Debugging features within Pokémon Red/Blue/Yellow: Difference between revisions

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{{Summary page}}
{{Summary page}}


It is likely that Pokémon Red and Green, like most other modern video games featured debugging features at one time in their development. This can be supported in an "Iwata Asks" interview by Satoru Iwata with Tsunekaz Ishihara and Shigeki Morimoto regarding the release of [[bp:Pokémon HeartGold and SoulSilver|Pokémon HeartGold and SoulSilver]], where Shigeki Morimoto mentioned that "debugging features which weren't going to be included in the final version of the game were removed, creating a miniscule 300 bytes of free space." in which the developers managed to fit Mew later in the empty space.[http://nintendodsi.com/iwata-asks-chapter.jsp?interviewId=6&volumeId=1&chapterId=1]
It is likely that [[bp:Pokémon Red and Green|Pokémon Red and Green]], like most other modern video games featured debugging features at one time in their development. This can be supported in an "Iwata Asks" interview by Satoru Iwata with Tsunekaz Ishihara and Shigeki Morimoto regarding the release of [[bp:Pokémon HeartGold and SoulSilver|Pokémon HeartGold and SoulSilver]], where Shigeki Morimoto mentioned that "debugging features which weren't going to be included in the final version of the game were removed, creating a miniscule 300 bytes of free space." in which the developers managed to fit Mew later in the empty space.[http://nintendodsi.com/iwata-asks-chapter.jsp?interviewId=6&volumeId=1&chapterId=1]


Further details of the mentioned debugging features however, are not known although there are a few 'hints' of their existence, such as the original first generation [[error codes]] which have not been officially explained by Nintendo.
Further details of the mentioned debugging features however, are not known although there are a few 'hints' of their existence, such as the original first generation [[error codes]] which have not been officially explained by Nintendo.
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In the original Pokémon Red and Blue, the term "ERROR" appears in the game script, regardless of the fact that such 'errors', have not been officially explained by Nintendo or the game instruction booklet. Error codes often appear in dialogue boxes in the form of "X ERROR" when performing a different variation of the [[Ditto Trick]], where a dialogue box will be forced open instead of the player's menu displaying "X ERROR", often appearing in between [[glitch dialog]]. 'Legitimate' error codes appear to range from 1 to 99 however, other error codes do exist may be withdrawn by the game such as [[Zero Error|0 ERROR]]. However, since error messages often appear within glitch dialogue, what appears to be a two digit error code may actually be a one digit error code, with a number or symbol formed by arbitrary, or 'junk' data before it. Since there are no pointers which bring up an error code in a typical play-through, perhaps the error codes are considerable as pre-cursors for the more complicated error handlers, presumably once for debugging features in Pokémon Gold and Silver such as [[Object Event]] and [[No windows avail-able for popping]].
In the original Pokémon Red and Blue, the term "ERROR" appears in the game script, regardless of the fact that such 'errors', have not been officially explained by Nintendo or the game instruction booklet. Error codes often appear in dialogue boxes in the form of "X ERROR" when performing a different variation of the [[Ditto Trick]], where a dialogue box will be forced open instead of the player's menu displaying "X ERROR", often appearing in between [[glitch dialog]]. 'Legitimate' error codes appear to range from 1 to 99 however, other error codes do exist may be withdrawn by the game such as [[Zero Error|0 ERROR]]. However, since error messages often appear within glitch dialogue, what appears to be a two digit error code may actually be a one digit error code, with a number or symbol formed by arbitrary, or 'junk' data before it. Since there are no pointers which bring up an error code in a typical play-through, perhaps the error codes are considerable as pre-cursors for the more complicated error handlers, presumably once for debugging features in Pokémon Gold and Silver such as [[Object Event]] and [[No windows avail-able for popping]].


Printer errors were added to Pokémon Yellow and the term "ERROR", although changed to the lower-case "error" is used in the game when attempting but failing to print the [[bp:Pikachu's Beach|Pikachu's Beach]] mini-game scores. Regardless, the game will occasionally use the term "error" elsewhere when performing an alternative version of the [[Ditto Trick]], as was the case in [[Pokémon Red and Green]] which instead used the unexplained upper-case "ERROR".
Printer errors were added to Pokémon Yellow and the term "ERROR", although changed to the lower-case "error" is used in the game when attempting but failing to print the [[bp:Pikachu's Beach|Pikachu's Beach]] mini-game scores. Regardless, the game will occasionally use the term "error" elsewhere when performing an alternative version of the [[Ditto Trick]], as was the case in [[bp:Pokémon Red and Green|Pokémon Red and Green]] which instead used the unexplained upper-case "ERROR".


==Error handler names==
==Error handler names==