# smf_messages

subject: Re: A question about glitch item &quot;B1F&quot; (hex:55)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8411.msg210193#msg210193 date=1531687732]<br />Whoa! Thanks for the in-depth explanation!<br />[/quote]<br /><br />You&#039;re welcome!&nbsp; :)


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8204.msg210191#msg210191 date=1531673159]<br />[quote author=Sherkel link=topic=8204.msg210189#msg210189 date=1531669639]<br />The Agility thing is why you use most of your X items on Nidoking while up against his Dragonair and only use the single necessary X Special to one-shot the Gyarados before it.<br />[/quote]<br /><br />Yeah. At the time I had no money to buy items, but seems like that would have worked. :)<br />[/quote]I sometimes forget it&#039;s possible to play through the game without following the current any% route. :P


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: xx
body:
  [quote]I sometimes forget it&#039;s possible to play through the game without following the current any% route. :P[/quote]<br /><br />Tbh I forgot this was supposed to be a game at some point


subject: Re: Nintindo DS Vs. Gamecube
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  ...LMAO!!!<br />Phone autocorrects&nbsp; Gamecube to Handguns!? How does that even make sense! I&#039;m just LMAOing so hard right now!


subject: Pokemon TCG Tournaments
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  Ok so I just learned how to play and want to go to a tournament In Racine but the Pokemon Website doesn&#039;t show any official tournaments there. Anyone know local places that hold them regularly? 


subject: Re: Super Smash Bros. Ultimate
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
   Few quick things.<br />One here are the echo characters I want.<br /><br />Ken<br />Raichu<br />Different Links from the other games as skins<br />Tomodachi&nbsp; and/or Miitopia Miis<br /><br />Now for ideas of new fighters.<br /><br />More Final Fantasy characters<br />Toad<br />Game Systems?<br />Krystal<br />Waluigi<br />More Xenoblade?<br />Pauline<br />LOZ species?<br />etc.<br /><br />Also BTW Missing? No! where do you hold these tournaments? Maybe I would come with my dad because we both love playing SSB 4 together.<br />


subject: Re: Pokemon TCG Tournaments
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I wouldn&#039;t be surprised if a city in [i]Wisconsin[/i] somehow slipped past the official website. :P That aside, if it&#039;s at all like back when I played, what you want to look for is a place where they hold &quot;League&quot;, an anything-goes gathering just to play casually that&#039;s once a week, usually in a store that sells trading cards and other collectibles. Those are generally the same locations tournaments are held.


subject: Re: The Cascade Glitch - Gateway to Gen IV ACE
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Pokedude link=topic=7857.msg210197#msg210197 date=1531700444]<br />Please find a way to get Arceus etc.&nbsp; using this! THX.<br />[/quote]You can already tweak to the Hall of Origin.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=RETIRE link=topic=8204.msg210196#msg210196 date=1531688195]<br />[quote]I sometimes forget it&#039;s possible to play through the game without following the current any% route. :P[/quote]<br /><br />Tbh I forgot this was supposed to be a game at some point<br />[/quote]I do really want to learn RBA when I next get the chance to do this. Glitchless feels dead to me simply due to a general lack of patience and NSC is monotonous no matter who you ask, but RBA seems like a good middle ground. On the other hand, there are [url=https://www.youtube.com/watch?v=elvdSdiZ-uQ]other[/url] [url=https://www.youtube.com/watch?v=EKC2saJ5eYI]games[/url] I&#039;d much rather learn first.


subject: Re: Super Smash Bros. Ultimate
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, I know who I&#039;m maining!<br /><br />[img height=300]https://scontent-sea1-1.cdninstagram.com/vp/ca9386b5920e4f9887bd466ca439e1bc/5BC53139/t51.2885-15/e35/36159833_825428780982999_7994789628152381440_n.jpg?efg=eyJ1cmxnZW4iOiJ1cmxnZW5fZnJvbV9pZyJ9&amp;se=7&amp;ig_cache_key=MTgxNjQxMzYzMDg3NTU4NzEyNA%3D%3D.2[/img]<br /><br />Also with Cloud coming back and him getting a Mii Fighter costume, Geno might actually become a fighter.


subject: Re: The Cascade Glitch - Gateway to Gen IV ACE
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: xx
body:
  Well while its true you can load any map into the void, platinum patched the void with random tiles. Cascadeglitch has a lot of interesting effects like overwriting maps with garbage data and there are cases where pressing a button after doing it can instantly crash the game but nothing that will lead to smt major atm. At one point I hoped that by talking to tiles with an index above the highest used you could execute code (bcs bookcases, bins, townmaps, water... all load overlays when talking to them) but that lead to a dead end


subject: Re: Super Smash Bros. Ultimate
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Prisma
icon: xx
body:
  Smash Ultimate looks awesome and I&#039;m really liking the fact that<br />the combat is noticeably faster than Smash 4 and closer to Melee&#039;s<br />speed (Not that I&#039;m comparing them or even think Melee is better,<br />slow combat just doesn&#039;t fit Smash at all).<br /><br />Character wise I&#039;m looking forward to trying Ridley, I&#039;m not a big (pun intended)<br />fan of Ridley but Metroid was in serious need of more representation and he<br />looks very aggressive. I&#039;ll also be returning to my main man Ness and hopefully<br />Mewtwo got some good buffs along with my boy Marth.<br /><br />Also I&#039;m hoping Break The Targets makes a comback with it&#039;s own stage creator<br />along with Board The Platforms. And I want the Mushroom Kingdom<br />stage from 64 with working pipes and the 64 Star Fox stage with the original music.<br />If it has these 4 things it will be a 10/10 for me<br /><br />Waluigi can F-off&nbsp; :)


subject: Is mGBA or Goomba Color Allowed?
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  mGBA is a GBA Emulator. Goomba Color is a GBC emulator for GBA.<br /><br /><br />Goomba Color:<br />[img]https://i.imgur.com/l2rV3bp.png[/img]<br /><br />mGBA:<br />[img]https://i.imgur.com/eMSgRx8.png[/img]


subject: Re: Is mGBA or Goomba Color Allowed?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  You can use whatever emulator you like :) (no emulator is banned here and you should be free to use whatever you feel), but I&#039;m not sure about speedrunning rules (in relation to speedrun.com and organised circles); which according to [url=https://www.speedrun.com/pkmnredblue]this[/url] seems to only allow GambatteSpeedrun or real console.<br /><br />Other than the ability to cheat, in a run that uses luck manipulation VBA (and possibly mGBA, Goomba Color) may be banned due to inaccurate RNG, or it might go as far as official runs having to be verified on a real console.<br /><br />BGB is one of the most accurate emulators, which I highly recommend and certain emulators are not as accurate as it. For example, early versions of VBA suffer from inaccurate Echo RAM emulation which means certain glitches like dokokashira door (and possibly Coin Case glitch) do not work properly.<br /><br />Hope this answers your question. ^^


subject: Re: Is mGBA or Goomba Color Allowed?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=zdrmonster12 link=topic=8424.msg210209#msg210209 date=1531758026]<br />oh. Thanks!<br />[/quote]<br /><br />You&#039;re welcome! ^^


subject: Pikachu's Ghost?
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: zdrmonster12
icon: xx
body:
  i was messing with the Debug Hack for Pokemon Yellow and when i got a Pikachu it follows my like the Starter Pikachu.<br /><br />is it The Starter Pikachu&#039;s Ghost? or a Bug? <br /><br />image:<br />[img]https://i.imgur.com/9a76Dyo.png[/img]<br /><br /><br />also. Muti Pikachus?<br /><br />[img]https://i.imgur.com/UydHi7U.png[/img]


subject: Re: The Cascade Glitch - Gateway to Gen IV ACE
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Sorry I meant to ask if someone could upload a video on how to use it in Platinum to get them. Srry I was tired.


subject: Re: Super Smash Bros. Ultimate
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  They need to bring back all the stages! Also fix the prob with spammers of say Ness for example (looking at you Prisma) and also the fact that if the network glitches and you&#039;re trying to use a smash move with the R stock it doesn&#039;t sub it with an A attack. Also&nbsp; Waluigi is essential to everything so by all means Prisms you can get lost.<br />#Waluigi FTW!


subject: Re: Lost in Thoughts All Alone song reflections (warning: thought provoking)
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  ...It&#039;s so ... Inspiring.... It gives me....<br />DETERMINATION!!!!!!!!!!!!!!!!!!!!!!!!!!!!<br />(Undertale pun intended)<br />But no really I love it a lot.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: ImAFurry
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ImAFurry
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg210121#msg210121 date=1531154402]<br />[quote author=ImAFurry link=topic=6868.msg210092#msg210092 date=1530964836]<br />I&#039;ve been extremely unlucky to find the right poke. Got it finally<br />PID: 32977426 (Hex) â€­848786470â€¬ (Dec) Left 22.<br />[/quote]<br /><br />Okay, so you will need to :<br /><br />- Give this Smeargle : 5D xor 08 xor 26 = 0x73 = 115 HP EVs. (10 HP Up + 3 Marill with Macho Brace + 1 Marill + 1 Wishmur)<br /><br />- Deposit this Smeargle in stead of the Bootstrap PokÃ©mon (Box 12 slot 15), deposit the Poochyena at Box 2 Slot 5, and make an attempt of ACE. (https://forums.glitchcity.info/index.php?topic=6868.msg209366#msg209366 )<br /><br />- If the game doesn&#039;t freeze while you use the ACE Glitch Move, then the issue will be located elsewhere.<br /><br />[/quote]<br />It worked! After the &quot;!&quot; it said something like Def rose and then the animation ended normally. What should I try next?


subject: Re: Pikachu's Ghost?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=zdrmonster12 link=topic=8426.msg210212#msg210212 date=1531759249]<br />i was messing with the Debug Hack for Pokemon Yellow and when i got a Pikachu it follows my like the Starter Pikachu.<br /><br />is it The Starter Pikachu&#039;s Ghost? or a Bug? <br /><br />image:<br />[img]https://i.imgur.com/9a76Dyo.png[/img]<br /><br /><br />also. Muti Pikachus?<br /><br />[img]https://i.imgur.com/UydHi7U.png[/img]<br />[/quote]<br /><br />In PokÃ©mon Yellow as there is normally only one way to obtain Pikachu without trading, the developers made it so that all Pikachu with the same OT and Trainer ID as you follow you around. This applies even before you obtain Pikachu, which there are multiple ways to do so with cheats or hacks, including that Pikachu being frozen on the spot if you obtain it [url=https://glitchcity.info/wiki/Wild_appeared!]with &quot;wild appeared!&quot;[/url] active.<br /><br />However, having two or more player owned Pikachu in the party still means only one Pikachu will follow you, with a shared happiness value.


subject: Re: Pikachu's Ghost?
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8426.msg210219#msg210219 date=1531760757]<br />In PokÃ©mon Yellow as there is normally only one way to obtain Pikachu without trading, the developers made it so that all Pikachu with the same OT and Trainer ID as you follow you around. This applies even before you obtain Pikachu, which there are multiple ways to do so with cheats or hacks, including that Pikachu being frozen on the spot if you obtain it [url=https://glitchcity.info/wiki/Wild_appeared!]with &quot;wild appeared!&quot;[/url] active.<br /><br />However, having two or more player owned Pikachu in the party still means only one Pikachu will follow you, with a shared happiness value.<br />[/quote]<br /><br />Thanks for the info!


subject: Re: Pikachu's Ghost?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=zdrmonster12 link=topic=8426.msg210220#msg210220 date=1531761288]<br />[quote author=Evie Torchic the Glitch Scientist link=topic=8426.msg210219#msg210219 date=1531760757]<br />In PokÃ©mon Yellow as there is normally only one way to obtain Pikachu without trading, the developers made it so that all Pikachu with the same OT and Trainer ID as you follow you around. This applies even before you obtain Pikachu, which there are multiple ways to do so with cheats or hacks, including that Pikachu being frozen on the spot if you obtain it [url=https://glitchcity.info/wiki/Wild_appeared!]with &quot;wild appeared!&quot;[/url] active.<br /><br />However, having two or more player owned Pikachu in the party still means only one Pikachu will follow you, with a shared happiness value.<br />[/quote]<br /><br />Thanks for the info!<br />[/quote]<br /><br />You&#039;re welcome! ^^


subject: Item Hex 00
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: zdrmonster12
icon: xx
body:
  Everytime i use Item Hex 00 (at least what i call it) the game hangs.<br /><br />is this a yellow only effect or does it have the same effect in red and blue?<br /><br />[img]https://media.giphy.com/media/1X7qz6tasXaogEOSj1/giphy.gif[/img]


subject: Re: Item Hex 00
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [url=https://glitchcity.info/wiki/ItemDex/Y:000]From the ItemDex[/url]: this item executes code from OAM starting at address FE06. In other words, it&#039;s completely useless.<br /><br />I&#039;m not sure what ACE setup you&#039;re using for that &quot;DEBUG&quot; item, but I don&#039;t think it would change what &quot;x kÃ©&quot; does.


subject: Re: Is mGBA or Goomba Color Allowed?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  The reason certain emulators are banned from speedrunning is that they do not perfectly emulate the system in question, and thus times recorded using them shouldn&#039;t be compared alongside those of people playing &quot;the actual game&quot;. As far as I know, the only emulators to perfectly mirror the hardware of the Game Boy Color are BGB and Gambatte. mGBA seems to be the gold standard right now for GBA emulation.


subject: Re: Item Hex 00
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: zdrmonster12
icon: xx
body:
  [quote author=Sherkel link=topic=8428.msg210223#msg210223 date=1531765150]<br /> not sure what ACE setup you&#039;re using for that &quot;DEBUG&quot; item, but I don&#039;t think it would change what &quot;x kÃ©&quot; does.<br />[/quote]<br /><br />its a hack. i use it for research.


subject: Re: How do you run Windows on a GBC with ACE?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s not. You&#039;re limited to a certain amount of RAM you can work with that you can overwrite before the game does. I think the maximum size for an injected block of code is 254 bytes.


subject: Re: How do you run Windows on a GBC with ACE?
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8425.msg210226#msg210226 date=1531765855]<br />It&#039;s not. You&#039;re limited to a certain amount of RAM you can work with that you can overwrite before the game does. I think the maximum size for an injected block of code is 254 bytes.<br />[/quote]<br /><br />well its too bad. but its a stupid question anyway.<br /><br />what OS can the Game Boy Run?


subject: Re: How do you run Windows on a GBC with ACE?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  The closest to an &quot;OS&quot; we&#039;ll likely ever see on the GBC is the Everdrive menu.<br /><br />(Considering you didn&#039;t specifically say [i]PokÃ©mon[/i] ACE, something like [url=https://www.youtube.com/watch?v=ar9WRwCiSr0]reverse emulation[/url] could theoretically be done to run some custom port of Windows or maybe even 1.0, but...that&#039;s a different topic really. :P )


subject: Re: Super Smash Bros. Ultimate
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Pokedude link=topic=8378.msg210214#msg210214 date=1531760195]<br />They need to bring back all the stages! Also fix the prob with spammers of say Ness for example (looking at you Prisma) and also the fact that if the network glitches and you&#039;re trying to use a smash move with the R stock it doesn&#039;t sub it with an A attack. Also&nbsp; Waluigi is essential to everything so by all means Prisms you can get lost.<br />#Waluigi FTW!<br />[/quote]<br /><br />Apparently he&#039;s not essential enough to be in Smash <br />and if he ever makes it into Smash you can bet Ness<br />will be there to teach him a lesson&nbsp; ;D


subject: Re: How do you run Windows on a GBC with ACE?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Prisma link=topic=8425.msg210232#msg210232 date=1531769606]<br />Interesting question, that would be something to see.<br /><br />Windows 7 GBC port when?<br />[/quote]When an EE decides to think really far outside the cartridge for their doctorate...but probably never. :P


subject: Re: How do you run Windows on a GBC with ACE?
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  What about using ace to stream the footage from an actual pc into your GBA while using the button inputs from GBA which lead back to the pc to then use it as a mini monitor? It would require a lot of altering to your hardware tho


subject: Re: How do you run Windows on a GBC with ACE?
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  &gt;There will never be a GBC port of [url=https://en.wikipedia.org/wiki/TempleOS]TempleOS[/url]<br /><br />Sad!


