Development:Pokémon Gold and Silver/Unused Graphics
This is a sub-page of Development:Pokémon Gold and Silver.
Contents
- 1 Generation I Leftovers
- 2 Spaceworld '97 Leftovers
- 3 SGB Border
- 4 Early Intro Sprites
- 5 Early Intro Backgrounds
- 6 Early Title Screens
- 7 Miscellaneous Graphics
- 8 Protagonist Sprite
- 9 Overworld Sprites
- 10 Tileset Scratchpads
- 11 Early Tilesets
- 12 Early Blocksets
- 12.1 Johto (SW97)
- 12.2 Old City
- 12.3 West City
- 12.4 Font City
- 12.5 High-Tech City
- 12.6 Kanto (SW97)
- 12.7 Silent Hills
- 12.8 Old City Gym
- 12.9 Traditional House
- 12.10 Poké Mart
- 12.11 Aquarium
- 12.12 Radio Tower
- 12.13 Office
- 12.14 Pewter Museum
- 12.15 Kanto
- 12.16 Facility
- 12.17 Gate
- 12.18 Player's House
- 12.19 Player's Bedroom
- 12.20 House
- 12.21 Pokémon Center
- 12.22 Train Station
- 12.23 Johto
- 12.24 Goldenrod City
Generation I Leftovers
Trainer Sprites
All of the Trainer sprites from the first generation are present in the source code, found in P1DL.LZH. Only the Bug Catcher, Jr. Trainer♂, PokéManiac, Super Nerd, and first Rival sprites wound up used in the Spaceworld '97 demo. The Gym Leaders and Elite Four members can also be found in a backup folder, under BOSS01.DAT through 04, and NUSI_02.DAT through 08. As for the Rival's Champion sprite, it is known as RIVAL.DAT.
Lorelei
KANNA.DAT contains a copy of Lorelei's spriteset. While this character is nowhere to be seen in the final games, evidence reveals that she stuck around for quite a while. Has an entry in a backup of OBJFILE.LIB, albeit commented out. This spriteset is actually found within the Spaceworld '99 demos, unused, with its ID spot later overwritten by Karen.
Agatha
KIKUKO.DAT contains a copy of Agatha's spriteset. Another character who doesn’t make a return in Generation II, though once again there is evidence which reveals that she was planned to. Has an entry in a backup of OBJFILE.LIB. This spriteset is actually found within the Spaceworld '99 demos, unused, with its ID spot later overwritten by Will.
Koga
Found in KIYOU.DAT is the sprite most notably used by male Silph Co. employees in Generation I. However, this file's name is Koga's, and the sprite matches with the one he is assigned in Pokémon Yellow. This spriteset was ditched in Generation II altogether, and Koga was given a unique set of sprites (found here under KYOU.DAT).
Miscellaneous Sprites
A good handful of miscellaneous Generation I graphical files still remain in the final source code:
- OP_BG.DAT - The Gengar sprites from the original intro.
- OP_OBJ.DAT - The Nidorino sprites from the original intro.
- TITLE_JI.DAT - The Red and Green title screen player sprite.
- HERO.DAT - The original player sprite.
- KASYA2.DAT / KASYA3.DAT - The original shrinking intro frames.
- STATUS1.DAT/ STATNAME.DAT / STATNO.DAT - The original Badge Case graphics.
- JI_BACK.DAT - The old man back sprite.
- TURI.DAT - The player fishing sprites.
- EF0.DAT / EF1.DAT - The original battle animation graphics.
- PSY.DAT - The Psychic, separated from the other trainer sprites for some reason.
- The Red and Green and Blue slot machine graphics (interface and icons).
- MUSI.DAT - The Pokémon menu icons exclusive to Generation I.
- TRADE_AN.DAT / TRADE2.DAT - The trade sequence graphics.
- MONSC182.DAT / MONSC183.DAT - The Red and Green Pewter fossil sprites.
- KABUBONE.DAT / PUTEBONE.DAT - The Blue Pewter fossil sprites.
- MONSC184.DAT - The Pokémon Tower Ghost sprite, trashed alongside the Pewter fossils.
- MONSC21.DAT - The Red and Green Mew sprite.
- THEEND.DAT - The "The End" credits graphics.
