# smf_messages

subject: Re: Petition to combine non-poke glitch game pages into one page
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I support this.<br /><br />Regarding significantly well known glitches such as Minus World, Pac-Man level 256. Should they have a main article as well?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Most of these glitches are explained on either Chickasaurus&#039; channel or mine :<br />https://www.youtube.com/user/ChickasaurusGL/playlists<br />https://www.youtube.com/user/zreety/playlists<br /><br />There are only some tiny things like museum paintings that aren&#039;t explained in videos, the vast majority of the Pomeg Glitch exploits has been recorded on video.<br />The only main method that I haven&#039;t recorded yet is a complete tutorial about Double Corruption to maniuplate a lot of data on a single Pokemon at once.<br /><br />Some of my videos don&#039;t have an english explanation, so if you&#039;re interested by them and don&#039;t really know what happens, drop a message here and I&#039;ll make a detailled explanation. (I don&#039;t really remember which video doesn&#039;t have english explanations).


subject: Minecraft
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Is anyone here into Minecraft? I have a server that I&#039;m re-working right now, and, upon re-opening, I&#039;d love to see some people from GCL among its members.


subject: Re: The &quot;Mawhile&quot; typo in PokÃ©mon Ruby
poster_name: kaikun97
poster_ip: ***.***.***.***
icon: xx
body:
  While everyone is debating whether this is a bug or a glitch, i&#039;d like to say that there are many spelling mistakes and such in Gen 3, simply see Torchicken&#039;s Youtube video on it<br />[youtube]https://youtu.be/K9NUMK6N4F0[/youtube]


subject: Spelling mistake on one of the board descriptions
poster_name: kaikun97
poster_ip: ***.***.***.***
modified_name: kaikun97
icon: xx
body:
  [img]http://i.imgur.com/th7zu5r.png[/img]<br /><br />Just a heads up, Something has a typo and says somethiingfor the programming section<br /><br />Sorry for the huge image, I was on my phone and it has a Quad HD screen.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Spectramark
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spectramark
icon: xx
body:
  Is there any way you could explain how to set up and perform a double corruption? I never really understood how to do it, as it either looks like a [b]very[/b] complicated and tedious procedure... or I&#039;m just being a derp :-\


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If my memory is right, I made a an explanation about the method with steps to get the perfect initiator on that page : http://forums.glitchcity.info/index.php/topic,6868.420.html<br /><br />There are good chunks of explanations as I&#039;m detailling different corruptions and things, so you don&#039;t have to read everything to be ok with the double corruption procedure.<br /><br />Torchickens also made a vbm movie file showing how he obtained a perfect initiator and how he used it to corrupt a Pokemon (in case you&#039;re on vba. You can also always download vba, an Emerald ROM, and watch the movie file), and I also provided codes for the initiators in case this would be needed. (These two posts are on page 30).<br /><br />Torchickens also made a Double Corruption in one of his videos : https://www.youtube.com/watch?v=HhHlANrnOCI<br />And I also did a video about using Double Corruption on in-game traded Pokemon in order to obtain any Pokemon/Move/Item : https://www.youtube.com/watch?v=BNvi05UH9zk (there&#039;s an english pastebin in the description).<br /><br />Double Corruption isn&#039;t really hard to do. It&#039;s just that it involves a good amount of different mechanics to get an interesting result, which means that the procedure to get it done has a certain amount of steps that are different and required.<br /><br />But all in all, if you follow them well, you won&#039;t have any issue.<br /><br />As I haven&#039;t completed for now my file on the complere double corruption (doing it on an arbitrary Pokemon and not an in-game traded Pokemon), I have no translation for that, and the best use you&#039;ll have of Double Corruption will be with the in-game traded Pokemon.<br /><br />For these Pokemon, you can use another perfect initiator (instead of SEASOR the Horsea), as the in-game traded Plusle can do the trick (check the pastebin on my video about it, or my pastebin about shinyhunting in battle pyramid, or ask me if you don&#039;t find it written in them).<br /><br />Once you have an initiator, it&#039;s just a matter of choosing what you want (Pokemon, Item, Move), taking the in-game traded Pokemon that will give you what you want, ev-train it until it has the required EVs to make the corruption work, and double-corrupt it with the written procedure (with a high chance to succed per attempt, meaning a quick corruption).<br /><br />Oh, well, I&#039;m seeing that my pastebin for the &quot;Obtain any Pokemon/Item/Move&quot; doesn&#039;t have the new fastest strategy implemented, so I&#039;ll check today where the hell I wrote the procedure to have an initiator from Plusle, and I&#039;ll paste the reworked procedure here.<br /><br />I&#039;ll maybe skip some details/explanations, so you can for now read them on the mentioned links/videos, and you can also make a perfect initiator from an Horsea.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Spectramark
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Okay, I&#039;ll take another look at the steps.<br /><br />Also, one more question: When it says to not take the EGG with the hand, is it okay to look at its summary, to make sure it got corrupted into a &quot;hatchable&quot; egg and not an egg that retained Seasor?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Spectramark link=topic=6868.msg199472#msg199472 date=1449611562]<br />Okay, I&#039;ll take another look at the steps.<br /><br />Also, one more question: When it says to not take the EGG with the hand, is it okay to look at its summary, to make sure it got corrupted into a &quot;hatchable&quot; egg and not an egg that retained Seasor?<br />[/quote]<br /><br />It must not be picked up at all, or you will most likely get a Bad Egg regardless of second corruption. If you did take the Egg and brought it into battle, it may look like either a retained Seasor (or I think[?] if I remember rightly from what Metarkrai taught me it could look like the &#039;EVs PokÃ©mon&#039; too) and you still have a chance of the Egg converting into the EVs PokÃ©mon without it hatching.


subject: Re: Roll Call
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=PT link=topic=6445.msg199460#msg199460 date=1449283360]<br />*pokes head around corner* <br /><br />Hi gang. Anyone home?<br />[/quote]<br />i&#039;m here, barely.<br />Been pretty busy. 


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Spectramark link=topic=6868.msg199472#msg199472 date=1449611562]<br />Okay, I&#039;ll take another look at the steps.<br /><br />Also, one more question: When it says to not take the EGG with the hand, is it okay to look at its summary, to make sure it got corrupted into a &quot;hatchable&quot; egg and not an egg that retained Seasor?<br />[/quote]<br /><br />Yeah, looking as the summary is the main way to get information on the Egg.<br />And as Torchickens said, you must really follow the &quot;don&#039;t take until I say it&quot; rule.<br />Taking the Egg refreshes the PPs of its moves.<br />But as the Egg has a different 4th move, the new 4th Move PPs can take a value that will make the second corruption fail.<br /><br /><br />I&#039;ve now remade the explanations for the quick Double Corruption procedure.<br />Here it is : http://pastebin.com/2kJpBQCr<br /><br />It only covers the obtention of any Pokemon/Move/Item, as I&#039;ve said previously, but it&#039;s a really convenient procedure and it will allow you to have the main useful Glitch Pokemon, Moves&nbsp; to make nice things after that.<br /><br />The complete Double Corruption procedure is very similar. <br />You use Horsea as a corruption initiator instead of Plusle. (you need to double corrupt it to turn it into a perfect corruption initiator) This is because Plusle only works for Pokemon with a PID and TID who have a highest hexadecimal character of 0,1,2,3,8,9,A,B., whereas Horsea works with any PID and TID (you have two Horsea for that).<br /><br />Instead of Seedot/Plusle, you catch Smeargles.<br />By catching Smeargles right after resetting the game, you are able to determine their PID with their IVs and nature (their high level allows you to have a good approximation of their IVs).<br />Knowing the PID of the Smeargles allows you to know their Corruption type. (determined by the highest hexadecimal character of the PID and by PID mod 24)<br /><br />Then, knowing the Corruption type, you choose what kind of results you want, and write down the training that will be required. Next is the training phase. It&#039;s longer than simply training EVs, but not that longer.<br /><br />And lastly, the Double Corruption phase is the same.<br />You can Double Corrupt multiple Pokemon at the same time by cloning each of them 5 times, and placing them in the PC with the same pattern as the one in the pastebin. (You place a clone of the first Pokemon to corrupt in Box 2 slot 24. You put one initiator one slot before it. You place one Pokemon to corrupt before that initiator. ... You continue until you have placed 5 clones of a Pokemon to corrupt and 5 clones of the initiator. Then you place a clone of the second Pokemon to corrupt one slot before the last placed initiator, and go on.)<br /><br />This allows you to double corrupt 5 Pokemon at the same time (5 clones + 5 initiators = 10 slots required, and there are 54 PC Slots that can be corrupted with Pomeg Glitch).<br /><br /><br />The long part with the complete procedure is the detail of all the possibilities, with the formulas, the required trainings, and the cumulated things you can achieve.<br />I&#039;ll also need to rewrite the other parts because they were using slower strategies.


subject: Re: Petition to combine non-poke glitch game pages into one page
poster_name: Yeniaul
poster_ip: ***.***.***.***
modified_name: Yeniaul
icon: xx
body:
  [quote author=Torchickens link=topic=7387.msg199465#msg199465 date=1449413703]<br />I support this.<br /><br />Regarding significantly well known glitches such as Minus World, Pac-Man level 256. Should they have a main article as well?<br />[/quote]<br />They&#039;d have more in-depth explanations (if available), but no, one per game. Or, we could have one per game and one for major glitches or stupidly-missed oversights (*cough cough* Sonic &#039;06 in its entirety*cough* uh... *cough cough* sorry, I have a really bad cough...)


subject: Re: Categorizing glitches
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  If you want to talk &quot;desroying saves&quot;, I accidentally saved during *gasp* Super Glitch, and it was completely fine. It was like I had stripped Super Glitch and fixed the world, but left my character in place.<br /><br />So, &quot;potentially&quot; is a strong point...


subject: Re: Wiki Bug List and Reports
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  This isn&#039;t a bug, but I just wanted to say your site is PERFECT in DSi Column View, but it shows ALL of the sidebar FIRST, so it&#039;s not entirely perfect...


subject: Emulators and Python
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  Anyone know of an emulator that supports something like &quot;directly manipulating RAM through Python&quot;? That&#039;d be really cool to put into an app I&#039;m working on (controlling RetroArch for PC from Android, but no editing support, basically, TeamViewer for emulation)... 


subject: Re: The great OS wars
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  &quot;You know what?&quot;<br />Apple = &quot;Pirated Red Hat and called it theirs after making it proprietary bulls***\n&quot;<br />Mac_OS_X = &quot;redHat(illlegalVersion)\n&quot;<br />updateOSX = &quot;illegal(stolenContent-Like_Bittorrent+Fallout_4())\n&quot;<br />Linux = &quot;Great for lots of stuff, but it&#039;s no Windows XP, am I right? *laugh track*\n&quot;<br />Ubuntu = &quot;Okay, you want Debian? F*** DEBIAN!\n&quot;<br />Win7 = &quot;Better than Windows Vista, worse than XP\n&quot;<br />MS_DOS_6 = &quot;F*CK YEAH! ~4 ms for a format? H*** yeah, bring me those speeds!\n&quot;<br />Vista = &quot;goF***Yourself(rusty_knife)\n&quot;<br />Win95 = &quot;HOW COULD YOU ALLOW THE LOGIN TO BE CLOSED? TEST YOUR F***ING PRODUCTS!\n&quot;<br />Win98 = Win95 + &quot;Plus, it could&#039;ve been better, but whatever, it&#039;s good enough\n&quot;<br />Win3_1 = &quot;No.\n&quot;<br />Hillary_Clinton = &quot;YOU&#039;LL GET MY GUNS WHEN THEY&#039;VE BEEN REDUCED TO RUST YOU B****ES!!!\n&quot;<br />Donald_Trump = Hillary_Clinton<br />#Obvious political stance is obvious...<br />print Apple + Mac_OS_X + updateOSX + Linux + Ubuntu + Win7 + MS_DOS_6 + Vista + Win95 + Win98 + Win3_1 + Hillary_Clinton + Donald_Trump #I don&#039;t think you need me to tell you what&#039;ll come out of a Python Interpreter...


subject: Pushing Fallout 4 to its limit
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m pushing Fallout 4 to the breaking point... I can run it (at 25 FPS!!!) on a 2.4 GHz 4-core 64-bit processor... and 8 GB of DDR2 RAM... I... I don&#039;t even know how I got it to work, but I do know it took LOTS AND LOTS OF GIMP.<br /><br />Any ideas on WHY this works? 


subject: Re: The great OS wars
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=4566.msg199482#msg199482 date=1449886373]<br />&quot;You know what?&quot;<br />Apple = &quot;Pirated Red Hat and called it theirs after making it proprietary bulls***\n&quot;<br />Mac_OS_X = &quot;redHat(illlegalVersion)\n&quot;<br />updateOSX = &quot;illegal(stolenContent-Like_Bittorrent+Fallout_4())\n&quot;<br />Linux = &quot;Great for lots of stuff, but it&#039;s no Windows XP, am I right? *laugh track*\n&quot;<br />Ubuntu = &quot;Okay, you want Debian? F*** DEBIAN!\n&quot;<br />Win7 = &quot;Better than Windows Vista, worse than XP\n&quot;<br />MS_DOS_6 = &quot;F*CK YEAH! ~4 ms for a format? H*** yeah, bring me those speeds!\n&quot;<br />Vista = &quot;goF***Yourself(rusty_knife)\n&quot;<br />Win95 = &quot;HOW COULD YOU ALLOW THE LOGIN TO BE CLOSED? TEST YOUR F***ING PRODUCTS!\n&quot;<br />Win98 = Win95 + &quot;Plus, it could&#039;ve been better, but whatever, it&#039;s good enough\n&quot;<br />Win3_1 = &quot;No.\n&quot;<br />Hillary_Clinton = &quot;YOU&#039;LL GET MY GUNS WHEN THEY&#039;VE BEEN REDUCED TO RUST YOU B****ES!!!\n&quot;<br />Donald_Trump = Hillary_Clinton<br />#Obvious political stance is obvious...<br />print Apple + Mac_OS_X + updateOSX + Linux + Ubuntu + Win7 + MS_DOS_6 + Vista + Win95 + Win98 + Win3_1 + Hillary_Clinton + Donald_Trump #I don&#039;t think you need me to tell you what&#039;ll come out of a Python Interpreter...<br />[/quote]<br />You can say fuck on this forum you know.


subject: Re: The great OS wars
poster_name: MissingNo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hah. Letâ€™s come back around to this, 6+ years after the original post:<br /><br />[b]Microsoft Windows[/b]<br />Windows 7 has become my favorite of the OSes so far. Windows 8/8.1 have been buggy and garbage from an enterprise standpoint, and Windows 10 is cramming so much shitware out of the box unless you get the super-special â€œlong-term servicingâ€ edition that itâ€™s not even worth installing.<br /><br />Embedded-wiseâ€¦ Windows Phone isnâ€™t the strongest platform anymore. Itâ€™s lost itsâ€™ marketshare. Not a lot of good applications. It just seems so lacking in comparison to the old WinMo 6.x era.<br /><br />[b]Linux[/b]<br />With all the changes to windowing environments Ubuntu really turned to crap. Iâ€™ll really only go near CentOS or Debian most of the time, and only command-line. Android is getting iffy to an extent when device manufacturers place crapware on the device - I havenâ€™t seen a usable LG or HTC phone, ever.<br /><br />[b]Mac[/b]<br />Macs are my go-to machine. Iâ€™m typing this on my Macbook Pro, though I have nothing but bones to pick about El Capitan, the latest OS X release. With the advent of System Integrity Protection, 10.11 basically locks itself down like an iPhone: no root access, limited /System modification available, and a lot more restrictions as to what you can do to the OS.<br /><br />The iPhone and iPad though? Iâ€™ve been nothing but happy with both my iPad and iPhone. Application support is great (I have basically 90% of my hospital IT-related applications available on both, and for everything else Citrix is spot-on).


subject: Re: The great OS wars
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=MissingNo link=topic=4566.msg199487#msg199487 date=1449965443]<br />Iâ€™m typing this on my Macbook Pro, though I have nothing but bones to pick about El Capitan, the latest OS X release. With the advent of [b]System Integrity Protection[/b], 10.11 basically locks itself down like an iPhone: [b]no root access, limited /System modification available, and a lot more restrictions as to what you can do to the OS.[/b]<br />[/quote]<br />Apple at its finest. I&#039;m surprised it took them this long to do this.


subject: Re: The great OS wars
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=4566.msg199484#msg199484 date=1449937540]<br />You can say f**k on this forum you know.<br />[/quote]<br />Oh, sorry, misunderstood. Thought that was a can&#039;t. :P


subject: Re: Emulators and Python
poster_name: Kraust
poster_ip: ***.***.***.***
icon: xx
body:
  Are you looking for some kind of API that hooks into an Emulator and does memory manipulation?<br /><br />That&#039;s not exceedingly difficult in theory. Can&#039;t speed runners already do this with inputs? It&#039;s virtually the same mechanism.<br /><br />That being said, I&#039;m not developing it. I tried to make a Gameboy Emulator once and I had some issues emulating the GPU. That being said my Chip8 emulator is hilarious.


subject: Creepypasta Thread
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  Just post your best/worst/whatever creepypasta with thoughts. [size=18pt]No directly posting videos or images. Links to YouTube or a wiki only.[/size] Does not have to be gaming-related, but it&#039;s preferred and only gaming ones will be in the poll.


subject: Re: Emulators and Python
poster_name: Yeniaul
poster_ip: ***.***.***.***
modified_name: Yeniaul
icon: xx
body:
  [quote author=Kraust link=topic=7390.msg199490#msg199490 date=1449970155]<br />Are you looking for some kind of API that hooks into an Emulator and does memory manipulation?<br /><br />That&#039;s not exceedingly difficult in theory. Can&#039;t speed runners already do this with inputs? It&#039;s virtually the same mechanism.<br /><br />That being said, I&#039;m not developing it. I tried to make a Gameboy Emulator once and I had some issues emulating the GPU. That being said my Chip8 emulator is hilarious.<br />[/quote]<br />Well, more of an emulator that supports this without plugins, as that would triple frame rate drop... (Unless it was smaller than 768 bytes, that is, but that&#039;s completely impossible.)


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If they don&#039;t patch anything, then I might get Blue, since it&#039;s the only one (besides green) that I&#039;m missing from the 1st gen.


subject: Re: Forum Rules
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spoink
icon: xx
body:
  I think there should be a distinction between the forum title and description. They are both bold and I was confused that the link wasn&#039;t working. (the &quot;forum rules&quot; redirect)


subject: Save Corruption - Keep your Pokemon from your old save
poster_name: Osmiridium
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Osmiridium
icon: xx
body:
  I was tinkering around long ago and found out that it is possible to corrupt your save, but retain your party Pokemon from that save, and use it in the new game. Saving states isn&#039;t [b]necessary[/b], but it makes it far easier, as it is rather difficult to shut off the game at the right time while it is saving. Steps are as follows:<br /><br />1. Have a save file with one or more party Pokemon<br /><br />2. Save the game<br /><br />3. Save a state, and save the game again, but shut it off quickly, while it is saving<br /><br />4. If you get a &quot;The file data is destroyed!&quot; message, create a new player and move on to step five. Otherwise load the state and repeat step three..<br /><br />5. Save a second state<br /><br />6. Save the game, and turn it off [b]quickly[/b] while it is saving, but not as quick as possible. There is a specific window. (I&#039;m sorry I can&#039;t really elaborate :/)<br /><br />7. If you get a &quot;The file data is destroyed!&quot; message, load state two and repeat step 6. Otherwise, choose &quot;Continue&quot;, and go to step 8<br /><br />8. Check your party Pokemon! The party Pokemon from the previous save should be there.<br /><br />I have recorded a video demonstrating this, where I end up with three Pikachus at the beginning of the game. For some reason, the audio is distorted (it raises and lowers pitch sometimes), and I apologise for that.<br /><br />[youtube]https://www.youtube.com/watch?v=KFgMaMIIee4[/youtube]<br /> <br />I kept testing this, and if you have six Pokemon in your party when you receive Pikachu, it seems to disappear. It doesn&#039;t end up in a box, nor does it overwrite any of your six party Pokemon. Perhaps it is overwriting a Pokemon in a seventh or higher slot? Also, I wonder what other data is retained from the corrupted save file.<br /><br />Notice how the OTs of the Pikachus are preserved, and so the old ones have a normal Pikachu cry, while the one with your Trainer ID has the special cry. If you have six Pikachus already when recieving it, no Pikachu will follow you around, since they all have a different Trainer ID.


subject: Re: Save Corruption - Keep your Pokemon from your old save
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello and thanks for your contribution. Actually this is known, it is exactly the same procedure as in the save abuse glitch but with an existing save file :). The first shut down during the save is enough to transfer the PokÃ©mon to the new game, if you do it at the right moment&nbsp; :D


subject: PokÃ©mon Gold and Silver VRAM question
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I&#039;m wondering if any addresses in PokÃ©mon Gold and Silver&#039;s VRAM are unused.<br /><br />If you modify the bank 0 VRAM, it is possible to get a chance of manipulating what Celebi becomes when traded over from Generation II to Generation I (HÃ¡Äky [url=http://forums.glitchcity.info/index.php/topic,6985.msg195962.html#msg195962]documented[/url] that what FB and FD become in Generation I is hard to predict and depend on the memory). On my save file, I changed 0:803A in VRAM to FB and successfully got the conversion as Mew (my conversion is often Mankey), but this address was overwritten after entering the Cable Club Time Capsule.<br /><br />Another option may be modifying the SRAM; if cheat searcher was correct in saying that there are no FB in the VRAM, but there are multiple SRAM banks and I&#039;m not certain which one the game would get data from(?)<br /><br />Thanks in advance.<br />


subject: Re: PokÃ©mon Gold and Silver VRAM question
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: HÃ¡Äky
icon: xx
body:
  The VRAM area $8000â€“87FF is normally used for overworld sprites. Only tiles $00â€“23 ($8000â€“823F) are used for sprites on the PokÃ©mon Center second floor. The remaining tiles will be left over from the last areas visitedâ€”usually some sprites from the first floor, and the rest from the city you entered the PokÃ©mon Center from.<br /><br />If the game is started fresh from a save on the second floor of the PokÃ©mon Center, this area of VRAM will be filled with the Ho-Oh or Lugia graphic from the title screen. In Gold, Ho-Ohâ€™s sprite places an $FD byte at $82AA, which should result in that index number being converted to Magikarp through the Time Capsule, but it doesnâ€™t contain an $FB byte. In Silver, Lugiaâ€™s sprite doesnâ€™t contain either $FB or $FD.<br /><br />During a trade, that area of VRAM is used to store the sprite of the PokÃ©mon being traded. After each trade, the party data is re-converted and re-transmitted (during the â€œPLEASE WAIT!â€ screen), so the conversion of $FB and $FD may be affected by the last PokÃ©mon that was traded.<br /><br />If the search reaches SRAM addresses, it should normally read all $FF bytes because SRAM access is locked, and thus the search would continue into WRAM. (However, as I discovered while investigating Crystalâ€™s item $00, [url=http://forums.glitchcity.info/index.php/topic,7180.msg198477.html#msg198477]that behavior is erratic on a Game Boy Advance[/url]. It may be possible for $FB to be found in SRAM, but it would be impossible to predict where.)


subject: MOVED: I'm back
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: moved
body:
  This topic has been moved to [url=http://forums.glitchcity.info/index.php?board=36.0]Introductions[/url].<br /><br />[iurl]http://forums.glitchcity.info/index.php?topic=7393.0[/iurl]


subject: The Simpsons Hit and Run
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  I saw this video https://youtu.be/ioDiTQ2DcFA<br /><br />I think a topic discussing some of these things would be interesting.<br /><br />I&#039;ve done a little experimentation and I got the no vehicles glitch to work by going into a race, canceling it then immediately selecting a mission. I noticed it does not work at all in certain types of missions, as in those that require you to interact some way with a vehicle (follow, hit and collect, destroy etc).<br /><br />Next up, void fun. I haven&#039;t yet consistently managed to get into the void from that spot in Level 7, I think practise is needed. However the guy who made the video forgot about that you can press a button to respawn your car (Back on Xbox, not sure about other platforms). I reproduced getting to Kang and Kodos&#039; spaceship through the void, but hitting the Back button after hitting the invisible wall respawned my car on the other side of the wall, and driving into the spaceship destroyed my car as usual! I still think horn-to-jump is the easiest way to get into the void though.<br /><br />EDIT: I just successfully completed L7M3 going exclusively through the void, using horn to jump to get in. I had ~45 seconds left on the clock on completion (as a reminder, in L7M3 you have 1:40 to travel the entire length of the map (power plant to school playground).


subject: Re: Korean PokÃ©mon Gold/Silver is GBC only
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m late to the party but the differences between Korean/English releases with Nintendo games has always fascinated me (mainly Pokemon &amp; Melee) considering I&#039;m learning Korean.<br />Slightly off-topic, but Daewon was the same company that helped localize/release Super Smash Bros. Melee (ëŒ€ë‚œíˆ¬ ìŠ¤ë§¤ì‹œ ë¸Œë¼ë”ìŠ¤ DX) in Korea. Not much is known about the release, I believe it&#039;s basically the PAL version translated into Korean. (so no bug-fixes/balances/etc. Obligatory NTSC is best version Kappa) A lot of people don&#039;t realize that games like GSC and Melee WERE released in Korea, probably because Nintendo Korea wasn&#039;t a thing yet. But they still find their ways of getting released/imported over there.<br /><br />Also SM I&#039;m definitely going to check out your blog, I&#039;m really interested in these differences between the games. (even if I don&#039;t understand everything)<br /><br />[quote]I think translation of Pocket Monsters Geum / Eun was based on English version.<br />Because some mistranslations in them look like bad liberal translation of English version.<br />[/quote]<br />This makes sense considering some Korean phrases/words are borrowed from English, at least from what I&#039;ve seen. So if they&#039;re doing a literal translation of the English version as opposed to the Japanese, it makes sense why we would see ë‹Œí…ë„64 instead of Hyundai Comboy 64 or ãƒ­ã‚¯ãƒ¨ãƒ³.<br /><br />Anyway I&#039;ll stop rambling. It&#039;s been awhile since I&#039;ve made an &quot;actual&quot; post on GCLF lmaoooo.


subject: International Dokokashira Door Glitch full development
poster_name: Haxel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Haxel
icon: xx
body:
  Hello guys, I&#039;m Haxel, another member of PRAMA Initiative&#039;s team (a french PokÃ©mon glitch website, you probably already know ISSOtm and Krys3000). Since Krys3000 previously posted about [url=http://forums.glitchcity.info/index.php/topic,7366.0.html]potential ways to expand the Experience Underflow Glitch[/url] (I think he&#039;s gonna make an update of this soon) I decided to work more on the international Doko-Kashira Door Glitch, first to see if we could use for the Underflow, and also because it wasn&#039;t really documented much since its discovery by TheZZAZZGlitch.<br /><br />So as you know maybe, the reason for this glitch to work is that when you get rid of the end-of-party terminator, the game reads all the following WRAM data as PokÃ©mon, and for any given fake-PokÃ©mon, if the address read as its Status matches the ID of the poison, the address read as its HP is decreased by 1 every 4 steps. To make this a little more clear, this is the standard memory section for a PokÃ©mon&#039;s data (taken from DataCrystal, example for PokÃ©mon 6):<br />D247 - PokÃ©mon<br />D248-D249 - Current HP<br />D24A - Level<br />D24B - Status<br />D24C - Type 1<br />D24D - Type 2<br />D24E - Catch rate/Held item (When traded to Generation II)<br />D24F - Move 1<br />D250 - Move 2<br />D251 - Move 3<br />D252 - Move 4<br />D253-D254 - Trainer ID<br />D255-D257 - Experience <br />D258-D259 - HP EV<br />D25A-D25B - Attack EV<br />D25C-D25D - Defense EV<br />D25E-D25F - Speed EV<br />D260-D261 - Special EV<br />D262 - Attack/Defense IV<br />D263 - Speed/Special IV<br />D264 - PP Move 1<br />D265 - PP Move 2<br />D266 - PP Move 3<br />D267 - PP Move 4<br />D268 - Level<br />D269-D26A - Max HP<br />D26B-D26C - Attack<br />D26D-D26E - Defense<br />D26F-D270 - Speed<br />D271-D272 - Special<br /><br />So if the game reads the following addresses as PokÃ©mon data, THIS would be the data affected to fake-PokÃ©mon 11:<br />D323 - PokÃ©mon<br />D324-D325 - Current HP<br />D326 - Level<br />D327 - Status (Poisoned, Paralyzed, etc.)<br />D328 - Type 1<br />D329 - Type 2<br />D32A - Catch rate/Held item (When traded to Generation II)<br />D32B - Move 1<br />D32C - Move 2<br />D32D - Move 3<br />D32E - Move 4<br />D32F-D330 - Trainer ID<br />D331-D333 - Experience<br />D334-D335 - HP EV<br />D336-D337 - Attack EV<br />D338-D339 - Defense EV<br />D33A-D33B - Speed EV<br />D33C-D33D - Special EV<br />D33E - Attack/Defense IV<br />D33F - Speed/Special IV<br />D330 - PP Move 1<br />D341 - PP Move 2<br />D342 - PP Move 3<br />D343 - PP Move 4<br />D344 - Level<br />D345-D346 - Max HP<br />D347-D348 - Attack<br />D349-D34A - Defense<br />D34B-D34C - Speed<br />D34D-D34E - Special<br /><br />But the normal use of address $D325 is &#039;Item 4 Quantity&#039;. So if address $D327 (which is &#039;Item 5 Quantity&#039;) matches the ID of the poison (i.e. hex value of x8, x9, xA, xB, xC, xD, xE or xF) then every 4 steps, the quantity of item 4 decreases. When the quantity reaches 0, just like the HP are supposed to behave, this address rolls to FF, and $D324 which is the other byte of the HPs loses 1. So you will have x255 of the item just before in the [url=http://glitchcity.info/biglist.htm]big list[/url]. Have any item x8 in the 5th slot and Ultra ball x1 in the 4th slot, walk 8 steps, then you have Master Ball x255 instead. But when this second byte reaches 00, of course, the PokÃ©mon &#039;dies&#039; and the effect stops.<br /><br />Just a reminder, to trigger this glitch you have several possibilities:<br />- Super Glitch in the traditionnal way [url=http://forums.glitchcity.info/index.php/topic,6661.msg189861.html]described by TheZZAZZGlitch[/url] (27 letters before the Super Glitch move in the Rocket House of Celadon). Note that he described another technique for Yellow, I don&#039;t exactly know why, because this one also works, provided that you perform the corruption in the Party menu and not during a battle (because tile data is not brought into battle in Yellow). <br />- ZZAZZ Glitch with one, three, four or six PokÃ©mon in the party, but this is more like a &#039;testing&#039; option because it messes your game.<br />- Arbitrary Code Execution is a clean way to do it, probably the better way, but it&#039;s a little more tricky. Here is a 8F code giving you 7 PokÃ©mon so you only have to switch PokÃ©mon 1 and 7 to activate the DKD.<br />Any Item<br />8F / ws*lâ€™||lm||<br />Lemonade x7<br />X Accuracy x99 (98 in Yellow)<br />Carbos x209<br />PokÃ© Ball x119<br />Fresh Water x201<br /><br />Now let&#039;s talk about every effect of the DKD. You have to know that unlike what TheZZAZZGlitch saw, [b]all of those effects happen in Red, Blue, and Yellow. There is absolutely no differences I have seen between the versions[/b] which is totally normal if you have understood the way the glitch works.<br /><br />[u]Minor Effects:[/u]<br /><br />- The entries for owned PokÃ©mon 9 to 24 changes every 4 steps (17 to 24, then 9 to 16) if the entries for owned PokÃ©mon 33 to 40 matches the poison value.<br />- Some NPC sprites can randomly gets corrupted or turn into the player&#039;s sprite. This is because one of the poison-affected address is in a WRAM section dealing with the sprites, but I don&#039;t know much about this.<br />- Some pickable items can disappear or reappear. This is because the glitch affects the famous &quot;Missable object flags&quot; section Torchickens and Krys3000 have been working on lately.<br />- The third letter of the third PokÃ©mon&#039;s name loses an ID every 4 steps, if the 5th letter of this name has a &quot;poison ID&quot;. When the ID reaches 00, after 4 steps, it goes to FF and the 2nd letter loses an ID.<br />- The third letter of the first and sixth PokÃ©mon&#039;s OT loses an ID every 4 steps, if the 5th letter of this OT has a &quot;poison ID&quot;. When the ID reaches 00, after 4 steps, it goes to FF and the 2nd letter loses an ID.<br />- The tenth letter of the OT and nicknames of stored PokÃ©mon 3, 7, 11, 15 and 19 loses an ID every 4 steps, if the 1st letter of the following PokÃ©mon matches a &quot;poison ID&quot;. When the ID reaches 00, after 4 steps, it goes to FF and the 9th letter loses an ID.<br />- The tenth letter of the PokÃ©mon in the Day Care, if there is one, loses an ID every 4 steps, if the first letter of its OT has a &quot;poison ID&quot;. When the ID reaches 00, after 4 steps, it goes to FF and the 9th letter loses an ID.<br />- Attack EXP Stats (a.k.a. EV) of stored PokÃ©mon 4, 8, 12, 16 and 20 can lower every 4 steps depending of the Defense EXP Stats of the same PokÃ©mon.<br /><br />[u]Blackout-warping and map misconnection effects[/u]<br /><br />One interesting thing about the original DKD is the ability to warp. You can do something somehow similar in the international DKD. [b]Every 4 steps, the &#039;blackout map&#039;, in which you reappear after blacking out, loses an ID[/b]. This works everytime because the address which is two bytes further is always FF (but I really don&#039;t know what it is). Then, you have to fix the glitch, and lose a battle, so you directly warp to the selected map.<br /><br />The tricky part is usually, your &#039;blackout map&#039; (address $D719) is a town, so you have to go below ID 0 (Pallet Town) to be back to FF so you can pick any map including the hall of fame. Well, the address for the other HP byte here is $D718, and it&#039;s normally 00. But this address is related to the sprite of boulders, so if you&#039;re standing in front of a boulder with Strengh active, it goes 03 or 02.[b] Thus, if your 4th step is you going away from a boulder with Strengh active, the lowering effect happens BEFORE $D718 goes back to 00[/b]. The &#039;blackout map&#039; will then change to FF and you&#039;re free to lower it.<br /><br />It&#039;s also possible to change the ID of the &#039;blackout map&#039; by changing the HP of Fake-PokÃ©mon 34 (using curing items for example, but you need to have enough max HP or increase them) accessible via the Super Glitch technique if you had 28 letters, or the 8F code with 34 Lemonade.<br /><br />There is another way to reach a given map and that&#039;s the effect described originally by TheZZAZZGlitch, but it also works in Red and Blue: after 4 steps, the second byte of the south connection lowers by one. So, after FF x 4 = 1024 steps, the first byte changes, and so does the south connection. If the south connection of your current map is Route 12, 1024 steps makes it to become Route 11. You have to understand that the first time you change the connection, you probably have less than FF in your poison-affected byte, so it will take less steps to change the connection. This does not work on every map because the fourth byte of the connection must have a &#039;poison ID&#039;. It only naturally works on the following maps :<br />- Lavender Town<br />- Indigo Plateau (outside)<br />- Routes 1, 2, 6, 10, 12, 17, 21, 23 and 24<br />+ Several buildings and other cities like Celadon who doesn&#039;t have a natural south connexion but can be used with WTW.<br /><br />[u]Getting any PokÃ©mon effect[/u]<br /><br />So this is the part Krys3000 tried to use for the Expanded Experience Underflow but it couldn&#039;t work since you can&#039;t withdraw a &#039;negative EXP&#039; PokÃ©mon (see Torchickens&#039; video [url=https://www.youtube.com/watch?v=KdQBMObptpU]here[/url]). Every 4 steps, PokÃ©mon 9&#039;s hex ID is lowered by 1 if the 11th PokÃ©mon ID has a &#039;poison ID&#039; (note that having 10 PokÃ©mon is having a FF terminator in the 11th slot, so this will make the glitch active). [b]So this, for example, allows a Gyarados (hex ID 16) to turn into a Mew (hex ID 15) if you walk 4 steps[/b]. Remember: walking 4 new steps after the ID of this 9th PokÃ©mon reached 00 will make him to take hex ID FF (Charizard &#039;M) but the 8th PokÃ©mon will then lose an ID.<br /><br />I don&#039;t have in mind the ws*lâ€™||lm|| setup for english games but be careful if you&#039;re using this method to trigger the glitch, not to change the PokÃ©mon inside. This is an issue on french games so I usually change the active box to avoid it.<br /><br />There is no other way to get a PokÃ©mon with the DKD which can be explained with the mechanics of this glitch. I can&#039;t give any explanations to the previous reports of Party PokÃ©mon changing (for a potential use in the Experience Underflow, which is the reason Krys3000 wanted me to work on this glitch), but we suspect this is a side effect of the Super Glitch method? Maybe TheZZAZZGlitch knows more.<br /><br />[u]Getting any item effects[/u]<br /><br />There are two effects changing the IDs or quantities of items. The first trick is the one described in my example above, the quantity of item 4 lowering by 1 every 4 step if the quantity of item 5 is a poison value. <br /><br />In the other effect, items 20 and 42 lose an ID every 4 steps if the IDs of items 21 and 43 respectively matches the poison value. So if you have 1 Ultra Ball (hex ID 02) in position 20 and 1 Antidote (hex ID 0B) in position 21 then walking 4 steps will turn the Ultra Ball in Master Ball. Once again, when the ID of the item gets below 00, it goes to FF and the item before (19 or 41 then) loses 1 ID. You just have to be careful not being too far away from the PC to withdraw the item before it changes again.<br /><br />[u]Getting any move effect, PP changing effect[/u]<br /><br />The hex ID of the second move of stored PokÃ©mon 3, 7, 11, 15 and 19 lowers every 4 steps if the ID of the 4th move of this PokÃ©mon is a poison value. Example: if stored PokÃ©mon 3 has Splash as 2nd move and Growl (hex ID 2D) as 4th move, walking 4 steps will turn Splash into Psywave. You are probably getting used to it but of course, if the ID of the move reaches 0, it will be the Cooltrainer move. 4 steps later, it will become glitch move FF and the first move of your PokÃ©mon will lose an ID.<br /><br />Meanwhile, PPs of the THIRD move of stored PokÃ©mon 1, 5, 9, 13 and 17 lower every 4 steps, only if the following PokÃ©mon&#039;s hex ID is a &#039;poison ID&#039;. When they reach 0, walk 4 steps and the value goes to FF, so you now have 255 PP (however losing 1 PP of the previous move)! Of course healing your PokÃ©mon will get everything back to normal.<br /><br />[u]Rival&#039;s name changing effect[/u]<br /><br />While the DKD is active, the 8th letter of Rival&#039;s name lowers by 1 hex ID every 4 steps if the 10th letter of this name matches a &#039;poison ID&#039;. I&#039;m not sure if this helps a lot while using Rival&#039;s Cooltrainer or Rival&#039;s LOL Glitch, but you can also use this to turn this letter into the hex:50 end-of-name terminator (or the 7th letter, by walking enough steps), changing the number of letters in the name, so changing the letter displayed by a Rival&#039;s name item. (btw, I have recently made an exhaustive testing of Rival&#039;s name items for the letter they display according to the number of letters, if that&#039;s interesting to someone).<br /><br />[u]Other effects?[/u]<br /><br />Here is the list of other addresses affected by the glitch. I either don&#039;t know what it is (not documented in the disassembly), don&#039;t know how to use it, or they cannot be used because the address two bytes after cannot get a poison value. If you want to have fun working on it!<br /><br />- D3D5 (warp-related)<br />- D401 (warp-related)<br />- D42D (warp-related)<br />- D3A9 (unknown)<br />- D459 (unknown)<br />- D485 (unknown)<br />- D4B1 (unknown)<br />- D4DD (unknown)<br />- D535 (Grass tile, not usable)<br />- D611 (unknown)<br />- D695 (unknown)<br />- D6C1 (unknown)<br />- D6ED (unknown)<br />- D745 (unknown)<br />- D771 (unknown)<br />- D79D (unknown)<br />- D7C9 (unknown)<br />- D7F5 (unknown)<br />- D821 (unknown)<br />- D84D (unknown)<br />- D879 (unknown)


subject: DSi 1.4.5 to 1.4.4 rollback?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve seen a method to rollback DSi 1.4.5 to 1.4.4 floating around, but I lost it. Anyone else seen this?


subject: Re: The Simpsons Hit and Run
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Here&#039;s someone&#039;s video from a year or so ago, going through the void (using Horn to Jump) to beat L7M5 on Simpsons Hit and Run PC (route seems a little different than on console)<br /><br />https://youtu.be/bOqksnF1otU


subject: Re: Expanded Experience Underflow
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  So after the work Haxel has done on the [url=http://forums.glitchcity.info/index.php/topic,7398.0.html]International DKD[/url], it went obvious that the DKD could not be used for a real application to this glitch.<br /><br />Then it came to me that we actually don&#039;t need to go that far. Super Glitch already allows to change a PokÃ©mon&#039;s ID and this is what you have to do. Here&#039;s both methods, and I will update the first post:<br /><br />[u]Super Glitch method[/u]:<br /><br />1. Get a Medium-Slow PokÃ©mon at level 1 (with either Ditto Trick, Cooltrainer/LOL, or any other method) and place it in 6th position of your team.<br /><br />1. Get a PokÃ©mon with 27 letters combined in the 3 first moves, and Super Glitch as 4th move. There are actual ways to get a normal PokÃ©mon with a Super Glitch move. For example, trade a lvl48 Haunter to a G/S/C game (it will learn Destiny Bond) then send it back to get the hex:C2 Super Glitch move instead. You can also [url=http://glitchcity.info/wiki/index.php/GlitchDex/RB:198]use a glitch PokÃ©mon[/url].<br /><br />2. Go here: <br />[img]http://www.prama-initiative.com/RBJ/fc4.png[/img]<br /><br />R/B - Open/close the PokÃ©mon menu once then get into a fight and open/close the attack menu several times until the corruption appears. Something like that must happen:<br />[img]http://www.prama-initiative.com/RBJ/fc5.png[/img]<br />Leave the fight.<br /><br />Yellow - Open the PokÃ©mon menu then visualize the moves of your PokÃ©mon with the Super Glitch move several times until the corruption appears:<br />[img]http://www.prama-initiative.com/RBJ/fc6.png[/img]<br /><br />This is also what you get in R/B after the fight, because you now have 16 PokÃ©mon.<br /><br />3. Talk to a PokÃ©mon Center nurse, but refuse to heal your PokÃ©mon. This is to fix text boxes.<br /><br />4. Switch PokÃ©mon 6 (medium-slow) and 10. The HPs of PokÃ©mon 1 become the decimal ID of your medium-slow PokÃ©mon ([url=http://glitchcity.info/biglist.htm]e.g. 21 for Mew[/url]). Use healing items/HP Up/Whatever to change that number to the decimal ID of the PokÃ©mon you would like to perform the Experience Underflow on. For example, I set the first PokÃ©mon&#039;s HP to 131 to get Mewtwo.<br /><br />5. Then switch back both PokÃ©mon. Your lvl1 medium-slow PokÃ©mon is now the wanted PokÃ©mon at level 1. Gain less than 54 exp points and you will gain the levels. <br />Remember this won&#039;t be 100, but 105, 98 or 91 (see above). If you&#039;d like to go to lvl 100 you will have to use the 8F method instead.<br /><br />6. To fix the game, Store/Release every PokÃ©mon beyond the 6th. To get rid of the corruption that affected some of your PokÃ©mon, use the daycare. If your name is messed up by Super Glitch, you can reset it (although not in Yellow) by going there:<br />[img]http://www.prama-initiative.com/RBJ/fc8.png[/img]<br />And doing another corruption (open/close the PokÃ©mon menu, PokÃ©mon encounter, open/close the attack menu).<br /><br />[u]8F Method[/u]<br /><br />Cleaner method, but of course, 8F allows you to change a PokÃ©mon&#039;s level without this glitch. Put your PokÃ©mon at first position, then use this code that changes both bytes to the value of the wanted PokÃ©mon. Because of this, your new PokÃ©mon will fit to its own experience group and you will reach level 100 by gaining less than 54 exp points.<br /><br />Any Item<br />8F / ws*lâ€™||lm||<br />ThunderStone x100<br />TM09 x82<br />Lemonade x(dec ID of the wanted PokÃ©mon)<br />Ether x119<br />X Accuracy x107<br />X Attack x119<br />TM01 x(any quantity)<br /><br />[quote author=Spoink link=topic=7366.msg199496#msg199496 date=1450046281]<br />What about glitch EXP groups ? ;D<br />[/quote]<br /><br />What do you mean by glitch EXP groups?


subject: Computer Problems
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  Post pictures of computer problems that are weird, unexplainable or just make you go &quot;WHAT?&quot;<br />Like this:<br />[img]http://i.imgur.com/yPIH5vk.jpg[/img]<br />[img]http://i.imgur.com/QE5gLP0.jpg[/img]


subject: Re: International Dokokashira Door Glitch full development
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I made a video to illustrate the &#039;blackout warping&#039; to a wanted map explained by Haxel. In the video I show how to use the DKD to warp to the HoF and instantly finish the game.<br /><br />[youtube]https://www.youtube.com/watch?v=OWycmqosI2Y[/youtube]<br /><br />Here is a translation of the description:<br /><br />[u]DKD warping effect:[/u]<br /><br />When you manage to get 7 PokÃ©mon in the Party and switch PokÃ©mon 1 with PokÃ©mon 7, it triggers the DKD: every 4 steps, the value of several memory addresses lowers by 1 if the memory address two bytes further has a value ending with 8, 9, A, B, C, D, E or F. To learn why, just read the post before this one which explains the mechanism of this glitch.<br /><br />If you perform enough steps, you can get the value of an address to be 00. Doing 4 more steps, the value will change to FF and the value of the previous address will be lowered by 1, but this doesn&#039;t work if this previous address also has a value of 00.<br /><br />Memory address $D719 ($D718 in Yellow) contains the hex ID of the last map in which you healed your party. This is the map in which you will warp if you faint during a fight. It cannot be naturally more than hex:15 (Route 10). When the DKD is active, its value always lowers every 4 steps, since two bytes further you have memory address $D71B ($D71A in Yellow) which is always FF.<br /><br />Here&#039;s an english list of map&#039;s hex IDs and dec IDs : http://bulbapedia.bulbagarden.net/wiki/List_of_locations_by_index_number_%28Generation_I%29<br /><br />The address before the &#039;blackout map&#039;, $D718 ($D717 in Yellow), is always 00 unless you are facing a boulder with STRENGTH active (it then becomes 03). To bring the &#039;blackout map&#039; from 00 to FF, you will then need to do the 4th step FROM a boulder as shown in video, so 03 00 lowers to 02 FF.<br /><br />Warning: at least on VBA, $D71B/$D71A goes back to 00 if $D719/$D718 goes to 00 while $D718/$D717 is also 00 (lol). This might be an emulator issue but to avoid it, you must do your 4th step from the boulder to lower the map to 00 and then again to lower it to FF (see video).<br /><br />[u]Introduction about 8F:[/u]<br /><br />To get 7 PokÃ©mon, I didn&#039;t wanted to use Super Glitch/ZZAZZ Glitch so I used this 8F code instead (this is the version adapted for english games):<br />1. (anything)<br />2. ws*lâ€™||lm|| (Y) / 8F (R/B)<br />3. Lemonade x7<br />4. X Accuracy x98 (Y) / x99 (R/B)<br />5. Carbos x209<br />6. PokÃ© Ball x119<br />7. Fresh Water x201<br />Then I use the ws*lâ€™||lm|| (Y) / 8F (R/B) item. It will also work for you if you have the good PokÃ©mon setup in the active box of the PC (Yellow) / in the party (R/B).<br /><br />To learn how to get the ws*lâ€™||lm|| / 8F item you can read [url=http://forums.glitchcity.info/index.php/topic,6638.0.html]this[/url] (MissingNo. method) and [url=http://forums.glitchcity.info/index.php/topic,7353.0.html]this[/url] (No MissingNo. method). The first link will also teach you what is a PokÃ©mon setup.<br /><br />[u]Yellow step-by-step:[/u]<br /><br />0/ Have a PokÃ©mon knowing STRENGTH. You must also have a fainted PokÃ©mon (not the first). Have a proper PokÃ©mon setup in the active box and the above-listed items. Having been healed for the last time in Pewter City is not an obligation but if you don&#039;t do this, you will have to adapt the steps (poison must be allowed to act dec ID + 1 times to reach FF)<br /><br />1/ Use ws*lâ€™||lm||<br /><br />2/ Without moving, change the active PC box to avoid a potential corruption of the PokÃ©mon by the DKD (this depends of the setup you use).<br /><br />3/ Go to the warden&#039;s house in Fuschia City.<br /><br />4/ Switch PokÃ©mon 1 et 7 and activate STRENGTH, then allows the poison to act three times (more/less if the current &#039;blackout map&#039; is not Pewter) ; During the two last times, the step that triggers the poison must be done from the boulder.<br /><br />5/ Walk 4 x (255-dec ID of the map you want to reach) steps. Here, 548 steps. Then switch back PokÃ©mon 1 and 7.<br /><br />6/ Change the active PC box again to put back the setup box then toss a limonade and use ws*lâ€™||lm|| so you can get 6 PokÃ©mon again.<br /><br />7/ Store every PokÃ©mon but the fainted one.<br /><br />8/ Exit the PC and walk a few steps : the game ends.<br /><br />In R/B games, the idea is the same but you must have the good PokÃ©mon in your team (and there is no need to change the active box).


subject: Glitch Hell in non-Japanese versions
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello everyone,<br />I was playing around with my newly acquired GBA SP, and decided to experience PokÃ©mon Rouge (French Red) with it.<br />Fiddling with NoClipping got me out of bounds south of Celadon City.<br /><br />But, I got not the usual crash that results in a blank screen, but instead a Glitch Hell : http://puu.sh/m4BKb/39dba36e63.jpg<br />Here is a video of the glitch in action ; I wasn&#039;t in ideal recording conditions, so the sound cannot be heard very well.<br />[youtube]https://youtu.be/xgP9_h6pGtg[/youtube]<br />(The beep is the train I was in closing its doors)<br /><br />This means this glitch is :<br /> - possible on actual cartridges<br /> - possible on non-Japanese versions<br />It isn&#039;t very useful for now, though.<br /><br />I will soon record me doing the glitch, also in better filming conditions.<br /><br />Last note : it isn&#039;t consistent, as sometimes I just get the usual blank screen, and it does NOT work on my GBC.<br />Also, I cannot test on a DMG, as I have none :D


subject: Re: The &quot;Mawhile&quot; typo in PokÃ©mon Ruby
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=kaikun97 link=topic=7018.msg199468#msg199468 date=1449476841]<br />While everyone is debating whether this is a bug or a glitch, i&#039;d like to say that there are many spelling mistakes and such in Gen 3, simply see Torchicken&#039;s Youtube video on it<br />[youtube]https://youtu.be/K9NUMK6N4F0[/youtube]<br />[/quote]<br /><br />I guess you missed [url=http://forums.glitchcity.info/index.php/topic,7211.0.html]this thread[/url] ;)


subject: Re: Glitch Hell in non-Japanese versions
poster_name: kaikun97
poster_ip: ***.***.***.***
modified_name: kaikun97
icon: xx
body:
  Does going east or west into the grass in pallet town cause the same effects like in my video?<br /><br />https://youtu.be/YD2GKSz9AD4


subject: Re: Can I please have some emulator saves for Blue and Silver?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Mega took the save files down, so I have re-uploaded them on Google Sites.<br /><br />Hope this helps for anyone who still wants them!&nbsp; :)<br /><br />https://sites.google.com/site/torchickens2/pokemon-save-files


subject: Re: Glitch Hell in non-Japanese versions
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  I did not try, but will probably tonight.<br /><br />Although it may not happen, as this isn&#039;t a Japanese version, and the effects are not consistent.<br /><br />Processing...<br /><br />[EDIT]<br />Could only do it today ; but anyways, here it is :)<br />[youtube]https://youtu.be/pTcurEV_iM8[/youtube]<br /><br />Also, a lil&#039; bonus :<br />[youtube]https://youtu.be/G02I0qwrupU[/youtube]


subject: Re: Can I please have some emulator saves for Blue and Silver?
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7320.msg199518#msg199518 date=1450904943]<br />Mega took the save files down, so I have re-uploaded them on Google Sites.<br /><br />Hope this helps for anyone who still wants them!&nbsp; :)<br /><br />https://sites.google.com/site/torchickens2/pokemon-save-files<br />[/quote]<br /><br />Thank you, Torchickens :)


subject: Re: The Member's Guide to Topiclessness
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Thank you Sato, Merry Christmas to you too.<br /><br />Merry Christmas everyone!!<br /><br />[youtube]https://www.youtube.com/watch?v=i4BTYiy0Qi4[/youtube]<br />Here&#039;s a Christmas song to celebrate. (click)


subject: Re: Satoshi Tajiri: A man who created PokÃ©mon - page numbers of the concept art
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I have reuploaded the screenshots on Photobucket. Enjoy!<br /><br />http://s1271.photobucket.com/user/Torchickens/library/New%20Game%20Design


subject: Re: Glitch Hell in non-Japanese versions
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Very interesting. I wonder why the effects differed. Curious that it does not work on Game Boy Color; makes me wonder if any hardware registers are involved, but it&#039;s a stab in the dark. These glitches are among the most mysterious in my opinion.


