# smf_messages

subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  ...Wait, what?<br /><br />The game&#039;s exploited just like that? Just byâ€¦ entering text? Surely I&#039;m missing something hereâ€¦<br /><br />Edit: Decided to try whatever this nonsense is.<br /><br />Well, it lets me enter my most favourite thing to do as homosexuality and my least favourite thing to do as capitalism, so there&#039;s that. However, I have no idea where or how those two fields are actually used at all other than just for the novelty of entering them into an organizer. Like, I can&#039;t even see it displayed anywhere, so even if I hit my head and got amnesia and I was like &quot;oh no I forgot what my favourite thing is&quot; I couldn&#039;t boot up the ET Digital Companion to find out.<br /><br />Not entirely sure of the benefits over Mary-Kate and Ashley: Pocket Planner.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  [quote author=Zowayix link=topic=8204.msg215022#msg215022 date=1567241986]<br />...Wait, what?<br /><br />The game&#039;s exploited just like that? Just byâ€¦ entering text? Surely I&#039;m missing something hereâ€¦<br />[/quote]<br />A little, but yes, it literally steamrolls a predef function byte (when non-00, do thing on VBlank and set to 00) because the buffer&#039;s smaller than the max text limit. Second-to-last char overwrites it, so you don&#039;t even have to bump the char limit.<br /><br />It&#039;s also a [s]PDA ripoff[/s] [i]Digital Companion[/i] so this is literally doable in a way that you could absolutely write lots of code to SRAM and just... hover over the right box to run it.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  ...Yeah nah like hang on mate. I think I&#039;m gonna need the steps of how to break the game explained here. I have a moral obligation to break the game. Well, if you could call it a game.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  [quote author=Zowayix link=topic=8204.msg215024#msg215024 date=1567243929]<br />...Yeah nah like hang on mate. I think I&#039;m gonna need the steps of how to break the game explained here. I have a moral obligation to break the game. Well, if you could call it a game.<br />[/quote]<br />So you can find it in the NI set I know you totally don&#039;t have, the ROM&#039;s MD5 is 51091A6D773823B8731240676D9D25CF.<br />Step 1: Enter literally anything into all text fields you&#039;re presented with on startup (so much personal info for a fucking PDA cart on a GBx...)<br />Step 2: Eventually you get a really sparse desktop thing, mash B till you get to a wheel-style menu.<br />Step 3: Select &quot;Friends&quot; &gt; &quot;About Me&quot;<br />Step 4: Edit &quot;First Name&quot; to be max length (it literally doesn&#039;t matter what you enter as long as you fill the character slots, we&#039;re just pushing a later field further up a buffer)<br />Step 4: Scroll down to bottom info page<br />Step 5: Either the &quot;Favorite TV Show&quot; or &quot;School&quot; fields will do, pick one. (TODO: see if this matters.)<br />Step 6: Fill the character slots, then backspace 2. Add any character, the character changes what you get. Several land in RAM, but a lowercase A (mind the auto-capitalization) gives a good graphical payload. (Please note: field won&#039;t be editable after you hit Enter on the OSK due to being saved to SRAM, save a state!)<br />Step 7: Hit the OSK&#039;s Enter key.<br />Step 8: Wait a second or 3.<br />Step 9: grats<br /><br />EDIT: we&#039;re steamrolling C7C1 specifically as that&#039;s the one that makes it shit the bed.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  The reason this works (using the School field atl) is due to the game putting the bottom-of-the-screen ticker into the buffer, &quot;&lt;FIRST_NAME&gt; goes to...&quot; then forgetting to clear it before appending the School field&#039;s value when loading it. Usually, thia wouldn&#039;t be an issue, but when the max characters you can input is, like, 23... suddenly we&#039;re 8 or 9 bytes outside it, calling a predefined function and doing god-knows-what from there.<br /><br />Curiously, the game uses valid ASCII for text. I&#039;d figure it&#039;d use something custom, but no.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Seems like I still can&#039;t help compulsively check in here when in that in-between point of being overwhelmed and having some space available. Actually wrapping my head around things here (like that other game&#039;s ACE entrypoint you just found) is another matter...


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  Now [i]this[/i] is a ridiculously overdue article and much-needed addition. [url=https://glitchcity.info/wiki/ItemDex/RB:106]There is now a full explanation of -gm on the wiki (courtesy of Bbbbbbbbba).[/url] with both a tutorial and proper rundown of how the bootstrap ASM works. Telling people to use this item instead of the inferior 8F has been a running joke in Discord for something like a year (though it&#039;s not a joke), and while those interested were walked through it, this is where that info belongs.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8204.msg215027#msg215027 date=1567265449]<br />Seems like I still can&#039;t help compulsively check in here when in that in-between point of being overwhelmed and having some space available. Actually wrapping my head around things here (like that other game&#039;s ACE entrypoint you just found) is another matter...<br />[/quote]yeah, i&#039;m always hoping someone will actually post something...


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Here&#039;s a post:<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />I like tiddies.


subject: Re: The dream thread
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Had a dream this morning that me and some friends went to see the Joker movie and everyone in the audience kept verbally shitposting about living in a society and how gamers need to rise up.<br /><br />I imagine this is what going to see the movie would actually be like.


subject: Potentially useful (or just cool) glitch text
poster_name: bwill11
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: bwill11
icon: xx
body:
  Post any useful or cool glitch text you find here.<br /><br />In Pokemon Yellow, glitch textbox 0x22 in the player&#039;s house causes a potentially useful buffer overflow. It prints as a textbox that wraps around the screen, so if you mentally divide the screen into thirds, it takes up the first and third thirds of the screen after a second it prints a bit of cool glitch text and after it&#039;s done you can close it. It corrupts your party to have more than 6 Pokemon (I don&#039;t know exactly how many), but it does not crash when opening the party menu and does not corrupt box data, so it might be a useful way to get more than 6 party pokemon without ACE or the SRAM glitch. Note that I was using theZZAZZglitch&#039;s debug hack when doing this, so I think that it might be helpful to test on a regular ROM or cartridge.


subject: Re: Potentially useful (or just cool) glitch text
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bwill11 link=topic=8877.msg215034#msg215034 date=1567351351]<br />Post any useful or cool glitch text you find here.<br /><br />In Pokemon Yellow, glitch textbox 0x22 in the player&#039;s house causes a potentially useful buffer overflow. It prints as a textbox that wraps around the screen, so if you mentally divide the screen into thirds, it takes up the first and third thirds of the screen after a second it prints a bit of cool glitch text and after it&#039;s done you can close it. It corrupts your party to have more than 6 Pokemon (I don&#039;t know exactly how many), but it does not crash when opening the party menu and does not corrupt box data, so it might be a useful way to get more than 6 party pokemon without ACE or the SRAM glitch.<br />[/quote]Hpw would you trigger it, without ACE, though?<br />(also number of party Pokemon is at D162 or so)


subject: Re: Potentially useful (or just cool) glitch text
poster_name: bwill11
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8877.msg215035#msg215035 date=1567352075]<br />Hpw would you trigger it, without ACE, though?<br />(also number of party Pokemon is at D162 or so)<br />[/quote]<br />Text pointer manipulation, probably using the expanded item bag.


subject: Re: Potentially useful (or just cool) glitch text
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]Nice find ^^. I&#039;ve made a method for you!<br /><br />https://www.youtube.com/watch?v=WqF-EDuoC_E<br /><br />Enjoy :)<br /><br />If you have a memory viewer it can be done much faster. Go to Pallet Town Red&#039;s house 1F, set D36B to 48 41, and speak to mom.<br /><br />For me, number of PokÃ©mon was set to 124 (0x7C) using this method. Additionally the player name was corrupted, the inventory replaced with a Bike Voucher at the top and the automatic A-press effect enabled.<br /><br />Unfortunately if you have a six character name, this will break the terminator; causing saving the game to erase the save file. So using a shorter name is a workaround for that, or theoretically doing expanded party swaps/Super Glitch to fix it afterwards.[/color]


subject: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: bbbbbbbbba
icon: xx
body:
  [size=20pt]TL;DR[/size]<br />The wiki needs better organization, and we need as much input as possible (especially &quot;oldbies&quot; who are more familiar with the site). Any form of discussion (reply, Discord, PM, wiki talk pages, etc.) is welcome. Below, I have outlined the main problem I see with the wiki (disagreement between &quot;scientists&quot;, &quot;artists&quot;, &quot;technologists&quot;, and maybe &quot;historians&quot;), and I want your input on how we might solve this problem, or why this might not be a problem.<br /><br />I have also proposed some solutions of my own, in the section titled &quot;Proposals&quot; (with four subsections, although now I think about it, only the first subsection is a direct answer to my own problem, and the other three are just organization ideas in general...), so if you want to see concrete proposals (instead of some abstract analysis), feel free to skip ahead.<br /><br />[hr]<br /><br />[size=20pt]Introduction[/size]<br />After a long PM thread with Sherkel, I decided to make this public in the form of a forum thread. We both agree that [b]the wiki is currently lacking in proper organization, a discussion is needed to decide what we should do to fix that, and that discussion should involve as many people as possible.[/b] Lack of organization is a serious problem, as it frustrates users and (potential) contributors alike. A new user --- indeed, probably any single user --- is powerless to fix a systematic problem, and that is why we need a public discussion, in order to come up with something most people would agree with.<br /><br />One of the reasons that deterred me from doing this earlier is that I am not very comfortable with the GCL forum. Maybe the UI is not as friendly as could be, and maybe it is just me. But I suppose [url=https://forums.glitchcity.info/index.php?topic=8862.0]I might not be the only one who don&#039;t want to post on the forum[/url] for one reason or another. [b]If you have anything to say, I encourage you to join the discussion in whatever form you are comfortable with.[/b] Ping me on the [url=https://forums.glitchcity.info/index.php?board=118.0]GCL Discord[/url] (I am suggesting a new channel for wiki discussion, but until then, #glitch-general should do), private message me, edit my user talk page, or any other talk page if appropriate.<br /><br />[size=20pt]The problem with being a &quot;catch-all&quot; site[/size]<br />As Sherkel has said in a PM, [b]GCL &quot;has always been a &#039;catch all&#039; for all forms of glitchology, much as Bulbapedia is to PokÃ©mon.&quot;[/b] I think this is an ambitious goal. This approach surely has its advantage: We don&#039;t exactly have a large user base, so we want to retain as much of it as possible. However, I believe this approach also has an apparent problem. To quote myself:<br />[quote=&quot;bbbbbbbbba&quot;]The way I see it, there are at least three, maybe four, approaches to PokÃ©mon glitching: as a science, as an art, as a technology, and maybe as a history. (In case you didn&#039;t notice, I&#039;m firmly in the &quot;science&quot; camp.) [b]Those approaches pull the site in different directions.[/b][/quote]<br />(To be clear, Sherkel&#039;s statement above is in response to my statement above, instead of vice versa.)<br /><br />[b]This is another reason why we want to hear as many different voices as possible![/b]<br /><br />This clash might show on multiple levels. I have analyzed this on the individual page level, specifically regarding the glitch pages (pages that document individual glitches) because I believe that is the most important component for a glitch site.<br />[quote=&quot;bbbbbbbbba&quot;]<br />I think the first thing should be to figure out what we want our &quot;Project Glitch&quot; pages (pages that document individual glitches) to look like. And here we can already feel the tension. Even though everyone would agree that a glitch page needs an introduction, a procedure, and a result:<br />[list]<br />[li]The glitch scientist wants the procedure to be as general as possible, covering all the examples and exceptions to our best knowledge. There should usually be an explanation section --- or explanations should accompany each step of the procedure, in the case of particularly complex glitches. If the desire for generality means that the result could only be stated in technical terms, so be it.[/li]<br />[li]The glitch artist wants to document all the cool results observed. That sometimes means documenting a lot of slightly different procedures individually. It doesn&#039;t matter if the results cannot be reproduced --- it might be preferable if they cannot be reproduced.[/li]<br />[li]The glitch technologist wants it to be as easy as possible to use the glitch. That means concrete and detailed procedures that even a newbie can follow, preferably also optimized for simplicity (a 5-PokÃ©mon setup should obsolete a 20-PokÃ©mon one). Useful results are prioritized.[/li]<br />[/list]<br />(My portrayal of the latter two attitudes are not necessarily accurate.)<br /><br />My point is that those goals clash with each other on [i]how[/i] to write the procedure and the result. It would be one thing, e.g., if I only wanted a separate section for explanation. But in an article describing a glitch, all the sections are related to the others. It&#039;s not like Bulbapedia PokÃ©mon pages, where the &quot;game data&quot; section could be completed without even knowing what the rest of the page is going to look like.<br /><br />And so this is a puzzle that needs to be solved.<br />[/quote]<br />[quote=&quot;bbbbbbbbba&quot;]To put it another way, the clash is between concrete and optimized procedure / general all-encompassing procedure / all the individual procedures.[/quote]<br />(I.e. it&#039;s not simply that technologists want procedures, scientists want explanations, and artists want results.)<br /><br />[size=20pt]Proposals[/size]<br />[size=14pt]Collapsibles (&quot;folders&quot;)[/size]<br />The reason I wrote about the &quot;clash&quot; is because I felt it. There are long stretches of contents on the wiki that I don&#039;t want to see. Conversely, when I write about technical details, I often worry that they are long stretches of contents that other users might not want to see. Those long stretches of unwanted contents disrupt the flow of reading.<br /><br />Maybe the problem can be solved by hiding them away, but only one click away. A link to another page can do that, but some things don&#039;t warrant creating a separate page, and having to click links is disruptive in its own way. [b]I think collapsibles (&quot;folders&quot;) is a better way of doing the same.[/b]<br /><br />Collapsibles are boxes you can &quot;expand&quot; and &quot;collapse&quot;. [url=https://glitchcity.info/wiki/Template:Major_glitches]Template:Major glitches[/url] is an example. Apparently, they are a MediaWiki feature, but the wiki code for them is kind of difficult to understand. To make collapsibles something everyone can use, we need to make a template for them.<br /><br />After we have the template, we need to begin editing existing pages to include them. This would sets up examples on how to use them, so that new contributors might be able to finish the job, and new pages would be able to catch on. [url=https://glitchcity.info/wiki/Trainer_escape_glitch]Trainer escape glitch[/url] might be a good first page to try. It is a complex glitch with many moving parts, and as a result many sections that might benefit from being collapsible.<br /><br />[size=14pt]Templates[/size]<br />Wiki templates are great. They make what would have been a complex mess of HTML code (or just a lot of text) easy to use, and easy to maintain, too. I believe if we use them correctly, they can make the wiki more friendly to new contributors, which is exactly what we want.<br /><br />I&#039;m not familiar with the MediaWiki framework, so I don&#039;t really know what can be templated. I do feel that it is difficult to make a table that looks good (like [url=https://glitchcity.info/wiki/The_Big_HEX_List]The Big HEX List[/url]), so if a template can help with that, that would be awesome. There might be things I am forgetting for now...<br /><br />Edit: Let me just begin listing things I might want.<br />[list]<br />[li]&quot;PK&quot; and &quot;MN&quot; symbols that render like how they look in-game, and copy as something relatively unambiguous (e.g. &quot;&lt;PK&gt;&quot;).[/li]<br />[li][url=https://forums.glitchcity.info/index.php?topic=8878.msg215127#msg215127]A &quot;glitch infobox&quot; template.[/url][/li]<br />[li]The existing YouTube template should allow an optional parameter for a timestamp. Furthermore, the visibility of that template could be improved (it can be difficult to see a small strip of text centered in a page, especially when it is the only thing in a section).[/li]<br />[/list]<br /><br />But more importantly, to make templates really work, we need to advertise them. I believe the MediaWiki allows a message to be displayed on the &quot;edit page&quot; UI. [b]We should put some commonly used templates there so that new contributors would know to use them.[/b] That also saves contributors the trouble of finding them from other pages. That can also include things that are not strictly templates, but people might need to copy-paste from somewhere else anyway, like the word &quot;PokÃ©mon&quot;. (I got the idea from [url=https://zh.moegirl.org]another wiki site (in Chinese).[/url] And yes, the idea of using collapsibles extensively also came from that site.)<br /><br />[size=14pt]Style guide[/size]<br />We have a [url=https://glitchcity.info/wiki/Glitch_City_Laboratories:Manual_of_style]manual of style[/url], but I feel that it can use some additions.<br /><br />One problem that concerns me the most, [b]the formatting of hexadecimals[/b], [url=https://forums.glitchcity.info/index.php?topic=8623.0]has been brought up before[/url] (although I also want to unify the capitalization, and that thread didn&#039;t mention that &quot;hex:E9&quot; and &quot;hex E9&quot; are also used ). I disagree with the resolution:<br /><br />[quote author=Sherkel link=topic=8623.msg212350#msg212350 date=1548357652]<br />Wow...such evenly spread votes all the way across the board. Ironically, after having starting this poll I&#039;m leaning toward it not being important enough. A few reasons:<br /><br />1. The opinions from what we can see of the userbase are so divided that a unilateral change would be disliked by most users, no matter what it ended up being.<br /><br />2. There are [i]a lot[/i] of articles on the wiki. Originally I thought it would be best to catch this and set a standard on it before the page count grew even higher, but for about 3,400 pages at the time of posting this, there&#039;d need to be a very pressing reason. Speaking of standards...<br /><br />3. The wiki doesn&#039;t have strict style standards and never has. We have the [url=https://glitchcity.info/wiki/Glitch_City_Laboratories:Manual_of_style]manual of style[/url], but that&#039;s just enough to prevent it from looking like articles were thrown together by elementary schoolers in seconds. I haven&#039;t seen any violations of that thanks to the QC team, but pages are written in all manners of different writing and organizational styles. This includes aspects like notation. Information is our first priority; if we had an editor base of hundreds, we could strictly look over every page and edit even the slightest deviations from what we consider the most proper style, but that&#039;s not the case right now.<br /><br />Oh well, maybe this was a bit needless. Or was it not? More input&nbsp; about the wiki is always welcome, in this thread or elsewhere.<br />[/quote]<br /><br />My counterpoints:<br /><br />1. The poll didn&#039;t have an option &quot;anything, as long as it is consistent&quot;. I think it is rather likely that most people who voted on any of the first four options would be more OK with any of the other three than with the status quo.<br /><br />2. Well, I am already proposing across-the-board changes. And we don&#039;t actually need to go over 3,400 pages. Simply put something in the manual of guide, and edit some major pages to establish the rule, maybe mass edit Dex pages with robots --- I believe the rest will be brought in line in time.<br /><br />3. We might not be able to look over every page, but we are able to look over every future edit. In this regard, our lack of wiki activity (especially new contributors) could actually be an advantage. We can put something above the edit area to the effect of: [b]&quot;We are serious about our style guide, but don&#039;t worry about it if you are new to the site. Our staff will review any edits and gladly fix any style problems for you!&quot;[/b] I don&#039;t think that would be a deterrent to any new contributor.<br /><br />Actually, I believe the status quo of inconsistency may be a deterrent to some new contributors. How so? Editing the wiki is mostly thankless work. I think most people do that because they believe they are creating something good. And inconsistency does not look good --- at least to the conformists it doesn&#039;t. So those inconsistencies may be enough to make them think again about contributing.<br /><br />It might be argued that there are more non-conformists out there than conformists. But even then, I don&#039;t think the approach of &quot;feel free to edit, staff will catch problems&quot; would alienate non-conformists. It might alienate anti-conformists, but I don&#039;t believe anti-conformists would be a significant portion of the crowd. Maybe we can also mention that we are open to exceptions, as long as there is a good reason --- that can be determined on a case-by-case basis.<br /><br />As a bonus, if we can make it a wiki task to fix the pages to adhere to a more strict style guide, it might well incentivize some lurkers to contribute! It isn&#039;t unthinkable that, having gotten comfortable with wiki editing, they go on to contribute in other ways, like bringing new information to the site, right?<br /><br />Some other things that might be unified with a more strict style guide:<br />[list]<br />[li]Capitalization of X and Y (as in coordinates).[/li]<br />[li]Capitalization and formatting of register names. In particular, the register [tt]a[/tt] needs something to distinguish it from the English word &quot;a&quot;.[/li]<br />[li]Really, capitalization of everything.[/li]<br />[li]Whether to use spaces around operators (+, =, &lt;=, etc.).[/li]<br />[li]... Suggestions are welcome![/li]<br />[/list]<br />Those are not exactly priorities, but I think we can begin by implementing some items where there are no strong arguments for inconsistency, and there are no strong arguments against every option. Those can be discussed in separate threads if necessary.<br /><br />[size=14pt]CSS[/size]<br /><br />I&#039;ve brought up [url=https://forums.glitchcity.info/index.php?topic=8661.0]one problem with the CSS[/url] before, and I have since decided that other problems are also in need of fixing. The reason I decided to bring it up here is that I feel that [b]CSS problems cause organization headaches:[/b]<br />[list type=decimal]<br />	[li]Bulleted lists are a useful tool for organization, but editors may be discouraged from using them because nested/multiline bulleted lists are ugly.<br />[list]<br />		[li]Numbered lists are even more ugly (I&#039;ve never seen a number followed by a bullet anywhere else).[/li]<br />	[/list][/li]<br />	[li]Different section headings are of the same size, making it hard to see the structure of a page from a glance.[/li]<br />	[li]The color of links are almost indistinguishable from normal text. This discourages intelligent [url=https://tvtropes.org/pmwiki/pmwiki.php/Main/Pothole]potholes[/url] and encourages cramming all the information in one page.[/li]<br />[/list]<br />Currently, I use the Stylish plugin for Chrome to give myself a better viewing experience. But I would surely prefer those changes to be incorporated to the site&#039;s CSS. I am no expert of CSS, and I don&#039;t know whether those settings would look as good on mobile, or if they would break something else (as I mentioned, I don&#039;t use the forum often), so I would appreciate it if someone with experience in CSS could help to implement it.<br /><br />P.S. I&#039;ve already realized one potential problem: My bulleted list fix didn&#039;t take into account the font size, making bullet points in e.g. forum quotes slightly off. If anyone knows a more correct way to do this, please let me know.<br /><br />[code]<br />/* Bulleted lists */<br />li {<br />&nbsp; &nbsp; background-position: left 5px;<br />}<br /><br />/* Numbered lists */<br />ol &gt; li {<br />&nbsp; &nbsp; background-image: none;<br />&nbsp; &nbsp; padding-left: 0;<br />}<br /><br />/* Numbered lists on the forum */<br />ul[style=&quot;list-style-type: decimal;&quot;] {<br />&nbsp; &nbsp; padding-left: 1.5em;<br />}<br />ul[style=&quot;list-style-type: decimal;&quot;] &gt; li {<br />&nbsp; &nbsp; background-image: none;<br />&nbsp; &nbsp; padding-left: 0;<br />}<br /><br />/* Bulleted lists in the &quot;Categories&quot; line on the bottom of wiki pages */<br />.catlinks li:first-child {<br />&nbsp; &nbsp; padding-left: 0.6em;<br />}<br />.catlinks li {<br />&nbsp; &nbsp; padding-left: 0.6em;<br />}<br /><br />/* Link color.<br />Not sure if this color works for everyone, but it is more distinguishable and also doesn&#039;t look out of place to me. */<br />a:not(.new) {<br />&nbsp; &nbsp; color: #778899;<br />}<br /><br />/* Some links on other parts of the site shouldn&#039;t have the above applied */<br />.dropmenu a {<br />&nbsp; &nbsp; color: #000000;<br />}<br />.catbg a {<br />&nbsp; &nbsp; color: #FFFFFF;<br />}<br />.table_list .header td.catbg a {<br />&nbsp; &nbsp; color: #515151;<br />}<br /><br />/* Section headings */<br />h2 {<br />&nbsp; &nbsp; font-size: 1.5em;<br />&nbsp; &nbsp; margin-top: 0.5em;<br />}<br />h3 {<br />&nbsp; &nbsp; font-size: 1.17em;<br />&nbsp; &nbsp; margin-top: 0.5em;<br />}<br />h1, h4, h5, h6 {<br />&nbsp; &nbsp; margin-top: 0.5em;<br />}<br /><br />/* Code */<br />pre {<br />&nbsp; &nbsp; font-size: 130%;<br />}<br /><br />code {<br />&nbsp; &nbsp; font-size: 130%;<br />}<br />[/code]<br /><br />[size=20pt]Beyond page-level[/size]<br />My above proposals are mainly about how to let users easily find information they need, and contribute information they have, on an individual page. They don&#039;t address the issue of how to let users find an interesting page in the first place. Part of the problem, again, is that different users find different pages interesting.<br /><br />The problem of categorization [url=https://forums.glitchcity.info/index.php?topic=8662.0]has been brought up[/url], too. That thread died down without a real conclusion, and I guess that was at least partly my fault. At that time, I already had some vague idea of the problem:<br />[quote author=bbbbbbbbba link=topic=8662.msg212906#msg212906 date=1551327395]<br />I think the advantage of your system is that it singles out the most interesting glitches to the average player (1B and 2A); however, the most interesting glitches to the average glitcher are probably different.<br />[/quote]<br />I didn&#039;t have the &quot;science/art/technology/history&quot; idea then, though. Now that I have a better idea of the problem, [b]I want to ask for suggestions again. Maybe more than one categorization system co-existing is the way to go.[/b]<br /><br />Actually, it doesn&#039;t seem like a bad idea to explicitly mention this &quot;division&quot; on the front page or the sidebar, and portray it in a positive light. It would help everyone find what they need, and also reinforce the idea that we are indeed a &quot;catch-all&quot; site for all aspects of glitching.<br /><br />Other random ideas:<br />[list]<br />[li]A navigation bar on Dex pages, like the one Bulbapedia has on PokÃ©mon pages, would be nice.[/li]<br />[li]The &quot;Random page&quot; button can be split into &quot;[url=https://glitchcity.info/wiki/Special:RandomInCategory/Major_glitches]Random (major) glitch[/url]&quot;, &quot;[url=https://glitchcity.info/wiki/Special:RandomInCategory/GlitchDex]Random glitch PokÃ©mon[/url]&quot;, etc.[/li]<br />[li]Related to the above suggestion, I want to cut down on the number of uninteresting pages, even Dex pages. Would it be fine to, for example, make [url=https://glitchcity.info/wiki/ItemDexES/RB:094]ItemDexES/RB:094[/url] a redirect to [url=https://glitchcity.info/wiki/ItemDex/RB:094]ItemDex/RB:094[/url]? I believe they act identically except for the name, which can easily be acknowledged on the latter page. And yes, I don&#039;t see any problem with a page with multiple navigation bars either, as long as they are thin enough.[/li]<br />[/list]<br /><br />I will keep this section short, not because the problem of page visibility is not important, but only because I haven&#039;t been thinking about this part of the problem too much, and this post is getting long enough. Maybe I will expand on this section later, factoring in whatever input I get.<br /><br />[size=20pt]Conclusions[/size]<br />To reorganize the wiki is going to be a huge project no matter what. I am willing to help, but only if I believe it would make more people here happy than not. [b]Again, we need as much input as possible.[/b] Please let me know whether you agree or disagree with my interpretation of the problem and my proposals, and if you have different proposals. I hope that we can get to a consensus before taking any large-scale actions, which I believe is needed now.


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: coloradohugge
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: coloradohugge
icon: xx
body:
  I totally agree with the css question. There are some things that can sometimes be difficult to differenciate (such as links like you mentioned)<br /><br />I also think having a dashboard with colapsable folders sounds like a very nice idea, it would be good so a person has a good concept which category a page is part of and what other pages are on the same level.


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Princess Torchic Owl Lover â˜½ â¤
icon: xx
body:
  [color=purple]Collapsible folders sound good!<br /><br />I haven&#039;t read all of this properly yet sorry, but regarding the scope of the wiki, I relate with that how we cover not just glitches, but also data, terms, unused content, recently a little speedrunning content. If it was focused on just glitches/data with terms etc. in like an appendix page then I suppose that would organise the wiki better as most pages would be examples of glitches with a method or the database pages. At the same time (though no one has said it), it feels a shame to let them go, and it&#039;s a double-edged sword as you said.<br /><br />The style has a lot of inconsistency yeah. A lot of it is my fault. Sometimes while perfection is overrated, it would be good to have a style convention not just for the Dex articles, so that most instances of hex: hex 0x $ etc. are kept under one notation.<br /><br />I agree with cutting down on very similar pages and merging them (ItemDexES/RB:094 and ItemDex/RB:094), though otherwise disagree personally with &quot;interesting&quot; as it&#039;s subjective and there are various small but unique glitches (e.g. https://glitchcity.info/wiki/Ragon_Pok%C3%A9dex_entry ). However, these could be merged somewhere as well (like Bulbapedia&#039;s &#039;list of glitches in Generation I&#039;, we have list of natural glitches, and Ragon could be under a list in a different article list for non-natural glitches (I&#039;m unsure though, I don&#039;t know how we would organise everything together?))&nbsp; and we could set some criteria of which glitches get their own article) and we&#039;ve had a pattern of keeping articles for very small glitches without any (known) additional uses (e.g. https://glitchcity.info/wiki/Stand_on_a_tree ), while Bulbapedia would just include them on a list of glitches page. However, some of Bulbapedia&#039;s list of glitches pages are quite long as well.[/color]


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=coloradohugge link=topic=8878.msg215040#msg215040 date=1567437186]<br />I also think having a dashboard with colapsable folders sounds like a very nice idea, it would be good so a person has a good concept which category a page is part of and what other pages are on the same level.<br />[/quote]<br />Can you elaborate on what you mean by a &quot;dashboard&quot;? Do you mean just like what is going on with the &quot;major glitches&quot; template (go to [url=https://glitchcity.info/wiki/Arbitrary_code_execution]a page using that template[/url] to see it in action)? That could be nice if it is used on every page, but as of now, I think it may have too low a visibility.<br /><br />(Honestly speaking, the &quot;major glitches&quot; template is currently a little of a mess, with some pages it links to (in the &quot;&#039;Core&#039; glitch&quot; column) not linking to it, but that&#039;s mainly because of an inherent problem with the category &quot;major glitch&quot;: While many ways of categorizing a glitch is subjective, the [url=https://glitchcity.info/wiki/Category:Major_glitches]definition[/url] of &quot;major glitch&quot; turns the subjectivity up to eleven. It can even be self-fulfilling because of the &quot;well-known&quot; clause.)<br /><br />Actually, I have considered adding (multiple) navigation bars to every page, just like what is going on at the bottom of [url=https://tvtropes.org/pmwiki/pmwiki.php/Main/ItsProbablyNothing]any random TVTropes page[/url]. Of course the order would have to be arbitrary (e.g. alphabetical order), but the point is just to give the reader a &quot;tour&quot; through pages in the same category. It would be more eye-catching than the collapsed &quot;major glitches&quot; template because it would have two page names to pique interest.<br /><br />[quote author=Princess Torchic Owl Lover â˜½ â¤ link=topic=8878.msg215041#msg215041 date=1567442955]<br />[color=purple]Collapsible folders sound good!<br /><br />I haven&#039;t read all of this properly yet sorry, but regarding the scope of the wiki, I relate with that how we cover not just glitches, but also data, terms, unused content, recently a little speedrunning content. If it was focused on just glitches/data with terms etc. in like an appendix page then I suppose that would organise the wiki better as most pages would be examples of glitches with a method or the database pages. At the same time (though no one has said it), it feels a shame to let them go, and it&#039;s a double-edged sword as you said.<br /><br />The style has a lot of inconsistency yeah. A lot of it is my fault. Sometimes while perfection is overrated, it would be good to have a style convention not just for the Dex articles, so that most instances of hex: hex 0x $ etc. are kept under one notation.<br /><br />I agree with cutting down on very similar pages and merging them (ItemDexES/RB:094 and ItemDex/RB:094), though otherwise disagree personally with &quot;interesting&quot; as it&#039;s subjective and there are various small but unique glitches (e.g. https://glitchcity.info/wiki/Ragon_Pok%C3%A9dex_entry ). However, these could be merged somewhere as well (like Bulbapedia&#039;s &#039;list of glitches in Generation I&#039;, we have list of natural glitches, and Ragon could be under a list in a different article list for non-natural glitches (I&#039;m unsure though, I don&#039;t know how we would organise everything together?))&nbsp; and we could set some criteria of which glitches get their own article) and we&#039;ve had a pattern of keeping articles for very small glitches without any (known) additional uses (e.g. https://glitchcity.info/wiki/Stand_on_a_tree ), while Bulbapedia would just include them on a list of glitches page. However, some of Bulbapedia&#039;s list of glitches pages are quite long as well.[/color]<br />[/quote]<br /><br />Actually, I suppose MediaWiki has multiple ways to separate &quot;primary&quot; content and &quot;secondary&quot; content, such as [url=https://www.mediawiki.org/wiki/Help:Subpages]subpages[/url] and [url=https://www.mediawiki.org/wiki/Help:Namespaces]namespaces[/url]. I haven&#039;t studied those mechanisms in detail, but I think it&#039;s likely that there exists a good way to move the &quot;secondary&quot; contents out of the way without actually letting them go. (Although it might be necessary to let them [i]fall behind[/i] for a while, when we first sort out the organization for our &quot;Project Glitch&quot;).<br /><br />I agree that &quot;interesting&quot; is very subjective. There is another criteria that is still subjective, but maybe less so: On a page level (i.e. not considering the navigation problem), do we lose anything by merging those pages? Or maybe in contrary, we gain something by presenting the contents together? I strongly believe that ItemDexES/RB:094 and ItemDex/RB:094 are the latter case (we gain something by emphasizing the fact that international versions are generally similar to each other, including in terms of memory layouts, etc.).


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I will take more time to read this topic later today, but at a quick glance, the CSS problems are heavily tied to the archaic SMF 2.0 system and 2.1 is yet to release fully (but is in final release candidate stage).&nbsp; Graphical site work can be done after its release.


subject: Re: Potentially useful (or just cool) glitch text
poster_name: bwill11
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I checked the GlitchDex and 4, ã‚¥ã‚¡ (DD) increases the quantity of item 6 by 64, allowing you to do this without clogging the PC box with 19 silph scopes. Also, now that I think about it, I got the automatic A press effect too, is there any way to fix it?


subject: don't entirely know what to call this thread
poster_name: moose
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: moose
icon: xx
body:
  my old account name was &#039;danny&#039; (previously &#039;spoink&#039;), i now prefer the alias &#039;moose&#039;<br /><br />i didn&#039;t really contribute that much but i&#039;ll try and come up with something. that might have to do with my reluctance to switch over to newer games, though.


subject: Re: don't entirely know what to call this thread
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Bert
icon: xx
body:
  Oh hey welcome back I guess?<br />[img height=300]http://images4.wikia.nocookie.net/__cb20120510221731/unanything/images/8/80/Don&#039;t_forget_you&#039;re_here_forever.jpg[/img]<br /><br />I don&#039;t contribute shit at all so don&#039;t feel bad m8. I&#039;m pretty sure you&#039;ve actually contributed more than I have in any event.


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: coloradohugge
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8878.msg215042#msg215042 date=1567446070]<br />[quote author=coloradohugge link=topic=8878.msg215040#msg215040 date=1567437186]<br />I also think having a dashboard with colapsable folders sounds like a very nice idea, it would be good so a person has a good concept which category a page is part of and what other pages are on the same level.<br />[/quote]<br />Can you elaborate on what you mean by a &quot;dashboard&quot;? <br />[/quote]<br /><br />Tree Folder Structure


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8878.msg215042#msg215042 date=1567446070]<br />[quote author=coloradohugge link=topic=8878.msg215040#msg215040 date=1567437186]<br />I also think having a dashboard with colapsable folders sounds like a very nice idea, it would be good so a person has a good concept which category a page is part of and what other pages are on the same level.<br />[/quote]<br />Can you elaborate on what you mean by a &quot;dashboard&quot;? Do you mean just like what is going on with the &quot;major glitches&quot; template (go to [url=https://glitchcity.info/wiki/Arbitrary_code_execution]a page using that template[/url] to see it in action)? That could be nice if it is used on every page, but as of now, I think it may have too low a visibility.<br /><br />(Honestly speaking, the &quot;major glitches&quot; template is currently a little of a mess, with some pages it links to (in the &quot;&#039;Core&#039; glitch&quot; column) not linking to it, but that&#039;s mainly because of an inherent problem with the category &quot;major glitch&quot;: While many ways of categorizing a glitch is subjective, the [url=https://glitchcity.info/wiki/Category:Major_glitches]definition[/url] of &quot;major glitch&quot; turns the subjectivity up to eleven. It can even be self-fulfilling because of the &quot;well-known&quot; clause.)<br /><br />Actually, I have considered adding (multiple) navigation bars to every page, just like what is going on at the bottom of [url=https://tvtropes.org/pmwiki/pmwiki.php/Main/ItsProbablyNothing]any random TVTropes page[/url]. Of course the order would have to be arbitrary (e.g. alphabetical order), but the point is just to give the reader a &quot;tour&quot; through pages in the same category. It would be more eye-catching than the collapsed &quot;major glitches&quot; template because it would have two page names to pique interest.<br /><br />[quote author=Princess Torchic Owl Lover â˜½ â¤ link=topic=8878.msg215041#msg215041 date=1567442955]<br />[color=purple]Collapsible folders sound good!<br /><br />I haven&#039;t read all of this properly yet sorry, but regarding the scope of the wiki, I relate with that how we cover not just glitches, but also data, terms, unused content, recently a little speedrunning content. If it was focused on just glitches/data with terms etc. in like an appendix page then I suppose that would organise the wiki better as most pages would be examples of glitches with a method or the database pages. At the same time (though no one has said it), it feels a shame to let them go, and it&#039;s a double-edged sword as you said.<br /><br />The style has a lot of inconsistency yeah. A lot of it is my fault. Sometimes while perfection is overrated, it would be good to have a style convention not just for the Dex articles, so that most instances of hex: hex 0x $ etc. are kept under one notation.<br /><br />I agree with cutting down on very similar pages and merging them (ItemDexES/RB:094 and ItemDex/RB:094), though otherwise disagree personally with &quot;interesting&quot; as it&#039;s subjective and there are various small but unique glitches (e.g. https://glitchcity.info/wiki/Ragon_Pok%C3%A9dex_entry ). However, these could be merged somewhere as well (like Bulbapedia&#039;s &#039;list of glitches in Generation I&#039;, we have list of natural glitches, and Ragon could be under a list in a different article list for non-natural glitches (I&#039;m unsure though, I don&#039;t know how we would organise everything together?))&nbsp; and we could set some criteria of which glitches get their own article) and we&#039;ve had a pattern of keeping articles for very small glitches without any (known) additional uses (e.g. https://glitchcity.info/wiki/Stand_on_a_tree ), while Bulbapedia would just include them on a list of glitches page. However, some of Bulbapedia&#039;s list of glitches pages are quite long as well.[/color]<br />[/quote]<br /><br />Actually, I suppose MediaWiki has multiple ways to separate &quot;primary&quot; content and &quot;secondary&quot; content, such as [url=https://www.mediawiki.org/wiki/Help:Subpages]subpages[/url] and [url=https://www.mediawiki.org/wiki/Help:Namespaces]namespaces[/url]. I haven&#039;t studied those mechanisms in detail, but I think it&#039;s likely that there exists a good way to move the &quot;secondary&quot; contents out of the way without actually letting them go. (Although it might be necessary to let them [i]fall behind[/i] for a while, when we first sort out the organization for our &quot;Project Glitch&quot;).<br /><br />I agree that &quot;interesting&quot; is very subjective. There is another criteria that is still subjective, but maybe less so: On a page level (i.e. not considering the navigation problem), do we lose anything by merging those pages? Or maybe in contrary, we gain something by presenting the contents together? I strongly believe that ItemDexES/RB:094 and ItemDex/RB:094 are the latter case (we gain something by emphasizing the fact that international versions are generally similar to each other, including in terms of memory layouts, etc.).<br />[/quote]<br /><br />[url=https://tvtropes.org/pmwiki/pmwiki.php/Main/TheSavageIndian]Kinda like the one at the bottom of this page, maybe?[/url]


subject: Re: Map distortion glitch Rival name variation for a powerful buffer overflow
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Princess Torchic Owl Lover â˜½ â¤
icon: xx
body:
  [quote author=Sherkel link=topic=8582.msg211765#msg211765 date=1544481640]<br />[quote=luckytyphlosion]that&#039;s a lot of memory you&#039;d have to overflow to corrupt cd38<br />you can probably do better by just corrupting map height/width and reloading the map<br />[/quote]<br />Does that help clarify anything?<br /><br />As for me I need a lot more practice with this glitch before I could think of any input.<br />[/quote]<br /><br />[color=purple]It does (and I found later easy walk through walls is viable https://glitchcity.info/wiki/Map_size_walk_through_walls ). Seems then for CC47 we just need to find the right height/width values/map that would give an ACE CC57 value without freezing the game (they exist but don&#039;t know good specific ones yet).<br /><br />In other words<br /><br />1. Go somewhere<br />2. Change item 38 and its quantity<br />3. Save and reset<br />4. ???<br />5. Profit<br /><br />Changing item 41 and item 41 quantity (D36E/D36F) is another way of causing continuous arbitrary code execution instantly like changing it to 22 D3 to run ACE at item 3, but CC57 ACE is kept even after changing maps so is useful and a little closer to OAM DMA ACE. The Start menu and text boxes may be disabled, however perhaps the ACE could run a code to fix them.[/color]


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: bbbbbbbbba
icon: xx
body:
  [quote author=Parzival link=topic=8878.msg215048#msg215048 date=1567524381]<br />[url=https://tvtropes.org/pmwiki/pmwiki.php/Main/TheSavageIndian]Kinda like the one at the bottom of this page, maybe?[/url]<br />[/quote]<br />Yes, that&#039;s exactly what I mean.<br /><br />[quote author=coloradohugge link=topic=8878.msg215047#msg215047 date=1567490037]<br />[quote author=bbbbbbbbba link=topic=8878.msg215042#msg215042 date=1567446070]<br />[quote author=coloradohugge link=topic=8878.msg215040#msg215040 date=1567437186]<br />I also think having a dashboard with colapsable folders sounds like a very nice idea, it would be good so a person has a good concept which category a page is part of and what other pages are on the same level.<br />[/quote]<br />Can you elaborate on what you mean by a &quot;dashboard&quot;? <br />[/quote]<br /><br />Tree Folder Structure<br />[/quote]<br />Oh. I think whether this works will depend on the solution to the categorization problem; for example, I suspect it might not work well with a multi-aspect categorization system.<br /><br />I probably should first give my own input on the categorization system, then. I realize that [url=https://forums.glitchcity.info/index.php?topic=8662.msg212853#msg212853]my proposal last time[/url] is probably too complex to implement. So this is my attempt to capture the &quot;scientist&quot; perspective in a simple and clear way:<br />[list]<br />[li]Pages with explanations.[/li]<br />[list]<br />[li]Pages with [i]incomplete[/i] explanations.[/li]<br />[/list]<br />[li]Pages that need an explanation (AKA: explanation_request).[/li]<br />[li]Pages that [i]don&#039;t[/i] need an explanation. (Those can be just left out of this classification system; I just want to emphasize that those page exists, in no small volume, and that is a healthy thing because glitchology is not [i]just[/i] for scientists.)[/li]<br />[/list]<br />[hr]<br />Incidentally, I am thinking about adding a glossary page, for some recurring concepts that may not be intuitive for the average player, like &quot;0-based&quot;, &quot;jump table&quot;, &quot;save clear&quot;, etc. Those concepts are exactly what would be &quot;not interesting enough&quot; for an individual page, but would benefit from having a brief description to link to, instead of having to either be explained in-line or left unexplained.<br /><br />Edit: [url=https://glitchcity.info/wiki/User:Bbbbbbbbba/Glossary]I got the glossary page started.[/url] Everyone is welcome to edit that page (as is any other page under my user page, which I clarified on my user page just now). Although I am faced with a technical problem right now: It seems that the items on the Glossary page are not anchored (i.e. a &quot;[[#count byte|count byte]]&quot; would not jump to the corresponding item), and I would have to do it manually like [url=https://www.mediawiki.org/w/index.php?title=Manual:Glossary&amp;action=edit]this[/url] or [url=https://en.wikipedia.org/w/index.php?title=Glossary_of_climbing_terms&amp;action=edit]this[/url]. Is there a better way, or is there an advantage in using explicit anchors for every term that I&#039;m not seeing?