Spaceworld '97 Leftovers
Trainer Sprites
All of the Trainer sprites from the Spaceworld '97 demo are present in the source code, found in P2DL.LZH. In addition, this archive also contains sprites for the Officer, the two female Rocket grunt, and the alternate Lass, all of which are nowhere to be found in the demo.
Miscellaneous Sprites
A couple of leftover files from the games' original incarnation can still be found within the final source code:
- PF_B_C.DAT / F_GV2CGX.DAT / F_SV2CGX.DAT - The original SGB border graphics.
- SEA_CHR1.DAT / OP_BG2.DAT - The original intro background graphics.
- OP_OBJ1.DAT / OP_OBJ2.DAT - The original sprites used in the intro cutscene.
- OP_BG31.DAT / OP_BG32.DAT - The Charizard from the intro cutscene.
- HOUOU.DAT - The original Ho-Oh title screen sprite.
- STFRAME.BAK - The original Pokémon summary screen graphics.
- BADGE_P1.DAT - The original Trainer Card graphics.
- BADGE_P2.DAT - The original Badge Case graphics.
- GEAR.DAT - The original Poké Gear graphics.
- FNT_WMAP.DAT / WMAPFONT.DAT - The original Town Map graphics.
- ZUKAN.DAT / ZUKAN2.DAT / ZUKANOBJ.DAT - The original Pokédex graphics.
- WEEK.DAT - The Poké Gear's unique character tiles.
- PAIRGAME.DAT - The scrapped Pair Game card graphics.
- TAMAGO.DAT - The original Pokémon egg sprite, found within a "trash" folder.
- BICYCLE.DAT - The original player biking spriteset.
- All the overworld sprites unique to the 1997 demos (found in OBJDATA).
- All the battle animation graphics unique to the 1997 demos (found in EFFDATA).
SGB Border
Early PF2_G_C.DAT |
Final F_GV1CGX.DAT |
---|---|
An old tileset for the Super Game Boy border. Interestingly, there are extra tiles that would give the game the longer title of "POCKET MONSTERS 2: GOLDEN VERSION".
Early | Final |
---|---|
The border it was designed for, found under PF2_G_M.DAT. Compared to the final, the Poké Balls are slightly further out, the palette is different, and the text is centered and spaced differently. The odd positioning of the text on this early border may be a remnant of the earlier title shown in the full border tileset.
Early Intro Sprites
Original Sprite FISHCHR.DAT |
SW97 Demo OP_OBJ1.DAT |
Final Games OP_OBJ1A.DAT |
---|---|---|
An early version of the Magikarp from the games' intro, which started out as a generic fish. It was later changed by the time of the Spaceworld '97 demo, and then subsequently redrawn to be made more on-model.
Original Sprite TESTGAS.DAT |
SW97 Demo OP_OBJ1.DAT |
Final Games OP_OBJ1A.DAT |
---|---|---|
Unrefined versions of the bubbles from the intro. The earliest iteration of them (TESTGAS.DAT) can be found in the OBJDATA folder, with a copy of that file (minus the early GBC-style bubbles) found in EFFDATA under AWA2.DAT. The original graphics, when compared to the '97 demo, only lack some of the highlights on the smallest bubble.
Original Sprite DEMORAPU.DAT |
SW97 Demo OP_OBJ1.DAT |
Final Games OP_OBJ1A.DAT |
---|---|---|
An earlier version of the Lapras sprite. It is darker, slightly taller, and lacks its blinking frame.
Original Sprite PURIN_D.DAT |
SW97 Demo OP_OBJ2.DAT |
Final Games OP_OBJ2A.DAT |
---|---|---|
An early version of the singing Jigglypuff, lacking shading and being a fair bit larger. Indeed, each frame is 40x40, instead of 32x32. This is likely due to the first frame being edited from Jigglypuff's Blue sprite. The third frame bears some resemblance to the Yellow sprite, with the Silver sprite being an even closer match. There are also three types of music notes, one medium and two small, instead of one singular large note.
Early Intro Backgrounds
Original Tileset SEA_CHR1.DAT / NAMI_EX.DAT |
SW97 Demo OP_BG1.DAT |
Final Games OP_BG1A.DAT |
---|---|---|
An early tileset for the intro cutscene's seaside sequence. Besides most of the tiles being rougher, the large seaweed graphics are occupied by a large rock. The animated waves are also stored in a different file, rather than being within the same tileset.