subject: Re: How do you run Windows on a GBC with ACE?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [quote author=Bert link=topic=8425.msg210241#msg210241 date=1531777217]<br />&gt;There will never be a GBC port of [url=https://en.wikipedia.org/wiki/TempleOS]TempleOS[/url]<br /><br />Sad!<br />[/quote]I actually looked this up again this morning because of this thread and considered setting up a new VM with it. This project will never stop being mind-blowingly incredible to me in its scale, scope of vision, and sheer originality. Anyone who hasn&#039;t heard of it should totally give that page a read; it&#039;s inspiring stuff. It&#039;s finally back in active development too..that&#039;s good news.


subject: Has anybody else encountered PKMN 0xB1
poster_name: Imasnappleman
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So i was playing pokemon red randomizer and for my starter i had the chance of getting PKMN 0xB1 if anyone else has anymore info on this please message me, it does not seem to have any glitch effects it shows up like a rhydon in the inventory it has no moves in battle its blue and sprite out of battle is glitchy, i could not find anyother info on the pokemon.<br /><br /><br />if you have any questions please message me.


subject: Re: Fake Glitches?
poster_name: Imasnappleman
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  well some glitches may be caused by programming the game to force a pokemon these videos may be edited or hacked 


subject: Re: Has anybody else encountered PKMN 0xB1
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  0xB1 is Squirtle, at least in an unmodified ROM. It seems like it&#039;s probably a problem with the randomizer.


subject: Re: How to delete a save file with ACE?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  I think throwing some random byte into $B523 would prevent the game from allowing you to load it, as that&#039;s where the [url=https://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Saved_data_.28SRAM.29]main data checksum for SRAM is located[/url]. It&#039;s probably much more likely to happen by accident, considering how item underflow alone gives instant access to SRAM in unintended ways.


subject: Re: Super Smash Bros. Ultimate
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I bet he would use his tennis racket to reflect all Ness PK Fire spammers!<br />BTW don&#039;t take this to seriously as this is a kind of silly argument.


subject: Re: Favorite PokÃ©mon
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Can&#039;t believe I hadn&#039;t seen this.<br />Top list: Eevee, Lucario, Giratina, Gallade, Empoleon, Zoroark, Gardevoir, etc.


subject: Re: How to delete a save file with ACE?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  One of the solutions is indeed to simply corrupt a checksum, which prevents loading the save file.<br />Another solution is to remove all terminator characters for the saved player name, which makes the game believe there is no save file at all. A simple way is to fill 11 bytes starting at 1:A598 with any value besides $50.


subject: Re: How do you run Windows on a GBC with ACE?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  An OS has been made for the GBC, but it was a full ROM, thusly impossible to perform via ACE.<br />I may still have that demo somewhere, it was pretty impressive.


subject: Re: Has anybody else encountered PKMN 0xB1
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  There are 190 mon IDs ($BA, if I&#039;m not mistaken), and Squirtle is indeed asigned to $B1. Which matches the blue battle sprite. The randomizer must have screwed up either the dex data or internal-to-dex conversion table.


subject: Re: Item Hex 00
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  OAM is very likely to be locked, which would make the item execute a `rst $38`. Since you&#039;re using Debug Yellow, these are hooked by the hack; the item would just most likely crash in any other ROM.


subject: Re: Is mGBA or Goomba Color Allowed?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  BGB doesn&#039;t perfectly emulate the hardware; it fails at a bunch of edge cases, which beware doesn&#039;t want to fix for the sake of performance. Gambatte has pretty much fallen into disrepair at this point (like VBA), but (unlike VBA) it&#039;s really accurate, in some fields more than BGB.<br />A much better emulator is SameBoy, which is basically becoming the GB&#039;s higan (both in terms of accuracy and performance... :p)<br /><br />mGBA&#039;s GB emulation is fairly good, too. Goomba Color, however, plainly sucks.<br /><br />And again, VBA is an entry point for malware, so, don&#039;t.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8204.msg210189#msg210189 date=1531669639]<br />[url=https://forums.glitchcity.info/index.php?topic=4567.0]This thread is still the most viewed on GCLF[/url]. I don&#039;t know why, I don&#039;t know if anyone knows why, and I don&#039;t even know if there IS a why. (The thread about 8F, deservingly, is #2.)<br />[/quote]<br />while(true) { Ctrl+F5; }


subject: Re: Super Smash Bros. Ultimate
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, I didn&#039;t have time to play the game a lot, but it was really enjoyable, fast-paced, and diverse (from what I saw, at least.)<br /><br />Zelda kicks ass, too.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So now we know that the PC slot, the ACE glitch move and the RAM translation check are correct, which means your problem is either with the bootstrap pokemon or the Pyramid Bag items.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [quote author=ISSOtm link=topic=8204.msg210261#msg210261 date=1531800167]<br />[quote author=Sherkel link=topic=8204.msg210189#msg210189 date=1531669639]<br />[url=https://forums.glitchcity.info/index.php?topic=4567.0]This thread is still the most viewed on GCLF[/url]. I don&#039;t know why, I don&#039;t know if anyone knows why, and I don&#039;t even know if there IS a why. (The thread about 8F, deservingly, is #2.)<br />[/quote]<br />while(true) { Ctrl+F5; }<br />[/quote]Yes, that would be how, but [i]why?![/i] :P Also, if you keep clicking refresh on it, the view count doesn&#039;t go up, at least not right away. OOH, ALSO, that posted at time, hot [i]damn[/i]! I&#039;m lucky!! :)


subject: Re: Is mGBA or Goomba Color Allowed?
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=8424.msg210259#msg210259 date=1531799997]<br />A much better emulator is SameBoy, which is basically becoming the GB&#039;s higan (both in terms of accuracy and performance... :p)<br />[/quote]<br /><br />Fun Fact. SameBoy has its own Boot screens that are based on the Game Boy&#039;s boot screens.


subject: Re: Is mGBA or Goomba Color Allowed?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=8424.msg210259#msg210259 date=1531799997]<br />BGB doesn&#039;t perfectly emulate the hardware; it fails at a bunch of edge cases, which beware doesn&#039;t want to fix for the sake of performance. Gambatte has pretty much fallen into disrepair at this point (like VBA), but (unlike VBA) it&#039;s really accurate, in some fields more than BGB.<br />A much better emulator is SameBoy, which is basically becoming the GB&#039;s higan (both in terms of accuracy and performance... :p)<br /><br />mGBA&#039;s GB emulation is fairly good, too. Goomba Color, however, plainly sucks.<br /><br />And again, VBA is an entry point for malware, so, don&#039;t.<br />[/quote]<br /><br />I had no idea SameBoy was a thing. Thanks ISSOtm. ^^


subject: Re: Press Ctrl+V or Cmd+V or whatever and post
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  (previous menu sprite)<br />|frontsprite=Front: [[File:YGlitch121.png]]<br />|backsprite= Back: [[File:Y Backsprite Family 121.png]]


subject: Re: Is mGBA or Goomba Color Allowed?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=zdrmonster12 link=topic=8424.msg210273#msg210273 date=1531841537]<br />[quote author=ISSOtm link=topic=8424.msg210259#msg210259 date=1531799997]<br />A much better emulator is SameBoy, which is basically becoming the GB&#039;s higan (both in terms of accuracy and performance... :p)<br />[/quote]<br /><br />Fun Fact. SameBoy has its own Boot screens that are based on the Game Boy&#039;s boot screens.<br />[/quote]<br />They&#039;re not boot screens, they&#039;re boot ROMs. Liji&#039;s point with the custom ROMs is to be able to replicate booting using the official ROMs without requiring a copy of them (they&#039;re intellectual property, therefore illegal to distribute). The reason why not using HLE instead is to avoid the weird hack that is being able to skip/HLE the boot ROM.


subject: Re: Press Ctrl+V or Cmd+V or whatever and post
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Prisma
icon: xx
body:
  [quote author=ISSOtm link=topic=2738.msg210285#msg210285 date=1531857296]<br />https://eldred.fr/aevilia.gbc<br />[/quote]<br /><br />Isn&#039;t linking to roms [s]against the rules?[/s] strongly advised against? (this post is copy-pasted)<br />


subject: 1 glitch Pokemon is no longer cheat only
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: 0ErrorYT
icon: xx
body:
  Zeraora can now be traded to s/m for some reason. The way you do this is wonder trade a Zeraora, and have it be traded to s/m. This means that a glitch Pokemon will now show up in s/m with a glitch move. Verlisify made a vid on it, calling it a missingno though


subject: Re: 1 glitch Pokemon is no longer cheat only
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Awesome find! I always assumed they patched stuff like this. What can you tell us about the glitch PokÃ©mon (SM:807, I suppose)?


subject: Re: Tweaking in gen 6?
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I wonder if you can use a WTW cheat. Glitch maps in ORAS have been shown to brick the cart when invalid Pkhex it used to set it (trying to load a non existent name on continue screen) but it looks like you canâ€™t save in this state due to Y not being press able. I may try it tomorrow 


subject: Re: Press Ctrl+V or Cmd+V or whatever and post
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Prisma link=topic=2738.msg210286#msg210286 date=1531869089]<br />[quote author=ISSOtm link=topic=2738.msg210285#msg210285 date=1531857296]<br />https://eldred.fr/aevilia.gbc<br />[/quote]<br /><br />Isn&#039;t linking to roms [s]against the rules?[/s] strongly advised against? (this post is copy-pasted)<br />[/quote]He made the game, so not in this case.


subject: Re: 1 glitch Pokemon is no longer cheat only
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: 0ErrorYT
icon: xx
body:
  Itâ€™s low on the index list for glitch Pokemon, so itâ€™s always a Bulbasaur. Its name is the level of the last viewed Pokemon, and the stats are all 0. I didnâ€™t find this glitch, but no one has posted about it


subject: Re: Super Smash Bros. Ultimate
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Pokedude link=topic=8378.msg210200#msg210200 date=1531702267]<br />Also BTW Missing? No! where do you hold these tournaments? Maybe I would come with my dad because we both love playing SSB 4 together.<br /><br />[/quote]<br /><br />I run tournaments in the Seattle area. Locals every other Friday and then Seattle&#039;s biggest Smash 4 major (Port Priority) on a bi-annual basis. Maybe you&#039;ve watched or heard of it before.<br /><br />Also after some careful thought, I want to play ROB, Rosa, Snake, Inkling, and Marth when this game comes out. Gonna stay up all night grinding lol.


subject: Re: Official Battle Log Thread
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I played a little bit of Showdown way back when. Never really got into the 7th Gen Meta though. I was either doing Gen 6 OU play or Random Battles.


subject: Re: 1 glitch Pokemon is no longer cheat only
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Can you breed it? What do you get if you use ditto on it, aka has anyone tried to do more with this?


subject: Re: How to delete a save file with ACE?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Just Superglitch your game and save and it&#039;s done, haha&nbsp; ;D<br /><br />But seriously, similarly to what ISSOtm said, you could ACE a Superglitch as first move of any PokÃ©mon, watch its stats, save/reset. That&#039;d be a twisted, both dumb and genious, way to delete a save file with ACE&nbsp; 8).


subject: Re: How to delete a save file with ACE?
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So, wait, does OP know you can erase a save with Up+Select+B at the title screen? It&#039;d be easier to do that.


subject: Re: Tweaking in gen 6?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This doesn&#039;t brick the cart. If it&#039;s impossible to start a new game due to this, it&#039;s still possible to delete the save data, possibly using CFW.


subject: Re: Press Ctrl+V or Cmd+V or whatever and post
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The game is freeware homebrew anyways, so if it wasn&#039;t mine, it&#039;d still be fine to link to it. What we ban is linking to copyrighted ROMs (if that&#039;s not what we do, then I don&#039;t understand the policy :p)


subject: Re: How to delete a save file with ACE?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Actually, you can just call `ClearSAV` (1C:7B6A)<br />[code]<br />ld b, $1C ; BANK(ClearSAV)<br />ld hl, $7B6A ; ClearSAV<br />jp $35D6 ; Bankswitch<br />[/code]


subject: Re: 1 glitch Pokemon is no longer cheat only
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: 0ErrorYT
icon: xx
body:
  [quote author=RETIRE link=topic=8434.msg210301#msg210301 date=1531895521]<br />Can you breed it? What do you get if you use ditto on it, aka has anyone tried to do more with this?<br />[/quote]<br />I&#039;ve tried to breed a different glitch Pokemon hex:1006 and it hatched into what looks like an Eevee, but was really the same glitch Pokemon at level 1 with no moves, named Eevee.<br />https://www.youtube.com/watch?v=RDy3qMpem3E


subject: Here I come, Chickasaurus
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [img]https://i.imgur.com/zmZYTnz.jpg?1[/img]<br /><br />[img]https://i.imgur.com/nFFITrm.jpg?2[/img]<br /><br />[img]https://i.imgur.com/PoZsjiS.jpg?1[/img]


subject: Re: The V,^,and &lt; game
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  ^ Discord. Also, I meant which system is your favorite for emulating other systems. Mine&#039;s probably the 3DS.<br />&lt; Tossed some protein pasta with bacon and barbecue sauce and oil! Let&#039;s jack this BMI to the MOON!<br />V Has played Starfy? (I&#039;m going to soon)


subject: Re: Here I come, Chickasaurus
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wow! Thanks for using the fan translation Sherkel, as incomplete as it is.&nbsp; :D<br /><br />I&#039;m pleasantly surprised to see it in this format. Hope you enjoy the game too. ^^


subject: Re: Here I come, Chickasaurus
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8435.msg210318#msg210318 date=1531948875]<br />Wow! Thanks for using the fan translation Sherkel, as incomplete as it is.&nbsp; :D<br /><br />I&#039;m pleasantly surprised to see it in this format. Hope you enjoy the game too. ^^<br />[/quote]<br /><br />Very nice I had no idea you did translations!


subject: Re: 1 glitch Pokemon is no longer cheat only
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  Interesting! ^^<br /><br />Zeraora is currently being distributed in Japan, [url=https://bulbapedia.bulbagarden.net/wiki/List_of_local_event_Pok%C3%A9mon_distributions_in_Generation_VII#Fuura_City_Zeraora]according to Bulbapedia[/url].<br /><br />Do you know if it&#039;s possible to Wonder Trade those Zeraora? <br /><br />Edit: The Reddit post shown in the video says &quot;normally the wonder trade prevents any new PokÃ©mon from the &quot;Ultra&quot; games from being traded&quot;, so does this still require cheating?


subject: Re: How to delete a save file with ACE?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wrong, it&#039;s at least 2 lines :)<br />[code]<br />ld hl, sMainDataCheckSum<br />inc [hl]<br />[/code]


subject: Re: The V,^,and &lt; game
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  ^ 3DS VC sucks. 3DS GBA VC is &quot;meh&quot;. Oh, also, I didn&#039;t play that.<br />&lt; My life feels like it&#039;s going down all of a sudden<br />V How many screens do you use your PC with?