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Ryccardo
poster_email: *****@*****
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icon: xx
body:
  Too long of a post delving into different points!! :P<br />Anyway:<br /><br />Fully agree that the current (vertically centered) bullet points are an eyesore [s]as is the trashy strolling[/s] - and while we&#039;re talking about theme edits, yes a bigger visual difference between heading levels woild be better both in general and for my next point;<br /><br /><br /><br />Not a big fan of hard-stuffing &quot;core&quot; content into click-to-expand blocks (but I find reasonable the Wikipedia/Bulbapedia system of folding each ==h2 heading== section into its own collapsible element on mobile themes);<br /><br /><br /><br />I don&#039;t see how the &quot;different personalities&quot; in your example would be conflicting - surely there can be sections for a beginner-friendly explaination, one for a technical one*, an &quot;academical&quot; use, and examples of results/applications - plus of course* notes on the discovery, historical use, etc?<br />(The ones marked * are my personal interests, by the way :) )<br /><br />An example could be an hypothetical edit of the [url=https://glitchcity.info/w/index.php?title=Old_man_glitch&amp;oldid=32530]old man glitch[/url] to remove duplication of the information found at &quot;Left-facing shore tile glitch&quot;, splitting off the &quot;traditional Missingno glitch&quot; to a separate article (with historical notes, but referring to the two glitches it combines for further information), while providing a link to this new page as application examples?<br /><br /><br /><br />As for hexadecimal style, could it be possible to have some markup/template around a number that the server would process into an user-selectable style, like with dates? [i](My personal choice would be &quot;nothing at all if it&#039;s obvious from context, like having letters in it or being in an appropriate table column, anything goes if it needs to be called out&quot;)[/i]<br /><br />[quote]Although I am faced with a technical problem right now: It seems that the items on the Glossary page are not anchored (i.e. a &quot;[[#count byte|count byte]]&quot; would not jump to the corresponding item), and I would have to do it manually like this or this. Is there a better way, or is there an advantage in using explicit anchors for every term that I&#039;m not seeing?[/quote]<br />I don&#039;t have an answer about the cause, but I think the automatic heading-to-anchor system of mediawiki is problematic - it unsurprisingly breaks down when a title is edited, it fails when a title is repeated multiple times (as seen in our &quot;text errors&quot; page), ... so I&#039;d say that you can&#039;t go wrong by doing it manually :)


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Ryccardo link=topic=8878.msg215051#msg215051 date=1567603494]<br />Not a big fan of hard-stuffing &quot;core&quot; content into click-to-expand blocks (but I find reasonable the Wikipedia/Bulbapedia system of folding each ==h2 heading== section into its own collapsible element on mobile themes);<br />[/quote]<br />Ideally the content folded away would not be &quot;core&quot; (although I&#039;m not sure what you actually mean with this term), but just some details that are considered important by at least one type of glitcher.<br /><br />The way I see it, collapsible sections serve the same function as a table of content. It can be a fine system if there is a way to design the sections so that everyone can find what they need by section headings. I think that might be difficult (see below).<br /><br />Incidentally, there is another kind of collapsible element: the &quot;note&quot;s of TVTropes that expand in-line ([url=https://tvtropes.org/pmwiki/pmwiki.php/Webcomic/TheOrderofthestick]example[/url]; search for &quot;note&quot;). They may be more convenient depending on the exact circumstances, so it would be nice if we can implement those, too.<br /><br />[quote author=Ryccardo link=topic=8878.msg215051#msg215051 date=1567603494]<br />I don&#039;t see how the &quot;different personalities&quot; in your example would be conflicting - surely there can be sections for a beginner-friendly explaination, one for a technical one*, an &quot;academical&quot; use, and examples of results/applications - plus of course* notes on the discovery, historical use, etc?<br />(The ones marked * are my personal interests, by the way :) )<br />[/quote]<br />The problem, as I see it, is that each personality wants an entire narrative, not just a section. For example, not only do we need a &quot;beginner-friendly explanation&quot;, we also need a &quot;beginner-friendly procedure&quot; (that is not described in technical terms) to go for it. Burying all those sections in a lot of technical stuff is [i]not[/i] beginner-friendly. It may be better if we keep those sections consecutive, but at that point, we might as well have several different pages.<br /><br />Splitting every glitch page into several different pages is actually something I&#039;ve seriously considered. Like how Wikipedia has [url=https://en.wikipedia.org/wiki/Introduction_to_quantum_mechanics]&quot;Introduction to ...&quot;[/url] pages, or how TVTropes has &quot;Funny&quot;, &quot;Heartwarming&quot;, &quot;NightmareFuel&quot;, &quot;TearJerker&quot; subpages for works, this might be a viable approach to solve the problem of too much information (also known as TMI). Ultimately I didn&#039;t propose it because it seems like even more work than collapsibles across the board.<br /><br />[quote author=Ryccardo link=topic=8878.msg215051#msg215051 date=1567603494]<br />An example could be an hypothetical edit of the [url=https://glitchcity.info/w/index.php?title=Old_man_glitch&amp;oldid=32530]old man glitch[/url] to remove duplication of the information found at &quot;Left-facing shore tile glitch&quot;, splitting off the &quot;traditional Missingno glitch&quot; to a separate article (with historical notes, but referring to the two glitches it combines for further information), while providing a link to this new page as application examples?<br />[/quote]<br />That is not just a hypothetical (potential) edit! Now that you brought it up, the page seems super messed up. This seems more like a case of stuffing all &quot;beginner-friendly&quot; related information into one page, even though they don&#039;t really belong, because how is a beginner supposed to know which link to click?<br /><br />Kudos for bringing up a concrete example, though. I have avoided examples because I think the potential use cases of collapsibles would be many, and I don&#039;t think I can list them all, but a concrete example can surely help evaluating the proposal better. Maybe I will try it on [url=https://glitchcity.info/wiki/Trainer_escape_glitch]Trainer escape glitch[/url] and see how it goes.<br /><br />(And maybe you can also bring up or create an example of a page where all the &quot;sections for a beginner-friendly explanation, one for a technical one*, an &#039;academical&#039; use, and examples of results/applications - plus of course* notes on the discovery, historical use&quot; coexists in harmony. I cannot think of such an example, but that doesn&#039;t mean they don&#039;t exist.)<br /><br />[quote author=Ryccardo link=topic=8878.msg215051#msg215051 date=1567603494]<br />As for hexadecimal style, could it be possible to have some markup/template around a number that the server would process into an user-selectable style, like with dates? [i](My personal choice would be &quot;nothing at all if it&#039;s obvious from context, like having letters in it or being in an appropriate table column, anything goes if it needs to be called out&quot;)[/i]<br />[/quote]<br /><br />I believe that should be possible (not a MediaWiki person though), but that might be slightly more work than fixing everything according to a single guideline, and would be more confusing to new contributors, too.<br /><br />The &quot;obvious from context&quot; point can be a little subtle (what is 8F? :P), but I agree that in certain environments, like table columns and maybe long byte strings, a marker is not necessary.<br /><br />[quote author=Ryccardo link=topic=8878.msg215051#msg215051 date=1567603494]<br />[quote]Although I am faced with a technical problem right now: It seems that the items on the Glossary page are not anchored (i.e. a &quot;[[#count byte|count byte]]&quot; would not jump to the corresponding item), and I would have to do it manually like this or this. Is there a better way, or is there an advantage in using explicit anchors for every term that I&#039;m not seeing?[/quote]<br />I don&#039;t have an answer about the cause, but I think the automatic heading-to-anchor system of mediawiki is problematic - it unsurprisingly breaks down when a title is edited, it fails when a title is repeated multiple times (as seen in our &quot;text errors&quot; page), ... so I&#039;d say that you can&#039;t go wrong by doing it manually :)<br />[/quote]<br />You can go wrong by, for example, spelling the anchor incorrectly! Or worse, overwriting another anchor because you copied the entire thing and forgot to change the anchor. When a title is edited, you always have the option of keeping the old anchor (by explicitly adding one if the default is implicit), but in my opinion that is not a good state to be in anyway. My suggestion would be only to link to titles that are unlikely to change, which terms in the glossary are.<br /><br />Maybe from a practical viewpoint, explicit anchors cause less headache in the long run (discounting the fact that having to type every term twice is already a headache). But I hate code duplication with passion!


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Ryccardo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8878.msg215052#msg215052 date=1567625613]<br />The way I see it, collapsible sections serve the same function as a table of content. [...] TVTropes [...] [notes] [/quote]<br />Oh right, it&#039;s been so many years since I visited their website (vastly preferred the unofficial Android client &quot;Lampshade&quot;, now broken) that I forgot they have an &quot;open all&quot; button - I&#039;d be more than fine with that (or a preference to just disable them); and the &quot;inline long comment&quot; use also seems reasonable!<br /><br />


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Generated and published a PGP key for myself.<br /><br />However:<br /><br />GPG&#039;s bad at it...?<br /><br />I set it to expire in a year, and it wasn&#039;t detected as such on any keyserver, some keyservers didn&#039;t see an email address embedded in it, and it ended up being 3Kbit and not 4Kbit like I asked it to generate.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  did they really just<br /><br />release Team Rocket fighter skins<br /><br />then IMMEDIATELY fucking steamroll it with FUCKING [i][b][size=18pt]SANS[/size][/b][/i]


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]Also PokÃ©mon Curry Version announced. Does this mean, Telefang characters confirmed!? :)<br /><br />[img]https://www.vizzed.com/vizzedboard/retro/user_screenshots/saves27/272772/GBA--Pokemon%20Diamond_Sep30%205_11_21.png[/img]<br />[img]https://cdn3.dualshockers.com/wp-content/uploads/2019/09/Pokemon-Sword-ds1-1340x1340.jpg[/img]


subject: Uploading problems.
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  For some reason Iâ€™ve meant to make a post about an odd PokÃ©dex result, but the image I have wonâ€™t post while attached... (I checked, itâ€™s near 3.1 MB, short of the 8,000 KB limit.)


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Incidentally, I&#039;ll mention that one consequence of different people enjoying different parts of a page is that the &quot;[url=https://glitchcity.info/wiki/Glitch_City_Laboratories:Manual_of_style#General_link_usage_guidelines]don&#039;t link a term more than once[/url]&quot; policy is not necessarily appropriate. We can refer to [url=https://bulbapedia.bulbagarden.net/wiki/Bulbapedia:Manual_of_style#Article_titles]Bulbapedia&#039;s manual of style[/url]:<br /><br />[quote]Also, only link to an article once within a given portion of text; if you say &quot;Ash&quot; more than once in a paragraph, only link it the first time. Instances further apart may be linked to more than once, it is up to you how far apart to place repeated links. For consistency, if most elements of a list are links, then link to an article as many times as needed [i]in that list[/i].[/quote]


subject: Re: Uploading problems.
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8880.msg215060#msg215060 date=1567728747]<br />Damn... If has it been 2MB for awhile? Or is it a recent problem...? :-\<br />[/quote]No real consensus on how big, 2MB is my observation but it&#039;s been busted for a while.


subject: Odd PokÃ©dex Glitch
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  So while I was testing 0xDC&#039;s PokÃ©dex data, somehow this happened and I have no clue what happened... (I had used one of the many backsprites of 0xC7 for this PokÃ©dex data to happen...at least I think it caused it.) :???:


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  Thanks very much for making this post. Your efforts are invaluable, some of which are also visible under the recent changes section. Most of what I&#039;ve said thus far seems to just be agreeing with your suggestions, but like Photon I&#039;ll be looking over each part of this with more detail to see if I come up with anything to add.<br /><br />EDIT: On a quick editing spree at the moment, but don&#039;t take that as an indicator of me being ready to process things in depth. :P


subject: Re: Uploading problems.
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  According to the Admin CP, the individual file limit is indeed 8000 KB (in addition to the per-post limit). The only thing that stood out as odd was that the size limit for the attachments folder (where all attachments in the history of this forum, or at least the ones still accessible) was set to 2147483647 KB instead of having no limit, but we&#039;re obviously nowhere close to that. There is clearly a bug, though, if this happened the way you said.


subject: Re: Odd PokÃ©dex Glitch
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [url=https://glitchcity.info/wiki/GlitchDex/RB:220]RB:220[/url]&#039;s PokÃ©dex data comes from RAM address AA00, so if SRAM is locked (which it should be most of the time), reading it will return FF bytes instead of whatever&#039;s there when you save or load. [url=https://glitchcity.info/wiki/The_Big_HEX_List]Thus you get &quot;9&quot; tiles[/url] all over the place in various similar circumstances.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8204.msg215055#msg215055 date=1567651058]<br />did they really just<br /><br />release Team Rocket fighter skins<br /><br />then IMMEDIATELY fucking steamroll it with FUCKING [i][b][size=18pt]SANS[/size][/b][/i]<br />[/quote]I had to see this to believe it. I thought I didn&#039;t care about Smash, but...wow. Just wow.<br /><br />Also, while I haven&#039;t been keeping up with Sword and Shield news, I very much respect that reference. For the bright future! :)


subject: Re: don't entirely know what to call this thread
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Any reason you&#039;re not just changing your username? Do you still have the email address for your old account?<br /><br />Also, if I recall correctly, you did a lot. Empirical glitching (the Red/Green GlitchDex, possibly?), but still, a lot.<br /><br />You&#039;re always welcome anyhow, whether you&#039;d prefer this account or your old one. :)


subject: Re: Uploading problems.
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8880.msg215064#msg215064 date=1567741536]<br />According to the Admin CP, the individual file limit is indeed 8000 KB (in addition to the per-post limit). The only thing that stood out as odd was that the size limit for the attachments folder (where all attachments in the history of this forum, or at least the ones still accessible) was set to 2147483647 KB instead of having no limit, but we&#039;re obviously nowhere close to that. There is clearly a bug, though, if this happened the way you said.<br />[/quote]it&#039;s been pretty busted for a while now, i remember some similar threads well.


subject: Re: don't entirely know what to call this thread
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8879.msg215067#msg215067 date=1567742958]<br />Any reason you&#039;re not just changing your username? Do you still have the email address for your old account?<br /><br />Also, if I recall correctly, you did a lot. Empirical glitching (the Red/Green GlitchDex, possibly?), but still, a lot.<br /><br />You&#039;re always welcome anyhow, whether you&#039;d prefer this account or your old one. :)<br />[/quote]yeah, i still have the old Discord server where him and a couple others collaborated on the Green GD.


subject: Re: Odd PokÃ©dex Glitch
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I did know of the locked ram possibilities, whatâ€™s baffled me is the glitching up near the height/weight portion, with what looks like a glitchy combo of sprites...


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Not only was there the Sans reveal yesterday, but it was also revealed that one of the new composers hired by Game Freak to work on Town...[i]is Toby Fox[/i]. He even mentioned that some of his tracks were arranged by Hitomi &quot;the good one&quot; Sato! :D<br /><br />My favorite musical philosophy will meet some of my favorite musical content. I might even try the game itself at this rate!


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: bwill11
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You have to feel bad for Banjo and Terry for getting overshadowed by a Mii costume. Though honestly Sans doesn&#039;t feel like a Mii costume, he radiates a completely different energy than any other costume. What&#039;s really funny is that they day before the direct, I told one of my friends that I was 95 percent sure Sans would be a playable character, and I guess I was partially right.<br /><br />Honestly the direct was pretty meh for me, but I guess that means my wallet can rest easy for now. But nothing even remotely surprised or excited me other than Banjo releasing and SNES online (which excited me but was still pretty much inevitable), and I pretty much held a straight face for the entire direct. Nothing really was bad about it, it just contained nothing all that interesting.<br /><br />Also, who else is hype for Untitled Goose Game? (if you never heard of it before now: [url=https://goose.game]https://goose.game[/url])


subject: Re: A roleplay?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8865.msg214984#msg214984 date=1566362648]<br />Huh...<br />My experience (and to extend that, definition) of roleplays is vastly different than the way you described...&nbsp; :???:<br />[/quote]Well, what has that experience been then? It very well might fit with what&#039;s here if I made it sound too formal; just look at all the 400+ page threads here where users wuld casually hang out behind whatever guise they felt like at the time. One post was Jolteon&#039;s character Diana dropping a plate and needing to pick the pieces up! ...Or something like that, anyway!<br /><br />[quote author=Photon-Phoenix link=topic=8865.msg214985#msg214985 date=1566461451]<br />[quote author=Sherkel link=topic=8865.msg214983#msg214983 date=1566346595]<br />It could range from the over-the-top complexity of [url=https://forums.glitchcity.info/index.php?topic=3737.0]Team Rocket wants you to SHUT UP[/url]<br />[/quote]<br /><br />That&#039;s far from complex and closer to &quot;teenage shitposting&quot;<br />[/quote]<br />Complex teenage shitposting. Compromise accepted. :P


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8878.msg215063#msg215063 date=1567741198]<br />EDIT: On a quick editing spree at the moment, but don&#039;t take that as an indicator of me being ready to process things in depth. :P<br />[/quote]<br /><br />I have been also been doing many wiki edits, but don&#039;t take that as an indicator of me having enough energy to keep this discussion alive. I know what I [i]should[/i] do is to clean up the [url=https://glitchcity.info/wiki/Trainer_escape_glitch]Trainer escape glitch[/url] page to have an example on how to use collapsibles, but that in itself is a huge task...


subject: Re: A roleplay?
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  My experience is using characters I have made that are based from PokÃ©mon, in varying situations. This is my rp style:<br />(Character name): Example text *Example action*


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Alright. In the end...I don&#039;t feel the &quot;clash&quot;. However, that&#039;s not all there is to discuss and I&#039;m not saying it can&#039;t exist; if another user does see a significant difficulty in navigating a page when they just want a technical rundown, they should say so. Once again, as you said, as many users as possible should weigh in, in particular to see if that&#039;s an issue.<br /><br />I&#039;ll use the [url=https://glitchcity.info/wiki/Trainer_escape_glitch]Trainer escape glitch[/url] page as an example for a handful of things again. For a glitch scientist, there are technical explanation sections. They don&#039;t take up much of the page, but they can easily be clicked to and there&#039;s not a whole lot to say on that front anyway. The glitch artist is plenty satisfied for obvious reasons. The glitch technologist can click directly to any section labeled &quot;method&quot; or &quot;procedure&quot;. A possible solution in the case of this page, if the clash is significantly perceived, would be to reorder the sections. (There are other issues with it--for instance, the phrase &quot;for some reason&quot; should never appear for any reason--but those are sidenotes for now.)<br /><br />About one of your main proposals, while the page can do with some cleanup, I don&#039;t see how additional collapsibles would help it as there&#039;s already the index at the top. Envisioning collapsible sections on there, I can see them making the page look worse, but not better or cleaner. On the topic of collapsibles, though, the &quot;Major glitches&quot; one at the top would be a good tool if it were better-maintained; additionally, a &quot;Generation I glitches&quot; template at the top would be better for page visibility than continuing to rely on the sidebar and categories in the footer, some of which are very particular instead of the central hub pages something like &quot;Generation I glitches&quot; should be. Somehow linking these folders to the categories would be a huge help, and is conceivably possible.<br /><br />Templates...hmm. A good quality of life addition in theory, but what use would they practically serve? The wiki&#039;s pages are varied enough that there is no &quot;one size fits all&quot; or even &quot;one size fits a significant amount&quot;, at least as I see it. [i]Unless[/i] a decent handful of users agree on the clash being an issue, in which case one that separates procedure, method, and results could be incorporated into most of the pages under Major glitches. For the Dexes, it&#039;s already common sense to copy an existing one and replace what&#039;s in each field. If there&#039;s a specific way a particular template could be improved (the GlitchDex base stats one isn&#039;t much different to any old table, and arguably even less convenient), that could be its own discussion.<br /><br />The style guide could do with a cleanup or rewrite given how it hasn&#039;t aged with the rest of the site. About hexadecimals,<br />[quote=bbbbbbbbba]1. The poll didn&#039;t have an option &quot;anything, as long as it is consistent&quot;. I think it is rather likely that most people who voted on any of the first four options would be more OK with any of the other three than with the status quo.<br /><br />2. Well, I am already proposing across-the-board changes. And we don&#039;t actually need to go over 3,400 pages. Simply put something in the manual of guide, and edit some major pages to establish the rule, maybe mass edit Dex pages with robots --- I believe the rest will be brought in line in time.[/quote]<br />Good calls. I don&#039;t have any counterpoints.<br /><br />[quote=bbbbbbbbba]3. We might not be able to look over every page, but we are able to look over every future edit. In this regard, our lack of wiki activity (especially new contributors) could actually be an advantage. We can put something above the edit area to the effect of: &quot;We are serious about our style guide, but don&#039;t worry about it if you are new to the site. Our staff will review any edits and gladly fix any style problems for you!&quot; I don&#039;t think that would be a deterrent to any new contributor.[/quote]<br />That&#039;s a good start. I&#039;ll throw that on the main page right now, because...<br />[quote=bbbbbbbbba]the status quo of inconsistency may be a deterrent to some new contributors. How so? Editing the wiki is mostly thankless work. I think most people do that because they believe they are creating something good. And inconsistency does not look good --- at least to the conformists it doesn&#039;t. So those inconsistencies may be enough to make them think again about contributing.<br /><br />It might be argued that there are more non-conformists out there than conformists. But even then, I don&#039;t think the approach of &quot;feel free to edit, staff will catch problems&quot; would alienate non-conformists. It might alienate anti-conformists, but I don&#039;t believe anti-conformists would be a significant portion of the crowd. Maybe we can also mention that we are open to exceptions, as long as there is a good reason --- that can be determined on a case-by-case basis.<br /><br />As a bonus, if we can make it a wiki task to fix the pages to adhere to a more strict style guide, it might well incentivize some lurkers to contribute! It isn&#039;t unthinkable that, having gotten comfortable with wiki editing, they go on to contribute in other ways, like bringing new information to the site, right?[/quote]<br /><br />(Not sure if I have access to the editing area itself. For now it&#039;s on the main page.)<br /><br />Good suggestions for the new style guide so far. I&#039;ll add any if I think of them. In the meantime, a potential new manual of style is anyone&#039;s to write.<br /><br />CSS isn&#039;t something I&#039;m familiar with, though I should probably do something about that. I can edit the forum CSS, but that&#039;s tied to the main site&#039;s source code on Monarch Pass as I recall. Probably best to wait until the forthcoming SMF update to address those issues.<br /><br />That&#039;s all I can think of to add for now. Page visibility is the first priority to me, but these elements all tie into it.


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: bbbbbbbbba
icon: xx
body:
  [quote author=Sherkel link=topic=8878.msg215076#msg215076 date=1567999593]<br />I&#039;ll use the [url=https://glitchcity.info/wiki/Trainer_escape_glitch]Trainer escape glitch[/url] page as an example for a handful of things again. For a glitch scientist, there are technical explanation sections. They don&#039;t take up much of the page, but they can easily be clicked to and there&#039;s not a whole lot to say on that front anyway. The glitch artist is plenty satisfied for obvious reasons. The glitch technologist can click directly to any section labeled &quot;method&quot; or &quot;procedure&quot;. A possible solution in the case of this page, if the clash is significantly perceived, would be to reorder the sections. (There are other issues with it--for instance, the phrase &quot;for some reason&quot; should never appear for any reason--but those are sidenotes for now.)<br />[/quote]<br /><br />There is another piece of technical explanation that cannot be seen from the table of contents. In the &quot;Special stat encounter&quot; section, anything related to $CD60 and $D730 are technical explanations. They are intermingled with descriptions of methods, possibly making the tasks of both the scientist and the technologist harder.<br /><br />The section &quot;Textbox ID matching&quot; also contains some technical explanation, and it really needs to be expanded a little, but I feel that it would just get in the way of non-scientists. Same for &quot;Encountering Trainers&quot; and &quot;Trade NPC PokÃ©mon and resulting PokÃ©mon&quot;. Similar for &quot;Getting PokÃ©mon at level 100 with this trick&quot;, &quot;Going up and down the stairs infinitely&quot;, &quot;Removing Snorlax&quot;, &quot;Glitch meta-map script activation&quot;, although those all have their own pages --- then again, one cannot see this from the table of contents.<br /><br />The technologist is probably also confused because there are a bunch of procedures, like three that claims to be &quot;initial steps of the glitch&quot;, one with screenshots that goes from the start to the end (although it seems to assume that its readers already know how to do the actual Trainer-Fly input, as this most important part only gets one screenshot, after the whole thing is done), another that refers to both &quot;initial steps of the glitch&quot; and &quot;Special stat encounter&quot; (&quot;wait, there are a bunch of methods there?&quot;), and so on.<br /><br />[hr]<br /><br />Edit: I guess in any case, reordering the sections will surely improve the page&#039;s navigability, and also give us a better insight whether collapsibles would help further. This page is special in that it kind of already have &quot;scientist&#039;s procedures&quot; (the descriptions in &quot;initial steps&quot; and &quot;special stat encounter&quot; are pretty general) and &quot;technologist&#039;s procedures&quot; (like &quot;Mew trick&quot; and &quot;Level 100 PokÃ©mon before Brock&quot;). The question is how to organize those contents to make them easy to find for their respective target audience.<br /><br />I am surprised that you seem to think this page is an example of good organization. It does have a lot of good information like I mentioned above, but I&#039;ve always felt that it is an organizational mess.


subject: Re: A roleplay?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8865.msg215075#msg215075 date=1567997801]<br />My experience is using characters I have made that are based from PokÃ©mon, in varying situations. This is my rp style:<br />(Character name): Example text *Example action*<br />[/quote][url=https://forums.glitchcity.info/index.php?topic=3638.7500]Seems par for the course[/url]. Maybe someone will want to join in!


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8878.msg215077#msg215077 date=1568001687]<br />I am surprised that you seem to think this page is an example of good organization. It does have a lot of good information like I mentioned above, but I&#039;ve always felt that it is an organizational mess.<br />[/quote]I didn&#039;t mean to imply that. While it&#039;s a big example of inconsistent structuring, I think it can also serve as an example of how well certain systems in place already work despite that.<br /><br />Reordering the sections in that page would benefit it, but between us it seems to be unclear whether each main section should <br />be a sub-glitch (which I&#039;d do) or whether technical information, procedures, and results should be the main sections. Maybe first dividing it by sub-glitch and then by each of those three would be a good precedent to follow for pages like that?


subject: What do you think about organization here?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks to sustained interest in the field from various parties over time, this wiki has never stopped growing. However, on a higher level, there&#039;s a consensus that the way the pages are organized is still on the wrong side of history, in addition to other site-wide elements. Is there too much of a mix of technical information, procedural outlines, and the cool results that all originally brought us here, without the three being clearly separated enough? Would new templates aid future edits? What about the current manual of style? Would a TVTropes-inspired system make the wealth of pages easier to navigate?<br /><br />Collectively, we don&#039;t know, other than that we could do with [i]something[/i] along those lines. Any visitor is free to suggest what that might be.<br /><br />[b][url=https://forums.glitchcity.info/index.php?topic=8878.0]An excellent discussion was opened here on this subject. If you have anything to say or are curious what proposals have been made, come check it out![/url][/b]


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Fair ;D Honestly I&#039;m not sure. First dividing by something like &quot;technical information, procedures, and results&quot; would help everyone to find what they need most in one place, but it also seems like it would put too much content out of context. If you think first dividing by sub-glitches would be better, then let&#039;s try that first.<br /><br />Actually, I think it would be also important to clarify the relations of the &quot;sub-glitches&quot;, seeing as they are neither all parallel or all sequential. Maybe &quot;sub-glitch&quot; is not a good word to use, and they should be divided into varations (different ways to do the same thing) and consequences (non-natural glitches enabled by the &quot;main glitch&quot;). The thing is, the whole &quot;special stat encounter&quot; part is a consequence of the actual trainer escape (I actually feel that the section name &quot;initial steps of the glitch&quot; might be difficult to process), but they are so closely related that it makes no sense to separate them into two pages. Also, part of the &quot;special stat encounter&quot; is actually &quot;escaping the trainer-escape state&quot; ;) I don&#039;t know if that part deserves its own section too.


subject: Re: Odd PokÃ©dex Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Princess Torchic Owl Lover â˜½ â¤
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8881.msg215070#msg215070 date=1567768166]<br />I did know of the locked ram possibilities, whatâ€™s baffled me is the glitching up near the height/weight portion, with what looks like a glitchy combo of sprites...<br />[/quote]<br /><br />[color=purple]Hmm that&#039;s interesting.<br /><br />With the lower ID name characters they will take them from the loaded sprite data. So what appears to be a combo of sprites may be a combination of glitch text, and they may be in that position because of a series of line related control characters in just the right places.<br /><br />A way to analyse it could be to replicate it then see what&#039;s at AA00 when it isn&#039;t locked by setting a breakpoint on read access when the PokÃ©dex is brought up, copy and paste the bytes to see what the data is.<br /><br />Here is how to find a breakpoint. https://glitchcity.info/wiki/Breakpoint<br /><br />Then you can view AA00 and it should mirror the PokÃ©dex data if after the emulator pauses it&#039;s the exact occurrence it&#039;s used for this. [/color]


subject: Re: Best game in the original Sonic trilogy (and Knuckles)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=8874.msg215018#msg215018 date=1567144606]<br />S&amp;K because it has Flying Battery Zone and is therefore superior to all the others.<br />[/quote]<br /><br />[color=purple]Dah-dah-dah-da-DUNNNN DUNN DUN DUN DUN DUN DUN DUN DUN DUN DUN!! &gt;V&lt;<br /><br />/Intensive guitar session[/color]


subject: Re: Odd PokÃ©dex Glitch
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Intriguing... Thanks for the insight! Iâ€™ve done many many tests using varying backsprites of PokÃ©mon (namely 0xC7 &amp; 0x00) and either got long dexes, lock-ups (either from music or buffer overflows with 99999999...), or game crashes, but that effect Iâ€™ve yet to reproduce... I also didnâ€™t save a state. Whoopsy... ._.&#039;


subject: Re: Odd PokÃ©dex Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8881.msg215091#msg215091 date=1568133602]<br />Intriguing... Thanks for the insight! Iâ€™ve done many many tests using varying backsprites of PokÃ©mon (namely 0xC7 &amp; 0x00) and either got long dexes, lock-ups (either from music or buffer overflows with 99999999...), or game crashes, but that effect Iâ€™ve yet to reproduce... I also didnâ€™t save a state. Whoopsy... ._.&#039;<br />[/quote]<br /><br />[color=purple]You&#039;re welcome ^^ I see :( hope you can get it again. :)[/color]


subject: Re: Odd PokÃ©dex Glitch
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ll look into it, for sure. &gt;vO I still wanna test other unstable backsprite PokÃ©mon for more unique results (namely 0xED). Certainly makes for a good time killer. :P


subject: Re: What odd traits do you have?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]Over-analysis when I guess very well the key to life is already there (just live it and have fun dude) without the need for philosophy x~x[/color]


subject: Random roleplay! :P
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If anyone wants to do it, just reply below. My style may differ from others...<br /><br />Greg (A Chespin): *Playing a PokÃ©mon game but glitching it*<br />(Hey I figured to stay on topic so heâ€™s glitching. XP)


subject: Re: Random roleplay! :P
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Princess Torchic Owl Lover â˜½ â¤
icon: xx
body:
  [color=purple](Random Clefairy manifests in real life): &quot;Hey dude! Wanna jump into the world of PokÃ©mon, you can become a glitch PokÃ©mon too!?&quot; ^_^ 8)[/color]


subject: Re: Random roleplay! :P
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  (Clefairy used Metronome/Teleport. XD)<br />Greg: WAH?! *Taken aback by the sudden Clefairy* W-Who are you?!


subject: Re: Random roleplay! :P
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Princess Torchic Owl Lover â˜½ â¤
icon: xx
body:
  [color=purple](After the unfortunate Metronome&gt;Teleport, Clefairy warps through the ceiling at faster than light speed, only to wrap around the universe having bumped her head after touching the ceiling)<br /><br />Clefairy: Ouch @_@. (Clefairy dizzily explains)<br /><br />Pleased to meet ya. My name is y R â—£ ã‚¥ | 4 . :&gt; I&#039;m a Level 109 Clefairy with glitch moves. I come from the glitch world which is at a parallel world to this one; the world we call Earth. :3 Mario sent me here from doing too many backward long jumps; creating a rip in the space time continuum and sending me to a parallel universe.<br /><br />And now I can&#039;t get back. I can only enter other worlds through monitors and screens. But this world is boring :/ the only glitches are in politics. I&#039;m kind of lonely you wanna glitch together? I know Super Glitch. Now, humans can become any glitch PokÃ©mon they want within the generation you&#039;re playing. If you like take your pick from any of the known glitch PokÃ©mon. :)<br />[/color]


subject: Re: Random roleplay! :P
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Greg: *Just plain confused* I donâ€™t know what I just heard... Whatever I guess... I&#039;m a Chespin and my name is Greg. Greg Graszki.


subject: Re: QUARITY MUSIC
poster_name: bwill11
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This matches up too perfectly and I&#039;m not sure how much I like it<br />[url=https://www.youtube.com/watch?v=h_7kwl-4ero]Rap God with the Banjo-Kazooie intro music[/url]


subject: Re: Random roleplay! :P
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]y R â—£ ã‚¥ | 4: OK nice to meet you Greg :).<br /><br />(Greg the Chespin and y R â—£ ã‚¥ | 4 the Clefairy are sucked into the PokÃ©mon game.)<br /><br />y R â—£ ã‚¥ | 4: Umm which PokÃ©mon game is this? (y R â—£ ã‚¥ | 4 offers a bag of glitch TMs. Some can only be used in one generation/set of games)<br /><br />[/color]


subject: Re: Metaphysics ideas
poster_name: bwill11
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: bwill11
icon: xx
body:
  This diagram is all over the place and I&#039;m not sure what some of this has to do with metaphysics, why this is in art, or even if it&#039;s serious, considering &quot;silly path analogies&quot; is an actual part of the diagram. 


subject: Re: QUARITY MUSIC
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bwill11 link=topic=8527.msg215100#msg215100 date=1568141501]<br />This matches up too perfectly and I&#039;m not sure how much I like it<br />[url=https://www.youtube.com/watch?v=h_7kwl-4ero]Rap God with the Banjo-Kazooie intro music[/url]<br />[/quote]<br /><br />[color=purple]It does sound quite fitting. Personally not my aesthetic either but found it funny.<br /><br />[url=https://www.youtube.com/watch?v=-wTDsCplARY]Furret Walk WITH LYRICS THE MUSICAL THE EXPERIENCE THE LEGEND[/url][/color]


subject: Re: Random roleplay! :P
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Princess Torchic Owl Lover â˜½ â¤
icon: xx
body:
  [color=purple]y R â—£ ã‚¥ | 4 : &quot;Cool. So I have about eight of those, but there is the four move limit. Take your pick.&quot; :<br /><br />y R â—£ ã‚¥ | 4 offers glitch TMs containing the following:<br /><br />(y R â—£ ã‚¥ | 4 ) moves to the [url=https://glitchcity.info/wiki/Celadon_Mansion_safe_spot]Celadon Mansion safe spot[/url]. y R â—£ ã‚¥ | 4: &quot;I have infinite X-Accuracies and a normally non-existent infinite PP item as well, so missing/running out of PP is not an issue.&quot;<br /><br />(Descriptions for glitch moves suddenly pop up in-game):<br /><br />Glitch Move 0xA6 (Super Glitch): This move alone is unremarkable, but in most areas simply messing around with it glitches up the game. Fortunately I have an anti-freeze device in my bag that also limits the corruptions to still make the game playable, but it still is quite dangerous to the game. <br /><br />TM13: Raises your evasion like a lot but no damage.<br /><br />TM09: The strongest move in the game (255 power) and halves Defense during calculation). Sets things on fire.<br /><br />TM23: Like TM09 (255 power) and also drains health like Mega Drain. Doesn&#039;t half Defense though.<br /><br />&quot;-&quot; (move 0) : This is like Super Glitch but less dangerous and you can use it at certain places to get different wild PokÃ©mon you want by transforming other ones.<br /><br />TM27: Swords Dance but Ice-type. It will raise your Attack but be careful the swords don&#039;t melt.<br /><br />TM06: Now this move unlike TM09 and TM23 are average power (power 55), but if it doesn&#039;t knock out the opponent the game will freeze. With my anti-freezer, it will stop time and let you walk through walls instead.<br /><br />TM10: This one is a little stronger than TM06 (power 74) but if it doesn&#039;t knock out the opponent you get arbitrary code execution except it&#039;s hard to control. Makes you grow larger.<br /><br />TM55: Does nothing and elapses a turn. I don&#039;t know why they sold this one to me.<br /><br />HM01: This one is strange. It&#039;s a fairly good (94 power) move, but if it doesn&#039;t KO it leads you to believe you didn&#039;t use it, which could be bad or not so bad depending on the situation.<br /> [/color]


subject: Re: Random roleplay! :P
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Greg: Woah... This is so cool! I always did glitch a bit, this is on a whole new scale. I like 4 of those TMs. Hm... *Inspects each description* I&#039;ll make use of 06, 09, 13, &amp; 27.<br />(He doesnâ€™t wanna kill them all with Super Glitch. XD)


subject: Re: Random roleplay! :P
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Princess Torchic Owl Lover â˜½ â¤
icon: xx
body:
  [color=purple]y R â—£ ã‚¥ | 4 : Good taste ^^ Here you go :3<br /><br />What you wanna do? Want to make use of the glitch moves right now or exploit a certain glitch of your choice like old man glitch, Trainer escape glitch etc.? (I have a Surfboard and know Fly so yeah that brings two glitches down)[/color]


subject: Re: Random roleplay! :P
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Greg: Battle testing. Wanna use these moves in battle. Also I need a name to call ya... Your name is really complex...


subject: Re: Metaphysics ideas
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Princess Torchic Owl Lover â˜½ â¤
icon: xx
body:
  [color=purple](*embarrassed as feel like come out with lots of stereotypically unusual stuff*) and it sounds strange, but its more of an idea dump than anything serious, so it&#039;s why it&#039;s in art. However it isn&#039;t a drawing/poem/etc. so yeah whether it belongs there is questionable. I admittedly don&#039;t properly understand the term metaphysics or know anything about philosophy at all, though it alludes to; maybe the most fundamental things all have opposites or anti-matter.<br /><br />This then is also about attract and release. &#039;Up&#039; is like gravity and other concepts I merged together. &#039;Down&#039; is like how the universe seems to be expanding, loss of heat in systems, and other things I added but are not necessarily compatible. (Like its relation to life; first we eat but also excrete and also how some mammals store matter from externally (stereotypically females) others inject it (stereotypically males) or something like that).<br /><br />I merged Samsara (like cyclic change) and also allusion to Taoism here too with other concepts. I don&#039;t know if there is anything I wanted to generally convey with it; however it&#039;s like - is the ultimate fate of things in the world to fade away (down), to accumulate and become more complex (up); despite heat death being accepted we don&#039;t know and science keeps asking questions that can&#039;t realistically be answered. One idea is that like a circle there is no beginning or end, the question however is when one of the forces overpowers the other (so say heat death; or say everything actually merges into one thing) will changes still occur? (So like, will another big bang occur after a big crunch etc.) The fact that we are in an unstable universe today (that theoretically by mathematics could be resolved) makes me wonder this and that even fundamental forces of reality could be like oscillating pendulums (not constant). The other thing is like a weird idea free will and determinism can co-exist but only in balance with each other but it&#039;s a shallow thought experiment that when thinking about what that means breaks down.[/color]


subject: Re: Random roleplay! :P
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]Glitchy Clefairy: Hmm well I&#039;m &quot;y R u 4&quot; basically. Guess you can call me Yasmine (Ruby) 4.<br /><br />(After she lets Greg learn the moves from the TMs he wants, Yasmine the Clefairy leads Greg to the talls grass east of Celadon City. Suddenly, a wild Vulpix appears.)<br /><br />Yasmine: Aww it&#039;s cute!<br />[/color]


subject: Re: Metaphysics ideas
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bwill11 link=topic=8884.msg215103#msg215103 date=1568142004]<br />This diagram is all over the place and I&#039;m not sure what some of this has to do with metaphysics, why this is in art, or even if it&#039;s serious, considering &quot;silly path analogies&quot; is an actual part of the diagram.<br />[/quote]Nah, it is serious, albeit maybe not very suited for a technology-oriented community (though inactivity here does help keep away the spam of holier-than-thou backlash it might receive in another). I&#039;ve been there before, and ideas will be all over the place to the point you&#039;ll likely be embarrassed at yourself on more than one occasion. In a way I was lucky to come across concepts that stuck with me on the sooner side compared to most, but it still takes a lot of cross-referencing of different sources and experiences to decide where you really stand. And even if one stance differs from others, they all have their place in the grand scheme of things, hence &quot;why a division by 0 can be anything you want it to be&quot; to quote the original post.


subject: Re: A roleplay?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8865.msg215084#msg215084 date=1568111324]<br />Wait the lines of existing ones?<br />[/quote]Setting a scene (&quot;Team Rocket is using shadow Pokemon!&quot;), deciding what a character can be (a human, a Pokemon, what species, age, etc.), possibly a goal (&quot;defeat Team Rocket!&quot;) and rules (&quot;you can&#039;t destroy the universe for no reason&quot;) too. Just however the existing ones started out. But none of that&#039;s strictly necessary as the Dungeon Master (or whatever the equivalent here would be) can make it up as he goes along or only make the other players aware of particular parts at a time. Letting each participant make up parts of the scenario as it progresses is what most of the other threads became as far as I can tell, anyway, so you&#039;re good. The point is to just have fun, so guidelines are there to enhance that based on what others have had fun with in the past, not to be restrictive.


subject: Re: A roleplay?
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I actually funny enough made a post not long after that comment so... That renders this thread pointless. :-\


subject: Re: Religion
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  There are &quot;necessarily true things&quot;, though, because otherwise nobody in the world would have spent all this time discussing them, as we&#039;re both doing now. The question is whether they&#039;re [i]clear[/i], and to me religion and spirituality are there to fill the gap that science and technology continue to leave (and arguably how trustworthy those may be to begin with; you might not get any government funding or publicity for all your hard work if it concludes something certain people don&#039;t want to hear...). In that sense religion and spirituality are very much the same, but I consider &quot;religion&quot; to be associating yourself firmly with a specific long-standing tradition and &quot;spirituality&quot; to be coming up with your own. Seeing as your own tradition could already be a long-standing one, though, you can see the vagueness in differentiating the two already.<br /><br />[quote]Embracing evil may seem hard because it would feel by definition, they aren&#039;t compatible - but it doesn&#039;t mean by embracing bad you become a bad person - for instance, in accepting some things are beyond our ability to love it liberates us, and makes concepts like death, pain easier to accept; because you respect they are part of the world you were born in, even if you don&#039;t fully integrate with it.[/quote]I&#039;ll accept the existence of a shark, but sure won&#039;t choose to get near one or let it bite me. Basically what you said.