Original Tileset MORI_CHR.DAT |
SW97 Demo OP_BG2.DAT |
Final Games OP_BG2A.DAT |
---|---|---|
An early tileset for the intro cutscene's forest sequence. This iteration actually uses more unique tiles, with the foliage using different stylization, having a thick black outline.
In-Game Mockup | SW97 Demo | Final Games |
---|---|---|
Sadly, no tilemap was provided for the earliest background tilesets, and thus what is presented above are mockups based on educated guesses.
Early Title Screens
Title screen graphics from when the game was still called "Pokémon 2", with a corresponding version subtitle. Respectively found under P2_TITLE.DAT and GOLDVER.DAT (with the former having spliced copies in PM_LOGO.DAT and TWO_LOGO.DAT). The final logo graphics are instead found under NEW_TIT.DAT.
Early Tilemap NEWTITLE.DAT |
In-Game Mockup | Final Games NEW_TIT.DAT |
---|---|---|
Another early title screen, complete with a corresponding tilemap (NEWTITLE.MAP). Its tileset is dated December 24, 1998, while its tilemap is dated January 4, 1999. A similar style of title screen was later used for FireRed & LeafGreen. An approximation of this title screen, (due to using, for example, the final palettes), can be achieved in-game by modifying TITLE.DMG, and recompiling the game. The mockup above also features early sparkle graphics, found commented-out under the kiraOBJCGX label.
Miscellaneous Graphics
Copyright Date
Early | Final |
---|---|
An early version of the copyright text, found under MARUSI_N.DAT. A handful of letters lack refining, and the number "5" is missing entirely. This file matches with the copyright portion of the original NEWTITLE.DAT title screen.
Window Frames
Early NEW_WIN.DAT |
Final NEW_WIN2.DAT |
---|---|
An early selection of window frames, likely predating the Spaceworld '97 demo, as even by then the various frames were identical to final. The first type is identical to Frame 8, the fourth an early version of Frame 6, and the sixth an early version of Frame 9, which in the final games goes completely unused. The early second, third, and fifth frame types don't have equivalents in the final games.
Fonts
Early | Final |
---|---|
Like in the Generation I source code, the file for the final US font (font_us.DAT) also contains an early version of it. Said unrefined US font mostly matches the Generation I font, only with some aspects already finalized, such as the lowercase "C", the "PKMN" characters, and the addition of the uppercase umlaut letters.
An alternate version of the US font can also be found under font_us2.DAT. Identical to final in terms of contents, only with a more bolded look. This seems to indicate that the devs may have considered completely redrawing the font, as opposed to simply updating it. Localization prototypes dating from May 31, 2000, to June 2, 2000 use this font.
A cut font character, found under YAJIRUSI.DAT, simply depicting a downward-facing arrow.
Mystery Gift Logo
Early IR_MSG.DAT |
Final IR_MSG1.DAT |
---|---|
A cruder version of the Mystery Gift interface, namely lacking the question mark.
Mail Graphics
Found in MAIL.DAT is a group of graphics which are not used by any Mail type in the final games. Included are two sets of borders, miscellaneous tiles, and a Pikachu with an electrocardiogram line next to it.
Badge Case
Found under STAT_OBJ.DAT are the Kanto badge graphics, alongside the spinning frames introduced in Generation II. This file is tied to the scrapped third Trainer Card page, which would have displayed the Kanto badges. The Johto badge graphics are found under STATOBJ1.DAT.
Bag Sprites
Found under SEL_ITEM.DAT are the original bag graphics first seen in prerelease screenshots. The final graphics are instead found under SEL_RUCK.DAT and SELITEM2.DAT.
Poker Tileset
Original Tileset TRANP.DAT |
SW97 Demo TRANP2.DAT |
---|---|
An early version of the tileset used by the Poker minigame from the Spaceworld '97, which in the final games was retooled as Card Flip. The only differences come in the lights being square instead of round, and Porygon's card being rougher.