subject: Re: Here I come, Chickasaurus
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I just beat the first boss! I like the designs and the feel of the world, and the way everything&#039;s wicked colorful and stuff. It&#039;s very dudeish. :)<br /><br />Does this one auto-save when I beat a level?


subject: Re: 1 glitch Pokemon is no longer cheat only
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: 0ErrorYT
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8434.msg210321#msg210321 date=1531950960]<br />Interesting! ^^<br /><br />Zeraora is currently being distributed in Japan, [url=https://bulbapedia.bulbagarden.net/wiki/List_of_local_event_Pok%C3%A9mon_distributions_in_Generation_VII#Fuura_City_Zeraora]according to Bulbapedia[/url].<br /><br />Do you know if it&#039;s possible to Wonder Trade those Zeraora? <br /><br />Edit: The Reddit post shown in the video says &quot;normally the wonder trade prevents any new PokÃ©mon from the &quot;Ultra&quot; games from being traded&quot;, so does this still require cheating?<br /><br />[/quote]<br />It seems to not care about Zeraora, i think why most cases happen with a cheated Zeraora is because without cheating, you can only get 1 from the movie, then get lucky enough to wonder tade to Sun and Moon and not Ultra sun and moon


subject: Re: Press Ctrl+V or Cmd+V or whatever and post
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  Please, before you yell at someone or call them an idiot, respect where t<br /><br />[quote author=ISSOtm link=topic=2738.msg210308#msg210308 date=1531928353]<br />The game is freeware homebrew anyways, so if it wasn&#039;t mine, it&#039;d still be fine to link to it. What we ban is linking to copyrighted ROMs (if that&#039;s not what we do, then I don&#039;t understand the policy :p)<br />[/quote]<br /><br />I mean, Aevilia is copyrighted too, it&#039;s just that you&#039;ve decided to grant a license to everyone letting them freely redistribute it. If it wasn&#039;t copyrighted, you wouldn&#039;t be able to do that, it&#039;d be completely out of your hands and at the mercy of the local jurisdiction. Which sometimes happens with public domain stuff where they don&#039;t explicitly state the rights granted, in countries that don&#039;t recognize the concept of public domain in the same way.<br /><br />What we do ban is linking to material, which is effectively redistributing it to everyone on the forum, where there has been no permission granted to redistribute it via this forum. (It would be perfectly fine if for some reason someone said &quot;You can only download this game through GCLF&quot;.)<br /><br />


subject: Re: Super Smash Bros. Ultimate
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oof, as the _other_ competitive player over here (I don&#039;t run my own tournaments or anything notable like that, though), I&#039;ve completely neglected to say anything.<br /><br />So, hmm. I have my reservations.<br /><br />Well, the first thing is that Switches are expensive. Really expensive. That&#039;s not Sakurai/Bandai Namco/the rest of the team&#039;s fault, but it&#039;s a barrier.<br /><br />The second is directional airdodges. Because that sort of implies only one airdodge before touching the ground (otherwise everyone will have infinite recovery). I dunno how I feel about that, personally. It&#039;s gonna take a lot to adjust to, more so than anything else I think.<br />In general it seems to be faster-paced, and I&#039;m just someone who prefers a mindgame-based metagame. I mean I have motor control issues and shit, I&#039;m simply not able to do complex long combos in rapid succession without thinking.<br /><br />I guess it wouldn&#039;t be so bad if people didn&#039;t act like Smash 4 was the worst game on the planet and we absolutely &quot;need&quot; to get rid of it. Like, people seem to be really doing that. I don&#039;t really think there&#039;s that much wrong with Smash 4 other than Bayonetta (which is another story). I enjoy Smash 4 tournaments. But people are like &quot;Yes!!! Finally we can get rid of Smash 4!!! Throw out all our Wii Us!!!!!!&quot;. That really sucks (also, the Wii U is a fine console IMO if you look at it for what it actually is).<br /><br />If TOs weren&#039;t threatening to eliminate Smash 4 from competitive existence, it&#039;d be fine. It&#039;d just be another game I can also play, and if it doesn&#039;t work out, stick to Smash 4. It seems to me like they could just coexist and you play either one depending on what kind of metagame you prefer.<br /><br />So that&#039;s why I&#039;m a bit ehhhhhhh about it at the moment.


subject: Re: The dream thread
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Had some dream that I was on a quest for fish and chips. Woke up before I got to eat any.<br /><br />Still wanted fish and chips while awake.... however, I don&#039;t live in the suburbs, so there&#039;s no _real_ fish and chip shops available nearby.<br /><br />I hate living in the city. This was a mistake on several levels.<br /><br />Oh also speaking of mistakes, sometimes I get actual nightmares about my ex-job and I wake up in a panic. Yay! Those are fun.


subject: Re: Nintindo DS Vs. Gamecube
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  To be fair I can imagine some company these days marketing their console as being similar to handguns, because &quot;...it shoots you in the face! BANG!... or it&#039;s really powerful!... or something!&quot;<br /><br />I guess that&#039;d be more a Microsoft thing to do than Nintendo.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Abwayax link=topic=8204.msg210097#msg210097 date=1530998802]<br />&quot;Gift&quot; is German for &quot;poison,&quot; so be careful during the holidays.<br />[/quote]<br /><br />...Huh. There&#039;s a GBC game called &quot;Gift&quot; that also has a German release called &quot;Gifty&quot; (with English text, so how about that). I guess that&#039;d be why. Can&#039;t have a game called &quot;Poison&quot;, that&#039;s a swear word.<br /><br />For those wondering it&#039;s like Zelda but not quite as good.<br /><br />...Apparently it was also a different big 3D game on PC/PS2 as well? So I guess this isn&#039;t just some obscure GBC game, it&#039;s the obligatory &quot;hey let&#039;s make a handheld version of this except not change the title because that would make sense&quot; game.


subject: Re: Here I come, Chickasaurus
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=Sherkel link=topic=8435.msg210325#msg210325 date=1531953071]<br />I just beat the first boss! I like the designs and the feel of the world, and the way everything&#039;s wicked colorful and stuff. It&#039;s very dudeish. :)<br /><br />Does this one auto-save when I beat a level?<br />[/quote]<br /><br />Awesome!&nbsp; :D Congrats :) and I&#039;m glad you&#039;re enjoying it! ^^<br /><br />Yes. It saves automatically each time you clear a stage.<br /><br />Additionally the game saves every time you touch the Mermaid&#039;s shell, and you can resume the game where you were.<br /><br />You can also create a suspend save (temporary save) from anywhere by pausing the game and resetting it while on the pause menu.


subject: Re: Press Ctrl+V or Cmd+V or whatever and post
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  Â¡<br /><br />(thoughts: inverted exclamation mark&#039;s similarity to lowercase &quot;i&quot; is confusing)


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=8204.msg210332#msg210332 date=1531969327]<br />Can&#039;t have a game called &quot;Poison&quot;, that&#039;s a swear word.<br />[/quote]<br />...What?


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=8204.msg210338#msg210338 date=1531989590]<br />[quote author=Zowayix link=topic=8204.msg210332#msg210332 date=1531969327]<br />Can&#039;t have a game called &quot;Poison&quot;, that&#039;s a swear word.<br />[/quote]<br />...What?<br />[/quote]<br /><br />[img]https://ih0.redbubble.net/image.238596281.0179/mp,550x550,matte,ffffff,t.3u1.jpg[/img]


subject: New glitch pokemon?
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  i was minding my glitch stuff until i did something by accident. Got a glitch Pokemon that i never seen before. his name is &quot;4&quot;<br /><br />[img]https://media.giphy.com/media/2UBzgGZyclwuzyOgkZ/giphy.gif[/img]<br /><br />i think it was never documented before. i think i discovered something. A new Gltich Pokemon.


subject: Re: New glitch pokemon?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=zdrmonster12 link=topic=8436.msg210346#msg210346 date=1532013779]<br />i was minding my glitch stuff until i did something by accident. Got a glitch Pokemon that i never seen before. his name is &quot;4&quot;<br /><br />[img]https://media.giphy.com/media/2UBzgGZyclwuzyOgkZ/giphy.gif[/img]<br /><br />i think it was never documented before. i think i discovered something. A new Gltich Pokemon.<br />[/quote]<br /><br />Sorry to say [url=https://glitchcity.info/wiki/GlitchDex/Y:197]4. . is already documented[/url], and all other possible glitch PokÃ©mon by hexadecimal identifier in English Generations I and II. :(<br /><br />However glad you got to find it for the first time. :)<br /><br />If you ever want to research new glitch PokÃ©mon there are a lot of non-English versions of the glitch PokÃ©mon which haven&#039;t had their data like moves learned documented which you could check out [url=https://glitchcity.info/wiki/List_of_glitch_Pok%C3%A9mon]here[/url]. The GameShark codes to get them for non-English European versions are generally the same as the English codes but the sixth digit of the code is +5 (so 01xxD8CF English Red/Blue would become 01xxDDCF non-English European Red/Blue and for non-English European Yellow it would be -1 of that so 01xxDCCF)). As for the Japanese versions they follow [url=https://glitchcity.info/wiki/Pok%C3%A9mon_Red,_Green,_Blue_and_Yellow_(JP)_GameShark_codes]this list[/url].<br /><br />Generation III and Generation VI/VII are full of undocumented glitch PokÃ©mon as well (65536 possible PokÃ©mon entries for each game), so a resource such as [url=https://forums.glitchcity.info/index.php?topic=2094.msg23867#msg23867]this[/url] may be of help.


subject: Re: New glitch pokemon?
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8436.msg210347#msg210347 date=1532015419]<br />Sorry to say [url=https://glitchcity.info/wiki/GlitchDex/Y:197]4. . is already documented[/url], and all other possible glitch PokÃ©mon by hexadecimal identifier in English Generations I and II. :(<br />[/quote]<br /><br />sorry to hear that :(


subject: What makes a PKMN TCG Deck legal/illegal
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  [color=red][/color][size=12pt][/size] Pokemon TCG![size=8pt][color=black][/color][/size]<br /><br /><br />So I&#039;m a noob at PKMN TCG&nbsp; and am building a deck of random cards, but don&#039;t want to get disqualified for banned cards so here are my&nbsp; questions.<br /><br />1.&nbsp; If the card is not banned but is old like say a old powered card from the first series could I use that, or can I only use the more recent 2018 cards?<br /><br />2. Just a rule check. If you lose a battle and the opponent has taken prize cards do they keep the prize cards or do I get them back?<br /><br />3. Is there only certain combinations you can use or can I make my own unique deck?


subject: Re: What makes a PKMN TCG Deck legal/illegal
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  1.<br />[quote author=Sherkel link=topic=8432.msg210314#msg210314 date=1531937352]<br />[quote author=Pokedude link=topic=8432.msg210303#msg210303 date=1531922147]<br />Well let me ask this. Is this deck legal for either local or even the championship? I mean I&nbsp; probably won&#039;t go to that any time soon but I need to know of this is a useable deck.<br />[/quote]Anything that is not in the [url=https://bulbapedia.bulbagarden.net/wiki/Rotation_(TCG)]current rotation[/url] isn&#039;t legal.<br />[/quote]<br /><br />2. They&#039;re your opponent&#039;s cards to begin with, so I&#039;m not sure what you&#039;re asking. Please play the game at least once before asking questions. Honestly, I&#039;d still recommend the GBC game if you want to learn the rules.<br /><br />3. You need at least one basic PokÃ©mon in your deck and 60 cards total, but as long as you observe those rules, anything in the current rotation is legal.