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Glad we can agree on where to start with organizing it!<br /><br />Anyone&#039;s welcome to start editing that page. Reorganizing and rewriting it thoroughly could turn it into the opposite of what it was at the start of this thread: an example of how we want other pages to look going forward. [size=6pt](Yes, volunteering everyone includes myself...)[/size]<br /><br />The way I&#039;d define &quot;sub-glitch&quot; is an occurrence or potential procedure that results from the same error in programming as another: I&#039;d call both LGFly and oobLG &quot;LOL sub-glitches&quot;. The Pomeg glitch is especially full of them, but I don&#039;t know the intricacies of that one too well. About dividing into &quot;variations&quot; and &quot;consequences&quot;, I don&#039;t see a strong need to do so. So long as the consequences line up reasonably well (the Trainer escape glitch&#039;s being encountering a specific PokÃ©mon), I would say they fall under the same umbrella. I suppose that puts me in the &quot;technology&quot; camp. While Meta-map script activation requires an initial step of the Trainer escape glitch and is listed on the page, I would separate the two completely.<br /><br />As I was typing the above section I realized more and more how the approaches clash, as Meta-map script activation requires reaching the &quot;trainer escape state&quot; and hatching a Jirachi egg requires reaching the &quot;Pomeg state&quot;. I think a case-by-case approach can solve this, though: in the case of the Pomeg glitch page, for instance, it should be split up into many, and in the case of the Trainer escape glitch one, there can be a bit in &quot;See also&quot; that says &quot;Meta-map script activation, used for [...], is achieved through some of the same steps of the Trainer escape glitch.&quot;)<br /><br />Did anyone in Discord talk more about this, by the way?


subject: Re: Metaphysics ideas
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8884.msg215112#msg215112 date=1568148376]<br />Nah, it is serious, albeit maybe not very suited for a technology-oriented community (though inactivity here does help keep away the spam of holier-than-thou backlash it might receive in another). I&#039;ve been there before, and ideas will be all over the place to the point you&#039;ll likely be embarrassed at yourself on more than one occasion. In a way I was lucky to come across concepts that stuck with me on the sooner side compared to most, but it still takes a lot of cross-referencing of different sources and experiences to decide where you really stand. And even if one stance differs from others, they all have their place in the grand scheme of things, hence &quot;why a division by 0 can be anything you want it to be&quot; to quote the original post.<br />[/quote]<br /><br />[color=purple]Thanks for your empathy :) (yes I identify with spirituality like you and imagine a lot so try to look into analogies to try to understand questions like why are we here and also (here) how the world might work. Sometimes when imagining if you relate; an idea feels meaningful but when broken down in writing cannot be explained adequately, then there is another element of embarrassment. I feel an urge to post these things as this is my favourite community but you&#039;re right it may not be suited for PokÃ©mon glitching related forum/some people may feel confused.)[/color]


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Actually, I&#039;m thinking that &quot;meta-map script activation&quot; should be a general name for a class of exploits, just like &quot;arbitrary code execution&quot;. The specific exploit --- using trainer escape to get to meta-map script ID 4 --- should have a more specific name. Where is the mastermind behind &quot;Glitzer Popping&quot;? :P<br /><br />[hr]<br /><br />I am also seeing how it might be difficult to differentiate between variations and consequences, as this specific case of meta-map script activation may be regarded as either a variation or a consequence of text box ID matching. I would tend to say it is a variation, because after seeing the glitched Trainer text box, the player does not need to do anything else special to achieve invalid meta-map script activation.<br /><br />I think a clear-cut case of variations would be the [url=https://glitchcity.info/wiki/2x2_block_encounter_glitches]2x2 block encounter glitches[/url]. The [url=https://glitchcity.info/wiki/Left-facing_shore_tile_glitch]left-facing shore tile glitch[/url] is one of its variations, and all of the applications mentioned on the left-facing shore tile glitch page are sub-variations. To trigger them all, the player ultimately does the same thing, although with different setups.<br /><br />If we draw a box diagrams of glitches, then variations would be boxes within a box, and consequences would be indicated by arrows pointing from one box to others.


subject: Re: The dream thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]Lucid dreaming is rare but has anyone ever had an incarnate dream. I had one once. I was a sheep then a horse (and likely more but I&#039;ve forgotten most except the horse which was most vivid as I saw from its field of view). It was awesome. I was running. :D<br /><br />And there was another similar dream I was a cow but not as vivid, but mainly because I have a stupid nonsense joke &quot;I&#039;m a cow and I don&#039;t know how&quot; but it felt unsettling in I didn&#039;t know how to walk on two legs anymore.<br /><br />The interesting thing about some dreams is that they feel as real as reality itself. There are theories that suggest consciousness is an apparition of electricity - indeed then perhaps robots dream in some way we can&#039;t understand etc. https://en.wikipedia.org/wiki/Electromagnetic_theories_of_consciousness[/color]


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Princess Torchic Owl Lover â˜½ â¤
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8878.msg215118#msg215118 date=1568155311]<br />Actually, I&#039;m thinking that &quot;meta-map script activation&quot; should be a general name for a class of exploits, just like &quot;arbitrary code execution&quot;. The specific exploit --- using trainer escape to get to meta-map script ID 4 --- should have a more specific name. Where is the mastermind behind &quot;Glitzer Popping&quot;? :P<br /><br />[hr]<br /><br />I am also seeing how it might be difficult to differentiate between variations and consequences, as this specific case of meta-map script activation may be regarded as either a variation or a consequence of text box ID matching. I would tend to say it is a variation, because after seeing the glitched Trainer text box, the player does not need to do anything else special to achieve invalid meta-map script activation.<br /><br />I think a clear-cut case of variations would be the [url=https://glitchcity.info/wiki/2x2_block_encounter_glitches]2x2 block encounter glitches[/url]. The [url=https://glitchcity.info/wiki/Left-facing_shore_tile_glitch]left-facing shore tile glitch[/url] is one of its variations, and all of the applications mentioned on the left-facing shore tile glitch page are sub-variations. To trigger them all, the player ultimately does the same thing, although with different setups.<br /><br />[b]If we draw a box diagrams of glitches, then variations would be boxes within a box, and consequences would be indicated by arrows pointing from one box to others.[/b]<br />[/quote]<br /><br />[color=purple]Yes! :) Some kind of diagram sounds like a good idea. Certain glitches as well are sub-glitches of multiple glitches (like using the Trainer escape glitch to activate meta-script ID 4, or using the expanded PC to acquire it) too; and using a visual diagram might be a good way of showing that. The only thing is we might need to have many of the diagrams or they would become extremely large.[/color]<br /><br />


subject: Re: The dream thread
poster_name: rango
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  For some reason, the only dreams that I even notice are the ones I have right before I wake up.<br />The only one that I can remember right now was a dream in which I was walking outside my house, but it was a weird type of RPG game that I have never played. And for some reason there were train tracks going around my house.


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8878.msg215118#msg215118 date=1568155311]<br />Actually, I&#039;m thinking that &quot;meta-map script activation&quot; should be a general name for a class of exploits, just like &quot;arbitrary code execution&quot;.[/quote]<br />That makes sense given its nature. I can&#039;t think of many uses for it off the top of my head, but it makes sense from an organization standpoint, especially considering there will likely be more uses looking forward.<br /><br />[quote author=bbbbbbbbba link=topic=8878.msg215118#msg215118 date=1568155311]The specific exploit --- using trainer escape to get to meta-map script ID 4 --- should have a more specific name. Where is the mastermind behind &quot;Glitzer Popping&quot;? :P[/quote]<br />Rerouting Gaia, grinding Japanese Stadium 2, or otherwise just being awesome...&quot;mastermind&quot; is very apt. If I ever discover something new I&#039;ll be sure to take a page out of his book. We could try and come up with a name for that specific example right now, though...The Bankforest?<br /><br />[quote author=bbbbbbbbba link=topic=8878.msg215118#msg215118 date=1568155311]I am also seeing how it might be difficult to differentiate between variations and consequences, as this specific case of meta-map script activation may be regarded as either a variation or a consequence of text box ID matching. I would tend to say it is a variation, because after seeing the glitched Trainer text box, the player does not need to do anything else special to achieve invalid meta-map script activation.[/quote]I could go either way. Text box ID matching isn&#039;t much in and of itself, but meta-map script activation is one of the few uses for it.<br /><br />[quote author=bbbbbbbbba link=topic=8878.msg215118#msg215118 date=1568155311]I think a clear-cut case of variations would be the [url=https://glitchcity.info/wiki/2x2_block_encounter_glitches]2x2 block encounter glitches[/url]. The [url=https://glitchcity.info/wiki/Left-facing_shore_tile_glitch]left-facing shore tile glitch[/url] is one of its variations, and all of the applications mentioned on the left-facing shore tile glitch page are sub-variations. To trigger them all, the player ultimately does the same thing, although with different setups.[/quote]I think I&#039;m starting to see what you mean with the terms. In that case &quot;variation&quot; seems appropriate for all the examples provided.<br /><br />[quote author=bbbbbbbbba link=topic=8878.msg215118#msg215118 date=1568155311]If we draw a box diagrams of glitches, then variations would be boxes within a box, and consequences would be indicated by arrows pointing from one box to others.<br />[/quote]Iiiiii see now...<br /><br />No new input from me. Just can&#039;t come up with anything more to add yet. I think with what&#039;s been gotten out of the way we can safely go ahead with reorganizing existing pages. Use of categories is another thing (as you said in the talk page, all the first three Generational ones are bloated, so linking them all separately in the header for each page wouldn&#039;t be the best idea. Maybe there could at least be a more prominent category link at the top, though.)


subject: Re: Metaphysics ideas
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Not a problem! For me when the basic concept of &quot;question everything&quot; first made its way to me I just couldn&#039;t make sense of the literally infinite alternate answers, especially seeing as the Internet&#039;s a thing. It works out in time, though, if you&#039;re determined to just help yourself become the person you want to be. In my case it mostly adds up to &quot;just have fun&quot;, like I think you said in another post somewhere.<br /><br />Absolutely agreed about this place too, by the way. I can&#039;t explain it any better than that I simply enjoy this site and forum on some sort of foundational level, whereas nearly every single other community I&#039;ve been in has amounted to nothing more than temporary means to an end. In some cases I don&#039;t feel comfortable with them, but more often I just can&#039;t make myself be interested enough to stick around.


subject: Re: What song are you listening to right now?
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=https://www.youtube.com/watch?v=7Nq38kne4zA]The Bangles: Silent Treatment[/url].<br /><br />&#039;80s pop music keeps popping up (heh) in my recommendations and I keep going down these rabbit holes. Three weeks ago I discovered I really like Dead or Alive.


subject: Re: The dream thread
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Last night I dreamed that my house had lost power in the middle of the night. I was in my room and grabbed my flashlight, but its battery died and I was left in pitch blackness. I headed downstairs to look out the front door to see if anyone else in the neighborhood had lost power, but I couldn&#039;t see much. There was, however, a very large shape in my driveway. I went to turn the flashlight back on but then the dream ended.


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  On the categorization problem, I think maybe the best solution is still to revive the &quot;natural glitch&quot; category. The thing is, in theory any glitch could be reached by only following &quot;consequence&quot; links starting from natural glitches (except cheating/ACE only glitches, which can have their own category). For giving newcomers a tour of the site, they are as good a category as any. And they have a rather well-defined boundary, which, in my opinion, is important for a categorization system to work, especially if we don&#039;t want it to be maintained by a single person.<br /><br />One problem with natural glitches I see is that there are still too many of them, especially for Generation I (see [url=https://glitchcity.info/wiki/List_of_natural_glitches_in_Generation_I]list of natural glitches in Generation I[/url]). It might still be necessary to have a notion of &quot;major glitches&quot; based on their perceived usefulness/destructiveness. I currently don&#039;t have a satisfactory idea, but I hope we can come up with a definition that, while probably not completely clear-cut, is at least objective and logical, so that people can [i]argue[/i] for a page&#039;s inclusion or exclusion.<br /><br />If the &quot;major glitch&quot; category turns out to be too broad in the other direction (ACE programs tend to be useful, after all), we can always focus just on [i]natural[/i] major glitches (of course, necessary precursors of major glitches would all be major glitches). I don&#039;t want to argue that something like item underflow is not major, but they don&#039;t need to be exposed through a &quot;public-facing&quot; category.<br /><br />About the definition of &quot;major glitches&quot;, we can open another thread if people feel it&#039;s worth it.<br /><br />[hr]<br /><br />Another idea: Maybe we can have a &quot;glitch infobox&quot; template, similar to our [url=https://glitchcity.info/wiki/Template:ItemInfoGenI]Template:ItemInfoGenI[/url] or Bulbapedia&#039;s [url=https://bulbapedia.bulbagarden.net/wiki/Template:Pok%C3%A9mon_Infobox]Template:PokÃ©mon Infobox[/url], and put there some basic information like affected version(s), variations, consequences, precursors (for non-natural glitches), etc. It can serve the dual purpose of helping people decide if they are interested enough to read the text, and facilitating navigation. It can also contain a good screenshot (gif if necessary) that showcases the glitch, which would be nice too.


subject: Re: The dream thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=rango link=topic=6554.msg215121#msg215121 date=1568230511]<br />For some reason, the only dreams that I even notice are the ones I have right before I wake up.<br />The only one that I can remember right now was a dream in which I was walking outside my house, but it was a weird type of RPG game that I have never played. And for some reason there were train tracks going around my house.<br />[/quote]<br /><br />[color=purple]I think this may be common that we tend to remember our dreams just before waking up.<br />Interesting, did you enjoy it?[/color]<br /><br />[quote author=Bert link=topic=6554.msg215126#msg215126 date=1568245076]<br />Last night I dreamed that my house had lost power in the middle of the night. I was in my room and grabbed my flashlight, but its battery died and I was left in pitch blackness. I headed downstairs to look out the front door to see if anyone else in the neighborhood had lost power, but I couldn&#039;t see much. There was, however, a very large shape in my driveway. I went to turn the flashlight back on but then the dream ended.<br />[/quote]<br /><br />[color=purple]Ahh.. that sounds like it may have been unsettling, sad or creepy. :( I remember a dream once too, in which I had my haircut but I was blind. It&#039;s good though some dreams are happy and pleasant. *thinks if I can remember more*&gt;one of them they were giving free Starfy t-shirts in the street, and I felt aww this is kind thank you. âœ¿[/color]


subject: Re: What song are you listening to right now?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [url=https://www.youtube.com/watch?v=Q0gOmZ4VUjg]Pokemon Black &amp; White 2 OST Gym (Skyla)[/url]<br />[url=https://www.youtube.com/watch?v=UJK_fapZwzI]Kirby&#039;s Dreamland - Green Greens Rock Techno Remix[/url]<br />[url=https://www.youtube.com/watch?v=EbDxn89TdZc]PokÃ©mon and chill[/url]


subject: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So Iâ€™ve continued testing that PokÃ©mon, and I thought... Maybe I could document the height/weight combos and note which ones work, which ones crash, and which ones cause weird effects. ;)


subject: Coin names for obscure feelings
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Bird Mother â˜½ â¤
icon: xx
body:
  [color=purple]After I read about it these on a website, they have fascinated me at this point. I gather this might be a fun exercise to get to know each other in the community better. :) I get a ton of them I&#039;m happy to share. Am a little tired but may have more fresh ideas tomorrow.[/color]<br /><br />[color=purple]Below are some obscure feeling names that are real but rarely used (though I believe I may have heard sonder in writing once).[/color]<br /><br />[quote author=https://lite987.com/weird-emotion-names/]<br /><br />&quot;1 - Sonder<br />Sonder is that feeling when you realize that everyone you see, everyone who passes you by has their own complex life. Their life has the same kind of feelings as yours does - with heartache and happiness, and routines, family, and everything else that happens in life. Every person out there has their own filled life - just like you.<br /><br />2 - Zenosyne<br />Zenosyne is when you feel that time keeps going by faster and faster. When you were younger 10 minutes was an eternity! Now, a whole year goes by and it feels like it only lasted seconds. This video has a really great way of explaining it.<br /><br />Zenosyne: The Sense That Time Keeps Going Faster<br /><br />3 - Chrysalism<br />This is one of the ones I mentioned earlier. Chrysalism is that relaxed, calm feeling you have when you&#039;re inside and it&#039;s storming outside. I never knew there was an actual word for it until today!<br /><br />4 - Monachopsis<br />Now this is one we can all relate to at one point or another, in our lives. Monachopsis is that weird feeling that you&#039;re out of place. It&#039;s a small feeling, but somehow persistent.<br /><br />5 - Lachesism<br />Lachesism is a pretty unique one, and every time I think about it - it reminds me of the movie &#039;Fight Club.&#039; According to The Dictionary of Obscure Sorrows, Lachesism is:<br /><br />the desire to be struck by disasterâ€”to survive a plane crash, to lose everything in a fire, to plunge over a waterfallâ€”which would put a kink in the smooth arc of your life, and forge it into something hardened and flexible and sharp, not just a stiff prefabricated beam that barely covers the gap between one end of your life and the other.<br /><br />6 - Rubatosis<br />This is another one I mentioned earlier. Rubatosis is that hard-to-explain, unsettling feeling you get when you actually start noticing your own heart, and its own beats. It freaks me out Every. Single. Time.<br /><br />7 - Klexos<br />Klexos is the art of dwelling on the past - and it really is art if you think about. Recalling a memory now, then recalling that same memory five years from now can have a different effect on you (even though the memory is the same). This video explains it really well (and really creatively, I might add).<br /><br />Klexos: The Art of Dwelling on the Past<br /><br />8 - Jouska<br />This is definitely something I&#039;ve done a million times, and I know you have too! Jouska is when you play a conversation over and over in your head, but it never happened. It&#039;s a hypothetical conversation - like you asking your boss for a raise, and you keep playing it out, or a fight with a friend (and you&#039;re thinking, &#039;I should have said that&#039;).<br /><br />9 - Liberosis<br />Liberosis is that feeling, that desire to care less about things.<br /><br />10 - Kuebiko<br />This is an exhausted feeling - both physically and mentally. It happens after acts of violence takes place - like your mind and body just can&#039;t handle all the negativity. You can feel this way even if you&#039;re not closely linked to the violence (like seeing things on the news or online).&quot;<br />[/quote]<br /><br />[color=purple]1. Frembluence (as opposed to aloneness in solitude) : A soft gentle feeling with a sense of eloquence. Often when you&#039;re with family, friends, just listening to music enjoying the moment. Togetherness is a fundamental part of it. It may have a sense of timeless. In another sense like being stroked by a feather.<br /><br />2. Devotamason: You feel a mild sense of concern but psychologically this is masked away. In the middle is apathy. On the other side is patience and a sense of meaning. Examples: Long plane rides, all-night marathons/research/browsing. Devotamason may be uncommon without fear before it (but only once or twice, until you are used to doing what will cause the devotamason)). Another more intense form is; you are willing to go skydiving or do a swimming technique that&#039;s difficult for you - you get this feeling, but when the action is taken it is transmuted.<br /><br />3. Antighaon: You momentarily imagine, spontaneously, you are role-playing someone else, but later realise it&#039;s not real. Example: subconsciously: &quot;I remember in Shrek when he splashes in the swamp at the beginning&quot;&gt;so you emotionally role-play Shrek in your head for a split second (feel bold/don&#039;t care whether people might think you&#039;re rude/etc.) Often it has to be with some related form of qualia (picturing an interesting character in your head, imagining a quote etc.).<br /><br />4. Thevol (&quot;The vanity of life&quot;): When we are full of energy, perhaps deep/important/matters of awe do not appeal to us. Thevol is a strong emotion similar to awe but is longer lasting with an admiration for the arts - and as such: the dark and depressing songs are the most powerful, not necessarily because they are painful but also because they give us admiration. It&#039;s a division of suffering (very likely) one of the most painful feelings we all face upon death, but a less intense form if you have ever had a panic attack you can use music to escape and cause Thevol, sometimes adrenaline for &#039;hidden ability&#039; (i.e. verbal proficiency or physical ability).<br /><br />5. Escawe (&quot;Escape awe&quot;): Another type of awe but the positive nature is more apparent. When a stressful situation or limitation is removed, we feel awe maybe because we find what we wanted, or because the stressful situation or limit in comparison feels tiny now, and invokes forgetting.<br /><br />6. Esstraying: You suddenly feel, some moments ago you were on the right train of thought/wavelength, but it later goes away, and your confidence disappears. Example: You are doing a public speech, you get everything right. Suddenly you forget one little thing. Your emotions suddenly change, and there is a measure of esstraying (that you are not the cognition you wanted).<br /><br />7. On de ja vu: Sometimes there is a unique essence (perception) to a feeling that only makes sense when you remember something. If it is common on a variety of occasions, we may have words for them too. But otherwise we just forget them. This fascinates me because it may be directly linked to cognition and memory. Example: You forget the feelings associated with a game you haven&#039;t played in years, you play it again and feel nostalgia. But put nostalgia under a microscope and you may experience many other feelings. However what causes these feelings to replicate in places outside of the game? Maybe say, the &quot;falcon punch&quot; theme in the F-Zero anime, for me it kind of has a silly &#039;corned beef&#039; like aesthetic with a mix of The Flintstones with a down-to-earth positive &quot;this is funny and cool&quot; feeling (yeah I&#039;m weird OK owo...). The mind then gathers things that seem similar to Captain Falcon and the feelings replicate (not sure if I can think of an example here. However, Kirby/Yoshi may feel similar archetypes).<br /><br />Now what&#039;s fascinating about the mind, is that the feelings invoked by one example can transmute unexpectedly; and suddenly you forget the other, because you can&#039;t have more than one frame of consciousness? (Maybe by extension the psychology of forgetting) For example, your head says &quot;gosh I love this song&quot; with a distinct aesthetic. But (an inevitable condition I guess), as time passes you like it but with a different aesthetic. Strictly these aesthetics due to differing conditions may change in extremely small scales of time ranging from less than a second, after the music loops, or simply &#039;until we get bored of it&#039; etc. A broader example in terms of time is simply: if we&#039;re in a sad mood depending on the conditions, something that made us happy isn&#039;t quite effective. And more primally, the transitions between positive and negative emotions.<br />[/color]


subject: Re: Random roleplay! :P
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]Yasmine: Adorable. He nice? ^^<br /><br />Umm.. I feel bad if we hurt this Vulpix, can we catch it so it can join our team and teach it some of our glitch TMs?<br /><br />[If anyone joins in and wants to be the Vulpix that would be nice :)]<br /><br />(Vulpix looks happy. Instead of attacking, it patiently waits for the decision and so Yasmine encounters a Rattata instead. She questions the ethics of harming any PokÃ©mon in general with glitches, but reluctantly goes ahead. Yasmine though uses some magic dust so the glitch moves are at least; not any more hurtful than regular moves) [Note the glitch moves all have their own effects, this is just a plot element]<br /><br />Yasmine: Greg, which glitch move do you want to use?<br />[/color]


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8886.msg215131#msg215131 date=1568254854]<br />So Iâ€™ve continued testing that PokÃ©mon, and I thought... Maybe I could document the height/weight combos and note which ones work, which ones crash, and which ones cause weird effects. ;)<br />[/quote]<br /><br />[color=purple]Sounds good! ^^ Thank you! I forgot what happens what it crashes/why it may crash. If you can find patterns that would be great! :D [/color]


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well I can split crash between actual game crashes (as in everything is halted and the screen blanks with bar lines) and lock-ups. (Game keeps running, but all buttons cease to work, forcing a reset anyways.) Sadly I am not sure what causes PokÃ©dex entries to crash... :-\


subject: Re: Random roleplay! :P
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [color=purple](Greg used TM09. Rattata fainted. The glitch move with the animation of flames combined with its raw power consequently, causes the tall grass to set fire. Yasmine leads Greg away from the flames with Chespin being a Grass-type to ensure he doesn&#039;t faint. They wait in the PokÃ©mon Center. Later, coming back it appears Route 7; the same route we found the Rattata has become a Glitch City with its own glitch Trainers. Interesting!)<br /><br />Yasmine: Sorry we have to do this every time we use TM09 it&#039;s that strong. PokÃ©mon have the gift of not dying (only through old age) only fainting so we&#039;re all safe but I didn&#039;t want you to faint. Let&#039;s check out the cool Glitch City! :D<br /><br />At the Glitch City, Youngster Loey appears.<br /><br />Youngster LOEY: &quot;Hey it&#039;s me Youngster LOEY, I&#039;m the cousin of Youngster Joey. We both try to raise the top% Rattata. While you were gone Rattata became a Level 159 [url=https://glitchcity.info/wiki/GlitchDex/RB:248]&#039;Ng ã‚¥â‚½ (F8); a Rattata hybrid[/url]. Let&#039;s battle!!<br /><br />(Youngster Loey is not a ZZAZZ glitch Trainer, however, the high level of his PokÃ©mon makes the battle harder. And as such, the glitch moves we have (except - which however does not truly defeat the PokÃ©mon) will take multiple hits to take them down.<br /><br />What happens next?<br />[/color]


subject: Re: Random roleplay! :P
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Greg: Ugh... I hate it when someone brags about percentage... Itâ€™s so overused... Your gonna have to help me in this battle, Yasmine.


subject: Re: Random roleplay! :P
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]Yasmine: Mm :( I empathise with that. While it can be cool percentage is not everything, then there gets a point it just becomes annoying. Of course, I&#039;ll try my best to help you as much as I can! :3<br /><br />(An abnormally fast &#039;Ng ã‚¥â‚½/Rattata strikes with a Hi Jump Kick)<br /><br />Yasmine: AAAAH!! Gosh that&#039;s creepy for a Rattata to do that. ;_;<br /><br />(Fortunately the attack missed and &#039;Ng ã‚¥â‚½ takes recoil damage. Unfortunately, due to the Hi Jump Kick glitch it only took 1 damage recoil.)<br /><br />Yasmine used Sing: &#039;Ng ã‚¥â‚½ fell asleep.<br /><br />Yasmine: Your turn, Greg. :)<br />[/color]


subject: Re: Random roleplay! :P
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [color=purple]Yasmine: Good move!<br /><br />(&#039;Ng ã‚¥â‚½ is fast asleep)<br /><br />Yasmine used TM37.<br /><br />(It does about this much damage)<br /><br />[img]https://i.imgur.com/aaOZv1U.jpg[/img]<br /><br />(For reference: Yasmine&#039;s moves are: Sing, Super Glitch, Metronome [that time it used Teleport was from Metronome], [url=https://glitchcity.info/wiki/AttackDex/RB:237]TM37[/url])<br /><br />Note: I may not be able to reply after this post today sorry, because of the time. :( But happy to continue tomorrow if you feel like it. :)<br /><br />Also if anyone wants to roleplay a previously introduced character at any time they can do! ^^ Be it the Rattata, Youngster Loey, the Vulpix, etc.<br />[/color]


subject: Re: The dream thread
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie the Mother Hen â˜½ â¤ link=topic=6554.msg215128#msg215128 date=1568249636]<br />[quote author=Bert link=topic=6554.msg215126#msg215126 date=1568245076]<br />Last night I dreamed that my house had lost power in the middle of the night. I was in my room and grabbed my flashlight, but its battery died and I was left in pitch blackness. I headed downstairs to look out the front door to see if anyone else in the neighborhood had lost power, but I couldn&#039;t see much. There was, however, a very large shape in my driveway. I went to turn the flashlight back on but then the dream ended.<br />[/quote]<br /><br />[color=purple]Ahh.. that sounds like it may have been unsettling, sad or creepy. [/color]<br />[/quote]<br /><br />It was, but I really wanted to see what was in my driveway.<br /><br />One dream I&#039;m surprised I never mentioned here was one I had a couple years ago. There were three different incarnations of [url=https://en.wikipedia.org/wiki/King_Ghidorah]King Ghidorah[/url] battling it out near my apartment building. One was the original King Ghidorah, with the hair. I think another was Grand King Ghidorah, which looks pretty much the same but without the hair. The third I&#039;m not totally sure about, but for some reason Death Ghidorah, which is a quadruped cousin of King Ghidorah, keeps coming to mind so I think he was the third.


subject: Re: The Member's Guide to Topiclessness
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [quote author=Photon-Phoenix link=topic=891.msg215143#msg215143 date=1568275815]<br />Merged the original topiclessness threads into one whole single thread for preservation.<br />[/quote]<br /><br />Thanks! :)<br /><br />[hr]<br />[color=purple]This is the story of (TRAINER), a wondrous PokÃ©mon Trainer from Kanto. At the age of 10, they defied all expectations; starting with a relatively weak Level 5 PokÃ©mon, quickly accumulating all Badges. Their speed was generally outmatched; the only trainer faster (my grandson whose name I forget) would break the laws of the universe to progress on his quest to catch them all and become league champion no matter what. He was quite the rival to (TRAINER). I do not know how he did it, but felt uncomfy with his approach at the realisation of his dream.<br /><br />And in no time at all (TRAINER) did become the Hall of Fame champion. This event shortly succeeded my grandson&#039;s achievement though he would forget to take proper care of his PokÃ©mon/his approach was a little rough. Both (TRAINER) and my grandson ventured into learning about and collecting PokÃ©mon from other regions (at the time, only 386 were known). There was something curious about TRAINER however. They would never eat/drink/sleep, I worried for him though his mother was surprisingly cool. TRAINER always had this energy. And sometimes they would acquire PokÃ©mon from those regions in mysterious ways. They were also extremely lucky. They would catch hard-to-catch PokÃ©mon with ease, like the three Kanto legendary birds, as if they had a time machine to go back in time if they failed.<br /><br />Now... one day (TRAINER) did complete the PokÃ©dex based on the number of PokÃ©mon known at the time (386), including PokÃ©mon of legend and mythical PokÃ©mon (Mew, Celebi, Jirachi, Deoxys) only a few chosen people had met. Again, goodness knows how they managed this. On a couple of occasions, tickets to obscure islands would seemingly manifest out of thin air, or Jirachi would mysteriously appear in the party. These PokÃ©mon however, did look like they had traveled a lot; maybe from faraway regions. Realistically, there must have been a rational explanation how they appeared?<br /><br />Understandably, (TRAINER) had an impressive number of stored PokÃ©mon and some very strong PokÃ©mon. Every time they came to me to reveal they had completed my dream, the PokÃ©dex, I&#039;d savour on all the PokÃ©mon in their party and PC they had acquired. It was magical.<br /><br />But suddenly.. one day something strange happened. All of (TRAINER)&#039;s PokÃ©mon had disappeared, except for one Level 10 Sentret. And the PokÃ©mon Center nurse has told me (with me questioning it because I was concerned) there were no signs of trading with other players, at least using the Cable Club/Union Room. There was no evidence they had been stolen, but no real evidence they were donated either.<br /><br />[img]https://i.imgur.com/V75s6J9.jpg[/img]<br /><br />However, I do in my heart of hearts hope that if they weren&#039;t stolen, they were donated.<br /><br />Later in the future, I would learn about time travel technology and the Pal Park. My grandson has also matured, he is learning from his mistakes and is running the gym at Viridian City.<br /><br />Finally, I have been waiting for this answer! :) They were donated! What a nice Trainer (TRAINER) is.<br /><br />However, there was a sense of sadness in (PLAYER&#039;s) face. Of course, if they were going to continue to raise PokÃ©mon they would have to solely rely on an unskilled PokÃ©mon they had not bonded with. (PLAYER) then stepped down as a PokÃ©mon Trainer. This still fills me with an unsettling strange feeling to this day. In a sense I am happy.This was their choice and their story is a beautiful one. In another sense I feel confusion, sad that their journey was abandoned, and even a little resentment. :( &quot;They did what?!!&quot; &quot;WHY??!!&quot;&nbsp; &gt;:( These questions plague my mind.<br /><br />I suppose this is how all things go. We can only go so far. However one thing has never died. I keep in contact with other PokÃ©mon professors to this day, and learn about various amazing trainers who have continued to set new records just like (TRAINER). And sometimes we occasionally see completed PokÃ©dexes just like that day (TRAINER) revealed theirs to me.<br /><br />- Testimony of Professor Oak[/color]


subject: Re: The dream thread
poster_name: rango
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Because I suck at using the quote feature apparently, the answer is not really, it was quite boring.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  &gt;screen blanks with bar lines<br />That&#039;s called a RST 38h crash, as it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. Then, at 0038, it jumps to 0038. <br /><br />You get the point. Every time this happens, it writes 2 bytes to WRAM. Oh wait, we&#039;re in VRAM now. ...now we&#039;re in SRAM. ...now we&#039;re just writing to ROM. great. Oh look, we&#039;ve wrapped around! Repeat ad infinitum.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  RIP the game in that case. Here is what Iâ€™ve got so far:<br />52&#039;71&quot;/1946.8 lb: Some glitchy sounds, does end relatively quickly.<br />8&#039;18&quot;/1090.1 lb: Crazy mix of PokÃ©mon cries and moves. Sounds stopped after awhile, assuming a 00 39 pattern crash, where it was stuck on the PokÃ©dex with no sounds or buttons working.. (No hex viewer so can&#039;t know for sure)<br />47&#039;74&quot;/1180.6 lb: Brief chaotic glitch combo of music and sounds, large amounts of garbage text appeared at the bottom of the screen (glitch tiles and letters/numbers) with a 48 error, but it ended after.<br />1&#039;3&quot;/177.3 lb: Mostly spammed a sound effect like that of Defense Curl from gen 2. Gave up after about 2 minutes when nothing was happening.<br />34&#039;71&quot;/4437.0 lb: Quick burst of glitchy sounds, gave a 48 error and ended.<br />80&#039;3&quot;/6099.0 lb: We all know this one. Mess of sounds that repeat twice and eventually locks up.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8886.msg215148#msg215148 date=1568298830]<br />RIP the game in that case. Here is what Iâ€™ve got so far:<br />52&#039;71&quot;/1946.8 lb: Some glitchy sounds, does end relatively quickly.<br />8&#039;18&quot;/1090.1 lb: Crazy mix of PokÃ©mon cries and moves. Sounds stopped after awhile, assuming a 00 39 pattern crash, where it was stuck on the PokÃ©dex with no sounds or buttons working.. (No hex viewer so can&#039;t know for sure)<br />47&#039;74&quot;/1180.6 lb: Brief chaotic glitch combo of music and sounds, large amounts of garbage text appeared at the bottom of the screen (glitch tiles and letters/numbers) with a 48 error, but it ended after.<br />1&#039;3&quot;/177.3 lb: Mostly spammed a sound effect like that of Defense Curl from gen 2. Gave up after about 2 minutes when nothing was happening.<br />34&#039;71&quot;/4437.0 lb: Quick burst of glitchy sounds, gave a 48 error and ended.<br />80&#039;3&quot;/6099.0 lb: We all know this one. Mess of sounds that repeat twice and eventually locks up.<br />[/quote]You&#039;d know if it was a 0039 crash (aka an RST 38h crash) as VRAM would get trashed. Also, it&#039;d be great if we could figure out where it&#039;s pulling the data from.<br /><br />Also, use BGB. It has a builtin fully-featured debugger.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well Iâ€™m not sure, the PokÃ©dex data is from VRAM AA00.<br />Iâ€™m using an android emulator (forgot the name) which means results could differ...