Protagonist Sprite
Original Sprite | SW97 Demo | Final Game |
---|---|---|
The original sprite for the protagonist, found in SHUJINKO.DAT. This earlier design shows him with a cockier attitude, wilder hair, a primarily white cap, and with some white upper sections on his sleeves which can't be seen on the final design. Interestingly, this design shares some strong resemblance to the player's battle sprite in the Spaceworld '97 B-roll footage, which depicts an earlier build of the game than the one playable at said event.
It's also worth noting that this design's more pronounced hairstyle can be seen represented in the protagonist's overworld sprite in the Spaceworld '97 demo. Within said demo, however, the player's battle sprite had already been finalized, with the trainer sprite matching the final design.
Overworld Sprites
Okera
These graphics are found in OKERA.DAT, which one would expect to contain sprites for Okera, a cut gym leader from the Spaceworld '97 demo. Instead, it is identical to ENOKI.DAT, which contains Morty's original owerworld sprites. This suggests Okera's design was overwritten at some point.
Interestingly, the entry for Okera in OBJFILE.LIB, which defines sprite labels, is commented out. Indeed, in the Spaceworld '97 demo, this sprite ID is a duplicate of Jasmine's sprite. In the final game, this ID was given to Chuck.
Skating Red
Sprites | Animated |
---|---|
Sprites for Red skating exist in SKATE.DAT. Bizarrely, it isn't located with the other overworld sprites in the OBJDATA directory, but rather the DATA directory. It's likely these sprites were used as a base for making the skating sprites seen in the Spaceworld '97 demo.
South NPC
Sprites | Animated |
---|---|
These graphics are found in SOUTHM.DAT, which contains overworld sprites for a scrapped NPC. This character appears to be a viking of sorts, or is at the very least wearing some kind of helmet. If this file's name is to be interpreted as "South Man", then he would have logically been found in South, a tropical city found in the '97 demo.
Imakuni?
Sprites | Animated |
---|---|
Tomoaki Imakuni, better known under his stage name of "Imakuni?", is a Japanese musician who helped promote the Pokémon TCG between 1997 and the early 2000s. Aside from illustrating several cards, he appeared as an opponent in Pokémon Card GB and its sequel, and even has his own set of TCG cards. The leaked source code reveals that Imakuni was planned to appear in a mainline series game, in Gold and Silver, as a DJ in Goldenrod's Radio Tower, where he would have commented on Trainers. He would later in development be replaced by DJ Lily, and moved to the Lavender Radio Tower in Kanto. His comments, meanwhile would be used for DJ Mary to describe Pokémon species in the final. His sprite ID, meanwhile, would later be used by the large overworld Snorlax sprite.
Additionally, Imakuni's spriteset (IMAKUNI.DAT) was also to be used as placeholder graphics for a Pokémon following system, as mentioned in OBJSET.DMG. Both this concept and Imakuni got scrapped in the final games, though the former ultimately made a comeback in Pokémon HeartGold and SoulSilver.
Berry Tree
Original Sprite | Final Game |
---|---|
The original sprite for the berry tree, which can actually be seen in screenshots shown in gaming magazines from around September 1999, although the build shown there has to be from before August of that year since the final sprite is used in the Spaceworld '99 demo. It's worth noting that both files share the same filename, TREE.DAT, with the early sprite only found within a backup folder.
Pokémon Egg
Early TAMAGO02.DAT |
Final PATACHR.DAT |
---|---|
An early version of the egg menu icon, showing it bouncing up and down instead of rocking left and right.
Game Consoles
These two sprites, both under GAME.DAT, are found within OBJDATA, despite being tiles and not objects. They depict a Nintendo 64 and a Virtual Boy, placed atop the carpet originally found in the player's bedroom in the Spaceworld '97 demo. May have been kept around for archival's sake.
Missing Entries
The following sprites are not present in the source code but have commented-out entries in an old backup of OBJFILE.LIB. All of these sprites had IDs in the Spaceworld '97 demo, but weren't actually implemented: BROTHER.DAT's ID uses a duplicate of Red's mom, both Geruge members use the sprites of the S.S. Anne's captain, and the rest are copies of the male Cooltrainer. These sprites are also alluded to by OBJTABLE.DAT, found in the same folder.
- BROTHER - Judging by the name, these sprites were likely been for the protagonist's scrapped brother, Ken, who appears in the Spaceworld '97 demo. However, in the actual demo, Ken uses a generic Rocker NPC sprite and doesn't have a unique design.
