Uploaded May 2015 | Updated September 2026, 2 weeks ago
In Pokemon Crystal there is leftover data from an unused title screen at the beginning of bank 43 (0x10C000). Not only the data of the tiles and palettes remain, but also the functions to load it. The data of the real title screen is stored after the data of this unused title screen in the ROM, suggesting that this unused title screen was made first but got replaced by the other one eventually.
To view this unused title screen replace the bytes at 0x6277 (0x67) and 0x6278 (0x6D) with 0x00 and 0x40 respectively. However, when the animation designed for the real title screen is applied, this unused title screen glitches up. To remove the movement and fix this, replace the five bytes from 0x6226 to 0x622A with F0 A2 A7 28 FB.
More information: github.com/kanzure/pokecrystal/blob/master/misc/unused_title.asm
In Pokemon Crystal there is leftover data from an unused title screen at the beginning of bank 43 (0x10C000). Not only the data of the tiles and palettes remain, but also the functions to load it. The data of the real title screen is stored after the data of this unused title screen in the ROM, suggesting that this unused title screen was made first but got replaced by the other one eventually.
To view this unused title screen replace the bytes at 0x6277 (0x67) and 0x6278 (0x6D) with 0x00 and 0x40 respectively. However, when the animation designed for the real title screen is applied, this unused title screen glitches up. To remove the movement and fix this, replace the five bytes from 0x6226 to 0x622A with F0 A2 A7 28 FB.
More information: github.com/kanzure/pokecrystal/blob/master/misc/unused_title.asm










