posted by: Stilgar
Date: 2014-03-14 12:00:46


Wow, this is very interesting. Maybe these out of bounds spots the map points to were scratched/unused points or could they be totally random places because of no actual correct spot to fly to? I was thinking about this because as, Torchickens said, these locations seem to be related to the "AreaDex" list of supposedly unused locations (and as I read in the linked topic Saffron is the last in the range, this is confirmed by the town list in the text dump).
Also about that area list, I wonder if those locations have a point on the map, specific music and location-name because their original spot was actually where the map tells to, or if it's random because the actual data was removed or not written yet. If the first theory turned out to be true it could mean that places like Indigo Plateau/Pokémon League were way bigger than they actually are and that there was something else near Route 12.


Those names like 9Q are most likely just garbage data based on the memory rather than relevant code. Maps ED-FE are totally invalid (map FF is used for certain exits to take you to the last location, apparently like 'SPECIAL' in Gold/Silver/Crystal), but the freeze maps before them were probably deleted maps.

I used to think that the location names for the freeze maps before ED were actually valid, so for instance 17 of these maps are in Indigo Plateau (for a complete list, see here) but Koolboyman says the music and location on the Town Map for these maps are the same as the map before it.

In my AreaDex project, I talked about setting the code when walking to another route, but apparently this did not give real results for the music, and since changing the code messes up the bank for the level script pointer, the game may freeze when checking music this way or alter the music..

By the way, I'm not sure if you've seen this before, but Koolboyman says that map 0B plays the Viridian City music. Does this play because the music is valid or is it a coincidence? I should probably try and look into this.


Thanks for the link, I have known about that Masuda post already (and made me appreciate Gen I games even more because of what they accomplished despite of the hardships) but not about the Viridian City music. I have always thought that the 0B deleted town was actually originally planned (probably as the beta Kanto map drawing we were talking in the other thread suggest), but I supposed its music would have been the unused track that Koolboyman found and restored. But if it turns out that the Viridian City music is actually valid then it would certainly mean something, since other towns in Gen I use this as background music (Pewter City, Saffron City and some gates and houses), so probably the unused town had the same too.

Do you mean that for example those 17 Indigo Plateau maps locations didn't necessary belong to Indigo? (is this the same for the Route 6 underground path entrance, the Cinnabar Mart and the robbed Celadon house?) I find strange too that this place would have had so many "rooms" but the fact alone that 26 deleted map locations exist probably means that there were many more areas planned in general in the game and they got deleted/not developed further.
Uhm so the ED-FE maps are another different case and they aren't actually map data, I see. My suspect was caused by the fact that the locations the Town Map pointed were always the Pokémon League (again) and near Route 12, with different soundtrack, hence why I thought this probably meant something.

Re: Glitchy effects of using fly without having been to palette town

Posted by: Torchickens
Date: 2014-03-14 13:15:32
Thanks for the link, I have known about that Masuda post already (and made me appreciate Gen I games even more because of what they accomplished despite of the hardships) but not about the Viridian City music.


I have always thought that the 0B deleted town was actually originally planned (probably as the beta Kanto map drawing we were talking in the other thread suggest), but I supposed its music would have been the unused track that Koolboyman found and restored. But if it turns out that the Viridian City music is actually valid then it would certainly mean something, since other towns in Gen I use this as background music (Pewter City, Saffron City and some gates and houses), so probably the unused town had the same too.


You're welcome.

It probably did use a normal theme.

The unused tune in all three versions (Red/Blue/Yellow) may actually be a removed channel from Pallet Town's music. Kerssy94 replaced one of Pallet Town's channels with it, and it goes quite well with Pallet Town, with about the same looping point.

Supporting this theory is this. Thanks pokechu22 for finding this. I've decided to go into a bit more detail:

There are three Pallet Town channels; 0x67, 0x68 and a bit of 0x69. The channels can be tracked with the memory addresses 0xC007, 0xC009 and 0xC00B. The unused tune can be heard when you forcibly change 0xC00B to 0x69 when 0xC00A (which increases every ~7 frames. It may be some kind of value that tells the game what part of the music to play) is greater than 0x0E (after seven frames of 0xC00A being 0x0E in this channel, 0xC00B is changed to 0x68, and 0xC00A goes to $E5). When the unused tune plays, the channel will roll into 0x6A, up to point 0x6A, then the channel will change back to 0x69 at part 0xDC (again after the normal limit of $0E).

The fact that 0x69 and 0x6A are directly before the Route 1 music channels may suggest that the unused tune was intended to be part of Pallet Town.