- GAMA - Gama was another cut gym leader who can be found in the Spaceworld '97 demo, albeit without a sprite.
- BLUE - Another cut leader from the Spaceworld '97 demo. Now, you would think this entry was meant for Red, but his sprites are already present on the list as RED.DAT. Either BLUE.DAT contained an alternate design for Red, or "Blue" was actually intended to be a separate character all along.
- WISEMA - Likely stands for Wise Man A. This character might've been related to the Trio class that is present in the Spaceworld '97 demo.
- WISEMB - Likely stands for Wise Man B. This character might've been related to the Trio class that is present in the Spaceworld '97 demo.
- WISEW - Likely stands for Wise Woman. This character might've been related to the Trio class that is present in the Spaceworld '97 demo.
- BOSS - Unknown character, somehow separate from Giovanni, whose sprites are listed as SAKAKI.DAT.
- GERUGEM - The male Geruge Member, a scrapped trainer class that is present in the Spaceworld '97 demo, albeit without a sprite.
- GERUGEW - The female Geruge Member, a scrapped trainer class present in the Spaceworld '97 demo, albeit without a sprite.
Additionally, an even older version of OBJTABLE.DAT is present in the source code. This particular version is unusual in that it is located in the main backup folder, and not in OBJDATA/BACKUP. The file contains a few entries that aren't present on later versions.
- KATUTO - A mysterious entry, meant to be read as "Katsuto" (カツト). This entry is placed between the gym leaders and Elite 4 members, which suggests that Katsuto was the name of a boss trainer. However, Katsuto is not listed amongst the trainer classes in the Spaceworld '97 demo. Interestingly, said demo actually has nine gyms, despite only eight leaders being (partially) implemented. The Spaceworld '97 version of the trainer card only shows eight gym leaders as well.
- SITTINGM - An NPC that... sits.
- SITTINGW - A female variant for the above.
Tileset Scratchpads
Some additional scratchpads, this time used for in-progress tilesets. The LABO_CH.DAT file (dated June 8, 1999) will not be documented due to it already being finalized.
Early | Final | Early Filename | Final Filename | Notes |
---|---|---|---|---|
TEST2.DAT | KANSA_00.CGX | Dated from January 14, 1999. The earliest of the test tilesets, whose palette appears messed-up, rendering some tiles hard to make out. Thankfully, a slightly later version of this early tileset can be found in the scratchpad for the National Park. | ||
KANSA_00.DAT | KANSA_00.CGX | Dated July 13, 1999. Notably, the filename retains Johto's original name, "Kansai". The upper half is almost identical to final, with only the water and window tiles being different. With the lower half, the cuttable tree tiles are stored differently, and so are the roof tiles (in addition to the unique gate roof graphics being missing). | ||
KANSA_01.DAT | KANSA_01.CGX | Dated August 14, 1999. The upper half is identical to final. In the lower half, the tree is arranged differently, the roof/flower tiles are different, and there is a unique door sprite to the side. | ||
PARK_CH.DAT | PARK_CH.CGX KANSA_00.CGX |
Dated June 8, 1999. Most of the graphics are rougher, most visibly seen with the tree and fences. The trash can and entrance mats are missing, and in lieu of the fountain sits the Kanto roof tiles, likely intended for the Safari Zone. With the lower half, we're dealing with a very early iteration of the main Johto tileset. Namely, more of the pagoda tiles are present, alongside a stair tile that was later blanked. | ||
GYM_CH.DAT | GYM_CH.CGX | Dated May 24, 1999. Contains a rougher, larger tree, an overworld tree, water/waterfalls tiles, and walls reminiscent of the ones from the Gen I version of Route 23. Some unique tiles are also missing, like the Blackthorne Charizard statues, the fans, and the ice/magma tiles. | ||
RADIO_CH.DAT | RADIO_CH.CGX | Dated July 19, 1999. Has larger round tables, more generic potted plant graphics, and differently-arranged desk tiles. |
Early Tilesets
Johto (SW97)
Early TESTCHR.DAT |
SW97 Demo | Later TPTS_01.CGX-m |
---|---|---|
Two different iterations of the Spaceworld 1997 Johto tileset. The early one lacks the detailing on the corner rocks, and the later one only added the rail tile.