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8886.msg215150#msg215150 date=1568300874]<br />Well Iâ€™m not sure, the PokÃ©dex data is from VRAM AA00.<br />Iâ€™m using an android emulator (forgot the name) which means results could differ...<br />[/quote]AA00 is SRAM...


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8886.msg215152#msg215152 date=1568303719]<br />O-Ok sorry... :&#039;(<br />[/quote]<br /><br />[color=purple]Don&#039;t worry about it buddy ^^<br /><br />Hmm I think SRAM can be locked at points; I wonder is there a point where all the data is read as FF FF FF (...) because it is locked? So 999 category max height/weight etc. Or is the region always unlocked for when the PokÃ©dex entry is brought up.[/color]


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie the Mother Hen â˜½ â¤ link=topic=8886.msg215153#msg215153 date=1568307308]<br />[quote author=James-the-Charizard link=topic=8886.msg215152#msg215152 date=1568303719]<br />O-Ok sorry... :&#039;(<br />[/quote]<br /><br />[color=purple]Don&#039;t worry about it buddy ^^<br /><br />Hmm I think SRAM can be locked at points; I wonder is there a point where all the data is read as FF FF FF (...) because it is locked? So 999 category max height/weight etc. Or is the region always unlocked for when the PokÃ©dex entry is brought up.[/color]<br />[/quote]<br /><br />Iâ€™m not sure.. There may be some points where it is locked and only (or mostly) reads FF FF FF (999...) when the game spams 9999 at the bottom. But it seems itâ€™s unlocked, as the species description (normal example would be New Species for Mew) isnâ€™t just mostly 9&#039;s, it varies from a few letters to complete garbage.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8886.msg215154#msg215154 date=1568308346]<br />[quote author=Evie the Mother Hen â˜½ â¤ link=topic=8886.msg215153#msg215153 date=1568307308]<br />[quote author=James-the-Charizard link=topic=8886.msg215152#msg215152 date=1568303719]<br />O-Ok sorry... :&#039;(<br />[/quote]<br /><br />[color=purple]Don&#039;t worry about it buddy ^^<br /><br />Hmm I think SRAM can be locked at points; I wonder is there a point where all the data is read as FF FF FF (...) because it is locked? So 999 category max height/weight etc. Or is the region always unlocked for when the PokÃ©dex entry is brought up.[/color]<br />[/quote]<br /><br />Iâ€™m not sure.. There may be some points where it is locked and only (or mostly) reads FF FF FF (999...) when the game spams 9999 at the bottom. But it seems itâ€™s unlocked, as the species description (normal example would be New Species for Mew) isnâ€™t just mostly 9&#039;s, it varies from a few letters to complete garbage.<br />[/quote]Sounds like VRAM, however. Might be pulling from multiple places...


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Certainly possible, this may be a complicated situation. In the mean time, I got a few more pokedex variations done:<br />1&#039;18&quot;/204.0 lb: Eventually locked up with the gym battle theme, with light buzzing sound occasionally.<br />52&#039;7&quot;/4591.3 lb: Bunch of hyper beams early on, gave a 48 error, but continued, eventually the game halted while stuck on a sound, assuming an unknown opcode.<br />9&#039;7&quot;/179.9 lb: Short burst of sounds, quick exit with a 48 error.<br />34&#039;7&quot;/6357.0 lb: Same as above, different sounds.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A PokÃ©dex entry is a relatively complicated object. A valid PokÃ©dex entry looks like [url=https://github.com/pret/pokered/blob/c9da8510c88524c3c50e33f41ea1881594898d36/data/pokedex_entries.asm#L193]this[/url]:<br />[code]<br />; string: species name<br />; height in feet, inches<br />; weight in pounds<br />; text entry<br /><br />RhydonDexEntry:<br />	db &quot;DRILL@&quot;<br />	db 6,3<br />	dw 2650<br />	TX_FAR _RhydonDexEntry<br />	db &quot;@&quot;<br />[/code]<br />Here &quot;DRILL&quot; means Rhydon is the Drill PokÃ©mon. This string is the first to be printed to the screen, and with good reason: The game need to know where that string ends in order to find all the other data.<br /><br />Consider a PokÃ©dex entry at $AA00. Contrary to what I initially believed, the SRAM is actually unlocked during the battle. It is locked when the game finished loading the player&#039;s back sprite, but is then unlocked when the game loaded the back sprite of my first PokÃ©mon and never locked again. I can&#039;t tell if this is intentional.<br /><br />Well, on my save file for testing, SRA0:AA00 is a bunch of 0xFF anyway. (Probably because I have cleared the save file some time in the past.) Which is an awfully long string of &quot;9&quot;. More &quot;9&quot;s than healthy for the game. For example, at some point it overwrites wOptions and then wLetterPrintingDelayFlags, which causes the game to wait 15 frames between characters. And that&#039;s terrible.<br /><br />For some reason, beginning at SRA0:BBB7, my save data is no longer 0xFF. It begins with some bytes I don&#039;t understand (&quot;E4 35 70 01 67 3E 8C 00 00 39 C3 BB 94 20 20 D3 01 8C 8C 8C 20 D3 38&quot;), and then (starting at $BBCE) becomes &quot;00 39 00 39 00 39 ...&quot;. I guess old crashes don&#039;t die that easily.<br /><br />Anyway, the game mercy kills the PlaceString subroutine when it sees 0x00 at $BBBE. But it puts the pointer de at $19F3, which is... [url=https://github.com/pret/pokered/blob/6ba3765c5932996f5da6417ae703794ff10bb1cb/home/text.asm#L126]here[/url]. Starting from $19F4, the bytes &quot;17 96 66 22&quot; are interpreted as the height and weight data (23&#039;150&quot;/880.6 lb; the 150 displayed as &quot; 0&quot; when forced to be printed in two digits). Right after there happens to be a 0x50 terminator. Everything is fine!<br /><br />Except that wJoyIgnore has also been overwritten to 0xFF, so I softlock. Oh well. At least I can soft reset.<br /><br />[hr]<br /><br />It should be clear by now why this PokÃ©dex entry behaves differently depending on the save file, especially after looking at glitch PokÃ©mon sprites (which are known to trash SRAM Bank 0, also known as HOF data). Anyway... why don&#039;t you set a breakpoint at 10:435E and see for yourself?


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8886.msg215157#msg215157 date=1568322712]<br />A PokÃ©dex entry is a relatively complicated object. A valid PokÃ©dex entry looks like [url=https://github.com/pret/pokered/blob/c9da8510c88524c3c50e33f41ea1881594898d36/data/pokedex_entries.asm#L193]this[/url]:<br />[code]<br />; string: species name<br />; height in feet, inches<br />; weight in pounds<br />; text entry<br /><br />RhydonDexEntry:<br />	db &quot;DRILL@&quot;<br />	db 6,3<br />	dw 2650<br />	TX_FAR _RhydonDexEntry<br />	db &quot;@&quot;<br />[/code]<br />Here &quot;DRILL&quot; means Rhydon is the Drill PokÃ©mon. This string is the first to be printed to the screen, and with good reason: The game need to know where that string ends in order to find all the other data.<br /><br />Consider a PokÃ©dex entry at $AA00. Contrary to what I initially believed, the SRAM is actually unlocked during the battle. It is locked when the game finished loading the player&#039;s back sprite, but is then unlocked when the game loaded the back sprite of my first PokÃ©mon and never locked again. I can&#039;t tell if this is intentional.<br /><br />Well, on my save file for testing, SRA0:AA00 is a bunch of 0xFF anyway. (Probably because I have cleared the save file some time in the past.) Which is an awfully long string of &quot;9&quot;. More &quot;9&quot;s than healthy for the game. For example, at some point it overwrites wOptions and then wLetterPrintingDelayFlags, which causes the game to wait 15 frames between characters. And that&#039;s terrible.<br /><br />For some reason, beginning at SRA0:BBB7, my save data is no longer 0xFF. It begins with some bytes I don&#039;t understand (&quot;E4 35 70 01 67 3E 8C 00 00 39 C3 BB 94 20 20 D3 01 8C 8C 8C 20 D3 38&quot;), and then (starting at $BBCE) becomes &quot;00 39 00 39 00 39 ...&quot;. I guess old crashes don&#039;t die that easily.<br /><br />Anyway, the game mercy kills the PlaceString subroutine when it sees 0x00 at $BBBE. But it puts the pointer de at $19F3, which is... [url=https://github.com/pret/pokered/blob/6ba3765c5932996f5da6417ae703794ff10bb1cb/home/text.asm#L126]here[/url]. Starting from $19F4, the bytes &quot;17 96 66 22&quot; are interpreted as the height and weight data (23&#039;150&quot;/880.6 lb; the 150 displayed as &quot; 0&quot; when forced to be printed in two digits). Right after there happens to be a 0x50 terminator. Everything is fine!<br /><br />Except that wJoyIgnore has also been overwritten to 0xFF, so I softlock. Oh well. At least I can soft reset.<br /><br />[hr]<br /><br />It should be clear by now why this PokÃ©dex entry behaves differently depending on the save file, especially after looking at glitch PokÃ©mon sprites (which are known to trash SRAM Bank 0, also known as HOF data). Anyway... why don&#039;t you set a breakpoint at 10:435E and see for yourself?<br />[/quote]<br /><br />Well that explains why I get random everything; I have never cleared the file. Also I havenâ€™t got a clue how to set a breakpoint...


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8886.msg215158#msg215158 date=1568324858]<br />[quote author=bbbbbbbbba link=topic=8886.msg215157#msg215157 date=1568322712]<br />A PokÃ©dex entry is a relatively complicated object. A valid PokÃ©dex entry looks like [url=https://github.com/pret/pokered/blob/c9da8510c88524c3c50e33f41ea1881594898d36/data/pokedex_entries.asm#L193]this[/url]:<br />[code]<br />; string: species name<br />; height in feet, inches<br />; weight in pounds<br />; text entry<br /><br />RhydonDexEntry:<br />	db &quot;DRILL@&quot;<br />	db 6,3<br />	dw 2650<br />	TX_FAR _RhydonDexEntry<br />	db &quot;@&quot;<br />[/code]<br />Here &quot;DRILL&quot; means Rhydon is the Drill PokÃ©mon. This string is the first to be printed to the screen, and with good reason: The game need to know where that string ends in order to find all the other data.<br /><br />Consider a PokÃ©dex entry at $AA00. Contrary to what I initially believed, the SRAM is actually unlocked during the battle. It is locked when the game finished loading the player&#039;s back sprite, but is then unlocked when the game loaded the back sprite of my first PokÃ©mon and never locked again. I can&#039;t tell if this is intentional.<br /><br />Well, on my save file for testing, SRA0:AA00 is a bunch of 0xFF anyway. (Probably because I have cleared the save file some time in the past.) Which is an awfully long string of &quot;9&quot;. More &quot;9&quot;s than healthy for the game. For example, at some point it overwrites wOptions and then wLetterPrintingDelayFlags, which causes the game to wait 15 frames between characters. And that&#039;s terrible.<br /><br />For some reason, beginning at SRA0:BBB7, my save data is no longer 0xFF. It begins with some bytes I don&#039;t understand (&quot;E4 35 70 01 67 3E 8C 00 00 39 C3 BB 94 20 20 D3 01 8C 8C 8C 20 D3 38&quot;), and then (starting at $BBCE) becomes &quot;00 39 00 39 00 39 ...&quot;. I guess old crashes don&#039;t die that easily.<br /><br />Anyway, the game mercy kills the PlaceString subroutine when it sees 0x00 at $BBBE. But it puts the pointer de at $19F3, which is... [url=https://github.com/pret/pokered/blob/6ba3765c5932996f5da6417ae703794ff10bb1cb/home/text.asm#L126]here[/url]. Starting from $19F4, the bytes &quot;17 96 66 22&quot; are interpreted as the height and weight data (23&#039;150&quot;/880.6 lb; the 150 displayed as &quot; 0&quot; when forced to be printed in two digits). Right after there happens to be a 0x50 terminator. Everything is fine!<br /><br />Except that wJoyIgnore has also been overwritten to 0xFF, so I softlock. Oh well. At least I can soft reset.<br /><br />[hr]<br /><br />It should be clear by now why this PokÃ©dex entry behaves differently depending on the save file, especially after looking at glitch PokÃ©mon sprites (which are known to trash SRAM Bank 0, also known as HOF data). Anyway... why don&#039;t you set a breakpoint at 10:435E and see for yourself?<br />[/quote]<br /><br />Well that explains why I get random everything; I have never cleared the file. Also I havenâ€™t got a clue how to set a breakpoint...<br />[/quote]Breakpoints are only possible with a debugger. Like BGB&#039;s.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I see.<br />Anyways Iâ€™ll do more of these later, I gotta go eat dinner and then Iâ€™m gonna play video games-


subject: Re: The Member's Guide to Topiclessness
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  when someone tries to wrap their MIDI in 3 layers of crypto to distribute it without allowing access but they used ZipCrypto on a headered file format where only 4 of 14 header bytes can change


subject: The aftereffects of Glitch Trainer 0xFD
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So 0xFD in the TrainerDex. Iâ€™ve battled him a few times and while his AI in battle is stable (just spamming Guard Special), it seems as though once he is defeated, something trashes the data, causing major effects (mainly name being overly long) and after it dropped me in what looks like a glitch city version of the Celadon Department Store. Does the prize money pointers have anything to do with this? (Referring to too much prize money, which can cause the ZZAZZ glitch.)


subject: Re: The aftereffects of Glitch Trainer 0xFD
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: bbbbbbbbba
icon: xx
body:
  I think I&#039;ve found out the culprit. After a battle, the game copies the enemy trainer&#039;s name in a weird way ([url=https://github.com/pret/pokered/blob/6ba3765c5932996f5da6417ae703794ff10bb1cb/engine/battle/save_trainer_name.asm]disassembly[/url]). According to this table, the 0xFD trainer&#039;s name should come from $9481, which is in the VRAM. Since this copy is until a 0x50 terminator, mass corruption happens.<br /><br />Edit: I think I&#039;ve found out why the game does this, too. In the Japanese version, some trainer names actually have an abbreviated version that is used as dialog tags ([url=https://youtu.be/jhpKs3S91uo?t=152]video[/url]). Presumably the entries in TrainerNamePointers that aren&#039;t wTrainerName were originally those abbreviations in the Japanese version.


subject: Re: The aftereffects of Glitch Trainer 0xFD
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  No wonder the game falls apart, either the name is too long and itâ€™s overwrites the 0x50, or there isnâ€™t one in that section of VRAM. Either way it trashed the game completely, I couldnâ€™t move anywhere after the battle and menus were invisible.


subject: Re: We have history, folks!
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  oh yeah, twitter shit its pants<br /><br />i get that this is his first and such but i stopped caring about the anime at like<br />the second series<br />forgot what it&#039;s called


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  More results again:<br />8&#039;33&quot;/1099.5 lb: Blanked nearly the entire bottom half of the screen, took a while before ending.<br />1&#039;71&quot;/4437.0 lb: Mess of sounds, eventually crashed. (RST 38h crash)<br />34&#039;18&quot;/6373.6 lb: More text garbage, exited fine.<br />1&#039;7&quot;/204.0 lb: Quick, nothing too special.<br />9&#039;71&quot;/4446.1 lb: Long chaotic mess, but exited fine.<br />52&#039;71&quot;/4591.3 lb: A few sounds and a slowed down wild encounter theme, thatâ€™s it.


subject: Re: We have history, folks!
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=CytricAcid link=topic=8889.msg215167#msg215167 date=1568606032]<br />ash and pikachu&#039;s faces bother me intensely. consistent proportions? what is that?<br />[/quote]that too


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  When you get strange noises, make sure to check your various posessions (items and PC items, party and PC mons, pokedex, trainer card, options) as it&#039;s probably also executing garbage code.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I only was able to check two of them since Iâ€™m in class now, but I checked bag items and party PokÃ©mon:<br />Party Items<br />X Accuracy x150<br />Master Ball x197<br />Rare Candy x49<br />Super Repel x128<br />TM13 x125<br />Ether x131<br />Super Potion x97<br />Revive x128<br />TM10 x1<br />Nugget x1<br />TM07 x1<br />Silph Scope<br />TM21 x1<br />Elixir x1<br />Awakening x1<br /><br />Party PokÃ©mon<br />Flareon (Level 40)<br />Glitch PokÃ©mon 0xF2 (Level 40)<br />Glitch PokÃ©mon 0x00 (Level 1)<br />Glitch PokÃ©mon 0xEE (Level 41)<br />Glitch PokÃ©mon 0xD8 (Level 15)<br />Glitch PokÃ©mon 0xEF (Level 1)


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8886.msg215171#msg215171 date=1568651908]<br />I only was able to check two of them since Iâ€™m in class now, but I checked bag items and party PokÃ©mon:<br />Party Items<br />X Accuracy x150<br />Master Ball x197<br />Rare Candy x49<br />Super Repel x128<br />TM13 x125<br />Ether x131<br />Super Potion x97<br />Revive x128<br />TM10 x1<br />Nugget x1<br />TM07 x1<br />Silph Scope<br />TM21 x1<br />Elixir x1<br />Awakening x1<br /><br />Party PokÃ©mon<br />Flareon (Level 40)<br />Glitch PokÃ©mon 0xF2 (Level 40)<br />Glitch PokÃ©mon 0x00 (Level 1)<br />Glitch PokÃ©mon 0xEE (Level 41)<br />Glitch PokÃ©mon 0xD8 (Level 15)<br />Glitch PokÃ©mon 0xEF (Level 1)<br />[/quote]no, like, every time, as they can execute garbage &quot;&quot;&quot;&quot;&quot;code&quot;&quot;&quot;&quot;&quot; that does things in the midst of the noises.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I only noted for the record. Basically... Literally anything can cause chaos in that PokÃ©dex I think.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8886.msg215173#msg215173 date=1568666468]<br />I only noted for the record. Basically... Literally anything can cause chaos in that PokÃ©dex I think.<br />[/quote]This is one of several common effects with glitch text.<br /><br />https://youtu.be/E-CQS5B2sjY


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8886.msg215174#msg215174 date=1568672649]<br />[quote author=James-the-Charizard link=topic=8886.msg215173#msg215173 date=1568666468]<br />I only noted for the record. Basically... Literally anything can cause chaos in that PokÃ©dex I think.<br />[/quote]This is one of several common effects with glitch text.<br /><br />https://youtu.be/E-CQS5B2sjY<br />[/quote]<br /><br />Yeah and that certainly is a video that helps explain it.


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8886.msg215175#msg215175 date=1568673582]<br />[quote author=Parzival link=topic=8886.msg215174#msg215174 date=1568672649]<br />[quote author=James-the-Charizard link=topic=8886.msg215173#msg215173 date=1568666468]<br />I only noted for the record. Basically... Literally anything can cause chaos in that PokÃ©dex I think.<br />[/quote]This is one of several common effects with glitch text.<br /><br />https://youtu.be/E-CQS5B2sjY<br />[/quote]<br /><br />Yeah and that certainly is a video that helps explain it.<br />[/quote]sarcasm or no?


subject: Re: My idea of me documenting all PokÃ©dex entires of 0xDC
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8886.msg215176#msg215176 date=1568679161]<br />[quote author=James-the-Charizard link=topic=8886.msg215175#msg215175 date=1568673582]<br />[quote author=Parzival link=topic=8886.msg215174#msg215174 date=1568672649]<br />[quote author=James-the-Charizard link=topic=8886.msg215173#msg215173 date=1568666468]<br />I only noted for the record. Basically... Literally anything can cause chaos in that PokÃ©dex I think.<br />[/quote]This is one of several common effects with glitch text.<br /><br />https://youtu.be/E-CQS5B2sjY<br />[/quote]<br /><br />Yeah and that certainly is a video that helps explain it.<br />[/quote]sarcasm or no?<br />[/quote]<br />No, I was serious. That video really helps.


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: entrpntr
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: entrpntr
icon: xx
body:
  I was just recently clued in on some of the discussions you guys have been having as a community in 2019 (RE: approaches and common goals, organization, documentation, etc). The intersection with speedrunning seemed like one common theme, and I figured I&#039;d mention I don&#039;t mind helping with specific gaps in knowledge where I can. Glitches themselves aren&#039;t my immediate interest, but I&#039;ve at least had a hand in the majority of interesting developments in Gen 1-2 glitched speedruns since 2016 (one admittedly large exception being pretty much anything to do with Gen 1 Catch &#039;Em All runs).<br /><br />I got roped in more and more because luck manipulation was the secret sauce needed to enable direct applications of things the more hardcore Gen 1-2 glitchers in PSR (luckytyphlosion, gifvex, krazyd4n) came up with for various glitched routes. But I also have a decent amount of knowledge at this point from going through enough iterations of the &quot;BGB + pret + a bit of time/effort&quot; formula from looking into mechanics for Gen 2 luck manipulation, as well as from routing the various glitched runs I&#039;ve done. I also have a decent amount of practice translating &quot;luckyspeak&quot; into written English, which I imagine might be helpful on the documentation front.<br /><br />I don&#039;t really want to spread myself too thin by trying to identify glitch-related stuff from PSR that needs to be documented or explained better, but I can try to help with writing stuff up on the wiki (or whatever) if there are any specific requests where you think I could be useful.


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hmm... I think just your presence would help us a lot. Maybe just hang out in our discord, explaining things you are familiar with if someone asks. Maybe look up the relevant glitches here when you are working on a route, noting if there is something missing, incorrect, or difficult to read. (If you don&#039;t want to fix something yourself, you can just inform us. I&#039;m sure if you bug us enough, some of us would do it. ;D)<br /><br />I am not really familiar with the speedrunning community, so I&#039;m not sure about my suggestions. (I&#039;ve tried to join the PokÃ©mon speedrunning discord, but I left when the server asked me which game I ran. Obviously I didn&#039;t run any, and I took that as an evidence of the speedrunning community being unfriendly towards non-runners. I was probably thinking too much...)


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: entrpntr
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Okay, I&#039;ll probably hop in the Discord at some point so I can at least be DM&#039;d or pinged. I reached my point of exhaustion on routing/running last year, so I haven&#039;t done very much in the past 12 months, which is why my attention turned a bit more towards peripheral stuff like understanding and documenting various mechanics.<br /><br />I think they have that check in the PSR discord to make sure the core community is the actual runners, but there hasn&#039;t been issue before adding major contributors from pret or GCL (Sherkel is in the discord, for instance). You may need to directly contact an admin (Dabomstew would be my recommendation) to introduce yourself and see what you should do to get added.


subject: Defense Up 1 Glitch
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Raven Freak
icon: xx
body:
  So I just recently attempted to do a Weedle only run in Blue version when I came across this glitch which makes the run impossible. I call it the Defense Up 1 glitch, because all moves that have this effect triggers this. It also seems to effect Poison type moves only, I&#039;m currently not sure if it effects other types. I attempted to beat Brock with my level 17 Weedle when I could no longer hit Geodude after it used Defense Curl within two turns. Poison Sting&#039;s accuracy rate is 100%, but the Defense_Up1 effect seems to decrease any Poison type move&#039;s accuracy, making each move miss. Is this oversight well known? I know I haven&#039;t been keeping up with this place lately. :P I also haven&#039;t checked if the defense_up2 causes this to happen, so it could very well be the same case.


subject: Re: What song are you listening to right now?
poster_name: xparasite9
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=https://www.youtube.com/watch?v=6KH3Z8TN7Rg]<br />Unused Song - PokÃ©mon Red &amp; Blue[/url] (Siivagunner)


subject: Re: Defense Up 1 Glitch
poster_name: entrpntr
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s an artifact of the damage formula, which can return 0 only in the case of quad-resistant moves (such as poison vs ground/rock). In Gen 1, the game says the attack missed on such cases. The defense boosts presumably pushed Geodude&#039;s defense high enough to trigger it. It is mentioned on [url=https://bulbapedia.bulbagarden.net/wiki/Damage#Damage_calculation]this bulbapedia page[/url], but I&#039;m not sure I&#039;d classify it as [i]well[/i] known.


subject: Re: Defense Up 1 Glitch
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I didn&#039;t know about it! Surely enough, [url=https://github.com/pret/pokered/blob/36597a7917144bbf5d9ae63a0f9d537f6f58eb74/engine/battle/core.asm#L5352]someone seems to have caught it on the disassembly[/url], but I don&#039;t think it&#039;s on here yet!


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is a very pleasant surprise! :) It&#039;s great to have you here, even if it&#039;ll just be intermittently. Out of curiosity, what brought you to swing by again?<br /><br />I am in the PSR Discord, and have actually been there for much longer than in the GCL one (soon followed by me coming back here), though I&#039;ve hardly ever said anything there. I [i]was[/i] trying to run [i]something[/i] at first, RBA I think, but my patience quickly grew thin and I played around with NSC routes instead. As soon as frame-perfect RNG manips made their way into that category, though, whatever patience I had quickly gave way. Optimization is optimization, though! I&#039;m also more interested in why it works than &quot;grinding&quot;.<br /><br />[size=8pt][derail]...I do want to give RBA another go now that I mention it, though. There&#039;s just such a charm to it. Has the most updated route been written up yet?[/derail][/size]


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: entrpntr
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: entrpntr
icon: xx
body:
  Someone pointed out [url=https://forums.glitchcity.info/index.php?topic=8662.0]this thread[/url] to me, and then I also came across [url=https://forums.glitchcity.info/index.php?topic=8687.0]this one[/url] when browsing the forums. My time with speedrunning is winding down, but I&#039;d rather not have any useful knowledge I may have go to waste, and there were comments in those threads that suggested it would be nice for speedrunners to separate the routing parts of various runs from the mechanics parts. <br /><br />While speedrunning was my core interest, digging into the mechanics was also fun, and I&#039;d say GCL has more inherent curiosity towards such things than PSR as a whole (as lucky alludes to in the 2nd linked thread). Lucky also mentions the fact that PSR people who do know the mechanics haven&#039;t really documented things in a very organized fashion; a hidden motivation I have for helping out is to hopefully motivate lucky into documenting stuff that currently resides exclusively in the recesses of his brain.<br /><br />For RBA, I only know the recent routes, but they rely on manip (in particular, a Ditto encounter+catch manipulation for use in double distort Cooltrainer shenanigans). An old route that doesn&#039;t use manip can be found [url=https://pastebin.com/ym0TG9sR]here[/url], but I don&#039;t know what recent discoveries or optimizations in the newer routes may be left out. (For reference, I&#039;m pretty sure the best run with the non-manip route is [url=https://www.youtube.com/watch?v=GABqacduN1w]this one[/url].)


subject: Re: Defense Up 1 Glitch
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ah I was looking at the wrong part of the main battle code, I figured that since it wasn&#039;t documented here yet that it wasn&#039;t too well known. Looks like I&#039;ll have another page to add to the wiki, given if it hasn&#039;t been added yet. :)


subject: Re: We have history, folks!
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  People are forgetting that this isn&#039;t his first victory though. Yes I&#039;m aware that the Orange Islands wasn&#039;t canon, and not technically a league but a win is a win. :P


subject: Re: Best game in the original Sonic trilogy (and Knuckles)
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  S3K is the best, and is the complete game. So I can&#039;t pick from the poll as the two are separated. :P The only reason why they are is because Sega didn&#039;t want to spend more money on a big enough ROM cart, this would make the game even more expensive. It probably would have cost as much as Earthbound did back in the day. I also love Sonic CD, so the two are tied as my favorites all together.&nbsp; :P I also love the 8-bit games, which don&#039;t get any recognition and Chaos is my favorite.


subject: Re: What games have you been playing recently?
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve been switching between Sonic Lost World, Super Mario 3D World, Final Fantasy VI and VII, and Spyro Reignited Trilogy. I beat the first Spyro game in the remakes, I just need to get a few more trophies but I&#039;m taking a break from Trophy hunting and I&#039;m replaying the second game. (I have all the trophies already in this game, but my original PS4 died on me months ago and I lost all my saves since Sony makes you pay to back up your saves to the cloud... &gt;_&gt;)


subject: Re: The dream thread
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Tachi (yes that one) and I were in the middle of bumfuck nowhere, hiding out in a barn while King Ghidorah went on a rampage. Even though it was a big barn and Ghidorah was bigger, he fit inside just fine because dream logic. Somehow we ended up escaping and luring Godzilla into the barn. The plan was to get him to the second floor for some reason. Naturally, Ghidorah and Godzilla began fighting it out.<br /><br />Godzilla fucking [i]died[/i].<br /><br />We escape from the barn again and Ghidorah really goes all out, kicking up tornadoes with gusts from his wings. As we ran down the street we encountered a couple in a truck, who offered us a ride to wherever, then the dream ended.


subject: Re: We have history, folks!
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m very curious to see if they&#039;ll even keep him around in the anime anymore considering he&#039;s won a league championship. With Sword and Shield taking the franchise in a new direction (no more National Dex, different location geographically), I wonder if they&#039;ll do a full-scale reboot of the anime series, as well?


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Sirfetch&#039;d looks pretty cool. I wonder if Pokemon Shield will get an exclusive evolution, too?<br /><br />https://www.newsweek.com/sirfetchd-pokemon-sword-shield-4chan-affleck-leak-rumor-1460039


subject: Re: What games have you been playing recently?
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Missing? NO!
icon: xx
body:
  [quote author=Missing? NO! link=topic=8787.msg214786#msg214786 date=1564170811]<br />Gonna start on Wolfenstein: Youngblood later today. I played through Wolfenstein 2 last summer and really enjoyed it; love the alternate reality aspects and the world the game offers. We&#039;ll see how it goes!<br />[/quote]<br /><br />it sucked oh god<br /><br />The reason why I enjoyed Wolfenstein 2 was because of its story elements and worldbuilding. The story in Youngblood and characters are really... bland... by comparison. The entire game is co-op and, while your partner AI is actually pretty good, the game has a leveling system where enemies have assigned levels rather than just being baseline stronger or weaker based on their enemy type. In theory, it&#039;s a good change, but any enemy that&#039;s a higher level than you ends up just becoming a massive bullet sponge, while any enemy at a lower level then you ends up just dying instantly. It makes the game feel really unbalanced and unrewarding of actual quality combat.<br /><br />Meh.


subject: Re: The Member's Guide to Topiclessness
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve been MIA recently because I was busy putting the finishing touches on Port Priority 5, a Super Smash Bros Ultimate major held in my city. I was the event director for this event (I founded the series), and it was really cool to see us get 455 total entrants, along with players from across the country!<br /><br />We broke 10,000 viewers on Twitch, had top casters such as EE and TKBreezy on our stream (weird for me to see given that I started my stream from my college dorm room), and had a boatload of top players out. I&#039;m happy and that&#039;s a significant stressor off my plate :) Excited to see how the event grows in the future.


subject: Re: don't entirely know what to call this thread
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Not sure if I remember you or not--vaguely remember a &quot;spoink&quot; but I&#039;m not sure given how long its been since I&#039;ve been on this board.<br />Regardless though, welcome back! Look forward to seeing what you have to contribute.


subject: Re: Event Glitches for Pokemon Black and White not Black and White 2.
poster_name: LunarCrystal
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie the Mother Hen â˜½ â¤ link=topic=8176.msg211278#msg211278 date=1542034590]<br /><br />There actually is a way to get event pokemon but from my knowledge they are completely randomized! These mons ARE transferable and all you have to go is go into the wifi settings and change the dns to 164.132.044.106<br /><br />The pokemon ive found so far are<br />The shiny sinnoh legends from 2013<br />A shiny metagross from a championship<br />The mythical unova pokemon<br />A flying pikachu<br />Two other champion pikachus<br />A champion Ludicolo<br />Reshiram/Zekrom<br />Champion smeargle<br />and an egg<br /><br />[/quote]<br /><br />You mentioned that you found all the Unova mythical Pokemon. I&#039;m wondering, does this count Victini as well? I&#039;m having a hard time finding it so I made an account here to ask it. I got Melloeta, Genesect, and Keldeo, but Victini is the only one I&#039;m missing.


subject: Re: The Member's Guide to Topiclessness
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I downloaded a refresher again for...reasons a few days ago and accidentally put it on one of the pages here. Now I&#039;m [i]actually[/i] back online for a bit. Not that anyone was probably wondering anyway.


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=8665.msg215197#msg215197 date=1569130920]<br />Sirfetch&#039;d looks pretty cool. I wonder if Pokemon Shield will get an exclusive evolution, too?<br /><br />https://www.newsweek.com/sirfetchd-pokemon-sword-shield-4chan-affleck-leak-rumor-1460039<br />[/quote][url=https://pokemon-vega.fandom.com/wiki/R%27duckulus]R&#039;duckulus[/url] will always be its true evolved form to me. It&#039;s still a welcome addition to the older generation evolutions we started getting in DP, though.


subject: Re: We have history, folks!
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m assuming Ask finally won some sort of important battle to break the tradition, but wow, I can&#039;t even remember when you were last here, xparasite9!


subject: Re: Event Glitches for Pokemon Black and White not Black and White 2.
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=LunarCrystal link=topic=8176.msg215204#msg215204 date=1569182483]<br /><br />You mentioned that you found all the Unova mythical Pokemon. I&#039;m wondering, does this count Victini as well? I&#039;m having a hard time finding it so I made an account here to ask it. I got Melloeta, Genesect, and Keldeo, but Victini is the only one I&#039;m missing.<br />[/quote]They&#039;re all from Wonder Cards. [url=https://projectpokemon.org/home/files/category/27-english/]There was at least one for Victini[/url], so I can assume yes.


subject: Re: Unpopular opinions
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ash winning a league isn&#039;t news worthy, and honestly I refuse to celebrate when he&#039;s won already in the past even if it wasn&#039;t canon nor a league. I honestly can&#039;t believe we live in a time line where major news outlets actually reported on a anime character, who isn&#039;t that great of a character winning a fictitious league.


subject: Re: Unpopular opinions
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Raven Freak link=topic=8850.msg215210#msg215210 date=1569196123]<br />Ash winning a league isn&#039;t news worthy, and honestly I refuse to celebrate when he&#039;s won already in the past even if it wasn&#039;t canon nor a league. I honestly can&#039;t believe we live in a time line where major news outlets actually reported on a anime character, who isn&#039;t that great of a character winning a fictitious league.<br />[/quote]I kind of share this opinion given my general hatred for the anime, but we [i]are[/i] in the clickbait era now.


subject: Re: We have history, folks!
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  [quote author=Sherkel link=topic=8889.msg215208#msg215208 date=1569195575]<br />I&#039;m assuming Ask finally won some sort of important battle to break the tradition, but wow, I can&#039;t even remember when you were last here, xparasite9!<br />[/quote]impressive for a search engine, innit? xD


subject: Re: Obtaining event-exclusives through Mystery Gift via Wi-Fi
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8176.msg214010#msg214010 date=1557898513]<br />[quote author=Parzival link=topic=8176.msg214009#msg214009 date=1557888917]<br />[quote author=Missing? NO! link=topic=8176.msg214006#msg214006 date=1557880105]<br />Is this common knowledge yet or is the general Pokemon community unaware of this? I&#039;m just thinking of all the trading forums that could have their economy absolutely destroyed by members figuring out how to, basically, obtain unlimited event Pokemon.<br />[/quote]PPSEDS or PKSV already had that under control? xD<br />[/quote]^ Yep. Injected Wonder Cards, cloning, rebattle codes, and all that have always been accepted in the competitive community since the dawn of VGC, and rightfully so. All that was ever looked at is whether a PokÃ©mon [i]itself[/i] is indistinguishable from one obtained fully legally. This is why RNG manipulation was looked into for non-TAS purposes. If you can&#039;t get it within the bounds of the game without any external modifications, it won&#039;t fly in any Wi-Fi community worth mentioning. (Something caught after using the RETIRE trick, Glitzer Popping, or ACE (before transferring through Bank) presents a strange case in that while it does fit those criteria, it isn&#039;t tournament-legal for obvious reasons.)<br /><br />Howeeeeeever, most players don&#039;t care about Wi-Fi battles or VGC, again for obvious reasons. Considering how most players approach the game, and the fact this gives the chance to RNG legitimate copies of these event PokÃ©mon in the case that someone for whatever reason can&#039;t inject a Wonder Card into their save, it&#039;s a nice thing to have around.<br />[/quote]don&#039;t forget AR codes<br /><br />technically not modifying pokemon generation routines if you only use a &quot;Get &lt;POKEMON&gt; Mystery Gift&quot; code


subject: Re: Obtaining event-exclusives through Mystery Gift via Wi-Fi
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8176.msg215215#msg215215 date=1569198628]<br />don&#039;t forget AR codes<br /><br />technically not modifying pokemon generation routines if you only use a &quot;Get &lt;POKEMON&gt; Mystery Gift&quot; code<br />[/quote]Still modifying what they can return, so not really. Basic rule of competitive battling on official copies is &quot;do whatever you want, but you better leave no traces of it&quot;.


subject: Re: We have history, folks!
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8889.msg215214#msg215214 date=1569198498]<br />[quote author=Sherkel link=topic=8889.msg215208#msg215208 date=1569195575]<br />I&#039;m assuming Ask finally won some sort of important battle to break the tradition, but wow, I can&#039;t even remember when you were last here, xparasite9!<br />[/quote]impressive for a search engine, innit? xD<br />[/quote]Oh, goodness. :P In my defense, though, the Norwegian for ash is aske!