Do you mean that for example those 17 Indigo Plateau maps locations didn't necessary belong to Indigo? (is this the same for the Route 6 underground path entrance, the Cinnabar Mart and the robbed Celadon house?) I find strange too that this place would have had so many "rooms" but the fact alone that 26 deleted map locations exist probably means that there were many more areas planned in general in the game and they got deleted/not developed further.


That's right, according to Koolboyman they didn't necessarily belong to Indigo Plateau. I can't tell for sure whether the alternative Route 6 underground path entrance, Cinnabar Mart and the robbed Celadon house were actually programmed in to have different music, but it doesn't work the same as the deleted maps, as those maps with alternative music do not directly follow a map ID with the same music.

Sorry for my lack of knowledge around this.

Re: Glitchy effects of using fly without having been to palette town

Posted by: pokechu22
Date: 2014-03-14 13:21:14
Ok, first off, I've tried to replicate this effect on crystal, using walk thru walls.  (Fun fact: walking thru the bottom of the first floor of your house, and then walking up, the music changes, and you actually are in the gatehouse near the lake of rage)

Trying to fly was hard.  I had to literally bootstrap my party from no Pokémon.  But using fly didn't do anything interesting; the game just hung.




I can confirm map 0B playing viridian music, or not changing music.

Enter your rival's house in pallet town.  (Map 0x27).  Open your menu, and set $D35D (Current map) to 0B, and then save. 

Your game will probably crash; reboot.  Select continue; and you will have a corrupt map, playing pallet town.  Spam , and you will be brought to the title screen, with viridian music.  Select continue, and you will be at the corrupt map, with green colors and viridian music.  (PS: Try using map viewer and selecting the following: char base = 0x8800, map base = 0x9C00)




Edit: uploading video.  Will be at http://youtu.be/RQ6T7uhUTDo.

Re: Glitchy effects of using fly without having been to palette town

Posted by: Stilgar
Date: 2014-03-14 14:48:08

Ok, first off, I've tried to replicate this effect on crystal, using walk thru walls.  (Fun fact: walking thru the bottom of the first floor of your house, and then walking up, the music changes, and you actually are in the gatehouse near the lake of rage)

Trying to fly was hard.  I had to literally bootstrap my party from no Pokémon.  But using fly didn't do anything interesting; the game just hung.




I can confirm map 0B playing viridian music, or not changing music.

Enter your rival's house in pallet town.  (Map 0x27).  Open your menu, and set $D35D (Current map) to 0B, and then save. 

Your game will probably crash; reboot.  Select continue; and you will have a corrupt map, playing pallet town.  Spam , and you will be brought to the title screen, with viridian music.  Select continue, and you will be at the corrupt map, with green colors and viridian music.  (PS: Try using map viewer and selecting the following: char base = 0x8800, map base = 0x9C00)




Edit: uploading video.  Will be at http://youtu.be/RQ6T7uhUTDo.


I have tried playing around with cheat codes using the 0B hex and activating it in several places, since activating it when exiting a door just froze the game with a white screen, so I used a walk through walls together with it. In some places the game freezes with a white screen or hangs starting playing glitch music or the Celadon Game Corner theme (strange), but in others it doesn't, instead the color palette changes to the Route palettes. When exiting some of these places the game could white out or hang playing either glitch music or the Game Corner theme, but when this doesn't happen the music changes to the Viridian City theme indeed. I have tried doing this in a place where the music is not like this, like Vermilion City: activate the code here and then go north, the music will change to Viridian's (warning: going back south will most likely freeze the game). Another place where this works is Route 8 going east, it will play Viridian's theme when reaching Lavender. It should work too starting from Lavender and trying to go either west or north, going south will freeze the game. If you save the game while the code is still active and restart the game the city will be glitchy and it will stay so even when exiting and coming back. Talking to NPCs brings up glitchy sounds and text or text like "7 error" or "16 error".

Strangely enough, activating the code in Cinnabar makes the starting "Continue/New Game/Options" menu appear but you can't select "Continue", only the other two options .

Re: Glitchy effects of using fly without having been to palette town

Posted by: camper
Date: 2014-03-14 14:49:46
I tried this in Red. In the South Diglett's Cave entrance map, I changed $D35E to 0B. Opening the menu and closing converts the old man NPC to a police woman. When spoken to, she says gibberish and disappears (and changes the background music). After saving and restarting the game acts as though I'm still in Diglett's Cave despite $D35E still being 0B. Some of the map tiles are glitched, the NPC still acts the same glitched way, but the music and anything else are normal.