subject: Re: Glitch Hell in non-Japanese versions
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  To me, this points out that GBC emulation by GBAs isn&#039;t 100% accurate. This isn&#039;t really a proof, but as soon as I&#039;ll get my Everdrive GB, I&#039;ll run the test ROMs on it.<br />Also, tests should be conducted using regular GBAs instead of my SP, to determine if the problem is specific to them.<br />I cannot test on my GBC right now, as I have no batteries that fit in and no adapter :XD:<br /><br />Also, my bad, I swapped the videos : the one currently uploaded is the lil&#039; bonus, and I&#039;m retrieving the main file from my phone right now.<br />This should be corrected in a few hours (dunno why, but the transfer is sooo slow)<br /><br />[EDIT] Both videos are finally on Youtube ! Also, when I listened to myself I coudn&#039;t understand a single word, so I subtitled one of them. I&#039;ll do the same with the other soon.


subject: Re: The Member's Guide to Topiclessness
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=3088.msg199523#msg199523 date=1450973389]<br />Thank you Sato, Merry Christmas to you too.<br /><br />Merry Christmas everyone!!<br /><br />[youtube]https://www.youtube.com/watch?v=i4BTYiy0Qi4[/youtube]<br />Here&#039;s a Christmas song to celebrate. (click)<br />[/quote]<br /><br />pssh that&#039;s not real christmas music. watch this:<br /><br />[youtube]https://www.youtube.com/watch?v=EFLaUL8NG9Y[/youtube]


subject: Re: The Member's Guide to Topiclessness
poster_name: Alaistar
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Merry Christmas folks! <br />(You all know this is the only Christmas song your hearts need now..)&nbsp; <br />[youtube]https://m.youtube.com/watch?v=E8gmARGvPlI[/youtube]


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: JohnDragon
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Alright I am a neophyte at best when it comes to pokemon glitches, the tweaking and void travel glitch is the 2nd real glitch i&#039;ve done, the first being the mew glitch.&nbsp; I ran into an issue when trying to make a Darkrai run that wasn&#039;t save corrupting, but I&#039;ve also noticed no mention of it anywhere, including the glitch wiki here.&nbsp; idk if this is really the right place to post something about this, but I thought it may be useful so i&#039;ll just tell you what I got.<br /><br />https://www.youtube.com/watch?v=YRKPj4tcybE <br /><br />I was using this video to walk me through the void path to New moon Island in NWFS.&nbsp; All was according to plan up to the first set of 63,500 steps west.&nbsp; Due to some sloppy pedometer usage I don&#039;t have an exact # of steps but at about 15,000 steps in or so I suddenly hit a trigger for apparently visiting the Pokemon Center basement for the first time, which I had not done yet in my runthrough of the game.&nbsp; I move the same number of spaces as I would if i was at the bottom of the stairs in the pokemon center: 3 north, 1 west.&nbsp; After the event was complete (the event does still say it adds the pal pad to my bag) I continued omw.&nbsp; I do the rest of the path to NWFS newmoon and I get to the save location in the video.&nbsp; The game WILL NOT let me use the explorers kit, and I get the rowan warning message when I press y for my registered EK.&nbsp; My thought was that I&#039;m now permanently considered in a building since I triggered an event in the void that is supposed to happen indoors.&nbsp; Btw i should mention I&#039;m playing diamond, although I wouldn&#039;t think it would matter.


subject: Re: The Member's Guide to Topiclessness
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Spoink link=topic=3088.msg199527#msg199527 date=1450987166]<br />[quote author=Torchickens link=topic=3088.msg199523#msg199523 date=1450973389]<br />Thank you Sato, Merry Christmas to you too.<br /><br />Merry Christmas everyone!!<br /><br />[youtube]https://www.youtube.com/watch?v=i4BTYiy0Qi4[/youtube]<br />Here&#039;s a Christmas song to celebrate. (click)<br />[/quote]<br /><br />pssh that&#039;s not real christmas music. watch this:<br /><br />[youtube]https://www.youtube.com/watch?v=EFLaUL8NG9Y[/youtube]<br />[/quote]<br /><br />Speaking of Jon Lajoie:<br /><br />[youtube]https://www.youtube.com/watch?v=23cjXModWpA[/youtube]<br />


subject: Re: A picture of myself having dinner with my waifu
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  Oh yeah, almost forgot. Still no 3D gf, so still did this Christmas Eve. At least I managed to decorate things up a bit.<br /><br />[img width=800]https://i.imgur.com/FsyHjcc.jpg[/img]


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  First of all, why are you using the Explorakit? This is very dangerous, we only used to do that at the very beginning of tweaking. It&#039;s been years now we know about the XABB manoeuver. Once you reach the end, open the start menu (X) then any menu but the save menu (A) then leave it (B) and then leave the start menu (B). You will either:<br />- See your character standing in the black. Just save and reset and enjoy.<br />- See nothing but two black screens. That means you can&#039;t use this FS in your save file, reset and try another FS.<br /><br />Now there&#039;s something else to be known: the XABB manoeuver, just as the Explorakit stuff before, cannot be done in the localization &#039;Mystery Zone&#039; because the start menu cannot be opened there. The tricky thing is there is not many Fake-Sinnohs which appears to ALWAYS (= in every save file) have a good localization in Newmoon Island.<br /><br />The proper FS that can be used for Darkrai are the following ones (Nord=North, Sud=South, Est=East, Ouest=West):<br />[img]http://www.prama-initiative.com/phoebe-gridoverall.png[/img]<br /><br />- Red : FS that has never been shown to display an usable localization on Newmoon Island, on any save file.<br />- Green : FS that have been shown to display an usable localization on Newmoon Island on every save file.<br />- Light green : FS that have been shown to display an usable localization on Newmoon Island on every save file that at least has two badges.<br />- Orange : FS that have been shown to MIGHT have a usable localization on a given save file, but also might not. Name written in red = doesn&#039;t appear to work if the game is too advanced. Name written in green = does appear to work on every save file that is advanced enough (game ended).<br /><br />Right now we consider the NW FS to be in the &#039;Jubilife&#039; localization in every game with at least two badges. So the first thing we need to know is if you couldn&#039;t use the EK because you were in a Mystery Zone. If so, that would mean NW is actually Orange.<br /><br />Then, if this is the case, try another FS.<br /><br />[u]North-North[/u]<br /><br />From the standard 430 N thing:<br />- 446 E<br />- 64190 N<br />- 319 O<br />- 650 N. This is North&#039;s Newmoon. Place yourself here:<br />[img]http://www.prama-initiative.com/DPP/tweakingtrick9.png[/img]<br />- 65510 N<br />- Get to the entrance of Darkrai&#039;s Forest and do the XABB manoeuver.<br /><br />[u]South[/u]<br /><br />From the standard 430 N thing:<br />- 414 S<br />- 1000 O<br />- 65821 S<br />- 1120 E<br />- Get to the entrance of Darkrai&#039;s Forest and do the XABB manoeuver.<br /><br />To reach any other FS from those, you just have to walk 65535 steps in a wanted direction. As an example, from NW&#039;s Newmoon island, perform 65535 steps West to reach NWW&#039;s Newmoon Island.<br /><br />My advice on FS selection is always to try those in order until you find one with a good localization (Jubilife is best) that does not get a double black screen after the XABB manoeuver:<br />- NW<br />- NN (unless your game is not really advanced) / S (unless your game is really advanced)<br />- NWW (high success rate) / EN (low success rate, but it&#039;s quicker)<br />- WSS (high success rate)<br />- WWWS (the only always usable FS, but incredibly long to reach)<br />- NNW (medium success rate, but who knows?)<br /><br />Good luck!


subject: Re: Glitch Hell in non-Japanese versions
poster_name: kaikun97
poster_ip: ***.***.***.***
modified_name: kaikun97
icon: xx
body:
  I was certain that GBC catridges were not emulated and instead just run in compatability mode, like how the Nintendo 3DS has a special DS mode for playing original DS games. This is certainly interesting. Does this do the same on an emulator? If so I may have a look myself


subject: Re: General Pokemon Glitchiness
poster_name: TwilightHakuryuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Since this is a sticky and I haven&#039;t really seen this mentioned before and I think it&#039;s more of a minor glitch...<br /><br />So, I was messing around with my spare Red Version cartridge a while back. I had never actually performed the Mew Glitch using the Special Stat of a Trainer&#039;s PokÃ©mon before, so I had started a new game and worked my way to Cerulean City. Everything was business as usual until I went to battle Mew.<br /><br />I fled from the long-distance trainer using a newly-caught Abra&#039;s Teleport. I defeated the trainer who had the right PokÃ©mon. Then I teleported back to Cerulean.<br /><br />This was where I deviated a little.<br /><br />I opened my bag and discovered that I had no PokÃ©balls to catch the Mew with, so I went to the Cerulean PokÃ©Mart and bought some. I left the Mart. I saved outside it. I headed back to Nugget Bridge... Gary was back in the same place as before!<br /><br />So I went up to Gary and asked him what he was doing there, to which he repeated his rude departing message from earlier but didn&#039;t actually leave this time, instead continuing to look around his vicinity eratically as if I wasn&#039;t even there. So I walked a little further, figuring it was just a weird little bug and would go away after I left the area for a bit.<br /><br />Instead of the Start Menu opening, a dialogue box popped up. I don&#039;t remember what the text said, but when I finished clicking through it, the dialogue box closed and... Nothing happened.<br /><br />No Mew. No battle. Just Gary being a jerk by blocking one side of the road.<br /><br />I played that cartridge a bit more; I think I reset it when I reached the Safari Zone and attempted the Mew Glitch again using Ditto instead. I got the Mew that time but Gary never went away regardless of what I did.


subject: Re: General Pokemon Glitchiness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is a text box ID mismatching. It happens because the glitch loads the text box with the same ID than the last text box you opened which in your case is not 0 (start menu) anymore. You&#039;ll find more on GCL&#039;s article about the glitch :)


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: JohnDragon
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: JohnDragon
icon: xx
body:
  welp, i guess i was just following an out of date guide xD I could have sworn when I went to NWFS (Ouest-Nord) on the chart that it was a jubilife area, but I could not open the menu or use explorers kit.&nbsp; I have 7 badges, and well I&#039;ve had some more silly things happen since my last post xD.&nbsp; I flew back to the mainland to reset out of the void since I had saved at 400N.&nbsp; I triggered the pokemon basement dialogue so that I would not have that interfere with my next run.&nbsp; I then tried to make ANOTHER run.&nbsp; I followed the instructions, and I was on my last 63,500 N to NWFS again.&nbsp; I left my 3ds inputing an up command while i ran a quick errand.&nbsp; When I got back, I had overshot but run into ANOTHER event trigger, this time the hall of fame, which of course teleported me to the actual hall of fame and had me beat the game with 7 badges.&nbsp; I haven&#039;t bothered messing with another try yet since I haven&#039;t felt like taking 20 more minutes to tweak back into the void.&nbsp; Now that I&#039;ve thought about it, I think i followed the directions wrong on that first run because it actually took me a couple tries to get to newmoon because I tried to take the exact path in the video and came against a long wall in the mystery zone between WFS and NWFS(now that i think about it I maybe was suffering from a blackout?).&nbsp; When I actually made it to new moon it is possible that I ended up in NNWFS (Nord-Nord-Ouest) due to me being absent minded.&nbsp; I really appreciate the help tho, i think that might be the error xD


subject: Re: General Pokemon Glitchiness
poster_name: TwilightHakuryuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=715.msg199538#msg199538 date=1451461839]<br />This is a text box ID mismatching. It happens because the glitch loads the text box with the same ID than the last text box you opened which in your case is not 0 (start menu) anymore. You&#039;ll find more on GCL&#039;s article about the glitch :)<br />[/quote]<br /><br />Makes perfect sense for the dialogue box itself, but what of the lack of any encounter when I closed it and the reappearance of Gary? Does text box ID mismatching&#039;s effects extend to preventing the Mew Glitch from initiating an encounter and resetting flags for certain NPCs? Like causing the disappearing Snorlax as part of the Mew Glitch?


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A few monthes ago, someone from PRAMA reported me this modified NW FS path that avoids most known event-triggering zones, crash zones, and invisible walls. I don&#039;t know if that&#039;s what you follow, but if not it might be interesting for you:<br /><br />- From the Poketch door, do the standard 1 S, 5 E, 430 N steps. XABB, then save/reset.<br />- 415 S<br />- 81 W<br />- 275 S<br />- 64552 W<br />- 82 N<br />- 780 W<br />- 65449 N<br />- Go in front of the forest&#039;s entrance on the island.<br />- XABB. If you see the player, save/reset, then XABB again. If you don&#039;t, try another FS :)


subject: Re: General Pokemon Glitchiness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hmm, I&#039;m not sure, I think I already heard about that Gary returns thing. What I know for sure however, is that text box ID mismatching can cause weird effects if the called text box ID does not exist for the given Route, such as the [url=http://glitchcity.info/wiki/index.php/Walking_lag_glitch]Walking lag glitch[/url].


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: JohnDragon
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  thanks!&nbsp; I think that is the path I took that last time I just overshot a bit and there happened to be a hall of fame trigger, I&#039;ll try it out soon


subject: Re: Flame War
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Zowayix you fuck, you can&#039;t even keep threads alive in a forum you&#039;re supposed to moderate and you allegedly call home. You suck.


subject: Re: Flame War
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=4587.msg199546#msg199546 date=1451578120]<br />Zowayix you f**k, you can&#039;t even keep threads alive in a forum you&#039;re supposed to moderate and you allegedly call home. You suck.<br />[/quote]<br /><br />I second that<br /><br />https://www.youtube.com/watch?v=hEXz0EYgs0I


subject: Re: The Member's Guide to Topiclessness
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=3088.msg199544#msg199544 date=1451567248]<br />HAPPY DILDOS<br /><br />I mean 2016, I&#039;m drunk<br />[/quote]<br /><br />Happy 2016 :)<br /><br />[img height=295]https://i.imgur.com/2fj1FEf.png[/img]


subject: Re: General Pokemon Glitchiness
poster_name: TwilightHakuryuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=715.msg199543#msg199543 date=1451560875]<br />Hmm, I&#039;m not sure, I think I already heard about that Gary returns thing. What I know for sure however, is that text box ID mismatching can cause weird effects if the called text box ID does not exist for the given Route, such as the [url=http://glitchcity.info/wiki/index.php/Walking_lag_glitch]Walking lag glitch[/url].<br />[/quote]<br /><br />I suppose I will have to recover my ROMs and emulators from my old laptop and start a new save, replicate what I did, and track what&#039;s happening as I do it. Ah well. <br /><br />


subject: Help! I can't get a bad clone in Gold!
poster_name: Statue Surfer
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve been trying to do the Celebi Egg Glitch, and here&#039;s my checklist:<br />- Egg w/ Beat Up in Slot 3 - check<br />-5 useless Pokemon - check<br />-Bad clone -...uncheck<br /><br />I&#039;ve trying everything to get one. On the GBA, I&#039;ve turned the power off between the YES/NO box and the SAVING... box, during the &quot;A&quot; in &quot;SAVING...&quot; as I read somewhere on here. On Stadium 2, I&#039;ve tried everything combination I can think of: the above, as well as resetting the console during the N64 saving box and the GBA screen saving box, both on Load Little and Load Max, and all clones come out totally normal... <br /><br />I&#039;m using the box change method. Can somebody please help??


subject: Re: Help! I can't get a bad clone in Gold!
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ahh... I always have trouble to bad clone in G/S unlike in Crystal. However, it always seemed to work better for me using the catch technique (shutting down while a new caught PokÃ©mon is sent to the PC) rather than the traditionnal cloning thing.


subject: Re: Help! I can't get a bad clone in Gold!
poster_name: Statue Surfer
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Statue Surfer
icon: xx
body:
  Never heard of that method for doing it, but I guess I&#039;ll give it a shot... can&#039;t do any worse (hopefully).<br /><br />EDIT: Well, I didn&#039;t too any better, either. Do you know any text cues for when I should reset, since on Stadium 2 it shows &quot;Saving&quot; after hitting &quot;A&quot; after the &quot;Gotcha! [Whatever] was caught!&quot; <br /><br />Also, I&#039;m playing English Gold, so if that matters, please tell me.


subject: Re: Invalid PokÃ©mon in Gen 6
poster_name: TwilightHakuryuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  &quot;3DS kernel hacking is a thing now. It&#039;s possible to downgrade firmwares 9.3 to 10.3 back to 9.2, and then, downgrade further to 4.2 and have custom firmware (rxTools) to pirate games) http://i.imgur.com/fIl8Jyf.jpg &quot;<br /><br />My friend just posted this on skype. It might be useful to some of us for continuing the Gen 6 Invalid PokÃ©mon research, for those who were forced to upgrade firmware in order to play some of the new games. I don&#039;t actually know much about kernel hacking, myself, though. 


subject: Re: Creepiest 1st Generation Glitches
poster_name: Edythator
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I know this a bit late but, i think the creepiest glitchmon is ?/ from Pokemon Yellow. What makes it so scary is it&#039;s cry. Please don&#039;t ever listen to it.


subject: Re: Creepiest 1st Generation Glitches
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Edythator link=topic=7364.msg199558#msg199558 date=1451862016]<br />I know this a bit late but, i think the creepiest glitchmon is ?/ from Pokemon Yellow. What makes it so scary is it&#039;s cry. Please don&#039;t ever listen to it.<br />[/quote]<br /><br />This is cool. I listened to it from the summary and it muted the music/another time made the game do high pitched noises, made the player invisible. It also corrupted overworld sprites.<br /><br />I tried to Fly away and the game froze with blue bars (00 39 corruption). I wondered if it&#039;s possible that the game executed arbitrary code, but when I tried to Fly away on BGB with breakpoints in writable memory to test if it can, it didn&#039;t and took me to the destination as usual and corrected the sprites and music.<br /><br />I tried to Dig in Viridian Forest after the glitch and this happened, possibly infinitely.<br /><br />[img]https://i.imgur.com/gZQ4j1b.gif[/img]


subject: Re: Creepiest 1st Generation Glitches
poster_name: Edythator
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Edythator
icon: xx
body:
  Yeah, the effects are cool, but the cry please kill me. I first encountered ?/ during a livestream i did messing around with the ASM Debug menu that TheZZAZZGlitch made, i was having a great time entering random memory values into the &quot;get pokemon&quot; thingy when i entered the value of ?/ and got so scared i closed the stream. Luckliy one of my friends said that it was too loud and i need to turn down the volume, this was about 10 minutes before i encountered ?/. That friend made a video about ?/ after seeing him in my stream and the sounds were pretty nasty, https://www.youtube.com/watch?v=cqSBe1xCHlY https://www.youtube.com/watch?v=1CdTWvHpb_U . Otherwise ?/ is a pretty cool pokemon, just not the hi-pitched cry. Also who said gameboy&#039;s couldn&#039;t have hi-pitched sounds? That&#039;s what i was wondering the entire stream afterwards i encountered ?/, sure the gameboy would have a lower sound but still, who said it couldn&#039;t have hi-pitched sounds, that made me want to believe lavender town(i know it&#039;s fake) because it had a &quot;hi-pitched&quot; noise in it&#039;s beta music. <br /><br />EDIT: Just noticed that my friend who made those videos are a big fan of yours!


subject: Re: Creepiest 1st Generation Glitches
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Only Pokemon Yellow has those high-pitched sounds (probably Pikachu&#039;s cry?). Pokemon Red (at least the English version) doesn&#039;t have sounds THAT high-pitched.


subject: Re: Creepiest 1st Generation Glitches
poster_name: Statue Surfer
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t know if this counts, but, during certain crashes caused while on the GB Tower on Pokemon Stadium 1 (English version, if it matters), it says that my save file has been corrupted and cannot be continued, and that I&#039;ll have to start a new game... but I didn&#039;t have to, I just started from my previous save file after resetting the console. Still freaked me out the first time I saw it.&nbsp; D: 


subject: Re: Help! I can't get a bad clone in Gold!
poster_name: SM
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  I made bad clones three times by box change method with English Gold and Korean Gold and now I just made another one with VBA.<br />First, you should know exact frame to make bad clone.<br />It is before &#039;saving...&#039; text appears.<br />If you reset on exact frame during save, pokemon&#039;s nickname (and OT name) will be changed to blank(00) or &#039;9999999999&#039;(FF) with high probability.<br />But other things like species and moves are not modified in most attempts.<br />It is depend on when did you start to save but I don&#039;t know how it works exactly.


subject: Debug menus in Japanese Crystal
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I came across what appears to be text for a few debug menus, which are only present in the Japanese version of PokÃ©mon Crystal (not in the English version, and not in Gold and Silver). I havenâ€™t started to work out how to load the menusâ€”someone else might like to try!â€”but it does look like thereâ€™s some surviving code. Theyâ€™re in bank $12, which is the same bank as the main menu.<br /><br />$4AE81:<br />[quote]ãƒ‘ãƒ¬ãƒƒãƒˆã¸ã‚“ã“ã†<br />ãƒªã‚»ãƒƒãƒˆ<br />ãƒ‡ãƒãƒƒã‚¯ãƒ¢ãƒ¼ãƒ‰ã€€ã‚ªãƒ³<br />ãƒ‡ãƒãƒƒã‚¯ãƒ¢ãƒ¼ãƒ‰ã€€ã‚ªãƒ•[/quote]<br />â€œPalette Changeâ€ may refer to [url=https://tcrf.net/PokÃ©mon_Gold_and_Silver#Pok.C3.A9mon_.26_Trainer_Color_Test_Menu]this well-known feature[/url]. â€œResetâ€, â€œDebug Mode Onâ€, and â€œDebug Mode Offâ€ are vague, but tempting. ([i]â€œA secret switch! Press it? Who wouldnâ€™t?â€[/i])<br /><br />$4AF2F:<br />[quote]ã‚·ãƒ¥ã‚¦ã‚¤ãƒ<br />ãƒ¡ã‚°ãƒŸ<br />ã‚²ãƒ³ã‚­<br />ã‚·ãƒ¥ãƒ³<br />ãƒ’ãƒˆãƒŸ<br />ã‚¨ã‚¤ã‚¸<br />ãƒŠãƒ„ãƒ›<br />ã‚´ãƒ­ã‚¦<br />ã‚³ã‚¦ã‚¤ãƒ<br />ãƒ¤ã‚¹ã‚¢ã‚­<br />ã‚«ã‚ªãƒª<br />ãƒ„ãƒˆãƒ <br />ãƒ¨ã‚¦ã‚¤ãƒ<br />ãƒŸã‚ºãƒ›<br />ãƒžã‚¤ã‚¯<br />ãƒ¨ã‚¦ã‚¿<br />ãƒžãƒŠãƒ–<br />ãƒªã‚«<br />ã‚¯ãƒªã‚ª<br />ãƒŸã‚¨ãƒãƒ«<br />ãƒŸãƒŽãƒ«<br />ãƒžã‚³ãƒˆ<br />ãƒã‚µãƒˆ<br />ãƒ¢ãƒˆãƒ’ãƒ­<br />ãƒ’ãƒ‡ãƒŽãƒª<br />ã‚¿ã‚±ãƒŽãƒª<br />ã‚¿ãƒ­ã‚¦<br />ã‚¨ãƒŸ<br />ã‚¢ã‚ªã‚¤[/quote]<br />This appears to be a list of the trainers (plus ã‚¢ã‚ªã‚¤/Buena) who can be registered on the PokÃ©gearâ€™s phone.<br /><br />$4B030:<br />[quote]ãƒ©ã‚¸ã‚ªã¨ã†<br />ãƒã‚±ãƒ¢ãƒ³ãƒªãƒ¼ã‚°<br />ã¦ã¤ã©ã†<br />ãƒ­ã‚±ãƒƒãƒˆã ã‚“<br />ãœã‚“ã¶ã‚ªãƒ•[/quote]<br />â€œRadio Towerâ€, â€œPokÃ©mon Leagueâ€, â€œRailwayâ€, â€œTeam Rocketâ€, â€œAll Offâ€. Would probably set/clear flags of the major story events.<br /><br />$4B0A1:<br />[quote]ã‚¨ãƒƒã‚¯ã‚¹<br />ãƒ¯ã‚¤[/quote]<br />â€œXâ€ and â€œYâ€. Probably not a reference to the sixth-generation games :P<br /><br />$4B13D:<br />[quote]ã§ã‚“ã‚<br />ã§ã‚“ã‚ãƒ•ãƒ©ã‚°<br />ãƒ©ã‚¸ã‚ªã›ã‚“ãã‚‡<br />ã‚¢ã‚ªã‚¤ãƒã‚¤ãƒ³ãƒˆ<br />ã‚¸ãƒ¼ã‚¨ã‚¹ãƒœãƒ¼ãƒ«<br />ã‚«ã‚¦ãƒ³ã‚¿ãƒ¼[/quote]<br />â€œPhoneâ€, â€œPhone Flagâ€, â€œRadio Occupationâ€, â€œBuena Pointsâ€, â€œGS Ballâ€ (!), and â€œCounterâ€ (of what?).<br /><br />$4B1E0:<br />[quote]ã„ã‚‹<br />ã„ãªã„[/quote]<br /><br />$4B1F2:<br />[quote]ã¿ã‚“ãª<br />ãƒ©ã‚¤ã‚³ã‚¦<br />ã‚¨ãƒ³ãƒ†ã‚¤<br />ã‚¹ã‚¤ã‚¯ãƒ³[/quote]<br />â€œAllâ€, â€œRaikouâ€, â€œEnteiâ€, â€œSuicuneâ€.


subject: Re: Help! I can't get a bad clone in Gold!
poster_name: Statue Surfer
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Alright, then I guess it&#039;ll just be trial-and-error from here on in, kinda like when I was doing save corruption on Yellow.<br /><br />Thanks.


subject: just a question
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  didn&#039;t know where to post this, do we still have an IRC channel? whether it&#039;s the GCL official one or whatever one we used before.


subject: How to beat PokÃ©mon Yellow in less then five minutes
poster_name: WillsGlitches
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  First make sure you have no save file. If you do press Up, Select, and B to reset it. Now start a new game. Important: make sure you pick your name Ash and your rivals name Blue. Now quickly go down stairs and go to the first tile at the door to the outside. Now open up your menu and go to save. At a very specific timing reset your game. I don&#039;t know the exact timing but it&#039;s around when the yes or no box closes and the bottom text changes. Now a few things could happen. Your file could be destroyed. The second outcome is that your game is all could and when you try to open your pokÃ©mon menu it won&#039;t do anything. The correct outcome is everything is fine and you can open your pokÃ©mon menu. If you can open your pokÃ©mon menu then first swap any pokÃ©mon between one to nine and put that pokÃ©mon at section 10. Then swap slot 11 to slot 9. Now close your pokÃ©mon menu and go to your items. Keep pressing down until it stops flashing. Then press A. The menu will have lots of things pop up. Next press Down then A, Down then A. Next go down the items until you find the first master ball. Swap the item below it (it does not matter what the item is) with the next master ball you see in the menu. Now select the item and toss sixty eight of that item. select yes then exit the door and you will be in the Hall of Fame. You will also have a complete pokÃ©dex.


subject: Re: How to beat PokÃ©mon Yellow in less then five minutes
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello WillsGlitches!<br /><br />This trick - the Save Abuse Glitch - is relatively well known (I don&#039;t know if there&#039;s a wiki page but we discuss it a lot here)<br /><br />If you&#039;d like to know about the mecanics of this glitch (especially to adapt the number of PokÃ©mon in the dex, don&#039;t hesitate to ask!


subject: Re: just a question
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yeah there still is an irc channel, there are some people in there<br />But it&#039;s mostly silent. I can get the login credentials if you need them


subject: Re: just a question
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I fucking dare you both to actually post on there.<br /><br />Go on do it<br /><br />Let&#039;s have it be active


subject: Re: Debug menus in Japanese Crystal
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Apparently I hadnâ€™t even gotten to the good part, which is in bank $3F:<br />[quote]ãƒ•ã‚¡ã‚¤ãƒˆ<br />ã¤ã†ã—ã‚“ã‚ˆã†<br />ãƒ•ã‚£ãƒ¼ãƒ«ãƒ‰<br />ã‚µã‚¦ãƒ³ãƒ‰<br />ã‚¢ãƒ‹ãƒ¡<br />ãã®ãŸ<br />ã¨ã‘ã„ãã®ã†<br />ã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯<br />ã„ã‚ã„ã‚[/quote]<br />â€œFightâ€, â€œCommunication Methodâ€ (based on the following text, this seems to be about selecting from the [url=http://bulbapedia.bulbagarden.net/wiki/Mobile_Game_Boy_Adapter#Cables]different Mobile Adapter cables[/url]), â€œFieldâ€, â€œSoundâ€, â€œAnimationâ€, â€œOtherâ€, â€œClock Functionâ€, â€œGraphicsâ€, â€œVariousâ€.<br /><br />[quote]ã‚ã–ãƒžã‚·ãƒ³ã¨ã˜ã‚‹<br />ã‚²ãƒ¼ãƒ <br />ãƒ¯ãƒ¼ãƒ—<br />ãƒ†ã‚¹ãƒˆï¼‘<br />ãƒ†ã‚¹ãƒˆï¼’<br />ãƒ†ã‚¹ãƒˆï¼“<br />ãƒ†ã‚¹ãƒˆï¼”<br />ã‹ã„ãµã<br />ã¤ãŽâ–¶<br />ãƒ‘ã‚½ã‚³ãƒ³<br />ã‚­ãƒ£ãƒ©<br />ãƒ„ãƒ¼ãƒ«ã‚®ã‚¢<br />ã˜ã£ã‘ã‚“<br />ã¤ãã‚‹<br />ãƒ•ãƒ­ã‚¢<br />ãŸã¾ã”<br />ãã‚ã<br />ã‚¿ã‚¤ãƒžãƒ¼<br />ã„ã‚ã„ã‚<br />ã©ã†ã<br />ã‚€ã—ã¨ã‚Š<br />ã“ã¥ãã‚Š<br />ã†ã¾ã‚Œã‚‹<br />ã‚¿ãƒžãƒ€<br />ã‚½ã‚¬ã¹<br />ã‚«ã‚¬ãƒ¤<br />ãƒžãƒ„ãƒ€<br />ãƒ†ãƒ„ã‚¸[/quote]<br />I donâ€™t know what the first one means, other than itâ€™s something to do with TMs. After that, â€œGameâ€, â€œWarpâ€, â€œTestâ€ 1â€“4, â€œRecoveryâ€, â€œNext â–¶â€, â€œPCâ€, â€œCharacterâ€, â€œTool Gearâ€, â€œExperimentâ€, â€œMakeâ€, â€œFloorâ€, â€œEggâ€ (written in hiragana), â€œRecordâ€, â€œTimerâ€, â€œVariousâ€, â€œItemâ€, â€œBug Catchingâ€, â€œChild Makingâ€, â€œBe Bornâ€, â€œEggâ€ (in katakana this time). The last four are developersâ€™ names: Hisashi Sogabe, Keita Kagaya, Yoshinori Matsuda, and Tetsuji Oota.<br /><br />Next there are some text strings that seem to line up with the translated debug strings found in the English version, such as those regarding breeding compatibility. Thereâ€™s a menu related to clock adjustments, and a list of warp destinations (which looks to be every town except Indigo Plateau, plus Lake of Rage, Mt. Silver, and the Rock Tunnel entrance).<br /><br />Then it gets even [i]more[/i] interesting:<br />[quote]ã‚¹ãƒ­ãƒƒãƒˆãƒžã‚·ãƒ³<br />ãƒãƒ¼ã‚«ãƒ¼ã‚²ãƒ¼ãƒ <br />ãºã‚¢ã‚²ãƒ¼ãƒ <br />ãƒ”ã‚¯ãƒ­ã‚¹[/quote]<br />â€œSlot Machineâ€, â€œPoker Gameâ€, â€œPair Gameâ€, â€œPicrossâ€. Were there supposed to be [i]four[/i] Game Corner games? And could this have been the reason the GBC version of PokÃ©mon Picross wasnâ€™t released?<br /><br />A string ã€Œãƒ†ã‚¹ãƒˆãƒ•ã‚¡ã‚¤ãƒˆã€ (Test Fight) is followed by a preformatted table that looks eerily similar to [url=https://tcrf.net/images/c/c5/Ruby-debug-battle-setup.png]something from the Ruby debug ROM[/url]:<br />[quote]ãƒ»ï¼Žã€€ã€€ãªã¾ãˆã€€ã€€ã€€ã€€ãƒ¬ã¹ãƒ«<br />ï¼‘ï¼Žâ–¶ï¼ï¼ï¼ã€€ãƒ¼ãƒ¼ãƒ¼ãƒ¼ãƒ¼ã€€ã€€ï¼ï¼ï¼<br />ï¼’ï¼Žã€€ï¼ï¼ï¼ã€€ãƒ¼ãƒ¼ãƒ¼ãƒ¼ãƒ¼ã€€ã€€ï¼ï¼ï¼<br />ï¼“ï¼Žã€€ï¼ï¼ï¼ã€€ãƒ¼ãƒ¼ãƒ¼ãƒ¼ãƒ¼ã€€ã€€ï¼ï¼ï¼<br />ï¼”ï¼Žã€€ï¼ï¼ï¼ã€€ãƒ¼ãƒ¼ãƒ¼ãƒ¼ãƒ¼ã€€ã€€ï¼ï¼ï¼<br />ï¼•ï¼Žã€€ï¼ï¼ï¼ã€€ãƒ¼ãƒ¼ãƒ¼ãƒ¼ãƒ¼ã€€ã€€ï¼ï¼ï¼<br />ï¼–ï¼Žã€€ï¼ï¼ï¼ã€€ãƒ¼ãƒ¼ãƒ¼ãƒ¼ãƒ¼ã€€ã€€ï¼ï¼ï¼[/quote]<br /><br />Finally, this looks suspiciously like a track listing for a sound test:<br />[quote]ã‚¹ãƒˆãƒƒãƒ—ã€€<br />ã‚¿ã‚¤ãƒˆãƒ«ã€€<br />ã©ã†ã‚ï¼‘ã€€<br />ã©ã†ã‚ï¼“ã€€<br />ã©ã†ã‚ï¼”ã€€<br />ãƒªãƒ‹ã‚¢ã€€ã€€<br />ãƒãƒˆãƒ«ï¼‘ã€€<br />ãƒãƒˆãƒ«ï¼“ã€€<br />ãƒãƒˆãƒ«ï¼”ã€€<br />ãƒã‚±ã‚»ãƒ³ã€€<br />ã—ã›ã‚“ï¼‘ã€€<br />ã—ã›ã‚“ï¼’ã€€<br />ã—ã›ã‚“ï¼“ã€€<br />ã‚ã•ã€€ã€€ã€€<br />ã‚·ã‚ªãƒ³ã€€ã€€<br />ã¡ã‹ï¼’ã€€ã€€<br />ã¡ã‹ï¼“ã€€ã€€<br />ã¤ã‚Œã¦ãï¼’<br />ã‚«ã‚¸ãƒŽã€€ã€€<br />ã˜ã¦ã‚“ã—ã‚ƒ<br />ã§ã‚“ã©ã†ã€€<br />ã‚¿ã‚¦ãƒ³ï¼‘ã€€<br />ã‚¿ã‚¦ãƒ³ï¼“ã€€<br />ã‹ã¡ï¼‘ã€€ã€€<br />ã‹ã¡ï¼’ã€€ã€€<br />ã‹ã¡ï¼“ã€€ã€€<br />ã‹ã¡ï¼”ã€€ã€€<br />ã‚¸ãƒ ã€€ã€€ã€€<br />ãƒžã‚¤ãƒ›ãƒ¼ãƒ <br />ãƒ©ãƒœã€€ã€€ã€€<br />ã‚ªãƒ¼ã‚­ãƒ‰ã€€<br />ãƒ©ã‚¤ãƒãƒ«ï¼‘<br />ãƒ©ã‚¤ãƒãƒ«ï¼’<br />ãªã¿ã®ã‚Šã€€<br />ã—ã‚“ã‹ã€€ã€€<br />ã“ã†ãˆã‚“ã€€<br />ãŠã—ã¾ã„ã€€<br />ã‚­ã‚­ãƒ§ã‚¦ã€€<br />ã‚¿ã‚¦ãƒ³ï¼‘ï¼’<br />ã¾ã„ã“ã€€ã€€<br />ã¡ã‹ï¼‘ï¼—ã€€<br />ãƒãƒˆãƒ«ï¼‘ï¼‘<br />ãƒãƒˆãƒ«ï¼‘ï¼“<br />ã©ã†ã‚ï¼‘ï¼“<br />ãƒ’ãƒ¯ãƒ€ã€€ã€€<br />ãƒ¨ã‚·ãƒŽã€€ã€€<br />ãƒãƒˆãƒ«ï¼‘ï¼’<br />ãƒãƒˆãƒ«ï¼‘ï¼”<br />ãƒãƒˆãƒ«ï¼‘ï¼•<br />ãƒãƒˆãƒ«ï¼‘ï¼–<br />ãƒ©ãƒœï¼‘ï¼‘ã€€<br />ã¡ã‹ï¼‘ï¼‘ï¼’<br />ã©ã†ã‚ï¼‘ï¼•<br />ã©ã†ã‚ï¼‘ï¼˜<br />ã“ã†ããã€€<br />ã—ã‚‡ã†ã­ã‚“<br />ã—ã‚‡ã†ã˜ã‚‡<br />ãƒ­ã‚±ãƒƒãƒˆã€€<br />ã‚ã‚„ã—ã„ã€€<br />ã¼ã†ã•ã‚“ã€€<br />ãƒ¯ã‚«ãƒã€€ã€€<br />ã‚³ã‚¬ãƒã€€ã€€<br />ã‚¯ãƒãƒã€€ã€€<br />ãƒ©ã‚¸ã‚ªã€€ã€€<br />ãµãˆã€€ã€€ã€€<br />ã¨ã†ï¼‘ï¼‘ã€€<br />ã¨ã†ï¼‘ï¼‘ãƒ¼<br />ã¨ã†ï¼‘ï¼’ã€€<br />ã¨ã†ï¼‘ï¼”ã€€<br />ã¿ã¡ï¼‘ï¼‘ï¼‘<br />ã¿ã¡ï¼‘ï¼‘ï¼’<br />ã¿ã¡ï¼‘ï¼‘ï¼“<br />ã¡ã‹ï¼‘ï¼’ãƒ¼<br />ã¡ã‹ï¼‘ï¼‘ï¼“<br />ãƒãƒˆï¼‘ï¼‘ï¼’<br />ã‚¢ãƒ³ãƒŽãƒ¼ãƒ³<br />ã‹ã¡ï¼’ï¼’ã€€<br />ã”ã†ãƒ­ãƒ¼ãƒ‰<br />ã¤ã‚Œã¦ãï¼‘<br />ã¨ã†ï¼‘ï¼•ã€€<br />ã“ã‚‚ã‚Šã€€ã€€<br />ãƒžãƒ¼ãƒã€€ã€€<br />ã‚¿ã‚¤ãƒˆãƒ«ï¼‘<br />ã‚¿ã‚¤ãƒˆãƒ«ï¼’<br />ã‚¹ã‚¿ãƒ¼ãƒˆã€€<br />ã„ã›ãã€€ã€€<br />ã›ã‚“ãã‚‡ã€€<br />ã¶ã‚ˆã†ã€€ã€€<br />ãŸã„ã¾ã„ã€€<br />ãŸã„ã‹ã„ã€€<br />ã‹ã„ã§ã‚“ã±<br />ãƒ—ãƒªãƒ³ã‚¿ã€€<br />ã‚¨ãƒ³ãƒ‰ï¼’ã€€<br />ã‚¤ãƒ–ã‚­ã€€ã€€<br />ã‚¤ãƒ³ãƒ—ãƒƒãƒˆ<br />ãƒ¢ãƒã‚¤ãƒ«ï¼‘<br />ã‚ã„ã“ã¨ã°<br />ãƒŸãƒŠã‚­ã€€ã€€<br />ã‚¿ã‚¤ãƒˆãƒ«ï¼“<br />ãƒãƒˆãƒ«ã‚¿ãƒ¯<br />ã‚¹ã‚¤ã‚¯ãƒ³ã€€<br />ãƒãƒˆã‚¿ãƒ¯ï¼’<br />ãƒã‚±ã‚³ãƒŸ[/quote]<br /><br /><br />[quote author=camper link=topic=7407.msg199566#msg199566 date=1452010122]I wonder if these are translated in Vietnamese Crystal...[/quote]<br />Funny you should ask thatâ€¦I only found all this because I was in the process of putting together a TCRF article on Vietnamese Crystal ;D (Thereâ€™s loads of duplicate translations, including some that were probably done by different people, plus a few unreferenced strings that I canâ€™t even identify, like â€œSHIRK VERY HANDLYâ€.) The answer is that they translated â€œXâ€, â€œYâ€, â€œINâ€, and â€œNOT INâ€ (but didnâ€™t use a valid pointer to â€œINâ€, which set me off on this journey, so a big thank you to whoever made that mistake!). All the really juicy stuff was left untouched.


subject: Re: Debug menus in Japanese Crystal
poster_name: pokechu22
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7407.msg199573#msg199573 date=1452114538]<br />[quote]ã‚¹ãƒ­ãƒƒãƒˆãƒžã‚·ãƒ³<br />ãƒãƒ¼ã‚«ãƒ¼ã‚²ãƒ¼ãƒ <br />ãºã‚¢ã‚²ãƒ¼ãƒ <br />ãƒ”ã‚¯ãƒ­ã‚¹[/quote]<br />â€œSlot Machineâ€, â€œPoker Gameâ€, â€œPair Gameâ€, â€œPicrossâ€. Were there supposed to be [i]four[/i] Game Corner games? And could this have been the reason the GBC version of PokÃ©mon Picross wasnâ€™t released?<br />[/quote]<br /><br />I&#039;m guessing that the &quot;Pair game&quot; reffers to the [url=https://tcrf.net/Pok%C3%A9mon_Gold_and_Silver#Unused_Memory_Game]unused memory game[/url]?


subject: Re: Invalid PokÃ©mon in Gen 6
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ~Poke~
icon: xx
body:
  [quote author=TwilightHakuryuu link=topic=7179.msg199557#msg199557 date=1451852845]<br />&quot;3DS kernel hacking is a thing now. It&#039;s possible to downgrade firmwares 9.3 to 10.3 back to 9.2, and then, downgrade further to 4.2 and have custom firmware (rxTools) to pirate games) http://i.imgur.com/fIl8Jyf.jpg &quot;<br /><br />My friend just posted this on skype. It might be useful to some of us for continuing the Gen 6 Invalid PokÃ©mon research, for those who were forced to upgrade firmware in order to play some of the new games. I don&#039;t actually know much about kernel hacking, myself, though.<br />[/quote]<br />It is indeed possible, though a little risky. The consensus seems to be it&#039;s mostly safe and definitely worth it for old3ds, but less safe (and less worthwhile) for new3ds. It really depends if you still want your 3ds to work as a normal console - with old3ds you can run a thing called emuNAND to be able to run the latest firmware from within the old exploitable one, so you get the best of both worlds. On new3ds the highest version you can run in emuNAND is 9.5, so you still need all sorts of other hacks to get into eshop, pokemon bank and etc. and need to pirate a cryptofixed version of any game using the 9.6+ cryptography.<br /><br />I don&#039;t really think it&#039;s worth it for new3ds since being able to downgrade relies on kernel access - so in theory 10.3 is fully exploitable, just no one&#039;s done it yet. Maybe if 10.3 emuNAND is possible it would tempt me though.<br /><br />It&#039;s also possible on latest firmware to pirate &quot;legit&quot; CIAs - basically, games that come preinstalled on special edition consoles, since they&#039;re not encrypted per device. This includes all the Pokemon games, so if anyone wants a spare game for glitching you can look into that.<br /><br />[s](What are people using to edit the glitchmons into their party on 9.3+? is it just PKHex? I looked into a homebrew called PCHex to do it all on the 3ds but it doesn&#039;t allow glitchmons).[/s] Never mind, went back and read the first post :P


subject: Re: just a question
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰
icon: xx
body:
  [quote author=Zowayix link=topic=7408.msg199572#msg199572 date=1452081093]<br />I fucking dare you both to actually post on there.<br /><br />Go on do it<br /><br />Let&#039;s have it be active<br />[/quote]<br /><br />[img]http://persephonemagazine.com/wp-content/uploads/2013/08/tennant-this.jpg[/img]<br /><br />also, holy shit papa doc is alive. long time.


subject: Re: Creepiest 1st Generation Glitches
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  /?&#039;s actual cry is one channel of psychic. Another variant of it, p(hex F4) does the same thing, but it&#039;s cry is the melody channel of st anne ship.<br /><br />Unfortunately I forgot to record F4, but EC&#039;s is here:<br /><br />[youtube]https://www.youtube.com/watch?v=NIs78jUZ8EE[/youtube]<br /><br />Gameshark codes used:<br /><br />01DBC2D0<br />01DBC3D0<br />0101DBDB<br /><br />These are just to set the sprite pointer, which is the reason it crashes. /? is a hybrid glitch, meaning it takes many qualities from another, regular PokÃ©mon (in this case pidgey). including the sprite. However, sprites are stored in banks, and Pidgey is in a different bank than EC or F4. All glitches are stored in one bank, which goes from Bulbasaur&#039;s sprite to Q (FF)&#039;s sprite. It tries to point to the data for Pidgey, but it isn&#039;t there. Instead there is a 00 byte. These bytes are evil, causing WAY more (over 65 thousand) bytes to be drawn, due to overflow. The sprite is drawn to addresses in the A000 area temporarily, but overflow writes to early C000 (C000-C200 at most) addresses, then loops back for some reason (explain?) C000-C100 is the sound, while somewhere in the C100-C200 range is some sprites (causing sprite adjustment and random sprites across the screen.<br /><br />(sorry if any thing is incorrect)


subject: Re: just a question
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=7408.msg199572#msg199572 date=1452081093]<br />I fucking dare you both to actually post on there.<br /><br />Go on do it<br /><br />Let&#039;s have it be active<br />[/quote]<br />Yo lets fucking go. And omg PD is alive. :o sup man!


subject: Re: Flame War
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Spoink link=topic=4587.msg199581#msg199581 date=1452377015]<br />Why is the word fuck censored?<br /><br />#probablygonnagetbannedforbypassingthefilters<br />[/quote]<br />[something tells me you don&#039;t know how to play this game]<br /><br /><br />GIT GUD OMFG YOU FUCKNG CASUAL, IF YOU CAN&#039;T L-CANCEL, WAVEDASH, SHINE CANCEL INTO WAVEDASH, AND DI OUT OF COMBOS GO DROWN IN MAPLE SYRUP


subject: Re: Flame War
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=4587.msg199583#msg199583 date=1452390663]<br />MELEE IS FOR TRYHARDS, PLAY A MORE FLESHED OUT AND BALANCED GAME LIKE SSB4<br />[/quote]<br />(hey but real talk, 4 is like way more balanced, when you go to melee tournaments you&#039;re lucky to see more than 3 characters)<br /><br />ZOMFG 4 IS WAY MORE TRYHARD, HAVE YOU BEEN ON FOR FUN!? THAT SHIT IS SALT CITY!111!!!! (i actually have a story for that) JV 2 STOCK A LINK IN FG, WELL HE GONNA PLAY YOU TILL HE WINS ONCE THEN D/C LIKE A ANIME LOVING WEEABOO!!!!! LOOKING AT YOU ZOWAYIX!!1111!!!!!


subject: Re: Flame War
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=4587.msg199582#msg199582 date=1452390458]<br />[quote author=Spoink link=topic=4587.msg199581#msg199581 date=1452377015]<br />Why is the word fuck censored?<br /><br />#probablygonnagetbannedforbypassingthefilters<br />[/quote]<br />[something tells me you don&#039;t know how to play this game]<br /><br /><br />GIT GUD OMFG YOU FUCKNG CASUAL, IF YOU CAN&#039;T L-CANCEL, WAVEDASH, SHINE CANCEL INTO WAVEDASH, AND DI OUT OF COMBOS GO DROWN IN MAPLE SYRUP<br />[/quote]<br /><br />YOU FUCKIN SCRUB, I BET YOU CAN&#039;T TECH INTO A B-AIR AND A JUMP AND THEN FOOTSTOOL A TECH AND THEN USE A HADOUKEN TO A SMASH ATTACK AND THEN SHIELD A N-AIR INTO A JUMP AND THEN USE A SPONGE IN A WASHING MACHINE


subject: Re: Creepiest 1st Generation Glitches
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Edythator link=topic=7364.msg199560#msg199560 date=1451903673]<br />Yeah, the effects are cool, but the cry please kill me. I first encountered ?/ during a livestream i did messing around with the ASM Debug menu that TheZZAZZGlitch made, i was having a great time entering random memory values into the &quot;get pokemon&quot; thingy when i entered the value of ?/ and got so scared i closed the stream. Luckliy one of my friends said that it was too loud and i need to turn down the volume, this was about 10 minutes before i encountered ?/. That friend made a video about ?/ after seeing him in my stream and the sounds were pretty nasty, https://www.youtube.com/watch?v=cqSBe1xCHlY https://www.youtube.com/watch?v=1CdTWvHpb_U . Otherwise ?/ is a pretty cool pokemon, just not the hi-pitched cry. Also who said gameboy&#039;s couldn&#039;t have hi-pitched sounds? That&#039;s what i was wondering the entire stream afterwards i encountered ?/, sure the gameboy would have a lower sound but still, who said it couldn&#039;t have hi-pitched sounds, that made me want to believe lavender town(i know it&#039;s fake) because it had a &quot;hi-pitched&quot; noise in it&#039;s beta music. <br /><br />EDIT: Just noticed that my friend who made those videos are a big fan of yours!<br />[/quote]<br /><br />Mm. I&#039;ve personally got used to those kind of sounds but yes, they can sound nasty. :X Interesting.<br /><br />Yes. I feel that some of the high-pitched tunes are reminiscent of that rumour. When you go out of bounds in Red/Green, you can hear [url=https://www.youtube.com/watch?v=pTJvPXhRnW4]similar high pitched/chaotic music too[/url].<br /><br />I may make my own video about EC and F4.<br /><br />He is? That&#039;s sweet of them. Tell him/her I said thank you! ^w^<br /><br />[quote author=Spoink link=topic=7364.msg199579#msg199579 date=1452355399]<br />/?&#039;s actual cry is one channel of psychic. Another variant of it, p(hex F4) does the same thing, but it&#039;s cry is the melody channel of st anne ship.<br /><br />Unfortunately I forgot to record F4, but EC&#039;s is here:<br /><br />[youtube]https://www.youtube.com/watch?v=NIs78jUZ8EE[/youtube]<br /><br />Gameshark codes used:<br /><br />01DBC2D0<br />01DBC3D0<br />0101DBDB<br /><br />These are just to set the sprite pointer, which is the reason it crashes. /? is a hybrid glitch, meaning it takes many qualities from another, regular PokÃ©mon (in this case pidgey). including the sprite. However, sprites are stored in banks, and Pidgey is in a different bank than EC or F4. All glitches are stored in one bank, which goes from Bulbasaur&#039;s sprite to Q (FF)&#039;s sprite. It tries to point to the data for Pidgey, but it isn&#039;t there. Instead there is a 00 byte. These bytes are evil, causing WAY more (over 65 thousand) bytes to be drawn, due to overflow. The sprite is drawn to addresses in the A000 area temporarily, but overflow writes to early C000 (C000-C200 at most) addresses, then loops back for some reason (explain?) C000-C100 is the sound, while somewhere in the C100-C200 range is some sprites (causing sprite adjustment and random sprites across the screen.<br /><br />(sorry if any thing is incorrect)<br />[/quote]<br /><br />Thanks for this research Spoink, much appreciated :]


subject: Re: Creepiest 1st Generation Glitches
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Do take into account that the Status page plays the Pokedex cry instead of battle cry. And ironically the Pokedex cry of a glitch Pokemon doesn&#039;t actually play in its respective Pokedex entry most of the time; the Rhydon cry usually plays instead.