subject: Re: Official Battle Log Thread
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  All right, let&#039;s give this a shot. First ever Gen 7 battle, ladies and gentlemen! Here we go!<br /><br />[code]Battle between jkgajgaklga and Sherkel started!<br />jkgajgaklga sent out Arceus (Arceus-Rock)!<br />Go! Arceus!<br />Turn 1<br />Arceus used Stealth Rock!<br />Pointed stones float in the air around the opposing team!<br />The opposing Arceus used Will-O-Wisp!<br />Arceus was burned!<br />Arceus ate its Lum Berry!<br />Arceus&#039;s burn was healed.<br />Turn 2<br />jkgajgaklga forfeited.<br />Sherkel won the battle!<br />Ladder updating...<br />â˜†jkgajgaklga left.<br />jkgajgaklga&#039;s rating: 1000 â†’ 1000<br />(+0 for losing)<br />Sherkel&#039;s rating: 1000 â†’ 1040<br />(+40 for winning)<br />[/code]<br /><br />:P<br /><br />AGAIN:<br /><br />[code]Battle between Nubinho1234 and Sherkel started!<br />Nubinho1234 sent out mata guda (Giratina-Origin)!<br />Go! Arceus!<br />Turn 1<br />The opposing mata guda used Shadow Force!<br />The opposing mata guda vanished instantly!<br />Arceus used Toxic!<br />The opposing mata guda avoided the attack!<br />Turn 2<br />The opposing mata guda used Shadow Force!<br />It doesn&#039;t affect Arceus...<br />Arceus used Toxic!<br />The opposing mata guda was badly poisoned!<br />The opposing mata guda was hurt by poison!<br />Turn 3<br />Nubinho1234 forfeited.<br />Sherkel won the battle!<br />Ladder updating...<br />â˜†Nubinho1234 left.[/code]<br /><br />All right. For realsies this time:<br /><br />[code]Battle between Peeltoon and Sherkel started!<br />Peeltoon sent out Landorus!<br />Go! Arceus!<br />Turn 1<br />The opposing Landorus used U-turn!<br />Arceus lost 16.0% of its health!<br />The opposing Landorus went back to Peeltoon!<br />Peeltoon sent out Lugia!<br />Arceus used Stealth Rock!<br />Pointed stones float in the air around the opposing team!<br />Turn 2<br />Arceus used Toxic!<br />The opposing Lugia was badly poisoned!<br />The opposing Lugia used Toxic!<br />Arceus was badly poisoned!<br />Arceus ate its Lum Berry!<br />Arceus was cured of its poisoning.<br />The opposing Lugia was hurt by poison!<br />Turn 3<br />Sherkel has 135 seconds left.<br />Sherkel has 120 seconds left.<br />Arceus, come back!<br />Go! Marshadow!<br />The opposing Lugia used Defog!<br />Marshadow&#039;s evasiveness fell!<br />The pointed stones disappeared from around the opposing team!<br />The opposing Lugia restored a little HP using its Leftovers!<br />The opposing Lugia was hurt by poison!<br />Turn 4<br />Peeltoon has 135 seconds left.<br />Peeltoon withdrew Lugia!<br />Peeltoon sent out Genesect!<br />[Opposing Genesect&#039;s Download!]<br />The opposing Genesect&#039;s Attack rose!<br />Marshadow used Substitute!<br />Marshadow put in a substitute!<br />Marshadow lost 24.9% of its health!<br />Turn 5<br />The opposing Genesect used U-turn!<br />It&#039;s not very effective... <br />The substitute took damage for Marshadow!<br />The opposing Genesect went back to Peeltoon!<br />Peeltoon sent out Landorus!<br />Marshadow used Spectral Thief!<br />A critical hit! <br />The opposing Landorus lost 80% of its health!<br />Turn 6<br />Marshadow used Shadow Sneak!<br />The opposing Landorus lost 20% of its health!<br />The opposing Landorus fainted!<br />Peeltoon sent out Lugia!<br />Turn 7<br />Sherkel has 135 seconds left.<br />Marshadow surrounded itself with its Z-Power!<br />Marshadow unleashes its full-force Z-Move!<br />Marshadow used Soul-Stealing 7-Star Strike!<br />It&#039;s super effective! <br />The opposing Lugia lost 88% of its health!<br />The opposing Lugia fainted!<br />Peeltoon has 135 seconds left.<br />Peeltoon sent out Genesect!<br />[Opposing Genesect&#039;s Download!]<br />The opposing Genesect&#039;s Attack rose!<br />Turn 8<br />The opposing Genesect used U-turn!<br />It&#039;s not very effective... <br />Marshadow&#039;s substitute faded!<br />Peeltoon has 135 seconds left.<br />Peeltoon has 120 seconds left.<br />The opposing Genesect went back to Peeltoon!<br />Peeltoon sent out Reshiram!<br />[Opposing Reshiram&#039;s Turboblaze!]<br />The opposing Reshiram is radiating a blazing aura!<br />Marshadow used Spectral Thief!<br />The opposing Reshiram lost 43% of its health!<br />Turn 9<br />Sherkel has 135 seconds left.<br />Marshadow used Substitute!<br />Marshadow put in a substitute!<br />Marshadow lost 24.9% of its health!<br />The opposing Reshiram surrounded itself with its Z-Power!<br />The opposing Reshiram unleashes its full-force Z-Move!<br />The opposing Reshiram used Inferno Overdrive!<br />Marshadow&#039;s substitute faded!<br />Turn 10<br />Marshadow used Substitute!<br />Marshadow put in a substitute!<br />Marshadow lost 24.6% of its health!<br />The opposing Reshiram used Blue Flare!<br />Marshadow&#039;s substitute faded!<br />Turn 11<br />Marshadow used Substitute!<br />Marshadow put in a substitute!<br />Marshadow lost 24.6% of its health!<br />The opposing Reshiram used Blue Flare!<br />Marshadow&#039;s substitute faded!<br />Turn 12<br />Peeltoon withdrew Reshiram!<br />Peeltoon sent out Genesect!<br />[Opposing Genesect&#039;s Download!]<br />The opposing Genesect&#039;s Attack rose!<br />Marshadow used Endeavor!<br />The opposing Genesect lost 99% of its health!<br />Turn 13<br />Marshadow used Shadow Sneak!<br />The opposing Genesect lost 1% of its health!<br />The opposing Genesect fainted!<br />Peeltoon sent out Deoxys (Deoxys-Defense)!<br />[Opposing Deoxys&#039;s Pressure!]<br />The opposing Deoxys is exerting its pressure!<br />Turn 14<br />Marshadow used Endeavor!<br />The opposing Deoxys lost 99% of its health!<br />Marshadow is hurt by the opposing Deoxys&#039;s Rocky Helmet!<br />Marshadow fainted!<br />The opposing Deoxys used Stealth Rock!<br />Pointed stones float in the air around your team!<br />Go! Arceus!<br />Pointed stones dug into Arceus!<br />Turn 15<br />Arceus used Extreme Speed!<br />The opposing Deoxys lost 1% of its health!<br />Arceus is hurt by the opposing Deoxys&#039;s Rocky Helmet!<br />The opposing Deoxys fainted!<br />Peeltoon sent out Reshiram!<br />[Opposing Reshiram&#039;s Turboblaze!]<br />The opposing Reshiram is radiating a blazing aura!<br />Turn 16<br />The opposing Reshiram used Blue Flare!<br />Arceus lost 55.0% of its health!<br />Arceus fainted!<br />Sherkel has 135 seconds left.<br />Go! Groudon!<br />Pointed stones dug into Groudon!<br />Groudon&#039;s Primal Reversion! It reverted to its primal state!<br />[Groudon&#039;s Desolate Land!]<br />The sunlight turned extremely harsh!<br />Turn 17<br />The opposing Reshiram used Draco Meteor!<br />Groudon lost 88.3% of its health!<br />The opposing Reshiram&#039;s Special Attack fell harshly!<br />Groudon used Earthquake!<br />It&#039;s super effective! <br />The opposing Reshiram lost 56% of its health!<br />The opposing Reshiram fainted!<br />Peeltoon sent out Mewtwo!<br />[Opposing Mewtwo&#039;s Pressure!]<br />The opposing Mewtwo is exerting its pressure!<br />Turn 18<br />The opposing Mewtwo&#039;s Mewtwonite Y is reacting to the Key Stone!<br />The opposing Mewtwo has Mega Evolved into Mega Mewtwo!<br />The opposing Mewtwo used Hidden Power!<br />It&#039;s not very effective... <br />Groudon lost 5.6% of its health!<br />Groudon fainted!<br />The harsh sunlight faded.<br />Sherkel has 135 seconds left.<br />Go! Xerneas!<br />Pointed stones dug into Xerneas!<br />[Xerneas&#039;s Fairy Aura!]<br />Xerneas is radiating a fairy aura!<br />Turn 19<br />The opposing Mewtwo used Hidden Power!<br />It&#039;s super effective! <br />Xerneas lost 49.9% of its health!<br />Xerneas used Moonblast!<br />A critical hit! <br />The opposing Mewtwo lost 93% of its health!<br />Turn 20<br />The opposing Mewtwo used Hidden Power!<br />It&#039;s super effective! <br />Xerneas lost 37.7% of its health!<br />Xerneas fainted!<br />Go! Deoxys (Deoxys-Attack)!<br />Pointed stones dug into Deoxys!<br />[Deoxys&#039;s Pressure!]<br />Deoxys is exerting its pressure!<br />Turn 21<br />Deoxys used Extreme Speed!<br />The opposing Mewtwo lost 7% of its health!<br />The opposing Mewtwo fainted!<br />Sherkel won the battle![/code]<br /><br />Stumbled a bit towards the end when he brought Mewtwo out. Only to be expected when starting off.


subject: You are Bob!
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh man, this brings back memories. I&#039;ve wanted to start this again for 7 years but couldn&#039;t find a good forum to do so. Found this on NK forums at around 7 and it was so fun (as a 7 year old of course) and wanted to see if it would take off again. Try not to turn this to the NK version that ended in a flame war causing the post to be closed. Blog post done, here&#039;s the game.<br /><br />Basically you are Bob and can control him either with options from the last post or be creative. I&#039;ll start.<br /><br />Bob is in his house. His clock alarm goes off.<br />A. Turn off the alarm<br />B. Ignore the alarm<br />C. Destroy the clock<br />D. Take a bite out of the clock


subject: Re: 1000 Ways to get kicked out of Wal-Mart/Target
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  220. Try and recreate the Fortnite shopping cart mechanics<br />221. Pee in lemonade bottles and put them on the shelf


subject: Re: You are Bob!
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  After taking a bite out of the clock, Bob gets a shock from doing so. He decides to:<br />A. Get in his car<br />B. Call 911<br />C. Do nothing<br />D. Take legal action against the clock maker<br />(by the way after choosing an option you should add more options and put some story)


subject: Re: You are Bob!
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A. Get in his car<br /><br />Remembering how much he enjoys the taste of clocks, he takes the rest of the alarm clock with him in the car to go to the mall and buy cheap clocks. While he&#039;s driving, he takes another bite out of it, but realizes he forgot about the electric shock! His loss of control causes the car to crash into the side of the road.<br /><br />A. Call some car repair dudes<br />B. Walk the rest of the way to the mall<br />C. Try to start the car again<br />D. Take legal action against the maker of the first clock


subject: Re: You are Bob!
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  D. Take legal action against the maker of the first clock<br />Bob walks out of the car and calls his lawyer. He says<br />A. &quot;I ate a clock and crashed my car, can you give me free money?&quot;<br />B. &quot;A clock shocked me, causing me to crash my car. I&#039;d like to press charges.&quot;<br />C. Babble incoherent nonsense<br />D. &quot;Psst! You got any clocks?&quot;


subject: Re: You are Bob!
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  A. &quot;I ate a clock and crashed my car, can you give me free money?&quot;<br /><br />Your lawyer answers his phone. He says<br />[quote=Your lawyer]Oh, hello. I was just working on a multimillion dollar lawsuit for one of my clients. I know what you&#039;re thinking: &#039;Yeah, a lawsuit sounds good, but who can I sue?&#039; Who can YOU sue? The clock company! The car company! The store where you bought the clock! The dealership where you bought the car! The place the car last got inspected! The factory where the clock was made! The ore vein where the raw materials used to make the clock were originally mined! The possibilities are limitless! &#039;But how can I sue these people if I knowingly ate the clock? I have no grounds!&#039; Hey, do me a favor: let me answer that question in person.[/quote]<br /><br />How do you answer?


subject: MOVED: You are Bob!
poster_name: Sherkel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: moved
body:
  This topic had been moved to [url=http://forums.glitchcity.info/index.php?board=19.0]Role Plays[/url]. However, this topic has been moved back to [url=http://forums.glitchcity.info/index.php?board=18.0]Forum Games[/url]. After looking through each one, I think it isn&#039;t quite an &quot;RPG&quot; in the way the others are.<br /><br />[url=http://forums.glitchcity.info/index.php?topic=8438.0]http://forums.glitchcity.info/index.php?topic=8438.0[/url]


subject: Re: You are Bob!
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I answer &quot;Ok, meet me at the mall. I would like to eat more clocks for... More evidence.&quot;<br />A. Lawyer comes to mall<br />B. Nearby person chucks a burning burger at you<br />C. Someone nearby pees themselves <br />D. All of the above<br />


subject: Re: You are Bob!
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  D. All of the above<br /><br />You go on your phone and hire a driver to get you to the mall. Out of nowhere, you suddenly see a ball of fire flying at you. In the instant before the would-be impact, you duck out of the way and see it land on your car. When you turn to look at it, you can see it was a burger that was on fire. A dude walks up to you and says &quot;Sorry about that! I thought that burger was a cigarette, but when I lit it, I was in for quite the surprise!&quot;<br /><br />&quot;What the hell, man?! My car&#039;s on fire now because of you!&quot; You yell angrily.<br /><br />He looks over at the grotesque conflagration growing on the side of the road and says, &quot;Oh...well at least you weren&#039;t in the car when I threw it!&quot;<br /><br />&quot;That&#039;s it! I&#039;m suing you! And the burger joint you ordered that from! AND the company that makes those lighters!&quot; You declare.<br /><br />Just then, your driver approaches the scene, and has to stop suddenly due to the argument happening in the middle of the road and the burning car on the side, which is now starting to ignite some grass next to it. They&#039;re so shocked that their incontinence makes them wet their underwear, and they quickly have to veer to the safe area on the opposite side of the road to the fire.<br /><br />&quot;What&#039;s going on?! I need to get through here. Someone hired me to drive them to the mall,&quot; she says.<br /><br />&quot;That was me!&quot; You say.<br /><br />You get in her car and are driven to the mall. However, when you see that their pants are wet, you decide to sue them for driving you in an unclean car. Oh, AND the ridesharing company that contracted her. You see your lawyer at the entrance of the mall, and read off your list of complaints.<br /><br />&quot;All right! You have come to the right lawyer, my friend! Let&#039;s sue them all! There&#039;s just one problem: we can&#039;t do that many cases at once, so who would you like to sue first?&quot;<br /><br />Who do you sue first?


subject: Re: You are Bob!
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Bob decided to sue the man who threw the burger first. It turns out the man with the burger followed Bob to the mall. He gets very mad, and begins chasing you with a lighter. <br />A: Bob Attempts to take the lighter from the man<br />B: The lawyer tries to set up his portable courtroom<br />C: Bob attempts to run<br />D: Bob yells for help


subject: Re: You are Bob!
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  B. The lawyer tries to set up his portable courtroom<br /><br />The lawyer reveals a figurine of a building resembling the Parthenon and holds it high in the air, yelling &quot;Come out, courtroom!&quot;<br /><br />The figurine quickly expands to the full size of the courthouse, and falls neatly into the middle of the mall&#039;s hallway. It&#039;s wide enough that nobody can walk around it.<br /><br />A. Bob and the lawyer run into the courthouse and are followed by the dude with the lighter<br />B. The dude with the lighter gets scared and tries to leave<br />C. Mall security arrives on the scene<br />D. The dude with the lighter mistakes the courthouse for a cigarette and tries to light it


subject: Re: You are Bob!
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A. Bob and the lawyer run into the courthouse and are followed by the dude with the lighter<br />As Bob and the lawyer run into the courthouse, the man with the lighter accidently burns his eyes, causing his vision to decrease significantly. The man with lighter screams &quot;ALRIGHT, YOU&#039;RE DEAD!&quot; He decides to<br />A: Try to burn the courthouse down<br />B: Sit down at the defendant&#039;s podium<br />C: Leave to get another burger to light<br />D : Pulls out his cell phones and calls (someone)


subject: Crystal Glitches
poster_name: American Doggo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Just finished my &quot;glitchthrough&quot; of pokemon Yellow now im looking to do another for Crystal. Does anyone have any good glitch suggestions? 


subject: Re: Crystal Glitches
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=https://glitchcity.info/wiki/Time_Capsule_exploit]Time Capsule exploit[/url], [url=https://glitchcity.info/wiki/Get_all_three_starters_(Generation_II)]all three staters glitch[/url] and the [url=https://glitchcity.info/wiki/Pok%C3%A9mon_cloning_(Generation_II)]cloning glitch[/url].


subject: Re: Crystal Glitches
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  Hey American Doggo!<br /><br />These are a few others you may like to try:<br /><br />Arbitrary code execution methods for Crystal:<br />[url=https://www.youtube.com/watch?v=VtRFxxKW7mY]0x15 control character arbitrary code execution[/url]<br />[url=https://www.youtube.com/watch?v=BgCJxChdonc]TM33 arbitrary code execution[/url]<br /><br />Other glitches:<br />[url=https://glitchcity.info/wiki/Dude_full_box_glitch]Dude full box glitch[/url]<br />[url=https://glitchcity.info/wiki/Change_player_color_glitch]Change player color glitch[/url]<br />[url=https://glitchcity.info/wiki/Bad_clone_glitch]Bad clone glitch (party)[/url] (hard without Stadium 2 but article tells you how you can force one on emulator)<br />&gt;[url=https://glitchcity.info/wiki/Glitch_Unown]Glitch Unown[/url]<br />&gt;[url=https://www.youtube.com/watch?v=vzTUYQYk1vA]Roaming PokÃ©mon encounter manipulation[/url]<br />[url=https://www.youtube.com/watch?v=YTnJa_ea5F4]Bad clone glitch and change player sex (box version)[/url]<br />[url=https://www.youtube.com/watch?v=hmtdBzUMVhM]Multiple Odd Eggs[/url]<br />[url=https://glitchcity.info/wiki/Clair_gift_glitch]Clair glitch[/url]<br /><br />You may also be interested in more Generation II glitches listed [url=https://glitchcity.info/wiki/Category:Generation_II_glitches]here[/url].<br /><br />Have fun experimenting with the glitches ^^


subject: Re: You are Bob!
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  D. He pulls out his cell phone and calls his friend Phil the talking Infernape, who comes and uses Flamethrower to burn the court house down. What do you do?<br /><br />A. Escape in the lawyer&#039;s personal helicopter<br />B. Grab the man with the lighter&#039;s cell phone and call Wes and Rui from PokÃ©mon Colosseum to help snag the Infernape<br />C. Die somehow (either in the flames or another specified way) but end up in the after-life to intervene<br />D. All of the above


subject: Re: Official Battle Log Thread
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You&#039;re doing Gen 7 OU, right? Let&#039;s battle sometime -- I have a few teams that I&#039;ve put together.


