Peter Hajas

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Visualizing Pokémon Red and Blue Connections

I love Pokémon. My fascination with the series began with the original games released in the US, Pokémon Red and Blue (I had the Blue version).

In the past few years, people have been disassembling Pokémon games. You can check these out for Pokémon Red and Blue, Crystal, Emerald, and others. It’s really cool to be able to compile and build a game that was such a huge part of my youth.

I thought it would be fun to play with this source code, viewing these games through a new lens. A few months ago, I discovered Graphviz, a software package for rendering graphs written in the Dot language. Dot is a very simple language, and it’s easy to filter data into its format. Graphviz includes some command line tools that can render dot files to nice human-readable output. Let’s see how we can use Graphviz to visualize Pokémon Red and Blue.

Inside of pokered, there’s a data directory with a mapHeaders subdirectory inside. mapHeaders includes metadata about every overworld map in the game. This includes the connections between maps. For example, here is the metadata for Route 10:

$ cat Route10.asm 
Route10_h:
    db OVERWORLD ; tileset
    db ROUTE_10_HEIGHT, ROUTE_10_WIDTH ; dimensions (y, x)
    dw Route10_Blocks ; blocks
    dw Route10_TextPointers ; texts
    dw Route10_Script ; scripts
    db SOUTH | WEST ; connections
    SOUTH_MAP_CONNECTION ROUTE_10, LAVENDER_TOWN, 0, 0, LavenderTown_Blocks
    WEST_MAP_CONNECTION ROUTE_10, ROUTE_9, 0, 0, Route9_Blocks
    dw Route10_Object ; objects

So south of Route 10 is Lavender Town, and west is Route 9. We can use this connection data and some simple uses of grep and awk to generate Dot code representing these connections. The following commands are all run from /data/mapHeaders in the pokered repository. First, we use grep to see the connections:

$ grep -R "MAP_CONNECTION" ./
.//PewterCity.asm:	SOUTH_MAP_CONNECTION PEWTER_CITY, ROUTE_2, 5, 0, Route2_Blocks
.//PewterCity.asm:	EAST_MAP_CONNECTION PEWTER_CITY, ROUTE_3, 4, 0, Route3_Blocks
...

Next, let’s pipe that to awk to print the endpoints of that connection:

$ grep -R "MAP_CONNECTION" ./ | awk -F" " '{ print $3 $4; }'
PEWTER_CITY,ROUTE_2,
PEWTER_CITY,ROUTE_3,
...

We can use a second awk invocation to print these as Dot edges:

$ grep -R "MAP_CONNECTION" ./ | awk -F" " '{ print $3 $4; }' | awk -F"," '{ print $1" -- "$2 }'
PEWTER_CITY -- ROUTE_2
PEWTER_CITY -- ROUTE_3
...

Undirected Dot edges are represented with the two nodes and a -- between them.

We can represent a strict (one connection between nodes) graph (non-directed, as these are bidirectional connections) by wrapping all these connections in a strict graph {}:

strict graph {
    PEWTER_CITY -- ROUTE_2
    PEWTER_CITY -- ROUTE_3
    ...

We can add two other options (overlap=false to avoid edge overlap and splines=true to use splines for edges) to get a better looking graph. Here’s my pokemon_rb_towns_and_routes.dot generated from the above steps:

strict graph {
    overlap=false;
    splines=true;
    PEWTER_CITY -- ROUTE_2
    PEWTER_CITY -- ROUTE_3
    CELADON_CITY -- ROUTE_16
    CELADON_CITY -- ROUTE_7
    ROUTE_9 -- CERULEAN_CITY
    ROUTE_9 -- ROUTE_10
    ROUTE_8 -- SAFFRON_CITY
    ROUTE_8 -- LAVENDER_TOWN
    ROUTE_21 -- PALLET_TOWN
    ROUTE_21 -- CINNABAR_ISLAND
    ROUTE_20 -- CINNABAR_ISLAND
    ROUTE_20 -- ROUTE_19
    ROUTE_22 -- ROUTE_23
    ROUTE_22 -- VIRIDIAN_CITY
    PALLET_TOWN -- ROUTE_1
    PALLET_TOWN -- ROUTE_21
    ROUTE_23 -- INDIGO_PLATEAU
    ROUTE_23 -- ROUTE_22
    VERMILION_CITY -- ROUTE_6
    VERMILION_CITY -- ROUTE_11
    ROUTE_24 -- CERULEAN_CITY
    ROUTE_24 -- ROUTE_25
    ROUTE_18 -- ROUTE_17
    ROUTE_18 -- FUCHSIA_CITY
    ROUTE_19 -- FUCHSIA_CITY
    ROUTE_19 -- ROUTE_20
    ROUTE_25 -- ROUTE_24
    LAVENDER_TOWN -- ROUTE_10
    LAVENDER_TOWN -- ROUTE_12
    LAVENDER_TOWN -- ROUTE_8
    ROUTE_14 -- ROUTE_15
    ROUTE_14 -- ROUTE_13
    ROUTE_15 -- FUCHSIA_CITY
    ROUTE_15 -- ROUTE_14
    ROUTE_17 -- ROUTE_16
    ROUTE_17 -- ROUTE_18
    ROUTE_16 -- ROUTE_17
    ROUTE_16 -- CELADON_CITY
    ROUTE_12 -- LAVENDER_TOWN
    ROUTE_12 -- ROUTE_13
    ROUTE_12 -- ROUTE_11
    ROUTE_13 -- ROUTE_12
    ROUTE_13 -- ROUTE_14
    ROUTE_11 -- VERMILION_CITY
    ROUTE_11 -- ROUTE_12
    CERULEAN_CITY -- ROUTE_24
    CERULEAN_CITY -- ROUTE_5
    CERULEAN_CITY -- ROUTE_4
    CERULEAN_CITY -- ROUTE_9
    ROUTE_10 -- LAVENDER_TOWN
    ROUTE_10 -- ROUTE_9
    ROUTE_5 -- CERULEAN_CITY
    ROUTE_5 -- SAFFRON_CITY
    FUCHSIA_CITY -- ROUTE_19
    FUCHSIA_CITY -- ROUTE_18
    FUCHSIA_CITY -- ROUTE_15
    SAFFRON_CITY -- ROUTE_5
    SAFFRON_CITY -- ROUTE_6
    SAFFRON_CITY -- ROUTE_7
    SAFFRON_CITY -- ROUTE_8
    ROUTE_4 -- ROUTE_3
    ROUTE_4 -- CERULEAN_CITY
    ROUTE_6 -- SAFFRON_CITY
    ROUTE_6 -- VERMILION_CITY
    VIRIDIAN_CITY -- ROUTE_2
    VIRIDIAN_CITY -- ROUTE_1
    VIRIDIAN_CITY -- ROUTE_22
    INDIGO_PLATEAU -- ROUTE_23
    ROUTE_7 -- CELADON_CITY
    ROUTE_7 -- SAFFRON_CITY
    ROUTE_3 -- ROUTE_4
    ROUTE_3 -- PEWTER_CITY
    ROUTE_2 -- PEWTER_CITY
    ROUTE_2 -- VIRIDIAN_CITY
    CINNABAR_ISLAND -- ROUTE_21
    CINNABAR_ISLAND -- ROUTE_20
    ROUTE_1 -- VIRIDIAN_CITY
    ROUTE_1 -- PALLET_TOWN
}

We can use a simple invocation of neato to produce a PDF file with:

neato -Tpdf pokemon_rb_towns_and_routes.dot > pokemon_rb_towns_and_routes.pdf

Check it out:

A graph visualizing all towns and routes in Pokémon Red and Blue (PDF file here)

OK, so towns and routes are cool. Can we augment this file to include buildings, tunnels, and rooms? There are warp and warp_to markers in the files in /data/mapObjects. For example, let’s look at SaffronCity.asm:

$ cat data/mapObjects/SaffronCity.asm
SaffronCity_Object:
    db $f ; border block

    db 8 ; warps
    warp 7, 5, 0, COPYCATS_HOUSE_1F
    warp 26, 3, 0, FIGHTING_DOJO
    warp 34, 3, 0, SAFFRON_GYM
    warp 13, 11, 0, SAFFRON_PIDGEY_HOUSE
    warp 25, 11, 0, SAFFRON_MART
    warp 18, 21, 0, SILPH_CO_1F
    warp 9, 29, 0, SAFFRON_POKECENTER
    warp 29, 29, 0, MR_PSYCHICS_HOUSE

    ...

    ; warp-to
    warp_to 7, 5, SAFFRON_CITY_WIDTH ; COPYCATS_HOUSE_1F
    warp_to 26, 3, SAFFRON_CITY_WIDTH ; FIGHTING_DOJO
    warp_to 34, 3, SAFFRON_CITY_WIDTH ; SAFFRON_GYM
    warp_to 13, 11, SAFFRON_CITY_WIDTH ; SAFFRON_PIDGEY_HOUSE
    warp_to 25, 11, SAFFRON_CITY_WIDTH ; SAFFRON_MART
    warp_to 18, 21, SAFFRON_CITY_WIDTH ; SILPH_CO_1F
    warp_to 9, 29, SAFFRON_CITY_WIDTH ; SAFFRON_POKECENTER
    warp_to 29, 29, SAFFRON_CITY_WIDTH ; MR_PSYCHICS_HOUSE

    ...