subject: Re: Creepiest 1st Generation Glitches
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=camper link=topic=7364.msg199587#msg199587 date=1452447550]<br />Do take into account that the Status page plays the Pokedex cry instead of battle cry. And ironically the Pokedex cry of a glitch Pokemon doesn&#039;t actually play in its respective Pokedex entry most of the time; the Rhydon cry usually plays instead.<br />[/quote]<br /><br />Mm, yes. I&#039;ve noticed the battle and PokÃ©dex cries being different. Thanks for the extra clarification. ^w^<br /><br />Edit: I have uploaded a video about the effects. :)<br /><br />[youtube]https://www.youtube.com/watch?v=owpsrU6rqJ8[/youtube]


subject: Re: Flame War
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Spoink link=topic=4587.msg199585#msg199585 date=1452436089]<br />[quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=4587.msg199582#msg199582 date=1452390458]<br />[quote author=Spoink link=topic=4587.msg199581#msg199581 date=1452377015]<br />Why is the word fuck censored?<br /><br />#probablygonnagetbannedforbypassingthefilters<br />[/quote]<br />[something tells me you don&#039;t know how to play this game]<br /><br /><br />GIT GUD OMFG YOU FUCKNG CASUAL, IF YOU CAN&#039;T L-CANCEL, WAVEDASH, SHINE CANCEL INTO WAVEDASH, AND DI OUT OF COMBOS GO DROWN IN MAPLE SYRUP<br />[/quote]<br /><br />YOU FUCKIN SCRUB, I BET YOU CAN&#039;T TECH INTO A B-AIR AND A JUMP AND THEN FOOTSTOOL A TECH AND THEN USE A HADOUKEN TO A SMASH ATTACK AND THEN SHIELD A N-AIR INTO A JUMP AND THEN USE A SPONGE IN A WASHING MACHINE<br />[/quote]<br /><br />YOU CAN&#039;T FOOTSTOOL A TECH, YOU FOOTSTOOL CHARACTERS YOU DUMB FGT, AND HADOUKEN HAS SO MUCH END LAG YOU CAN&#039;T FUCKING SMASH ATTACK AS A COMBO, GIT GUD.<br /><br />


subject: any ways to manipulate exp without battles?
poster_name: deante0
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: deante0
icon: question
body:
  So this is a strange question and i believe the solution would lie in a code using 8F or a direct hack, but is there any known way to manipulate the exp of a pokemon without using a Q glitch or rare candy. My thoughts were to either use a kind of glitch that would add the value of the tile to the exp or add X per step to the exp. If you&#039;re wondering why, i&#039;d like to test evolution without an evolutionary stone (RB) but using various items. More or less because i&#039;m bored, but would rather avoid conducting millions of fights to get to the necessary exp value. The hex for the 1st pokemon&#039;s exp is D179-D17B. Sorry this question is so open ended, i have no or little experience with 8F, your forum, and glitching in general. <br /><br />As a useless miscellaneous glitch if you ride a bike while entering a long range trainer&#039;s sight you can quickly turn left or right to leave his sight line without activating a fight.


subject: GlitchHunterFletch's Intro
poster_name: GlitchHunterFletch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Uh... Hey there. Well I&#039;m Glitch Hunter Fletch. Feel free to call me Fletch.<br />Well.. I&#039;m kinda young (13) but i&#039;m a big fan of Pokemon.<br />I first found out about Pokemon in grade 3 and ever since I have been a big fan.<br />I was really interested about glitches ever since I looked into it on Bulbapedia.<br />This website is amazing, a database all about glitches!<br />My favorite glitch Pokemon... Uh probably.. either H&#039;Poke Or Missingno. Yellow form.<br />I have experienced every gen of Pokemon, On the console it originated from.<br />I managed to find Pokemon red and a game boy pocket at a garage sale.<br />Before that, I had bought a Game boy Color from a retro game store, with the Pokemon TCG game and I later bought Pokemon silver on eBay (had to replace the darn save battery xD) Pokemon Silver was my first Pokemon game, while all my friends had Heart Gold at the time xD. I purchased Pokemon Ruby of Ebay recently, and I Obtained Omega ruby before I finished it. My second Pokemon game I got was Heart Gold. I later got Diamond to find out it was really boring and sold it after finishing it (No offence Generation 4 Fans, It was a bit to slow for my taste!) I Pre-ordered Pokemon Y, a while before release (3D POKEMON OH MY GOSH!!) and played that the whole way through.<br />Yeah.. So.. Personality now..<br />I&#039;m generally a happy, friendly guy, but I can become kinda Angry if ticked-off too much.<br /><br />Yeah.. so thats me I guess.<br />I&#039;m looking forward to getting to know you guys! <br />(Keeping good grammar up like this is hard xD)


subject: Re: Flame War
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A REAL PLAYER WOULD BE ABLE TO HADOUKEN IN SFV ON ONE CONSOLE IN ONE HAND WHILE DOING A SMASH ATTACK IN SSB4 ON ANOTHER ONE<br /><br />THEN AGAIN I SUPPOSE FORWARD TILTS ARE TOO ADVANCED FOR SOMEONE LIKE YOU


subject: Re: Religion
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  It&#039;s under &quot;Other religion&quot;, like the true path of life Madokaism.<br /><br />(I suppose now that I&#039;ve edited the poll to make it so you can change your vote some would argue that I might as well add those ones in there, but eh)


subject: Re: any ways to manipulate exp without battles?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello (welcome?),<br /><br />To manipulate exp, you could still use [url=http://forums.glitchcity.info/index.php/topic,7353.0.html]Glitch City RAM Manipulation[/url]. This is rather limited though, but I can&#039;t see of a more powerful solution aside from 8F codes (you would then need to use the generic &quot;one-address value change&quot; code with the wanted value, D1 and 79/7A/7B, which is not hard to do)<br /><br />Don&#039;t hesitate to ask if you&#039;d like an elaborated explanation of the 8F code&nbsp; ;)


subject: Re: any ways to manipulate exp without battles?
poster_name: deante0
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I would like a explanation eventually, though for now i could use some help obtain 8F, I ran into a rather strange problem. While attempting an item underflow (not sure if that is what is actually occurring.) anyways here is the link to the video. Hope someone can figure out whats up, in the mean time i&#039;m going to hunt down some of the gym leaders perhaps they have something to do with it. <br /><br />https://www.youtube.com/watch?v=hZV-6oj44qs<br /><br />Oh and no, not quite welcome, though thank you, I made my profile like 6 months back and some things happened. I&#039;m back for now.


subject: Re: any ways to manipulate exp without battles?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Alright, you need to stop using that old underflow method. Use the dry underflow:<br /><br />2 items, a x255 item (works with every item, but of course X Special is the most documented way to get 8F), 2 items.<br /><br />Toss the first two to get three x255. Toss x255 of the first item until you can only select this item or the second one (which is, in fact, a RETURN button ; should take two tossing if you had 5 items).<br /><br />Then toss x253 of the first item. Switch item 1 and 2 twice. You now have the first item x0 with the underflow active.<br /><br />Nevertheless, the old method should work too, are you sure you have switched the good items? I could&#039;nt count well in the video. <br /><br />EDIT: I&#039;ll write something about 8F tomorrow


subject: Re: any ways to manipulate exp without battles?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Let&#039;s start with basically all the ways I know to get the 8F item:<br />- Super Glitch-triggered overflow of the item pack combined with the Celadon loop method (basically horrible)<br />- 94&#039;s Old Rod in 4th slot transmutation using an encounter glitch (e.g. Cooltrainer Trick)<br />- Glitch World RAM Manipulation-triggered overflow combined with the Missable Object Flags method (probably unusable in most games)<br />- Item Underflow/Dry Item Underflow combined with the Celadon loop method (most used way)<br />- Item Underflow/Dry Item Underflow while having precisely badges 2, 3, 4, 5 and 7 and not any other badges (the 8F item will be in 29th position, but after switching with another item, it will corrupt the badges)<br /><br />There are probably other IUG-based methods...<br /><br />When you have the 8F item, you can use a 8F code to change the value of a RAM address. [url=http://forums.glitchcity.info/index.php/topic,6638.msg199419.html#msg199419]This is a post[/url] where I explain the procedure to translate a RAM address into a gameshark code or a 8F code<br /><br />In your case you would use that with D179, D17A and D17B, using hexadecimal translation of the value you want to assign to those addresses. For example, setting FF (dec:255) as value of all three addresses will allow you to have 16777215 as exp. It is however relatively pointless, [url=http://forums.glitchcity.info/index.php/topic,6638.msg199257.html#msg199257]as explained by Crystal_[/url] so you&#039;d better stick to more reasonable values.<br /><br />Note that instead of using three different 8F code for each byte, you could probably create one that does all at once. 


subject: Save corruption abuse
poster_name: RashFaustinho
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RashFaustinho
icon: xx
body:
  Hi there!<br />Wanted to ask something.<br /><br />I know that there is that Save Corruption Glitch that allows one to have 255 (or 256?) Pokemon in his party. Thanks to that, one can manipulate data beyond the sixth Pokemon team slot, and have 255 items right at the start of the game.<br />This trick is usually performed for changing red&#039;s house&#039;s door warp into the hall of fame and finish the game in a few seconds.<br /><br />However, i was wondering... couldn&#039;t there be better uses than just beating the game in flash?<br />For example: Is it possible to use tha Save Corruption Glitch for getting super early certain glitch items or certain glitch pokemons?<br />Let&#039;s say i do the save corruption glitch. Is there a way to found a Charizard&#039;M (hex: FF) or a 8F item, and keeping them for the rest of the game?<br />Maybe by finding an 8F, one can revert Save Corruptiong Glitch&#039;s downsides and become able to play the game semi-properly, just with his game changing item obtained at the start of the game, without the need to discover all the various cities?


subject: Re: Save corruption abuse
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh, that&#039;s my domain. Thanks for asking!<br /><br />Indeed the save corruption is not only a speedrun technique. It can be very powerful to start the game with a wanted item/PokÃ©mon, there are many many things you can do with this glitch.&nbsp; Just for you to understand what this glitch does is fulling the RAM section for the party PokÃ©mon with FF (dec:255), [b]including the RAM address for the number of PokÃ©mon in the party[/b], resulting in you having 255 PokÃ©mon. Because of this RAM section is organized in a precised way, your 9 first PokÃ©mon will be Charizard &#039;M (that you can of course keep to use later in&nbsp; the game) with all datas being FF, and the remaining PokÃ©mon will take data from the rest of the RAM in order; just after the party PokÃ©mon data, you have the PokÃ©dex data. Thus, PokÃ©mon 10 will take its data from the current state of the PokÃ©dex.<br /><br />This idea behind save abuse is that by switching PokÃ©mon 1 to 9 with any other PokÃ©mon, [b]you will change all the RAM data which generates this PokÃ©mon to FF[/b]. This opens door to a lot of possibility, though it&#039;s more a nuclear weapon than a surgical strike.<br /><br />I&#039;ve been working a lot on the possibilities, and this is a good list of things that are realistic to do with the glitch:<br /><br />[list]<br />[li]Switch with 10 - Activate the Item Underflow glitch in the Item Menu (details below), and also entirely fill the PokÃ©dex. Note that switching 10 and 11 after that will bring the dex back to 0 while keeping the underflow active.[/li]<br />[li]Switch with 15 - Gives all badges and 88 caught PokÃ©mon in the dex.[/li]<br />[li]Switch with 33 - Activates all fly localisations, [b]and gives access to the Fossil Conversion Glitch which allows you to get any PokÃ©mon before your starter[/b] (see below).[/li]<br />[li]Switch with 36 - Calls back the player to Safari Hall. Also flags Surge, Erika, Koga, Blaine and Articuno as defeated.[/li]<br />[li]Switch with 59 - Activate the Item Underflow glitch in the PC (details below). Also corrupts PokÃ©mon 7 and 8 on the PC, if there are PokÃ©mon in these slots.[/li]<br />[li]Switch with 60 - Maxes out the stats and move PPs of the 8th stored PokÃ©mon. Corrupts the 9th and stored items 2 to 7.[/li]<br />[li]Switch with 62 - Activates Walk Through Walls mode. Also corrupts PokÃ©mon 7 and 8 on the PC, if there are PokÃ©mon in these slots, and stored items 13 to 18.[/li]<br />[/list]<br /><br />[u]Item Underflow Glitch[/u]<br /><br />While doing this, you will get an expanded item pack or PC, with any item beyond the 20th (50th in the PC) and their quantities allowing you to precisely modify ONE address by either switching items with a different hex values, or just tossing items to change the quantity. Here&#039;s two new list on realistic exploitation of this glitch:<br /><br />Item Menu:<br />- 21th quantity, 22th and 22th quantity: money <br />- 23th to 28th: Rival&#039;s Name<br />- 29th: Badges<br />- 30th quantity, 31th: Trainer&#039;s ID<br />- 33th quantity, 34th: Event displacement<br />- 34th quantity to 36th: Coordinates of the player in the current map (used for the celadon loop trick, allow you to get several items)<br />- 36th quantity: Reached map while taking a door (used for the HoF warp)<br /><br />PC:<br />- 51th quantity and 52th: active PokÃ©mon box<br />- 52th quantity: number of Hof teams<br />- 53th quantity and 54th: number of casino chips (used for the casino chips trick to get many items)<br />- 54th quantity to 91th: collectable items status (used for the missable object flags trick to get other items)<br /><br />It&#039;s possible to get the 8F item or other items using some of the IUG&#039;s sub-tricks, so if you&#039;d like more precise informations about this, don&#039;t hesitate to ask, I&#039;ll run some tests.<br /><br />[u]Fossil Conversion Glitch[/u]<br /><br />Basically allows you to start the game with the PokÃ©mon/glitch PokÃ©mon of your choice before you get your starter, and it&#039;s incredibly easy to do. Read this to know more:&nbsp; http://forums.glitchcity.info/index.php/topic,7137.msg198722.html#msg198722<br /><br />[quote]Maybe by finding an 8F, one can revert Save Corruptiong Glitch&#039;s downsides and become able to play the game semi-properly, just with his game changing item obtained at the start of the game, without the need to discover all the various cities?[/quote]<br /><br />Absolutely. It is possible to manually clear the corruption by store/releasing every 6+ PokÃ©mon but it can be a bit long. So yes, 8F could do that, it only requires to replace the FF in the &quot;Number of Party PokÃ©mon&quot; address to 06 or below. And you can obtain all the items you would need to do that using IUG.


subject: Re: any ways to manipulate exp without battles?
poster_name: deante0
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes its the 35th item, i&#039;ve noticed its a nugget regardless, something to do with the glitch mechanics, that spot will always have a nugget in the 35th slot. Anyways, regardless if i use the old method or the dry underflow method, the underflow functions but celadon city wont loop. Since celadon doesn&#039;t loop the count for my steps is reset whenever i enter a new zone resetting the item in that slot to hex 1 a masterball or if i entered a new zone from the left whatever number of steps right of the first tile it is. I have a boulderbadge, so it would appear the only remaining method is a cooltrainer trick....or perhaps a hard reset. I&#039;ve tried manipulating my boxes, the items in my box, my pokemon loadout, no changes, if you have a thought let me know. Thanks for the current help.


subject: Re: any ways to manipulate exp without battles?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Wait, I just noticed you were doing the trick with a X Accuracy instead of X Special. It&#039;s not that the item itself is that important, but it requires adaptation if you change it, because item 35 deals with Player&#039;s X position in the current map, which is the base of the loop trick. X Accuracy is hex 2E instead of 44, while the original X position for this spot is hex 31 (nugget). I&#039;m guessing you&#039;re basically going the wrong way here. Try with a X Special, as I believe anyway that adapting the loop trick with a hex value that low would make the game freeze if you try to do it in one shot.


subject: Re: Debug menus in Japanese Crystal
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  [img]http://i.imgur.com/Ew1O6I4.png[/img]<br />Forcing this menu to appear in place of the Option menu is fairly straightforward, but most of the menu options donâ€™t work and a couple of them crash the game.<br /><br />For example, the ã€Œã‚¸ãƒ¼ã‚¨ã‚¹ãƒœãƒ¼ãƒ«ã€ (GS Ball) option calls this function:<br />[code]DebugGSBall: ; 4B205<br />	ld a, $05<br />	call $2FDA<br />	ld a, $0B<br />	ld [$A000], a<br />	call $2FEA<br />	ret[/code]<br />This opens SRAM bank 5 with a call to $2FDA, then sets $A000 to $0B, then closes SRAM with a call to $2FEA.<br /><br />Or, it would, except that the functions to open and close SRAM are at $2F9D and $2FAD, not $2FDA and $2FEA. Apparently this debug code was built for a different version of the ROM, and the calls to functions above around $2E00 in bank 0 are offset by exactly $3D bytes. Restoring the functionality of this menu is just a matter of correcting these several function calls; Iâ€™ve attached an IPS patch which does this.<br /><br />So, what does this menu do?<br /><br />[b]Phone[/b] (ã§ã‚“ã‚)<br />[img]http://i.imgur.com/HvoPmKZ.png[/img]<br />Brings up this submenu in which a trainer can be selected. After you make a selection, and close the menu, you will receive a phone call from that trainer, regardless of whether theyâ€™re registered in your PokÃ©gear.<br /><br />[b]Phone Flags[/b] (ã§ã‚“ã‚ãƒ•ãƒ©ã‚°)<br />[img]http://i.imgur.com/ayZTClP.png[/img]<br />Brings up this submenu, which allows certain event flags (having nothing to do with the phone?) to be set or cleared. ã€Œãƒ©ã‚¸ã‚ªã¨ã†ã€ sets event flag $021, named [tt]EVENT_CLEARED_RADIO_TOWER[/tt] in pokecrystal. ã€Œãƒã‚±ãƒ¢ãƒ³ãƒªãƒ¼ã‚°ã€ sets event flag $044, [tt]EVENT_BEAT_ELITE_FOUR[/tt]. ã€Œã¦ã¤ã©ã†ã€ sets event flag $0CD, [tt]EVENT_RESTORED_POWER_TO_KANTO[/tt]. ã€Œãƒ­ã‚±ãƒƒãƒˆã ã‚“ã€ sets event flag $022, [tt]EVENT_CLEARED_ROCKET_HIDEOUT[/tt]. ã€Œãœã‚“ã¶ã‚ªãƒ•ã€ clears all four of these flags.<br /><br />[b]Radio Occupation[/b] (ãƒ©ã‚¸ã‚ªã›ã‚“ãã‚‡)<br />Sets $D84A to $7F, which gives the player all Johto badges except the Rising Badge. Team Rocketâ€™s occupation of the Radio Tower begins when the seventh badge is received.<br /><br />[b]Buena Points[/b] (ã‚¢ã‚ªã‚¤ãƒã‚¤ãƒ³ãƒˆ)<br />Sets $DC11 to $1D. This puts 29 points on the Blue Card, one short of the maximum.<br /><br />[b]GS Ball[/b] (ã‚¸ãƒ¼ã‚¨ã‚¹ãƒœãƒ¼ãƒ«)<br />Sets offset $A000 of the save file to $0B. This has no apparent effect. Iâ€™m guessing the Mobile Adapter needs to be connected before the GS Ball can be received at the PokÃ©Com Center?<br /><br />[b]Counter[/b] (ã‚«ã‚¦ãƒ³ã‚¿ãƒ¼)<br />Calls function 41:6255. This is [tt]_MobilePrintNum[/tt] in pokecrystalâ€™s [url=https://github.com/pret/pokecrystal/blob/master/misc/mobile_41.asm]misc/mobile_41.asm[/url]. Apparently this function is supposed to print a number on the screen, but the debug menu code doesnâ€™t set any parameters and it doesnâ€™t appear to do anything.<br /><br /><br />There doesnâ€™t seem to be any surviving code for the first debug menu with the Palette Change/Reset/Debug Mode On/Debug Mode Off options. There are a few functions related to the X and Y strings, but I havenâ€™t figured what they do yet. Thereâ€™s a lot of code associated with the Raikou/Entei/Suicune menu, suggesting that it must do something quite elaborate. I havenâ€™t even started on bank $3F.


subject: PoC||GTFO 10 out, has a PokÃ©mon-related article.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  https://www.alchemistowl.org/pocorgtfo/pocorgtfo10.pdf<br /><br />The article details code exec in Gen 1 via save corruption, and utilising that to escape the SGB to get full code exec on the SNES.<br /><br />As is the style of PoC||GTFO, the pdf is also valid as a zip file (which includes a copy of the pokered disassembly), and as an LSNES movie which does that.


subject: Re: Debug menus in Japanese Crystal
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Nice work. The thing with the SRAM functions, and that this debug stuff is not in any other gen2 game, makes me think that it&#039;s in there because of a linker fuckup.<br /><br />Any chance of making Game Genie codes to get this working? (Game Genie on GB/C are for ROM patches, right?)


subject: Re: Glitch Hell in non-Japanese versions
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Okay, I&#039;ve finally gotten my Everdrive GB (it&#039;s a GB flash card) and conducted a few tests :<br /><br />Fist of all, I ran blargg&#039;s test ROMs and, to my surprise, the GBC itself (along with the GBA) failed some of these tests ! There is no test for Echo RAM though, I&#039;ll probably be doing one myself.<br />See the results [url=http://gbdev.gg8.se/wiki/articles/Test_ROMs#Real_hardware_.28using_a_GB_flash_card.29]here[/url] (look below for comparisons with emulators)<br /><br />Then I went out of bounds in Pallet Town on my GBC, and after a number of tries, I still got no Glitch Hell.<br />However, I accidentally got out of bounds and got no glitched graphics. I did like so :<br />[list type=decimal]<br />[li]Acquire NoClip in Pallet Town (I use a 8F setup)[/li]<br />[li]Go to the West/East edge of the map (on the &quot;pillars&quot;)[/li]<br />[li]Walk up until on the northern edge of Pallet Town, but do not cross the map connection yet[/li]<br />[li]Walk, without stopping, one or two steps up (two always work) and one step out of bounds (left if on the West edge, right otherwise)[/li]<br />[/list]<br />You should have stepped out of bounds while the music was fading, and if yes, you should have crashed but the screen remained intact. I think that is linked to bank swapping, although I&#039;m not sure.<br /><br />I then tried the Dokokashira Door Glitch (on PokÃ©mon Green) on my GBC and GBA, and again I was surprised :<br />On the GBC, no &quot;door swapping&quot; effect occured, even though I saw Prof Oak popping out of nowhere.<br />On the GBA, I was successfully warped to the Cycling Road after 46 steps and entering Blue&#039;s house, but not at the expected coordinates.<br />Because I have no DMG / SGB (and no SNES :P), I cannot conduct tests on these.<br />I&#039;ll probably buy a DMG at retail soon, but I might need a while to find one.<br /><br />[quote author=kaikun97 link=topic=7401.msg199534#msg199534 date=1451219628]<br />I was certain that GBC catridges were not emulated and instead just run in compatability mode, like how the Nintendo 3DS has a special DS mode for playing original DS games. This is certainly interesting. Does this do the same on an emulator? If so I may have a look myself<br />[/quote]<br />Possibly, but anyways this compatibility mode isn&#039;t 100% accurate. I think you&#039;re right instead of me, as I think remembering the GBA&#039;s processor has a 16-bit and a 8-bit mode, and stuff like that. I don&#039;t know how this compatibility mode works (on a technical level), so I cannot tell you much about it :P<br />I only tried Glitch Hell on VBA, but not the Dokokashira on any emulator.


subject: Re: Creepiest 1st Generation Glitches
poster_name: Edythator
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Edythator
icon: xx
body:
  AWESOME, i got featured in a ChickasaurusGL video, a really nice goal achieved! Also please do note that it wasn&#039;t me who created the videos, it was my friend Ginosuper, i don&#039;t want to take credits at all. The only thing i did was to find it on my stream and dying afterwards.<br /><br />Also ginosuper said: No problem mate :33


subject: Main site F*CKED?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [img]http://i.imgur.com/JkrqBLU.png[/img]<br />Am I the only one getting this? Lucky for us, the forums work...


subject: Mart Guy Buffer Overflow (Mart Pwner)
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  By creating a custom text pointer for a map, it&#039;s possible to turn an NPC into a PokÃ© Mart Vendor.<br /><br />To set up a custom text pointer, steps would go somewhere similar to this:<br />[list type=decimal]<br />[li]Set the text pointer to somewhere in WRAM (preferably accessible by the player, such as bag items): e.g. $d31e will point to the beginning of the inventory.[/li]<br />[li]For each NPC on the map, create a pointer starting from the text pointer which will point to the NPC&#039;s text. The pointers must be in order of the NPC&#039;s index, starting from 0: e.g. NPC with index 1 should have a pointer 2 bytes from the text pointer. [/li]<br />[/list]<br /><br />Now, in order for an NPC to be a Poke Mart vendor, the first byte of its text must be 0xff. The next byte represents quantity (which is semi-irrelevant unless you want to buy items) and the bytes following are a list of items in the mart, terminated by $ff. This will allow you to create your own Poke Mart Vendor!<br /><br />If you make the list too long, the mart inventory will eventually overflow into other portions of memory. We can use this to our advantage to write values starting from $cf7b, similar to string buffer overflows such as TMTRAINER items and the CoolTrainer move. Unlike those two, using a Mart Guy allows much easier manipulation as the source is hypothetically user controlled. In addition, it&#039;s possible to write to much farther values because the source can be set at any address, allowing a longer distance between the destination (cf7b) and the source.<br /><br />One application is for catching all PokÃ©mon. I made a speedrunning route using this glitch, as shown here by [url=http://www.twitch.tv/chivu93/v/35695785]Chivu93[/url] (setup starts at 18:45, glitch starts at 25:34)<br /><br />Another application could be to create a PokÃ©mon using items, although it would take a considerable amount of space before the destination would reach $d16b (wPartyMon1).<br /><br />(Speedrunning route if anyone is interested: [url=http://pastebin.com/erSjrkLW]Link[/url])


subject: Re: Debug menus in Japanese Crystal
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7407.msg199609#msg199609 date=1452961232]<br />Nice work. The thing with the SRAM functions, and that this debug stuff is not in any other gen2 game, makes me think that it&#039;s in there because of a linker fuckup.[/quote]<br />It looks like the release build of bank $12 was written over the top of the debug build. The release code runs from $48000 to $4AE7C. The rest of the bank ought to be filled with $00, but instead the area from $4AE7D to $4B9E8 is code from the debug build. $4AE7E is the start of the Palette Change/Reset/Debug Mode menuâ€”the code and header for that menu would likely have been in the region that was overwritten. Some of the leftover debug-build code is just normal gameplay functions that also appear in the release build of bank $12.<br /><br />Iâ€™m guessing the same thing happened in bank $3F, and probably any other bank that had debug code in it. But odds are that Game Freak wasnâ€™t nice enough to place all of their debug code near the end of a bank, so some leftovers could be perfectly mundane. I guess weâ€™d at least be able to tell how many bytes were removed.<br /><br />[quote author=Wack0 link=topic=7407.msg199609#msg199609 date=1452961232]Any chance of making Game Genie codes to get this working? (Game Genie on GB/C are for ROM patches, right?)[/quote]<br />Yes, but it only accepts three codes at a time, and GBC-only cartridges like PokÃ©mon Crystal wonâ€™t even fit in the cartridge slot :P<br /><br />But just in case youâ€™d like to enter the codes into an emulator rather than an actual Game Genieâ€¦<br /><br />[i]Replace the Option menu with something more entertaining:[/i]<br />008-189-D5D<br />008-199-085<br />008-1A9-4C2<br />??8-1C9-E6E<br />??8-1E9-A27<br />??8-1F9-807<br />018-229-F72<br />The question marks are where the bank and address go. The phone/flags/etc. menu is at 12:70DE, so enter 12 DE 70.<br /><br />[i]Patch function calls for Phone option:[/i]<br />D7E-AA9-B3A<br />2FE-AB9-2AA<br />DCE-C39-80E<br />34E-C49-3BE<br /><br />[i]Patch function calls for Phone Flags option:[/i]<br />41F-EF9-193<br />41F-F79-193<br />41F-FF9-193<br />410-078-193<br />410-208-193<br /><br />[i]Patch function calls for GS Ball option:[/i]<br />9D2-088-801<br />AD2-108-4C1<br /><br />[hr]<br /><br />[b]Coordinates viewer[/b]<br />[img]http://i.imgur.com/WIlaJpB.png[/img]<br />Displays the player characterâ€™s map coordinates in hexadecimal.<br /><br />This function is at 12:7048, so enter 12 48 70 into the above code to replace the Option menu. <br />However, with this code, the game will freeze when exiting the coordinates window. Surely thereâ€™s a way around that, but I havenâ€™t bothered to find it.<br /><br />[i]Patch function calls for coordinates viewer:[/i]<br />8C0-498-C4D<br />CC0-5F8-C4E<br />310-608-2A2<br />B00-658-5DD<br />B00-6E8-5DD<br />A10-718-911<br /><br /><br />[b]Rainbow Wing test[/b]<br />[img]http://i.imgur.com/V5B6EH8.png[/img] [img]http://i.imgur.com/ie0MGNi.png[/img] [img]http://i.imgur.com/KdtBQho.png[/img]<br />Selecting Raikou, Entei, or Suicune on this menu brings up a text box which will say ã€Œã„ã‚‹ã€ if that PokÃ©mon is present in either the party or PC with the playerâ€™s OT name and ID, or ã€Œã„ãªã„ã€ if not. Selecting ã€Œã¿ã‚“ãªã€ will check for all three beasts and display ã€Œã„ã‚‹ã€ if all three are present, or ã€Œã„ãªã„ã€ if at least one is absent. Catching all three legendary beasts and having them in the party or PC is the prerequisite for obtaining the Rainbow Wing. (I guess they didnâ€™t think someone would put them in the Day Careâ€¦)<br /><br />This function is at 12:7173, so enter 12 73 71 into the above code to replace the Option menu.<br /><br />[i]Patch function calls for Rainbow Wing test:[/i]<br />9D2-958-801<br />AD2-AA8-4C1<br />AD2-BA8-4C1<br />9D2-D08-801<br />AD2-F28-4C1<br />AD3-098-4C1<br /><br /><br />[b]Other isolated debug functions[/b]<br />[code]Function4aea5:<br />	call Special_CelebiShrineEvent<br />	ret[/code]<br /><br />This plays the animation of Celebi descending into Ilex Forest.<br /><br />[img]http://i.imgur.com/ysnU712.png[/img]<br /><br />[code]Function4b16c:<br />	callba Function16d43b<br />	ret[/code]<br /><br />This ends up displaying a non-functional â€œMobile Tradeâ€ screen:<br /><br />[img]http://i.imgur.com/tuKeG0b.png[/img]<br /><br />[code]BOGUS_OFFSET EQU $3d<br /><br />Function4b213:<br />	ld a, $ff<br />	call RandomRange + BOGUS_OFFSET ; $2f83 + $3d<br />	ld [PlayerID], a ; $d48c<br />	ld a, $ff<br />	call RandomRange + BOGUS_OFFSET<br />	ld [PlayerID + 1], a<br />	ld a, $ff<br />	call RandomRange + BOGUS_OFFSET<br />	ld [wSecretID], a ; $d83d<br />	ld a, $ff<br />	call RandomRange + BOGUS_OFFSET<br />	ld [wSecretID + 1], a<br />	ret[/code]<br /><br />This sets the trainer ID and secret ID to random values.<br /><br />[code]Function4b234:<br />	callba $4b483<br />	ret[/code]<br /><br />This calls (using an unnecessary bank switch) the debug buildâ€™s copy of [url=https://github.com/pret/pokecrystal/blob/3893feb835ef4959b77148668da90aaed3189b00/misc/mobile_12_2.asm#L185]the function which displays a menu used to select three PokÃ©mon for mobile battles.[/url]<br /><br />(Iâ€™d initially thought that menu was something unused, because unlike in later generations, Crystalâ€™s Battle Tower does [i]not[/i] give you a menu to select your three PokÃ©mon; the clerk just wonâ€™t let you in unless you have exactly three in your party. If they created such a menu for mobile battles, why didnâ€™t they also use it for the Battle Tower?)<br /><br /><br />The remaining functions appear to be identical to whatâ€™s in the release build, including [url=https://github.com/pret/pokecrystal/blob/master/engine/search.asm]the code that executes the Rainbow Wing search[/url], [url=https://github.com/pret/pokecrystal/blob/master/misc/mobile_12_2.asm]the nearly-identical code that searches for a species irrespective of OT[/url], and the aforementioned menu for selecting three PokÃ©mon. These non-debug functions altogether take up 1966 bytes, which is likely the amount of other debug code in bank $12 that didnâ€™t make it into the ROM. :&#039;(


subject: Re: Debug menus in Japanese Crystal
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  These are amazing findings, HÃ¡Äky! :) <br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199607#msg199607 date=1452917140]<br />[b]GS Ball[/b] (ã‚¸ãƒ¼ã‚¨ã‚¹ãƒœãƒ¼ãƒ«)<br />Sets offset $A000 of the save file to $0B. This has no apparent effect. Iâ€™m guessing the Mobile Adapter needs to be connected before the GS Ball can be received at the PokÃ©Com Center?<br />[/quote]<br /><br />Manually setting $A000 to $0B in BGB worked for me. [url=https://www.youtube.com/watch?v=f5EQBCpVUtw]Here&#039;s a video.[/url] (and, for the sake of comparison, [url=https://www.youtube.com/watch?v=iO2AKwWE6WM]the same event in Western Crystal[/url])


subject: Re: Mart Guy Buffer Overflow (Mart Pwner)
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is so awesome, luckytyphlosion! You never cease to amaze me&nbsp; :D<br /><br />Many things happen in the setup part, do you have a list of things that you have to do to trigger the glitch? It&#039;s of course happening very quickly in the video. Thanks!


subject: Re: Debug menus in Japanese Crystal
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: HÃ¡Äky
icon: xx
body:
  [quote author=SatoMew link=topic=7407.msg199619#msg199619 date=1453131574]Manually setting $A000 to $0B in BGB worked for me. [url=https://www.youtube.com/watch?v=f5EQBCpVUtw]Here&#039;s a video.[/url] (and, for the sake of comparison, [url=https://www.youtube.com/watch?v=iO2AKwWE6WM]the same event in Western Crystal[/url])<br />[/quote]<br /><br />Oh. It didnâ€™t work for me becauseâ€¦I was using a save file in which the GS Ball had already been obtained. *facepalm*<br /><br />[hr]<br /><br />As I suspected, bank $3F went through exactly the same process as bank $12. The release build ends at $FD412. The debug build segment starts midway through the text ã€Œã“ã†ã‹ã‚“ã—ãŸã€€[$D066]ã€€ã’ã‚“ãï¼Ÿã€€[$D046]ã¯ã€€ã™ã£ã”ãã€€ã‹ã‚ã„ã„ã‚ï¼ã€ (localized as â€œHow is that [$D086] I traded you doing? Your [$D050]â€™s so cute!â€), which appears in the release build at $FD13C and would have started in the debug build at $FD407 (the first 12 bytes are cut off). This implies there would have been 715 bytes of debug code earlier in this bank.<br /><br />The first 712 bytes of the debug leftovers ($FD413â€“$FD6DA) are normal text and code related to in-game trades and Mom buying items with your money. (The three-byte discrepancy is because the release build ends with a [tt]nop[/tt] and two [tt]ret[/tt]s, which are likely artifacts of the debug code being cut from the release build.) This leaves us with a region from $FD6DB to $FF5D1 which ought to be 100% pure debugging goodness.<br /><br />Itâ€™s great that thereâ€™s so much debug codeâ€¦but not so great that all of it will need to be patched to work in the release build. That may take a while.


subject: Re: The Member's Guide to Topiclessness
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I remember that and all the video responses like the one by Twenty-Seven and that grill on a horse. But I think it&#039;s been deleted now.


subject: Missingno.'s HoF corruption
poster_name: TSK
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi all, I&#039;ve recently been thinking about the classic glitches again and I started wondering about the mechanics of Missingno.&#039;s HoF corruption. <br />Would anyone happen to know if a detailed explanation of this effect exists and if so, where to find it?<br /><br />Thanks.<br /><br />


subject: Re: Missingno.'s HoF corruption
poster_name: TSK
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: TSK
icon: xx
body:
  [quote author=Wack0 link=topic=7418.msg199625#msg199625 date=1453217016]<br />http://forums.glitchcity.info/index.php?topic=6857.0<br />[/quote]<br /><br />I knew I had read an explanation before, and it was probably that one. Thanks for pointing me to it!


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  So I&#039;ve been doing some research recently into possible getting code exec (and not needing TAS or a crafted save file).<br /><br />Luckily for us, forums like pokecommunity have basically reversed gen 3 to pieces trying to do more with ROM hacking. So we can search their site for interesting things.<br /><br />Moves use *two* seperate VM bytecodes. One for animation and one for move effects.<br /><br />The move effects one is essentially useless, it grabs a byte as an index into an array, and so we have not that many invalid entries.<br /><br />However the move animations.. It grabs a pointer from an array, using the move identifier as an index.<br /><br />This array of pointers starts at 0x2C8D6C in English Emerald.<br /><br />I coded some quick dumper to get any interesting info about all attacks, and plenty of attacks have animation pointers in RAM somewhere.<br /><br />So, assuming we can find a way to write stuff there, how do we escape from the interpreter of this VM bytecode?<br /><br />Easy.<br /><br />[url=http://www.pokecommunity.com/showthread.php?t=354621]This thread on Pokecommunity[/url] details the bytecode opcodes for the animation VM.<br /><br />Notice that opcode 03 calls a native function.<br /><br />Opcode 08 ends the animation, so in theory, if we can write 03 xx xx xx xx FF 00 08 at a certain place in RAM (where xx xx xx xx is a little endian pointer to our final payload, and this assumes that 0xFF is highest priority, it might not be), and use a certain glitch move, then we&#039;d get code exec.<br /><br />[url=http://pastebin.com/vwqm16kc]Here&#039;s a list of moves in English Emerald with interesting animation pointers.[/url]


subject: Re: The Member's Guide to Topiclessness
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=3088.msg199623#msg199623 date=1453187966]<br />I remember that and all the video responses like the one by Twenty-Seven and that grill on a horse. But I think it&#039;s been deleted now.<br />[/quote]<br /><br />It&#039;s gone. I might have a backup floating around here somewhere but it&#039;s not going back online


subject: Re: just a question
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That&#039;s right I am. I&#039;m on irc too so come say what&#039;s up<br /><br />Server: irc.rizon.net<br />Channel: #glitchcity


subject: Coin Case Glitch not working for me
poster_name: glitchuntress
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve been trying the coin case glitch over and over again but with no results.<br /><br />Most of the times I used the glitch it either result with the text &quot;which move?he PP of&quot; or a glitch dimension.<br /><br />I checked my items in the PC, they&#039;re the ones I need to have there. I have a Quagsire, in my fourth slot, with an HP Up and Sleep Talk as it&#039;s first move. And I have a freshly caught low level Pokemon as my third Pokemon.<br /><br />It still doesn&#039;t work. The only thing I read is I just have to keep trying different low level Pokemon. Well, I have been and none of them have worked. Is there something specific I&#039;m suppose to be looking for in a third Pokemon? I just don&#039;t know what I&#039;m doing wrong here.


subject: Official Glitchcity IRC Channel
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello and welcome to the Official #glitchcity IRC channel thread<br /><br />To get started you must first start up your [url=https://www.google.com/?gws_rd=ssl#q=irc+client]IRC client of choice[/url].<br /><br />Server: irc.rizon.net<br />Channel: #glitchcity<br /><br />Start a new connection and enter the server and your desired nickname<br />(alternatively you can select a new nickname upon connecting by typing /nick (insert nick here) then pressing enter)<br /><br />For the port field most clients will have it port 6667 by default, leave this field as it is.<br /><br />Now save these settings and connect.<br />Once you are successfully connected type in #glitchcity then press enter.<br /><br />Done!<br /><br />Come in and make some noise to wake up those eternal idlers(you know who you are ;D)<br />It&#039;s been quiet for a while in there so make yourselves comfortable and enjoy.


subject: Pokemon Yellow: All Defined Functions
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: exclamation
body:
  http://glitchcity.info/wiki/index.php?title=Pokemon_Yellow_predefined_functions_list<br /><br />GOD, that took a long time!<br />It&#039;s complete though. I hope you all enjoy my 3 weeks of work.


subject: Re: Official Glitchcity IRC Channel
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  I went ahead and made ##glitchcity on FreeNode... I don&#039;t know why, but there you go.<br /> :XD:


subject: Re: Mart Guy Buffer Overflow (Mart Pwner)
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t have an actual setup for the glitch in the video, but here&#039;s a general list of what you would need to do:<br />[list type=decimal]<br />[li]Set the text for the NPC to become a mart guy to the first quantity of bag items. In the video, I set the text pointer to $f36f, which points to the script pointer. Since I talk to the second NPC, the mart guy text pointer will be 4 bytes under the global text pointer. To create the text pointer, starting from the item below the script pointer, I use an item with quantity x31, and then a TM43 below. This points the Mart Guy&#039;s inventory to $f31f, the first quantity of bag items.[/li]<br />[li]Have the first quantity be 254 (indicates that the person is a mart guy)[/li]<br />[li]Remove all traces of 0xFF in the inventory (as it is the terminator). To safely toss CANCEL buttons, you&#039;d need to swap a x255 stack under the CANCEL button and toss the CANCEL button closest to the x255 stack. Do note that if there are multiple CANCEL buttons grouped together, you&#039;ll have to toss starting from the bottommost CANCEL button to avoid having them being duplicated. Unfortunately, there isn&#039;t any way to figure out quantities of key items like HMs so you may need to do some trial and error there.[/li]<br />[li]The index of the PokÃ©mon is the quantity of the 48th item, or 7 items below the Map Script Ptr.[/li]<br />[li]Master Balls should go under the 48th item for easy catching.[/li]<br />[li]The 112th item should be a Master Ball, to set the variable for being in a wild battle.[/li]<br />[li]Finally, the 121th item should be a &#91;]j. x255. This allows the corruption to span all the way to wEnemyBattleStatus3 in order to zero the Transformed flag (which causes the catching code to assume a Ditto).[/li]<br />[/list]


subject: Pokemon White 2 Teams (Battle Facility + White Treehollow)
poster_name: voltage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Here are my planned teams.<br /><br />[u]Battle Facility Team[/u]<br /><br />Zoroark @ Focus Sash<br />Ability: Illusion<br />EVs: 252 SpA / 4 SpD / 252 Spe<br />Timid Nature<br />- Nasty Plot<br />- Night Daze<br />- Flamethrower<br />- Focus Blast<br /><br />Nasty Plot is the best boosting move a special Zoroark set has. Night Daze is a good STAB that has a 40% chance of lowering accuracy by one stage, which can be useful and I prefer it over Dark Pulse since it is stronger and is Zorua and Zoroark&#039;s signature move. Flamethrower is to cover Zoroark&#039;s Bug Weakness, and it, alongside Focus Blast is super effective against most Steel-types.<br /> <br />Haxorus @ Lum Berry<br />Ability: Mold Breaker<br />EVs: 4 HP / 252 Atk / 252 Spe<br />Adamant Nature<br />- Taunt<br />- Dragon Dance<br />- Outrage<br />- Earthquake&nbsp; <br /><br />Taunt is used to shut down Double Team as well as any other status move. I chose Dragon Dance over Swords Dance since Haxorus benefits from the speed increase. Outrage is STAB and hits hard considering Haxorus&#039; high attack stat. Earthquake is for coverage. Mold Breaker allows Haxorus to basically hit every pokemon (except Skarmory I think?) neutrally.<br /><br />Gallade @ Leftovers<br />Ability: Justified<br />EVs: 252 Atk / 4 SpD / 252 Spe<br />Adamant Nature<br />- Swords Dance<br />- Drain Punch<br />- Zen Headbutt<br />- Night Slash<br /><br />Swords Dance is my ideal stat boosting move so Gallade can hit harder. Drain Punch is for longevity and Zen Headbutt is Psychic STAB that hits a bit harder than Psycho Cut (and has a cooler animation). Night Slash is for coverage and is used to hit opposing Psychic types and well as to hit Ghost types which threaten Gallade with their STAB attacks.&nbsp; I chose Justified over Steadfast because Justified has more moves that activate it, and doesn&#039;t rely on Gallade being slower.<br /><br /><br />[u]<br />My planned White Treehollow Team[/u]<br /><br />Rampardos @ Life Orb&nbsp; <br />Ability: Sheer Force&nbsp; <br />EVs: 4 HP / 252 Atk / 252 Spe&nbsp; <br />Adamant Nature&nbsp; <br />- Swords Dance&nbsp; <br />- Rock Slide&nbsp; <br />- Fire Punch&nbsp; <br />- Superpower&nbsp; <br /><br />I chose Sheer Force over Mold Breaker because I prefer Sheer Force Rampardos in Gen 5 onwards if I don&#039;t run Head Smash on Rampardos. Sheer Force + Life Orb makes it effective have Base 215 Attack on moves that benefit from it. Rock Slide is STAB and it is the strongest Rock move with a secondary effect that Rampardos have. Fire Punch and Superpower are coverage moves to hit Steel types. I am running Swords Dance so Rampardos can hit even harder if it pulls one off, though its many weaknesses might hinder that.<br /><br />Haxorus&nbsp; <br />Ability: Mold Breaker&nbsp; <br />EVs: 4 HP / 252 Atk / 252 Spe&nbsp; <br />Adamant Nature&nbsp; <br />- Taunt&nbsp; <br />- Dragon Dance&nbsp; <br />- Outrage&nbsp; <br />- Earthquake&nbsp; <br /><br />See my Battle Facility Team.<br /><br />Zoroark&nbsp; <br />Ability: Illusion&nbsp; <br />EVs: 252 SpA / 4 SpD / 252 Spe&nbsp; <br />Timid Nature&nbsp; <br />- Nasty Plot&nbsp; <br />- Night Daze&nbsp; <br />- Flamethrower&nbsp; <br />- Focus Blast&nbsp; <br /><br />See my Battle Facility team.<br /><br />Rotom-Frost&nbsp; <br />Ability: Levitate&nbsp; <br />EVs: 4 HP / 252 SpA / 252 Spe<br />Timid Nature&nbsp; <br />- Volt Switch&nbsp; <br />- Blizzard&nbsp; <br />- Shadow Ball&nbsp; <br />- Discharge<br /><br />I am running Rotom Frost because I like its typing and it has cool STAB even though it is a bit overclassed by its other formes. Volt Switch is to switch out. Blizzard is Rotom&#039;s sole Ice STAB attack. Shadow Ball is coverage and Discharge is a non-Volt Switch STAB attack and I chose it over Thunderbolt for its 30% paralysis rate.<br /><br />Swoobat&nbsp; <br />Ability: Simple&nbsp; <br />EVs: 252 SpA / 4 SpD / 252 Spe&nbsp; <br />Timid Nature&nbsp; <br />- Calm Mind&nbsp; <br />- Stored Power&nbsp; <br />- Air Slash&nbsp; <br />- Heat Wave&nbsp; <br /><br />Calm Mind is the best boosting move Swoobat has, especially with Simple. Stored Power is the ideal STAB since it can become a 100 BP after a Calm Mind. Air Slash is Flying STAB and Heat Wave is to hit Steel-types.<br /><br />Breloom&nbsp; <br />Ability: Technician&nbsp; <br />EVs: 252 Atk / 4 SpD / 252 Spe&nbsp; <br />Jolly Nature<br />- Spore<br />- Swords Dance<br />- Bullet Seed<br />- Low Sweep<br /><br />I chose Technician because I find its options a bit more interesting than Toxic Heal Breloom. Swords Dance is to boost Breloom&#039;s attack significantly since it doesn&#039;t need to use Bulk Up and it could probably cut through resistances at a high enough Attack. Bullet Seed is Breloom&#039;s best Grass Stab and breaks Sturdy/Substitutes. Low Sweep becomes a 90 BP Fighting move with drops the opponent&#039;s speed by one stage. I chose it over Mach Punch because it hits harder.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: XTFOX
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: XTFOX
icon: xx
body:
  Ok that 8F Bootstrap is too complicated.&nbsp; I made a new (simplified) one based off the original one.&nbsp; Could someone confirm my work?<br /><br />Pokemon with values in hex after:<br /><br />6 pokemon [06]<br />Onix [22]<br />Pidgey [24]<br />Pidgey [24]<br />Jolteon [68]<br />Tentacool [18]<br />Pick a pokemon based off Onix&#039;s stats<br /><br />Onix 233 attack &gt; Kadabra [26]<br />Onix 233 defense &gt; Chansey [28] (Used Below)<br />Onix 233 speed &gt; Mr. Mime [2A]<br />Onix 233 Special &gt; Hitmonchan [2C]<br /><br />Realistically any of the first 4 Pokemon with a 233 stat could work assuming the corresponding hex offset exists as a pokemon.&nbsp; For example using the 2nd Pidgey&#039;s speed doesn&#039;t work because the 6th pokemon would need a hex value of 56 which is a MissingNo.<br /><br />[code]<br />; -- Initial value of hl: D163<br />WRA1:D163 06 22&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  b,22&nbsp; &nbsp; ;&nbsp; b = 22<br />WRA1:D165 24&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  inc&nbsp; h&nbsp; &nbsp; &nbsp;  ; hl = D263<br />WRA1:D166 24&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  inc&nbsp; h&nbsp; &nbsp; &nbsp;  ; hl = D363<br />WRA1:D167 68&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  l,b&nbsp; &nbsp;  ; hl = D322<br />WRA1:D168 18 28&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; jr&nbsp;  D16A + 28 = D192<br /><br />WRA1:D192 E9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  jp&nbsp;  hl<br /><br />[/code]<br /><br />Just a note I only read the first post, if I am recreating somebody&#039;s work and claiming it as my own I apologize.<br /><br />EDIT: Found the wiki! Looks like a similar one has already been made that also only requires one specific stat.&nbsp; Though the ability to choose any stat and just change the 6th pokemon is still cool seeing as the wiki one requires Pidgey 233 hp because it uses Pidgey&#039;s ID a 2nd time to Inc H.&nbsp; <br /><br />Also has anybody tried to figure out why 8F accesses D163?&nbsp; I looked at the [url=https://github.com/pret/pokered/blob/master/engine/items/items.asm]pokemon red dissasembly item page[/url] and couldn&#039;t figure it out.


subject: Re: Mart Guy Buffer Overflow (Mart Pwner)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7417.msg199647#msg199647 date=1453587810]I set the text pointer to $f36f, which points to the script pointer.[/quote]<br /><br />Could you use $d36f?