subject: Re: Super Smash Bros. Ultimate
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m personally fine with the airdodge change -- you only get one airdodge, but you&#039;re able to airdodge again after you either touch the ground or you get hit by an attack. So, theoretically, you won&#039;t just airdodge once and then be vulnerable to uair juggles until the clock runs out.<br /><br />There&#039;s a pretty big concern about theft of Switches though, which is something that I&#039;m concerned about going forward for sure. To steal a Wii U from a tournament, you have to disconnect all the wires, collect those wires, and then grab the console and GameCube adapter itself before heading out. It&#039;s a complicated process (well, I haven&#039;t tried, but I can guess) that takes a bit of time to complete. On the other hand, the only thing someone would have to do to steal a Switch would be to remove the console from the dock and walk out. There&#039;s no real easy way to secure a Switch, too -- there&#039;ll likely be a risk of theft at tournaments until the creation of some standard solution.<br /><br />I think overall Smash 4 and Smash Ultimate are too similar to have differentiated playerbases. Melee and Smash 4 are much different because the mechanics of those games are worlds apart. The base gameplay is the same, but Melee has a much larger focus on techskill and heavy combo strings compared to the more mindgame, read-based Smash 4. Ultimate [i]sort of[/i] blends the two together, but right now seems like it&#039;ll have more similarities to Smash 4 than differences, meaning most players will make the switch. (pun not intended)


subject: Re: Super Smash Bros. Ultimate
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hmm... I guess the thing is, by the logic of &quot;people will steal this thing because it&#039;s easy to do so&quot;, people would be stealing Wii U Gamepads by now, as well as basically anything that isn&#039;t plugged into another thing. Some people leave their phones plugged into consoles here. So those should apparently be getting stolen, too. Maybe in other countries with Smash scenes this does happen, I dunno.<br /><br />Probably look to the Pokken scene for that, since I imagine they&#039;d all be playing the Switch version by now.<br /><br />


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: ImAFurry
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ImAFurry
icon: xx
body:
  Got one question unrelated to ACE.<br /><br />Is it possible to manipulate the IVs, Nature and shinyness of a Poke obtained by double corrupting another one?<br /><br />I have seen that by getting a corruption type 7 shiny one you can get (by giving the right EVs) a shiny, but what about IVs and nature? What is the best corruption type to manipulate it easily?


subject: Re: Official Battle Log Thread
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Nope, been doing Ubers. OU doesn&#039;t tend to be to my liking (well, Gen 1 and maybe Gen 3 OU aside). I&#039;d be pleased to battle you sometime, though! I think I&#039;ve at least kind of gotten used to Gen 7 Ubers now.


subject: Re: You are Bob!
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  D. All of the above<br /><br />&quot;What the hell, man?! This courthouse is on fire now because of you!&quot; You yell angrily.<br /><br />The dude looks around with his unseeing eyes at the billowing flames and then says, &quot;Oh...well at least you weren&#039;t in the courthouse when I set it on fire!&quot;<br /><br />&quot;Actually, I was!&quot; You yell, running up to the dude with the lighter in a rage and taking his phone. It&#039;s not a difficult task, considering he can&#039;t even see you. Suddenly, you feel a massive chill run through your body, unlike any sensation you&#039;ve ever experienced, and hear someone saying the words,<br /><br />[i]Snagem had gone, Cipher had gone. Now, the key to purifying Shadow PokÃ©mon is in the hero of Orre&#039;s sinister hand...<br /><br />[b]1 8 0 0 7 4 2 3 6 9 7[/b][/i]<br /><br />As soon as you regain your senses, you call the number you were told.<br /><br />&quot;At last, we have made contact. I see there is one more Shadow PokÃ©mon still lurking in this world. There&#039;s only one thing to do,&quot; the person on the other side says, before hanging up. The dude with the lighter fumbles around and finds a gavel on the floor. Thinking it&#039;s a cigarette, he asks his Infernape to light it. Infernape uses Flamethrower on the gavel, engulfing his owner in flames.<br /><br />&quot;Quickly! Get in!&quot; Your lawyer yells over to you, motioning you over to his helicopter he just summoned. You run in and hear the door shut behind you.<br /><br />&quot;Ever driven one of these things?&quot; Your lawyer asks you, getting into the driver&#039;s seat.<br /><br />&quot;Nope,&quot; you answer.<br /><br />&quot;Neither have I!&quot; He says. &quot;This is gonna be fun!&quot; He remarks, hitting some controls as the roar of the engine starts and the helicopter rises into the air. The two of you manage to escape the burning building.<br /><br />You fly around in the helicopter for a few minutes as your lawyer shakily maneuvers it.<br /><br />&quot;Uh oh,&quot; your lawyer suddenly says, the helicopter now angled slightly downward and headed toward the Orre Colosseum. &quot;I don&#039;t know what I just did, but I can&#039;t seem to control this thing now!&quot;<br /><br />As you try to figure out something to say and hit random buttons in hope something will change, the helicopter crash lands into the side of the Orre Colosseum, killing both of you instantly.<br /><br />[i]In that sleep of death, whatever dreams may come when we have shuffled off this mortal coil must give us peace.<br /><br />If you can wake up at a different time and in a different place from where you fell asleep, couldnâ€™t you wake up as a different person?[/i]<br /><br />-----<br /><br />You&#039;re sitting at your desk in an ornate legal office, working on a multimillion dollar lawsuit for one of your clients. You sign the bottom of a form with your name, &quot;Bob&quot;, and then hear your phone ring.<br /><br />A. Pick it up and answer it<br />B. Let it go to voicemail and continue working on your lawsuit<br />C. Get distracted by a clock in the corner<br />D. Notice a hamburger you had ordered earlier on your desk, but inexplicably think it&#039;s a cigarette


subject: Re: Crystal Glitches
poster_name: Wanderer1391
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You can also setup TM15 arbitrary code execution by following the guide here:<br />https://forums.glitchcity.info/index.php?topic=8126.0


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m at the part where I&#039;m double-corrupting the Smeargle clones.&nbsp; Your guide says I need 5 eggs from the clones.&nbsp; I assume this means 1 from each set of clones, right?&nbsp; Do I have to repeat the first leg of the double corruption until I get 5 eggs (without saving in between attempts)?&nbsp; It sounds like I would have to get quite lucky for that to happen.&nbsp; It seems necessary though, because I would think if I don&#039;t get all 5 off of a single attempt (let&#039;s say I get 2 eggs on my first try), if I were to do another attempt AFTER saving, those 2 eggs would be at risk to become bad eggs, right?


subject: Re: --- ----- Glitch Pokeon in Platinum?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [s]Bulbapedia&#039;s article on DPBox is somehow a ton more fleshed out than ours. What&#039;s protocol on copying from them?[/s]


subject: Re: Super Smash Bros. Ultimate
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=8378.msg210399#msg210399 date=1532399664]<br />I&#039;m personally fine with the airdodge change -- you only get one airdodge, but you&#039;re able to airdodge again after you either touch the ground or you get hit by an attack. So, theoretically, you won&#039;t just airdodge once and then be vulnerable to uair juggles until the clock runs out.<br /><br />There&#039;s a pretty big concern about theft of Switches though, which is something that I&#039;m concerned about going forward for sure. To steal a Wii U from a tournament, you have to disconnect all the wires, collect those wires, and then grab the console and GameCube adapter itself before heading out. It&#039;s a complicated process (well, I haven&#039;t tried, but I can guess) that takes a bit of time to complete. On the other hand, the only thing someone would have to do to steal a Switch would be to remove the console from the dock and walk out. There&#039;s no real easy way to secure a Switch, too -- there&#039;ll likely be a risk of theft at tournaments until the creation of some standard solution.<br /><br />I think overall Smash 4 and Smash Ultimate are too similar to have differentiated playerbases. Melee and Smash 4 are much different because the mechanics of those games are worlds apart. The base gameplay is the same, but Melee has a much larger focus on techskill and heavy combo strings compared to the more mindgame, read-based Smash 4. Ultimate [i]sort of[/i] blends the two together, but right now seems like it&#039;ll have more similarities to Smash 4 than differences, meaning most players will make the switch. (pun not intended)<br />[/quote]<br /><br />I&#039;ll be a security guard for the Switch for the right price (joking not joking), but yeah I would say<br />it&#039;s worth paying someone to make sure nothing gets stolen since there is a lot of equipment<br />and personal belongings, on top of not being able to trust people you don&#039;t know.<br /><br />That aside I am really liking the speed of Ultimate from what I can see in the videos,<br />hopefully it plays the same way because I recently tried to get back into Smash 4 and<br />it&#039;s just horrible, it feels so slow I can&#039;t bear to play. I hope Ultimate doesn&#039;t disappoint.


subject: Re: --- ----- Glitch Pokeon in Platinum?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=RETIRE link=topic=8421.msg210415#msg210415 date=1532514427]<br />Let me rewrite it since I&#039;ll know a lot more about it than bulbapedia thats for sure<br />[/quote]Awesome. Thank you. :D


subject: Hey, I'm new
poster_name: Asreal
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello! I&#039;ve been playing Pokemon for years and I love the glitches, which naturally led me here. I&#039;ve been looking for a community like this one for a while, and I&#039;m happy to be here!


subject: Re: Hey, I'm new
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ahoy-hoy.<br /><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]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Tabbender
icon: xx
body:
  [quote author=ImAFurry link=topic=6868.msg210403#msg210403 date=1532437311]<br />Got one question unrelated to ACE.<br /><br />Is it possible to manipulate the IVs, Nature and shinyness of a Poke obtained by double corrupting another one?<br /><br />I have seen that by getting a corruption type 7 shiny one you can get (by giving the right EVs) a shiny, but what about IVs and nature? What is the best corruption type to manipulate it easily?<br />[/quote]<br /><br />Nature and shinyness aren&#039;t part of the data substructures ( https://bulbapedia.bulbagarden.net/wiki/PokÃ©mon_data_substructures_in_Generation_III ), so you can&#039;t manipulate them via corruption, however IV&#039;s can be manipulated.<br /><br />If misc is read on growth, IV&#039;s are read on experience.<br />If misc is read on attacks, IV&#039;s are read on moves 3 and 4.<br />If misc is read on EV&#039;s, IV&#039;s are read on SpAtk and SpDef EV&#039;s, as well as Coolness and Beauty.<br /><br />[quote author=Misdreavus link=topic=6868.msg210412#msg210412 date=1532504334]<br />I&#039;m at the part where I&#039;m double-corrupting the Smeargle clones.&nbsp; Your guide says I need 5 eggs from the clones.&nbsp; I assume this means 1 from each set of clones, right?&nbsp; Do I have to repeat the first leg of the double corruption until I get 5 eggs (without saving in between attempts)?&nbsp; It sounds like I would have to get quite lucky for that to happen.&nbsp; It seems necessary though, because I would think if I don&#039;t get all 5 off of a single attempt (let&#039;s say I get 2 eggs on my first try), if I were to do another attempt AFTER saving, those 2 eggs would be at risk to become bad eggs, right?<br />[/quote]<br /><br />If the corruption is set up correctly, you shouldn&#039;t be able to get an egg without getting all 5, because all sets of clones get corrupted the same way. If you get less than 5 eggs, there must be something wrong with at least one of your Smeargles.


subject: Re: You are Bob!
poster_name: 0ErrorYT
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  C and D.<br />Bob notices a clock in the corner that he wants to eat, but first wants a cigarette. He picks up the burger and lights it, realizes his mistake and<br />A. Throws the burning burger across the room<br />B. Tries to smoke it anyway<br />C. Answers the phone with the burger in his hand<br />D. Tries to put out the burger<br />E. Ignore the burger and try to eat the clock


subject: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: exclamation
body:
  First off, some story.<br />So, the other day, I was observing Hex C1 (ã‚¥) and try to figure out why it crashes the game and then something happened which it happened to be caught on video!<br />[url=https://www.youtube.com/watch?v=ieuJ1O36gtQ]https://www.youtube.com/watch?v=ieuJ1O36gtQ[/url]<br />I was thinking if that&#039;s really the cause of the crash which was a solution, or was it a coincidence? The next day afterwards, I tried that possible solution again, and surely enough, it worked without crashing!<br />So, the solution was this that I remembered from the 4 4 true cry follow-up video. Thanks TheZZAZZGlitch!<br />[b]&quot;Freezing the sound bank values: C0EF and C0F0&quot;[/b]<br />So the true main cause of the crashing is the sprites corrupting the sound bank to invalid values around 99% of a time for Pokemon with Pokedex #205 and #211, while it&#039;s 100% or constant for Pokemon with Pokedex #224 ($ED and $EF), #245 ($E2, $E5, and $E8) and #255 ($F5).<br /><br />Sound bank crashes seem more vulnerable in Red/Blue than Yellow. Yellow Missingno. crashes for a different reason more than just a sound bank corruption. But I can&#039;t say that for sure.<br /><br />Finally, here are the revealed front sprites and $F5&#039;s backsprite! This was done on BGB.<br />[url=https://www.youtube.com/watch?v=jjwYjcw9w_U]https://www.youtube.com/watch?v=jjwYjcw9w_U[/url]<br /><br /><br />The #224, #245, and #255 family glitch pokemon behaves like 4 4 in Yellow, however it will crash the time it appears with lines or does the cry from that particular glitch Pokemon it is sent out and just freezes. There seem to be 6 of these in Red/Blue, while it&#039;s 4 in Yellow. 3 if you don&#039;t count the purple glitch screen one. ($E9)<br /><br />The #205 and #211 sprites however, differ so much that it&#039;s depended on timing if save states are done. When it&#039;s encountered in a wild, it appears as a trainer instead. This was proven in the video as well with $C1. It&#039;s pretty much impossible to get an accurate picture from it. Although, the differ doesn&#039;t occur in VBA, but that&#039;s to be expected on a non-accarute emulator. Possibly due how it does the corruption, when those sprites finally appear, most of the time it likes to cause the low-pitched channel of Hitmonchan&#039;s cry over its usual one, but sometimes it will play the usual cry afterwards anyway.<br /><br />Finally, $F5&#039;s backsprite is constant, but it always messes up the current music which likely touched the sound bank values as well. The short glitch music before it finally comes out is always the same with sometimes a different start though.<br /><br />And there you have it. I don&#039;t know how useful this information will be, but I&#039;m glad I figured it out and solved my objective. However, I don&#039;t think there&#039;s a way with glitches to freeze addresses like that in-game. I don&#039;t think 8F can perform an action that makes the values stay fixed, but I could be wrong.<br /><br />Thank you.<br />


subject: Re: Super Smash Bros. Ultimate
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=8378.msg210400#msg210400 date=1532420145]<br />Hmm... I guess the thing is, by the logic of &quot;people will steal this thing because it&#039;s easy to do so&quot;, people would be stealing Wii U Gamepads by now, as well as basically anything that isn&#039;t plugged into another thing. Some people leave their phones plugged into consoles here. So those should apparently be getting stolen, too. Maybe in other countries with Smash scenes this does happen, I dunno.<br />[/quote]<br /><br />Hmm. Might be the size of your locals, maybe? I know we&#039;ve had instances at larger (40+ attendees) events here where laptops, controllers, and even entire consoles have been stolen right under the TOs noses. So it definitely happens.<br /><br />My one thought was just bringing Switch docks to tournaments and then having players bring their entire consoles, docking their console when they have a match to play, and undocking it after the match. That would require every player to have a Switch, though, which might be a tall order.<br /><br />Looking at the Pokken scene is a good idea.


subject: Re: Official Battle Log Thread
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s not that hard to look one up. Don&#039;t believe for a second I put any time into [i]building[/i] the team. :P I prefer to leave that to those who know what they&#039;re doing.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: ImAFurry
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]If misc is read on growth, IV&#039;s are read on experience.<br />If misc is read on attacks, IV&#039;s are read on moves 3 and 4.<br />If misc is read on EV&#039;s, IV&#039;s are read on SpAtk and SpDef EV&#039;s, as well as Coolness and Beauty.[/quote]<br /><br />Can I get an example of how the conversion is? I. E.: In the first example, I have 626657 experience. How would it be translated into IVs for Attack, Defense, etc?