(These _WIDTH suffixes seem to indicate the coordinates are inside of the width of the map. We’ll clean them up later.)

So, if we parse out the warp_to statements, we should be able to get a more complete view of the game’s locations and how they connect. Let’s start with a simple grep to find all the warp_to statements (run from /data/mapObjects):

grep -R "warp_to " ./
.//RocketHideoutB4F.asm:	warp_to 19, 10, ROCKET_HIDEOUT_B4F_WIDTH ; ROCKET_HIDEOUT_B3F
.//RocketHideoutB4F.asm:	warp_to 24, 15, ROCKET_HIDEOUT_B4F_WIDTH ; ROCKET_HIDEOUT_ELEVATOR
.//RocketHideoutB4F.asm:	warp_to 25, 15, ROCKET_HIDEOUT_B4F_WIDTH ; ROCKET_HIDEOUT_ELEVATOR
...

Next, pipe to awk to find the endpoints of the warp:

$ grep -R "warp_to " ./ | awk -F"," '{ print $3; }'
ROCKET_HIDEOUT_B4F_WIDTH ; ROCKET_HIDEOUT_B3F
ROCKET_HIDEOUT_B4F_WIDTH ; ROCKET_HIDEOUT_ELEVATOR
ROCKET_HIDEOUT_B4F_WIDTH ; ROCKET_HIDEOUT_ELEVATOR
CELADON_MART_3F_WIDTH ; CELADON_MART_4F
CELADON_MART_3F_WIDTH ; CELADON_MART_2F
CELADON_MART_3F_WIDTH ; CELADON_MART_ELEVATOR
BRUNOS_ROOM_WIDTH ; LORELEIS_ROOM
BRUNOS_ROOM_WIDTH ; LORELEIS_ROOM
BRUNOS_ROOM_WIDTH ; AGATHAS_ROOM
BRUNOS_ROOM_WIDTH ; AGATHAS_ROOM
BIKE_SHOP_WIDTH
...

This is close, but includes some warps that appear to point to themselves (like BIKE_SHOP_WIDTH above). No problem - we can only print lines with ; in them using grep:

$ grep -R "warp_to " ./ | awk -F"," '{ print $3; }' | grep ";"
ROCKET_HIDEOUT_B4F_WIDTH ; ROCKET_HIDEOUT_B3F
ROCKET_HIDEOUT_B4F_WIDTH ; ROCKET_HIDEOUT_ELEVATOR
ROCKET_HIDEOUT_B4F_WIDTH ; ROCKET_HIDEOUT_ELEVATOR
CELADON_MART_3F_WIDTH ; CELADON_MART_4F
CELADON_MART_3F_WIDTH ; CELADON_MART_2F
CELADON_MART_3F_WIDTH ; CELADON_MART_ELEVATOR
...

OK, almost done. Next, let’s strip out the _WIDTH text and put in edge connections:

$ grep -R "warp_to " ./ | awk -F"," '{ print $3; }' | grep ";" | sed -e "s/_WIDTH//" | sed -e "s/;/--/"
 ROCKET_HIDEOUT_B4F -- ROCKET_HIDEOUT_B3F
 ROCKET_HIDEOUT_B4F -- ROCKET_HIDEOUT_ELEVATOR
 ROCKET_HIDEOUT_B4F -- ROCKET_HIDEOUT_ELEVATOR
 CELADON_MART_3F -- CELADON_MART_4F
 CELADON_MART_3F -- CELADON_MART_2F
 CELADON_MART_3F -- CELADON_MART_ELEVATOR
...

(note the leading space here - not a big deal for the Graphviz tools)

Now, we’ll put this all into a pokemon_rb_all.dot file (along with the connections from pokemon_rb_towns_and_routes.dot) to make a graph of all of the locations in Pokémon Red and Blue. For this invocation, I also used neato:

neato -Tpdf pokemon_rb_all.dot > pokemon_rb_all.pdf

This graph is so cool! Check it out:

A graph visualizing all locations in Pokémon Red and Blue (PDF file here, dot file here)

There are so many sections of this graph with interesting details, like Victory Road leading into the Indigo Plateau and Elite Four:

A cropped version of the “all locations” graph showing just Victory Road, the Indigo Plateau, and the Elite Four sections of the graph

Or the maze-like Silph Company building:

A cropped version of the “all locations” graph showing just the Silph Company building floors

I think it’s really cool how easy it is to use simple tools to see these games from a new angle. I hope to look at other aspects of these games sometime in the future.