subject: Re: Mart Guy Buffer Overflow (Mart Pwner)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Spoink link=topic=7417.msg199656#msg199656 date=1454011948]<br />[quote author=luckytyphlosion link=topic=7417.msg199647#msg199647 date=1453587810]I set the text pointer to $f36f, which points to the script pointer.[/quote]<br /><br />Could you use $d36f?<br />[/quote]<br /><br />I think here he probably means we place 6F F3 into item 40 (D36C/D36D text pointer table), which would represent the hex: 6F item x243. F36F is Echo RAM for D36F; so hex: 6F x 211 would theoretically work as well.<br /><br />Then for the Pallet Town lady (ID 02), the game would read the pointer two bytes ahead of D36F (i.e. D371).<br /><br />At D371 needs to be an FE. Following the FE there must be 239 bytes (or around that) which are not FF, if we want to the PokÃ© Mart vendor to corrupt all the way to wEnemyBattleStatus3:: ; d069.<br /><br />[u]Trick to encounter a wild catchable Mew or get the &quot;Hurry, get away!&quot; battle system without cheating for PokÃ©mon Yellow:<br />[/u]<br /><br />Have D36C/D36D; item 40 (text pointer table) spell 1E F3 (Repel x243).<br /><br />At D320 (the Pallet Town mart lady is ID 02 so we told the game that her script pointer lies here), put 6C F1 (any item 2 x108, item 3=TM41).<br /><br />D16C (F16C) represents the current HP modulo 256 of party PokÃ©mon 1. We can make this 254.<br /><br />From then on, there is a relationship like this:<br /><br />D16C + DF = D24B - PokÃ©mon 6 type 1 &quot;Instant encounter&quot; ; $15 (Water-type) - Mew<br />D24B + 01 = D24C - PokÃ©mon 6 type 2 &quot;Battle system/automatic selection&quot; ; Poison-type is $03; &quot;Hurry, get away!&quot; value.<br /><br />This means if PokÃ©mon 1&#039;s current HP is 254 modulo 256, a PokÃ©mon and battle system will be loaded based on PokÃ©mon 6&#039;s types.<br /><br />Tentacool (Water/Poison), would give Mew with the &quot;Hurry, get away!&quot; battle system (hex:03).<br /><br />Staryu (Water/Water) gives the invalid hex:15 battle system, where no PokÃ©mon are sent out by the player, but you can catch Mew via automatic A selection if a Master Ball is in the first slot.<br /><br />The addresses are the relative changes for CF7A to get to D058, D059.<br /><br />[u][i]Note that you must not have a PokÃ©mon with a catch rate of 255 (I think PokÃ©mon 6 may be a clean exception to this rule), a PokÃ©mon with FF in its experience bytes, a PokÃ©mon with EVs/DVs containing FF in them, or a PokÃ©mon with a Trainer ID containing FF or the mart will not be able to corrupt as far as D059.[/i][/u]<br /><br />Video (click to view):<br /><br />https://www.youtube.com/watch?v=-TtWZrTurKA<br /><br />[hr]<br />[u]There is a more complicated non-speedrunning method for catching every PokÃ©mon including up to 20 before having to change the text pointers table again as well.[/u]<br /><br />A PokÃ©mon with Fly may be required so you don&#039;t get trapped in Pallet Town.<br /><br />Have D36C/D36D (text pointer table) spell 1E F3 (Repel x243).<br /><br />At D320 (the Pallet Town mart lady is ID 02 so we told the game that her script pointer lies here), put 87 F1 (you need any item 2 x135, and item 3 must be a TM41).<br /><br />D187 (F187) represents the PP of party PokÃ©mon 1&#039;s PP move 1. We can have it underflow to 254 (62 PP and all PP Ups applied) using a [url=https://www.youtube.com/watch?v=I8AzgGoJbTs]PP underflow glitch[/url].<br /><br />The one I used involves a slower Chansey level 7 with Hyper Beam (TM15 - buyable from Game Corner) and Double Team (TM32 - buyable from Celadon Department store) against a level 15 Tentacool. Note that you can get both of these items after dry item underflow glitch using [url=https://www.youtube.com/watch?v=98_azamLeh4]TheZZAZZGlitch&#039;s any glitch item trick[/url].<br /><br />Hyper Beam&#039;s PP is reduced to 1. Chansey uses Hyper Beam and the next turn Tentacool uses Wrap and misses, causing Hyper Beam to be executed again and the PP to roll under to 255 (63 PP with all PP Ups used).<br /><br />After that, you can simply use Hyper Beam again to make the PP value represent 254 (62 PP with all PP Ups used).<br /><br />To make changes suitable for catch &#039;em all, there is a relationship like this:<br /><br />D187 + 5E = D1E5 - PokÃ©mon 3 max HP lower byte controls &quot;Enemy species in battle&quot;<br />D1E5 + 7F = D264 - PokÃ©mon 6 PP move 2 controls &quot;In battle, must be 01, no PP Ups used&quot;<br />D264 + 02 = D266 - PokÃ©mon 6 PP move 4 controls &quot;Instant encounter, must be 00&quot;<br />D266 + 01 = D267 - Pokemon 6 level controls &quot;Battle system/automatic selection, must be 00&quot;<br />D267 + 0F = D276 - Trainer name for first PokÃ©mon letter 5 controls &quot;Enemy monster not transformed/Ditto clearer, must be 00&quot;<br /><br />The addresses are the relative changes for CF7A to get to CFD7, D056, D058, D059, D068.<br /><br />The PokÃ©mon 3 max HP can be adjusted with Rare Candies and HP Ups; but since we set the &quot;in battle?&quot; address (D057) to 01; we won&#039;t be able to use them after capturing a PokÃ©mon. Saving and resetting fortunately resets D057 to 00 while keeping the corrupted text script table.<br /><br />A level 0 PokÃ©mon is needed as PokÃ©mon 6.<br /><br />We are able to obtain one without trading using that [url=https://www.youtube.com/watch?v=XOJ_32owIJU]older type of text pointer manipulation[/url] MrWint documented, where we turn an item ball into a PokÃ©mon, if there are available item balls in your save file.<br /><br />E.g. Chansey/Rare Candy (PokÃ©mon Mansion B1F)<br /><br />Video (click to view):<br />https://youtu.be/XOJ_32owIJU?t=592 (9:30)<br /><br />&#039;M (00) level 0 should not be used or traded over to Yellow because it contains FF in its experience bytes.<br /><br />In order for PokÃ©mon 6 to have move 2 with 1 PP, you can either theoretically use up nearly all of the PP on that move on a level 255 PokÃ©mon and use a Rare Candy to have it reach level 0, or battle against a level 2 Pidgey and fight with the help of many X Defends and a few X Speeds, Potions or Full Restores (it&#039;s definitely possible).<br /><br />If you meet all the requirements detailed above, then you can proceed to activate the mart buffer overflow glitch.<br /><br />1) Talk to the lady in Pallet Town.<br />2) Close the mart and wait for Red to stop stepping on the spot if he does this.<br />3) Throw a Master Ball from your items pack and you will catch the PokÃ©mon depending on party PokÃ©mon 3&#039;s max HP.<br />4) If you immediately throw the Master Ball again, you will get Ditto. If you throw the Master Ball then repeat steps 1 and 2, you can capture the same PokÃ©mon twice without saving and resetting.<br />5) Save and reset (otherwise Rare Candies and HP Ups won&#039;t work).<br />6) Use any Rare Candies or HP Ups on PokÃ©mon 6 until you get a maximum HP stat you like (e.g. 21=Mew), then talk to the lady and close the mart.<br />7) Now you can throw the Master Ball again to get a different PokÃ©mon.<br /><br />If you plan on filling multiple boxes; then you can prepare yourself with many Repel x243 stacks. After a PokÃ©mon box is full, you can Fly away to open the PC and the text pointer table will be reset; but if you still have a Repel x243 stack you are able to repeat the glitch.<br /><br />Multiple stacks can be obtained if you get Repel x255, then toss the item above it to create another stack of Repel x255. From then on, you can toss 12 from the individual stacks.<br /><br />To fill all 12 empty boxes (all 12 boxes can contain 240 PokÃ©mon in total), you would require 12 stacks of Repel x243. If you just want all 151 PokÃ©mon, you would need 8 stacks of Repel x243.<br /><br />Sadly I wasn&#039;t able to find a better alternative to using party PokÃ©mon 3&#039;s max HP as the species modifier. Current HP may have been a good idea because you could always reduce the party PokÃ©mon&#039;s HP by 1 every four steps so that you do not &#039;skip&#039; a PokÃ©mon ID (since using HP Up, Rare Candy doesn&#039;t always increase the PokÃ©mon&#039;s HP by 1).<br /><br />However, I think you could use multiple PokÃ©mon to place into slot 3 to get the values that you missed.<br /><br />Full steps:<br /><br />Steps:<br />1) Teach your PokÃ©mon for the PP wrap around glitch TM15 - Hyper Beam and preferably TM32 - Double Team.<br />2) Teach your level 0 PokÃ©mon a second move if it doesn&#039;t have one, e.g. Pinsir and TM15 - Hyper Beam. It must have 0 PP left of its fourth move (preferably do not teach one). It must not know TM55.<br />3) Save.<br />4) Put PP wrap around glitch PokÃ©mon in slot 1, have it have Hyper Beam as move 1.<br />5) Surf on Route 21 (south of Pallet Town) and encounter a level 15 Tentacool<br />6) Successfully do the PP wrap around glitch, and use Hyper Beam one more time to get 62 PP Ups (and this will effectively now have all PP Ups applied once the underflow occurred)<br />7) Swap Hyper Beam into the first move position<br />8) Save.<br />9) Put level 0 PokÃ©mon in slot 1 (it should be switched back into slot 6 later).<br />10) Enter a battle on Route 1 and use X Defends, X Speeds, Potions (not from item 2 if item 2 is a Potion) to be able to exhaust all PP of your second move<br />11) Exhaust all of your second move&#039;s PP to 1.<br />12) Exit the battle without gaining any experience. If your PokÃ©mon faints or it gains experience, reset.<br />13) Put level 0 PokÃ©mon back in slot 6.<br />14) Go to Pallet Town and place the Repel x243 into item 40.<br />15) Make sure that the PP underflow PokÃ©mon is in slot 1, max HP of your choice PokÃ©mon in slot 3, level 0 PokÃ©mon in slot 6. Talk to lady.<br />16) Close the mart, throw a Master Ball to get PokÃ©mon ID=PokÃ©mon 3 max HP modulo 256.<br />17) Save and reset so you can use HP Up, Rare Candy and talk to lady again, repeat step 15.<br /><br />[u][i]Note that you must not have a PokÃ©mon with a catch rate of 255, a PokÃ©mon with FF in its experience bytes, a PokÃ©mon with EVs/DVs containing FF in them, or a PokÃ©mon with a Trainer ID containing FF or the mart will not be able to corrupt as far as D068.[/i][/u]<br /><br />Some level 0 PokÃ©mon change to a different level when you deposit them into a box and withdraw them. Some freeze the game. [url=https://docs.google.com/spreadsheets/d/1NFojS1JlAGvfBlqfLJyGwUO3iZCG5UQvItr7xrHup8U/edit?pli=1#gid=1302000118]It depends on the experience type[/url] and a level 0 medium-slow PokÃ©mon seems to be the only non-glitch PokÃ©mon that stays at level 0 and does not freeze.<br /><br />The Pinsir I used became level 1; but fortunately withdrawing a level 0 Mew (medium-slow growth rate) captured after this glitch gave me a level 0 PokÃ©mon that could possibly be used if I wanted to repeat the glitch without restricting myself to 5 PokÃ©mon other than the level 0 PokÃ©mon.<br /><br />Video (click to view):<br /><br />https://www.youtube.com/watch?v=3TDXWL093AI


subject: Re: Coin Case Glitch not working for me
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Try using a different low-level pokÃ©mon : part of its data is read as opcodes, so maybe that messes up the program flow. If it keeps not working, that would sound quite strange to me but probably still be fixable.


subject: Re: Mart Guy Buffer Overflow (Mart Pwner)
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wow! Thanks for the explanation lucky, and for your work on this Torchickens! This is really a great trick. I can&#039;t wait to test this on my game, I&#039;ll try to do it soon to maybe publish it on PRAMA as well ;)


subject: Re: Mart Guy Buffer Overflow (Mart Pwner)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7417.msg199668#msg199668 date=1454156574]<br />Wow! Thanks for the explanation lucky, and for your work on this Torchickens! This is really a great trick. I can&#039;t wait to test this on my game, I&#039;ll try to do it soon to maybe publish it on PRAMA as well ;)<br />[/quote]<br /><br />No problem Krys3000. Good luck and have fun!&nbsp; :D


subject: Re: Coin Case Glitch not working for me
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=ISSOtm link=topic=7421.msg199662#msg199662 date=1454102452]<br />Try using a different low-level pokÃ©mon : part of its data is read as opcodes, so maybe that messes up the program flow. If it keeps not working, that would sound quite strange to me but probably still be fixable.<br />[/quote]<br /><br />Yes, during these tricks the execution ends up at FA98 (PokÃ©mon 3 Attack EV DA98).<br /><br />If the data that follows before DABA (the PokÃ©mon 4 Quagsire) contains a bad opcode such as 0x10 (dec:16) &quot;stop&quot; or 0x08 &quot;ld ($aabb),sp&quot;, it can make the glitch not work as expected/freeze the game, so sometimes you will need to catch a different PokÃ©mon. <br /><br />Crystal_ said in his latest video regarding PokÃ©mon 3:<br /><br />[quote]- An untrained, low level Pokemon. Put it the third position of your party. The Pidgeys or Rattatas in Route 29 are some of the best ones. Make sure that the Pokemon&#039;s Special stat is not 8 and that it&#039;s HP stat is not 16. Make sure the Pokemon is female as well to further increase the chances of succeding. A Pokemon that meets these three requirements will work around two thirds of the times. If it didn&#039;t work (the game froze, the level of the first party Pokemon did not change), catch another Pokemon and try again.[/quote]<br /><br />Additionally, make sure that you:<br /><br />1) Change pockets before using the Coin Case.<br /><br />2) You followed one of these movement patterns before using the Coin Case.<br /><br />[img]http://i.imgur.com/oWMNvuc.gif[/img][img]http://i.imgur.com/9EoTKwM.gif[/img][img]http://i.imgur.com/WEtaTQW.gif[/img]<br /><br />3) You didn&#039;t accidentally use the wrong item for Quagsire. Some codes have Quagsire hold a Protein, which means the code starts at D61B (PC item 3) instead of 1A (PC item 2 quantity) for if Quagsire was holding a HP Up.<br /><br />Something that I didn&#039;t realize is that as you walk a certain number of steps (256?), the happiness of PokÃ©mon in the party increases by 1. This could be problematic if PokÃ©mon 3&#039;s happiness ever became a value like 0x76 (halt) or 0xFF (rst $38), although captured wild Pidgey and Rattata have 0x46 happiness by default.


subject: Glitch traders in PokÃ©mon Red (TraderDex) - work in progress
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
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  This came as an idea when I was thinking about how in addition to plain text ($00), PokÃ©mon Centers ($FF), PokÃ©Marts ($FE), texts use the $08 function to execute scripts, and how with text pointer manipulation you can execute your own scripts such as the one that gives you Eevee as a gift PokÃ©mon.<br /><br />Every trade NPC has his or her own ID. I found a way to be able to manipulate it as such:<br /><br />1) Enter the trader&#039;s house in the house on Route 2.<br />2) In BGB debugger, go to Debug&gt;Breakpoints and add a breakpoint for PC=0:2992 (this is where the beginning of text scripts are stored into hl)<br />3) Talk to the trader and BGB should break before his text is printed.<br />4) Save a state and add another breakpoint; PC=any, A=$0001 (&#039;a&#039; represents the trader ID).<br />5) Disable the PC=0:2992 breakpoint.<br />6) Do Run&gt;Trace (or hold F7) until the program counter points to ld (CD3D),a<br />7) Save a state here.<br />8) Now, right click on af=0100 and click &quot;edit register&quot;. Enter the new value as XX00, where XX is the trade ID you want, with values 0A and up being glitch traders.<br />9) You may receive glitch text that doesn&#039;t mention what the trader wants and what you will receive, but regardless; a Yes/No box should appear. <br />10) Select yes and observe the memory:<br /><br />The memory address CD0F tells you the PokÃ©mon you need to trade.<br />The memory addresses CD34, D11E tell you which PokÃ©mon you will receive in return.<br /><br />11) Now simply change D164 (party PokÃ©mon 1 to match CD0F) and you will be able to trade with the glitch trader to get the PokÃ©mon that could be predicted with CD34, D11E after you wait for a Yes/No box to appear, unless their text freezes the game.<br /><br />You can view the bytes for its exact nickname by tracking D2EC-D2F6 (nickname for your sixth party PokÃ©mon because the PokÃ©mon you receive moves to slot 6).<br /><br />Alternatively, here is a way to theoretically trade with glitch traders without a cheating device or BGB debugger:<br /><br />1) Using arbitrary code execution, we should be able to run a custom script. We could possibly work on this to represent it as items and quantities.<br /><br />ld a, $(text ID)<br />ld [W_WHICHTRADE], a<br />ld a, $54<br />call Predef<br />jp TextScriptEnd<br /><br />[W_WHICHTRADE] = CD3D<br />Predef pointer = 3E6D<br />TextScriptEnd pointer = 24D7<br /><br />It would be good if somehow there was a sure way to avoid the freezing glitch dialog some glitch traders can bring up.<br /><br />If you want to do this in PokÃ©mon Yellow, the equivalent breakpoint should be 0:2882. I do not know the equivalent pointers for creating an arbitrary code method and the relevant predefined command if it uses one as of yet, sadly.<br /><br />These are valid traders:<br /><br />00 - Wants Nidorino for Nidorina - Name &quot;TERRY&quot;<br />01 - Wants Abra for Mr. Mime - Name &quot;MARCEL&quot;<br />02 - Wants Butterfree for Beedrill - Name &quot;CHIKUCHIKU&quot; (UNUSED!)<br />03 - Wants Ponyta for Seel - Name &quot;SAILOR&quot;<br />04 - Wants Spearow for Farfetch&#039;d - Name &quot;DUX&quot;<br />05 - Wants Slowbro for Lickitung - Name &quot;MARC&quot;<br />06 - Wants Poliwhirl for Jynx - Name &quot;LOLA&quot;<br />07 - Wants Raichu for Electrode - Name &quot;DORIS&quot;<br />08 - Wants Venonat for Tangela - Name &quot;CRINKLES&quot;<br />09 - Wants Nidoranâ™‚ for Nidoranâ™€ - Name &quot;SPOT&quot;<br /><br />[hr]<br />Glitch traders list:<br /><br />0A - Wants AF Missingno., gives you glitch PokÃ©mon EA, nickname was &quot;ã‚¥ 6 â™€&quot;.<br />0B - Wants 5C Horsea, gives you glitch PokÃ©mon F1. Sadly their text seemed to lock up the game after the trade. - Seems like this glitch trader is into Glitzer Popping!<br />0C - Wants B8 Missingno., gives you 3E Missingno. Nickname was &quot;4S M&quot;.<br />0D - Wants glitch PokÃ©mon CD, gives you 87 Missingno. Nickname was &quot;ã‚¥ 4&quot;.<br />0E - Wants 06 Voltorb, gives you 01 Rhydon. Sadly their text seemed to lock up the game after the trade.<br />0F - Wants 92 Missingno., gives you glitch PokÃ©mon CF. Nickname was &quot;4 â™€ T Y&quot;.<br />10 - Wants glitch PokÃ©mon CD, gives you 6D Paras. Sadly their text seemed to lock up the game after the trade.<br />11 - Wants glitch PokÃ©mon EA, gives you 91 Marowak. Nickname was &quot;pã‚¥&quot;.<br />12 - Wants 80 Golduck, gives you glitch PokÃ©mon EA. Nickname was &quot;TRAINER SLOWPOKE&quot;.<br />13 - Wants 50 Missingno., gives you 50 Missingno. Nickname was &quot;U&quot;.<br />14 - Wants 50 Missingno., gives you 50 Missingno. Nickname was &quot;CHIKUCHISLOWPOKE&quot;. - Note: This glitch Trainer coincidentally had &quot;x&#039; yã‚¥&quot; in their text like the [url=https://youtu.be/4tmXlEP-FOQ?t=1041]interesting text pointer effect[/url] shown at AGDQ 2016&#039;s PokÃ©mon glitch exhibition.<br />15 - Wants 8A Kingler, gives you 94 Abra. Nickname was &quot;d&quot;. &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again.<br />16 - Wants 50 Missingno., gives you 50 Missingno.&nbsp; &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again. Nickname was &quot;DUX&quot;, with glitch characters preceding it.<br />17 - Wants 50 Missingno., gives you 50 Missingno. &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again. Nickname was glitch characters.<br />18 - Wants 50 Missingno., gives you 50 Missingno. &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again. Nickname was &quot;LOLA&quot;, with glitch characters preceding it.<br />19 - Wants 50 Missingno., gives you 50 Missingno.&nbsp; &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again. Nickname appeared as many blank spaces.<br />1A - Wants 50 Missingno., gives you 50 Missingno.&nbsp; &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again. Nickname appeared as &quot;CRINKLES&quot;, with glitch characters preceding it and 9s/glitch characters following it.<br />1B - Wants 50 Missingno., gives you 50 Missingno.&nbsp; &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again. Nickname appeared as &quot;pã‚¥ ã‚¥ 6&quot;, with 9s/glitch characters following it.<br />1C - Wants 50 Missingno., gives you 50 Missingno.&nbsp; &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again. Nickname appeared as &quot;pã‚¥ ã‚¥ 6&quot;, with 9s/glitch characters following it. (again)<br />1D - Wants glitch PokÃ©mon F5, gives you glitch PokÃ©mon CD. Nickname appeared as &quot;TMÃ— ;TM4 KE&quot;.<br />1E - Wants glitch PokÃ©mon FA, gives you 91 Marowak. Nickname appeared as &quot;y 4S M&quot;.<br />1F - Wants 01 Rhydon, gives you 2C Hitmonchan. Nickname appeared as &quot;H ã‚¥&quot;.<br />20 - Wants glitch PokÃ©mon CD, gives you 4F Missingno. Nickname appeared as &quot;ITRAINER2&quot;, seemingly followed by many characters.<br />99 - Wants 91 Marowak, gives you 88 Muk. Nickname terminated with 50 before it begins.<br />AA - Wants 01 Rhydon, gives you 8B Cloyster. &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again. Nicknamed appeared as &quot;LA&quot;.<br />BB - Wants 50 Missingno., gives you 08 Slowbro. Was unable to trade because the music faded and the screen become fully white.<br />CC - Wants 50 Missingno., gives you 50 Missingno. . &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again. Nicknamed terminated with 50 before it begins.<br />CD - Wants 50 Missingno., gives you 50 Missingno. . &quot;x&#039; yã‚¥&quot; text appeared in Trainer&#039;s text again.&nbsp; Nicknamed terminated with 50 before it begins. (again, but I think the internal name may have been slightly different??)<br />DD - Wants 94 Abra, gives you 82 Golbat. Nickname appeared as &quot;IKU&quot;.<br />EE -&nbsp; Wants 80 Golduck, gives you 91 Marowak. Nickname appeared as &quot;EL&quot;. Note: The Trainer kept saying &#039;h p&#039; and an item obtained jingle kept playing like they were saying &quot;happy&quot;.<br />FD - Wants glitch PokÃ©mon EA, gives you 27 Graveler. Evolves into Golem (unless level 0?). Nickname appeared as &quot;Ã—ã‚¥S 4 ã‚¥R Y SW. Filled party screen with black regions.<br />FE - Wants glitch PokÃ©mon EA, gives you 49 Moltres. Nickname appeared as &quot;ã‚¥V Aã‚¥&quot;, seemingly followed by many characters.<br />FF - Wants A8 Nidorina, gives you 00 &#039;M. Nicknamed appeared as &quot;ERRY&quot;.


subject: Re: Zowayix's Procrastinated Anime Reviews
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
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  Last anime review of 2015, although by the time I&#039;m finished it&#039;ll be the first review of 2016. I can&#039;t watch that fast, I&#039;m not even counting procrastination. Or maybe I can.... anyway, the subject of said review is gonna be Deadman Wonderland, which is only 13 episodes and so maybe I can binge watch it before the end of the year, but I have other things to do as well, so maybe not. So from what I can gather from the trailer, this is about some dude who goes to prison and has to kill people or something, and there&#039;s a circus. And there&#039;s an albino girl with targets on her boobs. And the ending theme is cool, I guess.<br /><br />So, we&#039;re back, and the modification date for this file was 30 Dec 2015. It&#039;s now 31 Jan 2016[1]. Don&#039;t give me that look. Did you not see the thread title? It&#039;s Zowayix&#039;s _Procrastinated_ Anime Reviews. I have expectations to uphold. Anyway, let&#039;s get this show on the road.<br /><br />[size=15pt]That good ol&#039; first section[/size]<br />I was mostly right about what it&#039;s about. It&#039;s about some innocent kid who murders his classmates except he didn&#039;t, and so he goes to some prison that no human rights commission would ever allow no matter how much you bribed them. It&#039;s in the format of a circus, where people go to watch known criminals perform sadistically entertaining shows where they all fucking die (but the citizens are told that they don&#039;t really die, even though they can see bloody heads flying off and people getting stabbed with real blood coming out and that sort of thing where you go to a fucking magic show and they don&#039;t do that shit). So, that&#039;s pretty cool. Also there&#039;s a dude who&#039;s the evil guy and he&#039;s both a lawyer and a marketer. Even if he wasn&#039;t running a torture prison he&#039;d still be at least double evil. Also people can shoot blood out of their hands and make knives out of blood that come out of their arms, and they fight each other in underground tournaments (because it&#039;s a prison, and they probably do shit like that in real life[2]). And then there&#039;s an underground viva la resistance movement who don&#039;t elaborate on how the fuck they got in there, but I guess they&#039;re nice people, so they probably didn&#039;t rape anyone or drive a schoolbus of children off a cliff or some shit like that.<br /><br />So you have all these nice intermingling plotlines, and all of them are pretty cool, and have the potential to be a really awesome story just on their own, plus you have those action scenes for those who like a bit of that. But here&#039;s where criticism comes in[3]. Notice how I said &#039;the potential&#039;, even though I&#039;ve just finished the whole anime. That would be odd wording if they really did turn out to be really awesome, wouldn&#039;t you say? They don&#039;t. Every single one of these plotlines start off being really hype and interesting and all that shit, and then it&#039;s just like... nah. Forget that one. We&#039;re going onto this story instead. But what happened to those deadly sideshow games where you have a bunch of people running around and getting killed in gruesome and hilarious ways? Nah, fuck you. We won&#039;t bring that up ever again. Perhaps it&#039;s because it only went for 12 episodes that they weren&#039;t able to have these plots coexist at the same time and reach a satisfying conclusion, but that&#039;s a load of shit, and they probably could do it. And by the time you get to the ending... can I talk about the ending first before the other stuff? I can, because it&#039;s my review thread. Fuck you. I&#039;ll have the ice cream before dinner and nobody can stop me.<br /><br />[size=15pt]Ending[/size]<br />If you can even call it that.<br /><br />Imagine you&#039;re watching some TV show that will never be aired ever again and they have no master tapes, and then halfway through, your TV catches fire and fucking explodes. I suck at analogies, but that&#039;s what it&#039;s like. It&#039;s seriously in every way like this is only half of a series and they forgot to fucking finish it. I seriously watched the end, and I literally said &quot;Ah whoops, I forgot to buy season 2. Let&#039;s jump over to JB Hifi and see how much it is&quot;. Of course I found nothing, so I went over to Google to see if maybe it&#039;s just not dubbed yet as can sometimes happen. Hmm. No mention of a season 2. Okay, let&#039;s just risk looking it up on Wikipedia and maybe get spoiled for some shit I haven&#039;t seen yet. Episodes: 12. Seasons: 1.<br /><br />Da fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuck?<br /><br />No seriously, what the fuck? That&#039;s it? It&#039;s just like.... show&#039;s over, folks. That&#039;ll do. Meanwhile every single question the series ever asked is left completely unanswered, and not even in a 2spooky4u mystery way. It was all so promising, and then just fucking nothing. It was all fucking nothing. This is the shit that converts people to fucking nihilism. If this anime is pointless, who&#039;s to say life isn&#039;t pointless? What the fucking hell was it all for? Why did I even bother watching? Why do I bother being alive?<br /><br />Of course, you&#039;d wonder what happened anyway that caused this to happen. So I looked that up, too. Hmm. Okay. DVD sales were less than 1000 units. 1000. That is not a big number at all in the grand scheme of things. Like even right now, this review has more than 1000 characters in it. Canberra has more than 1000 people living there. Not just that, actually. Tuggeranong has more than 1000 people there. In fact, the suburb I grew up in (Calwell) has more people than that. If I gathered round everybody in the neighbourhood and told them to buy Deadman Wonderland (and they all agreed), that would exceed the whole sales in all of Japan by 5 times. And Japan has more people in it than Calwell. Probably. So that&#039;s a bit sad, and perhaps it&#039;s understandable then why they weren&#039;t able to continue.<br /><br />But that just raises a more important question: [size=30pt]WHY?????[/size]? HOW? How the fuck did you suck so hard at marketing? EVEN FUCKING UMINEKO GOT (marginally) MORE FUCKING SALES THAN THAT (about 1800) AND 2CH SAID IT WAS THE WORST ANIME OF ALL TIME!!!!! THIS WASN&#039;T EVEN AWFUL!!!! WHAT THE FUCKING FUCK WERE YOU DOING? WAS IT BECAUSE THE MAIN VILLAIN WAS A MARKETER AND YOUR MARKETING DEPARTMENT GOT OFFENDED AND REFUSED TO PROMOTE IT AND TOLD PEOPLE NOT TO BUY IT INSTEAD? DID YOU ONLY SELL IT IN CAMRIP QUALITY AND THE PRICE OF THE COMPLETE SERIES WAS EQUIVALENT TO PURCHASING A SMALL CAR[4]? Part of my Googling contained a thread which suggested it was because the opening theme was in English.<br /><br />First of all, what the fuck? And second of all, what the fuck? And third of all, Sonic the Hedgehog has English openings in all the games, and nobody gives a shit. Everyone loves Sonic. And fourth of all, what the fuck? I mean, I know some of Japan has a bit of anti-Western racism going on, but the anime otakus don&#039;t seem to be like that, it&#039;s just the old people. That thread was probably joking, but who can fucking tell?<br /><br />But then there&#039;s another question here which is unanswered: Why&#039;d you take on animating the manga if you weren&#039;t sure you&#039;d be able to do all of it? Why do they keep doing this? EVERY. SINGLE. FUCKING. TIME. They fucking did it with Gantz, they did it with Nichijou, Funimation sort of did it with Higurashi and then they both did it with Umineko, now they&#039;re doing it here. It&#039;s like, &quot;oh okay, we&#039;ll do this part of the manga. That&#039;ll be 24 episodes, or in this case 12.&quot; &quot;But you&#039;re going to make another season when this one is succesful, right?&quot; &quot;Not when, if&quot;. And then they proceed to fuck shit up, they hire clueless animators who don&#039;t know what a fucking human face looks like or how the different expressions work or they don&#039;t even remember what their own characters look like, they hire script writers that mangle the original plot and leave out important details because they spent too fucking long focusing on shit that nobody cares about or they just make fucking shit up entirely for no reason, they do... whatever it is Nichijou did, and other animes that have low sales but were perfectly okay (or maybe they weren&#039;t perfectly okay, but you could tolerate the flaws and then the source material just becomes a nice bonus which allows you to enjoy the story more in a different format). And they&#039;re like &quot;Welp, we fucked up and surprise surprise nobody bought the DVDs. Now your manga&#039;s reputation is ruined and nobody else will ever adapt it ever again, nor will we&quot;. But the few people who did buy your shit have to have their dreams crushed and their time wasted because of your shitty business decision.<br /><br />IS IT THAT FUCKING HARD TO FUCKING MAKE A FUCKING ANIME AND FUCKING SEE IT ALL THE FUCKING WAY THROUGH? AND ACTUALLY FUCKING PROMOTE THAT FUCKING SHIT PROPERLY SO THAT PEOPLE ACTUALLY BUY IT? THIS IS THE FUCKING [b]FIFTH[/b] ANIME IN THIS THREAD IN A ROW WHERE THE ENDING HAS BEEN A COMPLETE FUCKING WANKLOAD OF FUCKING BULLSHIT! SEVENTH OVERALL! AM I FUCKING CURSED HERE? WHAT THE FUCK IS GOING ON? CAN I JUST HAVE FUCKING [b]ONE[/b] ANIME THAT FUCKING WRAPS SHIT UP SATISFYINGLY? APPARENTLY I FUCKING CAN&#039;T BECAUSE SOME BRAINLESS EXECUTIVE IN A SHITTY DISTRIBUTION COMPANY CAN&#039;T FIGURE OUT HOW TO DO HIS FUCKING JOB! WELL I AM SERIOUSLY GETTING FUCKING TIRED OF THIS FUCKING SHIT! I FUCKING HATE YOU FUCKING IDIOTS! I HOPE ALL THE EXECUTIVES WHO WORK AT KADOKAWA FUCKING DIE FROM EBOLA YOU FUCKING CUCKOLDS! FUCKING CUNTWANKING FUCKWITS GO FUCKING CHOKE ON YOUR OWN SEMEN AND THEN HAVE YOUR TESTICLES RIPPED OUT AND SHOVED UP YOUR MOTHER&#039;S ARSE! YOU ARE THE BIGGEST FUCKING PIECE OF SHIT EVER AND ARE A STAIN ON THE HUMAN RACE WHICH IS SHITTY ENOUGH WITHOUT YOU IN IT SO THE FACT THAT YOU STAND OUT AS BEING THE SCUM OF IT REALLY SAYS SOMETHING ABOUT HOW MUCH YOU SHOULD FUCKING KILL YOURSELF! STOP RUINING THE FUCKING ANIME INDUSTRY!<br /><br />Apologies for being harsh, but words to that effect needed to be said.<br /><br />[size=15pt]OVA[/size]<br />Oh wait, there&#039;s an OVA too. Let&#039;s talk about that, shall we? Now that I&#039;ve remembered there is one, I&#039;ll just watch it. Hmm, okay. So that one guy-who-is-a-real-fucking-arsehole-but-then-the-protagonist-beats-him-and-now-he-decides-to-help-him-out guy that shows up in every fucking anime like this[5] is now a loose cannon cop who lives on the edge and doesn&#039;t play by the rules. So uhh.... I guess Deadman Wonderland finally got shut down? I guess he was set free? Or did he escape? You know, shit that you should have answered in the fucking ENDING? What happened to Ganta[6]? What happened to that lawyer marketer guy? What happened to the prison warden who was going to overthrow the lawyer marketer guy? Why is someone with a criminal history able to get a job as a police officer? Do they not have background checks in Japan? Where is this place? Who are all these people? Who was it who murdered Ganta&#039;s classmates anyway[7]? Who cares, let&#039;s just fucking have every single fucking cliche from every fucking Hollywood &#039;action&#039; movie ever and throw it into a 22-minute shitshow.<br /><br />So that was a load of shit. To suggest that I was in any way enthralled by this shit would only be an accurate statement in Opposite Land.<br /><br />[size=15pt]Characters[/size]<br />Alrigt, sorry about all that. Now that I&#039;ve gotten the shit parts out of the way, let&#039;s relax and talk about the parts of this anime which weren&#039;t the ending and so aren&#039;t necessarily bullshit. I wasn&#039;t sure if I should do a separate character section, but there&#039;s enough of them and I feel like typing shit, so why the fuck not.<br /><br />So as I was saying back there, you have the main character Ganta[8], who has a funny voice. He&#039;s just some kid, basically. The problem that isn&#039;t really a problem but it&#039;s made to be one here is that he&#039;s not a SUPER COOL EXTREME TOUGH GUY and has feelings. So of course everyone on online forums is going to call him a &#039;pussy&#039;. I&#039;m not sure where to begin with how stupid that is, but let&#039;s start with HE&#039;S FUCKING 13 YEARS OLD OR SOME SHIT AND HE&#039;S IN PRISON AND HE FUCKING GETS BEATEN UP AND ALL HIS FRIENDS WERE BRUTUALLY MURDERED AND HE HAS TO AVOID DEATHTRAPS ALL THE TIME! YES HE&#039;S GOING TO BE A BIT SCARED SOMETIMES! Fuck this part of the fandom sometimes, I fucking swear. I hope that&#039;s just what we call a vocal minority, but even so, enough of that shit, guys. I mean, he&#039;s even got a bit of heroic resolve in him. One of the best moments of the series is where he stands up and proclaims &quot;This place and its rules can suck my dick!&quot;[9]. I bet if you fucking idiots went to prison you wouldn&#039;t have the fucking balls to do that. You&#039;d get stabbed on day 1. Most people would get stabbed day 1. But nah, this kid displays emotion and cares about the few friends he meets in there, so you know, he&#039;s a pussy. Clearly. With character analysis like that, I shouldn&#039;t even bother writing these reviews and should just point you to /a/ or the MyAnimeList forums instead.<br /><br />Speaking of the few friends he meets in there, you also have some dude whose name is... Yo. Like, that&#039;s actually his name. Yo. I&#039;m not saying &#039;Yo&#039; as a fucking linguistic filler, that&#039;s his fucking name. I suppose in Japanese you don&#039;t have people saying &quot;Yo wazzup my homies&quot; so you don&#039;t have a who&#039;s-on-first situation going on there, and also it&#039;d be You or YÅ because it&#039;s not pronounced like something we would spell as &quot;Yoh&quot; with the short o, but still. This is one where I would have given permission on behalf of anime fans for the dubbing team to change his name to something else. Anyway, Yo is just the one dude in prison Ganta meets who isn&#039;t a complete douche, and his purpose is basically to be one of those exposition characters. You know the ones, the ones that don&#039;t really do anything and don&#039;t say anything, but ask questions as to what the protagonist is doing just so someone else can answer it. Okay, I lied, he has a moment or two midway through the series, but I&#039;ll keep that one to myself. I don&#039;t want to spoil parts of the plot you can enjoy from this.<br /><br />The other one who isn&#039;t a complete douche is Shiro, who is an albino girl with targets on her boobs. The obligatory &#039;slow-and-naive-moe-girl-who-likes-happy-things&#039;, the first few scenes with her you think she&#039;s just there for comic relief, but then she also has robot-punching superpowers and shit like that, and maybe has one of them dark and mysterious pasts, or dark and mysterious presents, and maybe she is a complete douche after all, or something.<br /><br />The staff at Deadman Wonderland include the lawyer marketer dude who runs the place and I forgot his name[10], and is basically a gosh-darned cunt. Like he&#039;s one of the biggest fucking psychopaths in the history of anime, and that&#039;s saying some shit. This fucking dude is just completely fucked up in so many fucking ways. Very accurate depiction of lawyers. You also have the chief warden Makina, who has nothing to do with the musical genre, just one of your badass women with a sword who goes around stabbing people for talking shit and never smiling. I don&#039;t even fucking know where her moral compass points. Is she evil too? Is she secretly good and just doing her job? Does she not give a shit and just wants to be the best prison guard like noone ever was? Well, they sure as shit ain&#039;t telling us.<br /><br />Then you have people like the Crow or some shit who may or may not have had an actual name, who is that one guy-who-is-a-real-fucking-arsehole-but-then-the-protagonist-beats-him-and-now-he-decides-to-help-him-out guy that shows up in every fucking anime like this. You know the one. The one where you meet him and he&#039;s like &quot;IMMA FUCK YOU UP KID GET FUCKIN SHANKED&quot; and then the protagonist beats him in some non-lethal fight, and then later on the protagonist is (non-non-lethally) fighting some other dude, and this guy shows up and he&#039;s like &quot;HEY KID! NICE MOVES THERE, NOW LET ME SHOW YOU HOW IT&#039;S DONE&quot; and then he does some morally-ambiguous-but-badass thing to help him out, or maybe he sacrifices his life and he&#039;s like &quot;NAH KID YOU GOT YOUR OWN LIFE AHEAD OF YOU I&#039;VE COMMITTED MY SINS I&#039;LL PAY MY DUES&quot; that sorta shit. One of those guys. He doesn&#039;t necessarily do exactly those things, those are examples, but yeah. Other inmates include Hummingbird who is your obligatory crazy bitch, and Mockingbird who I seriously thought was a short-haired chick, but isn&#039;t despite being voiced like one. Just some weird creepy dude who likes licking people&#039;s blood and is really creepy. Also, some of you may be picking up the pattern here that they&#039;re all birds. Fuck if I know why they&#039;re all birds, but everyone in Deadman Wonderland is a bird. Ganta is known as the Woodpecker. I don&#039;t know what the fuck he has to do with pecking wood, but there you go.<br /><br />[size=15pt]Graphics[/size]<br />So at first, it&#039;s like yeah okay, whatever, that&#039;s cool. People have got some weird-looking eyes in this one, they&#039;re too round/tall and it&#039;s different and weird, but that&#039;s forgivable. But then you get to... what was it... episode 4 or 5 or so. And it gets fucking... dark. Yeah, I getcha. They&#039;re in a tunnel. It&#039;s dark in the tunnel. But that doesn&#039;t change the fact that I CAN&#039;T SEE FUCKING SHIT! I mean sure, you can have the background a bit dimmer than normal, but like... not so much that I literally and I do mean literally in the literal sense of the word and not the teenager sense can&#039;t fucking see anything without having to fiddle with the brightness settings in my media player. That&#039;s just having a bunch of talking people (and did I mention that the DVD is super-quiet too? Had to turn up my speakers to unheavenly volumes, and then was I in for a shock when I went to watch something else), and I can&#039;t really appreciate how deep and dank it is that Ganta and friends are in some part of the prison where they don&#039;t have lights. You could have communicated that point without resorting to complete and total darkness. And then they have the audacity to have action scenes in that same lack of anything visible. What the fuck were they thinking? It&#039;s not like it&#039;s just to save money/time, because you turn the brightness up, and it turns out they did draw everything as detailed as usual. So it&#039;s a deliberate style choice. -1 points for that.<br /><br />Also the animation does seem to get a bit wonky and off model in the last episode or two, but it&#039;s not like Studio Deen bad. Still can be noticeable though.<br /><br />[size=15pt]Potentially controversial content[/size]<br />Well, you know. Everything. You got more blood than... something with a lot of blood. More than Future Diary, maybe not as much as Elfen Lied, somewhere in between. Also, you got like a fuckton of swearing. You think this review thread is bad? You think I have a potty mouth? Well first off fuck you it&#039;s within the forum rules I&#039;ll do what I fucking want, and second of all, my profanity level ain&#039;t shit. This is the shit here. This is the swearingest shit that ever swore. Which makes sense, because it&#039;s set in a prison. Have you ever been to a prison? I haven&#039;t either, but I&#039;m pretty sure they swear a lot in there. This might just be the dub though. I dunno. I&#039;m (apparently) a pleb so I never watch the Japanese version if I don&#039;t have to.<br /><br />[size=15pt]Localization[/size]<br />So you may be wondering with all this talk of a dub: If this sold so poorly in Japan, why the fuck does it have a dub? Most shows don&#039;t get a dub if they don&#039;t think there&#039;ll be a market for it. Well, you see, Funimation (for the most part) are actually smart. They were able to get the license pretty cheap, and they figured out that westerners tend to like action shit like this. And they did, it was on Adult Swim and people seem to like it over here. Maybe an American studio can pick up the rights to do a reboot of the whole thing and actually finish it. Wouldn&#039;t that be cool? Yeah, I know, it won&#039;t happen.<br /><br />Anyway, is the dub actually good? Well, I dunno. Like I was saying, Greg Ayres (who you may remember as the kid who beat up homeless people in Gantz, the dude with the fucked up nose in Speed Grapher, the nerdy camera kid in Rebuild of Evangelion, apparently the blonde dude in Clannad) gives Ganta a kind of funny voice, it&#039;s in theory too high-pitched to be taken seriously. Yet somehow, in those really important moments like the aforementioned one where he tells this place and its rules to suck his dick, he can be taken seriously. Could have felt even more powerful if it was said by a better voice, but it&#039;s okay. It&#039;ll do. It&#039;s fine. The other main star is Monica Rial as Shiro, who is also known as Bulma in the DBZ games, the bookstore clerk in Gantz (Mika or whatever her name was), Kagura in Speed Grapher, more recently (after this) Stocking in Panty &amp; Stocking, Index in A Certain Magical Index, Tomoko in Watamote, Homura in Senran Kagura, and you get the idea. Whole bunch of roles, many of them leading in very notable series. So she uses that experience to deliver a fitting voice for the seemingly innocent-but-not-so-much character and does exactly what Shiro should sound like. Overall, the dub is of a high quality, nobody really sounds overtly ridiculous, the dialogue is fine, from what I can tell the swearing was added to it. But as I said, this is a prison, so it makes sense that they&#039;d swear a fucking lot. I mean, I swear a lot, and I&#039;m not in a prison[11].<br /><br />[size=15pt]Soundtrack and shit[/size]<br />Despite the low sales and all that shit, this actually has a soundtrack. Yes, being Kadokawa, it&#039;s one of those &#039;buy the Bluray special editions in several volumes because fuck you&#039; ones. Okay, so the CD singles aren&#039;t, you can just find those from CDJapan if they&#039;re still in stock.<br /><br />The opening theme is One Reason by Fade, or maybe it&#039;s DWB (Deadman Wonderland Band) feat. Fade, or maybe it&#039;s just DWB, or who cares, I&#039;m tagging it as just Fade even though that has ambiguity with the DJ dude who made that track The Future on Bonkers X which is pretty cool and has nothing to do with Deadman Wonderland. So, it&#039;s basically a metal song, or maybe metalcore, or nu metal, or I don&#039;t fucking know because I&#039;m not really a metal fan. I&#039;m sure Greg-senpai will educate me on this later. Anyway, I enjoyed it. It&#039;s in English, so you can sing along potentially. I like to do so during the chorus. Catchy, and yet invokes the feelings of fear and aggression that represent the series. I can see it being a love-or-hate-it thing, because it&#039;s different, but I seriously hope that&#039;s not the reason why this anime failed in the Japanese market. I hope it&#039;s not the..... One Reason[12].<br /><br />Ending theme is Shiny Shiny by Nirgilis, they do the &quot;but it&#039;s actually DWB feat. Nirgilis you guys!&quot; marketing shit here, but I don&#039;t give a shit. It&#039;s just fucking Nirgilis. I had heard this one from mashups (I&#039;ll link to that one where it&#039;s mashed up with that one Madeon track later) and remixes/samples before, so I had high hopes. It&#039;s okay, it&#039;s not that great once you actually listen to it, but it could be worse. The vocals are well delivered as Nirgilis does and are what the good part of this one is, just the backing track has nothing really going for it, doesn&#039;t carry any particular kind of emotion or groove or anything with it, it&#039;s just there, and it&#039;s just like yeah whatever you do that otherwise this would be a capella. The remixes on the CD single are pretty cool at least. I&#039;m just not sure what it has to do with the anime though, unless maybe it has something to do with Shiro (I dunno, their voices seem similar and it just reminds me of her somehow) in some way that they were going to put in the anime but didn&#039;t.<br /><br />The background music has track titles by NARASAKI (who the fuck is that?) thar are all like &quot;DW24A&quot; and &quot;DW15B&quot;, which sound suspiciously like internal titles that only mean something to the composer, and it was like &quot;Yo Narasaki wazzup! We&#039;re making a soundtrack of this&quot; and they&#039;re like &quot;Yo wait up I haven&#039;t thought of titles for any of this&quot; and they&#039;re like &quot;Who gives a shit! No time for that, we need to get it out right now&quot;. I bet you $20 that&#039;s really what actually happened. Anyway, it&#039;s a pretty good soundtrack, you get a nice mix of pianos, guitars, and electronic soundscapes (plus some strings which I&#039;m 90% sure are synthesized) to make all kinds of soft emotional tracks or hard rock tracks or dark ambient tracks, all to suit the particular scenes effectively. Kudos to whoever this Narasaki is.<br /><br />[size=15pt]Closing thoughts[/size]<br />When I was first watching this anime, I really really enjoyed it. I was thinking &quot;Shit dude, maybe this is gonna be my favourite anime&quot;. And then that fucking ending happened. It just made the whole thing a complete waste of time. And not just the ending itself really, the whole final episode and maybe the one before it were in hindsight kind of having that thrown-together-at-the-last minute feel. And you know, they probably were. Either way, I don&#039;t feel as though I can in good conscience recommend people watch this unless all they care about is blood and guts. Maybe read the manga, tell me if it&#039;s good.<br /><br />[size=20pt]Final score: #WasteHisTime2016 / 10[/size]<br /><br />No Facebook conversations this time. For whatever reason, I didn&#039;t say anything. Maybe I was speechless, maybe I was just too lazy to press pause and switch out to Chrome. Okay, so after the end I bitched about the ending I think, but nothing was said that&#039;s worth me going through the trouble of screenshotting and uploading. I already gave you a rant about the ending here, don&#039;t be greedy.<br /><br />[1] Shit, it&#039;s February tomorrow? What the fuck happened to the whole month?<br />[2] Not the blood hands thing, though.<br />[3] I don&#039;t critise plots that often, do I? I think this might be the first time.<br />[4] Knowing Kadokawa, the last part wouldn&#039;t surprise me. In fact, I&#039;ll just see if I can look that up now.... CDJapan has them for about $80 for each volume (which is 2 episodes) regular edition. JEEZ NO FUCKING WONDER FUCKING IDIOTS!!!! WHY ARE KADOKAWA CONSTANTLY FUCKING IDIOTS?<br />[5] Think the eyepatch grill whose name I can&#039;t remember from Future Diary.<br />[6] Whoops, I haven&#039;t written the characters section because I wanted to rant about the ending first and then I ended up writing about the OVA afterward. He&#039;s the protagonist.<br />[7] So as it turns out, you find this out in the manga, and it&#039;s quite the reveal. I was going to read the manga to find out what actually fucking happened in the end, but in looking for what happened to the DVD sales it got spoiled for me. I&#039;m not actually a dick, so I won&#039;t spoil it for you people too.<br />[8] I&#039;m sure I can make some kind of joke here, like I&#039;ve watched all the anime from Gant_a_ to Gant_z_. But that doesn&#039;t really work.<br />[9] Actual dialogue.<br />[10] It&#039;s Tamaki. Unrelated to the Code Geass guy. Probably.<br />[11] Only the prison where my mind is trapped in the crushing grip of my meaningless life.<br />[12] I&#039;m sorry.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wow. That sounds very neat!<br /><br />I was thinking of ideas and wondered if the PC items at around 02025ECC (randomized by DMA) may be useful.<br /><br />Metarkrai taught me that the PC item quantities values aren&#039;t protected unlike bag items; so something like x99 is $63 and not a hard to predict value, and you can get many (all?) glitch items with double corruption, and duplicate them with Pomeg duplication glitch to access many quantities.<br /><br />If you had a Great Ball in PC item slot 1, the first byte would be 03 00. However, the closest from your list seems to be pointer A00F (0x2025301), which items-wise may be out of reach even with lucky DMA placement.<br /><br />What region of the memory isn&#039;t randomized by DMA? I notice that some addresses like those around 2000000 apparently aren&#039;t.


subject: Re: Emulators and Python
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  TASVideos has a list of emulators that are compatible with python scripts. Not sure how helpful this list is but I guess this does give you some idea on what emulators support scripts. http://tasvideos.org/EmulatorResources/Features.html#20


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, we might not even need to write the animation bytecode in a place in RAM.<br /><br />I searched the ROM for &quot;02 02&quot;, and found &quot;03 54 4A 02 02 ....&quot; at 0x50F (0x800050F).<br /><br />Unfortunately, no move has that as an animation pointer, the two closest are moves 0x94E (0x8000505), and moves 0x210F and 0x2194 (0x8000500). And at both of those addresses, is an invalid animation opcode (C0 at 0x500, CF at 0x505), which I think would freeze the game trying to call it. (because as usual, it just grabs from the array without doing index bounds checking).