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Awesome to finally have his Watson here. I&#039;ve had a lot of trouble focusing on the site if it wasn&#039;t obvious yet, but I&#039;ll let you know if any particular page comes to mind that needs more clarification and/or elaboration. If there&#039;s anything completely absent, you can just start the page. (We got an example very quickly with the [url=https://forums.glitchcity.info/index.php?topic=8890.0]Defense Up 1 glitch[/url], plus Colosseum&#039;s X item glitch.) As embarrassingly slowly &quot;branching out&quot; has happened, at least it&#039;s finally starting to.<br /><br />That RBA run is officially one of the coolest things to watch ever. I&#039;m gonna do it timerless a few times this week to hopefully get a feel for it again. From the routing document it looks like the only strictly necessary RNG is the TID manip, so that&#039;s nothing. In fact, I wonder if it could be a good starting point for new users...straight NSC is too short and now optimized in the wrong ways for those who want to understand it, not to mention the sheer drudgery of the newly discovered steps, but this one guides the player through a variety of loopholes in a way that allows them to see what they&#039;re doing and thus experiment with them in their own ways. Could a commentated RBA run be an ideal &quot;this is what we&#039;re about&quot; for the front page?<br /><br />Further on topic, bringing back the &quot;natural glitches&quot; category and displaying it prominently is a good suggestion, though I might want to put more emphasis on what...well, cuts to the core of the game, basically. Not just something that happens to be doable from a new file. &quot;Essential glitches&quot;, or something? In my case, if it wasn&#039;t for the techniques in 151 and RBA, I might not have ever come back here, for instance.<br /><br />About collapsible sections, by the way, I looked at a page here on my phone a couple days ago and instantly realized what you were talking about, so in short I&#039;m on board in theory with using them for longer pages. There is still the question of practicality for those using a bigger screen, as I don&#039;t know if enough pages need entire sections hidden to look cleaner.


subject: Re: The Member's Guide to Topiclessness
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [b]AI LIMITED CAME IN MY DUDES[/b]<br /><br />[img]https://i.imgur.com/nlXA2h2.jpg?2[/img]<br /><br />[img]https://i.imgur.com/8FJtvoD.jpg?2[/img]<br /><br />Only question now is where I should go tonight and how much caffeine should I pack to extremify whatever Uchikoshian horror awaits...a lot of you might already know the composer for making Mystery Dungeon 2 so memorable, by the way.


subject: Re: The Member's Guide to Topiclessness
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  had to track down a copy of IDA 5.0 today to decomp a DOS program. Thank god for the ScummVM community, those guys have a copy permanently hosted.


subject: Re: Obtaining event-exclusives through Mystery Gift via Wi-Fi
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8176.msg215217#msg215217 date=1569347492]<br />[quote author=Parzival link=topic=8176.msg215215#msg215215 date=1569198628]<br />don&#039;t forget AR codes<br /><br />technically not modifying pokemon generation routines if you only use a &quot;Get &lt;POKEMON&gt; Mystery Gift&quot; code<br />[/quote]Still modifying what they can return, so not really. Basic rule of competitive battling on official copies is &quot;do whatever you want, but you better leave no traces of it&quot;.<br />[/quote]actually all these do is set the flag used to start an event or set the Mystery Gift Postman to appear in a Pokemon center, same as the Mystery Gift feature does (did?) so it&#039;s literally toching nothing but &quot;flip a bit in a bitfield somewhere in RAM so the game rolls one&quot;. This bitfield is why you can add event-starting items (Latios event or GS ball, for example) to your Bag and not be able to trigger the event: it wasn&#039;t updated to start the event.


subject: Re: Unpopular opinions
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I liked Metroid: Other M. It was an interesting direction and blended 2 of my favorite entries: Super Metroid and Metroid Prime. The story was... eh... but the Concentration feature was REALLY cool. (Just wish it could be done anytime with a cooldown or use count if you weren&#039;t in peril to slowly gain health back outside battle. Or maybe other ammo. Like, maybe once or twice if not in peril until you next save or something.)


subject: Re: Coin names for obscure feelings
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [quote author=Evie the Mother Hen â˜½ â¤ link=topic=8887.msg215132#msg215132 date=1568256562]<br />2. Devotamason: You feel a mild sense of concern but psychologically this is masked away. In the middle is apathy. On the other side is patience and a sense of meaning. Examples: Long plane rides, all-night marathons/research/browsing. Devotamason may be uncommon without fear before it (but only once or twice, until you are used to doing what will cause the devotamason)). Another more intense form is; you are willing to go skydiving or do a swimming technique that&#039;s difficult for you - you get this feeling, but when the action is taken it is transmuted.<br />[/quote]This one definitely needs a name, though I hate dwelling on it for obvious reasons.<br /><br />I tend to look at most summations of sensation as a sliding scale of well-being combined with association, though that sliding scale is a sum of a bunch of different ones in and of itself (wakefulness generally being the most heavily weighted) and association begs the question of what I&#039;m feeling if I&#039;m experiencing something completely foreign to me, but I think simply calling it an absence of association suffices.<br /><br />As you can probably tell I deliberately try not to analyze this kind of thing much. If there aren&#039;t words for a feeling, I prefer seeing the value in there not being one instead of trying to coin one. (There&#039;s just gotta be one for that long transit anxiety in some surviving language, though...)


subject: Re: The Member's Guide to Topiclessness
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=891.msg215225#msg215225 date=1569358960]<br />Planning to play AI, Parzival?<br />[/quote]close: cracking a recovery disc for a really rare computer (apparently this is a thing that&#039;s in relatively high demand???)


subject: Re: Obtaining event-exclusives through Mystery Gift via Wi-Fi
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8176.msg215224#msg215224 date=1569358867]<br />On a larger scale, then.<br />[/quote]well, yeah, but still


subject: Re: Organization discussion thread (everyone please weigh in)
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8878.msg215219#msg215219 date=1569352449]<br />We got an example very quickly with the [url=https://forums.glitchcity.info/index.php?topic=8890.0]Defense Up 1 glitch[/url]<br />[/quote]<br /><br />Just to clarify, please don&#039;t use this name for the wiki page (even a redirection would be unnecessary IMO). I would suggest &quot;0 damage reported as miss (glitch)&quot;, with some variations of &quot;doubly resisted move missing glitch&quot; being the redirections. It can also encompass one of the effects of [url=https://glitchcity.info/wiki/Dual-type_damage_misinformation]dual-type damage misinformation[/url].<br /><br />[quote author=Sherkel link=topic=8878.msg215219#msg215219 date=1569352449]<br />Further on topic, bringing back the &quot;natural glitches&quot; category and displaying it prominently is a good suggestion, though I might want to put more emphasis on what...well, cuts to the core of the game, basically. Not just something that happens to be doable from a new file. &quot;Essential glitches&quot;, or something? In my case, if it wasn&#039;t for the techniques in 151 and RBA, I might not have ever come back here, for instance.<br />[/quote]<br /><br />Well, I am going to disagree a little, because glitches don&#039;t &quot;happen&quot; to be doable from a new file. If they are, that&#039;s because they are manifestations of true [url=https://glitchcity.info/wiki/Programming_logic_error]bugs[/url], rather than one broken assumption causing a chain reaction. Regardless, a focus on &quot;essential glitches&quot; is certainly warranted. I would tentatively define them as &quot;the first glitchy step of a fastest way, starting from a reasonable game state, to achieve a sequence break (or some other appropriate goal)&quot;, although, seeing that there should not be too many of them, having them decided on a case-by-case basis by the community might be OK too.<br /><br />A first step might be to put at least one of the Gen I essential glitches (probably either trainer escape or old man glitch) back onto the sidebar. I also think ACE really doesn&#039;t belong in the &quot;glitches&quot; section of the sidebar, as it is too wide a category when regarded as a collection of glitches, and it is much better to think of it as a goal.<br /><br />Another category that might warrant some focus is &quot;glitches that can happen in normal gameplay&quot;. Some glitches doesn&#039;t need contrived setups, or out-of-the-box thinking: [url=https://glitchcity.info/wiki/Bike_Shop_instant_text_glitch]Looking at the price tag of the bike (and exiting the menu using B)[/url] is completely normal behavior for a casual player. Gen I misses are just a fact of life. And I believe every kid who played the game on a non-SGB platform had at some point noticed the [url=https://glitchcity.info/wiki/Escape_sprite_handling_glitch]escape sprite handling glitch[/url] and wondered &quot;what the heck is that?!&quot;<br /><br />[quote author=Sherkel link=topic=8878.msg215219#msg215219 date=1569352449]<br />About collapsible sections, by the way, I looked at a page here on my phone a couple days ago and instantly realized what you were talking about, so in short I&#039;m on board in theory with using them for longer pages. There is still the question of practicality for those using a bigger screen, as I don&#039;t know if enough pages need entire sections hidden to look cleaner.<br />[/quote]<br /><br />It might be because those sections don&#039;t exist yet! I think many pages might benefit from a more in-depth analysis or some screenshots, but they haven&#039;t been added at least partly because they would break the flow of reading.<br /><br />Incidentally, Legendary Star Blob has text explanations beside the screenshot ([url=https://hakuda2.web.fc2.com/wario/poke1/f1.html]example[/url]), instead of vertically between them, and I think that might be a better approach for procedures with screenshots. What do you think? Maybe we can add a template for this.


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Darn, after seeing R&#039;duckulus I like that design a lot better. :(<br /><br />I&#039;m really hopeful that they&#039;ll continue the trend of evolving older Pokemon besides just Farfetch&#039;d in this game. I don&#039;t want new Mega-evolutions or new region-specific variants--entirely new evolutions would be great to breathe life into otherwise-dead Pokemon (looking at you, Dunsparce).


subject: What i should note before learning ACE in german version?
poster_name: Scroogeduck
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello guys<br /><br />First a big thank to glitchcity for the good page and all the helpful users.<br />I used this page a lot of times (and years) and it was all the time very helpful :). <br /><br />Back in days I had never problems to follow and use a glitch since I saw the ACE Glitch.<br />I know there are some item lists for the german version, but this is the first time i really would like to learn why something is happening and how to make an own setup.<br />I have read a lot of pages here and have some question before I try to get deeper in this glitch (atm i have read so much things i dont even know how to start right XD). Today or tomorrow i will read again the topic&quot; Where to start get started...&quot; and from then step to step...<br /><br />1. First and most important thing for me is, I would like to use the glitch in the german yellow version with w sm.<br />So I have seen that this link was posted a lot of times: https://glitchcity.info/biglist.htm<br />Has the german version the same list (sorry if this is a stupid question)?<br /><br />2. When I check the list I cant find a difference between Red/Blue/Yellow. <br />So why we dont use the same item list for a glitch when using wsm in yellow (I mean the same item list like for red/blue with 8F?).<br /><br />3. Sherkel answered in this topic (https://forums.glitchcity.info/index.php?topic=7995.0)<br />&quot;$D158 in English Red corresponds to $D15D in European Red, and so forth.&quot; -&gt; so from english red to german red would be +5 is that right?<br /><br />4. I read often about BGB Debugger. Does this make the thing easier or can we find the whole code of the game on a webpage?<br /><br />5. Is there maybe a big thing i should know before starting for the german version? (I have read for the code +4 from english red/blue and +5 from english yellow).<br /><br />Thanks very much for some answers and have a nice evening&nbsp; :)<br /><br />Best regards<br />Scroogeduck


subject: Re: What i should note before learning ACE in german version?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Welcome to GCL! :) Good to hear it&#039;s been so helpful, and I hope it will continue to be.<br /><br />[quote author=Scroogeduck link=topic=8893.msg215232#msg215232 date=1569509418]<br />1. First and most important thing for me is, I would like to use the glitch in the german yellow version with w sm.<br />So I have seen that this link was posted a lot of times: https://glitchcity.info/biglist.htm<br />Has the german version the same list (sorry if this is a stupid question)?<br />[/quote]<br />Yes. This is what you&#039;re looking for: https://glitchcity.info/wiki/ItemDex/Y:099#In_other_European_versions<br />(The excessive use of # signs there makes it pretty annoying to search, actually, in addition to not looking good.)<br /><br />[quote author=Scroogeduck link=topic=8893.msg215232#msg215232 date=1569509418]<br />2. When I check the list I cant find a difference between Red/Blue/Yellow. <br />So why we dont use the same item list for a glitch when using wsm in yellow (I mean the same item list like for red/blue with 8F?).[/quote]<br />If I understand what you&#039;re asking correctly, it&#039;s that the garbage code that Red/Blue 8F executes isn&#039;t the same as the portion Yellow 8F does. None of it was intended to be read as code in the first place, so you can have major differences between versions there even if a Potion heals 20 HP in both.<br /><br />[quote author=Scroogeduck link=topic=8893.msg215232#msg215232 date=1569509418]3. Sherkel answered in this topic (https://forums.glitchcity.info/index.php?topic=7995.0)<br />&quot;$D158 in English Red corresponds to $D15D in European Red, and so forth.&quot; -&gt; so from english red to german red would be +5 is that right?[/quote]<br />Yep!<br /><br />[quote author=Scroogeduck link=topic=8893.msg215232#msg215232 date=1569509418]<br />4. I read often about BGB Debugger. Does this make the thing easier[/quote]<br />Oh, definitely. From a beginning level, it&#039;s perfect for testing item setups.<br /><br />[quote author=Scroogeduck link=topic=8893.msg215232#msg215232 date=1569509418]<br />or can we find the whole code of the game on a webpage?[/quote]<br />Thanks to a handful of unbelievably dedicated souls, yes!! [b]https://github.com/pret/pokeyellow[/b]<br /><br />[quote author=Scroogeduck link=topic=8893.msg215232#msg215232 date=1569509418]<br />5. Is there maybe a big thing i should know before starting for the german version? (I have read for the code +4 from english red/blue and +5 from english yellow).[/quote]<br />Maybe the French site [url=https://www.prama-initiative.com/]PRAMA Initiative[/url], as it deals particularly with another European version. I don&#039;t think it&#039;s strictly necessary so long as you can read the material here, though.<br /><br />(Nitpick: I wouldn&#039;t call ACE a glitch, just something that glitches make possible.)<br /><br />Good luck!


subject: Re: What i should note before learning ACE in german version?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [quote author=Scroogeduck link=topic=8893.msg215232#msg215232 date=1569509418]<br />2. When I check the list I cant find a difference between Red/Blue/Yellow. <br />So why we dont use the same item list for a glitch when using wsm in yellow (I mean the same item list like for red/blue with 8F?).<br />[/quote]<br /><br />[color=purple]This can be because many codes write or read from a RAM address with the address defined by the items/quantity, in which case the +5 difference applies.<br /><br />e.g.<br /><br />Lemonade x 21<br />TM34 x 88<br />TM08 x 201<br /><br />Here (classic wild encounter code) you&#039;re writing 0x15 to D058, where the hex:58 is represented by dec:88. So porting it to non-English EU Yellow you&#039;d need to change it to TM34 x 93.<br /><br />In another case, where the &quot;call&quot; or &quot;jp&quot; instructions to ROM are involved, the locations of functions in the ROM can differ between both languages and versions.<br /><br />This is also a good disassembly resource like Sherkel posted (the PokÃ©mon Red one is the original and is really thorough).<br /><br />https://github.com/pret/pokered<br /><br />Hope this helps! :)[/color]


subject: Re: What i should note before learning ACE in german version?
poster_name: Scroogeduck
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey guys<br /><br />Thanks very much for the answers and the links :). <br />I will check all the things the next days/weeks and i hope to understand it more or less :).<br /><br />Have a nice weekend<br /><br />Best regards<br />Scroogeduck


subject: Re: What games have you been playing recently?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [b]AI: The Somnium Files[/b], baby!! Notwithstanding that anyone who played Zero Time Dilemma wanted a spiritual successor, this game has a very characteristic interface and style of its own, and the triple-A level production makes me really hopeful for Uchikoshi in the future. Also, every single line and mannerism so far from the main character (see avatar) reminds me of [url=https://hoteldusk.fandom.com/wiki/Kyle_Hyde]Kyle Hyde[/url], so that&#039;s nice. I&#039;ll have to be careful about spoilers, but so far I&#039;ve gone through the first Psync segment and am loving the way it&#039;s piling up mysteries. (Keisuke Ito of PokÃ©mon Mystery Dungeon 2&#039;s soundtrack plays a big part in setting the scene too, along with the crazed-but-not-overused visual effects.)


subject: Re: What games have you been playing recently?
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [b]Bravely Default (3DS):[/b] Hoo boy, where to begin?<br /><br />The game in its entirety isn&#039;t great. Most of it is amazing, for example, the battle system is amazingly complex and works well (and uses some mechanics similar to those found in Star Ocean: TtEoT and FF7, two of my top 5 RPGs) and is probably the collest I&#039;ve seen to date.<br /><br />So what&#039;s wrong about it?<br /><br />There&#039;s a time-stop mechanic for battles (those in the know already know where this is going) that uses SP to interrupt everything going on in battle, even an enemy&#039;s turn, to give you a new turn.<br /><br />All well and good, except for the fact that you only get SP by either keeping the game on and the *DS closed for 8 HOURS (not continuous, but cumulative) or PAYING FOR 3 SP. Not with, like, in-game currency, no. Through the eShop. I haven&#039;t even added the fact that you can put your SP in the negative and have to wait upwards of 16-24 HOURS to be able to use the time-stop shit again. I have literally played the entire game without it because the tutorial for it ends with you at -2 SP, so either buy that point refill or close the *DS and wait 16 hours, idiot!<br /><br />The rest of the game is good (exception: the story is pretty meh), but this mechanic thoroughly ruined my feelings for this game.<br /><br />There&#039;s not even a cheat for infinite SP or free SP drinks built into Checkpoint (this is a whole other can of dogshit), so i can&#039;t even cheat the system.


subject: Re: What games have you been playing recently?
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Honestly I kind of understand that mechanic if you&#039;re not playing in any one, long, continuous session. It&#039;s probably intended so that players can leave their system in sleep mode overnight and wake up to more SP. But having that method (or paying) be the only way a player can gain more SP is really poor game design imo.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: BluPika
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ok, so I&#039;ve been away from the game a long time. i have a new save. I want to set up the WRAM editor to mess around and spam mews into the modern games via PokeTransfer. What is the fastest way I can get to having the WRAM editor?


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [quote author=BluPika link=topic=36.msg215243#msg215243 date=1569633693]<br />Ok, so I&#039;ve been away from the game a long time. i have a new save. I want to set up the WRAM editor to mess around and spam mews into the modern games via PokeTransfer. What is the fastest way I can get to having the WRAM editor?<br />[/quote]You don&#039;t need it for one of those Mews. Name yourself GF, Brock Through Walls to Celadon to get an Abra with Teleport, walk to Saffron, fight the Machop guy twice for MissingNo. through Trainer escape, dry underflow, change your ID through the expanded item pack, and then just catch any old Mew.<br /><br />But if you want a RAM writer anyway, [url=https://forums.glitchcity.info/index.php?topic=8725.0]there&#039;s jfb1337&#039;s here[/url] and [url=https://forums.glitchcity.info/index.php?topic=8200.0]ZZAZZ&#039;s here[/url].<br /><br />EDIT: Hahaha, I just realized I gave this same answer to you in slightly more verbose fashion already [url=https://forums.glitchcity.info/index.php?topic=36.msg213073#msg213073]here[/url], but in short this is the quickest way to an exploitable save whether you just want to get event Mews or painstakingly set up a RAM writer (or both).


subject: Re: The dream thread
poster_name: bwill11
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t usually remember my dreams, but I just woke up (at 4:30 in the morning where I&#039;m at) from a dream that was just a still image of a graph paper sketch of the gravitational field of a black hole and the characters &quot;+98&quot;, and in the most ominous voice possible I hear &quot;I am the wormhole, the world&#039;s greatest worm&quot;, and then I woke up. My subconscious is either trying to tell me something incredibly cryptic (presumably having to do with the +98) or just shitposting in dream form, and I don&#039;t know which is weirder.


subject: Mario Maker 2 levels
poster_name: bwill11
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Post your Mario Maker 2 level codes and feedback on other peoples&#039; levels here.<br /><br />on/off switch chasm RRL-J5X-XVF<br />rube munchberg machines 791-FTT-T0H<br />The first one has a lower clear rate than the second one and I don&#039;t know how, I think the first one is easier. (though the first one is easier to die in than the second one, in the second one you&#039;re more likely to run out of time)


subject: Re: What song are you listening to right now?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Keisuke Ito - [REVERIES IN THE RaiN #02] å§”ç´° -isAl-<br /><br />In the middle of some sort of mix of hype and centering or whatever before I Psync back in...SERIOUSLY WHY IS THIS PERSON HERE AND WHY DOES THIS OTHER PERSON KNOW ABOUT THIS AND WHAT EVEN IS THIS OTHER THING, just aaaagh, this is giving me such strong Virtue&#039;s Last Reward vibes right now and I can&#039;t wait to see what the rest of the flowchart has in store.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, I&#039;d guess it&#039;s the quickest [i]manipless[/i] way. The method in the [url=https://docs.google.com/document/d/1xvEJZVDT0q-xk_Lnp-RB8i4tgQ1r-618hcEQa0-x4Sw/edit]current &quot;catch &#039;em all&quot; route[/url] is faster for hardcore runners, but death-warp methods without manipulation are obviously miserable on a real console. And even the &quot;F8FF&quot; route might be able to be adapted to give you a x255 item stack and dump you somewhere safe (avoid the Forest until you can fix it). In the end, there is a trade-off between speed, complexity and reliability, and the Machop guy method probably hits the right balance for the average casual player.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: BluPika
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=36.msg215244#msg215244 date=1569651130]<br />[quote author=BluPika link=topic=36.msg215243#msg215243 date=1569633693]<br />Ok, so I&#039;ve been away from the game a long time. i have a new save. I want to set up the WRAM editor to mess around and spam mews into the modern games via PokeTransfer. What is the fastest way I can get to having the WRAM editor?<br />[/quote]You don&#039;t need it for one of those Mews. Name yourself GF, Brock Through Walls to Celadon to get an Abra with Teleport, walk to Saffron, fight the Machop guy twice for MissingNo. through Trainer escape, dry underflow, change your ID through the expanded item pack, and then just catch any old Mew.<br /><br />But if you want a RAM writer anyway, [url=https://forums.glitchcity.info/index.php?topic=8725.0]there&#039;s jfb1337&#039;s here[/url] and [url=https://forums.glitchcity.info/index.php?topic=8200.0]ZZAZZ&#039;s here[/url].<br /><br />EDIT: Hahaha, I just realized I gave this same answer to you in slightly more verbose fashion already [url=https://forums.glitchcity.info/index.php?topic=36.msg213073#msg213073]here[/url], but in short this is the quickest way to an exploitable save whether you just want to get event Mews or painstakingly set up a RAM writer (or both).<br />[/quote]<br /><br />I know, I&#039;m&nbsp; sorry. I couldn&#039;t find it because all these boards that look like they&#039;re from 1999 are really hard for my zoomer brain to comprehend. Thanks a lot for answering my same question twice. lol


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=36.msg215249#msg215249 date=1569697332]<br />Well, I&#039;d guess it&#039;s the quickest [i]manipless[/i] way. The method in the [url=https://docs.google.com/document/d/1xvEJZVDT0q-xk_Lnp-RB8i4tgQ1r-618hcEQa0-x4Sw/edit]current &quot;catch &#039;em all&quot; route[/url] is faster for hardcore runners, but death-warp methods without manipulation are obviously miserable on a real console. And even the &quot;F8FF&quot; route might be able to be adapted to give you a x255 item stack and dump you somewhere safe (avoid the Forest until you can fix it). In the end, there is a trade-off between speed, complexity and reliability, and the Machop guy method probably hits the right balance for the average casual player.<br />[/quote]Impossible, though, with the implied Virtual Console on a 3DS with PokÃ©Transfer. (If you by some chance have CFW and are transferring saves between your hard drive and SD, BluPika, then please just but -gm/8F into your inventory and type in the code rather than getting all the glitch items through &quot;normal gameplay&quot;).<br /><br />And, uhh, thanks for your patience I guess? I never thought I&#039;d say this to anyone, but maybe you&#039;d prefer the Discord.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=36.msg215251#msg215251 date=1569699108]<br />[quote author=bbbbbbbbba link=topic=36.msg215249#msg215249 date=1569697332]<br />Well, I&#039;d guess it&#039;s the quickest [i]manipless[/i] way. The method in the [url=https://docs.google.com/document/d/1xvEJZVDT0q-xk_Lnp-RB8i4tgQ1r-618hcEQa0-x4Sw/edit]current &quot;catch &#039;em all&quot; route[/url] is faster for hardcore runners, but death-warp methods without manipulation are obviously miserable on a real console. And even the &quot;F8FF&quot; route might be able to be adapted to give you a x255 item stack and dump you somewhere safe (avoid the Forest until you can fix it). In the end, there is a trade-off between speed, complexity and reliability, and the Machop guy method probably hits the right balance for the average casual player.<br />[/quote]Impossible, though, with the implied Virtual Console on a 3DS with PokÃ©Transfer. (If you by some chance have CFW and are transferring saves between your hard drive and SD, BluPika, then please just but -gm/8F into your inventory and type in the code rather than getting all the glitch items through &quot;normal gameplay&quot;).<br /><br />And, uhh, thanks for your patience I guess? I never thought I&#039;d say this to anyone, but maybe you&#039;d prefer the Discord.<br />[/quote]Related question: Anyone made a PKSM branch that allows out-of-bounds ranges yet?<br /><br />(also nice av damn)


subject: Re: What games have you been playing recently?
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  [quote author=Missing? NO! link=topic=8787.msg215242#msg215242 date=1569628043]<br />Honestly I kind of understand that mechanic if you&#039;re not playing in any one, long, continuous session. It&#039;s probably intended so that players can leave their system in sleep mode overnight and wake up to more SP. But having that method (or paying) be the only way a player can gain more SP is really poor game design imo.<br />[/quote]even when you use SP in battle the characters are like &quot;WHAAAAT, A WAY TO GET SP WITHOUT WAITING???&quot;<br /><br />also i&#039;ve just hit the final boss<br /><br />[spoiler]i can elaborate further despite the spoiler tag isn&#039;t implemented since i can make text super small[/spoiler]<br /><br />but like<br /><br />the chars are stupid shits<br /><br />[spoiler][size=1pt]and the final boss tug-at-your-heart thing doesn&#039;t exactly work when it leverages the AI &quot;friends&quot; against you to be like &quot;YOU&#039;RE NOT ALONE&quot; yeah i am that&#039;s why you gave me fake friends dammit[/size][/spoiler]<br /><br />EDIT: finished it. Typical low-effort [spoiler][size=1pt]boss dead, thx, go home[/size][/spoiler] ending.


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shatteredClockworks
icon: xx
body:
  [quote author=Missing? NO! link=topic=8665.msg215230#msg215230 date=1569391858]<br /> I don&#039;t want new Mega-evolutions or new region-specific variants--entirely new evolutions would be great to breathe life into otherwise-dead Pokemon (looking at you, Dunsparce).<br />[/quote]<br /><br />Why would you want a Dunsparce evolution? Dunsparce is already perfect; don&#039;t ruin the best pokÃ©mon.<br /><br />[sub]It&#039;s the second best, anyways. Nothing can best the Shuckle.[/sub]


subject: Re: What movie have you seen recently?
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Went and saw Rambo: Last Blood tonight. What a fucking ride. The best part was when he [size=3pt]smashed that dude in the dick with a hammer[/size].


subject: Re: What movie have you seen recently?
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Downsizing. People said it was a comedy.<br /><br /><br />jesus it&#039;s like they forgot what movie they were making halfway in and glued on another movie with the same actors then cut to an ending for the original plot and<br /><br />this was a mistake


subject: Idea based on Battle Tower SRAM glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]I wonder if when doing the [url=https://glitchcity.info/wiki/Battle_Tower_SRAM_glitch]Battle Tower SRAM glitch[/url] or maybe a general incomplete save through the save option you can carry forward certain old Mobile GB Adapter data stored in SRAM?<br /><br />[url=https://forums.glitchcity.info/index.php?topic=7502.0]This[/url] comes to mind. Though since stored PokÃ©mon in the PC are carried forward you arguably don&#039;t need to get a Celebi from the proto-GTS.[/color]


subject: Re: Crystal: Unused party sanitisation function
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [quote author=Wack0 link=topic=8103.msg207148#msg207148 date=1507084375]<br />PokÃ©mon nickname: &quot;?????&quot; [b][i]unterminated[/i][/b](!!!)<br />Mail text: &quot;ã“ã‚“ã«ã¡ã¯&quot; [i]&quot;Konnichiwa&quot; Hello[/i] followed by one terminator<br /><br />The default strings are terminated by [tt]$50[/tt] as usual.<br /><br />After checking the strings, an &quot;item&quot; at [tt]$C60E[/tt] is checked, if it&#039;s [tt]$FF[/tt] it gets replaced by [tt]$00[/tt]. Finally, the exact same level checks as in the OP are performed.<br />[/quote]<br /><br />[quote author=HÃ¡Äky link=topic=8103.msg207149#msg207149 date=1507096379]<br />I think this one is for PokÃ©mon received from the Trade Corner.<br />[/quote]<br /><br />[color=purple]*Bump*. When I received a PokÃ©mon through the JP version [url=https://forums.glitchcity.info/index.php?topic=7502.0]05:A800&gt;04 method[/url] with a bad nickname character, the nickname changed to &quot;?????&quot;, however this string was terminated (bytes were E6 E6 E6 E6 E6 50) so I&#039;m unsure if Wack0 made a mistake (or maybe this only applies to the unused EN code). I used an invalid OT character and the OT changed to ã‚¯ãƒªã‚¹ as expected. I don&#039;t know how to test the others yet.<br /><br />Edit: I just tried calling the Function11b6b4 in the disassembly link Wack0 posted on English Crystal. For bad OTs it gives the untranslated ã‚¯ãƒªã‚¹ string, showing mojibake &quot;H M&quot;. For bad nicknames I get &quot;?????&quot; unterminated as Wack0 said. However, I got E6 E6 E6 E6 E6 BA DE C6 C1 CA 50, so &quot;?????ã“ã‚“ã«ã¡ã¯&quot; (translated: &quot;????? hello&quot;), seemingly from the bad mail text handler. This sequence of bytes is rendered as &quot;?????&nbsp;  Ã–&quot; and the part after ????? is terminated while ????? itself isn&#039;t.<br />[/color]


subject: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Recently there has been some heated debate on the Discord, which was apparently hated by everyone not in it. Even though I dislike the forum with passion, I have to admit that it might be a better medium for level-headed discussion. Therefore here I am:<br /><br />[b]How should we define, or at least try to define the word &quot;glitch&quot; on this site?[/b] Should it be...<br />[list]<br />[li]An all-encompassing term for everything other than intended gameplay (&quot;Walking through walls with a cheat code is a glitch&quot;)?[/li]<br />[li]Any unintended phenomenon that can be observed without external modification (&quot;[url=https://www.youtube.com/watch?v=D3EvpRHL_vk]A Pong game written with ACE[/url] is a glitch&quot;)?[/li]<br />[li]Any unintended phenomenon that might be perceived as unintuitive by the player (&quot;[url=https://glitchcity.info/wiki/Seafoam_Islands_walk_on_spot_glitch]A softlock caused by JACKing into the waters of Seafoam Island[/url] is a glitch&quot;)?[/li]<br />[li]Determined completely on a case-by-case basis (&quot;Every time Evie creates a new page titled &#039;XXX glitch&#039;, bbbbbbbbba should open a discussion on the talk page&quot;)?[/li]<br />[li]Synonymous with &quot;bug&quot;, which is itself not very well-defined (&quot;[url=https://glitchcity.info/wiki/Bad_clone_glitch]Turning off the game while it is saving[/url] is not a bug&quot;)?[/li]<br />[li]Only unintended phenomenon under an intended game state (&quot;A non-[url=https://glitchcity.info/wiki/Natural_glitch]natural glitch[/url] is not a real glitch&quot;)?[/li]<br />[li][s]Same as how it is used outside the video game community, i.e. [url=https://en.wikipedia.org/wiki/Glitch]a short-lived fault in a system, such as a transient fault that corrects itself, different from a more serious software bug which is a genuine functionality-breaking problem[/url]?[/s] (I don&#039;t believe anyone actually still insist on this...)[/li]<br />[/list]<br />I know I am missing some options.<br /><br />Now, the advantages of a more extensive definition is probably obvious: We become more inclusive, and we can retain more information. However, a more specific definition would help with categorization, and would increase the average quality of our pages. Furthermore, a less extensive definition doesn&#039;t mean we have to exclude everything not defined as &quot;glitches&quot;: Glitch-related things can have pages too, and focusing on [i]how[/i] they are related to glitches would help a lot with the organization.<br /><br />So... what do you think?<br />


subject: PP (not) Up
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  (Reposted to rewrite it.)<br /><br />When it comes to certain glitch moves, some when applied with a PP Up, they normally increase PP like an average move (like TM50) but several moves either canâ€™t be increased (like TM13) while some can take the item but not increase the PP (like TM01)... What is the reason behind that (if there is one)...?


subject: Re: PP (not) Up
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  We have discussed about this on the Discord the other day, and we agree that TM01 doesn&#039;t get increased PP because its base PP is 3, and 3/5 rounded down is 0. However, we all believe that TM13, a 7 PP move, should be able to take PP Ups as normal. Can you post more details about your experiments?


subject: Re: PP (not) Up
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ok, note it was a week or two ago, so details may not be exactly correct.<br />I tried to use the PP Up on my glitch PokÃ©mon that knew TM13 (specifically it was 0xFA) but when I got in, it wouldn&#039;t let me increase the PP anymore, as if I had maxed it out, which I didn&#039;t. For the record, the max PP was 7. (The PP Up could work on the other moves I had, which were Ice Beam, Swords Dance, &amp; Horn Attack.)


subject: Re: PP (not) Up
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]For me, it lets me use up to 3 PP Ups on TM13, which is interesting our results differ (the TM13 has 7 default PP and does not have any PP Ups applied by default so that isn&#039;t the issue(?). Note: Some glitch moves do).<br /><br />The pattern was like this:<br /><br />7, 8 (1 PP Up), 9 (2 PP Ups), 10 (3 PP Ups)<br /><br />The PP Up I used was the 0x4F one. (As the 0x32 one is an unused unusable PP Up)[/color]


subject: Re: PP (not) Up
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie the Mother Hen â˜½ â¤ link=topic=8898.msg215265#msg215265 date=1569811011]<br />[color=purple]For me, it lets me use up to 3 PP Ups on TM13, which is interesting our results differ (the TM13 has 7 default PP and does not have any PP Ups applied by default so that isn&#039;t the issue(?). Note: Some glitch moves do).<br /><br />The pattern was like this:<br /><br />7, 8 (1 PP Up), 9 (2 PP Ups), 10 (3 PP Ups)<br /><br />The PP Up I used was the 0x4F one. (As the 0x32 one is an unused unusable PP Up)[/color]<br />[/quote]<br /><br />I see... I&#039;m going to check and confirm if my results are correct tomorrow, and just for noting, I also used the 0x4F PP Up.


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I really wish Mega-Evolution wasnâ€™t going to be removed in these new games; so many PokÃ©mon could benefit hugely from a Mega-Evolution (Haxorus, Hydreigon, Flygon, more starter PokÃ©mon, etc.). 


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I still think they should have left in Mega-Evolution as a constant mechanic in all the games going forward starting with Gen 6. It was such a cool mechanic and breathed life into old Pokemon that had fallen from relevance in the meta, and gave them pretty cool new designs too. Gen 7 gave us Z-moves which were definitely less cool, but still cool in a vacuum; Gen 8 gives us Dynamaxing which essentially combines the two? But rather than give us cool new designs (a la Mega Evolutions), we just get blown-up versions of existing Pokemon. Pretty lame by comparison--bring Mega Evolutions back!


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=8665.msg215268#msg215268 date=1569816613]<br />bring Mega Evolutions back!<br />[/quote]<br /><br />Let&#039;s bring Pokemon back.


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=8665.msg215269#msg215269 date=1569817349]<br />[quote author=Missing? NO! link=topic=8665.msg215268#msg215268 date=1569816613]<br />bring Mega Evolutions back!<br />[/quote]<br /><br />Let&#039;s bring Pokemon back.<br />[/quote]<br />That should probably be higher on the priority list, I agree!


subject: Re: PP (not) Up
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  (Sorry that the image is sideways, I don&#039;t know what happened...)<br /><br />Same result as before for me...


subject: Re: PP (not) Up
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I suggest that, after a few basic checks (like making sure the max PP is still 7), you should get ACE and read the RAM directly to see what it going on. You can find the relevant memory addresses by looking up Gameshark codes.


subject: Re: PP (not) Up
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: TheZZAZZGlitch
icon: xx
body:
  That&#039;s because some glitch moves can have PP Ups already applied by default.<br /><br />Let&#039;s look at a normal move first. It has a base PP value of 0x14, meaning it has 20 PP.<br />Now, what happens if we increase its PP with a PP Up? The game has to keep track of that somewhere. In order to save space, the highest two bits of the base PP value are used for this purpose, since normal moves would never have base PP above 64.<br />So after using a PP Up, the base PP byte corresponding to the modified move would change from 0x14, which looks like this in binary:<br /><br />[color=red]00[/color][color=blue]010100[/color]<br />(red = number of PP Ups applied, blue = the move&#039;s base PP)<br /><br />Into 0x54 ([color=red]01[/color][color=blue]010100[/color]), to represent that one PP Up was used on the move. Another PP Up would change that to 0x94 ([color=red]10[/color][color=blue]010100[/color]), then 0xD4 ([color=red]11[/color][color=blue]010100[/color]). After that, the game would not allow using more PP Ups.<br /><br />Now, what happens with glitch moves? Their base PP information is taken from arbitrary data, so their base PP can have the highest bits (blue bits in the examples above) already set by default!<br />Let&#039;s look at TM04. It actually has [b]0xD2[/b] base PP, which in binary, looks like this: [color=red]11[/color][color=blue]010010[/color]. So this move has 18 base PP with 3 PP Ups already applied.<br />That&#039;s why no PP Ups can ever be applied to this move. The game thinks that 3 PP Ups were already applied, because the base PP value of a glitch move has the highest &quot;PP Up&quot; bits already set.<br /><br />Another example: The glitch move TM11 has 0x49 base PP. Converting to binary, we have:<br />[color=red]01[/color][color=blue]001001[/color]<br />That means it has 9 PP, with 1 PP Up applied by default. So you can apply two additional PP Ups before the limit is reached.<br /><br />***<br /><br />[b]Edit:[/b] This explanation is true, but does not really apply here. TM13 has 7 plain PP (0x07), so it should take 3 PP Ups normally. Did you obtain TM13 by leveling up 0xFA, or did you GameShark/edit the move in? How much PP does the move currently have when viewed in battle or in the stats screen?


subject: Re: PP (not) Up
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I got TM13 by leveling up. But I checked the PP, and it was 10... I think I may have misremembered, or something else happened.


subject: Capture 2 Uxie/Azelf by sequence breaking (DP)
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: xx
body:
  The route for this is still work in progress.<br />For the time being, I will simply explain how capturing 2 Azelf and Uxie is possible.<br /><br />First, we need to establish some key flags, map Id&#039;s and variables that will be abused.<br /><br />Flags:<br />Capture flag Azelf: 294<br />Capture flag Uxie: 295<br />Capture flag Dialga/Palkia: 351<br /><br />Load flag Azelf: 510<br />Load flag Uxie: 511<br />Load flag Dialga/Palkia: 482<br /><br />Spear pillar sequence variable: 16536<br /><br />Maps: <br />Hall Of Fame: 187<br />Spear Pillar (Box Legendarie): 220<br />Lake Valor (Azelf): 316<br />Lake Acuity (Uxie): 319<br /><br />First, let&#039;s share how Azelf and Uxie their scripts work. First the game checks the &#039;load flag&#039;<br />for them, 510 and 511 respectively. If they are cleared, then the Lake Spirits will spawn in their Maps.<br /><br />After capturing them, load flags 510 and 511 are set, so they will no longer load.<br /><br />Map 316 / 319<br />Script 3 battle Azelf/Uxie: <br />Setflag 142<br />Wildbattle<br />Setflag 294/295<br /><br />Script 2 Mapscript:<br />Checkflag 142<br />CheckLR0 0 func_3<br /><br />Function 3:<br />Setflag 510/511<br />Clearflag 142<br /><br />With this in mind, let&#039;s explain how it is possible to capture them twice.<br /><br />As you may know, if you fail capturing a Legendary and go to the Hall Of Fame, <br />the game gives you another shot at capturing these Legendaries. The way it does so is<br />by checking if the capture flag is set for that PokÃ©mon, and if it is not, it clears the load flag.<br /><br />I de-cluttered these functions for ease of understanding;<br /><br />Map 187, Hall Of Fame<br /><br />Func_8<br />Checkflag 351<br />CheckLR 0 func_9<br />Checkflag 294<br />CheckLR 0 func_12<br />Checkflag 295<br />CheckLR 0 func_13<br /><br />Func_9<br />Setvar 16536 5<br />Clearflag 482<br /><br />Func_12<br />Clearflag 510<br /><br />Func_13<br />Clearflag 511<br /><br />Some of you might also know that Azelf and Uxie are not accesible until after capturing the box legendary.<br />Not only are their areas unaccesible, they aren&#039;t loaded at all. After capturing the box legendary, the game<br />clears the load flags of the lake trio. But, since you aren&#039;t supposed to have battled them yet, it does not<br />check for the capture flags.<br /><br />Map 220, Spear Pillar<br /><br />Script 11 battle Dialga/Palkia: <br />Setflag 142<br />Wildbattle<br />CheckLR 1 func_25<br />Setflag 351<br />Jump func_26<br /><br />Script 2 mapscript: <br />CheckLR 1 func_7<br />Checkflag 142<br />CheckLR 1 func_8<br /><br />Function 7<br />Checkflag 142<br />CheckLR 1 func_8<br /><br />Function 8: <br />Setflag 482<br />Clearflag 142<br /><br />Function 25/26:<br />Message 44 <br />....<br />Clearflag 510<br />Clearflag 511<br /><br />There is however one thing we are overlooking right now. In the Hall Of Fame, since we have not captured the box legendary yet, the game sets variable 16536 to 5. This variable keeps track of the sequence position of Spear Pillar, when set to 5, a trigger runs script 14 to battle the box legendary rather than 11. The two scripts are very similar, except script 14 does not jump to function 26, and does not clear the load flags of Azelf and Uxie.<br /><br />So, in order to clear the flags, we will have to run script 11, which means the sequence position must be set to an earlier state.<br />Luckily for us, we can sequence break this position! Using the RETIRE menu, which runs script 4 in runtime (script 5 in Spear Pillar)<br />it runs the cutscene of the box legendary breaking free and corrupting Sinnoh.<br /><br />Script 5 Major cutscene<br />...<br />Message...<br />Warp...<br />Warp...<br />More Warps...<br />Message<br />Setvar 16536 2<br /><br />Near the end of the script, the sequence position is updated to an earlier state of 2. From this point, we can trigger script 11, clear the flags of Azelf and Uxie and capture them a second time. As for Mesprit, sadly it&#039;s load flag isn&#039;t cleared using the Hall of Fame.<br /><br />It is sadly not possible to just repeat the sequence position updating to an earlier state, since required NPC&#039;s are removed once the box legendary is captured. Trying to play the cutscene after that results in a crash.<br /><br />If you&#039;d like to read the entire scripts used for this rather than an abreviated version of it, you can acces Ganix&#039;s scriptdump with this link:<br />https://whoturgled.com/dp_scripts.html