Then I did the same thing inside Diglett's Cave. Upon changing $D35E, I'm stuck in an auto-opening invisible "Start menu". A and direction keys won't work, but I can move by holding direction keys and press B or START (that's why I said it's a Start menu). Pressing A doesn't work in the "menu". There's no wild encounter. North Diglett's Cave entrance behaves the same way but there are always obstacles south of Red no matter where he goes.

Route 3 initiates a linked battle with a leading level 145 Charizard 'M.
Route 11 locks up the game while playing Casino music, then switch to Oak's lab music when B is pressed 5 times. Spamming buttons results in an invisible Pokemon stat page with palette change followed by unknown OP code.
Vermilion City behaves normal until resetting. The palette changes to the one on any Route, but Vermilion City music is still playing.
Route 6 is same as Vermilion but it gives an unknown OP code upon exiting a battle.

I then loaded another save, went inside a building (Diglett's Cave won't work for some reason. It's always a strange place with weird scripts) and changed $D365 (last outdoor map) to 0B, so that exiting the building would bring me to the map. The result is… nothing but unknown OP codes for some maps, crashes for some and freezes for some.

Re: Glitchy effects of using fly without having been to palette town

Posted by: Stilgar
Date: 2014-03-14 15:07:43

Thanks for the link, I have known about that Masuda post already (and made me appreciate Gen I games even more because of what they accomplished despite of the hardships) but not about the Viridian City music.


I have always thought that the 0B deleted town was actually originally planned (probably as the beta Kanto map drawing we were talking in the other thread suggest), but I supposed its music would have been the unused track that Koolboyman found and restored. But if it turns out that the Viridian City music is actually valid then it would certainly mean something, since other towns in Gen I use this as background music (Pewter City, Saffron City and some gates and houses), so probably the unused town had the same too.


You're welcome.

It probably did use a normal theme.

The unused tune in all three versions (Red/Blue/Yellow) may actually be a removed channel from Pallet Town's music. Kerssy94 replaced one of Pallet Town's channels with it, and it goes quite well with Pallet Town, with about the same looping point.

Supporting this theory is this. Thanks pokechu22 for finding this. I've decided to go into a bit more detail:

There are three Pallet Town channels; 0x67, 0x68 and a bit of 0x69. The channels can be tracked with the memory addresses 0xC007, 0xC009 and 0xC00B. The unused tune can be heard when you forcibly change 0xC00B to 0x69 when 0xC00A (which increases every ~7 frames. It may be some kind of value that tells the game what part of the music to play) is greater than 0x0E (after seven frames of 0xC00A being 0x0E in this channel, 0xC00B is changed to 0x68, and 0xC00A goes to $E5). When the unused tune plays, the channel will roll into 0x6A, up to point 0x6A, then the channel will change back to 0x69 at part 0xDC (again after the normal limit of $0E).

The fact that 0x69 and 0x6A are directly before the Route 1 music channels may suggest that the unused tune was intended to be part of Pallet Town.

Do you mean that for example those 17 Indigo Plateau maps locations didn't necessary belong to Indigo? (is this the same for the Route 6 underground path entrance, the Cinnabar Mart and the robbed Celadon house?) I find strange too that this place would have had so many "rooms" but the fact alone that 26 deleted map locations exist probably means that there were many more areas planned in general in the game and they got deleted/not developed further.


That's right, according to Koolboyman they didn't necessarily belong to Indigo Plateau. I can't tell for sure whether the alternative Route 6 underground path entrance, Cinnabar Mart and the robbed Celadon house were actually programmed in to have different music, but it doesn't work the same as the deleted maps, as those maps with alternative music do not directly follow a map ID with the same music.

Sorry for my lack of knowledge around this.


Maybe Pallet Town had a totally different theme in the beginning. I'm thinking about this because the two themes seem too different to go together well, they have the same length but seem to have a different rhythm and progression (I'm talking about the restored version obviously). I haven't tried to play them together to check yet, though.

It's likely that the alternative maps had different themes planned indeed. I mean, many buildings in the game often play different themes compared to the route or the city they are into, so maybe this is the same case (the Route 6 underground entrance is very close to Vermilion, the robbed house is related to Rocket as Mt.Moon is and maybe in the beginning Poké Marts shared the music of the city they're into, much like Generation II).

Edit: about the Indigo Plateu maps I have always thought they were scrapped from there because usually the places are listed close to each other based on how they should appear in the overworld or the sequence they are supposed to be visited, hence why I supposed the deleted maps could belong to Indigo or a place that should have been closer to it, for example. Just a theory that is most likely wrong, though.