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=XTFOX link=topic=6638.msg199654#msg199654 date=1453939099]<br />Also has anybody tried to figure out why 8F accesses D163?&nbsp; I looked at the [url=https://github.com/pret/pokered/blob/master/engine/items/items.asm]pokemon red dissasembly item page[/url] and couldn&#039;t figure it out.<br />[/quote]<br /><br />The index bounds are not checked when using an item, the game happily gets the 16-bit integer at [tt]ItemUsePtrTable + (2*0x5d)[/tt] and calls it, which happens to be the [tt]wPartyCount[/tt] from [tt]ld a,[wPartyCount][/tt].


subject: How to beat Pokemon Yellow in 0:00
poster_name: Edythator
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Now i really want more information about this glitch. It seems so interesting and cool. If you don&#039;t know what glitch i&#039;m talking about, check out Scykoh&#039;s video, https://www.youtube.com/watch?v=OyhEKG_g53o <br /><br />I&#039;m wondering, what are the possibilities with this glitch? Also what does it do? Corrupt SRAM etc? 


subject: Re: How to beat Pokemon Yellow in 0:00
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Nowadays, this glitch is one of the most well known, I think. We discussed it many times here, and [url=http://forums.glitchcity.info/index.php/topic,7409.0.html]I recently answered on a thread[/url] similar to yours.<br /><br />I could give you a basic &quot;how to&quot; of all the possibilities of this glitch ; besides finishing the game quickly, you can use it to trigger many other glitches, so you can basically get any PokÃ©mon or item, activate a walk through walls mode, get all badges, warp anywhere, get a lot of money etc. Unless you understand french (you can [url=http://www.prama-initiative.com/index.php?page=save-abuse-glitch]read this[/url], then) it would take some time to explain the whole thing and I don&#039;t really have it now but I&#039;ll do it asap ;)


subject: Re: Glitch traders in PokÃ©mon Red (TraderDex) - work in progress
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Very cool idea to work on this! We&#039;ve been doing a lot of &quot;glitch things&quot; but traders, I never even thought about doing it x) and it&#039;s another way to get glitch PokÃ©mon&nbsp; ;D


subject: Re: PokÃ©WTrainer freeze
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6855.msg194144#msg194144 date=1396038914](and attempting to overwrite ROM, something that will never succeed except maybe in some lame flashcarts)[/quote]<br /><br />I know this topic is old, but I&#039;ve seen pokemon gold overwrite the rom, on visualboyadvance. It had a bunch of 00s and 60s in the first few bites (most likely $0-100)


subject: Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Can anybody provide a completed save file that has all of the necessary requirements for the coin case glitch? I lost the old one, sadly.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: PokeBec
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If i would create an Old Sea Map in a japanese emerald, would it be possible to go to mew? Or would it work like in the US versions?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6868.msg199678#msg199678 date=1454338182]<br />Wow. That sounds very neat!<br /><br />I was thinking of ideas and wondered if the PC items at around 02025ECC (randomized by DMA) may be useful.<br /><br />Metarkrai taught me that the PC item quantities values aren&#039;t protected unlike bag items; so something like x99 is $63 and not a hard to predict value, and you can get many (all?) glitch items with double corruption, and duplicate them with Pomeg duplication glitch to access many quantities.<br /><br />If you had a Great Ball in PC item slot 1, the first byte would be 03 00. However, the closest from your list seems to be pointer A00F (0x2025301), which items-wise may be out of reach even with lucky DMA placement.<br /><br />What region of the memory isn&#039;t randomized by DMA? I notice that some addresses like those around 2000000 apparently aren&#039;t.<br />[/quote]<br /><br />Basically, everything before 0x02024A5A isn&#039;t affected by that DMA adress change. (for US/EU Emerald).<br />It basically starts off at values like ID, SID, trainer sprite, in-game time, and goes down to most of the manipulable stuff you would have.<br /><br />The main thing that you can manipulate who is above that adress is Party Pokemon, in the area of 0x02024542.<br />You also have data related to the current (or previous) battle in 0x02024086 area, and there should also be some storage places for Pokemon data (when you multi-select them in PC, when you fight a trainer, a wild Pokemon,...) in that area.<br /><br />The two main things that could be easily manipulated are Pokemon data (with in-game traded Pokemon or a known SID + RNG, and multiple double corruptions), or PC Items (identifiants and quantities).<br /><br />Some values are hitting the 0x02024xxx area, so they could be used to do stuff with party pokemon data, or data about the battle (you could use the Pokemon moves and stat boost levels to do certain tiny things).<br /><br />Since there seems to be a good amount of them in that area, there might be an adress that would fall off right on a manipulable byte (or in 00 before a manipulable byte).<br /><br />- Else, I saw many values in 0x02020xxx and 0x02021xxx area, which I don&#039;t think can be used (unless you can manipulate values there with PC Pokemon data when multi-selecting them or with glitch Pokemon names, because nothing else related to the current save file goes there).<br />And values pointing to 0x02030xxx could be used with PC Pokemon data (If I&#039;m not wrong, it goes down to that adress and further below, as it starts around 0x0202987C )<br /><br />- Anyways, that research and data is really incredible and interesting !!<br />Thanks Wack0 for the detailed post and research, I&#039;m sure it will bear fruit and allow some good ACE on cartridges (for small stuff like event unlocks).<br /><br />- There are also many listed adresses pointing towards 0x0300xxxx.<br />In Emerald, there&#039;s nothing really manipulable here, but in RS, the party pokemon data is stored here (around 0x03004372).<br />Thus, these adresses could be used for ACE in RS.<br /><br /><br />- About the data manipulation in itself, if you&#039;re going for something as 03 xx xx xx xx FF 00 08&nbsp; only, it won&#039;t be that hard to code it with PC Items (ID and quantities) or in Pokemon data. (If the lenght is less than 2 double-words, I think it can be fully manipulated on a Pokemon data. With further lenght, some cases wouldn&#039;t be possible, but a lot of them could be achieved).<br /><br />The issue with PC Pokemon is that I don&#039;t know if PID, TID, and the other stuff at the start of a PC Pokemon data could avoid hindering code execution with some possible values.<br /><br /><br />- Are there some noticeable difference for animations with the urser&#039;s location on the field ? (if it is the opponent, of if it&#039;s another ally in the case of a double battle)<br /><br />- Also, about the gen 3 datamining, do you know where scripts are loaded when you enter a new map ?<br />Because I know the adresses of the loaded NPC (with their specificities like their attached script), but I never found the same thing for the loaded scripts (like data regarding where an exit needs to teleport you to, or scripts like Safari Zone entrance).<br />I&#039;ll check in pokecommunity to see if they have things related to that.<br /><br /><br />- And with pointers related to glitch stuff, do you know if there&#039;s a way to make a similar list of pointers about Glitch Type sprites, or Glitch Pokemon sprites ?<br />As this would allow some ACE just by looking at a Pokemon&#039;s summary, which TheZzAzZ did, but I don&#039;t know if there are jumps to pointers in the same area as the one you&#039;ve listed that could then be used.<br /><br />- Another question : With ACE, can you tell the console to change a value located at 0x08xxxxxx ? (maybe temporarly)<br />Because there are some structures that I would like to alter in order to get interesting results (mainly some Battle Frontier scripts) and the sole way I see to achieve that is by patching some scripts.<br /><br />- I might be able to go around that issue if I manage to find what par of the RAM manages the &quot;Battle Frontier&quot; type of fight (where if you forfeit, flee, or catch an opponent Pokemon, you&#039;re considered as loser), because it would allow me to steal Trainer Tower Pokemon in RS (they have the same ID/SID as the trainer, so they won&#039;t turn into Bad Eggs when stolen).<br /><br /><br />[quote author=PokeBec link=topic=6868.msg199693#msg199693 date=1454512855]<br />If i would create an Old Sea Map in a japanese emerald, would it be possible to go to mew? Or would it work like in the US versions?<br />[/quote]<br /><br />In order to get to Faraway Island, you either need to teleport yourself there (might be possible with ACE), or to have the Ticket + the island unlocked.<br /><br />On some Emerald versions, you can use Glitch Pokemon to unlock Faraway and Birth Island (works in Fr,Ita,Spa, not in US, and I&#039;m going to check for Jap), as the delivery man script that unlocks the island isn&#039;t implemented in the game, so you can&#039;t call that script in order to easily unlock it. (it is the mystery gift card that adds it to your save)<br />So unfortunately no, Old Sea Map alone won&#039;t help you.<br /><br />However, the Faraway Island script is fully implemented into Emerald&#039;s ROM, and it is possible to trigger that delivery man script with a simple Pomeg Glitch corruption (hold Up for 14-15 seconds and check in the Pokemon Center upper floor if the delivery man appeared).<br /><br /><br />Apart from that, I have no other technique in my pockets to trigger the event islands on RS or FrLg.<br />If I had a NPC that reads the species names of a party Pokemon of yours with a certain command (there&#039;s one command in Emerald that freezes the game when a glitch Pokemon name is stored, and another one that doesn&#039;t), I would be able to set up the same trick as I did in Emerald (you can find it here : https://www.youtube.com/watch?v=4lJQhF8EFQ4 ).<br /><br /><br />As a side note, I also used some Battle Pyramid mechanics related to Battle Bag and the Safari Mode start menu in order to transfer items from Bag to Battle Bag, and bring things like Smoke Ball and Master Ball in Battle Pyramid in order to shinyhunt there : https://www.youtube.com/watch?v=_Y6gfc3xBvc<br /><br />It would maybe be possible to steal Pokemon in most Battle Frontier facilities if using ACE with a glitch move could trigger a command that would take the opponent Pokemon data and store it in PC once the battle ends (or maybe change a trainer script in order to trigger a &quot;blank&quot; fight with the same opponent Pokemon as in your previous match, which would allow you to steal Battle Factory Pokemon).<br />


subject: Re: Glitch traders in PokÃ©mon Red (TraderDex) - work in progress
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Spoink link=topic=7425.msg199690#msg199690 date=1454508361]<br />Is there a game shark code for this?<br />[/quote]<br /><br />Guessing 01xx3DCD, but haven&#039;t actually tested it, so not sure if it works or has side-effects or..


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Metarkrai
icon: xx
body:
  So yeah, values like 0x02024480 or 0x02024492 are right above party Pokemon (it starts on 0x020244EC).<br />Unfortunately, none of these adresses falls right on them.<br />However, the bits of data right above Party Pokemon seem to depend on something (fights maybe) and are cleared when you soft reset, leaving these adresses in a whole area full of zeroes.<br /><br />I&#039;ll try to see what kind of data is written above party Pokemon.<br />At first glance, there are two areas where the word &quot;ENIGMA &quot; is written twice (absolutely no idea about that since it appears on all my savestates).<br />The rest seems to be mainly about wild battles, and doesn&#039;t seem to be well manipulable.<br /><br />Thus, it zeroes don&#039;t bother that much (as well as PID and TID), 0x02024492 could be used.<br />I&#039;ll check what happens in a contest, to see if other values can be obtained.<br /><br /><br />Else, regarding in-battle data, you have 0x0202407E which is right before the stats and moves of the fighting Pokemon, as well as 0x0202406C who is right before the party slot of the currently fighting Pokemon.<br /><br />- Also, the values on these adresses could be altered with a Glitch Pokemon name overflow (speaking to Slateport journalist sotres a Glitch Pokemon species name), which could maybe write something that makes a command redirecting to a more manipulable area.<br />I don&#039;t think a command that would do a jump to a precise adress could be achieved with this, since a Glitch Pokemon&#039;s name is based on ROM data, but if commands like &quot;jump x bytes further&quot; exist, they might be attained with that method.<br /><br />- By combining a Glitch Pokemon overflow and data that can be refreshed (by doing a wild battle or talking to a NPC), we could maybe attain that little command to allow a jump to a more manipulable part, too.<br />And that technique could rely on adresses before 0x02024xxx if we can find some adresses that can be refreshed and that possess certain values we want, and if we can combine that with a glitch pokemon name that contains another part of wanted values.<br /><br />- Adresses 0x02030xxx refer to Pokemon in Box 12 and 13.<br />Thus, this is a &quot;reliable&quot; set of adresses to use for ACE.<br />The unreliability comes from the movements of PC Pokemon data because of DMA, but I have a strategy to start managing that part.<br /> This strategy is based on the same strategy I used to determine if a Pomeg Glitch corruption on a Day-Care Pokemon was right or not. (since you want to corrupt a day-care Pokemon while an Egg is laid, you can&#039;t know if it succeeded before taking the Egg, whereas my goal was to corrupt the Pokemon and change the Egg contents into a legendary or glitch Pokemon in order to shinyhunt them)<br />Roughly said :<br /> .You put a Pokemon in Box 2 to act as dummy.<br /> .You make a team with the required glitch move in it, then prepare it for a Pomeg Glitch.<br /> .Set up the Pomeg Glitch and make a wild battle.<br /> .Start pushing Up, and while you count your Up pushes, check the party slot nÂ°1. It will sometimes be highlighted, and sometimes not. (When it is highlighted, it is because the underflown selection pointer is on a &quot;party slot&quot; that isn&#039;t &quot;empty&quot;)<br /> .Have a list of specific Up pushes that need to have a red highlight or not when the DMA repositioning is correct. (these highlights will be the ones related to the pointer reading parts of the dummy Pokemon in Box 2)<br /> .If the higlights and non-highlights you saw with your first Up pushes (the first 10-15 Up pushes) doesn&#039;t match, reset. You know that the RAM data positioning wasn&#039;t the right one.<br /> .Else, open the Bag, revive the Pokemon with the Glitch Move, and try to use it. This way, your chances to not be in the good RAM data positioning are really decreased.<br /><br />This strategy can&#039;t bring you a complete RAM data repositioning check since the only information you can get is from these red higlights depending on the dummies you&#039;ve deposited in Box 2 (for my Day-care strategy, I completed it by checking the state of the dummy after the corruption, but here you can&#039;t), but it is still a nice indicator.<br />I don&#039;t really know how accurate it can be, but it could for sure be useful.<br /><br /><br />As of now, I don&#039;t have other adresses from your list that I could comment on for manipulations.<br />But I&#039;ll check and try to see more accurately if there are other bits of data in 0x02020000 - 0x020220000 that can be used with a certain method (mostly with Glitch Pokemon names on PC, or Pokemon data being copied there).<br /><br /><br /><br /><br />[u][b]EDIT :[/b] [/u]<br />By the way, I also updated the Double Corruption methods with better setups (that give higher success chances), and I will make a video and a pastebin about the complete method.<br />The pastebin for the short method was already updated for a bit of time : http://pastebin.com/2kJpBQCr<br /><br />The two main differences on the procedure are :<br />- Catching Smeargles right after soft-resetting the game in order to determine the frame they were generated on with RNG Reporter (and know their PID like this, which indicates their corruption type and which initiator is required to corrupt their PID).<br /><br />- Requiring a TID corruption as first corruption.<br />This allows an easier 4th Move PP manipulation, which allows for a fast second corruption. (using 5 clones instead of 1)<br />The differences between TID and PID corruption Eggs are in general easy to see by checking the Egg summary and its battle sprite (in general, if it doesn&#039;t have Pokerus (if it didn&#039;t have it previously) and if the Egg contains the same Pokemon as before the corruption, TID was corrupted).<br />Some corruptions where a certain 4th Move is required (IVs/contest stats manipulation), will give a bit less results, but that&#039;s the only downside.<br /><br />Since you often need to perform multiple double corruptions in order to get some glitch moves and glitch Pokemon (useful for Pomeg Glitch, for your next double corruption, for fun, or for other glitches), that update is really helpful to cartridge players.<br /><br /><br /><br />For now, I modified the SEASOR perfect initiator procedure, making it also easier to perform :<br />[b]Caterpie the Perfect Initiator :[/b]<br />Items :<br />Pokeblocks with 6 Chesto Berries at Lilycove with the old man. They must be Lv 12 Blue Pokeblocks, with 22-23 in Feel.<br />26 Hondew, and 26 Grepa Berries.<br />At least 13 Pomeg Berries.<br />Other Pomeg, Kelpsy,Qualot, Hondew, Grepa, Tamato Berries<br />5 Carbos, 5 Calcium, at least 2 HP Up.<br />TM Protect (sold at Lilycove).<br />Fluffy Tails.<br /><br />- Get the in-game traded Seedot.<br />- Get the in-game traded Horsea. He must have less than 65.536 Exp points. (Lv 40 or lower)<br />Horsea and Seedot (and any other Pokemon you&#039;ll train for double corruption) must not catch Pokerus during their training.<br />- If Seedot and Horsea already fought a bit and gained some EVs, use the Pomeg, Kelpsy, Hondew, Grepa, Tamato Berries to put them back at 0 EVs.<br />- Clone them both to have a safe copy.<br />- Give 1 Carbos and 3 Calcium to Seedot. (Now Seedot is ready)<br />- Give 1 HP Up to Horsea. (He&#039;ll transform into a Caterpie)<br />- Give 1 Carbos to Horsea, and make him fight 3 Zigzagoon (For 13 Speed EVs that will absorb the 0x05 Corruption)<br />- Change Horsea Moves to Waterfall, Protect, Surf, --(Fr)/Return(US). (Having a specific 4th Move is really important)<br />- Save and clone them 6 times. (1 copy in a safe box and 5 copies for the next steps).<br />- Place the 5 Seedots and Horsea in Box1 or 2 with a Seedot-Horsea-Seedot-Horsea-...-Horsea pattern (a block of 10 Pokemon + Seedot before Horsea as Seedot is the initiator for Horsea&#039;s corruption).<br /><br />- Save, and perform Pomeg Glitch (this is why Fluffy Tails is mentioned) to corrupt the Horsea. (you have 6-7/32 chances to corrupt Horsea&#039;s TID).<br />- Once one of the Horsea became an Egg,&nbsp; check its summary.<br />If the Egg doesn&#039;t have Pokerus and isn&#039;t about to hatch, keep the Egg and save. (its TID was corrupted)<br />If the Egg has Pokerus, reset and redo the corruption. (PID was corrupted)<br />(the TID corruption being first is really important because it won&#039;t screw up the 4th Move PPs and allw you to make a fast second corruption)<br />- Save, clone Seedot and Horsea&#039;s Egg 5 more time, and display them in the same pattern as earlier.<br /><br />- Save, and perform Pomeg Glitch again to corrupt an Horsea&#039;s Egg. (here it&#039;s 6-7/32 chance to get it, as you really can&#039;t move that Egg).<br />- Once a Egg became a Caterpie, save.<br />- Give him Pomeg, Hondew, and Grepa Berries to put its EVs back at 0. (they come from Horsea species + Exp since EVs are read on Growth)<br />- Give him 2 Carbos and 2 Calcium, and save. (Here it is, the first perfect initiator)<br />- Clone the Caterpie 2-3 times. (at least one copy in a safe box)<br />- Give the 6 Blue Pokeblocks to another clone (72=0x48 Beauty, 138=0x8A Feel), and give that clone a Heart marking. (here comes the second perfect initiator, the heart marking allowing you to distinguish both of them easily).<br />- Save, and clone these 2 Caterpies (marked and unmarked) a dozen of times.<br /><br /><br />


subject: ROM Corrupter parameter generator
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: grin
body:
  I made a neat program to generate parameters for ROM Corrupters (more specifically, the Vinesauce ROM Corrupter) called the SOSETSUKEN Engine. It&#039;ll generate up to infinity sets at a time, and the only restrictions are resources available, space on your drive, and your time. It will throttle itself up or down depending on available resources (it will never use more than 85% CPU Usage, and will maintain &lt;95% CPU Usage total even if it has to stop), and it prints the time it took to generate at the end of the file. I got 1728 sets per second, but your mileage may vary.<br /><br />Get it on Sourceforge:<br />https://goo.gl/urQzVE


subject: Re: How to beat Pokemon Yellow in 0:00
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Alright, let&#039;s settle this once and for all so everyone has the answer.<br /><br />So, when you have a current save file in your game and shut down a new game during the saving process, some data from the PREVIOUS save file will be kept in the new one because it still haven&#039;t been overwritten. This is a well-known trick used to start the game with your previous party.<br /><br />Now if you do that WITHOUT a previous save file, it will corrupt the save file in the way that several RAM addresses get the value &quot;FF&quot; (hexadecimal for 255). It is the case of the entire memory block going from RAM address $D163 to $D2F6. As you can see in the [url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Player]RAM Map[/url], this is the data for your party&#039;s PokÃ©mon.<br /><br />As you can see in this map, $D163 is the number of PokÃ©mon. So because of this, you now have 255 PokÃ©mon. After this address, the memory block is structured in this way:<br />- hex ID for the 6 PokÃ©mon of your party followed by a party terminator (7 addresses, $D164-$D16A)<br />- Data from each PokÃ©mon (consisting in 44 memory addresses per PokÃ©mon, making a total of 264 addresses)<br />- The 11 letters of each PokÃ©mon&#039;s OT (66 addresses, then)<br />- The 11 letters of each PokÃ©mon&#039;s nickname (66 addresses again)<br /><br />Because the game thinks you have 255 PokÃ©mon, it reads the 255 addresses starting from $D164 and displays the given PokÃ©mon in your party. Because all of those are FF, every PokÃ©mon will be the PokÃ©mon with an hex ID of FF (&quot;Charizard &#039;M&quot;). <br /><br />The data from the 6 first PokÃ©mon will of course be FF in every address, and it&#039;s also the case for the PokÃ©mon 7, 8, and 9, because of the memory&#039;s particular structure that contains the OT and nickname AFTER the data of the PokÃ©mon: the game takes the 44 addresses after the data block for PokÃ©mon 6 ($D273 to $D29E) and thinks this is the data block for PokÃ©mon 7. Indeed, 44 * 3 = 66 * 2, so if you consider the OT/Nick section as data sections for extra PokÃ©mon, you end EXACTLY to PokÃ©mon 9.<br /><br />Anyway. All the remaining PokÃ©mon will receive data from the rest of the RAM (in order) that was not overwritten with FFs. For example, PokÃ©mon 10&#039;s data is taken from the section immediately after the party section (PokÃ©dex, 38 addresses, then the beginning of the item inventory). And here lies the trick: if you switch PokÃ©mon 1 to 9 with any other PokÃ©mon, [b]you will insert a block of 44 FF in a section of the RAM which is not supposed to contain this value[/b].&nbsp; <br /><br />What is usually done with Save Abuse is a switch between PokÃ©mon 10 and PokÃ©mon 1 (because it&#039;s quicker, but it could be any PokÃ©mon up to PokÃ©mon 9). This puts FF in every dex value (you then have 152 caught PokÃ©mon) and also this address: $D31D. As you can see in the map, this is the number of items, so you now have 255 items. This is called an &#039;expanded item pack&#039; and is traditionnally triggered with another glitch known as the item underflow glitch. I will explain to you why this is very cool and how we can use this to finish the game in 0:00, but I&#039;d like to first finish my demonstration on the direct possibilities of the save abuse glitch.<br /><br />The tricky thing about switching PokÃ©mon, is that it moves the 44 data addresses, [b]but also the 2x 11 addresses located further and which usually matches the OT and nickname of the PokÃ©mon[/b]. So when you switch a &#039;full FF&#039; PokÃ©mon with another PokÃ©mon, you corrupt three different places of the memory. Because of this, it is very hard to predict the effect of a switch since you can overwrite the 44 address corruption with one of the 11 address corruption. But after several hours of work, I was able to do a list of every cool/useful effects you can trigger with PokÃ©mon switching, and the side effects of those. <br /><br />[list]<br />[li]Switch with 10 - Activate the Item Underflow glitch in the Item Menu (details below), and also entirely fills the PokÃ©dex. [b]Note that if you now switch 10 with 11, the PokÃ©dex will be back to 0 while keeping the expanded pack.[/b] This is a typical use of overwriting a 44 address corruption with a 11 address corruption.[/li]<br />[li]Switch with 15 - Gives all badges and 88 caught PokÃ©mon in the dex.[/li]<br />[li]Switch with 33 - Activates all fly localisations, [b]and gives access to the Fossil Conversion Glitch which allows you to get any PokÃ©mon before your starter[/b] (see below).[/li]<br />[li]Switch with 36 - Calls back the player to Safari Hall. Also flags Surge, Erika, Koga, Blaine and Articuno as defeated.[/li]<br />[li]Switch with 59 - Activate the Item Underflow glitch in the PC (details below). Also corrupts PokÃ©mon 7 and 8 on the PC, if there are PokÃ©mon in these slots.[/li]<br />[li]Switch with 60 - Maxes out the stats and move PPs of the 8th stored PokÃ©mon. Corrupts the 9th and stored items 2 to 7.[/li]<br />[li]Switch with 62 - Activates Walk Through Walls mode. Also corrupts PokÃ©mon 7 and 8 on the PC, if there are PokÃ©mon in these slots, and stored items 13 to 18.[/li]<br />[/list]<br /><br />So as you can see, modifying memory by switching PokÃ©mon is like using a weapon of mass destruction. You have little control about what happens. This is why the expanded item pack is really cool. This idea is basically the same: you normally have access to 20 items in your inventory, or 50 in your PC. If you have 255 items, the extra items will be taken from the following RAM addresses. This allows you to precisely modify ONE address by either switching items with a different hex values, or just tossing items to change the quantity; similar to a more &#039;surgical strike&#039; than the massive save abuse 66 address modification.<br /><br />We&#039;re good for another list, then:<br /><br />Things you can modify with the Expanded Item Menu triggered by the PokÃ©mon 10 switch:<br />- 21th quantity, 22th and 22th quantity: money <br />- 23th to 28th: Rival&#039;s Name<br />- 29th: Badges<br />- 30th quantity, 31th: Trainer&#039;s ID<br />- 33th quantity, 34th: Event displacement<br />- 34th quantity to 36th: Coordinates of the player in the current map. [b]This is used to get several items through the celadon loop trick[/b].<br />- 36th quantity: Reached map while going through a door. [b]This is used for the Hall of Fame warp to speedrun the game.[/b] Hall of fame ID is 118 (hex:76) so if you have 118 items and go though a door, you will be in the Hall of Fame.<br /><br />Things you can modify with the Expanded PC triggered by the PokÃ©mon 59 switch:<br />- 51th quantity and 52th: active PokÃ©mon box<br />- 52th quantity: number of Hof teams<br />- 53th quantity and 54th: number of casino chips. [b]This can be used to get several items through the casino chips trick.[/b]<br />- 54th quantity to 91th: collectable items status. [b]This can be used to get several items through the missable object trick.[/b]<br /><br />If you want more informations about the subtricks to get items, don&#039;t hesitate to ask.<br /><br />The last information I&#039;m gonna drop here is about the Fossil Conversion Glitch which is absolutely amazing. [b]It allows you to start the game with the PokÃ©mon of your choice[/b]. Read this to know more:&nbsp; http://forums.glitchcity.info/index.php/topic,7137.msg198722.html#msg198722 and you can watch [url=https://www.youtube.com/watch?v=NOM1MHDRYT0]this video I made[/url]. Activate annotations to get the English translation. <br /><br />Sorry for the long post but you seemed to be interested about this glitch so... If you don&#039;t get something don&#039;t hesitate to ask.


subject: Re: Glitch Hell in non-Japanese versions
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Quick update, as I&#039;ve been playing some Zelda games and working much lately, about this glitch.<br /><br />I tried to walk out of bounds as the music was fading (the same way it is shown on the second video) on my GBC.<br />Surprisingly, no corruption happened either !<br /><br />I&#039;ll still need to buy a DMG to compare, though...


subject: Re: The Member's Guide to Topiclessness
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=3088.msg199699#msg199699 date=1454720077]<br />Happy birthday, Mewtwo! :) <br /><br />[youtube]https://www.youtube.com/watch?v=xVtCRDYK3m0[/youtube]<br />[/quote]<br /><br />Late happy birthday Mewtwo!!&nbsp; :D<br /><br />[quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=3088.msg199704#msg199704 date=1455255838]<br />pre ordered pokken and a controller, wish me luck at evo 2016 fam.<br />[/quote]<br />Nice. Good luck!!


subject: Stabilizing fused Pokemons
poster_name: Zenoxis62
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zenoxis62
icon: xx
body:
  [b]Hello[/b] guys,<br /><br />[u]I&#039;m here to ask you for help :[/u] I have a level 255 fused pokemon (it has mew&#039;s sprite and XU-XU&#039;s stats [size=8pt][i]([i]http://bulbapedia.bulbagarden.net/wiki/X_%E3%82%A5-_x%E3%82%A5,[/i]))[/i][/size]<br />I want to[b] stabilize[/b] it so the fused pokemon&#039; sprite isn&#039;t mew anymore and becomes xu-xu&#039;s<br /><br />In order to achieve this, I went to Day Care and I deposited the Pokemon =&gt; it spriten changed to xu-xu (which is what I want) but sadly it [b]lost it&#039;s level 255[/b] and became level 100 <br />[b]whereas[/b] I saw this on Bulpedia &quot;[b][size=10pt]Stabilizing the hybrid will preserve the level[/size][/b]&quot;[i] [size=8pt](http://bulbapedia.bulbagarden.net/wiki/Unstable_hybrid_Pok%C3%A9mon#Stabilizing)[/size][/i]<br /><br />[b]Is there a way to[color=red] stabilize[/color] (get the original sprite back) + [color=red]keep the level 255[/color] for my Pokemon ?[/b]<br />[b]Also is it possible to remove a move/ level to 255 a pokemon with the 8F glitch ?[/b]<br /><br />Thanks in advance.


subject: Re: Glitch traders in PokÃ©mon Red (TraderDex) - work in progress
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7425.msg199695#msg199695 date=1454602767]<br />[quote author=Spoink link=topic=7425.msg199690#msg199690 date=1454508361]<br />Is there a game shark code for this?<br />[/quote]<br /><br />Guessing 01xx3DCD, but haven&#039;t actually tested it, so not sure if it works or has side-effects or..<br />[/quote]<br /><br />I tested 01033DCD with the Route 2 trader in PokÃ©mon Red EN, Green JP, Yellow EN (where CD3D is normally 01) and it did not change the trade/trade text sadly.<br /><br />Enabling the code had an effect of changing the sprite of your PokÃ©mon during the trade animation and not changing how the NPC acts after the trade; letting me trade another Clefairy for another Mr. Mime. In fact, the code made trader #03 (Ponyta for Seel) display the text as if I traded him a Ponyta. This made me unable to make his trade.<br /><br />01033DCD also did not work in Green JP for all of Green&#039;s used in-game traders.<br /><br />These codes will allow you to make the trade of your choice by replacing &quot;xx&quot;. After enabling the codes, use the glitch item in slot 1 (Yellow: &quot;ws m&quot;; $63, Red &quot;-g m&quot;; $6A, Japanese Yellow: ã‹ã„ãŒã‚‰ãƒãƒƒãƒ‚ ; $6A, Japanese Blue: long-name item; $7B, Green &quot;ã¦ã¸&quot;; 7B), and you won&#039;t need any set ups other than the codes.<br /><br />They have the side effects of changing your item pack items in all versions and stored PokÃ©mon (Yellow, Japanese Yellow), or data from DA47-DA49 (wNumSafariBalls wDayCareInUse, wDayCareMonName) (Red), or wild PokÃ©mon data (Japanese Blue, Green).<br /><br />Note: The codes for Japanese Blue enable a $50 tile at the top of the screen by modifying C3B4, so that the long-name item doesn&#039;t freeze before its Use/Toss box comes up.<br />&nbsp; <br />Yellow:<br />01C37FDA<br />012180DA<br />01D381DA<br />01631DD3<br />013E21D3<br />01xx22D3<br />01EA23D3<br />013D24D3<br />01CD25D3<br />013E26D3<br />015427D3<br />01CD28D3<br />01B429D3<br />013E2AD3<br />01C32BD3<br />01D22CD3<br />01232DD3<br />01C92ED3<br /><br /><br />Red:<br />01C347DA<br />012248DA<br />01D349DA<br />016A1ED3<br />013E22D3<br />01xx23D3<br />01EA24D3<br />013D25D3<br />01CD26D3<br />013E27D3<br />015428D3<br />01CD29D3<br />016D2AD3<br />013E2BD3<br />01C32CD3<br />01D72DD3<br />01242ED3<br />01C92FD3<br /><br />Japanese Yellow v1.0 only:<br />01C3B2D9<br />01A6B3D9<br />01D2B4D9<br />0163A2D2<br />013EA6D2<br />01xxA7D2<br />01EAA8D2<br />013DA9D2<br />01CDAAD2<br />013EABD2<br />0154ACD2<br />01CDADD2<br />01ADAED2<br />013EAFD2<br />01C3B0D2<br />01FFB1D2<br />0123B2D2<br />01C9B3D2<br /><br /><br />Japanese Blue:<br />01C306D8<br />01A607D8<br />01D208D8<br />017BA2D2<br />0150B4C3<br />013EA6D2<br />01xxA7D2<br />01EAA8D2<br />013DA9D2<br />01CDAAD2<br />013EABD2<br />0154ACD2<br />01CDADD2<br />01B1AED2<br />013EAFD2<br />01C3B0D2<br />01B7B1D2<br />0124B2D2<br />01C9B3D2<br /><br />Japanese Green (v1.0 only):<br />01C306D8<br />01A607D8<br />01D208D8<br />017BA2D2<br />013EA6D2<br />01xxA7D2<br />01EAA8D2<br />013DA9D2<br />01CDAAD2<br />013EABD2<br />0154ACD2<br />01CDADD2<br />019DAED2<br />013EAFD2<br />01C3B0D2<br />016AB1D2<br />010FB2D2<br />01C9B3D2<br /><br />Hope these help! With a Game Genie or combination of Game Genie, GameShark it should be a lot simpler. I will work on those tomorrow.


subject: Re: The Member's Guide to Topiclessness
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=3088.msg199704#msg199704 date=1455255838]<br />pre ordered pokken and a controller, wish me luck at evo 2016 fam. <br /><br /><br />[/quote]<br /><br /><br />Entering the SSB stuff as well?<br /><br /><br />Wait a minute didn&#039;t Evo 2016 already happen? I&#039;m sure one of the 2016 things did. I&#039;m confused.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: lowena
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I had several problems while trying to do the dry item underflow glitch to get P7 (7F/8F) in my Spanish Pokemon Blue. Once I got to the step to switch the X Special with the Nugget, scrolling down past Exit the item menu would freeze, but I realized that if I pressed B I could keep going down, and I had to do that several times to get down to the Nugget, and the same to switch the P7 back. The next problem was fixing the item menu. If i bought one item in Celadon, nothing happened. If I bought two, the P7 and everything else was erased. So I had to put the P7 in my PC, fix the menu, then take it back out. Hopefully that doesn&#039;t cause any problems. I haven&#039;t been able to bootstrap it yet to see if it actually works, but hopefully I don&#039;t run into many more problems. I&#039;m probably going to do the compact one with Electabuzz, but unfortunately it&#039;s Red only so I&#039;ll have to Ditto glitch getting one :&#039;) I&#039;ll report back with what I find out.<br /><br />Also, as a note if anyone else trying to get P7 on the Spanish game or some of the other European versions where you can&#039;t do the Old Man glitch, in order to get 255x X Special I did the Ditto glitch to encounter a Missingno. which solved the problem. The easiest way to do that is to get up to Fuchsia City, use any long-range trainer you want, consult the usual hex ID table, and encounter a Ditto in the grass immediately east upon leaving Fuchsia City.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The &quot;long name items&quot; generating &quot;locks&quot; while going down the items in the item menu is a common issue. Spamming B and Down is a good solution to go through indeed, I think what cause this is that some items might match RAM addresses controlling the player&#039;s position, and the value of these addresses matches an item with a glitched long name. This would be why if you move to another spot, you might not encounter the problem anymore. Sometimes when I face this, I just move from a few steps and problem solved.<br /><br />About the menu fixing issue, the first item fixes and errazes the menu, but sometimes you don&#039;t see it and need to get a second item. I think it depends of how you trigger the glitch, but anyway you definitively have to store your P7 item before fixing the menu.<br /><br />In french games, we can perform the Old Man Trick but we can&#039;t encounter pixel MissingNo. In this case, using the Ditto Trick to have a ghost/fossil MissingNo. is also our favorite solution. Also remember that you can use the Cooltrainer Trick to encounter a PokÃ©mon, and more simply use the Glitch City RAM Manipulation to give yourself an item x255 without encountering MissingNo. at all.


subject: Re: Stabilizing fused Pokemons
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am clearly not an expert in glitch pokÃ©mon hybrids. Maybe someone will know more. But I don&#039;t think it&#039;s possible for an hybrid to stabilize while keeping a level above 100.<br /><br />However, it is very easy to add/remove a move or change back the level to 255 with 8F; if you need instructions for that, don&#039;t hesitate to ask.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: lowena
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: lowena
icon: xx
body:
  Well I got my P7 bootstrapped (using GCL&#039;s setup) and it works! So happy all that work didn&#039;t go to waste.<br /><br />Thanks for the tip about long name items, I&#039;ll keep that in mind if I need to do the underflow glitch again. Maybe you could add a note to the underflow glitch guide about the long name and storing 8F to help others in the future? I haven&#039;t tried the Cooltrainer glitch yet, nor the Safari Zone glitch. I hadn&#039;t even heard of the RAM manipulation glitch but it sounds really cool, I&#039;ll have to check that out :)<br /><br />EDIT: I made an 8F script to give you 255 of an item, useful in conjunction with the Change Second Item script to get any item you need for other scripts. I don&#039;t think this should cause any problems but I&#039;m just a beginner, so please someone let me know if this is flawed.<br /><br />[size=12pt][u][b]GET 255 OF SECOND ITEM[/b][/u][/size]<br /><br />This code, which is based off of the Change the Second Item code and likewise only requires 3 basic items, will give you 255 of the second item in slot 2. It simply decreases the item by 2, wrapping around backwards from 1 to 255 (0x01 - 0x02 = 0xff in 8 bit math). It is necessary to have [b]only 1[/b] of the item in slot 2.<br /><br />[size=10pt][u][b]ITEM LIST (starting from the first slot):[/b][/u][/size]<br />* 8F<br />* Item you want 255 of [u][b]x1[/b][/u]<br />Burn Heal x43<br />Ice Heal	x53<br />Revive&nbsp; &nbsp; &nbsp; x201<br /><br />[code]inc c		;0c = Burn Heal<br />dec hl		;2b = 43<br />dec c		;0d = Ice Heal<br />dec [hl]	;35 = 53<br />dec [hl]	;35 = Revive<br />ret		;c9 = 201[/code]<br /><br />Also as a bonus, if you use the Revive x201 instead of Full Heall x201 for the Change the Second Item code in the first post of the thread, the item hex ID will go down instead of up. :)


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰
icon: xx
body:
  [quote author=Zowayix link=topic=3088.msg199710#msg199710 date=1455324478]<br />[quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=3088.msg199704#msg199704 date=1455255838]<br />pre ordered pokken and a controller, wish me luck at evo 2016 fam. <br /><br /><br />[/quote]<br /><br /><br />Entering the SSB stuff as well?<br /><br /><br />Wait a minute didn&#039;t Evo 2016 already happen? I&#039;m sure one of the 2016 things did. I&#039;m confused.<br />[/quote]<br />July 15-17<br />I doubt i&#039;ll be able to go in all honesty but i&#039;m going to see if i can convince a group of friends. Idk zowayix, think i should do sm4sh? i mean, you of all people know i&#039;m decent, if not gud. 


subject: Re: The Member's Guide to Topiclessness
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  If you can afford the entry fee or whatever else is the requirement then why not? What&#039;s the worst that can happen, you end up in losers bracket and lose and then you don&#039;t win? You still get to play it.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: PokeBec
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: PokeBec
icon: xx
body:
  So today I was planning on doing a double corruption in order to get&nbsp; an obediant mew.<br /><br />I had a Smeargle (but with too much experience, it was level 51) with 201 attack EVs, 1 special attack EV and 158 speed EVs. It had 126 beauty and 72 feel.<br />It was caught in a pokeball and its 1st move was acid armor and its 2nd move was thief, 3rd and 4th was empty.<br /><br />I cloned 5 of them and put them in box 2 slot 24, 22, 20, 18 and 16. In slots 23, 21, 19, 17 and 15 I had &quot;Pluses&quot;, level 13 Plusle from the trading NPC, it had only growl, no other moves. The Plusle had 0 EVs.<br /><br />I have performed plenty of double corruptions before but this time something weird happened:<br />On the first try (first corruption) it directly turned into a Mew, it never turned into an Egg. It had ?????? as item, which was weird since by all logics I have done before the Mew should have been holding a Liechi berry, which has index number 168. <br /><br />The mew was caught in a premier ball, its origins says it was hatched at level 5 at Faraway Island. It has ?741824 Exp. 2 ribbons and the moves are glitched when I open them but what I can see is Synthesis (Index Number 235, same as Smeargle) and Low Kick (Index Number 067, not sure why). <br /><br />The next step:<br />I wanted to see what happens if i tried to double corrupt this Mew, as I am on GBA I can not check its PID and others. So I cloned 5 copies of this Mew and put it in the same slots, with Pluses in between. The result was that after a couple of tries the mew again turned into a level 51 Smeargle, the exact one as it was from the beginning. It had Acid Armor as its first move but the second move glitched the game.<br /><br />So 2 times i completely changed the pokemon directly into another pokemon, without having to change it into an Egg first.<br /><br />Might be a normal thing but it has never occurred to me before.<br /><br /><br />Also, what is the purpose of the &quot;Perfect initiator&quot;? Seems to be working without the Caterpie for me.<br /><br /><br /><br />EDIT: Also if I RNG for a Smeargle to be good for double corruption, how would I know if the PID is good? I know how to RNG for the exact Smeargle, but what I do not know is what is a &quot;good Smeargle&quot;.


subject: Re: Stabilizing fused Pokemons
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  To perform anything using 8F Code Execution, you need three things:<br /><br />- The 8F (R/B) / ws l&#039;m (Y) item.<br />- Some specific PokÃ©mon depending on the version<br />- Know the RAM address that controls the data you want to change, the value of the data you want to put in it, and how to translate all this to items.<br /><br />[b]Getting 8F[/b]<br /><br />There are several ways to get the 8F item but the most realistic solution is to use [url=http://glitchcity.info/wiki/index.php/Expanded_item_pack#.22Dry.22_item_underflow_glitch]the dry variant of the item underflow glitch[/url]. To do this, you need an item with a quantity of 255, which can be obtained by two means.<br /><br />If you can encounter MissingNo. (using Old Man Trick in R/B, Ditto Trick, Cooltrainer Trick, whatever) you just have to encounter him to change the quantity of your sixth item to x128. Lower it to x127 by tossing items and catch MissingNo. (or encounter it a second time) to change the quantity to x255.<br /><br />If you can&#039;t/don&#039;t want to encounter MissingNo., you can use the [url=http://forums.glitchcity.info/index.php/topic,7353.0.html]Glitch City RAM Manipulation[/url].<br /><br />Once you have your x255 stack of an item, you can proceed to the glitch and the &#039;Celadon Loop Trick&#039; described by TheZZAZZGlitch [url=http://forums.glitchcity.info/index.php/topic,6638.0.html]here[/url]. This example uses a stack of X Special x255 and performs the item underflow glitch while standing in [url=http://i34.tinypic.com/2me4qdl.png]this specific spot[/url]. Switching the first X Special with the Nugget in 35th position allows you to get the 8F or ws l&#039;m item after a certain amount of steps. In the aforementioned link, there is a video that explains well this technique so I think you will get it easily.<br /><br />[b]Prepare PokÃ©mon setup[/b]<br /><br />You will need to prepare one of the many possible setups in either your party (R/B) or your box (Y). For yellow games, I personally use [url=http://forums.glitchcity.info/index.php/topic,6638.msg194861.html#msg194861]this setup (w sm version)[/url] with the slight change that in non-english european games, Growlithe is replaced with Kadabra. There is also this setup : http://glitchcity.info/wiki/index.php/Arbitrary_code_execution#Using_.22ws_m.22_.28Yellow.29 but I never tried it.<br /><br />[b]Know what to change[/b]<br /><br />Most of the RAM addresses are described in [url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map]Datacrystal&#039;s RAM Map[/url] which also applies to Yellow but every address is -1. For example, the address for Pokemon 1&#039;s Move 1 is $D173 in R/B and $D172 in Yellow. <br /><br />Now that you know that, let&#039;s say you have a Pikachu in first position of your party and want to change its first attack to SURF. This basically means you want to affect to RAM address $D172 the value of the SURF move. [url=http://glitchcity.info/biglist.htm]GCL&#039;s Big List[/url] gives you the hex value for each move, PokÃ©mon, item, etc. Here, SURF&#039;s hex value would be 39. <br /><br />Proceed the same way I already explained (using D1, 72 and 39 as respectively red blue and green value):<br />http://forums.glitchcity.info/index.php/topic,6638.msg199419.html#msg199419<br />To convert hex values into decimal quantities of items, you can use windows&#039; calculator.<br />This also explains you how a gameshark code works (thus, how you can convert a gameshark code to a 8F code). <br /><br />If you understood that well you should now know how to teach FLY to your Pikachu as the second move :)<br /><br />If you know want to do something else like changing the level of a PokÃ©mon to 255, the value you will affect to the given address ($D18B for PokÃ©mon 1 in Yellow) will be FF. Which means you need the Carbos to be x255. Luckily for you, lowena just designed an 8F code for that [url=http://forums.glitchcity.info/index.php/topic,6638.270.html]here[/url].<br /><br />R/B works the same way, but using a party setup and the 8F item instead of ws l&#039;m. Ask if there&#039;s something you don&#039;t get. Have fun!&nbsp; 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]Maybe you could add a note to the underflow glitch guide about the long name and storing 8F to help others in the future?[/quote]<br /><br />Unfortunately, I lack the time to complete my own PokÃ©mon glitch website so I really don&#039;t have the time to contribute to GCL&#039;s wiki (so I at least try to answer questions on the forum). But yes, there are informations about this glitch and some others that really needs to be added.<br /><br />[quote]I hadn&#039;t even heard of the RAM manipulation glitch but it sounds really cool, I&#039;ll have to check that out :)[/quote]<br /><br />You will find everything [url=http://forums.glitchcity.info/index.php/topic,7353.0.html]here[/url] (there&#039;s a video too). For the same reason, I still don&#039;t have the time to write a page for this :)<br /><br />Nice code to get x255 of the second item! This cleary can be useful. Thanks!


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: lowena
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: lowena
icon: xx
body:
  I completely understand not having the time to do stuff. Mabe if I stay here long enough and get into glitching/hacking enough I can help with the wiki (no guarantees at all though :P ).<br /><br />And thank you! I&#039;m glad you find it useful. :)<br /><br />Does anyone know of a way to assemble code into hex? It would be nice to be able to write code in assembly then assemble it to insert into the ROM or paste into the debugger for testing purposes instead of having to look up the hex for each opcode :c


subject: Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
poster_name: lowena
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: lowena
icon: xx
body:
  Does anyone have any ideas on how this glitch was fixed in Crystal? Is it just the text end byte for the Coin Case or is there more? I&#039;m curious since we have a great [url=https://github.com/pret/pokecrystal]disassembly of Crystal[/url] but not Gold/Silver which can help a lot with glitching/hacking. I haven&#039;t looked at the disassembly yet though or tried this glitch so maybe it would be easy to &quot;unfix&quot; in Crystal to have the glitch working. Obviously it would only work on emulators unless you had a flash cart or something, but it would be cool to have working for fun. :)


subject: Re: Stabilizing fused Pokemons
poster_name: Zenoxis62
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for the answer !&nbsp; :)<br />I understood the blue, green and red numbers part but not really the rest<br />How are the items (ex: lemonade) that we need defined ? How do I know what item to use ?<br />+ what defines the decimal quantity of the 2 last items ? (in your example)


subject: Re: Stabilizing fused Pokemons
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  In the case of a single ram address modification these items are always the same and the quantities of PokÃ© Ball and Fresh Water are also constant. I will explain you why and further how to execute more complex code tonight (for me, which might be around noon in the US)&nbsp; ;)<br /><br />EDIT: we eventually discussed about this in PM, but I&#039;ll write everything here again<br />


subject: Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well since this glitch is due to a translation mistake (the japanese terminator character was mistakenly not replaced by the english one) I&#039;m guessing they just corrected it.<br /><br />Using TM33 Code Execution might allow you to replace the japanese terminator in crystal games, thus reactivating the glitch, but I&#039;m not an expert about this glitch so I&#039;m not sure it can be done (Torchickens knows, maybe). If such, this would be the only way I could think of to legit create a Coin Case Glitch in either emulated or real game without any cheating device.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  I don&#039;t know if that answers the question but there is a french &quot;GBZ80 to items&quot; software in which you choose your opcodes and it converts the code into hex values and then directly into items. It was developed by [url=http://forums.glitchcity.info/index.php?action=profile;u=1400]ISSOtm[/url] of the PRAMA Initiative team, who also is a Wiki Contributor here. I don&#039;t think it&#039;s hard for an english-speaker to understand how to use it, but maybe there is an english equivalent software somewhere.<br /><br />You can find it here: http://prama-initiative.com/8F/


subject: Re: Stabilizing fused Pokemons
poster_name: Zenoxis62
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zenoxis62
icon: xx
body:
  Thanks a lot !<br />I am playing on Yellow and this is what I have right now :<br />wsm http://puu.sh/n8Q0B/8fd93cecb1.png (it&#039;s the good item, right?)<br />and this BOX 1 setup : <br />[color=red][size=8pt]Tangela with 233 HP<br />Nidoking<br />Metapod<br />Haunter<br />Flareon<br />Parasect<br />Growlithe<br />Tentacool<br />Grimer<br />Fearow[/size][/color]<br /><br />I am testing a couple scripts such as the one I found on your website prama-initiative [color=red][size=8pt]<br />(ws m<br />L&#039;objet qui doit changer<br />Anti-brule x43<br />Antigel x43<br />Total soin x201)[/size][/color]<br />I&#039;m looking forward for learning to do script on my own :)<br /><br />(nvm) got the Pikachu to learn SURF and FLY http://puu.sh/n8Sxe/5fb2e6827e.png this 8F glitch is so fucking awesome !<br /><br />BTW http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map on this page some data have multiple codes like: D23D-D23E - Max HP<br />What do you I have to do when I want to edit the HP and there are multiple codes ? Thanks


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Metarkrai
icon: xx
body:
  - Where did you get that training part for an obedient Mew ?<br />Because I don&#039;t see where such an amount of Beauty might have been asked.<br /><br />&nbsp; And that amount of Beauty is the reason why a single corruption turned your Pokemon into another Pokemon, skipping the Egg phase.<br /><br />The Smeargle you used has a corruption type of 3 (Growth on Attacks, Attacks on Growth, Evs on Misc, Misc on EVs), and you corrupted its PID first.<br /><br />Thus, its Miscellanous substructure was read on its EVs substructure.<br />And the Egg state bit was read on a bit linked to your Beauty stat. (bit 6, to be accurate).<br />Since your Beauty was at 126 = 0x7E, the Egg state flag was raised to 1 by the substructure swap.<br /><br />&nbsp; But since you also corrupted your PID and not your TID, the encryption change flipped the 30th bit of every double-word of each substructure. <br />Since the Egg State flag is one of these bits, it became flipped to 0, which means that you directly ended up with a Pokemon on a single corruption.<br /><br /><br />&nbsp;  And since the encryption change was still there, parts of the data you wanted to have (like Held Item, Exp, Move 2 and Move 4, Ribbons,..) isn&#039;t right.<br />For example, your Move 2 which should have been 0x0000 (read on the held item, and you didn&#039;t have one), became 0x4000.<br />Your held item, which should have been 0x00A8, became 0x40A8.<br />And so on.<br /><br />-&nbsp; This is one of the reasons why a double corruption is more convenient than a single corruption : <br />The encryption change caused by the PID corruption only prevents you from manipulating certain parts of the Pokemon&#039;s data.<br />One of the main issues here is that the Pokemon ends up with glitched moves in slot 2 and slot 4, and you can&#039;t remove them with the Day Care because it&#039;s Exp makes it Lv 100 (due to an additional 0x40000000 exp).<br /><br /><br /> Then, when you tried to corrupt that Mew a second time, instead of corrupting its TID, (which is maybe not possible with your ID/SID couple when using a Plusle initiator) you got a lucky PID corruption.<br /><br /> That PID corruption reverted Mew to its backwards form, which also changed the encryption value to its initial value.<br />Thus, you ended up with your Lv51 Smeargle again, but with a glitched Move 2 since you withdrew the item Mew was holding (because of the held item - move 2 change, having item 0x0000 gave your Smeargle&nbsp; 0x4000 as Move 2).<br /><br /><br />-- Why is this PID corruption a lucky corruption ?<br />Because there is a single &quot;corruption pattern&quot; that you can use with initiators in order to corrupt a Pokemon&#039;s PID (or TID) that won&#039;t corrupt another byte in that Pokemon&#039;s data.<br /><br />That byte corruption sets two bits to 1, which gives it a rough 1/4 chance to be avoided on a Pokemon when it happens. (Thus the &quot;lucky&quot; corruption that happened to you, because it isn&#039;t something reliable)<br /><br />&nbsp;  The other thing that corruption initiators do is to allow you to corrupt every possible PID/TID.<br />Because if you focus on a certain &quot;corruption pattern&quot; induced by a corruption initiator (or by an empty slot), the corruption that will happen on a Pokemon&#039;s PID will set its 30th PID bit to either 1 or 0.<br />And since half of the PID need a 30th bit set to 0, and the other half a 30th bit set to 1 in order to be corrupted, you will need two different corruption initiators if you want both of these effects. (with the &quot;safe&quot; &quot;corruption pattern&quot; that will work on every Pokemon).<br /><br />&nbsp;  If you count of two different &quot;corruption patterns&quot;, you can effectively corrupt a Pokemon&#039;s PID with a 30th bit set to 0 or to 1, like it happened to you, but one of these bit set will have a 3/4 chance to not work, depending on the Pokemon you want to corrupt.<br /><br />Whereas if you obtain both SEASOR perfect initiators, that 3/4 chance to not work completely disappears.<br /><br /><br />-- Well, there is also another reason that can make a corruption fail, which is linked to these 30th bits too.<br />You need to have an even amount of 30th bits at 1 in the substructures of your Pokemon if you want a PID/TID corruption to work. (There are 12 double-words, so an even amount of bits at 1 is also an even amount of bits at 0)<br />If there is an odd amount of these said bits, the Pokemon&#039;s checksum will change by 0x8000 with either its TID or PID will be corrupted, which will change it into a Bad Egg.<br /><br /><br />The values that can affect these 30th bits are known, and only a few of them must be watched, like the Ball of capture, Speed Evs, Beauty, Feel, 4th Move PPs, Move 2 ID, move 4 ID, Held Item ID.<br /><br />&nbsp; If you catch a wild Pokemon using a Ball with an Id from 0x0001 to 0x0007, and don&#039;t give it Beauty nor Feel, none of its 30rh bits will be set to 1.<br />In your case, your Smeargle was caught on a Poke Ball (0x0001), had 158 Speed EVs (0x9E, not an issue), 126 Beauty (0x7E, sets the bit to 1), and 72 Feel (0x48, sets the bit to 1).<br /><br />Thus, you had 2 of these bits set to 1, which allowed you to corrupt your Smeargle without ending with a Bad Egg.<br /><br />&nbsp; But, since you only had 72 Feel, you didn&#039;t reach the Obedience flag after the PID corruption (that flag is the highest one, so you needed a Feel value between 0x80 and 0xFF to get it).<br />(But I think you couldn&#039;t test it since your Mew had glitch moves, and since you couldn&#039;t remove them using Day Care).<br /><br /><br />--&nbsp; In your case, you pulled out a corruption with the effects you wanted thanks to a good amount of luck.<br />Whereas the purpose of perfect initiators is to remove that luck dependency and allow you to corrupt any Pokemon you would like with TID and PID corruptions (and 30th bit set to 1 or set to 0 depending on what you need).<br /><br />&nbsp; For in-game traded Pokemon, their PID is something like 0x000000XXX and their TID is like 0x0000YYYY, so you can corrupt their PID and TID using a single perfect initiator, which is why the Plusle with Growl is used. (he can safely set PID and TID 30th bit to 1).<br /><br />&nbsp; But if you want to also safely set that 30th bit to 0, you need another perfect initiator, and the easiest one you can obtain to do that in Emerald is a SEASOR. (You can obtain both perfect initiators from SEASOR too, but if you use Plusle you will only need another one)<br /><br /><br />--- For obedient Mew and Deoxys, you have 2 choices :<br />Growth read on Attacks&nbsp; + Misc read on EVs (corruption Type 3)<br />Growth read on EVs + Misc read on Attacks (corruption Type 8 )<br /><br />The first one is easier to set up if you want the met location and met Lv too, as you will manipuate the met location and met Lv using EVs, whereas you would be doing it with Move 2 with Corruption Type 8.<br /><br />&nbsp; Here, let&#039;s do it with a Corruption Type 3 Smeargle, it&#039;s the easier one to pull for Obedience.<br />For a Pokemon met at Faraway Island at Lv 30, you need a value of 0xB3 for Met Location, and a value of 0x0000 019E for Origin, which means 201 Atk EVs, 158 Def EVs, 1 Speed EV with Corruption 3.<br />For a Pokemon met at Birth Island at Lv 30, you need a value of 0xB2 for Met Location, and a value of 0x0000 019E for Origin, which means 200 Atk EVs, 158 Def EVs, 1 Speed EV with Corruption 3.<br />And you&#039;ll be using the Feel in order to get the Obedience flag (Feel betweem 128-191), but with a Beauty stat between 0-63/128-191 if you don&#039;t want to suffer the same issues that you met. (You can raise the other contest stats, they will influence your ribbons, which won&#039;t be problematic.)<br /><br />- If you want to perform the fast double corruption method (where you clone the Egg you&#039;ve obtained 5 times), you will also need to teach it Flash as 4th Move, and wait for a TID corruption as first corruption (Take the Egg in your party and make a wild battle. If it still contains a Smeargle, it will be a TID corruption. Else, its species would have changed because of its corruption type.) (6-7/32 chance to suceed)<br /><br />- Else, the slow double corruption (the previous procedure) requires you to not touch the Egg once he appeared, clean the rest of Box 2, and put another corruption initiator before the Egg. (1/32 chance to suceed, and you need to use the right initiator too).<br />The only good point for a slow double corruption is that the Pokemon won&#039;t end at Lv 100, whereas the fast one will put it at Lv 100 because of Flash.<br /><br /> You will need in both cases a perfect initiator in order to make the PID and TID corruption.<br />You can reuse the Smeargle you&#039;ve used before if you readjust its Beauty and Feel stats.<br />However, I don&#039;t know if its TID can be corrupted with Plusle, so you might need a SEASOR initiator to corrupt it.<br /><br /><br />---&nbsp; And concerning the Smeargle capture, you don&#039;t really need to make a perfect RNG on them, you only need to use RNG Reporter in order to find back the frame they were generated on, and thus know their PID. (because it is PID that determines the corruption type)<br />With this process, you can easily catch Smeargles that have the mainly interesting corruption types, like Type 3, Type 8, Type 10,...<br /><br />---&nbsp; I have tables summarizing these corruption types, and I also made one to let you determine a corruption type based on a PID. I don&#039;t really know how to distribute them since they are part of a larger file, but here&#039;s a download link for them :<br />http://www.petit-fichier.fr/2016/02/15/precisions-sur-les-sous-structures-de-la-gen-iii-en/precisions-sur-les-sous-structures-de-la-gen-iii-en.html<br />