Old City
SW97 Demo | Later TPTS_02.CGX-m |
---|---|
An updated iteration of the Spaceworld 1997 Old City tileset. Only the stairs were changed, with one of the unique tiles blanked and the other updated.
West City
SW97 Demo | Later TPTS_03.CGX-m |
---|---|
An updated iteration of the Spaceworld 1997 West City tileset. The only change is that one placeholder tile was overwritten by the rail tile.
South City
SW97 Demo | Later TPTS_14.CGX-m |
---|---|
An updated iteration of the Spaceworld 1997 South City tileset. Only the sign tiles were changed, now being unique, instead of reused from Birdon's tileset.
Old City Gym
Early TRAINER.DAT |
SW97 Demo LEAG.CGX |
---|---|
An older iteration of the Spaceworld 1997 Gym tileset. Only contains tiles for the Pokémon School, stairs, Gym statues, and a tree.
Traditional House
An updated iteration of the Spaceworld 1997 traditional house tileset, which is also used by the Fighting Dojo. The scroll tiles were added, and the portrait and Virtual Boy were replaced with the Gym statue. Found under MASAGAN.CGX.
Aquarium
SW97 Demo | Later SLOTAQA.CGX |
---|---|
An updated iteration of the Spaceworld 1997 Aquarium tileset. The stairs were changed, and the Lapras statue was replaced with the effigy of a fisherman.
Radio Tower
SW97 Demo | Later RADIO.CGX |
Final RADIO_CH.CGX |
---|---|---|
A later iteration of the Spaceworld 1997 Radio Tower tileset. A desk with papers was added, alongside a computer setup and a Virtual Boy. In the final games, the VB tiles were ultimately overwritten by the small round tables.
Pewter Museum
The Generation I tileset for the Pewter City museum, of which only the palette data remains in the final games. Found under HAKU_CH.CGX.
Kanto
Early PM1CHR.CGX |
Final KANTO.CGX |
---|---|
The Generation I tileset for Kanto, more specifically the Red and Green one. Likely used as reference when the devs decided to rework this tileset.
Gate
Early GATE_CH.CGX |
Later GATE.CGX |
SW97 Demo GATE.DAT |
Final GATE_CH.CGX |
---|---|---|---|
The gate tileset underwent some serious redesigns. GATE_CH.CGX looks like it could be the earliest version of the tileset, lacking the windows and binoculars, and using different stair graphics. GATE.CGX is also notable for having a group of strange-looking machines that were ultimately overwritten by the Colosseum terminals.
Player's House
SW97 Demo | Later MINKA.CGX |
Final ROOM2_CH.CGX |
---|---|---|
A later iteration of the Spaceworld 1997 Player's House tileset. One of the Nintendo 64s was replaced with a Virtual Boy. As for the final games, only the window tiles were updated.
House
Generation I | Early MINKA_CH.CGX |
Final MINKA_CH.CGX |
---|---|---|
An earlier version of the house tileset. Nearly identical to its Generation I equivalent, with the only changes being the floor tile being updated, the cupboard receiving handles, the sideways chair being tweaked, and the regular one redrawn completely.
Pokémon Center
SW97 Demo PC.CGX |
Later PC_CH.CGX |
Final PC_CH.CGX |
---|---|---|
An intermediate iteration of the Pokémon Center tileset. It retains some elements from the Spaceworld '97 iteration, but introduces some elements of the final tileset. Oddly enough, there are also added tiles for a Magikarp aquarium, which were ultimately overwritten.
Train Station
Early LINEAR.DAT |
Later LINEAR2.CGX |
SW99 Demo | Final LINER_CH.CGX |
---|---|---|---|
Two early iterations of the Train Station tileset, the earliest of which found in the EFFDATA folder. This tileset was finished relatively late, as the Spaceworld 1999 demo still has a rather unrefined train station.
Johto
Early KANSA_01.CGX |
Later TEST2MAP.CGX |
Final KANSA_00.CGX |
---|---|---|
Two early iterations of the Johto tileset. The top pagoda tiles were later overwritten by the whirlpool, and the connective tower roof tiles by the gate roof. The stair tile, meanwhile, was ultimately blanked.