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey!<br /><br />Sound banks seem as (un)reliable in R/B as in Yellow. If they seem less vulnerable, the reason is unrelated.<br /><br />Np, 8F cannot freeze the addresses. However, if OAM DMA is called before the audio code, it would be possible to use DMA hijacking to fix the sound banks.<br />And it appears that it IS the case!<br />Here&#039;s some code to fix the banks. It uses SMC to store the value of the last valid sound bank, and if the sound bank is invalid, then it restores it.<br />Note that this code MUST be placed at $DF00, otherwise it will NOT work properly.<br />[code]<br />&nbsp; ld a, [$C0EF] ; wAudioROMBank<br />&nbsp; call .checkBank<br />&nbsp; jr z, .bankOK<br />&nbsp; ld a, 0 ; @DF08<br />&nbsp; ld [$C0EF], a<br />&nbsp; ; Writing again is fine, it&#039;s a no-op and save instructions<br />.bankOK<br />&nbsp; ld [$DF09], a ; Modify ld instruction to save value<br /><br />&nbsp; ld a, [$C0F0] ; wAudioSavedROMBank<br />&nbsp; call .checkBank<br />&nbsp; jr z, .savedBankOK<br />&nbsp; ld a, 0 ; @DF18<br />&nbsp; ld [$C0F0], a<br />.savedBankOK<br />&nbsp; ld [$DF19], a<br /><br />; Set up vars for transfer<br />ld c, $46<br />ld a, $C1<br />ret<br /><br />.checkBank ; $DF25<br />&nbsp; cp 2 ; BANK(Audio1_UpdateMusic)<br />&nbsp; ret z<br />&nbsp; cp 8 ; BANK(Audio2_UpdateMusic)<br />&nbsp; ret z<br />&nbsp; cp $1F ; BANK(Audio3_UpdateMusic)<br />&nbsp; ret<br />[/code]<br />I may have gotten some addresses wrong, but I think I did OK. Here&#039;s the bytecode:<br />[code]<br />FA EF C0<br />CD 25 DF<br />28 05<br />3E 00<br />EA EF C0<br />EA 09 DF<br /><br />FA F0 C0<br />CD 25 DF<br />28 05<br />3E 00<br />EA F0 C0<br />EA 09 DF<br /><br />0E 46<br />3E C1<br />C9<br /><br />FE 02<br />C8<br />FE 08<br />C8<br />FE 1F<br />C9<br />[/code]<br /><br /><br />Glad to see someone use BGB, FINALLY!


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So, what am I suppose to do with the code exactly?&nbsp; :-\ I&#039;m a bit confused on how I should put in the memory debugger.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Tabbender
icon: xx
body:
  [quote author=ImAFurry link=topic=6868.msg210432#msg210432 date=1532638029]<br />[quote]If misc is read on growth, IV&#039;s are read on experience.<br />If misc is read on attacks, IV&#039;s are read on moves 3 and 4.<br />If misc is read on EV&#039;s, IV&#039;s are read on SpAtk and SpDef EV&#039;s, as well as Coolness and Beauty.[/quote]<br /><br />Can I get an example of how the conversion is? I. E.: In the first example, I have 626657 experience. How would it be translated into IVs for Attack, Defense, etc?<br />[/quote]<br /><br />The value is HP IV + (ATK IV)*32 + (DEF IV)*1.024 + (SPD IV)*32.768 + (SPATK IV)*1.048.576 + (SPDEF IV)*33.554.432 + (Is the pokemon still an egg ? (0 or 1)) * 1.073.741.824 + (Ability (0 or 1))*2.147.483.648<br /><br />The maximum you can obtain is 4294967295, or 0xFFFFFFFF.<br />The value you gave would translate to 0x00098FE1, so you can be sure at least SpAtk and SpDef IV&#039;s will be 0. Computing the specific value is quite time consuming though. If what you want is perfect IV&#039;s you can aim for a value of 0xBFFFFFFF (3221225471) or 0x3FFFFFFF (1073741823). Sadly getting these via experience is pretty much impossible. The best way is still to manipulate moves 3 and 4, however moves 0xBFFF, 0x3FFF and 0xFFFF seem impossible to Sketch, so that&#039;s an issue.<br /><br />EDIT: Actually pretty easy to compute the result, i was tired when i wrote the first part, sorry.<br /><br />What you have to do is go here https://www.dcode.fr/euclidean-division<br /><br />Then:<br />- Divide your number by 2147483648. The quotient will determine your pokemon&#039;s ability. Take the remainder.<br />- Divide the remainder by 1073741824. The quotient will determine weither it&#039;s still an egg or not (i have no idea how this works in game though. It&#039;s generally ignored while making a setup so maybe in this context it&#039;s irrelevant). Take the remainder.<br />- Divide the remainder by 33554432. The quotient will determine the SpDef IV&#039;s. Take the remainder.<br />- Divide the remainder by 1048576. The quotient will determine the SpAtk IV&#039;s. Take the remainder.<br />- Divide the remainder by 32768. The quotient will determine the Spd IV&#039;s. Take the remainder.<br />- Divide the remainder by 1024. The quotient will determine the Def IV&#039;s. Take the remainder.<br />- Divide the remainder by 32. The quotient will determine the Atk IV&#039;s. The remainder will determine the HP IV&#039;s.<br /><br />So in your case it&#039;s going to be:<br />Talent 0<br />Not an egg<br />0 SpDef<br />0 SpAtk<br />19 Spd<br />3 Def<br />31 Atk<br />1 HP


subject: Re: 8F Script Help, Simple Text Box
poster_name: Connor
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey guys, thanks for the help. I had moderate success with ISSOtm&#039;s method, but as soon as the message finishes printing, the textbox disappears. Is there another function I need to call so that the textbox only disappears once I press a button, or is there something else I&#039;m missing?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Misdreavus
icon: xx
body:
  Following [url=https://www.youtube.com/watch?v=9zNhX8tAQZg]this[/url], if Heart Caterpie is what was able to corrupt my Smeargle&#039;s TID and turn it into an egg, does that mean that the Unmarked Caterpie is what will corrupt my Smeargle&#039;s PID and finish off the double corruption?&nbsp; Or does it mean that the Heart Caterpie is for both?


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You must use either BGB&#039;s debugger or an in-game memory editor to put either the code or the bytecode at $DF00, then set up DMA hijacking to point to $DF00 (call $DF00 then ld [c], a)


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Tabbender link=topic=6868.msg210438#msg210438 date=1532773899]<br />You shouldn&#039;t have to change corruption initiators in the middle of a double corruption.<br />[/quote]Thanks.&nbsp; I just wasn&#039;t sure based on the wording.<br /><br />I&#039;m having no luck with the second end of the 5 Smeargle double corruption so I&#039;m just trying to see if I&#039;m doing anything wrong.&nbsp; I&#039;m using IPG and I got all 5 to turn into eggs.&nbsp; Do I need to &quot;reset&quot; IPG before the second corruption (withdraw a Pokemon to clear it, prep my party, and talk to the Fan Club reporter again)?&nbsp; What I did after activating IPG was:<br /><br />1. save in front of the PC<br />2. soft reset<br />3. open menu and scroll up<br />4. check PC to see if proper corruption occurred; if not, repeat from step 2<br />5. remove everything but the 5 eggs from boxes 1-2 without selecting those eggs<br />6. clone Heart Caterpie (my TID corruption initiator) 5 times using cloning glitch Pokemon and place 1 before each egg<br />7. save and repeat steps 2-4.<br /><br />I&#039;ll also note that when I talk to the Fan Club reporter, the IPG Pokemon&#039;s name isn&#039;t &quot;rerererere...&quot; like I see in videos.&nbsp; It&#039;s just a long amount of nothing.&nbsp; It worked for the first end of the corruption, though, so I doubt this is a problem.


subject: I can't understand how luckytyphlosion's Crystal ACE setup is supposed to work.
poster_name: tstwizby
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve tried PMing a few times, but they haven&#039;t been responding, so I thought I&#039;d make an actual topic in case that helps.<br /><br />After doing a lot of research, I can understand a lot of how luckytyphlosions [url=https://pastebin.com/DaWmYHLF]setup for wrong pocket TM ACE[/url] in Crystal is supposed to work, but there are a couple of things that just don&#039;t make sense.<br /><br />Firstly, I&#039;m not sure what the purpose of using a potion to bring up the party menu is, especially the second time. I&#039;ve seen suggestions that it might somehow prevent reading the bad clone&#039;s name from crashing the game, but I&#039;m unsure of how.<br /><br />Secondly, there are a lot of assumptions I have to make due to not having a complete RAM map. Based on what I&#039;ve been able to find out, it seems very likely that the buffer containing the characters in the last-read mail starts at D002, the buffers for lost-item-count and last-viewed-item-count are at D10C/D10D. The guide doesn&#039;t say, but it seems like the three items used for the PC code need to be the only three in the PC since using TM48 rather than TM50 starts execution from the end of the balls pocket rather than from the beginning of PC items. Finally, the value stored at DAFA is extremely important to the code, and I have no idea what value is stored there, though I very strongly suspect that its value is C3. I don&#039;t know what, if anything, is stored at D001, though execution of the mail code seems to start from there.<br /><br />Finally, the setup seems to rely on certain values being in the b and f registers at particular times. It seems to me like you shouldn&#039;t be able to know b&#039;s value at that point, and that the value for the f register is not the one you want. In particular, the value of af is stored to hl and later is (probably) used as the address to write a jump instruction to. The address it should be written to is DA10, but the value it&#039;s set to is instead probably DA40. This may or may not matter in the short term, depending on what values are stored in between, but definitely limits potential for writing longer code in the future unless it&#039;s corrected after the fact.<br /><br />Aside from not understanding the purpose of the potion, I understand everything about the actual process. Can anyone answer any of these other questions/concerns?


subject: Glitch PokÃ©mon Species in the Gen 2 Leaks
poster_name: SEINO
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: exclamation
body:
  Hello guys! I&#039;ve recently joined the Glitch City Laboratories Forums, and I have decided to mess around with gameshark, and I eventually encountered this... thing. It&#039;s name is&nbsp; &quot;9A9YASEINO.&quot; I&#039;ll just shorten it to SEINO. SEINO. takes ?????&#039;s place in the Gen 2 leak. I don&#039;t have much info on this thing other than it&#039;s similar to missingno. Here&#039;s a wild pokemon encounter cheat. Set the XX to 00 to encounter this thing. 01XXD7CD<br /><br />&quot;This only works in the Pokemon Gen 2 Spaceworld leak!&quot;


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  Checks out on BGB. :)<br /><br />[img]https://i.imgur.com/ToNKX3y.png[/img]<br /><br />I think a better name would be 9 9 though, or GSBeta:00. &quot;Seino&quot; is just the last two characters of &quot;ã‚„ã›ã„ã®&quot; (or &quot;é‡Žç”Ÿã®&quot;), meaning wild. I&#039;ll see if I can find out more [s]before someone else does[/s].


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: SEINO
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Can&#039;t wait to see what stuff ya&#039;ll will discover. Maybe some more glitch pokemon exclusive to this version?


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [quote author=SEINO link=topic=8447.msg210445#msg210445 date=1532799761]<br />Also, I figured out that it&#039;s sprite changes sometimes.<br />[/quote]<br />Yes, it seems to be undetermined until you start battling it (or one of a few...this is the same sprite it had in your post, after all). It&#039;s probably reading from memory locations that are prone to frequently changing.<br />[img]https://i.imgur.com/ndL6JAd.png[/img]<br /><br />Its only move seems to be Struggle. What I want to know, though, is if it actually knows Struggle or just doesn&#039;t have any moves. But I&#039;ll have to catch it first, the old-fashioned way. :P


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: SEINO
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  Just found a glitch trainer by changing the code to FF. This... THING.... changes the screen to black, some overworld sprites show up in random places, then after it tries to send a pokemon out, it crashes. Here&#039;s two screenshots.


subject: The Quest To Find Gen 2 Spaceworld Glitch Pokemon / Glitch Trainers
poster_name: SEINO
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Feel free to use this code to encounter some glitch pokemon/trainers!&nbsp; [01XXD7CD]<br /><br />Have fun, guys and gals!&nbsp; :)


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  I&#039;ve been messing around a bit on the ROM myself thanks to this thread, but not in any goal-oriented way. I&#039;ll move it to general glitch discussion for now.<br /><br />[url=https://github.com/pret/pokegold-spaceworld/blob/master/wram.asm]A RAM map for the Gold beta is here, as part of a disassembly of the ROM. Use this if you want to gather data along the lines of the GlitchDex.[/url]<br /><br />And here are a few more curiosities from my end, just because. No matter what, I couldn&#039;t seem to catch 9 9. I must have thrown at least 500 Ultra Balls at it. Some screenshots (you should use BGB, by the way):<br />[img]https://i.imgur.com/lANjhTd.png[/img] [img]https://i.imgur.com/e8XObM8.png[/img]<br />Hex 253 (252 freezes the game if you hit Start after selecting it) in the Battle Tester. I put it up against a trainer (Bug Catcher I believe) with a level 10 Bulbasaur, but ended up seeing a 9 9 instead, hybridized in some way with Meowth. On another attempt I got a softlock upon sending in hex 253, apparently due to glitch audio. This seemed to happen when I generated a wild battle rather than a trainer.<br /><br />[img]https://i.imgur.com/eyeqvZB.png[/img]<br />Super Nerd ãšãƒ‡ã”_ã˜ãƒ‚ãšã‚°ã¥ã‚¤ã‚­ sends in a Slowking/9 9 hybrid, meant to be a level 9 Bulbasaur.<br /><br />[img]https://i.imgur.com/sebsecO.png[/img]<br />Hex 253 enters the fray safely again, looking a bit different.<br /><br />[img]https://i.imgur.com/tZPK0Or.png[/img] [img]https://i.imgur.com/tZzOa74.png[/img] [img]https://i.imgur.com/ot6dy0D.png[/img] [img]https://i.imgur.com/kZXq6qP.png[/img]<br />Hex 253 in the Pokemon select menu. So far so good. As the GlitchDex entry suggests, it&#039;s Water and Psychic type. And as expected, no moves.<br /><br />Ah, try not to double post in the future, by the way. Use the &quot;Edit&quot; button.


subject: Re: The Quest To Find Gen 2 Spaceworld Glitch Pokemon / Glitch Trainers
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  No need for another thread. :P The real &quot;quest&quot; is getting enough knowledge of the ROM that we can grab the data properly and add them to the GlitchDex, as well as start searching for ways they can be used. I have nothing against messing around and taking screenshots, but the days of doing that as a means of &quot;glitch research&quot; are mostly gone.<br /><br />[url=https://github.com/pret/pokegold-spaceworld/blob/master/wram.asm]If you&#039;re looking to make headway into new findings in the data for this game, start here.[/url]


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: SEINO
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SEINO
icon: xx
body:
  Why not try and force the game to put him in the party? Here&#039;s some codes for future investigation.<br /><br />01XXD7CD - Changes Pokemon You Encounter<br />[If I can find more, i&#039;ll put them here later]<br /><br />I&#039;m sure someone can come up with gameshark codes to change the Pokemon in the first slot of your party.