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: lowena
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks! That helps a lot. It would be cool if you could just type assembly and not have to use the dropdown menus (which I recognize would probably be quite a bit more work to code), but it&#039;s much better than looking up opcodes in a table. :)


subject: Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
poster_name: lowena
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: lowena
icon: xx
body:
  Yeah, hopefully that&#039;s the case. I know nothing about Crystal&#039;s code or glitches, but I&#039;m gonna take a look and see if I can find anything :)<br /><br />EDIT: A quick look shows that the terminator was indeed changed from 0x57 to 0x50 from G/S to Crystal. Also I found that changing the code for the Coin Case from [i]db &quot;@@&quot;[/i] to [i]done[/i] changed the terminator from 50 50 00 to 57 00 so that&#039;s cool. ;p I&#039;ll put the code and hex/text for Crystal below for reference:<br /><br />Code for Coin Case:<br />[code]UnknownText_0x1c5c7b::<br />	text &quot;Coins:&quot;<br />	line &quot;@&quot;<br />	deciram Coins, 2, 4<br />	db &quot;@@&quot;[/code]<br /><br />Hex and text for Coin Case:<br />[code]82 AE A8 AD B2 9C 4F 50 09 55 D8 24 50 50 00<br />Coins:=($50)($09)+($D8)($24)($50)($50)($00)[/code]<br /><br />2ND EDIT: I don&#039;t think this will work. :/ Changing the terminator to 57 does lead to an invalid pointer, but the invalid pointer goes to the middle of VRAM (8ccd), so it just crashes the game and restarts.<br /><br />That&#039;s really disappointing. :&#039;(


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=lowena link=topic=6638.msg199730#msg199730 date=1455576662]<br />It would be cool if you could just type assembly and not have to use the dropdown menus (which I recognize would probably be quite a bit more work to code)<br />[/quote]<br /><br />Planned for v.3.0 according to ISSOtm&nbsp; :D


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: PokeBec
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: PokeBec
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg199729#msg199729 date=1455566847]<br />- Where did you get that training part for an obedient Mew ?<br />Because I don&#039;t see where such an amount of Beauty might have been asked.<br />[/quote]<br /><br />Sorry, I might have made the mistake to read this post from the back to get an old answer, trying to catch up with this glitch is not the easiest thing ever.<br /><br />I did not have 126 beauty and 72 feel, I had the opposite, the Smeargle had [b]126 feel and 72 beauty[/b]. I&#039;ll change it and try it again but with a &quot;perfect&quot; Caterpie again later.<br /><br />The post was this one, from you which was dated a while back:<br />[quote author=Metarkrai link=topic=6868.msg198509#msg198509 date=1430683751]Getting an obedient event Mew (example) :<br />For example, if you were to need a Faraway Island Lv 30 Obedient Mew from Emerald, this means you need to manipulate Species, obedience, and Met Location + Met Lv + Met Game.<br />So you&#039;ll either do a Type 8 (Growth on Evs and Misc on Attacks) or Type 3 (Growth on Attacks and Misc on EVs) Corruptions.<br />Since you&#039;re not manipulating too much Miscellanous data, you can use EVs to get them all, so a Type 3 will be easier to set up.<br />You would need for that : <br />Move 0x97 (Acid Armor) as Move 1, 201 Atk EVs, 158 Speed EVs, 1 SpAtk EV, between 64-127/192-255 Feel.<br />Here, Speed EVs and Feel are maipulated, and Feel is in the 0x40-0x7F/0xC0-0xFF zone, but not Speed EVs, so you&#039;ll also need to have a &quot;forbidden&quot; Ball or 64-127 Beauty to make the Pokemon corruptible.<br />So use Pokeblocks that give Beauty like 4-player Blue Pokeblocks (12 Beauty, 21 Feel), so that with 6 of these Pokeblocks, you have 72 Beauty and 126 Feel.[/quote]<br /><br />Also a thought, to make the obedient Mew work for everyone, couldn&#039;t you make seasor learn Acid Armor by double corruption, then switch it into first move and do another corruption with the right amount of&nbsp; feel?<br /><br />Also some more thoughts.<br /><br />@Metarkrai, you talked previously about a NidoranM swarm, how do you activate swarms, and more exactly what glitch pokemon did you use, and does that battery have to work for the swarms to start?<br /><br />Also I wondered about one of your previous posts somewhere, you mentioned shinyhunting &quot;ghost&quot;, is that by having a pokemon with glitch move 1077 (0x0435 if my maths are correct) in fire red before the ghost, and then if shiny, change the battle and catch it?<br /><br />Thanks for helping me keep up with the glitch!<br /><br /><br />EDIT: is the Caterpie meant to be level 100, holding &quot;?????&quot;?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=PokeBec link=topic=6868.msg199733#msg199733 date=1455654734]<br />[quote author=Metarkrai link=topic=6868.msg199729#msg199729 date=1455566847]<br />- Where did you get that training part for an obedient Mew ?<br />Because I don&#039;t see where such an amount of Beauty might have been asked.<br />[/quote]<br /><br />Sorry, I might have made the mistake to read this post from the back to get an old answer, trying to catch up with this glitch is not the easiest thing ever.<br />[/quote]<br /><br />Don&#039;t be sorry, it&#039;s normal. This topic goes pretty much from the first discussions about the glitch to the current uses we have of it, so numerous explanations and attempts are present and a lot of them evolved significantly.<br /><br />I thought that the instruction about EVs and Contest stat was from me, but I didn&#039;t remember where and when.<br />As you have seen, I gave incorrect EVs for the Met Lv and Met Game (right values but not at the right place).<br />I absolutely don&#039;t know why I gave an incorrect amount of Feel, but I did, sorry.<br /><br />I&#039;ll redo the Pokeblock strategies for that in order to increase Coolness and Cuteness instead of Beauty.<br /><br /><br /><br />[quote author=PokeBec link=topic=6868.msg199733#msg199733 date=1455654734]<br />Also a thought, to make the obedient Mew work for everyone, couldn&#039;t you make seasor learn Acid Armor by double corruption, then switch it into first move and do another corruption with the right amount of&nbsp; feel?<br />[/quote]<br /><br />You could use a double double corruption in order to get convenient things from Horsea, but in fact it wouldn&#039;t work.<br />That&#039;s because in-game traded Pokemon already have some Contest stats.<br />When Horsea is double corrupted, its Growth substructure is read on EVs substructure, and its Exp becomes at least 0x05050000 (=84213760), so he would become a Lv 100 Pokemon.<br />And since its Attacks substructure is read on its Miscellanous substructure, Horsea gains 4 glitch moves from a double corruption.<br />Since he is at Lv 100, you have no way to remove these glitch moves.<br /><br />Some Glitch Pokemon would still be at Lv 0 with this amount of exp (due to their glitch experience curve), but you wouldn&#039;t be able to make them level up in day care due to the enormous amount of exp required.<br /><br />That unremovable Contest stat on in-game traded Pokemon (and the fact that they aren&#039;t Smeargles) is the thing that doesn&#039;t make them convenient for advanced double corruptions (where you try to manipulate more data in a single double corruption).<br />You can&#039;t manipulate a lot of data with one double corruption, and the contest stat is a hindrance for a second double corruption.<br /><br />[quote author=PokeBec link=topic=6868.msg199733#msg199733 date=1455654734]<br />Also some more thoughts.<br /><br />@Metarkrai, you talked previously about a NidoranM swarm, how do you activate swarms, and more exactly what glitch pokemon did you use, and does that battery have to work for the swarms to start?<br />[/quote]<br /><br />The swarm corruption for that NidoranM swarm was made with a Glitch Pokemon name overflow. (You put a Glitch Pokemon first in your party, and go talk to the journalist in Slateport Poke Fan Club. The Glitch Pokemon species name is then written in RAM, starting from 0x02021CC0, and overwrites everything in its way.) (I don&#039;t really have a convenient name for that method yet.)<br /><br />The goal here was to overwrite a part of the RAM adresses managing the active swarm of the version.<br />These adresses are far from 0x02021CC0 (they are in 0x02028xxxx, a bit before Day Care data and PC Pokemon data).<br />But I also found that when you save and reset your game (or do some actions like quitting Safari Zone), your Trainer name is written in adresses at 0x02027yyyy.<br /><br />Thus, by using a Glitch Pokemon with a species name long enough to overwrite the Trainer name (and make it longer than usual), it was possible to overwrite RAM data located at 0x02028xxxx with this method.<br /><br />If you wanted to overwrite a swarm and be able to hunt the Pokemon, you need to have specific values regarding the location and frequency of the swarm Pokemon (else you won&#039;t find it).<br />Since there isn&#039;t that many in-game locations with wild grass, there is only a few combinations that work with this method.<br />(There were none on a French Emerald, and one for a NidoranM in US Emerald).<br /><br />Once the swarm is corrupted, it will still last as long as the normal swarm, since the only thing that was corrupted was the swarm &quot;contents&quot;. Thus, if you remove the internal battery of your Emerald version, (or unable Real Time Clock in vba), the swarm will never disappear.<br /><br />But this method isn&#039;t efficient at all because overwriting the Trainer&#039;s name also means that :<br />- You need to use a strategy to get a short Trainer name back (else you can&#039;t use your PC), as well as a valid trainer sprite.<br />For this,&nbsp; the Glitch Pokemon species name must leave an empty party slot, so that you can withdraw a Day Care glitch Pokemon, go back to Slateport, and overwrite your trainer name again. (This is another reason that diminishes the amount of working Glitch Pokemon for that procedure)<br />- You lose your Trainer name, ID, and SID (they are all overwritten)<br />- Your Berry and Tm/Hm Pouches become unuseable and can&#039;t be recovered.<br />The value that manages the encryption of Bag quantities is right near the Trainer name. If you corrupt it, all the empty slot in these 2 pouches will have non-zero quantities, and will be ordered first when you will open them, making you unable to see nor select a Berry/Tm/Hm.<br />It is possible to make these corrupted empty slots disappear by withdrawing/buying Tms or Berries, but there are more empty slots in these pouches than the amount of different Berries (or different Tm/Hm), so you can&#039;t remove all the corrupted empty slots in these pouches.<br /><br />I also wanted to use overwriting strategies like this one for Battle Frontier facilities and other things, but losing these things is too detrimental for your save, so I tried to focus on different methods.<br /><br /><br />And more recently, I found another way to change the swarm Pokemon.<br />This method uses the same procedure as the Faraway Island + Birth Island unlock :<br />- Use a Glitch Pokemon species name to overwrite the party slot of the last fighting Pokemon (ex : 0x2C)<br />- Kill all your party with Pomeg Glitch.<br />- Make a wild battle. The &quot;Pokemon&quot; from the overwritten party slot is sent (ex : &quot;Pokemon&quot; at party slot 0x2C)<br />A &quot;Pokemon&quot; is here a block of 100 bytes, treated as Party Pokemon data.<br />- Use a Revive. (In order to not black out on the first turn)<br />- Abuse HP variations in some ways in order to change the &quot;remaining HP&quot; of the &quot;Pokemon&quot;.<br />Since that &quot;Pokemon&quot; will nearly always be a Bad Egg, the only data you can change about him during a battle is : Remaining HP, Statuses (giving one if he doesn&#039;t have one, or Bad Poison ticks/Sleeping turns), Move order (unsure about this one since most of the time you have a freeze when seeing them).<br />(Stat boosts are stored elsewhere, and the stats aren&#039;t recalculated from the Pokemon&#039;s data.)<br />- Try to make a battle where the &quot;remaining HP&quot; value will be read on a word you&#039;d like to corrupt.<br />Half of the words can&#039;t be treated as &quot;remaining HP&quot;, since the RAM adress variations caused by DMA are always a certain number of double-words.<br />Thus, you can&#039;t use that strategy to corrupt any value you&#039;d like.<br />- Manipulate other things in order to be sure that everything will go well.<br /><br /><br />As you can&#039;t corrupt everything with this method, the only interesting things I found corruptible were Faraway Island, Birth Island unlock flags (as well as Southern Island, but you can directly trigger the delivery man script with a Pomeg Glitch corruption), and some values like Item quantities, or TV news.<br /><br />You can&#039;t directly corrupt the species of a swarm, but you can corrupt the species in the TV news that will trigger the swarm.<br /><br />I have forgotten some parts of the details (I think I&#039;ll look back into it), but my strategy was to make the Swarm Pokemon value read as &quot;current status&quot;, and try to attack in order to burn sleeping turns, thus modifying the Swarm Pokemon.<br />Using Swarm Pokemon like Skitty or Surskit, you could get Pokemon like Wailord, Masquerain, or Ludicolo.<br /><br />However, this TV news method has an issue : there are multiple slots where TV news are ordered, and you can only make a successul corruption if the Swarm TV News is placed first (because the data above it will always be the same, whereas data of other TV News vary).<br />But I never figured out how these TV News slots worked. Sometimes, a previous TV News disappears and a &quot;to come&quot;/current TV News is placed in the first slot, but sometimes not (TV News that were already seen are still taking some slots).<br />Thus, as I don&#039;t have a strategy to efficiently move a set TV News (a swarm one) to the first slot, this technique can&#039;t be efficiently used on console.<br /><br /><br />[quote author=PokeBec link=topic=6868.msg199733#msg199733 date=1455654734]<br />Also I wondered about one of your previous posts somewhere, you mentioned shinyhunting &quot;ghost&quot;, is that by having a pokemon with glitch move 1077 (0x0435 if my maths are correct) in fire red before the ghost, and then if shiny, change the battle and catch it?<br /><br />Thanks for helping me keep up with the glitch!<br />[/quote]<br /><br />Yup, the GHOST in Lavander Town are only made with a different battle type.<br />So if you use a Glitch Move to change the battle type to a normal one, the PokÃ©mon becomes normal again (it keeps its GHOST nickname though).<br />And if the Pokemon was shiny, you will be able to see its shiny sprite (whereas the GHOST doesn&#039;t have a shiny animation nor shiny sprite).<br /><br />I don&#039;t remember for what version that glitch move was, because a battle modifier glitch move will be different depending on the version (R/S/E/Fr/Lg) and language (Fr/US/Spa/Ita/Jap/..), but I have now algorithms that make the search of such a glitch move way easier.<br /><br /><br />[quote author=PokeBec link=topic=6868.msg199733#msg199733 date=1455654734]<br />EDIT: is the Caterpie meant to be level 100, holding &quot;?????&quot;?<br />[/quote]<br />Yeah, the corrupted SEASOR will be at Lv 100 because of the contest stats, and will hold ???? because of the Speed EVs.<br />You need to leave him with the item though, as it&#039;s part of SEASOR&#039;s data.<br /><br />If you&#039;re unsure about something on SEASOR, you can watch Chickasaurus&#039; vbm file where he gets it and makes a double corruption with it on page 29 or 30.<br />The double corruption process is outdated, but you have the steps to obtain a working SEASOR, and its characteristics.


subject: Gen II Battle Transition Oversight
poster_name: pigdevil2010
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I found this while working on a rom hack of Pokemon Crystal. According to the [url=https://github.com/pret/pokecrystal/blob/master/engine/battle_start.asm#L198]disassembly[/url], there&#039;s a battle transition for when your first Pokemon has a level less than the opponent by at least three and the one for the opposite. Just like in Gen I. However, I tested it and whatever the level my Pokemon was, the transition always resulted randomly. So I debugged the rom and found out that those Pokemon level data it supposed to compare are not loaded. This oversight even occurred in the original Gold/Silver.<br /><br />[img]http://i.imgur.com/4xss2Yd.png[/img]<br /><br />According to the above image, $CB19 (BattleMonLevel) should be $35, which was the level of my Meganium. And $D0FC (EnemyMonLevel) should be the level of an opponent. These data are used for something else outside the battle (for example, BattleMonLevel is a part of tile map buffer) so that&#039;s why the result of battle transition effect is random.<br /><br />Sorry again if someone else already discovered this.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6868.msg199685#msg199685 date=1454416631]<br />Well, we might not even need to write the animation bytecode in a place in RAM.<br /><br />I searched the ROM for &quot;02 02&quot;, and found &quot;03 54 4A 02 02 ....&quot; at 0x50F (0x800050F).<br /><br />Unfortunately, no move has that as an animation pointer, the two closest are moves 0x94E (0x8000505), and moves 0x210F and 0x2194 (0x8000500). And at both of those addresses, is an invalid animation opcode (C0 at 0x500, CF at 0x505), which I think would freeze the game trying to call it. (because as usual, it just grabs from the array without doing index bounds checking).<br />[/quote]<br /><br />Could you give details or examples about commands that could be entered on Emerald versions ?<br /><br />&nbsp;  I would really like to try some examples and see what kind of training is required in order to create these commands on a Pokemon&#039;s data, and I need your help (or someone&#039;s help) about knowledge in code execution.<br />I don&#039;t really know how long a command like (write value xx at 02yy yyyy) could be (with the 03 and 08 to start and end the animation), and this could cause issues if it is too long.<br /><br />Could we also call built-in commands, like givepokemon, setwildbattle, warp, special,.... ?<br /><br />&nbsp;  I also don&#039;t really know if some variables like Feebas Tile, Mirage Island value, Battle Frontier selected Pokemon,... can be directly called and modified, instead of making a command to rewrite a value at a certain adress.<br />This could also easen the DMA issue with RAM adresses not being fix, and provide help in order to make short commands with an interesting impact on the game.<br /><br /><br /><br />I worked up a way to predict the RAM adress position, in order to know if they are well positioned for a certain code execution or not. (mainly, if the RAM adress that will be called by a glitch move animation will fall on the desired value or not)<br /><br />It would work like this :<br />[b]RAM adress position determination :[/b] (using Pomeg Glitch)<br />- Prepare a Pokemon with a certain ACE Glitch Move (with a battle animation on Bag Items, or PC Pokemon).<br />Take it in your Party.<br />- Prepare a Pokemon/list of items in order to make a working command. <br />Deposit that Pokemon in a certain PC Slot / Make the list of items start from a certain PC slot.<br />- Place 2 PokÃ©mon in Box 2 at 2 specific slots. (The slots depending on the relative position of the adress of the Glitch Move animation with the command starting adress.)<br /><br />- Take a Pokemon to set up a Pomeg Glitch. (Give it HP Ups until he gains 1 Max HP, and leave it at 1 Remaining HP. KO the rest of the team, and put the 1 HP PokÃ©mon last.)<br />Bring a Revive.<br /><br />- Save.<br />This is where the attempts restart if the RAM adress positioning isn&#039;t good.<br /><br />- Perform a Pomeg Glitch.<br /><br />- During the Up press phase, take a close look at the first party slot. At some Up pushes, a red higlight can appear.<br />This red highlight means that the Pokemon Selection Pointer selected something that isn&#039;t an &quot;empty slot&quot; (The selected block, if seen as Pokemon data, is not a Pokemon with a species of 0, or not a Pokemon with a valid checksum)<br /><br />If you see red highlights / non-red highlights at specific Up pushes during that Pomeg Glitch, then the RAM adress positioning is the good one (out of the 32 possible).<br />Else, reset. <br />You can also flee, clean Box 2 from the Bad Eggs and &quot;invisible data&quot; that appeared, and set things up again (which allows you to perform the ACE without soft-resetting).<br /><br />- If the RAM adress positioning is the good one, use a Revive on the Pokemon with the ACE Glitch Move, and use it.<br /><br /><br />This strategy can also be done outside of a Battle using an Instant Pomeg Glitch if we want to perform ACE with a Glitch Pokemon summary, for example. (similarly to what TheZzAzZGlitch did, but with data other than nicknames to create commands)<br />A glitch type sprite could also work. (provided that one of them allows for code execution)<br /><br /><br />- I have a hard time for now to explain how it works, and especially how it can always (or nearly always, which becomes always with some fixes using in-game traded Pokemon) indicate if you have a specific RAM adress positioning or not, as it involves multiple blocks of data (PC Pokemon data blocks, and party Pokemon data blocks), the RAM adress position induced by DMA, and a relative position of that RAM adress positioning with the starting adress of the Pokemon selection pointer.<br /><br />I used it partially here, as an update in my method to corrupt a Day Care Pokemon. : https://youtu.be/0b-2EgSZI8o?t=14m38s<br />This &quot;red highlight&quot; strategy was quite useful because you didn&#039;t have to alays perform the whole corruption and go back to the PC in order to know if the RAM adress positioning was right or not.<br /><br /><br /><br /> -&nbsp; However, this strategy has some flaws regarding the ACE Glitch Move.<br />In order for the battle animation to trigger, the Glitch Move must have :<br />- More than 0 PPs<br />- An effect that isn&#039;t a glitch effect (I think these freeze/crash the game)<br />- A name that isn&#039;t too long (After a certain lenght, like 2000 bytes, the battle managing data is overwritten and the game crashes. With a lesser lenght, 432 bytes or more, the battle type can also be affected and could cause some issues.)<br />- An effect that doesn&#039;t make the move miss for some specific reasons (most of them can be triggered, like Boost, Sleep Talk,...)<br />- An accuracy higher than 0. (Certain effects make the move hit without taking accuracy into calculation, but a large part of them doesn&#039;t.)<br /><br />Thus, not every Glitch Move can be chosen for that task.<br /> <br /><br /><br />-&nbsp;  Another strategy that wouldn&#039;t need most of these restrictions would be to use the move in a Pokemon Contest.<br />I don&#039;t remember if the Move Name can screw up things or not. (I&#039;ll look into it), but the other characteristics don&#039;t matter at all.<br />However, there&#039;s no way to predict RAM data positioning while on a contest.<br /><br /><br />-&nbsp; But it is also true that by knowing the hexadecimal values of the Pokemon/Items used to make our commands, we will also know if some unwanted commands with nasty effects could be triggered if the RAM adress position isn&#039;t right on the spot. <br />If I understood things well, the game would crash most of the times, which isn&#039;t an issue. The only big issue would be a corruption in 0x0E00 0000 that would corrupt the save file.<br />&nbsp; So if we are sure that the save file can&#039;t be lost in these attempts to get the code execution, the Pokemon contest strategy is also viable.<br /><br /><br /><br />- I wanted to manipulate the Battle Frontier data in order to set the &quot;selected Pokemon&quot; to Pokemon nÂ°7,8,9 (three first opposing Pokemon), and then to set the value managing the receptionist script to 0x02 (triggers the &quot;take the challenge back after a pause&quot; script, which gives you a fighting party from the &quot;selected Pokemon&quot; party slots).<br /><br />I wanted these two manipulations in order to steal an opponent&#039;s Pokemon.<br />- Set the &quot;selected Pokemon&quot; to 07,08,09 and the receptionist script to 0x02. Go into a Battle Frontier facility.<br />If you&#039;re going into Battle Facroty, you don&#039;t need to set the receptionist script now.<br />The procedure written as is doesn&#039;t work in Battle Pike. (The receptionist has a different script there)<br />- Make battles until you find a Pokemon you want to steal, and forfeit.<br />The &quot;selected Pokemon&quot; values won&#039;t change, but the receptionist script will.<br />- Use an ACE to set the receptionist script to 0x02.<br />- Use an Instant Pomeg Glitch Pokemon in order to set up an Instant Pomeg Glitch.<br />- Go into Safari Zone and despawn the guard with Instant Pomeg Glitch in order to leave with Safari Mode on.<br />- Walk to Battle Frontier, and enter Battle Pyramid.<br />- The receptionist will bring you to the Pyramid and give you the Pokemon from the &quot;selected Pokemon&quot; slots.<br />- Exit the Pyramid from the Safari Mode menu.<br />This way, you will keep your team.<br />Since there were no captures involved here, the stolen Pokemon don&#039;t become Bad Eggs, because their ID/SID wasn&#039;t changed to match yours.<br /><br /><br />This procedure is interesting because it would only use small commands (write a byte on a certain adress) in order to have a good result, but I saw that it had a flaw : with ACE from Glitch Move animations, wild battles are required if you want to force a certain RAM adress position and make your ACE work.<br />


subject: 8F crashes game
poster_name: naf102
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I obtained 8F through the Item Counter Underflow Glitch and my party meets the requirements for it to run code. But every time I attempt to run code through 8F the game crashes. I have no idea why though. Any idea?


subject: Pokken hype strawpoll
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  AY, who here be hyped for pokken? <br />vote on this poll<br /><br />http://strawpoll.me/6857917<br /><br />Game make your dick diamonds or you think it&#039;s lame as shit, let me know in the comments section below.<br />


subject: Re: 8F crashes game
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi,<br /><br />Could you tell us more about:<br />- The game you are playing (R/B or Yellow) [u]and its localization[/u] (US/UK, JP, EUR)<br />- The content of your party (R/B) / active box (Yellow)<br />- The code you try to execute (= the items you currently have in your bag while using 8F)<br /><br />We will then be able to help you more&nbsp; ;)


subject: Re: Pokken hype strawpoll
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  As long as the controls are simple enough to pick up and for that matter the game overall is easy to play at a basic level, then we all good.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg199736#msg199736 date=1455817224]<br />[quote author=Wack0 link=topic=6868.msg199685#msg199685 date=1454416631]<br />Well, we might not even need to write the animation bytecode in a place in RAM.<br /><br />I searched the ROM for &quot;02 02&quot;, and found &quot;03 54 4A 02 02 ....&quot; at 0x50F (0x800050F).<br /><br />Unfortunately, no move has that as an animation pointer, the two closest are moves 0x94E (0x8000505), and moves 0x210F and 0x2194 (0x8000500). And at both of those addresses, is an invalid animation opcode (C0 at 0x500, CF at 0x505), which I think would freeze the game trying to call it. (because as usual, it just grabs from the array without doing index bounds checking).<br />[/quote]<br /><br />Could you give details or examples about commands that could be entered on Emerald versions ?<br /><br />&nbsp;  I would really like to try some examples and see what kind of training is required in order to create these commands on a Pokemon&#039;s data, and I need your help (or someone&#039;s help) about knowledge in code execution.<br />I don&#039;t really know how long a command like (write value xx at 02yy yyyy) could be (with the 03 and 08 to start and end the animation), and this could cause issues if it is too long.<br />[/quote]<br /><br />Hopefully, we just need to find a move with an animation script that points to &quot;03 xx xx xx xx&quot;, where xx xx xx xx is little endian for the address that gets jumped to. If we managed to find a move with such an animation script, and we could easily manipulate RAM contents starting at &quot;xx xx xx xx&quot;, we&#039;d just need to put some ARM code there, and use that move. (and somehow figure out how to fix things up so we can return back to the game easily)<br /><br />But again, this is only in theory, I haven&#039;t even tested it with modifying RAM directly yet.


subject: Re: 8F crashes game
poster_name: naf102
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am playing on a US / UK PokÃ©mon Blue. I currently have a Onix, Pidgey, Tentacool, Meowth, Hitmonlee and Snorlax in that exact order. The code I was trying to run required&nbsp; 64 Ultra Balls, 201 Lemonades, 75 TM55s and Repel x(PokÃ©mon index number) That&#039;s what I have in my bag including 8F and 255 Master Balls. 


subject: Re: 8F crashes game
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If I understand well, the order of your items is:<br />- Master Ball x255<br />- 8F<br />- Hyper Ball x64<br />- Lemonade x201<br />- TM55 x75<br />- Repel x(hex)<br /><br />Because if so it doesn&#039;t seem to do something and also lacks a ret instruction to end it. Could you tell us what you want to do, precisely? Also, where did you find this party setup? I couldn&#039;t figure out how it jumps to items.


subject: Re: 8F crashes game
poster_name: naf102
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I made a mistake sorry. The order of my items are Master Ball x255, 8F, Repel ( hex ), X Speed x14, Ultra Ball x64, TM05 x72 and Lemonade x201. I didn&#039;t have my game on hand to look at my items. And I followed the steps in this link http://forums.glitchcity.info/index.php?topic=6638.0


subject: Re: 8F crashes game
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Alright, yes indeed this setup works if you make sure you follow all the PP and move requirements. But there are other setup, way more easy to do, like this one:<br /><br />&nbsp; &nbsp; 5 PokÃ©mon<br />&nbsp; &nbsp; Pidgey as the first PokÃ©mon<br />&nbsp; &nbsp; Parasect as the second PokÃ©mon<br />&nbsp; &nbsp; Onix as the third PokÃ©mon<br />&nbsp; &nbsp; Tentacool as the fourth PokÃ©mon<br />&nbsp; &nbsp; Kangaskhan as the fifth PokÃ©mon<br />&nbsp; &nbsp; Pidgey must have 233 HP<br /><br />(taken from the [url=http://glitchcity.info/wiki/index.php/Arbitrary_code_execution#Using_8F_.28English_Red.2FBlue.29]wiki page[/url])<br /><br />So, the code now. Are you sure about the number of the TM? What are you trying to do with this code?<br /><br />


subject: Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
poster_name: lowena
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=http://forums.glitchcity.info/index.php/topic,6716.msg196595/topicseen.html#msg196595]Here you go[/url]. Look at the bottom of this thread, and download the working one. It worked fine for me.


subject: Minor Glitch when Setting Up CoolMew; Not sure if this is new?
poster_name: TwilightHakuryuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Not sure if this is known or not;<br /><br />I was setting up a CoolMew using a level 10 Mew against a level 10 Ratatta. <br /><br />Transformed;<br /><br />Swapped 1st &amp; 3rd Moves<br />Swapped 2nd &amp; 3rd Moves<br />Swapped 2nd &amp; 3rd Moves<br /><br />Defeated Ratatta; levelled up.<br /><br />Exited Battle, checked Mew in party; only move is Transform.<br />Go to use Ether; only move is Transform.<br />Enter Battle; only move is Transform.<br /><br />Cooltrainer move should have been in the first move slot and masked all moves below it (Transform was move 2 prior to Transforming and should have been Move 2 still after the swaps.) <br /><br />So I suppose levelling up is what erased the - in Move Slot 1?


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: RedRaven
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RedRaven
icon: clip
body:
  Hey guys,<br /><br />I have read your thread with very much interest. You have done an amazing job at mapping the void and trying to get this &quot;script jam&quot; by getting a script holder into what is &quot;considered enough&quot; as the HoO.<br /><br />After re-reading through the most intense part of the thread, I have gathered a few things that must be noted:<br /><br />a) it is not clear yet, by which mechanism setting only one of the 3-4 (x,y,z) triplets that exist in memory at a given time (like Pokesav does), succeeds in loading the script data but not the script holders. This must mean that they are on &quot;different layers&quot;, as was pointed out before. Though a script was made to &quot;map the void&quot;, we shouldn&#039;t forget that we only went so far as knowing the name of each void tile within a given (though pretty large) neighborhood.<br /><br />b) this leads to the second point - did we determine by which exact mechanism a name (like &quot;Jubilife&quot;, &quot;veilstone&quot; or other) is assigned to a map ID? I didn&#039;t go into the Spiky&#039;s map editor thing (I don&#039;t even have an emulator right now, just a few &quot;real&quot; games and hardware) but the complete table with map IDs, script files, and names, must be there, right? As the original idea from vowel was that we could find a fake, &quot;broken&quot; HoO where both the 232 script file and a script placeholder would exist, we shouldn&#039;t abandon that before having examined this table...<br /><br />c) is there ANY region of the void where a triggerable event (other than the four &quot;location-based&quot; events like Hall of fame, Cynthia battle etc) was found? Or more generally, has anyone achieved finding a triggerable event holder that does a script it&#039;s not supposed to do (other than a broken script, i.e. freezing the game)? this &quot;script import&quot; is the key of this whole HoO research; the location of the real HoO (and its real duplicates) was a necessary step, but far from being enough.<br /><br />Now, based on the requests I&#039;ve seen, I&#039;ve reused one of the only programs I&#039;ve made in my limited programming experience, which is an ascii-to-bmp converter. By tweaking it a little bit (and debugging it for 4 hours because I&#039;m really rusty at spotting out of bounds indexes, an un-accounted &#039;\0&#039; took me 3 hours to understand and find all by itself), I adapted it to the .txt file uploaded 2 pages before, containing the map IDs for the 8192x240 tiles North-West of 430N. So well, here are three 8192x240 px images showing what it looks like (I kept it in BMP so that there are no artifacts or data loss - hence the fat 5MB image files):<br /><br />1) [url=https://mega.nz/#!5Mpi1IDb!QX0X2bPojGFS8jZmiE27yfkyy1RbA0TLZrLr0bgIW_w]all data, from 0 to 65535[/url], represented in grayscale from 0 to 255 (so, 255x data loss)<br />2) [url=https://mega.nz/#!kJQGHbTb!jVcrSIY3T3AR_MUjIWvjbrc5EtEo4vTV2sx4EFdHcvY]the same data, but zoomed in on 0 to 558[/url] (&quot;real&quot; IDs), with everything above set to black. Here, we hence have only 2.1x data loss<br />3) [url=https://mega.nz/#!kExVwSjB!At2VBcVJk3T5QEf_PXYSqTS20oXz17tunSIgMsRNL38]map of all tiles with ID=3[/url] (real Jubilife). No data loss here.<br /><br />and here is a preview (jpg, real resolution) so you can see more easily. Click on it to make it fatter. It&#039;s not the exact data but it&#039;s very close, probably because jpg detected the 1x30 px periodicity (and the big black zones)<br /><br />[img width=1400]http://i.imgur.com/5rPIiqB.jpg[/img]<br /><br />As you can see, we can extract pretty much everything we want. Also, the 32x960 steps periodicity (1x30 tiles) is striking. And finally, there is a funny trend towards high map Ids, the further you get from the base point, 430N (which, let me remind it, is the lower [i]right[/i] corner of the image). <br /><br />I would love to have a larger dataset to see the big picture (pun intended). Processing this 50 MB file takes less than 1 sec, so there is still a big margin for larger files ;-)<br /><br />My program is not yet in a very usable form, still a lot of tweaking for every change in input (I&#039;m not a programmer originally...), but if it gets more organized at some point, I will post it!<br /><br />So NOW, the idea with it, is to look at Spiky&#039;s map editor to see if any other map ID is associated with script file 232, by chance...then, we&#039;ll find where that is, go there, and see if any script triggers can be seen!<br /><br />That&#039;s it folks, I&#039;m going to sleep! Don&#039;t stop the effort, there are still many things we don&#039;t know about the Gen 4 engine! And thanks a bunch for everything you all did so far, it&#039;s really great!<br /><br />[b]EDIT[/b]: Now that I look at it and my eyes are not looking straight, I realize this thing looks so much like an autostereogram ([url=https://en.wikipedia.org/wiki/Autostereogram]wiki[/url]) - only, the flat, sweked kind!


subject: Re: The Member's Guide to Topiclessness
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So speaking o&#039; SSB4 tournaments<br /><br />http://actsmash.challonge.com/capsmash10s4a<br /><br />That&#039;s right motherfuckers, attended my first one. I got 9th place in the amateur bracket (you get sent there if you don&#039;t win pools*), which is in fact not last. I got not last.<br /><br />*Which I didn&#039;t, I lost 0-2 every single match there. Got put in the same pool as some pro players like the one Wii Fit Trainer guy who&#039;s the top ranked in the whole region and the 3rd in the entire country...<br /><br />He said I had a decent Mewtwo tho


subject: Re: 8F crashes game
poster_name: naf102
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Okay, so I changed my party to the&nbsp; party you suggested but the&nbsp; game still crashes once I select use. I&#039;m trying to run the &quot;Catch Em&#039; All&quot; script as a proof of concept so that I can run my own code. And yes, I am sure it is TM05


subject: Re: 8F crashes game
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I never tried that catch&#039;em all script written in TheZZAZZGlitch&#039;s introductive post of the 8F thread, but I&#039;m assuming it works and if you do things correctly (party &amp; items) then it shouldn&#039;t crash.<br /><br />Have you ever tried another code? Like the &#039;change the second item&#039; code just below? So that we see if you can indeed run code?


subject: Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Got one:<br /><br />Enter, exit, and re-enter radio tower in goldenrod (twss), then go:<br /><br />[list]<br />[li]Take two steps left[/li]<br />[li]Open &amp; Close menu[/li]<br />[li]Take four steps up[/li]<br />[li]Take two steps right[/li]<br />[/list]<br /><br />Then do the glitch. The effect is similar to the pokecenter music box, but with more drums.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Metarkrai
icon: xx
body:
  [quote author=Wack0 link=topic=6868.msg199743#msg199743 date=1455971370]<br /><br />Hopefully, we just need to find a move with an animation script that points to &quot;03 xx xx xx xx&quot;, where xx xx xx xx is little endian for the address that gets jumped to. If we managed to find a move with such an animation script, and we could easily manipulate RAM contents starting at &quot;xx xx xx xx&quot;, we&#039;d just need to put some ARM code there, and use that move. (and somehow figure out how to fix things up so we can return back to the game easily)<br /><br />But again, this is only in theory, I haven&#039;t even tested it with modifying RAM directly yet.<br />[/quote]<br /><br />There are Glitch Moves pointing to 0x0203xxx with a convenient name lenght (more than a dozen), so we can get a &quot;03 xx xx xx ...&quot; value from PC Pokemon data at the pointed adress using the Pomeg Glitch &quot;test&quot; I talked about few posts before.<br /><br />Since you gave pointer adresses, I&#039;d like to test it (see if some basic ARM commands can be executed, and make a proper setup to perform this using PC Pokemon data and Pomeg Glitch).<br /><br />And if the lenght of PC Pokemon data that can be well manipulated isn&#039; enough, we could manipulate them in order to make a jump towards PC Item data (or Battle Bag data), and make longer commands.<br /><br />- Battle Bag is interesting because the items identifiants are all lined up, the quantities being a bit further.<br />Thus, even if you&#039;re limited to 10 items, this makes 20 bytes you can easily manipulate. (maybe more using both Battle Bags for Lv 50 and Open Lv categories).<br />The manipulation is done by bringing Safari Mode in Battle Pyramid, and isn&#039;t hard to pull off (http://pastebin.com/R5ppR91x ).<br /><br />-&nbsp; PC Item manipulation is also doable, but manipulating quantities would take more time. But I don&#039;t know ARM code, so I don&#039;t know if you could do some things like leaving a 0x00 / low value that wouldn&#039;t do anything.<br />But with 50 PC Slots, that leaves us to ~150-160 manipulable bytes (at least), by using a strategy to increase the quantity of a certain PC item without interfering the with quantity of previously manipulated PC items.<br />I&#039;ll do a more accurate calculation of the amount of Item Slots you can&#039;t manipulate (as they are needed to perform the strategy), and recheck my old posts to find back the one where I was talking about PC Item manipulation.<br /><br /><br />I would like to test it, but I don&#039;t know much about ARM. Do you have a link explaining things about ARM in GBA / 3rd Gen games ?<br /><br /><br /><br />[b]EDIT 1 : [/b]<br />As I thought, I can&#039;t increase the quantity of a PC Item that is over 999 by depositing items.<br />Thus, the maximal quantity attainable is 0x7FFF. (0x0001 -&gt; 0x4001 -&gt; 0x3FFF -&gt; 0x7FFF)<br />Unless I had a strategy to go around this limitation, I&#039;ll check on that.<br /><br />I also wrote up a more accurate setup, and this would only require 6 specific items to work well, leaving for a &quot;full&quot; corruption of 44 PC Items + quantities. (You can have the same item multiple times.)<br /><br />The restrictions you would have on these 44*4 = 179 bytes are :<br /> - The leftmost byte of every double word can only take values between 0x00-0x7F ( between 00 xx xx xx and 7F xx xx xx )<br /> - Some bytes can&#039;t be at 0x00 at the same time (you can&#039;t have 00 00 xx xx nor xx xx 00 00 on a double-word, but the other combinations, like xx 00 00 xx or 00 xx xx 00 are possible).<br /> - Rare Items ID can&#039;t be obtained (0x00FE-0x010A, 0x010C-0x0120, 0x0153-0x015A, 0x015D-0x0178, for a total of 70 identifiants) (you can&#039;t have a double-word with xx xx 00 FE for example).<br /><br /><br />[b]EDIT 2 :[/b]<br />After viewing TheZzazZGlitch video about ACE in Emerald, I now understand that pointer jumps can be used and are short to write.<br />Thus, an important amount of PC Pokemon can be used to make long commands, with different possibilities, and other potential values for double-words.<br /><br />Using Seedot or Plusle, a near-total control of their 4 Moves is possible (8 bytes), with a little control over PPs (4 bytes), and some control over EVs (6 bytes).<br />Thus, the 8 bytes from the 4 Moves would (and could) be used, with potential help from Pokemon nicknames (to reduce the time required preparing the Pokemon).<br /><br />After that, it&#039;s a case by case test to see how conveniently said commands can be written into PC Pokemon data (with jumps), since tests with Glitch moves are required.<br /><br />Jumps could also allow to make commands using Battle Pyramid Battle Bags (Lv 50 and Open Lv) and PC Items.<br /><br /><br />Other potential methods to execute code :<br />- Using a Glitch Pokemon&#039;s summary<br />Not that viable since ThezZazZ said that it messed up with a lot of data, making the use of a return command non-viable.<br />But some Glitch Pokemon summary might mess with less data than others and still allow for code execution.<br />The DMA positioning can be checked using an Instant Pomeg Glitch outside of battle, and dummies in Box 2.<br /><br />- Using invalid Move effects<br />Low amount of invalid effets. Launched during a battle. The DMA positioning&nbsp; can be checked using Pomeg Glitch and dummies in Box 2.<br /><br />- Glitch Move types<br />There isn&#039;t a lot of them too, but could still allow for code execution.<br />The DMA positioning can be checked using an Instant Pomeg Glitch outside of battle, and dummies in Box 2.<br /><br />- Glitch Pokemon species names in PC<br />Some of them can heavily affect the game, but it seems to be mainly graphically. On French versions, I fell on a Glitch Pokemon that heavily messed up with the graphics, producing really strange things.<br /><br />- Glitch Move / Pokemon name overflow<br />When deleting a Glitch Move, or when speaking to some NPC that read the species name of party Pokemon (using a certain command), freezes happen very easily. This could be a source for code execution (or at least a source of some abuses).<br />The concerned NPCs I know of are : Slateport woman about a Pokemon&#039;s happiness (or is it EV training) in RSE, Two Island woman for the ultimate Fire/Grass/Water moves in FrLg.<br /><br />- Glitch Special abilities<br />I never saw them do anything, but they may have a use.<br /><br /><br />[b]EDIT 3 :[/b]<br />I forgot to remention it, but a long time ago I fell on a Glitch Move whose animation changed the battle music.<br />The battle was still running fine after that, and I was quite surprised since it was a FrLg song (Oak Lab theme I think).<br /><br />It was a Glitch Move with an animation that could do different things (many of them being different crashes/freezes), probably because its animation led to an adress that&#039;s updated every frame, so I couldn&#039;t reproduce that effect.<br /><br />But it shows that some code executions can be done with this method without ending with a crash.<br />


subject: Re: 8F crashes game
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  One tricky thing about this setup is that you have to remember to use a PP Up so $D1B6 = 55.&nbsp; But I don&#039;t think your problem is in the setup because you would have solved that problem with the other setup. <br /><br />I really don&#039;t get what your problem is. Which emulator do you use? If you have access to a memory viewer, can you check that every suitable value is set? When you activate the 8F item, the following addresses should be as below:<br /><br />D163 = 06<br />D164 = 22<br />D165 = 24<br />D165 = 18<br />D166 = 4D<br />D1B5 = 18<br />D1B6 = 55<br />D20C = 24<br />D20D = 18<br />D20E = 14<br />D223 = 68<br />D224 = 18<br />D225 = 46<br />D26C = E9<br /><br />If it&#039;s not the case, that&#039;s probably because something altered your save file. If you don&#039;t know how to check that, you can send me your save file.


subject: Re: 8F crashes game
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The problem is in these 5 requirements:<br /><br />[tt]6.&nbsp; 24 PP left on the second PokÃ©mon&#039;s second move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [0xD1B5 = 0x18]<br />7.&nbsp; 21 PP left on the second PokÃ©mon&#039;s third move w/ 1 PP Up used&nbsp; &nbsp;  [0xD1B6 = 0x55]<br />8.&nbsp; 36 PP left on the fourth PokÃ©mon&#039;s first move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [0xD20C = 0x24]<br />9.&nbsp; 24 PP left on the fourth PokÃ©mon&#039;s second move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [0xD20D = 0x18]<br />10. 20 PP left on the fourth PokÃ©mon&#039;s third move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [0xD20E = 0x14][/tt]<br /><br />It turns out that these requirements are a bit unclear, and I wasn&#039;t aware of that until just now. What I really meant is:<br /><br />[tt]6.&nbsp; 24 PP left on the second PokÃ©mon&#039;s second move [b]w/ 0 PP Ups used[/b]&nbsp;  [0xD1B5 = 0x18]<br />7.&nbsp; 21 PP left on the second PokÃ©mon&#039;s third move w/ 1 PP Up used&nbsp; &nbsp;  [0xD1B6 = 0x55]<br />8.&nbsp; 36 PP left on the fourth PokÃ©mon&#039;s first move [b]w/ 0 PP Ups used[/b]&nbsp; &nbsp; [0xD20C = 0x24]<br />9.&nbsp; 24 PP left on the fourth PokÃ©mon&#039;s second move [b]w/ 0 PP Ups used[/b]&nbsp;  [0xD20D = 0x18]<br />10. 20 PP left on the fourth PokÃ©mon&#039;s third move [b]w/ 0 PP Ups used[/b]&nbsp; &nbsp; [0xD20E = 0x14][/tt]<br /><br />PP Ups should not be used on moves other than the second PokÃ©mon&#039;s third move.


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=3088.msg199752#msg199752 date=1456058495]<br />So speaking o&#039; SSB4 tournaments<br /><br />http://actsmash.challonge.com/capsmash10s4a<br /><br />That&#039;s right motherfuckers, attended my first one. I got 9th place in the amateur bracket (you get sent there if you don&#039;t win pools*), which is in fact not last. I got not last.<br /><br />*Which I didn&#039;t, I lost 0-2 every single match there. Got put in the same pool as some pro players like the one Wii Fit Trainer guy who&#039;s the top ranked in the whole region and the 3rd in the entire country...<br /><br />He said I had a decent Mewtwo tho<br />[/quote]<br /><br />&gt;The top ranked in the whole region is a wii fit main<br /><br />Not bad zo, lemme know if you want to play some lag matches to train or whatnot. I need to start hitting some more locals, works been eating up most my time though. 


subject: Hi GCLF from the Red Raven !
poster_name: RedRaven
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi People!<br /><br />I just wanted to say, what you do here really stands out, people with actual programming skills way above my own limited ones that get together and form a long-lasting active community. You transform apparently &quot;spent&quot; games, long &quot;dead&quot;, into research topics that are actually really interesting from a technical point of view, and also funny. So that&#039;s a big up for you all.<br /><br />About me, I&#039;m just a tech guy, unfortunately not really a programmer (I just had to do a few programs during my PhD, but it was mostly elaborate data treatment and a raytracer, a thingy that recreates the path of light rays inside refractive objects so you can analyze potential damage from a laser beam), more of a physicist!<br /><br />I came here because you had what I found as the most advanced discussion on how to actually get Arceus without AR in Gen V. I&#039;ll see when next I have time to contribute to anything. My free time comes in waves, the big swell Oahu kind. Sometimes I manage to free a lot...sometimes I work too much and don&#039;t sleep for weeks. So it depends :) Right now, for example, I see another big wave of work coming close!<br /><br />Well, nice to be here! Keep it up and see you soon somewhere in this forum!<br /><br />PS: and about Red Raven...it has nothing to do with the manga, I had this nickname before...it&#039;s just a name I like!


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Official commercials for the Virtual Console releases:<br />[list]<br />	[li][u]Japan[/u][/li]<br />[/list][youtube]https://www.youtube.com/watch?v=V0sHeCUrDfo[/youtube]<br /><br /><br />[youtube]https://www.youtube.com/watch?v=Ty4XTIMaSlc[/youtube]<br />[list]<br />	[li][u]Europe[/u] (UK)[/li]<br />[/list][youtube]https://www.youtube.com/watch?v=_iybdJCo78Y[/youtube]<br /><br /><br />I checked Nintendo&#039;s American and Australian channels but they don&#039;t have any commercials as of the time of writing.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  so are we going to make a patch notes if said games have been patched? <br /><br />and definitely getting this. 


subject: Re: Minor Glitch when Setting Up CoolMew; Not sure if this is new?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It shouldn&#039;t : you didn&#039;t learn Transform while levelling, did you ?<br />Otherwise this could come from your quite unusual moveset swapping.<br /><br />You should try again, only swapping 1st and 3rd.<br />But hey, maybe you fond another breach in our beloved, clumsy, rusty Generation I engine :D


subject: Re: Gen II Battle Transition Oversight
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve been browsing the PokÃ©mon glitch community for a while, but never found anything like this. Do you thing this has any potential to be useful ? (I doubt it could outside of a TAS, but I trust you to find creative answers)<br /><br />Anyways, if the game does not load the mon&#039;s level, what is use for comparaison ?


subject: Re: Stabilizing fused Pokemons
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Consider D23D-D23E the same way you would consider the number 1234 : 12*100+34. So here, it&#039;s a little different, max HP is (value @ D32D) * 256 + (value @ D32E)<br />You can edit both addresses independently.<br /><br />Please note that having max HP over 999 will display incorrect graphics but will work fine.


subject: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Making this thread as a place for people to confirm what glitches (if any) have been patched in the 3DS virtual console re-releases. On an unrelated note this is my first post even though I have been on this site for about 2 months without an account.


subject: Re: The Member's Guide to Topiclessness
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  [quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=3088.msg199765#msg199765 date=1456103515]<br />&gt;The top ranked in the whole region is a wii fit main<br />[/quote]<br /><br />Well, Waveguider&#039;s a crazy good Wii Fit main. I still can&#039;t figure out if he just uses Wii Fit for disrespect and he could use a high tier if he wanted, if he believes that Wii Fit Trainer actually has some untapped potential and is tournament viable, or if he belives she&#039;s not but feels comfortable using her and Greninja anyway (the latter is my excuse for using Lucina instead of Marth and for playing Mewtwo aggressively and not defensively).<br /><br />It sounds like some of my pools matches might end up on YouTube, because they were on the streaming setup that was used for top 8 pro bracket later in the evening. Should be interesting to see what /r/CrazyHand has to say about why I&#039;m terrible. I guess until then, I&#039;ll be making the time to check out the meetups they have every Thursday night (basically just a few hours of friendlies as I understand it). I don&#039;t trust my internet connection so it&#039;ll be the only practice I can have, unless I can think of a better way. Maybe hang out on QLDSmash more and play against some actual strayans online, and if I still get lag there, maybe start wondering why I pay my ISP $100 a month for slow internet.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  In one of Nintendo&#039;s Japanese commercials, they show the Nidorino in the new game tutorial using Nidorina&#039;s cry. This may or may not mean that they didn&#039;t fix anything.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Blaziken257
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m considering getting at least one of the games (not sure which version I will get, though). If I get any, I will dump them via [url=https://gbatemp.net/threads/braindump-userland-game-dumping.407332/]braindump[/url], and add patch notes to [url=https://tcrf.net/User:Blaziken257/3DS_Virtual_Console_changes]my userpage on The Cutting Room Floor[/url] in a similar manner for other games that I have dumped. <br /><br />Also, I&#039;m not surprised that North America does not yet have a commercial for this, if we ever get one. That requires effort, which NOA is not known for at all, especially when it comes to eShop. (Quite frankly, it&#039;s a miracle that we&#039;re getting the PokÃ©mon games at all here, since NOA usually slacks off with Virtual Console releases!)<br /><br />And after seeing the commercials, it&#039;s also depressing to see the games in black and white (except for international Yellow). I&#039;ve long been used to playing them on Stadium&#039;s Game Boy Tower, which has Super Game Boy emulation, which makes the games colorful. Or at the very least, I would play them on a GBC, which is still a bit better than a monochrome Game Boy. Sigh...