Early | Final (SGB) | Final (GBC) |
---|---|---|
The corresponding early animated flower tile was also archived, known as FLOWER.DAT. This is a carryover from the Space World '97 demo.
Goldenrod City
Early KANSA_02.CGX |
Later KANSA_02.CGX |
Final KANSA_01.CGX |
---|---|---|
Two early iterations of the "modern" Johto tileset, the first found in DMYMAP, and the second in MAPDATA. This tileset originally lacked the gate roof graphics, as well as the Slowpoke Well tiles. It does, however, contain some graphics that were later removed, like the cuttable tree, a side-dish for the Radio Tower, and the unique glass doors from the Spaceworld '97 demo.
Early Blocksets
Johto (SW97)
Mockup Tileset | SW97 Demo | Later TPTS_01.CGX-m | ||
---|---|---|---|---|
Early P2T_03.CEL |
Early P2T_01.CEL |
SW97 Demo | Later P2R_01_1.CEL |
Later P2T_CEL1.CEL |
Early iterations of the Spaceworld 1997 Johto blockset. The earliest, P2T_03.CEL, can be seen in prerelease screenshots of Silent Hill and Route 2. P2R_01_1.CEL (also having a copy under P2R_01_2.CEL) added the rail blocks, and two warp blocks for the Silent Hills dungeon. As for P2T_CEL1.CEL, one of the grass warps was changed from east to south, likely to better fit with Route 2.
Old City
SW97 Demo | Later P2T_CEL2.CEL |
---|---|
The blockset tied to the updated Old City tileset, namely used by the source map P2T_02.MAP. Only the Trainer School sign block was added, and the stair block had its tiling fixed.
West City
SW97 Demo | Later P2T_CEL3.CEL |
---|---|
The blockset tied to the updated West City tileset, namely used by the source map P2T_03.MAP. The rail blocks were added, alongside a new sign block for the train station building.
Font City
SW97 Demo | Later P2T_CEL5.CEL |
---|---|
An updated iteration of the Spaceworld 1997 Font City blockset. A few empty block IDs are now occupied. Namely used by the source map P2T_05.MAP.
High-Tech City
SW97 Demo | Later P2T_CEL6.CEL |
---|---|
An updated iteration of the Spaceworld 1997 High-Tech City blockset. The first block was replaced with a water block. Besides that, the stairs had their tiling touched-up, and an empty block was overwritten by a copy of the horizontal brick pier.
Kanto (SW97)
SW97 Demo | Later P2T_CEL8.CEL |
---|---|
An updated iteration of the Spaceworld 1997 Kanto blockset. Namely used by the source map P2T_11.MAP. The tree block was implemented, the flowers were rearranged, some of the paved paths were fixed, and two new railing blocks were added.
Silent Hills
SW97 Demo | Later HILL_CEL.CEL |
---|---|
Identical to the forest blockset from the '97 demos, with only two blank spots now occupied by warp blocks.
Old City Gym
Early TRAINER.CEL |
SW97 Demo LEAG.CEL |
---|---|
The blockset tied to the older Gym tileset, namely used by the source map RE_01.MAP.
Traditional House
SW97 Demo | Later SLOTAQA.CEL |
---|---|
The blockset tied to the updated traditional house tileset, namely used by the source map KAKUTOU.MAP. The scroll blocks were added, and two Gym statue blocks were added, one of the overwriting the table in Bill's house. Found under MASAGAN.CEL (with a copy also present under KAKUTOU.CEL).
Poké Mart
SW97 Demo | Later SHOP.CEL |
---|---|
An updated iteration of the Spaceworld 1997 Poké Mart blockset. Five blocks were blanked, the entrance carpet was shifted, and the shadow tile was removed. This blockset can be seen used by the intermediary Poké Mart seen in early 1999 screenshots.
Aquarium
SW97 Demo | Later SLOTAQA.CEL |
---|---|
The blockset tied to the updated Aquarium tileset, namely used by the source maps AQA_1F.MAP and AQA_2F.MAP.
Radio Tower
SW97 Demo | Later RADIO.CEL |
Final RADIO_CE.CEL |
---|---|---|
The blockset tied to the updated Radio Tower tileset. Namely used by the source map MASAKI.MAP.
Office
SW97 Demo | Later AZITNR_2.CEL |
---|---|
A later iteration of the Spaceworld 1997 Office blockset, trimmed so as to remove a couple blocks at the end.