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This seems like a really great find! I didn&#039;t think we&#039;d still be finding GlitchDex-related data in Gen I this far down the line.


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  In line 936 of wram.asm, we have<br />[code]wPartyMon1:: party_struct wPartyMon1 ; d6b2[/code]<br /><br />Having just started a new file, I can see a Cruz (hex 9E) in my team, and surely enough address $D6B2 is 9E. :) So that would be how to change the species. I&#039;ll get back to this later.


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: SEINO
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, at least we can add more to the glitchdex once we find all of the glitch pokemon in there. ^-^


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Tabbender
icon: xx
body:
  The problem certainly isn&#039;t due to your IPG setup or the reporter. The only point of that part is to get an empty slot as your first party slot. If you have one, you can perform the corruption regardless of how you got it, it&#039;s just the easiest way to get one.<br /><br />The thing is, since you&#039;re not cloning the eggs, your chances of getting the right corruption are significantly lower in the second part of the corruption than in the former. You may have to reset and try again a few dozens of times. If you gave a specific 4th move to the pokemon you&#039;re corrupting, you should be able to move its egg, allowing you to clone it and place them how you did for the first part of the corruption, which would increase your success rate.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Tabbender link=topic=6868.msg210459#msg210459 date=1532811706]<br />The problem certainly isn&#039;t due to your IPG setup or the reporter. The only point of that part is to get an empty slot as your first party slot. If you have one, you can perform the corruption regardless of how you got it, it&#039;s just the easiest way to get one.<br /><br />The thing is, since you&#039;re not cloning the eggs, your chances of getting the right corruption are significantly lower in the second part of the corruption than in the former. You may have to reset and try again a few dozens of times. If you gave a specific 4th move to the pokemon you&#039;re corrupting, you should be able to move its egg, allowing you to clone it and place them how you did for the first part of the corruption, which would increase your success rate.<br />[/quote]I do have an empty slot as my first party slot.&nbsp; According to [url=https://pastebin.com/qQ91bzuM]line 280 here[/url], I can&#039;t clone the Smeargle eggs, so I haven&#039;t tried to do that.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh, my bad then. I didn&#039;t do this step when i did the setup myself (i used the old Seedot way to get the items). Then you&#039;ll have to go with the 1/32 success rate, which will take quite some time but will work eventually.


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: clip
body:
  [quote author=ISSOtm link=topic=8447.msg210462#msg210462 date=1532883599]<br />By the way, please do not use VBA.<br />[/quote]I&#039;m disappointed, Isso. I expected more righteous indignation! :P<br /><br />Oh, by the way, these seem to already exist after all, thanks to Evie/Torchickens:<br />[url=https://glitchcity.info/wiki/GlitchDexJP/GS:000_(Nintendo_Space_World_1997_demo)]https://glitchcity.info/wiki/GlitchDexJP/GS:000_(Nintendo_Space_World_1997_demo)[/url]<br />[url=https://glitchcity.info/wiki/GlitchDexJP/GS:252_(Nintendo_Space_World_1997_demo)]https://glitchcity.info/wiki/GlitchDexJP/GS:252_(Nintendo_Space_World_1997_demo)[/url]<br />[url=https://glitchcity.info/wiki/GlitchDexJP/GS:253_(Nintendo_Space_World_1997_demo)]https://glitchcity.info/wiki/GlitchDexJP/GS:253_(Nintendo_Space_World_1997_demo)[/url]<br />[url=https://glitchcity.info/wiki/GlitchDexJP/GS:254_(Nintendo_Space_World_1997_demo)]https://glitchcity.info/wiki/GlitchDexJP/GS:254_(Nintendo_Space_World_1997_demo)[/url]<br />[url=https://glitchcity.info/wiki/GlitchDexJP/GS:255_(Nintendo_Space_World_1997_demo)]https://glitchcity.info/wiki/GlitchDexJP/GS:255_(Nintendo_Space_World_1997_demo)[/url]<br /><br />Learnsets and other tidbits are still needed, though.<br /><br /><br /><br />[img]https://i.imgur.com/jYfJINY.png[/img]<br />FC&#039;s Dex entry.<br /><br />[img]https://i.imgur.com/FocLFl0.png[/img]<br />FD&#039;s Dex entry. Its cry upon encountering it is fucking [i]FIRE[/i]. Would totally listen outside the game. It becomes Bulbasaur&#039;s otherwise though.<br /><br />[img]https://i.imgur.com/0eScpLl.png[/img]<br />00&#039;s Dex entry. A note on this one, though: I had to change CDD7 to 00 using Seino&#039;s code [i]while already[/i] battling FD in order to catch this one. Otherwise, [b][i]it will break out of a Master Ball[/i][/b]. Interestingly, sometimes it will shake once or twice. The &quot;stars&quot; animation while throwing the ball still plays. In a similar manner to &#039;M, the battle continues after catching it. Whatever was causing the catch rate to be the other PokÃ©mon&#039;s was no longer in effect by that point, though.<br /><br />[img]https://i.imgur.com/ZnoUP7C.png[/img]<br />FE&#039;s Dex entry. Similarly to 00, I had to modify the enemy species while in battle to catch it, but in this case it was because loading the front sprite freezes the game.<br /><br />[img]https://i.imgur.com/XC912Vz.png[/img]<br />Aaaand FF&#039;s. Same deal with the freezing. Nothing too interesting in the end.<br /><br />They all turn into Bulbasaur when caught, name included. So the Rhydon error trap still works the same way as in RBY.<br /><br />FC&#039;s cry: https://clyp.it/0n4znfnk?token=5aa5e326e21710bcaabbc45596ff53eb<br />FD&#039;s cry: https://clyp.it/gay45mcm?token=ac6b02f8630e067bef2de8a7089cc94a


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  Great find GlitchedPokemonStudent!<br /><br />[quote author=ISSOtm link=topic=8443.msg210439#msg210439 date=1532773994]<br />You must use either BGB&#039;s debugger or an in-game memory editor to put either the code or the bytecode at $DF00, then set up DMA hijacking to point to $DF00 (call $DF00 then ld [c], a)<br />[/quote]<br /><br />[quote author=GlitchedPokemonStudent link=topic=8443.msg210434#msg210434 date=1532716341]<br />So, what am I suppose to do with the code exactly?&nbsp; :-\ I&#039;m a bit confused on how I should put in the memory debugger.<br />[/quote]<br /><br />To clarify what OAM DMA hijacking involves, it means you alter a routine in the [url=http://gameboy.mongenel.com/dmg/asmmemmap.html]zero page[/url] region of the memory (specifically at FF80+) that runs anywhere in the game every frame(?) but more changes are needed if you want to fix things like the player&#039;s overworld sprites (see [url=https://glitchcity.info/wiki/OAM_DMA_hijacking]here[/url]). 8F can be used to set up OAM DMA hijacking; the easiest way is by using 8F to write C3 (YY XX) where YY XX in ISSOtm would be(?) 00 DF at FF80. This causes the game to constantly run the code at the pointer after the C3.<br /><br />Using OAM DMA hijacking to constantly write to memory addresses functions similarly to what a GameShark does. With GameShark codes it&#039;s arguably easier to set up than OAM DMA hijacking, but it&#039;s a neat exploit to try if you want to do this without a GameShark or don&#039;t have one.


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Great research SEINO and Sherkel! :)<br /><br />Yeah, I decided to document these glitch PokÃ©mon (other than glitch Unown) on the wiki but haven&#039;t added the TM/HM moves yet.


subject: Re: I can't understand how luckytyphlosion's Crystal ACE setup is supposed to work.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I think if I remember rightly the &#039;day control character&#039; ACE requires having a 0x15 0x00 sequence in memory, which then leads to the arbitrary code execution. Bringing up the party menu with the Potion may be a necessary step related to that, as I remember when doing this with [url=https://www.youtube.com/watch?v=VtRFxxKW7mY]another method[/url] (also credited to lucky) there was another method involving an Antidote x21, going to toss it but choosing no, and exiting out after pressing A on Cancel.<br /><br />I&#039;m not sure of the details other than that though, sorry. The execution pointers for Gold/Silver and Crystal can be found [url=https://glitchcity.info/wiki/TMHMDex]here[/url]. Looking at this with a brief glance I don&#039;t know what wrong pocket TM40 is for though as it executes code in ROM in Crystal.


subject: Re: I can't understand how luckytyphlosion's Crystal ACE setup is supposed to work.
poster_name: tstwizby
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You&#039;re remembering right, and a variation on the Antidote method (using the excess Flower Mails instead) is what they use in this case as well. If I&#039;m remembering right myself, the reason for this is that when parsing text, 0x15 tries to call a mobile function using the following byte as a parameter, and doesn&#039;t have the proper error checking when that byte is zero. Moving in the right pattern beforehand causes execution to return to right after the 0x15 0x00. The potion seems to be something unrelated, though I could see it having something to do with &#039;cleaning up&#039; the RAM in the area to prevent unwanted execution of code. I think you misunderstood my point regarding the flag register- the setup does put TM 15 into the items pocket, but rather than writing a jump to PC names at DA10, if I&#039;m properly understanding how the flag register works, it writes the jump at DA40. That said, thank you for the link! It&#039;s certainly good information to have.


subject: Re: Official Battle Log Thread
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Lol I think I like team-building more than actual battling. Coming up with wacky strategies or finding ways to use underutilized Pokemon is really enjoyable for me. What&#039;s your Showdown name? Next time I&#039;m on I&#039;ll look for you.


subject: Re: Official Battle Log Thread
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I definitely prefer the battling. Knowing the metagame is such a large part of teambuilding, and you can only learn it through battling, so I prefer working off of at least something. If I was as interested in competitive as I was in BW I might agree with you, though. My username on there is also Sherkel.


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  Honestly, I feel pretty useless at this amongst people like Isso, ZZAZZ, and yourself who can take one look at the debugger and know exactly how to find all the needed info. There&#039;s really no substitute for going directly to the source...but I do still want to help in whatever way I can while I&#039;m here.


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8447.msg210472#msg210472 date=1532920723]<br />Honestly, I feel pretty useless at this amongst people like Isso, ZZAZZ, and yourself who can take one look at the debugger and know exactly how to find all the needed info. There&#039;s really no substitute for going directly to the source...but I do still want to help in whatever way I can while I&#039;m here.<br />[/quote]<br /><br />Not at all. You&#039;re a great help!<br /><br />I feel similar sometimes as although I can do it, I&#039;m still not that good at programming and analysing code (TheZZAZZGlitch and ISSOtm are a lot better than me), but any research even if from observation is valuable.<br /><br />Actually what I did was look at the data/pokemon/base_stats directory in the disassembly, took the data for Bulbasaur (fushigidane), looked for the bytes in a hex editor and used extrapolation to find the glitch PokÃ©mon data based on [url=https://hax.iimarckus.org/files/missingno_explained.html]this[/url] (you just need to adjust the 0x383DE to the start of the data structure and 0x1C to the new size for the Space World demo).


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Misdreavus
icon: xx
body:
  [quote author=Tabbender link=topic=6868.msg210461#msg210461 date=1532847352]<br />Oh, my bad then. I didn&#039;t do this step when i did the setup myself (i used the old Seedot way to get the items). Then you&#039;ll have to go with the 1/32 success rate, which will take quite some time but will work eventually.<br />[/quote]Could there be something wrong with my Smeargle then?&nbsp; Could they possibly be the wrong corruption type or something?&nbsp; I&#039;ve SR&#039;d countless times and have had no luck.&nbsp; I know the odds are low, but with the number of times I&#039;ve done it, I&#039;d expect to have hit it by now.<br /><br />EDIT: Judging by the 4th table [url=https://www.petit-fichier.fr/2016/02/15/precisions-sur-les-sous-structures-de-la-gen-iii-en/precisions-sur-les-sous-structures-de-la-gen-iii-en.html]here[/url], my Smeargle have a corruption value of 7, which IIRC is what I want for this process of obtaining the glitch items.&nbsp; However, their PID is 8B6EF033, and according to the description in [url=https://www.youtube.com/watch?v=-LgQJEHBHdA]this video[/url], I need an unmarked Caterpie to corrupt Smeargle&#039;s PID since it begins with an &quot;8.&quot;&nbsp; In testing for TID corruption, it was a heart Caterpie that I needed in order to turn a Smeargle into an egg.&nbsp; Does this mean I should switch to unmarked Caterpie for the second end of the double corruption?&nbsp; Sorry, but I&#039;m a bit confused by the difference between PID and TID corruptions, despite knowing what PIDs and TIDs are.<br /><br />EDIT2: I&#039;m trying the unmarked Caterpie now, and on one attempt, the eggs turned back into Smeargle for some reason.&nbsp; I&#039;m still trying though.<br /><br />EDIT3: Looks like that means I didn&#039;t give the 1 HP EV to all of my Smeargle.&nbsp; Oops!&nbsp; At least I think I figured it out now, and I have backup clones of everything.<br /><br />EDIT4: While I finally got Bulbasaur holding a glitch item, I only got one from the 5 eggs.&nbsp; Aren&#039;t all 5 eggs supposed to become Bulbasaur at the same time?&nbsp; The other 4 were still [regular] eggs.


subject: Very minor box sprite oddity
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am unsure if this is known or covered but I couldn&#039;t find anything on it when searching through posts.<br />when scrolling boxes to the left, the wallpaper of the box you&#039;re currently looking at is incorrectly displayed in a section of the pokemon&#039;s viewing area at the left of the screen.<br /><br />When moving your box to the right, no glitchy sprite appears.<br /><br />https://www.youtube.com/watch?v=4lql1_DPDsg&amp;feature=youtu.be<br /><br />[img]https://i.imgur.com/myzqSOt.png[/img]<br /><br />This also seems to happen when changing the name of the box, but now it takes the sprite of the boxname area instead.<br /><br />I was working on a different glitch I called the &#039;instant boxing glitch&#039;, which Charmy helped me test.<br />When looking at a screenshot, I randomly noticed this very minor oddity;<br />I believe this occurs because this area is supposed to be seethrough but messes up the updating process.<br />


subject: Re: I can't understand how luckytyphlosion's Crystal ACE setup is supposed to work.
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Terribly sorry for being inactive here, as I don&#039;t normally check messages here. I&#039;ll PM you my Discord handle where you can contact me there.


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, thank you then!<br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=8447.msg210473#msg210473 date=1532949842]Actually what I did was look at the data/pokemon/base_stats directory in the disassembly, took the data for Bulbasaur (fushigidane), looked for the bytes in a hex editor and used extrapolation to find the glitch PokÃ©mon data based on [url=https://hax.iimarckus.org/files/missingno_explained.html]this[/url] (you just need to adjust the 0x383DE to the start of the data structure and 0x1C to the new size for the Space World demo).<br />[/quote]<br /><br />Ah, I see. That&#039;s simpler than I thought. I can definitely grab the TM/HM data with this.


subject: How does Pokemon Box: Ruby and Sapphire respond to glitch Pokemon?
poster_name: lanturnite
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  The â€œgameâ€ of Pokemon Box is rarely, if ever, talked about, and I couldnâ€™t find any discussion on this topic, so I was curious. Has anyone tried to transfer a Decamark variant, Bad Egg, one of the versions of â€œ?â€, or any other Gen 3 Pokemon to Pokemon Box?<br /><br />Iâ€™m not sure if the game would allow it, or at least even recognize it, so I think that itâ€™s be an interesting thing to see if it can store glitch Pokemon. Sorry if this has been discussed before, I couldnâ€™t find any information about it. ;;


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Using `C3` is wrong, because this is a jp instruction which does not return to the DMA routine and therefore fails to perform OAM DMA. Use the byte `CD` to instead encode a `call` instruction, which you then follow with `ld [c], a`.<br /><br />Be very careful when writing to this region, because modifying one byte at a time will crash the game, most certainly. Write a `ret` (C9) at the beginning of the routine to neutralize it (note that this will break sprites temporarily), and write the CD byte last of the 4 &quot;patch&quot; bytes.