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Blaziken257 link=topic=7384.msg199776#msg199776 date=1456243815]<br />And after seeing the commercials, it&#039;s also depressing to see the games in black and white (except for international Yellow). I&#039;ve long been used to playing them on Stadium&#039;s Game Boy Tower, which has Super Game Boy emulation, which makes the games colorful. Or at the very least, I would play them on a GBC, which is still a bit better than a monochrome Game Boy. Sigh...<br />[/quote]<br /><br />It&#039;s a matter of preference, I guess. Both The PokÃ©mon Company and Nintendo vary in this regard.<br /><br />[url=https://www.pokemon.co.jp/game/other/gb-rg/summary.html]https://www.pokemon.co.jp/game/other/gb-rg/summary.html[/url]<br />[url=https://www.pokemon.co.jp/game/other/gb-blue/summary.html]https://www.pokemon.co.jp/game/other/gb-blue/summary.html[/url]<br />[url=https://www.pokemon.co.jp/game/other/gb-pikachu/summary.html]https://www.pokemon.co.jp/game/other/gb-pikachu/summary.html[/url]<br />[url=https://www.pokemon.co.jp/ex/VCAMAP/]https://www.pokemon.co.jp/ex/VCAMAP/[/url]<br /><br />[url=https://www.nintendo.co.jp/pokemon/history/]https://www.nintendo.co.jp/pokemon/history/[/url]<br />[url=https://www.nintendo.co.jp/n02/dmg/apajapbj/]https://www.nintendo.co.jp/n02/dmg/apajapbj/[/url]<br />[url=https://www.nintendo.co.jp/n02/dmg/apej/]https://www.nintendo.co.jp/n02/dmg/apej/[/url]<br />[url=https://www.nintendo.co.jp/n02/dmg/apsj/]https://www.nintendo.co.jp/n02/dmg/apsj/[/url]<br />[url=https://www.nintendo.co.jp/titles/50010000038658]https://www.nintendo.co.jp/titles/50010000038658[/url]<br />[url=https://www.nintendo.co.jp/titles/50010000038657]https://www.nintendo.co.jp/titles/50010000038657[/url]<br />[url=https://www.nintendo.co.jp/titles/50010000038656]https://www.nintendo.co.jp/titles/50010000038656[/url]<br />[url=https://www.nintendo.co.jp/titles/50010000038655]https://www.nintendo.co.jp/titles/50010000038655[/url]<br /><br />Commercials from the 1990s:<br /><br />[youtube]https://www.youtube.com/watch?v=mjCK2D88bCs[/youtube]<br /><br /><br />[youtube]https://www.youtube.com/watch?v=PDvJH4lI90k[/youtube]


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That is a very good sign. There is a chance that they just didn&#039;t notice or care about fixing something as small as a slightly different cry in the intro. The 1st glitches we should test are obviously save corruption (Beat Yellow in 0:00), trainer fly(Mew Glitch), and exp underflow (LV 100 Before Brock).


subject: Re: Minor Glitch when Setting Up CoolMew; Not sure if this is new?
poster_name: TwilightHakuryuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ll try it out again later and see if it happens again. I&#039;ve never had this happen before, but then again I&#039;ve never had a CoolMew level up at the end of the battle where I was setting up the glitch before. CoolMew don&#039;t stay CoolMew for long either because they learn other moves; not remotely as useful as CoolDitto generally, so if this /is/ a minor glitch, I&#039;m not surprised that it would go unnoticed. <br /><br />Mind you, I performed this on cartridge. I&#039;ll do it again on my gba sp, and if successful, try it on my gbc for the sake of making sure it&#039;s not an issue with the handhelds themselves.


subject: Sprite Change explanation
poster_name: Mecha_Coco
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Mecha_Coco
icon: xx
body:
  Hi everyone,<br />I&#039;m new here. I have a question regarding a lesser known glitch, or at least one you can&#039;t find much about on the internet: the sprite change glitch. If anyone doesn&#039;t know what I&#039;m talking about:<br />https://www.youtube.com/watch?v=3-mzSaAxH38<br />Back when I played my PokÃ©mon Red cartridge on Game Boy, I stumbled upon this glitch by accident, but in a different manner. The guy in the video I linked changes the player&#039;s sprite by checking the pc, whereas I accomplished it by using Strength or Surf in different locations. I made a small video of my experiments using my phone, on which I&#039;m currently playing Red. Here&#039;s the download link: http://www.filedropper.com/pkmnspintransfglitch_1<br />(EDIT: I uploaded the video on my Youtube, just in case)<br />https://youtu.be/P_gWeUM4d5I <br />Sometimes I get a weird half-snake sprite, which doesn&#039;t seem to happen with the &quot;check-the-pc&quot; version.<br /><br />So, my question is: why does this happen? It would be fun to understand the mechanics behind the glitch.<br />And, of course, I hope this question hasn&#039;t been answered already. I searched the forums but nothing turned up.<br />Thanks in advance!


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Some obvious things that were fixed in Yellow include Brock Skip, Coast Encounters and getting the Cooltrainer move. I guess they&#039;ll go for these first if they want to fix anything?


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Why bother speculating when as soon as it comes out we can dump the VC releases and look at the provided ROM and patcher config?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That&#039;s some luck if you used a glitch move with an animation pointer that points to changing data which just happened to be at a value that changed the music then returned gracefully.<br /><br />Makes me wonder if such a glitch move could give a quicker speedrun technique, if luck manipulation could be used to get arbitrary code execution .


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I never knew you could dump 3DS roms until this moment (I am not big on 3DS hacking so I wouldn&#039;t know what you can and can&#039;t do anyway)


subject: exploring the ruby/sapphire jp mail glitch
poster_name: g_heinz
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  hi everyone,<br /><br />i am a speedrunner interested in utilizing the effects of the mail glitch in japanese sapphire as described [url=http://glitchcity.info/wiki/index.php/Mail_and_Trick_glitches]here[/url].<br /><br />a particular application i am interested in is its ability to skip surf. i found that if you use the glitch to walk on water, then corrupt a tile into the secret base entrance (using a phrase such as &quot;golduck&quot;, like in [url=https://www.youtube.com/watch?v=5fgE2D8M4dU]this[/url] video), then enter and exit the door, you will enter a surfing state regardless of whether you have a pokemon with surf, or even the balance badge, or even hm03. this could be accomplished on route 118 to skip most of western hoenn, in theory.<br /><br />the problem is that the tile corruption always affects the same 9 tiles on a given map, making such an exploit impossible on maps where the location of the corrupted tiles does not permit walk-on-water. the wiki link above provides a table of coordinates of the corrupted tiles, but these coordinates appear to only apply to the mossdeep city map--other maps have their own coordinates. i am curious how the game decides which tiles to corrupt when using the mail glitch, perhaps a bit more of what the mail glitch is/does, and perhaps how we could exercise more control over which tiles become corrupted.<br /><br />thanks,<br /><br />g_heinz


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m gonna mess around with RBY day of release so I&#039;ll let you guys know if I notice anything lmao, but yeah dumping the VC releases seems like the best/easier idea. Also I really hope they don&#039;t fix anything. Pls Nintendo.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6868.msg199784#msg199784 date=1456360229]<br />That&#039;s some luck if you used a glitch move with an animation pointer that points to changing data which just happened to be at a value that changed the music then returned gracefully.<br /><br />Makes me wonder if such a glitch move could give a quicker speedrun technique, if luck manipulation could be used to get arbitrary code execution .<br />[/quote]<br /><br />Unforutnately, the glitches currently used in the speedrun are hardly optimizable because the after-Fortree part doesn&#039;t take that much time (get the Fly badge, make a pomeg glitch for Ever Grande Fly Location, make a second Pomeg Glitch for an IFG Glitch Move, and end the game).<br />Since you can&#039;t clone, nor easily obtain an in-game trade Pokemon (unless you make a try for a 4% Ralts/ 1% Volbeat), ou can&#039;t easily make a Pomeg Glitch Corruption to obtain a certain Glitch Move/Item/Pokemon.<br /><br />Manipulating the DMA positioning is also quite tedious, because it depends on ID/SID, and other things.<br />You could also try to generate a Pokemon with a certain PID and a certain amount of exp points (or IVs), in order to obtain a desired Glitch Move through a Pomeg Glitch corruption.<br />This makes at least 3 precise RNG manipulations (ID/SID, Pokemon, DMA positioning), that would give you an Egg with a certain Glitch Move/Item/Pokemon.<br />If this corruption is made to obtain an Instant Glitch Move, that would be faster than the current speedrun since the catches + corruption parts would be fastened (the strategy would look more like the one used in the TAS).<br /><br />If you wanted to obtain an ACE Glitch Move, then you would also need to set up RAM values for that ACE, which could be for example doable with Pokemon data + Pokemon nicknames + Pokemon data (you start with Pokemon data to have a valid 03, then jump to Pokemon nicknames to teleport to Hall of Fame or something, then jump to Pokemon data in order to have a &quot;return&quot; command).<br />This requires you then to generate 2 more PokÃ©mon (with a precise PID) in order to have the Pokemon data you want, and catch 4-5 other Pokemon in order to have the required nicknames.<br /><br />If the ACE part can be set up like this, then it would be theorically doable in speedrun, even if having 6-7 RNG manipulations could be quite heavy for the speedrunners, atop of having a good beginning.<br /><br />Else, I think that this would take too much time compared to a Fly to Ever Grande + Use IFG Move strategy.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Kraust
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Flandre Scarlet link=topic=7436.msg199785#msg199785 date=1456372602]<br />I never knew you could dump 3DS roms until this moment (I am not big on 3DS hacking so I wouldn&#039;t know what you can and can&#039;t do anyway)<br />[/quote]<br /><br />If they are anything like other eShop VC Titles then they will be very similar to the GB ROM format with some custom headers and slight changes.<br /><br />In the past you could use the web browser to inject GB ROMs into GB eShop titles. It was pretty cool.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Darkkis
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  https://www.youtube.com/watch?v=FcKQcAffX8o<br /><br />MissingNo glitch is confirmed to be still working.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Darkkis link=topic=7436.msg199792#msg199792 date=1456435735]<br />MissingNo glitch is confirmed to be still working.<br />[/quote]<br /><br />[i]thank god[/i]


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Someone dumped all the patches for Red/Blue (EUR) and put it in a paste: [url=http://pastebin.com/16hAwyUv]Link[/url]<br /><br />It seems that the only patches made were related to the link function, as well as reducing the flashing on animations (to prevent seizures).


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I note that here, actual src seems to have been used to create the patcher config, unlike with some other games, like Super Mario Bros DX, where what is obviously IDA output can be seen in the patcher config comments.<br /><br />I love how pokered seems to have better symbol names than the actual src!<br /><br />One string, at 0xA29DC is patched, to &quot;Please come again!&quot;.<br /><br />I&#039;m on mobile right now so I can&#039;t check myself, but from the comment I&#039;m assuming it was originally this? https://github.com/pret/pokered/blob/b852fe5b421fecd2b75c85bf5da926dd878434c0/text.asm#L2647


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  It seems the Pokemon Red RomFS contains all the patches. I note that DMGAPSS0.J17.patch contains obvious IDA output. So, they have the src for some versions of Gen 1, but not all?<br /><br />[code];222222aaaaaaaaaaaaaaaa: pc32 = 0xf9847 addr = 0xffb3 value = 0x0&nbsp; &nbsp; &nbsp; &nbsp;  <br />;F9843&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp; &nbsp; &nbsp; a, [byte_FFB3]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />;ROM:F9845&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  and&nbsp; &nbsp;  $B&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />;ROM:F9847&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  jr&nbsp; &nbsp; &nbsp; nz, unk_9866&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />; 000f9843h: F0 B3 E6 0B&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; &lt;F0 B3&gt;?&nbsp;  [/code]<br /><br />For the record, here&#039;s a zip with all the patches: http://lucasm.cf/?m2nim


subject: Pokemon Crystal Madness?
poster_name: JohnDragon
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So i was abusing the Pokemon dup glitch in order to get rare candies in Pokemon Crystal when all the sudden my color pallet seemed to be changed.&nbsp; I had only been checking the number of pokemon in my box, so when i finally checked my box for my pokemon i had been duping, I suddenly had 3 (YES 3!) bad clones I believe, one with my trainer name.&nbsp; I&#039;ll include pics soon


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Kraust
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=7436.msg199802#msg199802 date=1456498835]<br />So who here is going to try to put glitchmon in the pokebank?<br />[/quote]<br /><br />What a coincidence:<br />[img]http://puu.sh/nmbNd.jpg[/img]


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Kraust link=topic=7436.msg199803#msg199803 date=1456500235]<br />What a coincidence:<br />[img]http://puu.sh/nmbNd.jpg[/img]<br />[/quote]<br /><br />Heh. I doubt that they won&#039;t try to block illegitimate PokÃ©mon data from being uploaded to Bank, though. There are link-related patches in the Virtual Console releases. Is it likely that they can issue updates to patch it further?


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  [quote author=SatoMew link=topic=7436.msg199804#msg199804 date=1456500685]<br />[quote author=Kraust link=topic=7436.msg199803#msg199803 date=1456500235]<br />What a coincidence:<br />[img]http://puu.sh/nmbNd.jpg[/img]<br />[/quote]<br /><br />Heh. I doubt that they won&#039;t try to block illegitimate PokÃ©mon data from being uploaded to Bank, though. There are link-related patches in the Virtual Console releases. Is it likely that they can issue updates to patch it further?<br />[/quote]<br /><br />They can issue updates. I&#039;m sure if someone found an emulator escape issue and used, say, a link-related buffer overflow to exploit it, that&#039;d be patched rather quickly.<br /><br />The link-related patches are probably just so they can hook into the link-related stuff, maybe to make it harder for someone to just use their emulator with whatever ROM they want using HANS or similar (and have link-related functionality still working).<br /><br />If you can seriously put stuff from RBY into Bank, it&#039;ll be interesting to test various things with it; the first thing that comes to my mind being unstable hybrids.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Blaziken257
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Blaziken257
icon: xx
body:
  Apparently the PokÃ©mon games came out in Japan, and with that, einstein95 from The Cutting Room Floor bought Green and then dumped the ROM. And it came with patches for all 19 PokÃ©mon games (taking all languages into account).<br /><br />Here&#039;s a link:<br />http://jul.rustedlogic.net/thread.php?pid=443400#443400<br /><br />I haven&#039;t had time to look into the changes, but according to the comments in the patch files, several of them appear to be related to move changes (possibly animations?). And others seem to be related to network things... I don&#039;t know what everything does.<br /><br />Also, I have no idea which patch file corresponds to which version, though I&#039;m assuming the seventh letter (D, E, F, I, J, or S) of the filename indicates the language.<br /><br />Finally, when you see mode = 1 in the patch file, those are changes to the ROM itself, and those changes are viewable in an emulator like BGB, or even real hardware if you have a flashcart like Everdrive GB (I know this based on other VC games that I have dumped, such as Donkey Kong Land 2). mode = 2 might involve changes to the ROM itself as well, but I&#039;m not sure. mode = 3 appears to be related to changes to the emulator, such as blurring or whatever. I&#039;m not sure what the other mode values do.<br /><br />Hopefully, someone with more free time than me can figure the rest of this stuff out...


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Blaziken257 link=topic=7384.msg199806#msg199806 date=1456502146]<br />Apparently the PokÃ©mon games came out in Japan, and with that, einstein95 from The Cutting Room Floor bought Green and then dumped the ROM. And it came with patches for all 19 PokÃ©mon games (taking all languages into account).<br /><br />Here&#039;s a link:<br />http://jul.rustedlogic.net/thread.php?pid=443400#443400<br /><br />I haven&#039;t had time to look into the changes, but according to the comments in the patch files, several of them appear to be related to move changes (possibly animations?). And others seem to be related to network things... I don&#039;t know what everything does.<br /><br />Also, I have no idea which patch file corresponds to which version, though I&#039;m assuming the seventh letter (D, E, F, I, J, or S) of the filename indicates the language.<br /><br />Finally, when you see mode = 1 in the patch file, those are changes to the ROM itself, and those changes are viewable in an emulator like BGB, or even real hardware if you have a flashcart like Everdrive GB (I know this based on other VC games that I have dumped, such as Donkey Kong Land 2). mode = 2 might involve changes to the ROM itself as well, but I&#039;m not sure. mode = 3 appears to be related to changes to the emulator, such as blurring or whatever. I&#039;m not sure what the other mode values do.<br /><br />Hopefully, someone with more free time than me can figure the rest of this stuff out...<br />[/quote]<br /><br />Red EUR (English) came with all the patches too.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Blaziken257
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hmmm, I guess it&#039;s a time zone thing. I live in the United States (my time zone is UTC-8), and I have to wait until tomorrow to get the game. Too bad...<br /><br />Also, it appears that MissingNo. is still in the game, according to this:<br />http://www.nintendolife.com/news/2016/02/missingno_is_still_in_the_virtual_console_releases_of_pokemon<br /><br />Looks like Nintendo didn&#039;t pull a Wario Land this time around! I wonder if the Mew glitch still exists as well...


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [code][disable_print]<br />Mode = 1<br />Address = 0x400ca<br />Fixcode = 0xE8[/code]<br /><br />This appears to be disabling the Game Boy Printer feature in Yellowâ€™s PokÃ©dex in the laziest way possible, by making the menu option do nothing. Oddly, I donâ€™t see any patches related to printing PC boxes or party PokÃ©mon.<br /><br />[code][MiniGame]<br />Mode = 1<br />Address = 0xF222F<br />Fixcode = 0x7F<br /><br />[MiniGame-HighScorePC]<br />Mode = 1<br />Address = 0xF2303<br />Fixcode = 0x7F[/code]<br /><br />What are these doing? This section of code isnâ€™t disassembled in pokeyellow. Maybe theyâ€™re just disabling the option for printing Pikachuâ€™s Beach high scores.<br /><br />[quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=7436.msg199802#msg199802 date=1456498835]<br />So who here is going to try to put glitchmon in the pokebank?<br />[/quote]<br /><br />Iâ€™d love to know how their names are officially represented in Unicode :P<br /><br />[quote author=Wack0 link=topic=7436.msg199805#msg199805 date=1456501354]If you can seriously put stuff from RBY into Bank, it&#039;ll be interesting to test various things with it; the first thing that comes to my mind being unstable hybrids.[/quote]<br /><br />Even Gold and Silver checked for unstable hybrids; I canâ€™t imagine PokÃ©mon Bank wouldnâ€™t. It might even be smart enough to check for a valid Generation I species!


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Blaziken257 link=topic=7384.msg199808#msg199808 date=1456503182]<br />Hmmm, I guess it&#039;s a time zone thing. I live in the United States (my time zone is UTC-8), and I have to wait until tomorrow to get the game. Too bad...<br /><br />Also, it appears that MissingNo. is still in the game, according to this:<br />http://www.nintendolife.com/news/2016/02/missingno_is_still_in_the_virtual_console_releases_of_pokemon<br /><br />Looks like Nintendo didn&#039;t pull a Wario Land this time around! I wonder if the Mew glitch still exists as well...<br />[/quote]<br /><br />the only things patched are related to linking (probably so the emulator can hook it), one text string also related to linking, some move animations, and in Yellow, GB printer disabling and stuff related to Pikachu&#039;s Beach.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7436.msg199809#msg199809 date=1456504762]<br />[code][MiniGame]<br />Mode = 1<br />Address = 0xF222F<br />Fixcode = 0x7F<br /><br />[MiniGame-HighScorePC]<br />Mode = 1<br />Address = 0xF2303<br />Fixcode = 0x7F[/code]<br /><br />What are these doing? This section of code isnâ€™t disassembled in pokeyellow. Maybe theyâ€™re just disabling the option for printing Pikachuâ€™s Beach high scores.<br />[/quote]<br /><br />There&#039;s a printer in Summer Beach House for printing Pikachu Beach&#039;s hi-scores. Maybe it&#039;s related to that? If you accept the request to print, it prints the hi-score; if you decline, it displays the hi-score in-game.<br /><br />[quote author=HÃ¡Äky link=topic=7436.msg199809#msg199809 date=1456504762]<br />Even Gold and Silver checked for unstable hybrids; I canâ€™t imagine PokÃ©mon Bank wouldnâ€™t. It might even be smart enough to check for a valid Generation I species!<br />[/quote]<br /><br />Let&#039;s hope so ;) 


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7436.msg199809#msg199809 date=1456504762]<br />What are these doing? This section of code isnâ€™t disassembled in pokeyellow. Maybe theyâ€™re just disabling the option for printing Pikachuâ€™s Beach high scores.<br />[/quote]<br /><br />It is, you&#039;re just not looking hard enough.<br /><br />https://github.com/pret/pokeyellow/blob/3db446ca4fafe72e606428369d716dbdffb92a9e/scripts/beach_house.asm#L16<br />https://github.com/pret/pokeyellow/blob/3db446ca4fafe72e606428369d716dbdffb92a9e/scripts/beach_house.asm#L135<br /><br />Both patches change [tt]bit 6,a[/tt] to [tt]bit 7,a[/tt].<br /><br />I&#039;m going to take a guess that this disables access to Pikachu&#039;s Beach (unless you use ws m to call it directly), and, as mentioned, the printer to print the hi-scores.<br /><br />If so, it&#039;s nice to know that my Pikachu&#039;s Beach ws m payloads will be getting some real use, since everyone else probably just used ws m to put Surf onto their Pikachu.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7436.msg199812#msg199812 date=1456505609]It is, you&#039;re just not looking hard enough.<br /><br />https://github.com/pret/pokeyellow/blob/3db446ca4fafe72e606428369d716dbdffb92a9e/scripts/beach_house.asm#L16<br />https://github.com/pret/pokeyellow/blob/3db446ca4fafe72e606428369d716dbdffb92a9e/scripts/beach_house.asm#L135[/quote]<br /><br />Ah, thanks.<br /><br />[quote]Both patches change [tt]bit 6,a[/tt] to [tt]bit 7,a[/tt].<br /><br />I&#039;m going to take a guess that this disables access to Pikachu&#039;s Beach (unless you use ws m to call it directly), and, as mentioned, the printer to print the hi-scores.[/quote]<br /><br />Bit 7 of $D471 (wd472) [url=https://github.com/pret/pokeyellow/blob/0962135bdbed24c53b58f8b1340b4a6d1af9ce27/home.asm#L3001]is set if the starter Pikachu is in the party[/url], which means these patches make Pikachuâ€™s Beach and the high-score printer accessible without Surf!


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7436.msg199813#msg199813 date=1456507026]<br />Bit 7 of $D471 (wd472) [url=https://github.com/pret/pokeyellow/blob/0962135bdbed24c53b58f8b1340b4a6d1af9ce27/home.asm#L3001]is set if the starter Pikachu is in the party[/url], which means these patches make Pikachuâ€™s Beach and the high-score printer accessible without Surf!<br />[/quote]<br /><br />Thanks. I didn&#039;t know what that specific bit did. I assumed it was always off.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  How the heck did they come with the idea of allowing trades between RBY and Sun/Moon via PokÃ©bank?! Seriously, guys? The GTS is not f*cked up enough so we need to add some 8F-created lvl 255 Mewtwo with 999 in each stats to it? That move definitively killed the idea of trading with unknown people for legit collections. First the paying PokÃ©bank to transfer PokÃ©mon, then this, I think Game Freak really forgot what was the point of PokÃ©mon at first. So disappointed.&nbsp; <br /><br />I&#039;m guessing the bank will refuse many things, but I really hope it will be dealt correctly. 1G doesn&#039;t have so many checks for conformity, right?


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7436.msg199815#msg199815 date=1456509566]<br />How the heck did they come with the idea of allowing trades between RBY and Sun/Moon via PokÃ©bank?! Seriously, guys? The GTS is not f*cked up enough so we need to add some 8F-created lvl 255 Mewtwo with 999 in each stats to it? That move definitively killed the idea of trading with unknown people for legit collections. First the paying PokÃ©bank to transfer PokÃ©mon, then this, I think Game Freak really forgot what was the point of PokÃ©mon at first. So disappointed. <br />[/quote]<br /><br />I&#039;m sure PokÃ©bank&#039;s checkers will at least keep out such an obvious hackjob as that.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Not really hyped that much right now, to be honest.<br /><br />When more information appears, maybe...


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7441.msg199818#msg199818 date=1456510043]<br />Not really hyped that much right now, to be honest.<br /><br />When more information appears, maybe...<br />[/quote]<br /><br />They&#039;re now localizing the games into Chinese as well.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7441.msg199819#msg199819 date=1456510540]<br />[quote author=Wack0 link=topic=7441.msg199818#msg199818 date=1456510043]<br />Not really hyped that much right now, to be honest.<br /><br />When more information appears, maybe...<br />[/quote]<br /><br />They&#039;re now localizing the games into Chinese as well.<br />[/quote]<br /><br />So some people don&#039;t have to deal with shitty fan translations.<br /><br />Still not hyped yet.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰
icon: xx
body:
  [quote author=Wack0 link=topic=7441.msg199818#msg199818 date=1456510043]<br />Not really hyped that much right now, to be honest.<br /><br />When more information appears, maybe...<br />[/quote]<br />same<br />[quote author=SatoMew link=topic=7441.msg199819#msg199819 date=1456510540]<br />They&#039;re now localizing the games into Chinese as well.<br />[/quote]<br />That, a few concept drawings of a few trucks, a pokecenter, a screenshot of a town in development, and a 3d model of an unfinished pokemon was literally all we got from the direct about the game. <br /><br />


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: voltage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Personally, I&#039;m just wondering how the unreleased content discovered in XY relate to these games.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=voltage link=topic=7441.msg199822#msg199822 date=1456513284]<br />Personally, I&#039;m just wondering how the unreleased content discovered in XY relate to these games.<br />[/quote]<br /><br />Same. Also RIP Z.<br /><br />I&#039;m fucking hype tho for these games let&#039;s goooo! As much as I wanted Z to explore the rest of Kalos/answer those questions, XY was kinda boring and I&#039;m excited to have new games!


subject: Re: Pokemon Crystal Madness?
poster_name: JohnDragon
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  https://youtu.be/P1H6WjY3Z6k<br /><br />So I made a video to record this, I messed around a lot with this while I was away from my house but it seems I&#039;ve gotten the exact timing down for getting bad clones in Pokemon Crystal.&nbsp; My game has had (before the bad clones) some weird graphical things but i think that may have more to do with the system then my game and/or save.&nbsp; I&#039;ve tested this under several different scenarios and it appears the only variable is timing, you pokemon does not have to be holding a certain item or have a certain number of pokemon in your box already.&nbsp; You simply have to hit the EXTREMELY precise timing for the bad clone.&nbsp; Hopefully I can get some people to reproduce this and then EVERYONE can fly free with celebi&nbsp; ;)<br /><br />Here&#039;s the steps for those who aren&#039;t as familiar with gen 2 cloning but wanna try it:<br /><br />1.&nbsp; Save in front of your pc with the pokemon you wanna make a bad clone of in your party<br />2.&nbsp; Go into the pc and place your pokemon in a box next to an empty box<br />3.&nbsp; now go switch boxes to the empty box next to the currently used box (yes it wants you to save, save corruption is what makes this glitch work ;P)<br />4.&nbsp; When the game starts saying &quot;saving... do not turn off the power.&quot; turn off the GBA a small moment after the text box completes. (what helps me is that I read off the word &quot;power&quot; as it appears on screen and turn off the GBA halfway through the 2nd syllable approximately, I do this in the above video)<br />5.&nbsp; Turn the game back on and see if you have a bad clone in your pc box that you first placed the original pokemon to be cloned in<br /><br />If you have any questions feel free to ask!


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Kraust
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m hoping that they either release it on the N3DS or Android so I don&#039;t feel like crap after I threw my 2DS away.<br /><br />Either way, I feel like this will be like Gen V where I ultimately don&#039;t care if I don&#039;t get it. Series is at an all time low for me, and the only entertainment value will come from what hilarity people will do with the RBY VC games.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  &gt;not naming the topic &quot;Pokemon S&amp;M Discussion&quot;<br /><br />But yeah, the trailer was pretty disappointing. Yes, Pokemans was released 20 years ago, I know that already, I don&#039;t care. Show me what the actual game you&#039;re promoting is like.<br /><br />Also does it feel to anyone else like Gen 6 was rushed quite a bit? Day 1 game-breaking bugs, not much new porkymans, and now they&#039;re moving on to the next gen already without a third version or set of sequels. They have the same 3 year timeframe with this one, unless they decide to delay it, so hopefully this will feel a bit more fleshed out.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=7441.msg199826#msg199826 date=1456538468]<br />Also does it feel to anyone else like Gen 6 was rushed quite a bit? Day 1 game-breaking bugs, not much new porkymans, and now they&#039;re moving on to the next gen already without a third version or set of sequels. They have the same 3 year timeframe with this one, unless they decide to delay it, so hopefully this will feel a bit more fleshed out.<br />[/quote]<br /><br />I&#039;d say it depends on what you consider &quot;rushed&quot;.<br /><br />[url=https://www.gamefreak.co.jp/blog/dir/?p=722]https://www.gamefreak.co.jp/blog/dir/?p=722[/url]<br /><br />[quote author=Junichi Masuda]<br />ã€Žãƒã‚±ãƒƒãƒˆãƒ¢ãƒ³ã‚¹ã‚¿ãƒ¼ ï¼¸ãƒ»ï¼¹ã€ã¯ç´„ï¼“å¹´åŠã®å¹´æœˆã‚’ã‹ã‘ã€<br />å„å›½èªžã¸ã®ç¿»è¨³ç­‰ã®ã‚¹ã‚¿ãƒƒãƒ•ã‚‚åˆã‚ã›ã‚‹ã¨ã€ï¼•ï¼ï¼äººã‚’è¶…ãˆã‚‹æ–¹ã€…ã¨å…±ã«åˆ¶ä½œã—ã¾ã—ãŸã€‚<br />[/quote]<br /><br />(ç´„ï¼“å¹´åŠ = about 3.5 years)<br /><br />[url=https://www.gamefreak.co.jp/blog/dir_english/?p=613]https://www.gamefreak.co.jp/blog/dir_english/?p=613[/url]<br /><br />[quote author=Junichi Masuda]<br />It took three and a half years to develop this game.<br />Taking into account the localization groups for each language,<br />more than five hundred people were involved in the development.<br />[/quote]<br /><br />I think they decided to drop solitary versions altogether due to poor sales. Even Black 2 and White 2 didn&#039;t sell that much. The first paired versions of a generation and remakes are the games that sell well.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: TheZZAZZGlitch
icon: xx
body:
  [img]http://i.imgur.com/Up7lKjx.png[/img]<br /><br />[size=36pt]lel[/size]<br /><br />Also, this menu appears after trying to access the Cable Club:<br /><br />[img]http://i.imgur.com/7ceNTFO.png[/img]<br /><br />I wonder how the emulator actually communicates with the 3DS hardware to display this menu. Is this menu something completely new, made only for the purposes of this game, or is it just a normal link cable interface for Virtual Console releases? Is there any VC title (besides the Pokemon games) that uses Link Cable features?<br /><br />I&#039;m not sure how do I access Pokemon Bank from this. Still, I can&#039;t wait to trade my disobedient exploding Bulbasaurs to Pokemon X and Y.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: rortik
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I can&#039;t think of any VC games that require link cables, however when I use the browser exploit to run RBY on the VC, using the cable club does NOT bring up that menu.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=7441.msg199826#msg199826 date=1456538468]<br />&gt;not naming the topic &quot;Pokemon S&amp;M Discussion&quot;<br />[/quote]<br /><br />*cringe*


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yep, Wack0, that sure was a really extreme example. But I&#039;m quite sure a lot of things will pass the Bank.<br /><br />[quote author=TheZZAZZGlitch link=topic=7436.msg199828#msg199828 date=1456586575]<br />I wonder how the emulator actually communicates with the 3DS hardware to display this menu. Is this menu something completely new, made only for the purposes of this game, or is it just a normal link cable interface for Virtual Console releases? Is there any VC title (besides the Pokemon games) that uses Link Cable features?<br /><br />I&#039;m not sure how do I access Pokemon Bank from this. Still, I can&#039;t wait to trade my disobedient exploding Bulbasaurs to Pokemon X and Y.<br />[/quote]<br /><br />If it communicates directly with the 3DS hardware, couldn&#039;t this be a way to, I don&#039;t know, use RBY to run something and hack the 3DS somehow? Just thinking.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Blaziken257
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Super Mario Bros. Deluxe has Link Cable support, but Nintendo was too lazy to emulate it, so multiplayer features are disabled (and this means that you can&#039;t get a couple of album pictures without hacking your save file). It appears that the Link Cable menu was created specifically for PokÃ©mon R/B/Y.<br />(I wonder what happens if you inject SMB Deluxe into PokÃ©mon Yellow... that could be interesting. Does that actually work?)<br /><br />Also, glad to know that the Mew glitch still works. I&#039;d like to transfer it to PokÃ©mon Bank one day!


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7436.msg199828#msg199828 date=1456586575]<br />Also, this menu appears after trying to access the Cable Club:<br /><br />[img]http://i.imgur.com/7ceNTFO.png[/img]<br /><br />I wonder how the emulator actually communicates with the 3DS hardware to display this menu.[/quote]<br /><br />I guess that&#039;s why the patch config hooks the link stuff.<br /><br />[quote]<br />I&#039;m not sure how do I access Pokemon Bank from this. Still, I can&#039;t wait to trade my disobedient exploding Bulbasaurs to Pokemon X and Y.<br />[/quote]<br /><br />You can&#039;t. Didn&#039;t they say you&#039;d only be able to transfer from RBY to Sun/Moon when they release?


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7436.msg199831#msg199831 date=1456592640]<br />If it communicates directly with the 3DS hardware, couldn&#039;t this be a way to, I don&#039;t know, use RBY to run something and hack the 3DS somehow? Just thinking.<br />[/quote]<br /><br />That&#039;s why I&#039;ll be trying to look for an emulator escape when I get the time. If one ever was found, linking hilarity should be the best way to use it.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  And finally, here&#039;s the emulator exe converted to ELF format for easier static analysis. http://lucasm.cf/?n2e4n


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I managed to run Blue NSC so it seems like everything is running like the old games like everyone has said. The only issue I&#039;ve had is that a friend told me Yellow NSC can&#039;t be run because of something to do with Missingno, I don&#039;t remember the details.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Ryccardo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7436.msg199815#msg199815 date=1456509566]<br />First the paying PokÃ©bank to transfer PokÃ©mon[/quote]<br />Homebrew does, what Nintendon&#039;t...<br /><br />[quote author=TheZZAZZGlitch link=topic=7436.msg199828#msg199828 date=1456586575]<br />I wonder how the emulator actually communicates with the 3DS hardware to display this menu. Is this menu something completely new, made only for the purposes of this game, or is it just a normal link cable interface for Virtual Console releases? Is there any VC title (besides the Pokemon games) that uses Link Cable features?<br />[/quote]<br />Before Pokemon, only NES games (and only a few) had multiplayer (and the 2nd console acted as a controller with screen mirroring).<br />You can actually find the strings for NES multiplayer (&quot;the game will reset and savestates disabled&quot; more or less), as the official emulator for 3DS is supposed to be unified for each emulated platform (of course features like GB/C multiplayer or Turbografx emulation were added in later builds!)<br /><br />Similiarly, secure value (anti-save-backup) and lack of savestates were hacked into a regular VC emulator.<br /><br />As Wack0 said, GB/C multiplayer requires deliberate integration with the game.<br /><br />


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Ryccardo
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Ryccardo
icon: xx
body:
  [quote author=Blaziken257 link=topic=7384.msg199806#msg199806 date=1456502146]<br />Also, I have no idea which patch file corresponds to which version, though I&#039;m assuming the seventh letter (D, E, F, I, J, or S) of the filename indicates the language.[/quote]<br />Yes, the names of the patches refer to the filename of the rom, which in turn reflects the product code:<br />Dmgapai0.i59.patch is Italian Red, the gray bars on the sides of the label of the original game say &quot;DMG-APAI-ITA&quot;; the final 0 is probably version (as it&#039;s usually 0 or 1, and for reference my Silver says DMG-AAXI-ITA-1 which would mean it&#039;s 1.1)<br /><br />[quote author=Blaziken257 link=topic=7384.msg199806#msg199806 date=1456502146]<br />Finally, when you see mode = 1 in the patch file, those are changes to the ROM itself, and those changes are viewable in an emulator like BGB, or even real hardware if you have a flashcart like Everdrive GB (I know this based on other VC games that I have dumped, such as Donkey Kong Land 2). mode = 2 might involve changes to the ROM itself as well, but I&#039;m not sure. mode = 3 appears to be related to changes to the emulator, such as blurring or whatever. I&#039;m not sure what the other mode values do.<br /><br />Hopefully, someone with more free time than me can figure the rest of this stuff out...<br />[/quote]<br /><br />There is a &quot;documentation&quot; of &quot;mode&quot; right in the patch file, but it&#039;s so incomplete it&#039;s useless!<br />The blurring effects, though, have conditionally-activated outright video filtering related options, no crazy opcode magic :)


subject: Pokemon Yellow - Missing Helix Fossil Glitch!?
poster_name: Pokemario6456
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  I bought the 3DS Virtual Console version of Pokemon Yellow today, but when I went through Mt. Moon and got to the part with the fossils, however, there was only one fossil visible! I repeatedly tried to press A where the Helix Fossil was supposed to be, and nothing happened. I even walked through the space and fought Jesse and James without picking up the Dome Fossil. I then left Mt. Moon and came back, and still no Helix Fossil. If I [b]do[/b] pick up the Dome Fossil, the other trainer (I think he&#039;s a Super Nerd?) goes over to where the Helix Fossil ought to be and supposedly picks it up. Stupidly enough, I saved after the Team Rocket battle, so while I did record it, I didn&#039;t get to show off being able to fight Team Rocket without picking up a fossil. Is this some sort of rare bug where the Helix Fossil just flat-out failed to load?<br />[youtube]https://youtube.com/watch?v=xZ3Mpp7sNU8[/youtube]


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Just a note to the OP Nidoking and Nidoqueen are both capable of the moves hitmonlee currently uses for future reference (At the moment it says only Hitmonlee can learn all the moves.)


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰
icon: xx
body:
  [quote author=Wack0 link=topic=7436.msg199833#msg199833 date=1456595958]<br />[quote author=TheZZAZZGlitch link=topic=7436.msg199828#msg199828 date=1456586575]<br />[quote]<br />I&#039;m not sure how do I access Pokemon Bank from this. Still, I can&#039;t wait to trade my disobedient exploding Bulbasaurs to Pokemon X and Y.<br />[/quote]<br />You can&#039;t. Didn&#039;t they say you&#039;d only be able to transfer from RBY to Sun/Moon when they release?<br />[/quote]<br />[/quote]<br />Nope, it&#039;s through pokebank, not directly to sun/moon. There&#039;s going to be an update to r/b/y in the future for pokebank compatibility, but there hasn&#039;t been a date specified as of now, as stated in a small disclaimer in the direct. <br /><br />


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: MissingNoGuy55
icon: xx
body:
  Well, the Mew/Ditto glitch [url=https://dl.dropboxusercontent.com/u/73775541/missingno.jpg]still works.[/url]<br /><br />Seems everything is unchanged so far besides link battles. I am still curious though if MissingNo. and &#039;M will be bankable though, considering it will have Gen I support.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s an update to PokÃ©bank, not RBY. Though I wouldn&#039;t be surprised if there&#039;s some patches for RBY later... that fix things that maybe we don&#039;t want fixed.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Ryccardo link=topic=7384.msg199839#msg199839 date=1456611413]<br />Yes, the names of the patches refer to the filename of the rom, which in turn reflects the product code:<br />Dmgapai0.i59.patch is Italian Red, the gray bars on the sides of the label of the original game say &quot;DMG-APAI-ITA&quot;; [b]the final 0 is probably version (as it&#039;s usually 0 or 1, and for reference my Silver says DMG-AAXI-ITA-1 which would mean it&#039;s 1.1)[/b]<br />[/quote]<br /><br />I&#039;m not sure that&#039;s the case because the only early core PokÃ©mon games with known revisions are Japanese Red and Green (v1.0 &amp; 1.1), Japanese Yellow (v1.0-1.3), Japanese Gold and Silver (v1.0 &amp; 1.1), and English Crystal (v1.0 &amp; v1.1).<br /><br />I was actually wondering if it&#039;s possible to know which revisions of the Japanese games were used as source for the Virtual Console releases.<br /><br />[quote author=MissingNoGuy55 link=topic=7384.msg199843#msg199843 date=1456647592]<br />I am still curious though if MissingNo. and &#039;M will be bankable though, considering it will have Gen I support.<br />[/quote]<br /><br />It&#039;s unlikely to support MissingNo. and the like because they will make sure to exclusively allow valid PokÃ©mon IDs. Whether or not they will check for legitimacy of a PokÃ©mon by looking at its moveset, stats, [url=http://bulbapedia.bulbagarden.net/wiki/Individual_values]individual strengths AKA potential[/url] (IVs), [url=http://bulbapedia.bulbagarden.net/wiki/Effort_values]base stats / base stat points [?][/url] (EVs), etc. remains to be seen.<br /><br />I currently don&#039;t own a 2DS or 3DS but what sort of legality checks are performed by PokÃ© Transporter and/or PokÃ©mon Bank?


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I think Ryccardo is correct that the digit in the filenames after the product code is the ROM revision; itâ€™s 0 for all ROMs except those that had later revisions (Japanese Red APAJ1, Green APBJ1, and Yellow APSJ3).<br /><br />As I understand it, Nintendoâ€™s product codes printed on cartridge labels, boxes, and manuals reflect revisions or different print runs of those materials; the only reliable indicator of ROM revisions is the code printed on the ROM chip itself. For example, my PokÃ©mon Stadium cartridge has NUS-NPOE-USA (no revision number) printed on the label, but the ROM chip says NUS-NPOE-2, and it is in fact revision 2 (with purple Jynx). Conversely, a code of DMG-AAXI-ITA-1 on a cartridge label doesnâ€™t mean that there was really any revision to the Italian Silver ROM.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Garylaa
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I swear I can&#039;t get missingno on yellow for the life of me. I&#039;ve never had so many crashes trying to do this before; it usually ends up working eventually. I don&#039;t even get the &quot;missingno is trying to learn&quot;, it just crashes to red/green lines every time the sprites load.


subject: Re: Pokemon Yellow - Missing Helix Fossil Glitch!?
poster_name: SunbroTmac
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Did you do the long-range trainer glitch in Mt. Moon earlier in your run? I&#039;m fairly certain encountering a certain Pokemon would change the flag for the Helix Fossil so the game thinks it has already been picked up, causing it to vanish through the same vein as causing a Snorlax to vanish - [url=http://glitchcity.info/wiki/index.php/Remove_Snorlax_glitch]http://glitchcity.info/wiki/index.php/Remove_Snorlax_glitch[/url]


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Would it be possible to make a code that makes pokemon number 1 in active box have type 1 or type 2 changed to another type. EX what everyone wanted to do and make charizard a fire dragon type, or for type 1 make Onix a grass ground type etc.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7384.msg199845#msg199845 date=1456671085]<br />[quote author=Ryccardo link=topic=7384.msg199839#msg199839 date=1456611413]<br />Yes, the names of the patches refer to the filename of the rom, which in turn reflects the product code:<br />Dmgapai0.i59.patch is Italian Red, the gray bars on the sides of the label of the original game say &quot;DMG-APAI-ITA&quot;; [b]the final 0 is probably version (as it&#039;s usually 0 or 1, and for reference my Silver says DMG-AAXI-ITA-1 which would mean it&#039;s 1.1)[/b]<br />[/quote]<br /><br />I&#039;m not sure that&#039;s the case because the only early core PokÃ©mon games with known revisions are Japanese Red and Green (v1.0 &amp; 1.1), Japanese Yellow (v1.0-1.3), Japanese Gold and Silver (v1.0 &amp; 1.1), and English Crystal (v1.0 &amp; v1.1).<br /><br />I was actually wondering if it&#039;s possible to know which revisions of the Japanese games were used as source for the Virtual Console releases.<br /><br />[quote author=MissingNoGuy55 link=topic=7384.msg199843#msg199843 date=1456647592]<br />I am still curious though if MissingNo. and &#039;M will be bankable though, considering it will have Gen I support.<br />[/quote]<br /><br />It&#039;s unlikely to support MissingNo. and the like because they will make sure to exclusively allow valid PokÃ©mon IDs. Whether or not they will check for legitimacy of a PokÃ©mon by looking at its moveset, stats, [url=http://bulbapedia.bulbagarden.net/wiki/Individual_values]individual strengths AKA potential[/url] (IVs), [url=http://bulbapedia.bulbagarden.net/wiki/Effort_values]base stats / base stat points [?][/url] (EVs), etc. remains to be seen.<br /><br />I currently don&#039;t own a 2DS or 3DS but what sort of legality checks are performed by PokÃ© Transporter and/or PokÃ©mon Bank?<br />[/quote]<br /><br />If the Poketransporter/Pokemon Bank hack check is anything like the Battle Spot one, it&#039;s pretty bad. I know for sure Bank stops Shiny Wishmaker Jirachis (even though they&#039;re possible iirc) and blatant hacks. But even then, some stuff slips through the cracks. I&#039;m sure though they&#039;ll have ways to prevent Missingno/other glitches to get through to Bank.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Garylaa link=topic=7436.msg199847#msg199847 date=1456683800]<br />I swear I can&#039;t get missingno on yellow for the life of me. I&#039;ve never had so many crashes trying to do this before; it usually ends up working eventually. I don&#039;t even get the &quot;missingno is trying to learn&quot;, it just crashes to red/green lines every time the sprites load.<br />[/quote]<br /><br />One of my friends told me when I wanted to try speedrunning Yellow NSC on VC that there are issues with Missingno? So I couldn&#039;t do the run. So this might be something similar? I&#039;ve run into similar issues using different emulators for that run involving Missingno. I feel like it has to do with how it loads it or something? I&#039;m not sure tbh.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You can do whatever the f*ck you want, dude.<br /><br />[url=http://forums.glitchcity.info/index.php/topic,7428.msg199720.html#msg199720]Read this[/url] and you should be able to do what you are asking for. In case of problem, come back to ask!