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Glitch: Unintended &quot;features&quot; working in (obv) ways unintended, such as ACE.<br /><br />Bug: Intended features working in ways unintended, such as the 99 item bug or the Map FF crash seen when exiting a map in an undefined direction.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Any unintended phenomenon that can be observed without external modification (&quot;A Pong game written with ACE is a glitch&quot;)?<br /><br />This is what is what is the closest to my thought process.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8897.msg215278#msg215278 date=1569941700]<br />Glitch: Unintended &quot;features&quot; working in (obv) ways unintended, such as ACE.<br /><br />Bug: Intended features working in ways unintended, such as the 99 item bug or the Map FF crash seen when exiting a map in an undefined direction.<br />[/quote]<br /><br />Hmm... how many of you would support a split between &quot;bug&quot; and &quot;glitch&quot;? On the Discord discussion other participants were against it on the ground of K.I.S.S., but I think the point of terms is to categorize things, and the word &quot;glitch&quot; is not doing that now.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8897.msg215281#msg215281 date=1569948710]<br />[quote author=Parzival link=topic=8897.msg215278#msg215278 date=1569941700]<br />Glitch: Unintended &quot;features&quot; working in (obv) ways unintended, such as ACE.<br /><br />Bug: Intended features working in ways unintended, such as the 99 item bug or the Map FF crash seen when exiting a map in an undefined direction.<br />[/quote]<br /><br />Hmm... how many of you would support a split between &quot;bug&quot; and &quot;glitch&quot;? On the Discord discussion other participants were against it on the ground of K.I.S.S., but I think the point of terms is to categorize things, and the word &quot;glitch&quot; is not doing that now.<br />[/quote]In most facets of computing and technology, these two terms are distinct, so I&#039;m all for it here.


subject: Re: Capture 2 Uxie/Azelf by sequence breaking (DP)
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8901.msg215279#msg215279 date=1569941918]<br />Any way to clear the capture flags so the NPCs still load, or is that thus far unknown?<br />[/quote]<br /><br />Not for these two. For shaymim and arceus however, yes. And I have made infinite capture routes for both, but the shaymin one isnt public yet.


subject: Re: Capture 2 Uxie/Azelf by sequence breaking (DP)
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=RETIRE link=topic=8901.msg215283#msg215283 date=1569952015]<br />[quote author=Parzival link=topic=8901.msg215279#msg215279 date=1569941918]<br />Any way to clear the capture flags so the NPCs still load, or is that thus far unknown?<br />[/quote]<br /><br />Not for these two. For shaymim and arceus however, yes. And I have made infinite capture routes for both, but the shaymin one isnt public yet.<br />[/quote]Damn. So... any other way to do it, like maybe invalid scripts, as scripts&#039;re the only way we can run any code at the moment?


subject: Re: Capture 2 Uxie/Azelf by sequence breaking (DP)
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  There is a setup we have created that gives full controll over functions by execute them from ram (it&#039;s ace but for functions rather than code), sadly the setup currently only works on emulators, but maybe a setup will be found for hardware too. The reason it crashes on hardware is assumed to be due to the fact that we execute code from backup savedata, or it might be due to testing on flashcarts/r4 carts not being accurate. If it can be pulled of on hardware, then it wouldnt matter anymore as any pokÃ©mon can be captured, given, any item, money... ,


subject: Re: Capture 2 Uxie/Azelf by sequence breaking (DP)
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=RETIRE link=topic=8901.msg215285#msg215285 date=1569957280]<br />There is a setup we have created that gives full controll over functions by execute them from ram (it&#039;s ace but for functions rather than code), sadly the setup currently only works on emulators, but maybe a setup will be found for hardware too. The reason it crashes on hardware is assumed to be due to the fact that we execute code from backup savedata, or it might be due to testing on flashcarts/r4 carts not being accurate. If it can be pulled of on hardware, then it wouldnt matter anymore as any pokÃ©mon can be captured, given, any item, money... ,<br />[/quote]Flashcarts have some SoC on them, swapping in ROMs and SAVes into unbacked SRAM, and flushing the actual saves to the SD on the fly. This is pretty similar with how all multi-ROM flashcarts work, and is basically how real DS carts work except with one SRAM chip instead of one ROM chip and various kinds of NAND/EEPROM.<br /><br />If you have a setup for it or a save for it, i&#039;ll gladly grab an RTS for debugging the real hardware issue.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, the thing is that in the English-speaking video game community, the word &quot;glitch&quot; is used in a sense that does not at all overlap its usual definition, and closer to what &quot;bug&quot; is supposed to be. On the other hand, since &quot;bug&quot; is less used in this community, maybe that&#039;s the word we can define better.<br /><br />I think your definition for &quot;bug&quot; may still be too broad, as almost every subroutine can be made to go berserk with malformed input data (which we can almost always force to happen, with ACE and whatnot). In a sense, the map FF crash may well be &quot;intended&quot;, seeing as the developer probably intentionally chose the value 0xFF and decided that it won&#039;t matter, because the map design would never allow the player to exit in that direction.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8897.msg215287#msg215287 date=1569960939]<br />Well, the thing is that in the English-speaking video game community, the word &quot;glitch&quot; is used in a sense that does not at all overlap its usual definition, and closer to what &quot;bug&quot; is supposed to be. On the other hand, since &quot;bug&quot; is less used in this community, maybe that&#039;s the word we can define better.<br /><br />I think your definition for &quot;bug&quot; may still be too broad, as almost every subroutine can be made to go berserk with malformed input data (which we can almost always force to happen, with ACE and whatnot). In a sense, the map FF crash may well be &quot;intended&quot;, seeing as the developer probably intentionally chose the value 0xFF and decided that it won&#039;t matter, because the map design would never allow the player to exit in that direction.<br />[/quote]technically ACE would be classified under &quot;glitch&quot; as ACE isn&#039;t (usually) the result of something intended going nuts, so things unachievable without ACE would be glitches and not bugs as you&#039;re not using a feature written into the game on purpose to do weird shit, you&#039;re writing your own code.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8897.msg215288#msg215288 date=1570033130]<br />technically ACE would be classified under &quot;glitch&quot; as ACE isn&#039;t (usually) the result of something intended going nuts, so things unachievable without ACE would be glitches and not bugs as you&#039;re not using a feature written into the game on purpose to do weird s**t, you&#039;re writing your own code.<br />[/quote]<br /><br />Well, using an item is an intended feature, but with invalid item IDs, that can cause ACE. Of course you can say the functionality of an item is a &quot;feature&quot; in itself, but then the problem is how to slice a playthrough into different (intended and/or unintended) &quot;features&quot;.


subject: Re: What i should note before learning ACE in german version?
poster_name: metalmario32
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s rare to see people using EU non-English (except French) games, and welcome to GCL!<br /><br />So yes, a lot of what they&#039;ve already covered above is true, you need to account for differences in addresses, for example, most addresses in the DXXX range and some starting with CFXX have the offset of +5 from the English Yellow. Also, the ACE setups and codes will be different. There are also a host of exclusive glitches on the German version, including more selectable characters for the old man trick, which can lead to some interesting results. (Of course, old man trick only works on German Red/Blue, however.)<br /><br />Anyways, thanks for stopping by, and have a nice day!


subject: Fix char limit into a JPN rom for the translation.
poster_name: Halfshadow
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello. I want to translate the spaceworld beta, I translated all the existing map texts starting from the charmap and the text font tileset, then I translated items and pokÃ©mon&#039;s names, but I have some issues also &#039;cause there are 5 chars limitations. I want to extend the limit for trainer&#039;s, rival&#039;s, mom&#039;s, Bill&#039;s BOXES, pokÃ©mon&#039;s names and nicknames, trainers classes, items and all the rest if I forgot something. And obviously also convert the PC boxes to the western versions, (and also currently in the spaceworld demo the boxes are buggy, if you deposit and release pokÃ©mons you could see wrong nicknames) from 10 BOXES able to store 30 pokÃ©mons fo BOX I want 14 BOXES able to store 20 pokÃ©mons for each BOX.<br /><br />I think that the solution is in the WRAM file:<br /><br />https://github.com/pret/pokegold-spaceworld/blob/master/wram.asm<br /><br />But I don&#039;t know exactly how adapt it to avoid messed up ram addresses. And if this could be enough to fix all the char limitations. Could you please help me for this?<br /><br /><br /><br />But I don&#039;t know how adapt it to do exactly what I want...


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8897.msg215289#msg215289 date=1570044070]<br />[quote author=Parzival link=topic=8897.msg215288#msg215288 date=1570033130]<br />technically ACE would be classified under &quot;glitch&quot; as ACE isn&#039;t (usually) the result of something intended going nuts, so things unachievable without ACE would be glitches and not bugs as you&#039;re not using a feature written into the game on purpose to do weird s**t, you&#039;re writing your own code.<br />[/quote]<br /><br />Well, using an item is an intended feature, but with invalid item IDs, that can cause ACE. Of course you can say the functionality of an item is a &quot;feature&quot; in itself, but then the problem is how to slice a playthrough into different (intended and/or unintended) &quot;features&quot;.<br />[/quote]isn&#039;t defining unclear boundaries fun? xD<br /><br />I would agree, however I&#039;d say individual mechanics would be &quot;features&quot;, including item functions (as, with ACE, we&#039;re not executing, say, a dev tool that jumps to RAM, we&#039;re just abusing a badly-made table lookup function to look up a bad item index, which jumps to an area it expects to contain a &quot;feature&quot;)


subject: Re: What i should note before learning ACE in german version?
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=metalmario32 link=topic=8893.msg215290#msg215290 date=1570101212]<br />EU non-English (except French) games<br />[/quote]Run.<br />Before ISSOtm finds you.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8897.msg215292#msg215292 date=1570121764]<br />isn&#039;t defining unclear boundaries fun? xD<br />[/quote]<br /><br />It is! And I&#039;m happy that you think the same.<br /><br />[quote author=Parzival link=topic=8897.msg215292#msg215292 date=1570121764]<br />I would agree, however I&#039;d say individual mechanics would be &quot;features&quot;, including item functions (as, with ACE, we&#039;re not executing, say, a dev tool that jumps to RAM, we&#039;re just abusing a badly-made table lookup function to look up a bad item index, which jumps to an area it expects to contain a &quot;feature&quot;)<br />[/quote]<br /><br />What do you say about memory manipulation by expanded item pack (and expanded other things)? Switching items around and tossing them are both intended features, but they can change so much of the RAM that it almost works like a cheating device.<br /><br />Also how about arbitrary script execution (in later gens)? Every line of arbitrary script executed would be an &quot;intended feature&quot;. (I would have mentioned [url=https://en.wikipedia.org/wiki/Return-to-libc_attack]return-to-libc attack[/url], but I don&#039;t think that&#039;s known to be possible in any of the PokÃ©mon games.)


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8897.msg215294#msg215294 date=1570124797]<br />[quote author=Parzival link=topic=8897.msg215292#msg215292 date=1570121764]<br />isn&#039;t defining unclear boundaries fun? xD<br />[/quote]<br /><br />It is! And I&#039;m happy that you think the same.<br /><br />[quote author=Parzival link=topic=8897.msg215292#msg215292 date=1570121764]<br />I would agree, however I&#039;d say individual mechanics would be &quot;features&quot;, including item functions (as, with ACE, we&#039;re not executing, say, a dev tool that jumps to RAM, we&#039;re just abusing a badly-made table lookup function to look up a bad item index, which jumps to an area it expects to contain a &quot;feature&quot;)<br />[/quote]<br /><br />What do you say about memory manipulation by expanded item pack (and expanded other things)? Switching items around and tossing them are both intended features, but they can change so much of the RAM that it almost works like a cheating device.<br /><br />Also how about arbitrary script execution (in later gens)? Every line of arbitrary script executed would be an &quot;intended feature&quot;. (I would have mentioned [url=https://en.wikipedia.org/wiki/Return-to-libc_attack]return-to-libc attack[/url], but I don&#039;t think that&#039;s known to be possible in any of the PokÃ©mon games.)<br />[/quote]Expanded item pack is an intended feature running out of bounds (it is the [b][i]EXPANDED[/i][/b] pack after all) to the point it reaches something like 40% of RAM. Memory manipulation via expanded pack would be used either for setting up ACE payloads or manipulating things to do other things, whether classifiable as &quot;bug&quot; or &quot;glitch&quot;.<br />Since we&#039;re doing things to accomplish other things here, we need to box things into individual items: expanded pack being its own concept and anything you do with it being another.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8897.msg215288#msg215288 date=1570033130]<br />... so things unachievable without ACE would be glitches and not bugs...<br />[/quote]<br />[quote author=Parzival link=topic=8897.msg215295#msg215295 date=1570127289]<br />Since we&#039;re doing things to accomplish other things here, we need to box things into individual items: expanded pack being its own concept and anything you do with it being another.<br />[/quote]<br />OK, we might have had a misunderstanding here. When I talked about forcing subroutines to go berserk with ACE, I was implying using ACE to change the data they refer to (usually beforehand, but might be during their execution if we can find a way to &quot;inject&quot; ACE), not using ACE to directly do things like playing pong.<br /><br />Let me put it this way: If a game has no known ACE or mass memory manipulation exploit, does everything glitchy that can happen when you alter the RAM through an external device still count as &quot;bugs&quot;?


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8897.msg215296#msg215296 date=1570130421]<br />[quote author=Parzival link=topic=8897.msg215288#msg215288 date=1570033130]<br />... so things unachievable without ACE would be glitches and not bugs...<br />[/quote]<br />[quote author=Parzival link=topic=8897.msg215295#msg215295 date=1570127289]<br />Since we&#039;re doing things to accomplish other things here, we need to box things into individual items: expanded pack being its own concept and anything you do with it being another.<br />[/quote]<br />OK, we might have had a misunderstanding here. When I talked about forcing subroutines to go berserk with ACE, I was implying using ACE to change the data they refer to (usually beforehand, but might be during their execution if we can find a way to &quot;inject&quot; ACE), not using ACE to directly do things like playing pong.<br /><br />Let me put it this way: If a game has no known ACE or mass memory manipulation exploit, does everything glitchy that can happen when you alter the RAM through an external device still count as &quot;bugs&quot;?<br />[/quote]Not really, as you&#039;re using external equipment. ACE isn&#039;t external, however...


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That would mean that, a game could otherwise be programmed very well and have almost no flaw, but once an ACE exploit is found, it <br />would suddenly have thousands of bugs. That strikes me as weird, but maybe it&#039;s OK.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Custom code, I feel, shouldn&#039;t count; following what is and isn&#039;t bug or glitch stops at getting to hijack execution. ACE? Categorize. After that? Stop.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Again, in the &quot;glitches accessible by ACE&quot;, the custom code is only used for setup, and the actual glitchy part is entirely intended code doing unintended things. Using Gameshark as an example, it is what can happen in the game [i]after you remove the Gameshark[/i].


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8897.msg215300#msg215300 date=1570133768]<br />Again, in the &quot;glitches accessible by ACE&quot;, the custom code is only used for setup, and the actual glitchy part is entirely intended code doing unintended things. Using Gameshark as an example, it is what can happen in the game [i]after you remove the Gameshark[/i].<br />[/quote]Ah, I see what you mean. This is a good point, and is somewhat prevalent here, so i&#039;ll explain it like this:<br /><br />If you&#039;re using ACE to set up a situation that otherwise can&#039;t be attained, it&#039;s definable as a &quot;glitch&quot; due to being something you can&#039;t achieve without total control. This may even exclude memory editing through, say, expanded pack as even with EP you&#039;d still have to trigger whatever you wish to accomplish with the proper function and said function would have to not sanitize its workspace first.<br /><br />nuance is great


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8897.msg215301#msg215301 date=1570135055]<br />If you&#039;re using ACE to set up a situation that otherwise can&#039;t be attained, it&#039;s definable as a &quot;glitch&quot; due to being something you can&#039;t achieve without total control. This may even exclude memory editing through, say, expanded pack as even with EP you&#039;d still have to trigger whatever you wish to accomplish with the proper function and said function would have to not sanitize its workspace first.<br />[/quote]<br /><br />In the end, the question is to what extent can the failure to sanitize a workspace (i.e. input data) be considered a bug. In the map FF case, the programmers (presumably intentionally) decided that the map connection does not need to be sanitized, since the map design shouldn&#039;t allow an invalid connection to be taken. However, it is plausible that it could have been done. In other cases, like meta-map script IDs, it might be impractical to sanitize the input (since the meta-map IDs themselves are supposed to be the most reliable indicator of the state of the map).<br /><br />Also, in the end, it can be argued that many proposals for sanitizing inputs are based on 20/20 hindsight. Sure, this specific glitch could have been avoided by doing this specific sanitization, but how are the developers supposed to know that this kind of malformed input could happen in the first place? (If they had known, they would have been able to just fix the parent glitch/bug.)


subject: Re: Fix char limit into a JPN rom for the translation.
poster_name: Ryccardo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Generally speaking, you&#039;d need to reserve more space (by adding more &quot;db&quot;/&quot;ds&quot;/&quot;d-whatever&quot; opcodes in the right place) - this will of course make all the labels and comments referring to memory addresses that come afterwards misleading, even though the assembler won&#039;t care* since they&#039;re just names with no intrinsic meaning, as well as to edit any code with fixed maximum string lengths to change said limit<br /><br />* this is assuming all code has been converted from hardcoded pointers to using symbolic names - else it WILL fail and quite hard :)


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8897.msg215302#msg215302 date=1570143097]<br />[quote author=Parzival link=topic=8897.msg215301#msg215301 date=1570135055]<br />If you&#039;re using ACE to set up a situation that otherwise can&#039;t be attained, it&#039;s definable as a &quot;glitch&quot; due to being something you can&#039;t achieve without total control. This may even exclude memory editing through, say, expanded pack as even with EP you&#039;d still have to trigger whatever you wish to accomplish with the proper function and said function would have to not sanitize its workspace first.<br />[/quote]<br /><br />In the end, the question is to what extent can the failure to sanitize a workspace (i.e. input data) be considered a bug. In the map FF case, the programmers (presumably intentionally) decided that the map connection does not need to be sanitized, since the map design shouldn&#039;t allow an invalid connection to be taken. However, it is plausible that it could have been done. In other cases, like meta-map script IDs, it might be impractical to sanitize the input (since the meta-map IDs themselves are supposed to be the most reliable indicator of the state of the map).<br /><br />Also, in the end, it can be argued that many proposals for sanitizing inputs are based on 20/20 hindsight. Sure, this specific glitch could have been avoided by doing this specific sanitization, but how are the developers supposed to know that this kind of malformed input could happen in the first place? (If they had known, they would have been able to just fix the parent glitch/bug.)<br />[/quote]isn&#039;t Rule 1 of software development literally &quot;assume all user input is hostile and malformed&quot;?


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8897.msg215304#msg215304 date=1570226466]<br />isn&#039;t Rule 1 of software development literally &quot;assume all user input is hostile and malformed&quot;?<br />[/quote]<br /><br />The tricky part is that they are not supposed to be [i]user[/i] inputs. Those data are supposed to come from other subroutines in the game&#039;s code, and it is only because of an earlier bug that the user gains the ability to manipulate them.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Overall I think game state after the fact compared to beforehand should take priority when defining this. Off the top of my head, item underflow is a glitch, the Celadon looping map thing is a trick, Trainer escape is a glitch, Wally defeating Ralts is an oversight, and using Cute Charm for tons of shinies is an exploit.<br /><br />I hope to articulate this better in addition to what degree it&#039;s necessary to delineate them later. Article names should at least be consistent.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8897.msg215305#msg215305 date=1570236339]<br />[quote author=Parzival link=topic=8897.msg215304#msg215304 date=1570226466]<br />isn&#039;t Rule 1 of software development literally &quot;assume all user input is hostile and malformed&quot;?<br />[/quote]<br /><br />The tricky part is that they are not supposed to be [i]user[/i] inputs. Those data are supposed to come from other subroutines in the game&#039;s code, and it is only because of an earlier bug that the user gains the ability to manipulate them.<br />[/quote]Considering the user is not intended to have direct hardware access, this earlier bug would have to be triggered by user input, wouldn&#039;t it?[quote author=Sherkel link=topic=8897.msg215306#msg215306 date=1570239711]<br />Overall I think game state after the fact compared to beforehand should take priority when defining this. Off the top of my head, item underflow is a glitch, the Celadon looping map thing is a trick, Trainer escape is a glitch, Wally defeating Ralts is an oversight, and using Cute Charm for tons of shinies is an exploit.<br /><br />I hope to articulate this better in addition to what degree it&#039;s necessary to delineate them later. Article names should at least be consistent.<br />[/quote]This does help, yes, but again, termage in most other facets of an entire industry mean something too.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8897.msg215306#msg215306 date=1570239711]<br />Overall I think game state after the fact compared to beforehand should take priority when defining this. Off the top of my head, item underflow is a glitch, the Celadon looping map thing is a trick, Trainer escape is a glitch, Wally defeating Ralts is an oversight, and using Cute Charm for tons of shinies is an exploit.<br /><br />I hope to articulate this better in addition to what degree it&#039;s necessary to delineate them later. Article names should at least be consistent.<br />[/quote]<br /><br />For article names things are a bit different, because an article can only have one &quot;standard&quot; name, but it is surely related. In particular, it has been noted that &quot;oversight&quot; in the article name usually implies an inconsequential glitch, but we also use &quot;due to an oversight&quot; to describe the causes of glitches (even major ones), where it is the polar opposite of inconsequential.<br /><br />Anyway, my thoughts on the words themselves:<br />[list]<br />[li]A trick is something that just makes sense given the context (usually of parent glitches), and happens to be a convenient way to achieve a goal. [url=https://glitchcity.info/wiki/Ditto_trick]Ditto trick[/url], [url=https://glitchcity.info/wiki/Celebi Egg_trick]Celebi Egg trick[/url] and [url=https://glitchcity.info/wiki/Celadon_looping_map_trick]Celadon looping map[/url] are typical examples. [url=https://glitchcity.info/wiki/Old_man_trick]Old man trick[/url] is a less typical example due to the non-intuitive way the game overwrites grass encounter data, but it still feels like one. It is also arguable that [url=https://glitchcity.info/wiki/Item_underflow_glitch_(event_method)]event-based item underflow[/url] is just a trick after desyncing the item count and the item list, but I believe [url=https://glitchcity.info/wiki/Dry_underflow_glitch]dry underflow[/url] is surely not &quot;just a trick&quot;. The fact that combining stacks allow you to have item count = 0 and still have access to the second slot is very much its own weirdness.<br />[list]<br />[li][s][url=https://glitchcity.info/wiki/Seafoam_Islands_walk_on_spot_glitch]Softlocking yourself[/url] is not a trick unless you are into that (and there are easier way to softlock yourself with Rival&#039;s effect anyway).[/s][/li]<br />[/list][/li]<br />[li]An oversight is a case where the developers forgot something, usually a special case. As such, this term should usually only apply to natural glitches, because saying that &quot;the developers forgot that this parent glitch exists&quot; just doesn&#039;t make sense (an exception can be made for pieces of code that are obviously intended to be error traps). I don&#039;t consider typos in code to be oversights, although it may be arguable that their corresponding glitches are caused by oversights [i]in testing[/i] (if the case could reasonably be covered in testing).[/li]<br />[li]An exploit is something non-obvious that gives the player an advantage. It doesn&#039;t need to be &quot;unintended&quot; the way a glitch is, thus the phrase &quot;non-glitch exploit&quot; (in fact, maybe that should be the implication when it occurs in the standard article name). Using X Accuracy to hit OHKO moves might be considered an exploit.[/li]<br />[/list]<br />[hr]<br />[quote author=Parzival link=topic=8897.msg215307#msg215307 date=1570258263]<br />Considering the user is not intended to have direct hardware access, this earlier bug would have to be triggered by user input, wouldn&#039;t it?<br />[/quote]<br />Of course, but the problem is that whether the consequential glitch should be considered [i]another[/i] bug. Like you&#039;ve said, we need to box things into individual items.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8897.msg215308#msg215308 date=1570258613]<br />[quote author=Parzival link=topic=8897.msg215307#msg215307 date=1570258263]<br />Considering the user is not intended to have direct hardware access, this earlier bug would have to be triggered by user input, wouldn&#039;t it?<br />[/quote]<br />Of course, but the problem is that whether the consequential glitch should be considered [i]another[/i] bug. Like you&#039;ve said, we need to box things into individual items.<br />[/quote]I feel unqualified to define these and i&#039;m surprised I made it this far, but anyways, this is true and is in itself hard to classify. How would one classify issues resulting from other issues? Different trigger methods for the same issue may even technically change the classification in rare cases.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8897.msg215309#msg215309 date=1570285397]I feel unqualified to define these and i&#039;m surprised I made it this far[/quote]<br />This after making almost half the posts in the thread? :P However b9a&#039;s tone comes across, what he and all of us want is just to help the site and the community surrounding it, in part by opening discussions available for [i]any[/i] member to give their two cents to. I don&#039;t want this to fall on just a few, especially with how much it&#039;s confusing even me where to draw the lines.<br /><br />Anyway, about the five terms I threw out as a possibility, what I was trying to get at but didn&#039;t know the words for was that a &quot;trick&quot; requires a parent glitch, and such an entrypoint is what should formally be regarded as a glitch. I&#039;d put all ways of underflowing the bag or PC under the latter. An &quot;oversight&quot; to me is, in short, an inconsequential glitch. They don&#039;t deserve the same degree of intrigue as something like negative HP through Pomeg berries. An exploit is an instance of normal gameplay that doesn&#039;t create an invalid game state but seems like something not intended to be done in a particular way. X Accuracy&#039;s effect on Gen I OHKOs is the ideal example.<br /><br />Phrases like &quot;due to an oversight&quot; and &quot;is a glitch&quot; should just be removed from articles in general. I might add this to the manual of style (or just do it, uh, [i]manually[/i] :p ).<br /><br />In terms of categorization, I think glitches and the tricks they allow for should be shown alongside each other, as the average user will be curious about a particular end state (&quot;Mew&#039;s on my screen!&quot;) rather than which bytes are set to what after flying from a long-range trainer, even if they allow for meta-map script activation as well. Similar to what I said in the other thread, I&#039;m for notability-based categorization.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8897.msg215310#msg215310 date=1570311842]<br />[quote author=Parzival link=topic=8897.msg215309#msg215309 date=1570285397]I feel unqualified to define these and i&#039;m surprised I made it this far[/quote]<br />This after making almost half the posts in the thread? :P However b9a&#039;s tone comes across, what he and all of us want is just to help the site and the community surrounding it, in part by opening discussions available for [i]any[/i] member to give their two cents to. I don&#039;t want this to fall on just a few, especially with how much it&#039;s confusing even me where to draw the lines.<br />[/quote]<br />To be honest, even I myself have no real motivation to participate in this discussion now. I just don&#039;t want to leave anyone who does want to discuss in the same position that I have often felt that I am in --- finding that nobody else cares. I guess I at least care a little, but I really don&#039;t know what is good for this site now.<br /><br />Maybe I&#039;d just been waiting for you to come back. You are the one who has always been pushing for better categorization, so maybe you have more insight than I do.<br /><br />[quote author=Sherkel link=topic=8897.msg215310#msg215310 date=1570311842]<br />Anyway, about the five terms I threw out as a possibility, what I was trying to get at but didn&#039;t know the words for was that a &quot;trick&quot; requires a parent glitch, and such an entrypoint is what should formally be regarded as a glitch. I&#039;d put all ways of underflowing the bag or PC under the latter. An &quot;oversight&quot; to me is, in short, an inconsequential glitch. They don&#039;t deserve the same degree of intrigue as something like negative HP through Pomeg berries. An exploit is an instance of normal gameplay that doesn&#039;t create an invalid game state but seems like something not intended to be done in a particular way. X Accuracy&#039;s effect on Gen I OHKOs is the ideal example.<br />[/quote]<br />I largely think those definitions are OK. I would usually want more support before being comfortable implementing them, but it seems that there is no one to support or oppose, so maybe we should just go ahead and deal with the fallout, if any, later.<br /><br />I do want to note that [i]most ways of underflowing the bag or PC also require a parent glitch[/i] (of course game-altering device is another option, and Gen I SRAM glitch might also be able to do it, although I don&#039;t really know how Gen I SRAM glitch bypasses the checksum, and it may result in a game so broken as to render the expanded item pack/box irrelevant anyway).<br /><br />[quote author=Sherkel link=topic=8897.msg215310#msg215310 date=1570311842]<br />Phrases like &quot;due to an oversight&quot; and &quot;is a glitch&quot; should just be removed from articles in general. I might add this to the manual of style (or just do it, uh, [i]manually[/i] :p ).<br />[/quote]<br />I think guessing what the developers were thinking is a necessary thing for a glitch site (after all, the definition of glitches always has &quot;unintended&quot; in it, which requires inferring the intention in the first place), and &quot;due to an oversight&quot; is a good way to communicate that [i]after analyzing the code, it seems likely that the developers just forgot[/i]. I recognize that the terminology might be confusing, though, and maybe we don&#039;t need to communicate this piece of information after all.<br /><br />[quote author=Sherkel link=topic=8897.msg215310#msg215310 date=1570311842]<br />In terms of categorization, I think glitches and the tricks they allow for should be shown alongside each other, as the average user will be curious about a particular end state (&quot;Mew&#039;s on my screen!&quot;) rather than which bytes are set to what after flying from a long-range trainer, even if they allow for meta-map script activation as well. Similar to what I said in the other thread, I&#039;m for notability-based categorization.<br />[/quote]<br />Well, I guess that surely does not mean putting them in the same category, right? Maybe a table like what is currently in the [url=https://glitchcity.info/wiki/Template:Major_glitches]&quot;major glitches&quot; template[/url] would be a good way to do that.<br /><br />On a page level, though, I understand the need for concrete and comprehensive procedures for a particular trick (having to go through 3~4 pages to understand how to do dry underflow would be too overwhelming for a new glitcher), but I am always worried that those procedures would be perceived as &quot;magic spells&quot; that could never be understood and must be followed exactly. Maybe for some people that&#039;s exactly what they want to achieve, but I personally hate that.


subject: Re: What games have you been playing recently?
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  Starting P:SMD. Explorers of * was good so this should be too, right?<br /><br />...right?<br /><br />EDIT: goddammit it&#039;s not<br /><br />it could&#039;ve been so good but no<br /><br />I&#039;m willing to overlook the graphics style change from sprites to 3D models, as that&#039;s something most seemed to want, plus with the more powerful hardware...<br /><br />HOWEVER.<br /><br />I cannot forgive the weird mechanics half-heartedly dropped in and the changes that just did [i]not[/i] need to be made. We&#039;ll get to those, though.<br /><br />First, gameplay:<br /><br />Who the fuck thought it a good idea to be able to shove Pokemon by walking into them? This does nothing but eat away at your hunger and burn a turn in a fight, and if you&#039;re not holding B, you BY DEFAULT shove partners too, still burning a turn and draining your Belly.<br /><br />Some of the moves feel... [i]incorrect[/i]. These were mostly to balance things, so I get why, but it&#039;s a minor thing.<br /><br />The default A button generic attack has been nerfed [b][i]HARD.[/i][/b]<br />Explorers of *:<br />Actual moves: 30-50<br />Generic attack: 20-40<br />SMD:<br />Actual moves: 30-50<br />Generic attack: [b][i]MOTHERFUCKING 5[/i][/b]<br />WHY<br />THIS DOES NOTHING BUT MAKE YOU ENTIRELY HELPLESS IF YOU RUN OUT OF PP<br />like, okay, they wanted to force you to use moves more often but [i]for fucks sake this was too harsh a nerf[/i] it is now useless and you will die before killing one normal enemy even when you&#039;re overleveling the dungeon boss.<br /><br />Items are also more heavily favored when determining what drops to spawn and how many, leading to less cash and more items. A full Bag is not worth it anymore. The wands are [i]kinda[/i] neat, I guess, but gdi there&#039;s so many of them now. This also makes Belly less of a threat, which is impressive as in Eo* I ran out [i]maybe[/i] once per like 6 dungeons. Even more impressive when you realize your Belly drops like a meteor dropping to Earth to compensate for the fuckton of Apples you find.<br /><br />The story:<br /><br />I&#039;m gonna do the spoiler+size combo thing again for this. I&#039;m literally 2.5 hours in and the story is already bad. I&#039;m not even done with all the tutorials yet for fucks sake and I have been tearing through them!<br /><br />[spoiler][size=1pt]aight so making your character remember he&#039;s human from the word Go breaks some immersion. In Eo* you find that shit out late-game, making the rest of the trek about finding out what the fuck happened to you. This was brilliant, it make sense with the memory loss arc and it added an extra &quot;push&quot; to the end of the game when players would lose interest. Here, it&#039;s like &quot;hey i&#039;m a pokemon now, cool, whatever&quot; and what little immersion the beginning built up is gone. It&#039;s not even played up, your character literally says &quot;Could it be... Well, whatever&quot; like BITCH WHAT YOU ARE NOW A POKEMON, EMOTE A LITTLE. The &quot;you get rescued from being washed up on the fucking shoreline passed out, and your new partner manages to wake you and help you out some&quot; was changed to &quot;you wake up in a forest and are immediately chased into a dungeon, followed by a tutorial that covers basic mechanics. Here&#039;s your partner, he&#039;s an over-the-top annoying shithead and not even his father likes him.&quot; Eo* made an emotional connection almost immediately by having your partner basically save your fucking life as you&#039;re washed up on the shoreline fading in and out of consciousness for DAYS. Then you gotta go deal with some shitheads who stole your partner&#039;s thing and fucked off into a dungeon. This creates emotional linkage as you see this kid wake you up, then some assholes steal his crap. You wanna catch the assholes and fuck &#039;em up to repay the dude. SMD just goes &quot;lol why, when your character can be chased by things into a dungeon and get a tutorial from some fucking rando who you end up staying with?&quot; Also the fucking tutorial it gives you is superceded by a multi-&quot;chapter&quot; (screens should read &quot;Day&quot; instead of &quot;Chapter&quot; as several are just &quot;go to school, exposition, in-depth explanation of mechanic, moment of &quot;haha your partner&#039;s a shithead&quot;, dungeon themed around day&#039;s mechanic, go home, fade into next chapter&quot; back to fucking back) while you literally go to school IN A FUCKING POKEMON GAME. Eo* taught through &quot;here&#039;s generally how shit works, we&#039;ve given you enough to figure it out on your own&quot; and sends you into an unrelated dungeon. The items and shit you were taught about may not even be in said dungeon! That&#039;s the kinda shit you had back when games actually wordlessly taught people, or taught how to equip an item and that&#039;s it, and respected your fucking intelligence. There was some hand-holding, yeah, it&#039;s a kids&#039; game, but it wasn&#039;t so much so that it seems to be meant for teaching some 3-month-old to play the fucking game. Then we get to move onto the fact that the first 2 initial-tutorial dungeons were exactly the fucking same, then the super-tutorial has several dungeons that reuse THE SAME FUCKING TILESET. Eo* had this, but it was a technical limit and it was handled REALLY WELL as often times there were similar-but-not-quite tilesets for different dungeons, or even for later in the same dungeon! Plus you wouldn&#039;t get 4 fucking dungeons that used 1:1 the same set back-to-back, none of which are even the same damn dungeon. God this is a fucking mess and i&#039;m literally 2.5 hours in.[/size][/spoiler]<br /><br />Now that that&#039;s out of the way, the mechanics I mentioned earlier:<br /><br />SO FAR, 2.5 hours in, there&#039;s been all of like 2 new mechanics: the pushing I mentioned earlier and the crystals thing. You get these circlets (&quot;looplets&quot; THEY&#039;RE CIRCLETS MOTHERFUCKER) that each member holds (they take up Bag slots AND your only Held Item slot) and crystals spawn in the dungeons when at least 1 member is holding them. When first seen by the player in a room the crystals count from (random number, 1 to 9) to 0 and when they hit 0 they explode into dust, meaning you have to prioritize them over battles. When picked up in time, you can either Use them, granting some minor buff till the end of the dungeon, or Set them into an empty slot in the circlet. When Set, they provide some minor buff to stats, some status to an enemy you attack rarely (misses still roll same chance as far as I can tell) or do shit like &quot;when you would be KO&#039;d, survive with 1 HP and this breaks.&quot; These stack up to the number inserted, so I guess if you could find 4 of them they&#039;d be handy? (Provided Circlets during tut hold 4 crystals but some orbs can etch a new slot into them until end of dungeon) If the crystal explodes before you get to it it&#039;ll do nithing but make powder appear on the floor, which when walked over increments an invisible counter and eventually with enough of them another one will suddenly appear in the Bag.<br /><br />if i have any more gripes later i&#039;ll put them here so watch this space


subject: Re: The dream thread
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I was taking my cat home from the vet and parked on my apartment&#039;s rooftop lot (which it doesn&#039;t have in real life). When I got out of the car, I saw King Ghidorah flying overhead, spewing his gravity beams every which way. I grab my cat and rush inside the building to discover it&#039;s completely unfurnished, has no elevators, and a basement level. And was apparently the headquarters of a cult that worships the three-headed space dragon.<br /><br />I don&#039;t remember much else. At the end of the dream I got into a fistfight with a cultist, beat them up, then ran into a theater(?), which held a cache of dynamite. I set it off, then I woke up.


subject: Re: What games have you been playing recently?
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Bert
icon: xx
body:
  [quote author=Parzival link=topic=8787.msg215313#msg215313 date=1570407830]<br />Starting P:SMD. [/quote]<br /><br />I swear to god 75% of your attacks miss.


subject: Re: What games have you been playing recently?
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=8787.msg215315#msg215315 date=1570426405]<br />[quote author=Parzival link=topic=8787.msg215313#msg215313 date=1570407830]<br />Starting P:SMD. [/quote]<br /><br />I swear to god 75% of your attacks miss.<br />[/quote]Yeh.


subject: Re: The dream thread
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  woke up in a cold sweat and can only remember one phrase<br /><br />&quot;there&#039;s a party in ring -2 and no one&#039;s invited&quot;<br /><br />literally 2 people here will understand this and i know exactly which two


subject: Re: What games have you been playing recently?
poster_name: Netscape128
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Recently I&#039;ve been playing Skyward Sword, having felt bad about seeing it languish on a friend&#039;s shelf.&nbsp; He gave it to me and I&#039;ve made it my mission to complete it.&nbsp; Not done yet, but I&#039;m still chugging along!


subject: Re: What games have you been playing recently?
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Honestly, even though Super Mystery Dungeon wasn&#039;t my favorite Mystery Dungeon game (Explorers of ____ was way better imo), it&#039;s still a solid game overall. Great replay value and there&#039;s tons to do even after you finish the core game. It&#039;s a shame I don&#039;t play my 3DS much anymore ever since the Switch game out, though. There&#039;s some great games (like Mystery Dungeon) that I&#039;d like developers to bring over to the Switch.


subject: Re: The dream thread
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Had a dream today that I was back in middle school, but I wasn&#039;t in the middle school that I went to as a child; instead, I was at a middle school about 15 minutes down the road. One of my friend&#039;s moms was my math teacher, and the school itself was way nicer overall than the one I actually went to. Sitting next to my former middle/high school crush in the dream was weird, too--even though I kind of hate her guts now, she&#039;s still popping up in my dreams. Odd.<br /><br />Also was on oddly vivid dream. The environment was really well-developed and I remembered and vividly dreamt about people that I hadn&#039;t actually seen in years.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Dragon Arbock
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I can&#039;t find any information on this, but figured I&#039;d ask- Did anybody ever figure out why you can catch a Ditto after catching an &#039;M? Like what causes that to happen?