Pewter Museum
The corresponding museum blockset. Taken from Generation I, but trimmed so as to remove all the non-essential blocks (i.e., the gate ones). Found under HAKU_CE.CEL.
Kanto
Early PM1CHR.CEL |
Final KANTOCEL.CEL |
---|---|
The Gen I Kanto blockset. Likely used as reference when the devs decided to rework this tileset.
Facility
Mockup Tileset | Final LABO2_CH.CGX |
---|---|
Early ISEKI_05.CEL |
Final LABO2_CE.CEL |
An early iteration of the "facility" blockset, which identical to its Gen I counterpart, aside from the printing machine block being added. The corresponding tileset was not included for this blockset, and thus a mockup will have to be used. The face plaque is likely where the Prof.Silktree message would have been displayed.
Gate
Early GATE_CE.CEL |
Later GATE.CEL |
SW97 Demo | Final GATE_CE.CEL |
---|---|---|---|
Early iterations for the Spaceworld 1997 Gate blockset. The earliest has a messed-up stair block, differently-arranged counters, and one of the descending stair blocks has a window pane instead of a piece of wall. GATE.CEL, meanwhile, leaves the counters as they were, but fixes the incorrect stair blocks, and replaces the window in another with a wall (though it uses the ending tile on the left side, causing an inconsistency when used).
Player's House
SW97 Demo | Later MINKA.CEL |
Final ROOM2_CE.CEL |
---|---|---|
A later iteration of the Spaceworld 1997 Player's House blockset. The last block of the blockset was changed to a Virtual Boy, which was kept in the final games, albeit going unused.
Player's Bedroom
Early MYROOM_C.CEL |
SW99 Demo MROOM.CEL |
Final MROOM_CE.CEL |
---|---|---|
The earliest version of the bedroom blockset, which originally lacked decorative carpet-wall blocks, and only had one poster type. The potted plants also look messed-up, suggesting that not only were they all full-size at one point, but that they also had different graphics.
House
Early MINKA_CH.CGX |
Mockup Tileset | Final MINKA_CH.CGX |
---|---|---|
Early MINKA_CE.CEL |
Later SODATE_1.CEL |
Final MINKA_CE.CEL |
An early iteration of the house tileset, which at first was fully lifted from Generation I, prior to being edited as to overwrite all the non-essential blocks (i.e., the ones unique to Cerulean City's burglarized house). The second version uses a slightly later version of MINKA_CH.CGX, with two tiles overwritten with vertical carpet.
Pokémon Center
SW97 Demo PC.CEL |
Later PC_CE.CEL |
Final PC_CE.CEL |
---|---|---|
The blockset tied to the in-between Pokémon Center tileset. Aside from the missing League lobby blocks, worth noting are blocks which would make up a Magikarp aquarium, perhaps suggesting that the Magikarp salesman was to make a return in Generation II. These unique blocks were later blanked.
Train Station
Early STATION.CEL |
SW99 Demo | Final LINER_CE.CEL |
---|---|---|
The blockset tied to the older Train Station tileset. Namely used by the source map STATION.MAP.
Johto
Early KANSACEL.CEL |
Later KANSACEL.CEL |
Final KAN00_CE.CEL |
---|---|---|
Two early iterations of the "modern" Johto blockset, the first found in DMYMAP, and the second in MAPDATA. The warp carpets and gate house blocks were added in the latter, the unique pagoda connective tiles were removed, and the traditional house roofs were tweaked.
There also exists an alternate iteration of the Johto overworld blockset, whose data actually still remains within the final games. It is odd in that it uses grass for its rock formations, instead of the rock tiles one would assume. It appears to have been built for early versions of Route 29 and Route 33.
Goldenrod City
Early KANSA_02.CGX |
Later KANSA_02.CGX |
Mockup Tileset | Final KANSA_01.CGX |
---|---|---|---|
Early OSAKACEL.CEL |
Later OSAKACEL.CEL |
Later HIWADA.CEL |
Final KAN01_CE.CEL |
Three early iterations of the "modern" Johto tileset, the first found in DMYMAP, and the second in MAPDATA. The corresponding tileset for the third iteration was not included for this blockset, and thus a mockup will have to be used.