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7384.msg199846#msg199846 date=1456673851]<br />I think Ryccardo is correct that the digit in the filenames after the product code is the ROM revision; itâ€™s 0 for all ROMs except those that had later revisions (Japanese Red APAJ1, Green APBJ1, and Yellow APSJ3).<br /><br />As I understand it, Nintendoâ€™s product codes printed on cartridge labels, boxes, and manuals reflect revisions or different print runs of those materials; the only reliable indicator of ROM revisions is the code printed on the ROM chip itself. For example, my PokÃ©mon Stadium cartridge has NUS-NPOE-USA (no revision number) printed on the label, but the ROM chip says NUS-NPOE-2, and it is in fact revision 2 (with purple Jynx). Conversely, a code of DMG-AAXI-ITA-1 on a cartridge label doesnâ€™t mean that there was really any revision to the Italian Silver ROM.<br />[/quote]<br /><br />I see. Thanks for the info, I wasn&#039;t fully aware of that.


subject: Re: Debug menus in Japanese Crystal
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  Yeah, that took a while.<br /><br />Since many of the debug functions in bank $3F make calls to various other banks, I ended up looking at the end of every bank in order to find all fragments of the debug build, and piece together a map of known correspondences between addresses in the debug build and the release build. As it turns out, all surviving fragments other than those in banks $12 and $3F simply duplicate the regular code/data at the end of the bank. However, these fragments are useful, because pointers or function calls can be compared with the equivalent code in the release build to find the corresponding addresses.<br /><br />Itâ€™s sort of like a giant PokÃ©mon Picross puzzle, without the pesky microtransactions :P<br /><br />Iâ€™ve made the assumption that if two locations in a bank have the same offset between the two builds, then everything between those two locations will also have the same offset. This assumption would fail if a number of bytes was removed from the release build in one place and the exact same number of bytes was added in a different place, but that seems unlikely. In fact, it seems unlikely that anything would be added in the release build that wasnâ€™t in the debug buildâ€”but that apparently did happen in bank $24, which is why the one offset in the table below is negative.<br /><br />[table]<br />[tr][td][b]Bank[/b][/td][td][b]Release[/b][/td][td][b]Debug[/b][/td][td][b]Offset[/b][/td][/tr]<br />[tr][td]00[/td][td]0000â€“25E2[/td][td]0000â€“25E2[/td][td]0[/td][/tr]<br />[tr][td]00[/td][td]2AFBâ€“3F42[/td][td]2B38â€“3F7F[/td][td]3D[/td][/tr]<br />[tr][td]01[/td][td]7B58â€“7E1E[/td][td]7BBBâ€“7E81[/td][td]63[/td][/tr]<br />[tr][td]03[/td][td]7F22â€“7F26[/td][td]7F27â€“7F2B[/td][td]5[/td][/tr]<br />[tr][td]09[/td][td]501Aâ€“7D85[/td][td]506Bâ€“7DD6[/td][td]51[/td][/tr]<br />[tr][td]0B[/td][td]7E38â€“7E46[/td][td]7E3Fâ€“7E4D[/td][td]7[/td][/tr]<br />[tr][td]0F[/td][td]68FA[/td][td]6991[/td][td]97[/td][/tr]<br />[tr][td]0F[/td][td]7D40â€“7E9D[/td][td]7DDFâ€“7F3C[/td][td]9F[/td][/tr]<br />[tr][td]12[/td][td]4000â€“66CF[/td][td]4000â€“66CF[/td][td]0[/td][/tr]<br />[tr][td][b]12[/b][/td][td]â€”[/td][td][b]66D0â€“723A[/b][/td][td]â€”[/td][/tr]<br />[tr][td]12[/td][td]66D0â€“6E7C[/td][td]723Bâ€“79E7[/td][td]B6B[/td][/tr]<br />[tr][td]13[/td][td]6F57â€“7358[/td][td]7359â€“775A[/td][td]402[/td][/tr]<br />[tr][td]20[/td][td]53E6â€“5F01[/td][td]541Dâ€“5F38[/td][td]37[/td][/tr]<br />[tr][td]24[/td][td]4000â€“4251[/td][td]4000â€“4251[/td][td]0[/td][/tr]<br />[tr][td]24[/td][td]6439â€“6C3A[/td][td]642Câ€“6C2D[/td][td]âˆ’D[/td][/tr]<br />[tr][td]25[/td][td]7AC0â€“7C11[/td][td]7B02â€“7C53[/td][td]42[/td][/tr]<br />[tr][td]25[/td][td]7EEEâ€“7F3F[/td][td]7F40â€“7F91[/td][td]52[/td][/tr]<br />[tr][td]2E[/td][td]60DDâ€“620E[/td][td]620Fâ€“6340[/td][td]132[/td][/tr]<br />[tr][td]34[/td][td]79C2â€“7C32[/td][td]7C33â€“7EA3[/td][td]271[/td][/tr]<br />[tr][td]3F[/td][td]5148â€“540F[/td][td]5413â€“56DA[/td][td]2CB[/td][/tr]<br />[tr][td][b]3F[/b][/td][td]â€”[/td][td][b]56DBâ€“75D1[/b][/td][td]â€”[/td][/tr]<br />[tr][td]40[/td][td]46FDâ€“48A6[/td][td]4996â€“4B3F[/td][td]299[/td][/tr]<br />[tr][td]40[/td][td]76CAâ€“7AF9[/td][td]7AFAâ€“7F29[/td][td]430[/td][/tr]<br />[tr][td]41[/td][td]637Dâ€“6397[/td][td]678Bâ€“67A5[/td][td]40E[/td][/tr]<br />[tr][td]41[/td][td]67BAâ€“6E22[/td][td]6E23â€“748B[/td][td]669[/td][/tr]<br />[tr][td]46[/td][td]7F99â€“7F9F[/td][td]7FA0â€“7FA6[/td][td]7[/td][/tr]<br />[tr][td]5C[/td][td]4000â€“40B0[/td][td]4000â€“40B0[/td][td]0[/td][/tr]<br />[tr][td]5C[/td][td]6B12â€“7354[/td][td]7355â€“7B97[/td][td]843[/td][/tr]<br />[tr][td]5E[/td][td]7607â€“7628[/td][td]7629â€“764A[/td][td]22[/td][/tr]<br />[/table]<br /><br />The attached IPS patch fixes (I think) all of the resolvable function calls in the debug code of banks $12 and $3F. This patch doesnâ€™t enable access to any debug menus, it just makes them work if you do access them. There are over 150 bytes changed in bank $3F, so it doesnâ€™t seem practical to list them all as Game Genie codes.<br /><br />Iâ€™ve also come up with a simpler Game Genie code for accessing debug menus, which relies on the Select button rather than the Option menu. This avoids issues with popping windows. It does cause some graphical issues with some menus, most of which can be solved by opening and closing the Start menu both before and after pressing Select.<br /><br />??B-609-F7A<br />??B-619-3BF<br />??B-629-2A7<br /><br />The first line is the bank number and the last two are the address in little-endian order. For example, to call 3F:5C3D when the Select button is pressed, enter the codes 3FB-609-F7A Â· 3DB-619-3BF Â· 5CB-629-2A7.<br /><br />Most of the text scripts (as opposed to raw strings such as the menu options) within bank $3Fâ€™s debug code are translated in the English ROMâ€™s bank $6F. Iâ€™ve put these official translations in quotation marks, whereas my own translations are in italics. Note that some of the official translations donâ€™t quite make sense in the context that theyâ€™re used.<br /><br /><br />[size=12pt][b]Debug menu[/b] (3F:56DB)[/size]<br />[img]http://i.imgur.com/cpwbc2Y.png[/img]<br /><br />The text to the left says [i]ROM Version[/i]. The displayed build date is stored in ASCII, presumably because it was automatically generated by the build system, and is converted at runtime to the gameâ€™s own character set.<br /><br />This menu actually has nine programmed options, but is set to display only the first, second, third, fourth, ninth, fifth, eighth, and sixth, in that order. The missing seventh option is ã€Œã¨ã‘ã„ãã®ã†ã€ [i]Clock Function[/i]. Additionally, thereâ€™s unreferenced code for a menu related to Mobile Adapter cables, plus one other function thatâ€™s no longer functional, in the midst of the code for these menu options.<br /><br />[b]Fight[/b] (ãƒ•ã‚¡ã‚¤ãƒˆ)<br />[code]DebugFight: ; fd8b7<br />	ld hl, wMonStatusFlags<br />	set 0, [hl] ; Disable post-battle text.<br /><br />	predef $3a<br /><br />	ld hl, wMonStatusFlags<br />	res 0, [hl] ; Re-enable post-battle text.<br />	ret[/code]<br /><br />This calls predef $3A.<br /><br />â€¦What is predef $3A, you ask?<br /><br />Itâ€™sâ€¦just a [tt]ret[/tt].<br /><br />Specifically, itâ€™s one of those two [tt]ret[/tt]s at the end of the release build of bank $3F. This implies that the intended function should exist [i]somewhere[/i] in the debug build, but thereâ€™s technically no way to know which function it is.<br /><br />â€¦Letâ€™s take a wild guess and say that itâ€™s 3F:657C, because that one has something to do with a fight.<br /><br />[img]http://i.imgur.com/wikeAGE.png[/img][img]http://i.imgur.com/R3ztyBN.png[/img]<br /><br />On the first screen, the playerâ€™s party may be chosen. The D-Pad moves the cursor, A increments the selected value, and B decrements it. The PokÃ©dex number defaults to 000 (no PokÃ©mon) and may be set to any value from 000 to 253 (glitch Egg). The level also defaults to 000â€”which, if left at that value, also means that no PokÃ©mon will be generatedâ€”but can only be changed to a value from 001 to 100. The party PokÃ©mon will be generated with their standard level-up moves for the chosen species and level. Pressing Start moves on to the second screen.<br /><br />[img]http://i.imgur.com/h91Kp6f.png[/img][img]http://i.imgur.com/KOHF0ws.png[/img][img]http://i.imgur.com/dWEE5ns.png[/img][img]http://i.imgur.com/0qbzKAj.png[/img]<br /><br />This screen is for setting up the opponent. The option at the top can be toggled between ã€Œãƒ¯ã‚¤ãƒ«ãƒ‰ãƒ¢ãƒ³ã‚¹ã‚¿ãƒ¼ã€ [i]Wild Monster[/i] and ã€Œãƒˆãƒ¬ãƒ¼ãƒŠãƒ¼ã€ [i]Trainer[/i].<br /><br />For a wild PokÃ©mon, the species and level may be set as on the previous screen, and the default level-up moves will be displayed. By scrolling down, the four moves can be changed to any value from 0 (no move) to 251 (Beat Up).<br /><br />For a Trainer, the trainer class and â€˜levelâ€™ (actually the roster number, just like in the long-range trainer glitch in Generation I) can be set. The trainer class selection has a minor bug: pressing A cycles through values from 001 to 066 (Rocket Grunt â™€), while pressing B when the value is 000 or 001 resets it to 061 (Twins). Either way, itâ€™s not possible to select trainer class 067 (Mysticalman), which was added in Crystal. The â€˜levelâ€™ can be set from 001 to 100, but defaults to 020, even though itâ€™s initially displayed as 000. If the â€˜levelâ€™ is greater than the number of rosters assigned to that trainer class, then the roster is taken from a subsequent trainer class.<br /><br />Pressing Start begins the battle. The game will return to the party selection screen after the battle, so another test fight can be set up. Pressing Select exits the test fight menu.<br /><br />Side effects include:<br />[list][*][tt]JohtoBadges[/tt] is set to $80 (only the Rising Badge is obtained), so that all PokÃ©mon are obedient and no stats are boosted. (However, any boosts from Kanto badges will be preserved.)<br />[*]The Key Items, Balls, and Items pockets are cleared, and the following items are given:<br />[list][*]Master Ball Ã—99<br />[*]Ultra Ball Ã—99<br />[*]Great Ball Ã—99<br />[*]PokÃ© Ball Ã—99<br />[*]Heavy Ball Ã—99<br />[*]Level Ball Ã—99<br />[*]Lure Ball Ã—99<br />[*]Fast Ball Ã—99<br />[*]Friend Ball Ã—99<br />[*]Moon Ball Ã—99<br />[*]Love Ball Ã—99<br />[*]Full Restore Ã—99<br />[*]Revive Ã—99<br />[*]Max Revive Ã—99<br />[*]X Attack Ã—99<br />[*]X Defend Ã—99<br />[*]X Speed Ã—99<br />[*]X Special Ã—99<br />[*]Ether Ã—99<br />[*]Max Ether Ã—99<br />[*]Elixer Ã—99<br />[*]Guard Spec. Ã—99<br />[*]PokÃ© Doll Ã—99<br />[*]X Accuracy Ã—99<br />[*]Full Heal Ã—99<br />[*]Super Potion Ã—99<br />[*]Antidote Ã—99<br />[*]Burn Heal Ã—99<br />[*]Ice Heal Ã—99<br />[*]Awakening Ã—99<br />[*]Parlyz Heal Ã—99[/list]<br />[*]The playerâ€™s name is set to ã€Œã‚´ãƒ¼ãƒ«ãƒ‰ã€ [i]Gold[/i].<br />[*]After the battle, the playerâ€™s party is deleted.[/list]<br /><br />The code for this menu is a sprawling mess and I havenâ€™t analyzed it thoroughly, so it probably has other effects that Iâ€™ve missed.<br /><br />[b]Communication Method[/b] (ã¤ã†ã—ã‚“ã‚ˆã†)<br />Calls 01:5BB9, which is in the middle of an instruction. It must have been calling something that was moved or excluded from the release build.<br /><br />[b]Field[/b] (ãƒ•ã‚£ãƒ¼ãƒ«ãƒ‰)<br />[code]DebugField: ; fd780<br />	callba EraseBattleTowerStatus ; 05:4d09<br />	callba ResetWRAM ; 01:5b96?<br />	ret[/code]<br /><br />The first function call sets offset $A800 of the save file to $00. [url=http://forums.glitchcity.info/index.php/topic,7226.0.html]Itâ€™s known that this offset is checked upon entering the PokÃ©Com Center and that the game may crash if itâ€™s greater than $05.[/url] The corresponding function in the English version clears offset $3E45 instead, which is apparently used for the Battle Tower. This function is called when overwriting the old save file after starting a new game.<br /><br />The second function clears game data from WRAM, as is done when starting a new game (without erasing the previous save file). However, 01:5B96 is very close to the 01:5BB9 thatâ€™s called by the Communication Method option, so itâ€™s likely that both of these were pointing to the 99 bytes of overwritten debug code in bank 1.<br /><br />[b]Sound[/b] (ã‚µã‚¦ãƒ³ãƒ‰)<br />[img]http://i.imgur.com/DxuZpTy.png[/img]<br /><br />Pressing Up and Down selects a music track (starting with track 0, ã€Œã‚¹ãƒˆãƒƒãƒ—ã€ [i]Stop[/i]â€”which is, of course, Lanceâ€™s and Redâ€™s encounter themeâ€”and ending with track 102, ã€Œãƒã‚±ã‚³ãƒŸã€ [i]PokÃ©Com[/i]), and pressing A plays it. Left and Right select a sound effect (ranging from 000 to 206), and Start plays it. Not mentioned in the on-screen instructions is that pressing B will stop the music. Thereâ€™s no way to exit this screen, but why would you want to do that?<br /><br />[b]Various[/b] (ã„ã‚ã„ã‚)<br />Calls 41:68DD, which is likely part of the 603 bytes of overwritten debug code known to have been somewhere between 41:67A5 and 41:6E23.<br /><br />[b]Animation[/b] (ã‚¢ãƒ‹ãƒ¡)<br />Calls 34:4695, which is immediately after code related to PokÃ©mon frontsprite animations, and was probably the location of the 625 bytes of overwritten debug code in that bank.<br /><br />[b]Graphics[/b] (ã‚°ãƒ©ãƒ•ã‚£ãƒƒã‚¯)<br />[img]http://i.imgur.com/WlDaaIq.png[/img]<br /><br />Brings up a submenu with options ã€Œãƒã‚±ãƒ¢ãƒ³ã€ [i]PokÃ©mon[/i] and ã€Œãƒˆãƒ¬ãƒ¼ãƒŠãƒ¼ã€ [i]Trainer[/i]. Selecting either option sets $D002 accordingly and then calls 20:541D. This is clearly supposed to be calling the [url=https://tcrf.net/PokÃ©mon_Gold_and_Silver#Pok.C3.A9mon_.26_Trainer_Color_Test_Menu]PokÃ©mon/trainer palette test[/url], which is at 20:53E6 in the release build.<br /><br />[b]Other[/b] (ãã®ãŸ)<br />[code]DebugOther: ; fd8ce<br />	callba $10ed51<br />	call WaitPressAorB_BlinkCursor ; $0a76<br />	callba $108d13<br />	callba $108026<br />	callba $10802a<br />	callba $108000<br />	callba $108016<br />	callba $108012<br />	ret[/code]<br /><br />The first call is to a function thatâ€™s unused in the final game, which displays the title screen. Pressing A twice will move on to the remaining code. Thereâ€™s some sort of screen corruption/flickering that appears on the title screen and persists afterward; Iâ€™m not quite sure what this is, or why it happens.<br /><br />The rest of these functions are used to display a mobile trade between ã‚²ãƒ¼ãƒ•ãƒª [i]Game Freak[/i], who trades a Venusaur with OT 08961 ã‹ã³ãƒ¼ã‚“ (does this mean something?), and ã‚¯ãƒªãƒ¼ãƒãƒ£ [i]Creatures[/i], who trades a Charizard with OT 22020 ãƒžãƒ„ãƒŸãƒ¤ [url=http://bulbapedia.bulbagarden.net/wiki/Toshinobu_Matsumiya][i]Matsumiya[/i][/url]. (Those OT IDs are 23 01 and 56 04 in hexadecimal.)<br /><br />[b]Clock Function[/b] (ã¨ã‘ã„ãã®ã†)<br />Calls 3F:40BE, which must have been part of the 715 bytes of debug code that was overwritten earlier in this bank.<br /><br />[b]Unreferenced Mobile Adapter menu[/b] (3F:579D)<br />[img]http://i.imgur.com/RVIFSzF.png[/img][img]http://i.imgur.com/00leFD8.png[/img]<br /><br />This menu has the options ã€Œãªã—ã€ [i]Nothing[/i], ã€Œã‘ã„ãŸã„ã€ [i]Mobile[/i], ã€Œã‚·ãƒ¼ãƒ‡ã‚£ã‚¨ãƒ ã‚¨ãƒ¼ã€ [i]CDMA[/i], ã€Œãƒ‰ã‚³ãƒ¢ã‘ã„ãƒ”ãƒƒãƒã€ [i]DoCoMo PHS[/i], ã€Œãƒ‡ã‚£ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¢ã‚¤ãƒ”ãƒƒãƒã€ [i]DDI PHS[/i], and ã€Œã‚€ã›ã„ã’ã‚“ã‘ã„ãŸã„ã€ [i]Unlimited Mobile[/i]. Selecting an option will set offsets $E800 and $9000 of the save file (with the value at $9000 being the onesâ€™ complement of the value at $E800) and display a corresponding message:<br /><br />[table]<br />[tr][td][b]Option[/b][/td][td][b]$E800[/b][/td][td][b]$9000[/b][/td][td][b]Message[/b][/td][/tr]<br /><br />[tr][td]ãªã—<br />[i]Nothing[/i][/td]<br />[td]$00[/td][td]$FF[/td]<br />[td]ã€Œãªã«ã‚‚ã€€ã¤ãªãŒã£ã¦ã„ãªã„ã€<br />â€œThere is nothing connected.â€[/td][/tr]<br /><br />[tr][td]ã‘ã„ãŸã„<br />[i]Mobile[/i][/td]<br />[td]$01[/td][td]$FE[/td]<br />[td]ã€Œã‘ã„ãŸã„ã§ã‚“ã‚ã®ã€€ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼ã€<br />â€œCheck cell phone adapter.â€[/td][/tr]<br /><br />[tr][td]ã‚·ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¨ãƒ ã‚¨ãƒ¼<br />[i]CDMA[/i][/td]<br />[td]$02[/td][td]$FD[/td]<br />[td]ã€Œã‚·ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¨ãƒ ã‚¨ãƒ¼ã®ã€€ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼ã€<br />â€œCheck CDMA adapter.â€[/td][/tr]<br /><br />[tr][td]ãƒ‰ã‚³ãƒ¢ã‘ã„ãƒ”ãƒƒãƒ<br />[i]DoCoMo PHS[/i][/td]<br />[td]$03[/td][td]$FC[/td]<br />[td]ã€Œãƒ‰ã‚³ãƒ¢ã‘ã„ãƒ”ãƒƒãƒã®ã€€ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼ã€<br />â€œCheck DOCOMO PHS adapter.â€[/td][/tr]<br /><br />[tr][td]ãƒ‡ã‚£ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¢ã‚¤ãƒ”ãƒƒãƒ<br />[i]DDI PHS[/i][/td]<br />[td]$04[/td][td]$FB[/td]<br />[td]ã€Œãƒ‡ã‚£ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¢ã‚¤ãƒ”ãƒƒãƒã®ã€€ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼ã€<br />â€œCheck DDI PHS adapter.â€[/td][/tr]<br /><br />[tr][td]ã‚€ã›ã„ã’ã‚“ã‘ã„ãŸã„<br />[i]Unlimited Mobile[/i][/td]<br />[td]$81[/td][td]$7E[/td]<br />[td]ã€ŒãŸã„ã›ã‚“ã‚€ã›ã„ã’ã‚“ã®ã€€ã‘ã„ãŸã„ã€€ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼ã€<br />â€œCheck unlimited battle mobile adapter.â€[/td][/tr]<br />[/table]<br /><br />Does anyone have a clue as to what an â€œunlimited battle mobile adapterâ€ is?<br /><br />Setting these values (other than [i]Nothing[/i]) causes the game to act as if the Mobile Adapter has been connected: the Mobile System GB logo is displayed before the copyright screen; the Mobile and Mobile Stadium options are added to the main menu; PokÃ©mon Cable Club attendants ask whether Iâ€™d like to make a mobile or cable connection; the PokÃ©Com Centerâ€™s Administration Office, Trade Corner, and News Machine and the Battle Tower are accessible, and both areas play their special music. Of course, any feature that actually requires sending data through the Mobile Adapter fails with error 10-000:<br /><br />[img]http://i.imgur.com/kk3fZdA.png[/img]<br /><br />[b]Unreferenced function[/b] (3F:58FC)<br />[code]Functionfd8fc:<br />	callba WeedleShinyPalette ; 02:68f7â€½<br />	ret[/code]<br /><br />Weedleâ€™s shiny palette probably wasnâ€™t meant to be called as a function. Oddly, there are no other signs that the debug build had anything special in bank $02.<br /><br /><br />[size=12pt][b]Quick-start[/b] (3F:5983)[/size]<br />Function 3F:5983 seems to be intended as some sort of accelerated start for debugging purposes. It does a bewildering variety of peculiar things:<br />[list][*]Picks a random trainer class and sets the playerâ€™s name to the name of the first trainer in that class. (The last trainer class, Mysticalman, cannot be selected, which may be a sign that this code was written for Gold and Silver.)<br />[*]Sets the rivalâ€™s name to ã€Œãƒ¬ãƒƒãƒ‰ã€ [i]Red[/i]. (Plot twist: Silver is actually the same person as Red. Youâ€™ve never seen the two of them in the same room, have you?)<br />[*]Sets the playerâ€™s money to 999999å††.<br />[*]Sets the Coin Case to 99 coins. (Not 9999, just ninety-nine.)<br />[*]Adds a level 80 Meganium, Typhlosion, or Feraligatr, chosen at random, to the party.<br />[*]Generates 10 random PokÃ©mon between Bulbasaur and Suicune, excluding Unown, and sends them to the PC. The first one is level 21, the second is level 22, and so on up to level 30.<br />[*]Sets the TM/HM pocket to have one of each TM and HM.<br />[*]Gives the following items:<br />[list][*]Bicycle<br />[*]Old Rod<br />[*]Good Rod<br />[*]Super Rod<br />[*]Coin Case<br />[*]Itemfinder<br />[*]Flower Mail Ã—6<br />[*]Master Ball Ã—99<br />[*]Ultra Ball Ã—99<br />[*]PokÃ© Ball Ã—99<br />[*]Heavy Ball Ã—99<br />[*]Level Ball Ã—99<br />[*]Lure Ball Ã—99<br />[*]Fast Ball Ã—99<br />[*]Potion Ã—30<br />[*]Rare Candy Ã—20<br />[*]Full Heal Ã—99[/list]<br />[*]Sets all 251 PokÃ©mon as seen and owned in the PokÃ©dex.<br />[*]Sets Unown A as the first entry in the Unown Dex, and Unown G as the form shown in the PokÃ©dex.<br />[*]Sets the PokÃ©gear to have phone numbers $01 through $0A registered (Mom, Prof. Oak, Bill, Prof. Elm, Schoolboy Jack, PokÃ©fan Beverly, Sailor Huey, and three values which are invalid in Crystal, which may be another sign that this was written for Gold and Silver).<br />[*]Sets the PokÃ©dex, the PokÃ©gear, and its Radio, Phone, and Map Cards as having been obtained.<br />[*]Sets all decorations as obtained.<br />[*]Initializes the roaming Raikou and Entei.<br />[*]Sets bit 7 of $D83F ([tt]StatusFlags[/tt]). (Pokecrystal identifies this as ENGINE_BUG_CONTEST_ON, but I donâ€™t think itâ€™s related to the Bug-Catching Contest at all. The only place I see that itâ€™s used is in [url=https://github.com/pret/pokecrystal/blob/0add51451cda9d4221af137f83e2429d3577310c/engine/main_menu.asm#L150][tt]MainMenu_GetWhichMenu[/tt][/url], which checks this flag but then does the same thing whether itâ€™s set or not. The flag is set in-game when the Mystery Egg is given to Prof. Elm.)<br />[*]Sets the event flag for having given the Mystery Egg to Prof. Elm.<br />[*]Sets the clock to 12:34.<br />[*]Randomizes the Lucky Number Showâ€™s number.[/list]<br /><br /><br /><br />[size=12pt][b]Super-sized debug menu[/b] (3F:5C3D)[/size]<br />[img]http://i.imgur.com/jpnCnuX.png[/img][img]http://i.imgur.com/fwZi6TA.png[/img][img]http://i.imgur.com/eBRsNso.png[/img][img]http://i.imgur.com/XrPdx29.png[/img]<br /><br />This menu has text for 26 options (not counting ã€Œã¨ã˜ã‚‹ã€ [i]Close[/i] and ã€Œã¤ãŽâ–¶ï¸Žã€ [i]Next â–¶ï¸Ž[/i]), of which 25 have associated code and only 20 are displayed:<br /><br />Page 1: ã€Œãƒ¯ãƒ¼ãƒ—ã€ [i]Warp[/i], ã€Œã“ã¥ãã‚Šã€ [i]Breed[/i], ã€Œã¤ãã‚‹ã€ [i]Make[/i], ã€Œãƒ„ãƒ¼ãƒ«ã‚®ã‚¢ã€ [i]Tool Gear[/i], ã€Œãƒ‘ã‚½ã‚³ãƒ³ã€ [i]PC[/i]<br />Page 2: ã€Œã©ã†ãã€ [i]Item[/i], ã€Œã‹ã„ãµãã€ [i]Recovery[/i], ã€Œã˜ã£ã‘ã‚“ã€ [i]Experiment[/i], ã€Œã‚²ãƒ¼ãƒ ã€ [i]Game[/i], ã€Œã„ã‚ã„ã‚ã€ [i]Various[/i]<br />Page 3: ã€Œãƒˆã‚¹ãƒˆï¼‘ã€ [i]Test 1[/i], ã€Œãƒ†ã‚¹ãƒˆï¼’ã€ [i]Test 2[/i], ã€Œãƒ†ã‚¹ãƒˆï¼“ã€ [i]Test 3[/i], ã€Œãƒ†ã‚¹ãƒˆï¼”ã€ [i]Test 4[/i], ã€Œã†ã¾ã‚Œã‚‹ã€ [i]Hatch[/i]<br />Page 4: ã€Œã‚¿ãƒžãƒ€ã€ [i]Tamada[/i], ã€Œã‚½ã‚¬ãƒ™ã€ [i]Sogabe[/i], ã€Œã‚«ã‚¬ãƒ¤ã€ [i]Kagaya[/i], ã€Œãƒžãƒ„ãƒ€ã€ [i]Matsuda[/i], ã€Œãƒ†ãƒ„ã‚¸ã€ [i]Tetsuji[/i]<br /><br />Unused options: ã€Œã‚­ãƒ£ãƒ©ã€ [i]Character[/i], ã€Œã‚¿ã‚¤ãƒžãƒ¼ã€ [i]Timer[/i], ã€Œãƒ•ãƒ­ã‚¢ã€ [i]Floor[/i], ã€Œãã‚ãã€ [i]Record[/i], ã€Œã‚€ã—ã¨ã‚Šã€ [i]Bug Catching[/i]<br />Unreferenced text: ã€ŒãŸã¾ã”ã€ [i]Egg[/i]<br /><br />To replace [i]Tamada[/i] (which is useless, and can be quickly accessed by pressing Left to go to page 4) with one of the unused options, use the Game Genie code ??C-36A-B32. Insert the value 03 for [i]Character[/i], 0E for [i]Timer[/i], 10 for [i]Floor[/i], 11 for [i]Record[/i], or 13 for [i]Bug Catching[/i].<br /><br />[b]Warp[/b] (ãƒ¯ãƒ¼ãƒ—)<br />[img]http://i.imgur.com/49pKbkC.png[/img]<br /><br />Brings up a map similar to the one for selecting a Fly destination. The first party PokÃ©mon is used as the cursor. Unlike the Fly map, pressing Down or Right will advance the cursor to the next destination ([i]e.g.[/i], from New Bark Town to Cherrygrove City), and pressing Up or Left will move the cursor back to the previous destination. Any Fly destination may be selected, in both Johto and Kanto (the map will switch between the two), regardless of whether the location has been visited. This includes Rock Tunnel, which is programmed as a Fly destination but cannot normally be flown to because the associated flag is never set.<br /><br />After a destination is selected, the text ã€Œãƒ¯ãƒ¼ãƒ—ã—ã¾ã™ï¼ã€ â€œWarpingâ€¦â€ is displayed, and the player warps using a spinning animation.<br /><br />Thereâ€™s also partial code for a text-based warp menu, which presumably would have been used before the Fly map was created. That menu omits Indigo Plateau, but includes ã€Œã˜ã¶ã‚“ã®ã†ã¡ã€ [i]My Home[/i]. It also calls Lake of Rage ã€Œã‚¤ã‚«ãƒªã®ã€€ã¿ãšã†ã¿ã€, with katakana ã€Œã‚¤ã‚«ãƒªã€, whereas its final name is spelled entirely in hiragana. This could be because Lake of Rage was originally a town.<br /><br />[b]Breed[/b] (ã“ã¥ãã‚Š)<br />Checks the compatibility of the two PokÃ©mon deposited at the Day Care. If there arenâ€™t two PokÃ©mon deposited, displays ã€Œï¼’ã‹ã„ã€€ã„ãªã„ã®ã§ã€€ã“ã¥ãã‚Šã€€ã§ãã¾ã›ã‚“ã€ â€œYou need two POKÃ©MON for breeding.â€ If the two PokÃ©mon are incompatible, displays ã€Œã“ã¥ãã‚Šã§ãã¾ã›ã‚“ã€ â€œBreeding is not possible.â€ If they are compatible, displays ã€Œã‚ã„ã—ã‚‡ã†ã€€[$D296]ã§ã™ã€€ã“ã¥ãã‚Šã€€ã—ã¾ã™ã‹ï¼Ÿã€ â€œThe compatibility is [$D265]. Should they breed?â€ Saying Yes generates an Egg which can be obtained from the Day-Care Man.<br /><br />[b]Make[/b] (ã¤ãã‚‹)<br />This menu generates a PokÃ©mon and sends it to your PC. If your Box is full, it fails with the message ã€Œãƒœãƒƒã‚¯ã‚¹ãŒã€€ã„ã£ã±ã„ï¼ã€ â€œThe BOX is full!â€<br /><br />[img]http://i.imgur.com/Ob206ou.png[/img]<br /><br />At first, only the species is displayed. The species can be set to a value between 001 and 251 using the A and B buttons.<br /><br />[img]http://i.imgur.com/e3BJF91.png[/img]<br /><br />Pressing Down reveals five more lines. The second line is the level, which can be set between 001 and 100. The next four lines are the PokÃ©monâ€™s moves, which are automatically set to the default level-up moves for the chosen species and level. The moves can be changed to any value between 001 and 251. (Itâ€™s not possible to make an empty move slot, except when the PokÃ©mon would know fewer than four moves at the chosen level.) If a move cannot be learned by the PokÃ©mon or its pre-evolutions either by level-up, TM/HM, or as an Egg move, then it will be marked with Ã—.<br /><br />[img]http://i.imgur.com/Q6jqsIb.png[/img][img]http://i.imgur.com/OWmfJaw.png[/img][img]http://i.imgur.com/2eo6V5e.png[/img]<br /><br />Scrolling below the move list reveals three more values: the first is the Attack/Defense IV byte, the second is the Speed/Special IV byte, and the last represents the square root of the stat experience that will be assigned to every stat. (The square root of stat experience is functionally equivalent to EVs in later generations, except that thereâ€™s no 510 EV cap.) Each of these values can be set between 000 and 255. When one of these values is selected, the PokÃ©monâ€™s stats will be calculated and shown on the right of the screen.<br /><br />Pressing Start closes the menu and sends the PokÃ©mon to your PC.<br /><br />[b]Tool Gear[/b] (ãƒ„ãƒ¼ãƒ«ã‚®ã‚¢)<br />[img]http://i.imgur.com/s3UKrKH.png[/img]<br /><br />This submenu seems to be related to the real-time clock, but none of the options have any discernible effect.<br /><br />[table]<br />[tr][td][b]Option[/b][/td][td][b]Effect[/b][/td][/tr]<br /><br />[tr][td]ã¨ã‘ã„<br />[i]Clock[/i][/td]<br />[td]Sets bit 0 of $D831 and clears bit 0 of $D835.[/td][/tr]<br /><br />[tr][td]ã–ã²ã‚‡ã†<br />[i]Coordinates[/i][/td]<br />[td]Sets bit 0 of $D831 and sets bit 0 of $D835.[/td][/tr]<br /><br />[tr][td]ã‚¢ã‚¸ãƒ£ã‚¹ãƒˆ<br />[i]Adjust[/i][/td]<br />[td]Calls 3F:4000 _AnimateTileset, which freezes the game because its parameters arenâ€™t set. Itâ€™s probably supposed to call an overwritten debug function instead. After that, it calls functions related to refreshing the time-of-day palettes.[/td][/tr]<br /><br />[tr][td]ï¼–ï¼ã³ã‚‡ã†<br />[i]60 Seconds[/i][/td]<br />[td]Sets bit 7 of $D835, then jumps to the same code used by [i]Adjust[/i] to refresh time-of-day palettes.[/td][/tr]<br /><br />[tr][td]ï¼’ï¼”ã˜ã‹ã‚“<br />[i]24 Hours[/i][/td]<br />[td]Clears bit 7 of $D835, then jumps to the same code used by [i]Adjust[/i] to refresh time-of-day palettes.[/td][/tr]<br /><br />[tr][td]ã‘ã™<br />[i]Erase[/i] or [i]Turn Off[/i][/td]<br />[td]Clears bit 0 of $D831.[/td][/tr]<br />[/table]<br /><br />Bit 0 of $D831 and bits 0 and 7 of $D835 donâ€™t seem to be used anywhere. The equivalent addresses for the English version are $D83E and $D842.<br /><br />[b]PC[/b] (ãƒ‘ã‚½ã‚³ãƒ³)<br />[img]http://i.imgur.com/dl5qtoZ.png[/img]<br /><br />Does what it says on the tin.<br /><br />[b]Item[/b] (ã©ã†ã)<br />[img]http://i.imgur.com/yEFy63T.png[/img]<br /><br />Allows an item in the range of 1 (Master Ball) to 251 (HM09!) to be selected with Up/Down, and a quantity from 1 to 99 to be selected with Left/Right. Pressing A gives you the item and displays ã€Œ[$D05B]ã‚’ã€€ãƒªãƒ¥ãƒƒã‚¯ã«ã„ã‚Œã¾ã—ãŸã€ â€œThe [$D073] was put in the PACK.â€ If the corresponding pocket is full, it instead says ã€Œã©ã†ãã‚’ã€€ãƒªãƒ¥ãƒƒã‚¯ã«ã€€ã„ã‚Œã‚‰ã‚Œã¾ã›ã‚“ï¼ã€ â€œThat item canâ€™t be put in the PACK.â€<br /><br />[b]Recovery[/b] (ã‹ã„ãµã)<br />Heals your PokÃ©mon and displays ã€Œãƒã‚±ãƒ¢ãƒ³ã®ã€€ãŸã„ã‚Šã‚‡ã†ãã‚’ã€€ã‹ã„ãµãã—ã¾ã—ãŸã€ â€œYour POKÃ©MONâ€™s HP was healed.â€<br /><br />[b]Experiment[/b] (ã˜ã£ã‘ã‚“)<br />Tries to call a full-screen menu at 40:76B0, which is probably a debug function that was overwritten.<br /><br />[b]Game[/b] (ã‚²ãƒ¼ãƒ )<br />[img]http://i.imgur.com/v3w0ZzH.png[/img]<br /><br />Brings up this submenu with three options and a suspicious gap at the bottom. Selecting an option leads to the prompt ã€Œ[$D066]ã§ã€€ã‚ãã³ã¾ã™ã‹ï¼Ÿã€ â€œWill you play with [$D086]?â€, where the variable is filled with the name of the option you selected.ã€Œã‚¹ãƒ­ãƒƒãƒˆãƒžã‚·ãƒ³ã€ [i]Slot Machine[/i] does exactly what youâ€™d expect, ã€Œãƒãƒ¼ã‚«ãƒ¼ã‚²ãƒ¼ãƒ ã€ [i]Poker Game[/i] is Card Flip, and ã€Œãƒšã‚¢ã‚²ãƒ¼ãƒ ã€ [i]Pair Game[/i] is the [url=https://tcrf.net/PokÃ©mon_Gold_and_Silver#Unused_Memory_Game]unused memory game[/url].<br /><br />Thereâ€™s unused text for a fourth option, ã€Œãƒ”ã‚¯ãƒ­ã‚¹ã€ [i]Picross[/i].<br /><br />[b]Various[/b] (ã„ã‚ã„ã‚)<br />Calls 41:68DD, the same function called by the other debug menuâ€™s [i]Various[/i] option.<br /><br />[b]Test 1â€“4[/b] (ãƒ†ã‚¹ãƒˆï¼‘ã€œï¼”)<br />Each of these displays the prompt ã€Œã‚¤ãƒ™ãƒ³ãƒˆã€€[$D066]ã‚’ã€€ãƒ†ã‚¹ãƒˆã—ã¾ã™ã‹ï¼Ÿã€ â€œTest event [$D086]?â€, where the variable is the corresponding number from 1 to 4. Saying Yes launches an event script. In addition to the four scripts that can be called from this menu, there are nine unused scripts:<br /><br />[table]<br />[tr][td][b]Script[/b][/td][td][b]Effect[/b][/td][/tr]<br /><br />[tr][td]ãƒ†ã‚¹ãƒˆï¼‘<br />[i]Test 1[/i]<br />(3F:648C)[/td]<br />[td]Displays the text ã€Œã¯ã˜ã‚ï¼ã€ â€œStart!â€, fades to white, fades in, then displays ã€ŒãŠã‚ã‚Šï¼ã€ â€œEnd!â€ Is this Game Freakâ€™s version of Hello World?[/td][/tr]<br /><br />[tr][td]ãƒ†ã‚¹ãƒˆï¼’<br />[i]Test 2[/i]<br />(3F:64D1)[/td]<br />[td]If the player character is a girl, changes her into her Cable Club disguise and says ã€ŒãŠã¨ã“ã®ã“ã«ï¼ã€ â€œFor a boy!â€ If sheâ€™s already wearing the disguise, changes her back to her normal appearance and says ã€ŒãŠã‚“ãªã®ã“ã«ï¼ã€ â€œFor a girl!â€<br /><br />If the player character is a boy, displays ã€ŒãŠã¨ã“ã®ã“ã«ã¯ã€€ã‹ã‚“ã‘ã„ãªã„ã‚ˆï¼ã€ â€œThis doesnâ€™t concern a boy!â€[/td][/tr]<br /><br />[tr][td]ãƒ†ã‚¹ãƒˆï¼“<br />[i]Test 3[/i]<br />(3F:64B4)[/td]<br />[td]Gives an Egg containing a level 20 Abra. If the party is full, overwrites the sixth party PokÃ©mon with the Egg.[/td][/tr]<br /><br />[tr][td]ãƒ†ã‚¹ãƒˆï¼”<br />[i]Test 4[/i]<br />(3F:6530)[/td]<br />[td]Warps the player directly in front of the Hall of Fame machine, and inducts the party into the Hall of Fame (without Lanceâ€™s assistance). As usual, the game rolls the credits, exits to the main menu, and the player is returned to New Bark Town.[/td][/tr]<br /><br />[tr][td]Unused<br />(3F:64AE)[/td]<br />[td]Launches the Dudeâ€™s tutorial on how to catch PokÃ©mon.[/td][/tr]<br /><br />[tr][td]Unused<br />(3F:64B8)[/td]<br />[td]Causes the Egg in the first party slot to hatch. If the first party member isnâ€™t an Egg, it just briefly displays a white screen.[/td][/tr]<br /><br />[tr][td]Unused<br />(3F:64C1)[/td]<br />[td]Causes the player character to briefly run in place, then disappear, then fall back into place from the top of the screen.[/td][/tr]<br /><br />[tr][td]Unused<br />(3F:652A)[/td]<br />[td]A wild level 10 Ditto appears.[/td][/tr]<br /><br />[tr][td]Unused<br />(3F:6543)[/td]<br />[td]Initiates Team Rocketâ€™s occupation of the Radio Tower.[/td][/tr]<br /><br />[tr][td]Unused<br />(3F:654A)[/td]<br />[td]Rolls the credits as if Red was just defeated, placing the player outside Mt. Silver afterward.[/td][/tr]<br /><br />[tr][td]Unused<br />(3F:654C)[/td]<br />[td]Overwrites the PC item storage with quantity 99 of the items numbered 1 (Master Ball) through 50 (Teru-sama).[/td][/tr]<br /><br />[tr][td]Unused<br />(3F:6566)[/td]<br />[td]Calls function 41:68D6, which is very close to the [i]Various[/i] function 41:68DD, and is probably an overwritten debug function.[/td][/tr]<br /><br />[tr][td]Unused<br />(3F:656E)[/td]<br />[td]Displays the Mobile Adapter connection prompt with an incorrect palette. Maybe it would do more than that if a connection could be made.[/td][/tr]<br />[/table]<br /><br />[b]Hatch[/b] (ã†ã¾ã‚Œã‚‹)<br />If thereâ€™s an Egg in the party, this makes it ready to hatch on the next step, and display the text ã€Œã†ã¾ã‚Œã‚‹ï¼ã€ â€œItâ€™s going to hatch!â€ (If thereâ€™s more than one Egg, only the first one is affected.) If thereâ€™s no Egg in the party, displays ã€Œã‚¿ãƒžã‚´ãŒã€€ãªã„ï¼ã€ â€œThere is no EGG.â€<br /><br />[b]Tamada[/b] (ã‚¿ãƒžãƒ€)<br />Earlier I misread this as ã‚¿ãƒžã‚´. Itâ€™s actually named after tool programmer Sousuke Tamada. Iâ€™m guessing heâ€™s not an egg. :-[<br /><br />This calls function 41:68DD, the same one called by the [i]Various[/i] option of both this menu and the other one. The only difference is that [i]Tamada[/i] passes a value of $01 in register [tt]c[/tt], whereas both instances of [i]Various[/i] pass $00.<br /><br />[b]Sogabe[/b] (ã‚½ã‚¬ãƒ™)<br />Named after programmer Hishahi Sogabe. Displays the prompt for selecting the level cap for a Battle Tower challenge. After selecting a level, attempts to make a Mobile Adapter connection.<br /><br />[b]Kagaya[/b] (ã‚«ã‚¬ãƒ¤)<br />Named after programmer Keita Kagaya. Deletes the contents of the Card Folder and removes its passcode.<br /><br />[b]Matsuda[/b] (ãƒžãƒ„ãƒ€)<br />Named after programmer Yoshinori Matsuda. Calls 12:66D0, which would have been the beginning of the debug code in bank $12.<br /><br />[b]Tetsuji[/b] (ãƒ†ãƒ„ã‚¸)<br />Named after game/script/map designer Tetsuji Oota.<br /><br />[img]http://i.imgur.com/AzNv8ns.png[/img]<br /><br />Hey, that looks familiar.<br /><br />[b]Character[/b] (ã‚­ãƒ£ãƒ©)<br />[code]DebugCharacter: ; fde86<br />	ld a, $00<br />	ret[/code]<br /><br />Not only has this option been removed from the menu, but the function has been stubbed out. Oh well.<br /><br />[b]Timer[/b] (ã‚¿ã‚¤ãƒžãƒ¼)<br />Blanks the screen and then calls 3F:40BE, the same function called by the other debug menuâ€™s [i]Clock Function[/i].<br /><br />[b]Floor[/b] (ãƒ•ãƒ­ã‚¢)<br />[img]http://i.imgur.com/17UEH03.png[/img]<br /><br />If youâ€™re standing in the elevator of the Celadon Department Store, displays this elevator menu which has the six floors in reverse order. The elevator will move to the selected floor without any sound or visual effects.<br /><br />The menu can be viewed outside the elevator as long as the backup map ID is one of the floors of the Celadon Department Storeâ€”that is, if youâ€™ve stepped into the Celadon Department Store elevator, and havenâ€™t entered another special map since then, such as the PokÃ©mon Center 2F or Goldenrod Department Storeâ€™s elevatorâ€”but selecting a floor has no effect outside of the elevator.<br /><br />[b]Record[/b] (ãã‚ã)<br />Displays two pages of text:<br /><br />[img]http://i.imgur.com/XyAlT8d.png[/img]<br />[i]Number of times wild PokÃ©mon were battled: 0[/i]<br />The number is a two-byte value taken from $DBD3, equivalent to $DC0D in the English version. This address is not used by the game and thus should always be 0. The text seems to suggest that functionality similar to Mauville Cityâ€™s Storyteller was planned.<br /><br />[img]http://i.imgur.com/1wbqbic.png[/img]<br />[i]Timer status: 00000000[/i]<br />This number is the value at SRAM address 0:AC80 ([tt]sRTCStatusFlags[/tt]) displayed in binary.<br /><br />[b]Bug Catching[/b] (ã‚€ã—ã¨ã‚Š)<br />[img]http://i.imgur.com/PWUG49a.png[/img]<br /><br />Displays ã€ŒãŸã„ã‹ã„ã€€ã®ã“ã‚Šã˜ã‹ã‚“ã€ â€œRemaining Timeâ€, followed by the number of minutes and seconds remaining in the Bug-Catching Contest. It even counts down in real time!<br /><br />[b]Unreferenced dummy function[/b] (3F:5D0A)<br />This function displays the text ã€Œã’ã‚“ã–ã„ã€€ã“ã®ãã®ã†ã¯ã€€ã¤ã‹ã†ã“ã¨ãŒã€€ã§ãã¾ã›ã‚“ã€ â€œThat canâ€™t be used right now.â€ Although the localized text doesnâ€™t say what â€œthatâ€ is, the original Japanese refers to a [i]function[/i] or [i]feature[/i] (ãã®ã†), implying that this could have been a placeholder for something that wasnâ€™t finished.<br /><br />[b]Unreferenced OT ID editor[/b] (3F:610D)<br />[img]http://i.imgur.com/aGIvK5v.png[/img]<br /><br />Displays the text ã€Œã¸ã‚“ã“ã†ã™ã‚‹ãƒŠãƒ³ãƒãƒ¼ã‚’ã€€ã—ã¦ã„ã€€ã—ã¦ãã ã•ã„ã€ â€œWhich number should be changed?â€ The five-digit number can be edited using Left/Right to move the cursor and Up/Down to change the value. Pressing A changes the OT ID of the first party PokÃ©mon to the chosen value modulo 65536.<br /><br /><br />[size=12pt][b]Unreferenced lists[/b][/size]<br /><br />[b]3F:6E6F[/b]<br />[code]03 63 04 63 0B 63 10 63 11 63 12 63 13 63 14 63<br />FF[/code]<br /><br />This list looks very much like an item inventory, with every second byte being a quantity of 99. That would mean:<br />[list][*]BrightPowder Ã—99<br />[*]Great Ball Ã—99<br />[*]Ice Heal Ã—99<br />[*]Hyper Potion Ã—99<br />[*]Super Potion Ã—99<br />[*]Potion Ã—99<br />[*]Escape Rope Ã—99<br />[*]Repel Ã—99[/list]<br /><br />BrightPowder and Ice Heal? Those are some odd choices. Hmmâ€¦what if this was a Generation I item inventory?<br />[list][*]Great Ball Ã—99<br />[*]PokÃ© Ball Ã—99<br />[*]Antidote Ã—99<br />[*]Full Restore Ã—99<br />[*]Max Potion Ã—99<br />[*]Hyper Potion Ã—99<br />[*]Super Potion Ã—99<br />[*]Potion Ã—99[/list]<br /><br />That seems more likely.<br /><br /><br />[b]3F:7261[/b]<br />[code]07 09 0A 0E 10 14 16 1C 31 42 53 59 5B 63 64 67<br />68 69 72 7D 7E 8B 8E 95 98 9A 9B B2 B3 B4 BB BE<br />FF[/code]<br /><br />This list is in the middle of the code that checks move legality on the [i]Make[/i] submenu.<br /><br />I think these values make the most sense if theyâ€™re read as Generation I PokÃ©mon index numbers:<br />[list][*]Nidoking<br />[*]Ivysaur<br />[*]Exeggutor<br />[*]Gengar<br />[*]Nidoqueen<br />[*]Arcanine<br />[*]Gyarados<br />[*]Blastoise<br />[*]Golem<br />[*]Dragonite<br />[*]Ninetales<br />[*]Dragonair<br />[*]Kabutops<br />[*]Omastar<br />[*]Jigglypuff<br />[*]Flareon<br />[*]Jolteon<br />[*]Vaporeon<br />[*]Beedrill<br />[*]Butterfree<br />[*]Machamp<br />[*]Cloyster<br />[*]Clefable<br />[*]Alakazam<br />[*]Starmie<br />[*]Venusaur<br />[*]Tentacruel<br />[*]Charmeleon<br />[*]Wartortle<br />[*]Charizard<br />[*]Vileplume<br />[*]Victreebel[/list]<br /><br />My best guess is that this is supposed to be a list of PokÃ©mon that, in Red and Green (and international Red and Blue), could only be obtained through evolutionâ€”[i]i.e.[/i], starter evolutions, trade evolutions, stone evolutions (except Raichu and Wigglytuff, which could be caught in Cerulean Cave), fossil evolutions, and other evolved PokÃ©mon that couldnâ€™t be caught in the wild in those games. But Jigglypuff seems out of place (itâ€™s the only unevolved PokÃ©mon), and Persian, Poliwrath, Primeape, and Rapidash are missing.<br /><br />Whatâ€™s a list like that doing in the middle of Crystalâ€™s debugging tools? Damned if I know.<br /><br />[hr]<br /><br />As a bonus, hereâ€™s some text from this bank that did get translated in Vietnamese Crystal:<br /><br />[table]<br />[tr][td][b]Japanese[/b][/td][td][b]Viet Crystal[/b][/td][td][b]English[/b][/td][/tr]<br /><br />[tr]<br />[td]ãªã«ã‚‚ã€€ã¤ãªãŒã£ã¦ã„ãªã„[/td]<br />[td]NOT SUCCEED[/td]<br />[td]There is nothing<br />connected.[/td]<br />[/tr]<br /><br />[tr]<br />[td]ã‘ã„ãŸã„ã§ã‚“ã‚ã®<br />ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼[/td]<br />[td]ENSURED THE<br />BROUGHT<br />TELLPHONEâ€™S<br />ACCESSORIES[/td]<br />[td]Check cell phone<br />adapter.[/td]<br />[/tr]<br /><br />[tr]<br />[td]ã‚·ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¨ãƒ ã‚¨ãƒ¼ã®<br />ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼[/td]<br />[td]ENSURED THE CD MA<br />ACCESSORIES[/td]<br />[td]Check CDMA<br />adapter.[/td]<br />[/tr]<br /><br />[tr]<br />[td]ãƒ‰ã‚³ãƒ¢ã‘ã„ãƒ”ãƒƒãƒã®<br />ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼[/td]<br />[td]TOCOMOâ€™S<br />ACCESSORIES<br />ENSURING[/td]<br />[td]Check DOCOMO PHS<br />adapter.[/td]<br />[/tr]<br /><br />[tr]<br />[td]ãƒ‡ã‚£ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¢ã‚¤ãƒ”ãƒƒãƒã®<br />ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼[/td]<br />[td]DDIâ€™S ACCESSORIES<br />ENSURING[/td]<br />[td]Check DDI PHS<br />adapter.[/td]<br />[/tr]<br /><br />[tr]<br />[td]ãŸã„ã›ã‚“ã‚€ã›ã„ã’ã‚“ã®ã€€ã‘ã„ãŸã„<br />ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼[/td]<br />[td]THE FIGHTING<br />ACCESSORIES<br />ENSURING IS<br />UNLIMITED[/td]<br />[td]Check unlimited<br />battle mobile<br />adapter.[/td]<br />[/tr]<br /><br />[tr]<br />[td]ãƒ­ãƒ ã€€ãƒãƒ¼ã‚¸ãƒ§ãƒ³[/td]<br />[td]MEMORY[/td]<br />[td][i]ROM Version[/i][/td]<br />[/tr]<br /><br />[tr]<br />[td][$D05B]ã‚’ã€€<br />ãƒªãƒ¥ãƒƒã‚¯ã«ã„ã‚Œã¾ã—ãŸ[/td]<br />[td]PUT [$D05B]<br />IN BAG[/td]<br />[td]The [$D073]<br />was put in the<br />PACK.[/td]<br />[/tr]<br /><br />[tr]<br />[td]ã“ã¥ãã‚Šã§ãã¾ã›ã‚“[/td]<br />[td]DONâ€™T MAKE TOO<br />SMALL[/td]<br />[td]Breeding is not<br />possible.[/td]<br />[/tr]<br /><br />[tr]<br />[td]ã‚ã„ã—ã‚‡ã†ã€€[$D296]ã§ã™<br />ã“ã¥ãã‚Šã€€ã—ã¾ã™ã‹ï¼Ÿ[/td]<br />[td]MAKE [$D296] SMALL?[/td]<br />[td]The compatibility<br />is [$D265].<br />Should they breed?[/td]<br />[/tr]<br /><br />[tr]<br />[td]ã‚¿ãƒžã‚´ãŒã€€ãªã„ï¼[/td]<br />[td]EGG![/td]<br />[td]There is no EGG.[/td]<br />[/tr]<br /><br />[tr]<br />[td]ã†ã¾ã‚Œã‚‹ï¼[/td]<br />[td]BORNED![/td]<br />[td]Itâ€™s going to<br />hatch![/td]<br />[/tr]<br /><br />[tr]<br />[td]ãŠã‚ã‚Šï¼[/td]<br />[td]THE END[/td]<br />[td]End![/td]<br />[/tr]<br /><br />[tr]<br />[td]ãŠã‚“ãªã®ã“ã«ï¼[/td]<br />[td]IS WOMAN![/td]<br />[td]For a girl![/td]<br />[/tr]<br /><br />[tr]<br />[td]ãŠã¨ã“ã®ã“ã«ã¯<br />ã‹ã‚“ã‘ã„ãªã„ã‚ˆï¼[/td]<br />[td]NOT RELATE<br />TO MAN[/td]<br />[td]This doesnâ€™t<br />concern a boy![/td]<br />[/tr]<br /><br />[tr]<br />[td]ãƒ†ã‚¹ãƒˆã€€ãƒ•ã‚¡ã‚¤ãƒˆ[/td]<br />[td]EXAM[/td]<br />[td][i]Test Fight[/i][/td]<br />[/tr]<br /><br />[tr]<br />[td]â„–ï¼Žã€€ã€€ãªã¾ãˆã€€ã€€ã€€ã€€ãƒ¬ãƒ™ãƒ«[/td]<br />[td],LEVEL[/td]<br />[td][i]â„–.ã€€ã€€Nameã€€ã€€ã€€Level[/i][/td]<br />[/tr]<br /><br />[tr]<br />[td]ãƒ¯ã‚¤ãƒ«ãƒ‰ãƒ¢ãƒ³ã‚¹ã‚¿ãƒ¼[/td]<br />[td]GRACE ELF[/td]<br />[td][i]Wild Monster[/i][/td]<br />[/tr]<br /><br />[tr]<br />[td]ãƒˆãƒ¬ãƒ¼ãƒŠãƒ¼[/td]<br />[td]COACH[/td]<br />[td][i]Trainer[/i][/td]<br />[/tr]<br /><br />[tr]<br />[td]â„–ï¼Žã€€ã€€ãªã¾ãˆã€€ã€€ã€€ã€€ã€€ã€€ã€€ã€€ãƒ¬ã¹ãƒ«[/td]<br />[td]â„–ï¼ŽLEVELã€€ã€€ã€€ã€€ã€€NUMBER[/td]<br />[td][i]â„–.ã€€ã€€Nameã€€ã€€ã€€ã€€ã€€ã€€ã€€Level[/i][/td]<br />[/tr]<br /><br />[tr]<br />[td]ãŸã„ã‚Šã<br />ã“ã†ã’ã<br />ã¼ã†ãŽã‚‡<br />ã™ã°ã‚„ã•<br />ã¨ãã“ã†<br />ã¨ãã¼ã†[/td]<br />[td]VIGOR<br />DEFEN<br />SPEED<br />PREST[/td]<br />[td][i]HP<br />Attack<br />Defense<br />Speed<br />Spcl. Atk<br />Spcl. Def[/i][/td]<br />[/tr]<br /><br />[tr]<br />[td]ãŠã‚“ãŒã<br />ã˜ã‚‡ã†ã’ã€€ã‚¨ãƒ¼<br /><br />ã“ã†ã‹ãŠã‚“<br />ã•ã‚†ã†ã€€ã€€ã‚¹ã‚¿ãƒ¼ãƒˆ[/td]<br />[td]MUSIC<br />UP-D<br />CAST COIN<br />START[/td]<br />[td][i]Music<br />Up/Down A<br /><br />Sound Effect<br />Left/Right Start[/i][/td]<br />[/tr]<br />[/table]