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  [quote author=Dragon Arbock link=topic=36.msg215322#msg215322 date=1570507410]<br />I can&#039;t find any information on this, but figured I&#039;d ask- Did anybody ever figure out why you can catch a Ditto after catching an &#039;M? Like what causes that to happen?<br />[/quote]One of the prolific videomakers here made a video about it but i cannot for the life of me find it. Did you check the Wiki?<br /><br />EDIT: https://youtu.be/Z_z4FOz0Yzo


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Dragon Arbock
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=36.msg215323#msg215323 date=1570510739]<br />[quote author=Dragon Arbock link=topic=36.msg215322#msg215322 date=1570507410]<br />I can&#039;t find any information on this, but figured I&#039;d ask- Did anybody ever figure out why you can catch a Ditto after catching an &#039;M? Like what causes that to happen?<br />[/quote]One of the prolific videomakers here made a video about it but i cannot for the life of me find it. Did you check the Wiki?<br /><br />EDIT: https://youtu.be/Z_z4FOz0Yzo<br />[/quote]<br /><br />Thanks- yeah I had checked &#039;M&#039;s page before but it didn&#039;t explain it. This video does.


subject: Slot machine behaviors
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The behaviors of slot machines in the Game corners are so much more complicated than meets the eye ([url=https://www.youtube.com/watch?v=u4fjbJnz7O4]Gen I[/url], [url=https://www.youtube.com/watch?v=ojq3xqfRF6I]Gen II[/url]), and with many oddities that may be considered as glitches. However, [url=https://glitchcity.info/wiki/Slot_machine_glitch]our wiki&#039;s documentation[/url] of them is woefully incomplete. Presumably this is because: (1) It is difficult to argue whether any specific oddity should be a glitch, given that those behaviors are intended to be obscure, and (2) it is difficult to even describe any particular glitch about the slot machines without first explaining their behaviors in normal cases.<br /><br />Given this, should we just have pages titled &quot;Slot machine behaviors (Generation N)&quot;, with a section named &quot;Oddities&quot; or &quot;Potential glitches&quot;, and let the readers decide for themselves whether they should count?


subject: Re: Slot machine behaviors
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8904.msg215325#msg215325 date=1570668029]<br />The behaviors of slot machines in the Game corners are so much more complicated than meets the eye ([url=https://www.youtube.com/watch?v=u4fjbJnz7O4]Gen I[/url], [url=https://www.youtube.com/watch?v=ojq3xqfRF6I]Gen II[/url]), and with many oddities that may be considered as glitches. However, [url=https://glitchcity.info/wiki/Slot_machine_glitch]our wiki&#039;s documentation[/url] of them is woefully incomplete. Presumably this is because: (1) It is difficult to argue whether any specific oddity should be a glitch, given that those behaviors are intended to be obscure, and (2) it is difficult to even describe any particular glitch about the slot machines without first explaining their behaviors in normal cases.<br /><br />Given this, should we just have pages titled &quot;Slot machine behaviors (Generation N)&quot;, with a section named &quot;Oddities&quot; or &quot;Potential glitches&quot;, and let the readers decide for themselves whether they should count?<br />[/quote]ooh, hold up, relevant media incoming:<br />Gen 1: https://youtu.be/u4fjbJnz7O4<br />Gen 2: https://youtu.be/ojq3xqfRF6I<br /><br />(for context for new readers seeing this thread)


subject: Re: Slot machine behaviors
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8904.msg215325#msg215325 date=1570668029]<br />The behaviors of slot machines in the Game corners are so much more complicated than meets the eye ([url=https://www.youtube.com/watch?v=u4fjbJnz7O4]Gen I[/url], [url=https://www.youtube.com/watch?v=ojq3xqfRF6I]Gen II[/url]), and with many oddities that may be considered as glitches. However, [url=https://glitchcity.info/wiki/Slot_machine_glitch]our wiki&#039;s documentation[/url] of them is woefully incomplete. Presumably this is because: (1) It is difficult to argue whether any specific oddity should be a glitch, given that those behaviors are intended to be obscure, and (2) it is difficult to even describe any particular glitch about the slot machines without first explaining their behaviors in normal cases.<br /><br />Given this, should we just have pages titled &quot;Slot machine behaviors (Generation N)&quot;, with a section named &quot;Oddities&quot; or &quot;Potential glitches&quot;, and let the readers decide for themselves whether they should count?<br />[/quote]<br /><br />[color=purple]Sounds wise. Yes. [/color]


subject: Re: What i should note before learning ACE in german version?
poster_name: Scroogeduck
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Scroogeduck
icon: xx
body:
  I have read now a lot of pages and all was a little bit a mess. So i started to read every single post here in the ACE Section starting by last post.<br />So i came to six new questions^^.<br /><br />1. Question:<br />ISSOtm posted this page: http://glitchcity.info/wiki/index.php/GB_Programming#A_new_world<br /><br />So now im reading it and it makes a lot, really a lot clearer for me, its like i can see a little light at the end of the tunnel :).<br /><br />I have a question there about a calculation in &quot;Register pair and RAM&quot; section. This is a calculation result from author:<br />sub a, b ; A = A - B = $06 - $DE = $06 + (-$DE) = $06 + ($21 + $01) = $28, C flag = 0 <br /><br />I calculated it i think in a really &quot;noob&quot; Version. I calculated $06 = 6 / $DE = 222<br />So 6 - 222 (and 0 is 256 / so 256 - 216) i come to 40 / $28 - okey its right.<br /><br />But i would like to understand how the writer split -$DE into $21 and $01. I tried to understand and searched above in his post, but i really dont get it.<br /><br />2.Question:<br />I have read and checked a video on youtube that a hex editor and a RAM Searcher is very good to use.<br />Im not very familiar with BGB Debugger atm. Is there such a thing implemented, like a all in one solution? Or do i need RAM Searcher and hex editor seperately?<br /><br />3. to 5. Question:<br />Evie the Mother Hen has written in &quot;Where to get started&quot; this code:<br />ld a, 15<br />ld [$d059] ,a<br />ret<br /><br />so atm im trying to find out by myself first which item and quantity i need and then i check with this page: https://eldred.fr/gbz80toitems3/<br />So im checking in big hex list the function for ld a,x&nbsp; ---&gt; Lemonade<br />hex number 15 is for mew so dec is --&gt; 21<br />Lemonade x21<br /><br />ld (xxyy), a is TM34 -&gt; yy is 59 to dec is 89<br />TM34 x89<br /><br />So then the next item describes the xx (3. Question -&gt; is this all the time when we have a function with xxyy, that next item describes xx?) and its TM08. If i understood it right yy is read first coz of that-&gt; part from (http://glitchcity.info/wiki/index.php/GB_Programming#A_new_world)<br /><br />((Let&#039;s say the following instruction is ld ($2315), hl. Applying the same logic would mean H&#039;s value would be stored at ($2315), and L&#039;s would be at ($2316). However, you just lost THE GAME; because the z80 is a &quot;little-endian&quot; processor, L&#039;s value (the &quot;little-end&quot;) is stored first, at ($2315). So ($2315) is $61, and ($2316) is $D3.))&nbsp; <br />(I think nearly the same question like 3. Question-&gt;) If we had a function like this: ld hl, (xxyy) xx would be first or not?<br /><br />ret (4. Question - &gt; i dont get it what ret is. I have never found this function on all the explanations pages i was looking^^. Does this finish the code we are writing?) but i understand with the itemgenerator page that it must be x201 for &quot;ret&quot;.<br /><br />https://eldred.fr/gbz80toitems3/ --&gt; shows me this:<br />Lemonade x15 (hex:0F)<br />TM34 x89 (hex:59)<br />TM08 x201 (hex:C9)<br /><br />But im confused. 5. Question -&gt; Why we have 15 lemonade? I come to 21... ouh man...^^<br /><br />


subject: Re: The Member's Guide to Topiclessness
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]Chikorita is a cute butternut squash celery. Probably tastes like soil though. But don&#039;t eat her!! [/color]


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=8665.msg215311#msg215311 date=1570318063]<br />Mega Sirfetch&#039;d<br />[/quote]<br /><br />[color=purple]Yes![/color]<br /><br />[color=purple]Also: How adorable! I want one of these too. ~ âœ¨ But I preordered Sword :(<br /><br />Maybe will breed Sirfetch&#039;d and trade them for Galarian Ponyta. ^^<br /><br />[img]https://i.imgur.com/PQRyTQn.png[/img]<br />[/color]


subject: Thoughts of the day/week/whenever
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]&quot;A small wheel steers a giant ship&quot;<br /><br />Small changes mean a lot and they don&#039;t necessarily have to be viewed from a borderline quantum-mysticism perspective.<br />In this example, it is someone&#039;s thought that invokes the desire to turn the ship (beforehand the people&#039;s desire to make it) and thus get to the other side. Without the mind (a debatable quantum phenomena) none of this would be possible.<br /><br />Another example is simply giving thanks, or saying hello to someone. Life is surprising and you may make good friends with that person in ways you never imagined.[/color]


subject: Re: What i should note before learning ACE in german version?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [quote author=Scroogeduck link=topic=8893.msg215328#msg215328 date=1570720507]<br />I have read now a lot of pages and all was a little bit a mess. So i started to read every single post here in the ACE Section starting by last post.<br />So i came to six new questions^^.<br /><br />1. Question:<br />ISSOtm posted this page: http://glitchcity.info/wiki/index.php/GB_Programming#A_new_world<br /><br />So now im reading it and it makes a lot, really a lot clearer for me, its like i can see a little light at the end of the tunnel :).<br /><br />I have a question there about a calculation in &quot;Register pair and RAM&quot; section. This is a calculation result from author:<br />sub a, b ; A = A - B = $06 - $DE = $06 + (-$DE) = $06 + ($21 + $01) = $28, C flag = 0 <br /><br />I calculated it i think in a really &quot;noob&quot; Version. I calculated $06 = 6 / $DE = 222<br />So 6 - 222 (and 0 is 256 / so 256 - 216) i come to 40 / $28 - okey its right.<br /><br />But i would like to understand how the writer split -$DE into $21 and $01. I tried to understand and searched above in his post, but i really dont get it.<br /><br />2.Question:<br />I have read and checked a video on youtube that a hex editor and a RAM Searcher is very good to use.<br />Im not very familiar with BGB Debugger atm. Is there such a thing implemented, like a all in one solution? Or do i need RAM Searcher and hex editor seperately?<br /><br />3. to 5. Question:<br />Evie the Mother Hen has written in &quot;Where to get started&quot; this code:<br />ld a, 15<br />ld [$d059] ,a<br />ret<br /><br />so atm im trying to find out by myself first which item and quantity i need and then i check with this page: https://eldred.fr/gbz80toitems3/<br />So im checking in big hex list the function for ld a,x&nbsp; ---&gt; Lemonade<br />hex number 15 is for mew so dec is --&gt; 21<br />Lemonade x21<br /><br />ld (xxyy), a is TM34 -&gt; yy is 59 to dec is 89<br />TM34 x89<br /><br />So then the next item describes the xx (3. Question -&gt; is this all the time when we have a function with xxyy, that next item describes xx?) and its TM08. If i understood it right yy is read first coz of that-&gt; part from (http://glitchcity.info/wiki/index.php/GB_Programming#A_new_world)<br /><br />((Let&#039;s say the following instruction is ld ($2315), hl. Applying the same logic would mean H&#039;s value would be stored at ($2315), and L&#039;s would be at ($2316). However, you just lost THE GAME; because the z80 is a &quot;little-endian&quot; processor, L&#039;s value (the &quot;little-end&quot;) is stored first, at ($2315). So ($2315) is $61, and ($2316) is $D3.))&nbsp; <br />(I think nearly the same question like 3. Question-&gt;) If we had a function like this: ld hl, (xxyy) xx would be first or not?<br /><br />ret (4. Question - &gt; i dont get it what ret is. I have never found this function on all the explanations pages i was looking^^. Does this finish the code we are writing?) but i understand with the itemgenerator page that it must be x201 for &quot;ret&quot;.<br /><br />https://eldred.fr/gbz80toitems3/ --&gt; shows me this:<br />Lemonade x15 (hex:0F)<br />TM34 x89 (hex:59)<br />TM08 x201 (hex:C9)<br /><br />But im confused. 5. Question -&gt; Why we have 15 lemonade? I come to 21... ouh man...^^<br />[/quote]<br />[color=purple]<br />Hi Scroogeduck. Sure, can help: ^^<br /><br />OK so<br /><br />1. Without me reading/tracing ISSOtm&#039;s page in full, it seems b=$06 and a=$DE. Also that C004â‰¡DE one instruction before sub a,b. But simplified, it&#039;s a b-a calculation; so if 06-DE it will underflow (you can do a modulus/Euclidean division to get this similar to your way ;- Convert to decimal number system for 6-222, get -216. Put 256 on the left side for 256-216 or 40. Convert 40 back to hexadecimal to get $28).<br /><br />(There is a short paper way to convert the number systems, like [url=https://www.permadi.com/tutorial/numDecToHex/]as described on this webpage[/url]:<br /><br />1. Divide the decimal number by 16. Treat the division as an integer division.<br />2. Write down the remainder (in hexadecimal).<br />3. Divide the result again by 16. Treat the division as an integer division.<br />4. Repeat step 2 and 3 until result is 0.<br />5. The hex value is the digit sequence of the remainders from the last to first.<br /><br />However, I&#039;ve usually used either a search engine for an online conversion or Windows Calculator. Setting it to programmer mode, typing a hex value then clicking dec will convert it, vice versa.<br /><br />I&#039;m unsure how he got $21 + 01 either sorry. To spread some insight, because only one byte is used, after $FF you get $00 but we can suppose this is $100. $100-$DE is $22; and $06 + $22 gives the answer but not where the $01 came from. From another approach (not sure if this is a valid proof), I also tried inversing the bits (binary representation). Type $DE into Windows Calculator on Programmer, you get 1101 1110. So 0010 0001 converted is $21. (This is the &quot;Not&quot; operation in electronics).<br /><br />2. Sure can answer this. :) Yes with pen and paper, however BGB&#039;s debugger uses ROM banks. But in short BGB, a separate hex editor, and knowledge (or calculator) for swapping between offsets/pointers makes identifying parts of the ROM easier (sometimes the disassembly only gives pointers, other times offsets are available).<br /><br />The bankless(?) or bank 0 ROM section only goes from 0000-3FFF. 4000-7FFF conversely in PokÃ©mon is for banked ROM. These are called pointers (see also [url=http://gameboy.mongenel.com/dmg/asmmemmap.html]here[/url] for how the pointers map out). Pointers and offsets (the latter you&#039;d find in many hex editors) however may not have the same definition; an offset for instance might be hex:012345 (this as a pointer is 04:6345 where 04 means the bank. As there are three byte pairs it is called a &quot;three byte pointer&quot;). To convert from three byte pointer to offset, you do: (Bank value)x4000 + ((Bytes after bank value) - 0x4000), which gives 01[u]23[/u]45 as expected. (Workings are 4x4000 + 6345-4000 âˆ´ 10000 + 2345 = 12345).<br /><br />For converting offset to three byte pointer, DataCrystal offers this explanation:<br /><br />[quote author=Datacrystal]<br />Take the offset that you wish to point to.<br />Take the last four digits of the offset, and cut off the rest.<br />If the offset is outside the range 4000-7FFF, it must be converted like this: (offset mod 4000) + 4000. In other words:<br />If the offset is from 0000-3FFF, add 4000 to the offset.<br />If the offset is from 4000-7FFF, do not add anything to the offset.<br />If the offset is from 8000-BFFF, subtract 4000 from the offset.<br />If the offset is from C000-FFFF, subtract 8000 from the offset.<br />Because Game Boy is little endian, switch the first two digits with the last two.<br />Note: In rare cases, some games, such as Donkey Kong Land 2 and Donkey Kong Land III, may store pointers in big endian, in which case this step is not necessary.<br />Example: $1201FA is the offset you wish to point to in a game that uses little endian pointers.<br />Take the offset $1201FA<br />Take the last four digits: $01FA<br />Since $01FA is between 0000-3FFF, you add 4000, so you get $41FA<br />Because Game Boy is little endian, you take the 41FA, switch the 41 and FA around to get FA41<br />[/quote]<br /><br />[color=purple]May also have an alternative method?:<br /><br />To convert 12345 back into 04:6345, first the last two digit pair will always be the same (for big endian); so ??:??45. Do 12345/4000 (in hexadecimal) and throw away the remainder to get 4; so 04:??45. Finally, the 63 for some reason is the &quot;[u]23[/u]&quot; + 40.<br /><br />Sometimes using both the debugger (which is very useful for things like breakpoints in addition to general memory viewing) and a separate hex editor is convenient. My favourite is an open source one (I believe, as of memory in writing) called &quot;HxD&quot;, which will give you offsets for any (well maybe not strictly any but any normal allocated/on a harddrive, memory stick etc.) file. Remember too make sure read only settings are off (properties, settings, etc.). There are conveniently too calculators to switch between pointers and offsets, such as [url=https://www.pokecommunity.com/showthread.php?t=270259]here[/url].<br /><br />3 to 5.<br /><br />Yes, the items and opcodes convert :). It depends really where the code is in RAM. If it&#039;s executing say D327 (item 3 in German/French/Italian/Spanish Red) then the ld a,&nbsp; part (for this opcode) is Lemonade but as D328 is item 3 quantity, the $15 is the x21. The reason why it&#039;s x21 is because the item quantities appear in decimal in the game, and the hexadecimal $15 becomes 21 in decimal (or 16*1 [left most digit]+5 [right most]). For the ld (yyxx), a (for this opcode TM34) after, we&#039;re at D329 (item 4), then D32A (item 4 quantity is $59 - in game; this is decimal:89) and this pattern continues.<br /><br />Note you can use normally unnecessary padding to switch between whether it becomes an item or quantity. So, for instance using PokÃ© Ball (inc b) straight after the ld a,$15 in the above would mean PokÃ© Ball x 234 (EA in decimal is 234) instead of a TM34 stack.<br /><br />Additionally I may have forgotten to consider the D059 in German version would be D05E (+5 of original) instead, so a quantity of 94, sorry. :(<br /><br />yyxx instead of xxyy means what is called little endian; so 5ED0 (for yyxx) instead of D05E (xxyy) etc.<br /><br />For your following similar question, if the documentation said something like ld hl, (xxyy) then it may be 21 D0 5E or either: Thunderstone x 208 and&nbsp; 9F, or (item) x 33 [21 in dec] and TM08 x 94, however the available opcode in this case is ld hl, (yyxx) so it would be 21 5E D0: Thunderstone x 94 and TM08 or (item) x 33 [21 in dec] 9F x 208.<br /><br />Finally, ret is normally needed to end the code without a freeze. Basically (shorter answer) it can be understood like &#039;make the game return to what it should be doing after the arbitrary code execution finishes&#039; (so return to item menu processing, music processing, etc.), with the absence of it causing the game to execute code in the next memory addresses indefinitely (often with this the game runs rst $38 [opcode $FF at some point] which in PokÃ©mon Gen I runs a 0038 containing another $FF, which is an endless loop and responsible for the 00 39 corruption freezes). The longer answer is &quot;Pop two bytes from stack &amp; jump to that address.&quot; where the stack pointer (imagine like a stack of papers with each one a command) and pop, push instructions are involved. I&#039;ve forgotten or never fully registered which of these (pop and push) do what, but this can likely be found with BGB debugger experimentation. Ret will not work if the ACE method (or part of the code) corrupts the stack without fixing it. Some methods (like Coin Case glitch in Generation II) do break the stack so have workarounds included in the codes, but usually you can use ret (TM01 or quantity 201) at the end of your code and don&#039;t have to worry about how to use it.<br /><br />Hope this helps. ^^[/color]


subject: Re: Just... Discussing post?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8906.msg215332#msg215332 date=1570747931]<br />So...<br />How was everyone&#039;s day...?<br />[/quote]<br /><br />[color=purple]Good thanks! :) You?[/color]


subject: Re: Just... Discussing post?
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: James-the-Charizard
icon: xx
body:
  [quote author=Evie the Mother Hen â˜½ â¤ link=topic=8906.msg215334#msg215334 date=1570752992]<br />[quote author=James-the-Charizard link=topic=8906.msg215332#msg215332 date=1570747931]<br />So...<br />How was everyone&#039;s day...?<br />[/quote]<br /><br />[color=purple]Good thanks! :) You?[/color]<br />[/quote]<br /><br />Fine just kinda bored... Not much has happened on the other sites i&#039;m on...


subject: Re: The Member's Guide to Topiclessness
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie the Mother Hen â˜½ â¤ link=topic=891.msg215329#msg215329 date=1570740740]<br />[color=purple]Chikorita is a cute butternut squash celery. Probably tastes like soil though. But don&#039;t eat her!! [/color]<br />[/quote]this is such an interesting thing you&#039;ve said<br />but like<br />&lt;rips what you&#039;ve said to shreds in 200 words&gt;<br /><br /><br />that&#039;s right i can joke about myself<br />what of it


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie the Mother Hen â˜½ â¤ link=topic=8665.msg215330#msg215330 date=1570741060]<br />[quote author=shatteredClockworks link=topic=8665.msg215311#msg215311 date=1570318063]<br />Mega Sirfetch&#039;d<br />[/quote]<br /><br />[color=purple]Yes![/color]<br /><br />[color=purple]Also: How adorable! I want one of these too. ~ âœ¨ But I preordered Sword :(<br /><br />Maybe will breed Sirfetch&#039;d and trade them for Galarian Ponyta. ^^<br /><br />[img]https://i.imgur.com/PQRyTQn.png[/img]<br />[/color]<br />[/quote]or just... wait for the obligatory save editor?


subject: Re: What i should note before learning ACE in german version?
poster_name: Scroogeduck
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Scroogeduck
icon: xx
body:
  Hey Evie the Mother Hen thank you very much for your help and the long answers :).<br /><br />[quote author=Evie the Mother Hen â˜½ â¤ link=topic=8893.msg215333#msg215333 date=1570751784]<br /><br />(There is a short paper way to convert the number systems, like [url=https://www.permadi.com/tutorial/numDecToHex/]as described on this webpage[/url]:<br /><br />1. Divide the decimal number by 16. Treat the division as an integer division.<br />2. Write down the remainder (in hexadecimal).<br />3. Divide the result again by 16. Treat the division as an integer division.<br />4. Repeat step 2 and 3 until result is 0.<br />5. The hex value is the digit sequence of the remainders from the last to first.<br /><br />However, I&#039;ve usually used either a search engine for an online conversion or Windows Calculator. Setting it to programmer mode, typing a hex value then clicking dec will convert it, vice versa.<br /><br />I&#039;m unsure how he got $21 + 01 either sorry. To spread some insight, because only one byte is used, after $FF you get $00 but we can suppose this is $100. $100-$DE is $22; and $06 + $22 gives the answer but not where the $01 came from. From another approach (not sure if this is a valid proof), I also tried inversing the bits (binary representation). Type $DE into Windows Calculator on Programmer, you get 1101 1110. So 0010 0001 converted is $21. (This is the &quot;Not&quot; operation in electronics).<br />[/quote]<br /><br />Thanks for the page and the instruction. That is a very nice option to calculate. <br />No problem coz of +$01, if this is not really necessary to know and the version to calculate from hex - dec and back to hex is working good enough so its everything allright :)&nbsp; - thanks.<br />I thought maybe its important to know how he did it to follow the things later...<br /><br />[quote author=Evie the Mother Hen â˜½ â¤ link=topic=8893.msg215333#msg215333 date=1570751784]<br /><br />2. Sure can answer this. :) Yes with pen and paper, however BGB&#039;s debugger uses ROM banks. But in short BGB, a separate hex editor, and knowledge (or calculator) for swapping between offsets/pointers makes identifying parts of the ROM easier (sometimes the disassembly only gives pointers, other times offsets are available).<br /><br />The bankless(?) or bank 0 ROM section only goes from 0000-3FFF. 4000-7FFF conversely in PokÃ©mon is for banked ROM. These are called pointers (see also [url=http://gameboy.mongenel.com/dmg/asmmemmap.html]here[/url] for how the pointers map out). Pointers and offsets (the latter you&#039;d find in many hex editors) however may not have the same definition; an offset for instance might be hex:012345 (this as a pointer is 04:6345 where 04 means the bank. As there are three byte pairs it is called a &quot;three byte pointer&quot;). To convert from three byte pointer to offset, you do: (Bank value)x4000 + ((Bytes after bank value) - 0x4000), which gives 01[u]23[/u]45 as expected. (Workings are 4x4000 + 6345-4000 âˆ´ 10000 + 2345 = 12345).<br /><br />For converting offset to three byte pointer, DataCrystal offers this explanation:<br /><br />[quote author=Datacrystal]<br />Take the offset that you wish to point to.<br />Take the last four digits of the offset, and cut off the rest.<br />If the offset is outside the range 4000-7FFF, it must be converted like this: (offset mod 4000) + 4000. In other words:<br />If the offset is from 0000-3FFF, add 4000 to the offset.<br />If the offset is from 4000-7FFF, do not add anything to the offset.<br />If the offset is from 8000-BFFF, subtract 4000 from the offset.<br />If the offset is from C000-FFFF, subtract 8000 from the offset.<br />Because Game Boy is little endian, switch the first two digits with the last two.<br />Note: In rare cases, some games, such as Donkey Kong Land 2 and Donkey Kong Land III, may store pointers in big endian, in which case this step is not necessary.<br />Example: $1201FA is the offset you wish to point to in a game that uses little endian pointers.<br />Take the offset $1201FA<br />Take the last four digits: $01FA<br />Since $01FA is between 0000-3FFF, you add 4000, so you get $41FA<br />Because Game Boy is little endian, you take the 41FA, switch the 41 and FA around to get FA41<br />[/quote]<br /><br />[color=purple]May also have an alternative method?:<br /><br />To convert 12345 back into 04:6345, first the last two digit pair will always be the same (for big endian); so ??:??45. Do 12345/4000 (in hexadecimal) and throw away the remainder to get 4; so 04:??45. Finally, the 63 for some reason is the &quot;[u]23[/u]&quot; + 40.<br /><br />Sometimes using both the debugger (which is very useful for things like breakpoints in addition to general memory viewing) and a separate hex editor is convenient. My favourite is an open source one (I believe, as of memory in writing) called &quot;HxD&quot;, which will give you offsets for any (well maybe not strictly any but any normal allocated/on a harddrive, memory stick etc.) file. Remember too make sure read only settings are off (properties, settings, etc.). There are conveniently too calculators to switch between pointers and offsets, such as [url=https://www.pokecommunity.com/showthread.php?t=270259]here[/url]<br />[/quote]<br /><br />Okey, I definetely have to read this part more times, i dont get it all right now. That goes to a file you posted one time right, the sym file? <br />I will use hex editor and play a little bit with it... maybe it helps too :).<br /><br />[quote author=Evie the Mother Hen â˜½ â¤ link=topic=8893.msg215333#msg215333 date=1570751784]<br /><br />3 to 5.<br /><br />Yes, the items and opcodes convert :). It depends really where the code is in RAM. If it&#039;s executing say D327 (item 3 in German/French/Italian/Spanish Red) then the ld a,&nbsp; part (for this opcode) is Lemonade but as D328 is item 3 quantity, the $15 is the x21. The reason why it&#039;s x21 is because the item quantities appear in decimal in the game, and the hexadecimal $15 becomes 21 in decimal (or 16*1 [left most digit]+5 [right most]). For the ld (yyxx), a (for this opcode TM34) after, we&#039;re at D329 (item 4), then D32A (item 4 quantity is $59 - in game; this is decimal:89) and this pattern continues.<br /><br />Note you can use normally unnecessary padding to switch between whether it becomes an item or quantity. So, for instance using PokÃ© Ball (inc b) straight after the ld a,$15 in the above would mean PokÃ© Ball x 234 (EA in decimal is 234) instead of a TM34 stack.<br />[/quote]<br /><br />Ouh man dude, that makes a lot clearer. I didnt know that it goes from like in this example from D327 to D328 to D329 and so on... I often thought about the problem why we know where the next thing goes and i didnt understand it^^. That was a very cool information, thanks :).<br /><br />[quote author=Evie the Mother Hen â˜½ â¤ link=topic=8893.msg215333#msg215333 date=1570751784]<br />Additionally I may have forgotten to consider the D059 in German version would be D05E (+5 of original) instead, so a quantity of 94, sorry. :(<br />yyxx instead of xxyy means what is called little endian; so 5ED0 (for yyxx) instead of D05E (xxyy) etc.<br /><br />For your following similar question, if the documentation said something like ld hl, (xxyy) then it may be 21 D0 5E or either: Thunderstone x 208 and&nbsp; 9F, or (item) x 33 [21 in dec] and TM08 x 94, however the available opcode in this case is ld hl, (yyxx) so it would be 21 5E D0: Thunderstone x 94 and TM08 or (item) x 33 [21 in dec] 9F x 208.<br />[/quote]<br /><br />Coz of german version D05E no problem dude :). Its absolutely okey that i have to think about that and understand it.<br />That makes it clearer too.<br /><br />[quote author=Evie the Mother Hen â˜½ â¤ link=topic=8893.msg215333#msg215333 date=1570751784]<br /><br />Finally, ret is normally needed to end the code without a freeze. Basically (shorter answer) it can be understood like &#039;make the game return to what it should be doing after the arbitrary code execution finishes&#039; (so return to item menu processing, music processing, etc.), with the absence of it causing the game to execute code in the next memory addresses indefinitely (often with this the game runs rst $38 [opcode $FF at some point] which in PokÃ©mon Gen I runs a 0038 containing another $FF, which is an endless loop and responsible for the 00 39 corruption freezes). The longer answer is &quot;Pop two bytes from stack &amp; jump to that address.&quot; where the stack pointer (imagine like a stack of papers with each one a command) and pop, push instructions are involved. I&#039;ve forgotten or never fully registered which of these (pop and push) do what, but this can likely be found with BGB debugger experimentation. Ret will not work if the ACE method (or part of the code) corrupts the stack without fixing it. Some methods (like Coin Case glitch in Generation II) do break the stack so have workarounds included in the codes, but usually you can use ret (TM01 or quantity 201) at the end of your code and don&#039;t have to worry about how to use it.<br /><br />Hope this helps. ^^[/color]<br />[/quote]<br /><br />Just interested in the ret function. Is there a difference between the rets like &quot;ret nz&quot; &quot;ret z&quot;... I think that it has a difference, but do i only need &quot;ret&quot; (TM01/ or x201) and the others i can forget :)? <br /><br /><br />Yep, it helped a lot :).<br />Thanks again a lot for your good answers and explanations :).<br /><br />Have a nice day<br />


subject: Re: What i should note before learning ACE in german version?
poster_name: Couldntthinkofaname
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Scroogeduck link=topic=8893.msg215339#msg215339 date=1570798476]<br />Just interested in the ret function. Is there a difference between the rets like &quot;ret nz&quot; &quot;ret z&quot;... I think that it has a difference, but do i only need &quot;ret&quot; (TM01/ or x201) and the others i can forget :)? <br /><br /><br />Yep, it helped a lot :).<br />Thanks again a lot for your good answers and explanations :).<br /><br />Have a nice day<br /><br />[/quote]<br /><br />&quot;ret&quot; is a opcode that pops the value of the top of the stack and jumps to it,and it&#039;s responsible for returning from functions.<br /><br />The Zero Flag (Z) is a CPU flag that is &quot;set&quot; by any operation (with the exception of loading) that causes the value that the opcode was working with to be zero<br /><br />For Example:<br />[code]<br />ld a,$03; the accumulator is now 3<br />sub $03 ; the accumulator is now 0 and the Zero flag is set.<br />[/code]<br /><br />Loading does not set the zero flag<br />[code]<br />ld a,0 ; zero flag not set<br />and a ; ...now it is!<br />[/code]<br /><br />Opcodes that use &quot;nz&quot; and &quot;z&quot; check the zero if is it set, and perform operations depending on whether or not it is<br /><br />Example:<br />[code]<br />start:<br />ld a,$03<br />sub $03<br />jr z, .skip<br />call doSomething ; THIS IS NEVER CALLED!<br />.skip:<br />call doOtherStuff<br />[/code]<br /><br />[code]<br />start:<br />ld a,$03<br />sub $03<br />jr nz, .skip<br />call doSomething ; this is called<br />.skip:<br />call doOtherStuff<br />[/code]<br /><br /><br />Similarly, &quot;ret nz&quot; returns if the zero flag is not set, and &quot;ret z&quot; returns if it is. &quot;ret&quot; returns regardless


subject: Effects of Glitch Pokemon in the HOF (in progress)
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  And I&#039;m not talking about what happens when you see a glitch pokemon and it corrupts the hall of fame!<br />I like asking questions and learning about the inner workings of the original Pokemon games. In 2019, a lot of the cooler and exploitable glitches (8F, particularly) have been discovered, and the disassembly at our fingertips, much of the gen one games have been demystified. But there are still curiosities!<br />I&#039;m interested in cataloging the effects of glitch Pokemon when they appear in the Hall of Fame on the PC. I do not know why they change the palette nor why they change the music, but perhaps looking into which glitch species cause effects will be interesting. <br />All pictures are taken on the english version of Pokemon Red, using Evie&#039;s save file. I am using BGB 1.5.7. I am unable to test this on any hardware except VC. Apparently BGB has problems with palettes, so do not take the screenshots as gospel. I also apologize for the relative unprofessional data collection here, because again, I don&#039;t know what I&#039;m doing.<br />All in all, I&#039;m a novice glitcher who doesn&#039;t know much about assembly or anything, so I encourage people smarter than I to pick up where I left off and figure out where these effects are coming from. In particular, I&#039;d like to know why the palette changes happen as well as the music. If someone can give me memory addresses about music/palette data I will go back and put more data here. That&#039;s why I&#039;m only doing a few glitch pokemon right now. <br /><br />Long topic full of images ahead.<br /><br />(0x00) &#039;M and all Missingno.: [img]https://i.imgur.com/iF2oWYB.png[/img]<br /><br />(0xBF)- [img]https://i.imgur.com/gI3bYXO.png[/img]<br />Notes:&nbsp; Evolution/Safari Zone music<br /><br />(0xC0) - [img]https://i.imgur.com/pa8cCV8.png[/img]<br /><br />(0xC1) - [img]https://i.imgur.com/lHeiiT5.png[/img]<br /><br />(0xC2) - [img]https://i.imgur.com/n5raeyq.png[/img]<br /><br />(0xC3) - [img]https://i.imgur.com/3NY5aLG.png[/img]<br />Notes - Corrupts HoF again...<br /><br />(0xC4) - [img]https://i.imgur.com/dopTFfy.png[/img]<br />Notes - Changes music.<br /><br />(0xC5) - [img]https://i.imgur.com/sg9J3UR.png[/img]<br /><br />(0xC6) - [img]https://i.imgur.com/S9vxphZ.png[/img]<br />Notes: Corrupts HoF again. Changes music.<br /><br />(0xC7) - [img]https://i.imgur.com/OxZbSdk.png[/img]<br /><br />(0xC8) - [img]https://i.imgur.com/CC8tbal.png[/img]<br /><br />(0xC9) - [img]https://i.imgur.com/2XOwFvM.png[/img]<br /><br />(0xCA) - [img]https://i.imgur.com/9vEymAD.png[/img]<br /><br />(0xCB) - [img]https://i.imgur.com/otSwNhT.png[/img]<br />Notes - corrupts HoF again<br /><br />(0xCC) - [img]https://i.imgur.com/CzznTe6.png[/img]<br />Notes - Evolution Theme<br /><br />(0xCD) - [img]https://i.imgur.com/0b4bC5F.png[/img]<br /><br />(0xCE) - [img]https://i.imgur.com/ArTVxSi.png[/img]<br /><br />(0xCF) - [img]https://i.imgur.com/Ya0E9u7.png[/img]<br />Notes - Corrupts HoF again


subject: Re: Effects of Glitch Pokemon in the HOF (in progress)
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  make sure you check the mon so it doesn&#039;t decompress and steamroll HoF data underne-[quote author=CytricAcid link=topic=8907.msg215341#msg215341 date=1570834496]<br />Notes - Corrupts HoF again<br />[/quote]yeah<br /><br />also hey i haven&#039;t seen you since...<br /><br />...<br /><br />a while.


subject: Re: Just... Discussing post?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is what [url=https://forums.glitchcity.info/index.php?topic=891.4065]The Thread of Topicless-ness[/url] is for!


subject: Re: Effects of Glitch Pokemon in the HOF (in progress)
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It all comes down to glitch cries and invalid palette offsets as far as I know. [url=https://github.com/pret/pokered/blob/6ba3765c5932996f5da6417ae703794ff10bb1cb/engine/menu/league_pc.asm#L80]The relevant code is here[/url]. I always like seeing someone delve into this stuff simply for the sake of interest and not necessarily because they can deconstruct it, though, so don&#039;t take this as discouragement. Simple intrigue is what started nearly all of us out.<br /><br />(Have there been more voice chats lately, by the way? :P )


subject: Re: Just... Discussing post?
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8906.msg215344#msg215344 date=1570845928]<br />This is what [url=https://forums.glitchcity.info/index.php?topic=891.4065]The Thread of Topicless-ness[/url] is for!<br />[/quote]<br /><br />You are not wrong. I tend to be more active in the one roleplay board when NOT in the Gen 1 glitch board. I&#039;ve just been watching a lot of YouTube recently, thus less activity from me.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [quote]To be honest, even I myself have no real motivation to participate in this discussion now. I just don&#039;t want to leave anyone who does want to discuss in the same position that I have often felt that I am in --- finding that nobody else cares. I guess I at least care a little, but I really don&#039;t know what is good for this site now.<br />[/quote]<br />Same for me, honestly. Maybe when I next go on Discord I&#039;ll push the links to this and related threads to whoever&#039;s online. Having been here (and also not here) for a while, though, I&#039;d take the current state of the wiki less as &quot;nobody else cares&quot; and more as &quot;nobody else [i]currently[/i] cares&quot;. Heck, I could have done a lot more by now than I have, and I was hoping that giving potential editors a clearer direction to go in through these threads would help them do so. Documenting stuff isn&#039;t the most motivating task for anyone and I&#039;m not an exception, but I think you&#039;ve done some real good for the site with your insights and proposals about what its direction should be (not to mention all your articles). It&#039;s been a slow process, but it hasn&#039;t been in vain. In short, I think it&#039;s alright that nobody&#039;s in a hurry.<br /><br />[quote]I do want to note that most ways of underflowing the bag or PC also require a parent glitch[/quote]<br />I literally forgot quantities above 99 weren&#039;t intended. :P Oh, golly...<br /><br />I&#039;ve said all I can think of to add at this point, but I&#039;ll sticky it now (you can too, by the way). Clarifying &quot;trick/oversight/glitch/exploit&quot; was the goal here and I&#039;d say it&#039;s been done successfully now.


subject: Beat Brock%
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  Spent more than half of yesterday on a Shenanagans stream. It was a chill sellout for a while with a &quot;Glitchless Venusaur before Brock&quot; run that took six hours, with the bonus of stopping evolution once if he got 25 additional subs (he got 26, so in the end a good sellout idea). On the way, though, he decided to use one hand to do the same run glitched on a physical GBA, and then to do the same run with save corruption. Once the Venusaur countdown was over, he decided to take the second idea further. (Even with one hand and some bad luck with Special stats for trainer escape, the first one took less than half an hour. :P )<br /><br />The route would have been way too freeze-prone (and it froze very frequently already) if he went for Venusaur in particular, so it turned into a &quot;Beat Brock%&quot; run, which him, Stringflow, and Decon routed and optimized over the course of the next three hours, amounting to success: https://www.youtube.com/watch?v=eIT07EYHaCA .<br /><br />The ridiculous speed with which those three worked through such complicated obstacles with sustained coordination as notes and commentary kept getting passed back and forth was worthy of awe, to say the least. I didn&#039;t even realize how much time had passed once it was over, and that&#039;s something even my absolute favorite things can&#039;t ever make me say.<br /><br />The fact Charizard &#039;M learns Dragon Rage was the crux of the run, and surely enough the most linked-to place after Pastebin was our site. :) Maybe I should have logged in and rallied a few of you up...but if you haven&#039;t already, definitely keep an eye on this sort of stuff; it&#039;s helped popularize glitchology more than anything else.


subject: Game Crash Averted?
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: James-the-Charizard
icon: clip
body:
  (Reposted in an attempt to fix image issues, but it failed...)<br />So while testing the glitch trainer 0xC8 (better known as Jacred) to see possible unique names, I accidentally encountered him in the grass of Viridian Forest, but he didn&#039;t crash the game oddly. Note this was done from PokÃ©mon Red, where normally wild invalid glitch trainers crash the game.<br />


subject: Re: Game Crash Averted?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8910.msg215349#msg215349 date=1570847903]<br />normally wild invalid glitch trainers crash the game.<br />[/quote]Not purely by virtue of being glitch trainers, though. Consider the ZZAZZ glitch (and Jacred inventory corruption); the effects can be game-breaking if you don&#039;t add a terminator to your name before saving, but like any other effect, they&#039;re traceable.<br /><br />It&#039;s also possible your emulator doesn&#039;t handle all the possible details of invalid game states properly if it&#039;s a phone one.


subject: Re: Game Crash Averted?
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8910.msg215350#msg215350 date=1570848894]<br />[quote author=James-the-Charizard link=topic=8910.msg215349#msg215349 date=1570847903]<br />normally wild invalid glitch trainers crash the game.<br />[/quote]Not purely by virtue of being glitch trainers, though. Consider the ZZAZZ glitch (and Jacred inventory corruption); the effects can be game-breaking if you don&#039;t add a terminator to your name before saving, but like any other effect, they&#039;re traceable.<br /><br />It&#039;s also possible your emulator doesn&#039;t handle all the possible details of invalid game states properly if it&#039;s a phone one.<br />[/quote]<br />&quot;Possible details of invalid game states&quot;, does that mean game crashes?


subject: Re: Just... Discussing post?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8906.msg215346#msg215346 date=1570847184]<br />[quote author=Sherkel link=topic=8906.msg215344#msg215344 date=1570845928]<br />This is what [url=https://forums.glitchcity.info/index.php?topic=891.4065]The Thread of Topicless-ness[/url] is for!<br />[/quote]<br /><br />You are not wrong. I tend to be more active in the one roleplay board when NOT in the Gen 1 glitch board. I&#039;ve just been watching a lot of YouTube recently, thus less activity from me.<br />[/quote]Ah, good to hear that&#039;s getting some use again. For what it&#039;s worth (in my case and many others, having to set a board to &quot;ignore&quot; :P ), it&#039;s had a history of keeping regulars around. Maybe I&#039;ll give it a look. Just use that thread for general chat in the future, though.


subject: Re: Game Crash Averted?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8910.msg215351#msg215351 date=1570849272]<br />[quote author=Sherkel link=topic=8910.msg215350#msg215350 date=1570848894]<br />[quote author=James-the-Charizard link=topic=8910.msg215349#msg215349 date=1570847903]<br />normally wild invalid glitch trainers crash the game.<br />[/quote]Not purely by virtue of being glitch trainers, though. Consider the ZZAZZ glitch (and Jacred inventory corruption); the effects can be game-breaking if you don&#039;t add a terminator to your name before saving, but like any other effect, they&#039;re traceable.<br /><br />It&#039;s also possible your emulator doesn&#039;t handle all the possible details of invalid game states properly if it&#039;s a phone one.<br />[/quote]<br />&quot;Possible details of invalid game states&quot;, does that mean game crashes?<br />[/quote][url=https://forums.glitchcity.info/index.php?topic=7559.0]Handling of invalid opcodes[/url] is the first thing that comes to mind. ZZAZZ (I mean the [i]person[/i] this time) made a follow-up video to the famous &quot;4 4 Hy&#039;s true cry&quot; that explained why it was possible on the ever-maligned VBA that might have more to add, though, if you&#039;re interested.


subject: Re: Game Crash Averted?
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8910.msg215353#msg215353 date=1570849668]<br />[quote author=James-the-Charizard link=topic=8910.msg215351#msg215351 date=1570849272]<br />[quote author=Sherkel link=topic=8910.msg215350#msg215350 date=1570848894]<br />[quote author=James-the-Charizard link=topic=8910.msg215349#msg215349 date=1570847903]<br />normally wild invalid glitch trainers crash the game.<br />[/quote]Not purely by virtue of being glitch trainers, though. Consider the ZZAZZ glitch (and Jacred inventory corruption); the effects can be game-breaking if you don&#039;t add a terminator to your name before saving, but like any other effect, they&#039;re traceable.<br /><br />It&#039;s also possible your emulator doesn&#039;t handle all the possible details of invalid game states properly if it&#039;s a phone one.<br />[/quote]<br />&quot;Possible details of invalid game states&quot;, does that mean game crashes?<br />[/quote][url=https://forums.glitchcity.info/index.php?topic=7559.0]Handling of invalid opcodes[/url] is the first thing that comes to mind. ZZAZZ (I mean the [i]person[/i] this time) made a follow-up video to the famous &quot;4 4 Hy&#039;s true cry&quot; that explained why it was possible on the ever-maligned VBA that might have more to add, though, if you&#039;re interested.<br />[/quote]<br />I may be interested in the future, occasionally (very rarely though) I use VBA on my laptop. As for my main emulator, it can run into invalid (or unknown is the term?) opcodes, it&#039;s happened with 0xDC&#039;s PokÃ©dex entries a few times and once with 0xF1&#039;s backsprite caused the game to halt.


subject: Re: Just... Discussing post?
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8906.msg215352#msg215352 date=1570849448]<br />[quote author=James-the-Charizard link=topic=8906.msg215346#msg215346 date=1570847184]<br />[quote author=Sherkel link=topic=8906.msg215344#msg215344 date=1570845928]<br />This is what [url=https://forums.glitchcity.info/index.php?topic=891.4065]The Thread of Topicless-ness[/url] is for!<br />[/quote]<br /><br />You are not wrong. I tend to be more active in the one roleplay board when NOT in the Gen 1 glitch board. I&#039;ve just been watching a lot of YouTube recently, thus less activity from me.<br />[/quote]Ah, good to hear that&#039;s getting some use again. For what it&#039;s worth (in my case and many others, having to set a board to &quot;ignore&quot; :P ), it&#039;s had a history of keeping regulars around. Maybe I&#039;ll give it a look. Just use that thread for general chat in the future, though.<br />[/quote]<br />Roleplays have been my strength for many years. I&#039;ll use that chat you mentioned for further random posts in the future.


subject: Another Roleplay-
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So... Here I am going to use a Scorbunny character I have, who is partially a glitch type. If you want to participate, comment below!


subject: Re: What games have you been playing recently?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I finished AI a few days ago...oh boy, merely mentioning it again I still can&#039;t get over what a hell of a ride that was. I cannot imagine any game topping the final sequence where it all comes together, and yes, I discovered this one through Zero Escape. The resolution is hours of pure nonstop Uchikoshi mindbending with some clever use of gameplay at points too. And the visuals in the Psync segments don&#039;t ever hold back.<br /><br />I do have to hold the long, long build to the end with a more critical [i]eye[/i], though. Some of it was necessary, but a lot simply wasn&#039;t, regardless of how entertaining or emotional it was while in the midst of it. While it absolutely deserved to be a 30 hour game with all the effort and detail put into the assets, I do have to admit it fell short of Zero Escape in that respect.<br /><br />Anyway, I&#039;m keeping my Kaname Date avatar up with good reason, and this total work of art is going to be on my mind for at least a solid few years after that.


subject: Re: Game Crash Averted?
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8910.msg215354#msg215354 date=1570850133]<br />I may be interested in the future, occasionally (very rarely though) I use VBA on my laptop. As for my main emulator, it can run into invalid (or unknown is the term?) opcodes, it&#039;s happened with 0xDC&#039;s PokÃ©dex entries a few times and once with 0xF1&#039;s backsprite caused the game to halt.<br />[/quote]Both terms work. The possible bytes exist, but the hardware knows it&#039;s supposed to lock up if it tries to read one as an instruction. The Virtual Console interprets them all as nops, but that emulator can at least be called official. An emulator that keeps the game running after hitting one is just being inaccurate.


subject: Re: Game Crash Averted?
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=James-the-Charizard link=topic=8910.msg215354#msg215354 date=1570850133]<br />[quote author=Sherkel link=topic=8910.msg215353#msg215353 date=1570849668]<br />[quote author=James-the-Charizard link=topic=8910.msg215351#msg215351 date=1570849272]<br />[quote author=Sherkel link=topic=8910.msg215350#msg215350 date=1570848894]<br />[quote author=James-the-Charizard link=topic=8910.msg215349#msg215349 date=1570847903]<br />normally wild invalid glitch trainers crash the game.<br />[/quote]Not purely by virtue of being glitch trainers, though. Consider the ZZAZZ glitch (and Jacred inventory corruption); the effects can be game-breaking if you don&#039;t add a terminator to your name before saving, but like any other effect, they&#039;re traceable.<br /><br />It&#039;s also possible your emulator doesn&#039;t handle all the possible details of invalid game states properly if it&#039;s a phone one.<br />[/quote]<br />&quot;Possible details of invalid game states&quot;, does that mean game crashes?<br />[/quote][url=https://forums.glitchcity.info/index.php?topic=7559.0]Handling of invalid opcodes[/url] is the first thing that comes to mind. ZZAZZ (I mean the [i]person[/i] this time) made a follow-up video to the famous &quot;4 4 Hy&#039;s true cry&quot; that explained why it was possible on the ever-maligned VBA that might have more to add, though, if you&#039;re interested.<br />[/quote]<br />I may be interested in the future, occasionally (very rarely though) I use VBA on my laptop. As for my main emulator, it can run into invalid (or unknown is the term?) opcodes, it&#039;s happened with 0xDC&#039;s PokÃ©dex entries a few times and once with 0xF1&#039;s backsprite caused the game to halt.<br />[/quote]Just noticed you&#039;re using VBA.<br /><br />No.<br /><br />http://bgb.bircd.org/


subject: Re: What games have you been playing recently?
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  JSRF is a game I never could beat at the age of like 7.<br /><br />JSRF is a game I have to coax into working properly in Cxbx (yeah yeah &quot;piracy reeeeee&quot; i own the same disc i&#039;m using digitally, i just can&#039;t dump it myself... yet.)<br /><br /><br />JSRF is a game I&#039;m now at Chapter 4 in.<br /><br /><br />also Sega GT 2002 is amazing too but I can&#039;t get it running in Cxbx (get to title after 3 hours of work, virtual x86 triple-faults because the game&#039;s sound engine goes fucking ballistic, trashes all of RAM, then jumps to RAM.)<br /><br />oh and Initial D Special Stage on the PS2 (although PCSX2 sucks and i can&#039;t figure out the game&#039;s physics engine yet)


subject: Re: Game Crash Averted?
poster_name: James-the-Charizard
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8910.msg215359#msg215359 date=1570854402]<br />[quote author=James-the-Charizard link=topic=8910.msg215354#msg215354 date=1570850133]<br />[quote author=Sherkel link=topic=8910.msg215353#msg215353 date=1570849668]<br />[quote author=James-the-Charizard link=topic=8910.msg215351#msg215351 date=1570849272]<br />[quote author=Sherkel link=topic=8910.msg215350#msg215350 date=1570848894]<br />[quote author=James-the-Charizard link=topic=8910.msg215349#msg215349 date=1570847903]<br />normally wild invalid glitch trainers crash the game.<br />[/quote]Not purely by virtue of being glitch trainers, though. Consider the ZZAZZ glitch (and Jacred inventory corruption); the effects can be game-breaking if you don&#039;t add a terminator to your name before saving, but like any other effect, they&#039;re traceable.<br /><br />It&#039;s also possible your emulator doesn&#039;t handle all the possible details of invalid game states properly if it&#039;s a phone one.<br />[/quote]<br />&quot;Possible details of invalid game states&quot;, does that mean game crashes?<br />[/quote][url=https://forums.glitchcity.info/index.php?topic=7559.0]Handling of invalid opcodes[/url] is the first thing that comes to mind. ZZAZZ (I mean the [i]person[/i] this time) made a follow-up video to the famous &quot;4 4 Hy&#039;s true cry&quot; that explained why it was possible on the ever-maligned VBA that might have more to add, though, if you&#039;re interested.<br />[/quote]<br />I may be interested in the future, occasionally (very rarely though) I use VBA on my laptop. As for my main emulator, it can run into invalid (or unknown is the term?) opcodes, it&#039;s happened with 0xDC&#039;s PokÃ©dex entries a few times and once with 0xF1&#039;s backsprite caused the game to halt.<br />[/quote]Just noticed you&#039;re using VBA.<br /><br />No.<br /><br />http://bgb.bircd.org/<br />[/quote]<br />For the record, it&#039;s dormant on my computer anyways. I haven&#039;t used it in a long time.


subject: Re: What i should note before learning ACE in german version?
poster_name: Scroogeduck
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Epsilon link=topic=8893.msg215340#msg215340 date=1570809799]<br />&quot;ret&quot; is a opcode that pops the value of the top of the stack and jumps to it,and it&#039;s responsible for returning from functions.<br /><br />The Zero Flag (Z) is a CPU flag that is &quot;set&quot; by any operation (with the exception of loading) that causes the value that the opcode was working with to be zero<br /><br />For Example:<br />[code]<br />ld a,$03; the accumulator is now 3<br />sub $03 ; the accumulator is now 0 and the Zero flag is set.<br />[/code]<br /><br />Loading does not set the zero flag<br />[code]<br />ld a,0 ; zero flag not set<br />and a ; ...now it is!<br />[/code]<br /><br />Opcodes that use &quot;nz&quot; and &quot;z&quot; check the zero if is it set, and perform operations depending on whether or not it is<br /><br />Example:<br />[code]<br />start:<br />ld a,$03<br />sub $03<br />jr z, .skip<br />call doSomething ; THIS IS NEVER CALLED!<br />.skip:<br />call doOtherStuff<br />[/code]<br /><br />[code]<br />start:<br />ld a,$03<br />sub $03<br />jr nz, .skip<br />call doSomething ; this is called<br />.skip:<br />call doOtherStuff<br />[/code]<br /><br /><br />Similarly, &quot;ret nz&quot; returns if the zero flag is not set, and &quot;ret z&quot; returns if it is. &quot;ret&quot; returns regardless<br />[/quote]<br /><br />Hello Epsilon<br /><br />Thanks for your answers and the explanations. Yep now i understand it, thanks :).<br /><br />Have a nice weekend


subject: Re: Effects of Glitch Pokemon in the HOF (in progress)
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8907.msg215345#msg215345 date=1570846466]<br />It all comes down to glitch cries and invalid palette offsets as far as I know. [url=https://github.com/pret/pokered/blob/6ba3765c5932996f5da6417ae703794ff10bb1cb/engine/menu/league_pc.asm#L80]The relevant code is here[/url]. I always like seeing someone delve into this stuff simply for the sake of interest and not necessarily because they can deconstruct it, though, so don&#039;t take this as discouragement. Simple intrigue is what started nearly all of us out.<br />[/quote]<br /><br />Thank you for the link! I did take a look at the disassembly and tried to make out what was going on as best I could. I then realized (Thanks to FutureFractal on discord&#039;s help for pointing this out) that all the glitch pokemon that appear are hybrid pokemon, and thus also take their palettes from the base pokemon. The pokemon that don&#039;t appear aren&#039;t hybrids and the Rhydon trap blanks their sprite. (But the HoF still loads their palette, unlike in the status screen.) And since they&#039;re all non hybrids, they&#039;re free to have whatever wacky invalid palettes they want. The HoF screen only uses the palette for the pokemon displayed, which is why the whole screen turns weird colors. <br />And they all have invalid cries, so they start playing music, which brings me to a point:<br /><br />The glitchdex is missing palette/cry data! I had to go to Bulbapedia to find out that 0xCC for example, uses the Mt Moon theme in the status screen, the Sing song in battle, and now the Evolution/Safari Zone theme in the HoF. Obviously sound bank shenanigans, but it would be interesting to note what the cries are as well as palette data. (Palette dex?)<br /><br />I satisfied my curiosity with this endeavor, any other screenshots would be only for curiosities sake for people interested in what glitch pokemon in their HoF caused the music to change or whatever. I&#039;m a little too lost to gather the palette/cry data myself, sadly.


subject: Re: On the definition of &quot;glitch&quot;
poster_name: bbbbbbbbba
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8897.msg215347#msg215347 date=1570847423]<br />Documenting stuff isn&#039;t the most motivating task for anyone and I&#039;m not an exception, but I think you&#039;ve done some real good...<br />[/quote]<br />Well... some people think documenting glitches (especially root causes of glitches) is just killing the fun, and they might have a point. Other people don&#039;t want to change how they have been using the words, and that&#039;s reasonable too. Maybe I have been misinterpreting lack of support as presence of opposition, but sometimes I do feel actively discouraged from doing what I do.


subject: Re: What song are you listening to right now?
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=https://www.youtube.com/watch?v=zMkgDd0G_mk]Michael Steele &amp; Crash Wisdom: I Don&#039;t Want to Say Goodbye[/url].


subject: Re: What games have you been playing recently?
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Bought Super Mario Maker 2 recently. I&#039;ve been enjoying the Story Mode--professionally-made Mario levels are a timeless treat--but I haven&#039;t found a ton of enjoyment out of user-made levels yet. Apparently there&#039;s a way to filter levels by type; I&#039;m hoping to figure that out soon so I can play more traditional levels. I don&#039;t have much interest in the level editor myself, but maybe I&#039;ll play around with that at some point.<br /><br />Also getting deep back into Minecraft. Building a new village.


subject: Re: What games have you been playing recently?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=8787.msg215366#msg215366 date=1571122056]<br />Bought Super Mario Maker 2 recently. I&#039;ve been enjoying the Story Mode--professionally-made Mario levels are a timeless treat--but I haven&#039;t found a ton of enjoyment out of user-made levels yet. Apparently there&#039;s a way to filter levels by type; I&#039;m hoping to figure that out soon so I can play more traditional levels. I don&#039;t have much interest in the level editor myself, but maybe I&#039;ll play around with that at some point.<br /><br />Also getting deep back into Minecraft. Building a new village.<br />[/quote]<br /><br />[color=purple]Glad you like it. :) Yep they&#039;re good levels. I hope you find some, I like the sand bird Super Mario Sunshine recreation one.<br /><br />Ah, Minecraft. Cool, sounds fun![/color]


subject: Re: The Member's Guide to Topiclessness
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=https://www.youtube.com/watch?v=4TadFbhKXmA]A team of intensively trained dragons. A form of PokÃ©mon extremely difficult to raise and master. Or SIX BABIES? owo[/url]


subject: Re: What song are you listening to right now?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=3252.msg214520#msg214520 date=1562163992]<br />[url=https://www.youtube.com/watch?v=lYBM_k0h4h0]secret baseï½žå›ãŒãã‚ŒãŸã‚‚ã®ï½ž (10 years after Ver.)[/url]<br />[/quote]<br /><br />[color=purple]Aww. This song is beautiful Zow. ~<br /><br />Currently listening to: https://www.youtube.com/watch?v=PcFmtyVnsQI<br />[/color]<br /><br /><br />


subject: Re: Random doodles
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [img]https://i.imgur.com/GMEo37B.png[/img]<br /><br />[color=purple]In our existence we are limited, perhaps we even we arose from nothing. In our dreams we are infinite.[/color]


subject: Re: What song are you listening to right now?
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=https://www.youtube.com/playlist?list=PL63A0EB302C5357F0]The best goddamn game OST ever made.[/url]


subject: Re: What song are you listening to right now?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=3252.msg215371#msg215371 date=1571206495]<br />[url=https://www.youtube.com/playlist?list=PL63A0EB302C5357F0]The best goddamn game OST ever made.[/url]<br />[/quote]<br /><br />[color=purple]Nice taste! ^^[/color]


subject: Re: The dream thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=6554.msg215321#msg215321 date=1570495430]<br />Had a dream today that I was back in middle school, but I wasn&#039;t in the middle school that I went to as a child; instead, I was at a middle school about 15 minutes down the road. One of my friend&#039;s moms was my math teacher, and the school itself was way nicer overall than the one I actually went to. Sitting next to my former middle/high school crush in the dream was weird, too--even though I kind of hate her guts now, she&#039;s still popping up in my dreams. Odd.<br /><br />Also was on oddly vivid dream. The environment was really well-developed and I remembered and vividly dreamt about people that I hadn&#039;t actually seen in years.<br />[/quote]<br /><br />[color=purple]Sounds like an interesting dream! Happy it felt both deep and pleasant for you. :) Yes, love life can be complex.<br />[/color]


subject: Re: On the definition of &quot;glitch&quot;
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [quote author=bbbbbbbbba link=topic=8897.msg215364#msg215364 date=1570934409]<br />[quote author=Sherkel link=topic=8897.msg215347#msg215347 date=1570847423]<br />Documenting stuff isn&#039;t the most motivating task for anyone and I&#039;m not an exception, but I think you&#039;ve done some real good...<br />[/quote]<br />Well... some people think documenting glitches (especially root causes of glitches) is just killing the fun, and they might have a point. Other people don&#039;t want to change how they have been using the words, and that&#039;s reasonable too. Maybe I have been misinterpreting lack of support as presence of opposition, but sometimes I do feel actively discouraged from doing what I do.<br />[/quote]<br /><br />[color=purple]Don&#039;t worry, I&#039;m with you I feel technical explanations and knowledge behind the glitches are fascinating (even though I&#039;m not as skilled as you in analysing them so intricately); this and the pursuit of documenting them. I remember a discussion about whether glitches should be &#039;for fun&#039; or &#039;for application&#039;, by extension whether should they not necessarily be for one or the other. So keep up the good work we need more documentation. :) But also, it may be important to balance the hobby and work dynamic so don&#039;t push yourself too hard either if it bugs you. (thumbs up) - at the same time I want to encourage you to do what you enjoy; it seems like your the person who loves the pursuit of knowledge like me. [/color]


subject: Re: Thoughts of the day/week/whenever
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]Time and time again a proposition is established: That invites truths but masks away - the other belief systems are masked away by the subconscious as lies. Are we just flesh? Do we ever know? The human mind is fundamentally animal/anima/illogical, in the mask of limited knowledge. But also: be careful what we assert, it will assert you. The world leaders who we may dislike, deep down they are misunderstood - if we were in their shoes we would understand them. And this creates a vicious cycle. Once the segregation of &#039;good&#039;/&#039;bad&#039;, &#039;correct&#039;/&#039;incorrect&#039; is established, we are facing the fall - the analogy is that no one is ever wiser; just the rises and falls are more lucid forever and ever. But one positive thought changes everything - I believe it&#039;s not that bad. Fate leads us to either an intense idea or a less serious approach - yet everyone faces cycles of hardship and hurt that are equally painful. The truth is then perhaps there are no truths; the wisest are paradoxically the biggest fools - because they do not commit, this is both liberating and frightening - but in time it slowly helps us; by inviting attachment, letting go, and repeating. [/color]


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [quote author=Parzival link=topic=8665.msg215337#msg215337 date=1570776024]<br />[quote author=Evie the Mother Hen â˜½ â¤ link=topic=8665.msg215330#msg215330 date=1570741060]<br />[quote author=shatteredClockworks link=topic=8665.msg215311#msg215311 date=1570318063]<br />Mega Sirfetch&#039;d<br />[/quote]<br /><br />[color=purple]Yes![/color]<br /><br />[color=purple]Also: How adorable! I want one of these too. ~ âœ¨ But I preordered Sword :(<br /><br />Maybe will breed Sirfetch&#039;d and trade them for Galarian Ponyta. ^^<br /><br />[img]https://i.imgur.com/PQRyTQn.png[/img]<br />[/color]<br />[/quote]or just... wait for the obligatory save editor?<br />[/quote]<br /><br />[color=purple]I personally prefer to obtain PokÃ©mon legitimately for the intended challenge of completing the regional dex so won&#039;t opt to do this. I&#039;m leaning towards not hacking my Switch. Thanks for the suggestion though. [/color]


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Did they really make a Gigantamax Meowth that&#039;s literally just Longcat? Never thought I&#039;d be using a Longcat reference in 2019...


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=8665.msg215377#msg215377 date=1571251772]<br />Did they really make a Gigantamax Meowth that&#039;s literally just Longcat? Never thought I&#039;d be using a Longcat reference in 2019...<br />[/quote]businesses are usually 10 years behind on memes, if not longer, because they have to get board and government approval in most cases or they could get in trouble...<br />(Expect E memes in 2039)


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Mefista
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That bouncy fat Pikachu had m in tears: first of endearment, then of &quot;y u are exclusive and don&#039;t evolve YET AGAIN&quot; (btw, have I already said that making Eevee another non-evolver was an incredibly dumb idea once? Still stand by that; should&#039;ve taken Clefairy or Cubon or Jigglypuff for the &quot;pika counterpart&quot; role).<br /><br />Also: classic memes rule/


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Mefista link=topic=8665.msg215379#msg215379 date=1571265625]making Eevee another non-evolver<br />[/quote]&quot;What pokemon should refuse evolution in this game?&quot;<br />&quot;How about THE FUCKING EVOLUTION POKEMON??????????&quot;


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Apparently the games only run in 720p at 30fps... in docked mode. Pretty disappointing; most Switch games run at 900p or higher.


subject: Re: Really bad jokes
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]Did you hear about the incomplete sentence? MissingNO.?! It has Missing Words![/color]


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  Seeing Pikachu finally back in its [b]correct[/b] proportions is nice. Longcat is...long! I almost feel like it&#039;s a GCL tribute just because this is where I first saw that meme. :P<br /><br />Overall I don&#039;t care too much about the gimmick Gigantamaxes to be honest. In fact, I don&#039;t expect to know what I&#039;ll care about until I play it (maybe I&#039;ve said this), so I haven&#039;t been keeping up with the reveals.


subject: /r/PokemonGlitches
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It looks like there&#039;s [url=https://www.reddit.com/r/PokemonGlitches/]a subreddit for PokÃ©mon glitches[/url]! It&#039;s not out of the question that a lot of netizens would pass by there, but it&#039;s very empty, so if any of you are interested in changing that, it wouldn&#039;t be very hard...I got modded there within minutes, but my hope is to direct those there to this site and Chickasaurus/ZZAZZ/RETIRE/Crystal/PSR(?)&#039;s YouTube channels. Any of you that are more focused on Reddit or interested in helping a new &quot;site&quot; (what&#039;s the word...) might want to step in.


subject: Re: The Member's Guide to Topiclessness
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Parzival
icon: xx
body:
  aight hold up<br /><br />i&#039;ve seen this issue somewhere before<br /><br />[img]https://i.imgur.com/s2HOqSK.jpg[/img]<br /><br />(also my PS2 racing wheel only works with my PC adapter, on an actual PS2 it only holds the D-Pad down and does nothing else...)


subject: Corruptions of games using RTC
poster_name: MarcinTVP8
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s been a while, I&#039;ve returned. A lot of things have changed since then. And I have a thing to show you guys.<br />I&#039;ve done corruptions of Knuckles&#039;Chaotix in RTC and have managed to corrupt music that was in the game.<br />Here is the corrupted version of Electoria music. It looks like it doesn&#039;t repeat when I listened to it for some time. A interesing thing is that I could incorporate sound effects (rings etc.) to one of the instruments. https://www.youtube.com/watch?v=WFIuRI4LFBQ


subject: Re: Can I please have some emulator saves for Blue and Silver?
poster_name: Scroogeduck
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Scroogeduck
icon: xx
body:
  Hello<br /><br />Is there a save file (gold/silver or crystal) with a ????? Pokemon for download? Would be very helpful :).<br /><br />Best regards<br />Scroogeduck


subject: Re: Can I please have some emulator saves for Blue and Silver?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [quote author=Scroogeduck link=topic=7320.msg215392#msg215392 date=1571511951]<br />Hello<br /><br />Is there a save file (gold/silver or crystal) with a ????? Pokemon for download? Would be very helpful :).<br /><br />Best regards<br />Scroogeduck<br />[/quote]<br /><br />[color=purple]I&#039;ve made one for you. Here you go ^^ ~.<br />https://sites.google.com/site/torchickens2/pokemon-save-files<br /><br />Additionally, you can use party species codes with 00 (to obtain a ????? 00), or change the first to FD, the second to 00 to get an Egg, after which you can change happiness (double-serves as cycles of 256 steps to hatch) to 01 and hatch ????? 00 (note this registers inaccessible PokÃ©dex seen/own flags).<br /><br />https://glitchcity.info/wiki/Pok%C3%A9mon_Crystal_GameShark_codes#Party_Pok.C3.A9mon_codes<br />https://glitchcity.info/wiki/Pok%C3%A9mon_Gold_and_Silver_GameShark_codes<br /><br />Hope this is useful. :)<br /><br />The SAV files are gold 5q.sav and crystal 5q.sav.<br /><br />Additionally, the save file for Crystal is of a male player named CRYSTAL. You can change the name with the code, or the gender with a hex editor by opening the save file with [url=https://mh-nexus.de/en/]HxD[/url] (or whichever you choose) and editing offset 3E3D (Fly away to fix palette) to 00 (boy) or 01 (girl).[/color]


subject: Re: Can I please have some emulator saves for Blue and Silver?
poster_name: Scroogeduck
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello Evie the Mother Hen<br /><br />Thank you very much for your files, that helped me out a lot :) - and thanks for the information how to.<br /><br />It is very useful :).<br /><br />Have a nice day


subject: Re: /r/PokemonGlitches
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=8913.msg215389#msg215389 date=1571495237]<br />we DID take over /r/glitchcity and then post literally 3 times...<br />[/quote]That has changed! :D


subject: Re: Pokemon ROM Hacks - WTW On Demand
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  OH.<br />[i]OH GOD.[/i]<br /><br />so uh... some unforeseen consequenses that may or may not be in base game.<br /><br />Video soon.<br /><br />(i know i&#039;m a month late on the IPS drop but everything&#039;s been hell recently so just be patient please)


subject: Re: The Member's Guide to Topiclessness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So I don&#039;t want to create a thread for that but I feel like I should say something about my activity too.<br /><br />I&#039;ve been incredibly busy lately. I changed job and moved to a new city near Paris where I now live with my girlfriend. It takes me a lot of time to establish my new life here and to make sure I understand well what I must do in my new job. I had clearly no time for PRAMA, so of course the time I can spend here is even more limited.<br /><br />Things are getting more organized now and I&#039;m starting to get back on tracks, so I plan to progressively be active again here and on Discord. WIP :)


subject: Re: The Member's Guide to Topiclessness
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=891.msg215405#msg215405 date=1571640263]<br />So I don&#039;t want to create a thread for that but I feel like I should say something about my activity too.<br /><br />I&#039;ve been incredibly busy lately. I changed job and moved to a new city near Paris where I now live with my girlfriend. It takes me a lot of time to establish my new life here and to make sure I understand well what I must do in my new job. I had clearly no time for PRAMA, so of course the time I can spend here is even more limited.<br /><br />Things are getting more organized now and I&#039;m starting to get back on tracks, so I plan to progressively be active again here and on Discord. WIP :)<br />[/quote]<br /><br />[color=purple]That&#039;s OK Krys. ^^ I understand, sometimes we can&#039;t commit enough time to something anymore. Congratulations and hope you and your girlfriend live happily together. :) [/color]


subject: Someone has found a method to find wild PokÃ©mon in Spaceworld 97 Beta
poster_name: Unused Trainer
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Unused Trainer
icon: xx
body:
  Hi at all, someone has found a method to find wild PokÃ©mon in PokÃ©mon Gold Spaceworld 97 Demo, the PokÃ©mon found in the video are: baby Vulpix, Doduo, Tentacool and Spearow:<br /><br />https://youtu.be/5Bh6eKen5qc<br /><br />I think there&#039;s other wild PokÃ©mon to find in this demo with this method.


subject: Re: Someone has found a method to find wild PokÃ©mon in Spaceworld 97 Beta
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  What is he doing exactly? Just finding a location where wild encounters are enabled?<br /><br />Aside from glitches in an unreleased beta arguably not being relevant, the fact he&#039;s already using the debug version and an inaccurate emulator on top of it makes it negligible in my opinion.<br /><br />In case you were wondering which wild PokÃ©mon would appear in which locations in the demo if they were enabled, [url=https://github.com/pret/pokegold-spaceworld/blob/master/data/wild.asm]pret&#039;s already got you covered[/url].


subject: Re: Pokemon ROM Hacks - WTW On Demand
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So besides the added crypto-anarchy, what are these patches meant to do differently? (I tried the Yellow (U) one by the way and it didn&#039;t seem to work at all, but I was applying it to a ROM built from source instead of hunting down a known dump, so that could have been it.)


subject: Re: The Member's Guide to Topiclessness
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey now, I thought your life was yours alone to live! :P<br /><br />Obviously best of luck to you, and never be afraid to put your priorities in order. :) You certainly have potential stand-ins now including some people I wouldn&#039;t even know about, due in no small part to your help popularizing the community. Just in case. ;)


subject: Re: Someone has found a method to find wild PokÃ©mon in Spaceworld 97 Beta
poster_name: Unused Trainer
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8916.msg215409#msg215409 date=1572084002]<br />What is he doing exactly? Just finding a location where wild encounters are enabled?<br /><br />Aside from glitches in an unreleased beta arguably not being relevant, the fact he&#039;s already using the debug version and an inaccurate emulator on top of it makes it negligible in my opinion.<br /><br />In case you were wondering which wild PokÃ©mon would appear in which locations in the demo if they were enabled, [url=https://github.com/pret/pokegold-spaceworld/blob/master/data/wild.asm]pret&#039;s already got you covered[/url].<br />[/quote]<br />I tested that method, and i have finded a Rhyorn and an Exeggcute in the tall grass to the left of High Tech.


subject: Re: Pokemon ROM Hacks - WTW On Demand
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8864.msg215411#msg215411 date=1572085958]<br />So besides the added crypto-anarchy, what are these patches meant to do differently? (I tried the Yellow (U) one by the way and it didn&#039;t seem to work at all, but I was applying it to a ROM built from source instead of hunting down a known dump, so that could have been it.)<br />[/quote]Hold SELECT for WTW.


subject: Re: What song are you listening to right now?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=3252.msg215415#msg215415 date=1572139073]<br />[url=https://www.youtube.com/watch?v=jBribSrtzkw]Mellow Sonic - Paradoxon[/url]<br />[/quote]<br /><br />[color=purple]https://youtu.be/aU0GEcU63qw?t=1272[/color]<br /><br />[color=purple]Listening to the NES Mr. Gimmick soundtrack. âœ¿[/color]


subject: Re: Poems
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [color=purple]This is a lovely poem by Sylvia Plath:[/color]<br /><br />[quote]<br />Nights, I squat in the cornucopia<br />Of your left ear, out of the wind,<br /><br />Counting the red stars and those of plum-color.<br />The sun rises under the pillar of your tongue.<br />My hours are married to shadow.<br />No longer do I listen for the scrape of a keel<br />On the blank stones of the landing.<br />[/quote]<br /><br />[color=purple]The feelings I get (personally), are like sometimes while in depression - the experience becomes the all (the counting red stars are all) - and for some things like poetry, music, mean the world - the sun rises under her tongue, but it feels her &quot;hours are married to shadow&quot;, feelings like &#039;are they in vain?&#039;. In the last section, however, it&#039;s like when the boat is moving, the landing now means nothing;- even if it&#039;s a sunny day, warm weather, &#039;fun&#039; events, other admirable elements of the world, she would rather appreciate the shadow of the boat going up and down; not reaching the holiday destination and the shadow she gets to understand with her poem.[/color]


subject: Re: Pokemon ROM Hacks - WTW On Demand
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8864.msg215416#msg215416 date=1572141956]<br />The ones you just posted, I mean, not the ones in the OP. :P<br />[/quote]yeh.<br /><br />...wait, did i already upload them?


subject: Re: Someone has found a method to find wild PokÃ©mon in Spaceworld 97 Beta
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Unused Trainer link=topic=8916.msg215413#msg215413 date=1572086740]<br />[quote author=Sherkel link=topic=8916.msg215409#msg215409 date=1572084002]<br />What is he doing exactly? Just finding a location where wild encounters are enabled?<br /><br />Aside from glitches in an unreleased beta arguably not being relevant, the fact he&#039;s already using the debug version and an inaccurate emulator on top of it makes it negligible in my opinion.<br /><br />In case you were wondering which wild PokÃ©mon would appear in which locations in the demo if they were enabled, [url=https://github.com/pret/pokegold-spaceworld/blob/master/data/wild.asm]pret&#039;s already got you covered[/url].<br />[/quote]<br />I tested that method, and i have finded a Rhyorn and an Exeggcute in the tall grass to the left of High Tech.<br />[/quote]&gt; inaccurate emulator<br />We mean VBA.<br />Or any emulator besides Sameboy, BGB or Gambatte.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A new glitch was discovered this week in the original Red and Green.<br /><br />https://twitter.com/ExarionU/status/1188605946836258823<br /><br />Arguably minor, but I repeat: a new glitch was discovered [i]this week[/i] in [i]the original Red and Green[/i].


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=36.msg215422#msg215422 date=1572250945]<br />A new glitch was discovered this week in the original Red and Green.<br /><br />https://twitter.com/ExarionU/status/1188605946836258823<br /><br />Arguably minor, but I repeat: a new glitch was discovered [i]this week[/i] in [i]the original Red and Green[/i].<br />[/quote]god these games are borked


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Parzival link=topic=36.msg215423#msg215423 date=1572281987]<br />[quote author=Sherkel link=topic=36.msg215422#msg215422 date=1572250945]<br />A new glitch was discovered this week in the original Red and Green.<br /><br />https://twitter.com/ExarionU/status/1188605946836258823<br /><br />Arguably minor, but I repeat: a new glitch was discovered [i]this week[/i] in [i]the original Red and Green[/i].<br />[/quote]god these games are borked<br />[/quote]<br /><br />These are games?


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8665.msg215385#msg215385 date=1571438728]<br />Seeing Pikachu finally back in its [b]correct[/b] proportions is nice. Longcat is...long! I almost feel like it&#039;s a GCL tribute just because this is where I first saw that meme. :P<br /><br />Overall I don&#039;t care too much about the gimmick Gigantamaxes to be honest. In fact, I don&#039;t expect to know what I&#039;ll care about until I play it (maybe I&#039;ve said this), so I haven&#039;t been keeping up with the reveals.<br />[/quote]<br /><br />I totally agree I was so happy to see the big Meowrh!<br />It brought back many memories of memeing longcat<br />here on GCL


subject: Re: The Member's Guide to Topiclessness
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [url=https://en.wikipedia.org/wiki/1729_(number)]https://en.wikipedia.org/wiki/1729_(number)[/url]<br /><br />Thaaaat&#039;s sure more interesting than I thought it would be.


subject: Re: Wiki Bug List and Reports
poster_name: hunk
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Why don&#039;t you fix the bullets? They are all floating in the middle.<br /><br />[font=courier]li { background-position: left 5px; }[/font] looks much better.


subject: Re: Wiki Bug List and Reports
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=hunk link=topic=6361.msg215429#msg215429 date=1572378066]<br />Why don&#039;t you fix the bullets? They are all floating in the middle.<br /><br />[font=courier]li { background-position: left 5px; }[/font] looks much better.<br />[/quote]I changed it on the forum CSS sometime ago to exactly that, but that was presumably overwritten by the usual resync with the site source code (and surely enough, the last modified date says September 30).<br /><br />Abwayax has been waiting for SMF 3.0 to be fully released before making major source code changes to GCL 3.0, but seeing as this is a small thing and it&#039;s not the first time it&#039;s been brought up, it&#039;s plenty overdue, so I&#039;ll finally ask him directly.


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Prisma link=topic=8665.msg215425#msg215425 date=1572336608]<br />[quote author=Sherkel link=topic=8665.msg215385#msg215385 date=1571438728]<br />Seeing Pikachu finally back in its [b]correct[/b] proportions is nice. Longcat is...long! I almost feel like it&#039;s a GCL tribute just because this is where I first saw that meme. :P<br /><br />Overall I don&#039;t care too much about the gimmick Gigantamaxes to be honest. In fact, I don&#039;t expect to know what I&#039;ll care about until I play it (maybe I&#039;ve said this), so I haven&#039;t been keeping up with the reveals.<br />[/quote]<br /><br />I totally agree I was so happy to see the big Meowrh!<br />It brought back many memories of memeing longcat<br />here on GCL<br />[/quote]If spoiler tags were working I&#039;d have quoted one of those posts from Admins Suck. Hard to believe what a big difference two years in age felt like back then.<br /><br />Also...just two weeks till release now. Wow, that kinda crept up fast.


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I want that to be a prophetic dream, especially considering it would mean they ran into space constraints even when working with a limit of 32GB.


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8665.msg215434#msg215434 date=1572392324]<br />I want that to be a prophetic dream, especially considering it would mean they ran into space constraints even when working with a limit of 32GB.<br />[/quote]<br /><br />Reports are saying the download size<br />is 10GB, which is not much and Iâ€™m getting<br />the feeling that itâ€™s only that size due to bad<br />compression on GFâ€™s part.


subject: Re: PokÃ©mon Sword and Shield Discussion
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Prisma link=topic=8665.msg215435#msg215435 date=1572406876]<br />[quote author=Sherkel link=topic=8665.msg215434#msg215434 date=1572392324]<br />I want that to be a prophetic dream, especially considering it would mean they ran into space constraints even when working with a limit of 32GB.<br />[/quote]<br /><br />Reports are saying the download size<br />is 10GB, which is not much and Iâ€™m getting<br />the feeling that itâ€™s only that size due to bad<br />compression on GFâ€™s part.<br />[/quote]or good compression with a lot of entropy as an input


subject: Direction
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [color=purple]A poll in regards to wiki organisation. Please express what [i]you[/i] want&nbsp; :). Thanks for your time. [/color]


subject: Re: The dream thread
poster_name: rango
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I had a weird dream last night. For some reason, my class was going on a trip to Fiji, and then my mom tried to stop me from going because she found out I had an F in science. Then I started pleading with her, and that was around the time I woke up for the first time that night.


subject: Re: Direction
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie the Mother Hen â˜½ â¤
icon: xx
body:
  [quote author=Parzival link=topic=8918.msg215440#msg215440 date=1572454048]<br />&gt;&nbsp; they are glitch, bug just &quot;exploit&#039;<br />haha i see what you (maybe) did there<br />[/quote]<br />[color=purple]<br />Lol actually I didn&#039;t see potential play around there. ^^;<br /><br />But mmm. :)[/color]