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Maybe we&#039;re better, but we&#039;re also fairly inactive. I have my hands full with gb-asm-tutorial, Aevilia&#039;s rewrite, and my studies. So I&#039;m not a big help, therefore yours is welcome anytime.<br />Anytime!


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8447.msg210473#msg210473 date=1532949842]<br />any research even if from observation is valuable<br />[/quote]<br />isso got onto me for doing empirical testing a while back, still dunno why. (I was gonna put together a somewhat-rough RAM map of the demo, IIRC)


subject: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: xx
body:
  After a small vacationbreak I&#039;m back to cover some more new gen 4 related tech.<br />I&#039;d like to thank Charmy for helping me researching the possibility of transfering glitchpokÃ©mon using this glitch,<br />he was a big help.<br /><br />The instant boxing glitch makes use of mapscripts to trick the game into transfering migrated PokÃ©mon without<br />actually ever capturing them in Pal Park.<br /><br />To explain it, I made a video which goes very in depth: <br /><br />[url=https://youtu.be/WPIV0-SM4X4]https://youtu.be/WPIV0-SM4X4[/url]<br /><br />For people unable to watch it, here&#039;s a technical explanation behind the glitch.<br /><br />When we enter Pal Park outdoor&#039;s map a mapscript is ran that sets a couple of flags.<br /><br />Pal Park indoor also runs mapscripts, with a check for one of the flags set in Pal Park.<br />If this flag is set, the game will then load a function that will make you able to box your PokÃ©mon.<br /><br />But, there are three different ways of leaving the Outdoor map with only a single one that should<br />allow the player to box the PokÃ©mon.<br /><br />When leaving with the Warp / RETIRE menu you shouldn&#039;t be able to box PokÃ©mon, <br />for these two instances the flag is changed again.<br /><br />When capturing all 6 the flag isn&#039;t altered, meaning you&#039;re allowed to box the PokÃ©mon.<br />We can exploit this, since in the void you can enter Outdoor Pal Park (sets flag) and then Indoor Pal Park<br />which will run the mapscript and allow you to box your pokÃ©mon without capturing them.<br /><br />So what can this be used for?<br /><br />1) -Encountering a DPbox on the enemy side<br /><br />DPbox is a PokÃ©mon usually only existing out of 00 bytes, and can be encountered on the ally side <br />using glitched Partnermode or pomeg glitch. If you&#039;ve read my alt-RETIRE post, you know that we can write <br />grasstiles in the void. If you do the instant boxing glitch, the PokÃ©mon are copied from a portion of RAM to boxes, leaving 00 bytes.<br />For some reason their location in the encountertable is NOT wiped. This is important since usually you can&#039;t encounter DPbox in Pal Park since it doesn&#039;t have an assigned location. Since the location of the migrated PokÃ©mon isn&#039;t wiped, we can now encounter 6 DPbox in the void in Pal Park battles. We can even capture them, but they won&#039;t show up in your box.<br /><br />2) Forced boxing with full boxes<br />If you have all your boxes filled you usually can&#039;t participate in the Pal Park minigame since it gives a warning that your boxes are full.<br />When using the instant boxing glitch you skip the warning, meaning you can box migrated PokÃ©mon with full boxes. Where do they go?<br />Well, they dissapear entirely. This is most likely intentional behaviour to prevent overflows or crashes.<br /><br />3) The possibility to transfer glitchpokÃ©mon and bad eggs.<br />When I discovered the glitch, Charmy was so kind to help me research the possibility to transfer glitchpokÃ©mon.<br />By now we&#039;ve established that PokÃ©mon indexes higher than intended don&#039;t have an assigned location (or in DPbox&#039;s case, index 00).<br />We also know that we can skip the capturing, so naturaly we had to test if we could box glitchpokÃ©mon using this. <br />And as expected, they were boxed without any issue, no encounters required. <br />The only issue is that we have no proof that you can transfer them via the migration proces, since we had no way to test this in an efficient manor ourselves. Instead we injected thrash into the Pal Park RAM directly, and these did get boxed.<br /><br />All of what was listed above can be seen in the video too.


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  I saw your video. Amazing work, you and Charmy!<br /><br />So I wonder if there&#039;s a way to legitimately force glitch PokÃ©mon (other than -----) in the Pal Park data?


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8453.msg210485#msg210485 date=1533051408]<br />I saw your video. Amazing work, you and Charmy!<br /><br />So I wonder if there&#039;s a way to legitimately force glitch PokÃ©mon (other than -----) in the Pal Park data?<br />[/quote]<br /><br />Gues time will tell, I will certainly try to find any that will transfer, if it&#039;s not possible then that&#039;s quite unfortunate.


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  When you erase your save file with Up+Select+B does it fill the Pal Park PokÃ©mon buffers with 00 or FF? I wonder whether you could get glitch PokÃ©mon which show in the boxes that way.


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8453.msg210487#msg210487 date=1533052719]<br />When you erase your save file with Up+Select+B does it fill the Pal Park PokÃ©mon buffers with 00 or FF? I wonder whether you could get glitch PokÃ©mon which show in the boxes that way.<br />[/quote]<br /><br />Interesting question, I&#039;d assume it overwrites it with 00&#039;s since I&#039;ve never seen any glitchpokemon in my boxes, but the only way to be sure would be to test that with a wiped savefile and not resetting the console until you&#039;ve done the glitch


subject: Re: I can't understand how luckytyphlosion's Crystal ACE setup is supposed to work.
poster_name: tstwizby
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Don&#039;t worry about it! Thanks for the info, Discord isn&#039;t something I&#039;ve used before but enough things seem to have moved to it that I&#039;ll go ahead and try it out. It will likely be a day or two before I&#039;m comfortable enough with it to actually use it though.


subject: Re: How does Pokemon Box: Ruby and Sapphire respond to glitch Pokemon?
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Idk about glitch PokÃ©mon, but I did test glitch moves a few years ago. Though I&#039;ve made Deoxys, Jirachi, Ho-Oh and others, I&#039;ve never been able to create a glitch PokÃ©mon through corruption despite a lot of effort, so I can&#039;t really test it myself.<br /><br />https://forums.glitchcity.info/index.php?topic=6868.msg195747#msg195747<br /><br />When you try to transfer PokÃ©mon with glitch moves from Emerald to Ruby/Sapphire, the game freezes, so Box: R/S is in fact the only means of getting those moves into R/S.


subject: Re: Glitch PokÃ©mon cries for the wiki
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÄlian link=topic=7952.msg206887#msg206887 date=1505954284]<br />PLEASE FOR THE LOVE OF EVERY GOD EVER DO NOT MAKE THEM AUTOPLAYING AGAIN<br />[/quote]You certainly don&#039;t want that with FD from the GS beta. ;)<br /><br />Anyway, what&#039;s the status on this? Are embeds working? Have the files just not been added back yet? There still don&#039;t seem to be any cries in the RBY GlitchDex.


subject: Re: DecDex data bot (ambitious idea but might work?)
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  Oh, there was already a thread for this. Oh well.<br /><br />I think if we get the data extracted again, we should have a single &quot;Decamark&quot; page ([url=https://glitchcity.info/wiki/%3F%3F%3F%3F%3F%3F%3F%3F%3F%3F]this one[/url], though the title is a bit awkward when we have so many ?-filled titles) with the list of all the data extracted in .txt or .csv (whichever the program generates) as an external link at the bottom. Anything beyond a basic description of what they are is simply not important enough to warrant more pages, in my opinion.


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh my God, this is [i]ridiculously[/i] thorough. I don&#039;t have much else to say on this, but it&#039;s the first step forward in Gen 4 glitch PokÃ©mon species in [i]forever[/i], and possibly a useful exploit for other purposes too. Wonderful video style too. Just great work all around.


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8453.msg210494#msg210494 date=1533094818]<br />Oh my God, this is [i]ridiculously[/i] thorough. I don&#039;t have much else to say on this, but it&#039;s the first step forward in Gen 4 glitch PokÃ©mon species in [i]forever[/i], and possibly a useful exploit for other purposes too. Wonderful video style too. Just great work all around.<br />[/quote]<br /><br />Thank you so much ^Â°^


subject: Re: How to work around the loss of session data error
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Still getting it. Tried editing a normal page and got the red text version of the error, then still got it when trying to upload. I tried logging out and back in first.


subject: Re: How to work around the loss of session data error
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=Sherkel link=topic=8240.msg210496#msg210496 date=1533095431]<br />Still getting it. Tried editing a normal page and got the red text version of the error, then still got it when trying to upload. I tried logging out and back in first.<br />[/quote]<br /><br />Hmm, have you tried pressing submit on the normal page twice in a row (or did you get the error message then immediately try to upload)? Sorry I think my wording was unclear.


subject: Re: How to work around the loss of session data error
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Tried editing the normal page again...and got no error. Uploaded the file...and got no error. Wish I knew what caused it. Managed to get one screenshot up though, and hopefully more soon.


subject: Re: DecDex data bot (ambitious idea but might work?)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8302.msg210493#msg210493 date=1533093897]<br />Oh, there was already a thread for this. Oh well.<br /><br />I think if we get the data extracted again, we should have a single &quot;Decamark&quot; page ([url=https://glitchcity.info/wiki/%3F%3F%3F%3F%3F%3F%3F%3F%3F%3F]this one[/url], though the title is a bit awkward when we have so many ?-filled titles) with the list of all the data extracted in .txt or .csv (whichever the program generates) as an external link at the bottom. Anything beyond a basic description of what they are is simply not important enough to warrant more pages, in my opinion.<br />[/quote]<br /><br />I support this! I&#039;m unsure how Koolboyman originally dumped the data and I believe the file he linked on these forums no longer works, so I may try to contact him about it.


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Fair enough then!<br /><br />I added the Dex entries of the five glitch species to the wiki. I&#039;ll do the cries once I know where on the page they&#039;re supposed to go, and the TM/HMs when I&#039;m able to think straight.


subject: Literally random videos
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  It seems you can have quite some fun creating random videos (by this, the raw data bytes could contain data from [url=https://www.random.org/bytes/]random.org[/url], or an unrelated file, or similar).<br /><br />I took a full resolution AVI of my computer with some random windows opened for 3 minutes without doing anything, and then corrupted most of the AVI to have random hex values. Unfortunately it&#039;s now only a few frames long, but I got this beauty.<br /><br />[img]https://i.imgur.com/NZbmxtv.jpg[/img]<br /><br />With another type of AVI encoding, I got a cool animation after corrupting a video taken from DS Capture. I had to convert it into an MP4 first though as my computer wouldn&#039;t play the AVI:<br /><br />First second looped, low frame rate (as imgur wouldn&#039;t take it):<br /><br />[img]https://i.imgur.com/6dTWIEl.gif[/img]<br /><br />Video:<br /><br />https://imgur.com/a/TA843Fu<br /><br />You can corrupt WAV files to have arbitrary data as well, but unfortunately you may just get noise that isn&#039;t really interesting.<br /><br />In fact, you could modify the above video to look more like MissingNo. which would make a great animation.<br /><br />Edit: Rainbow MissingNo.:<br /><br />[img]https://i.imgur.com/iJKfDD5.png[/img]<br /><br />Edit 2:<br /><br />[img]https://i.imgur.com/ZTa0MJZ.jpg[/img]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That&#039;s no good. There&#039;s something wrong with your setup if you&#039;re not getting the same corruption pattern for all 5 sets


subject: Reorganizing the extended GlitchDex
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [url=https://glitchcity.info/wiki/List_of_glitch_Pok%C3%A9mon]As this page grows larger[/url], placing the only means to access it in a small link at the bottom of the English RBY GlitchDex doesn&#039;t seem like a good design choice anymore.<br /><br />Regarding the &quot;List of glitch PokÃ©mon&quot; page, I think the following changes would be a good idea:<br />[list]<br />[li]Split &quot;each GlitchDex&quot; into its own page and have this page link to them (for instance, German Red/Blue would have one page)[/li]<br />[li]Remove English RBY glitches from the list (they&#039;re already displayed quite prominently in the Balthasar GlitchDex)[/li]<br />[li]Remove notes on MissingNo. index numbers and cries (I don&#039;t know why it&#039;s there of all places, but feel free to explain)[/li]<br />[li]Link to it in the sidebar under &quot;Databases&quot;[/li]<br />[/list]<br /><br />Personally I think changes along these lines would make this part of the site far more presentable and allow the prestigious breadth of its content to appear out in the open instead of hidden behind opaque layers of navigation. However, I&#039;d like to hear some input on how they might be made more effectively (or not made at all?), especially as it&#039;s not my prerogative to make changes like this in the first place.<br /><br />[url=https://glitchcity.info/wiki/List_of_Pok%C3%A9mon_disassembly_projects]I think this should be linked in the sidebar too[/url].


subject: Re: Gen 2 Leak's Version Of MISSINGNO.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So...uhh...pretty sure I&#039;m not thinking gay anymore, but where is the starting point of the PokÃ©mon data in the G/S demo? There&#039;s no &quot;data&quot; folder in the disassembly like there is in pokered.


subject: Re: The newcomer and experienced user's guide to G/S/C Arbitrary Code Execution!
poster_name: yorshee
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: yorshee
icon: xx
body:
  Hi, I&#039;m new to the forums but I&#039;ve been silently following the Pokemon glitch scene for over a decade! That being said, I don&#039;t know a lick of programming knowledge, I just think exploiting the original programmer&#039;s oversights to accomplish all this cool stuff is great.<br /><br />All of this is pretty confusing to me but from what I&#039;ve read in the OP and done in-game in Pokemon Crystal, I&#039;ve managed to obtain a TM15 in my ball pocket, as well as used the Bad Clone ACE to execute these stored items, which is supposedly Crystal&#039;s version of the &#039;slide Pokemon&#039;:<br />PP Up x252<br />TM42 x18<br />TM27 x3<br />TM10 x(any quantity)<br /><br />Execute that, then toss some of â€˜em and execute again, then toss some more and execute a third time. The specifics are in the OP :P<br /><br />The OP states:<br />With all this done, everytime you use the TM from the Wrong Pocket with the PokÃ©mon in right place, code will be executed!<br />...so I don&#039;t need to do that every time, right? From the way OP worded it, it sounded like a one-time thing you&#039;d have to do.<br /><br />So now every time I use TM15, while having a Quagsire holding a TM50 and with Return as its first move as the first and only Pokemon in my party, it should run ACE from my stored items, correct?<br /><br />I&#039;m terrible at explaining things with words so I made a video detailing my problem: https://www.youtube.com/watch?v=zCtB00YE324 (sorry if some of the subtitles get cut off a bit, I got a new video-making program and I&#039;m still learning the ropes)<br /><br />Any explanations and help would be appreciated! :D


subject: Finding/Encountering Bad Eggs without cheats?
poster_name: BusXDriver
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  What strikes me as interesting is how uncommon it is for most people to encounter Bad Eggs without cheating; throughout many playthroughs of the Gen III Pokemon Games, Iâ€™ve both gotten and encountered Bad Eggs numerous times without cheating on legitimate cartridges.<br /><br />I had a Pokemon Ruby cartridge that my sister played on that really had a terrible spell of luck in terms of Bad Eggs. There were at least 2 instances I can recall where a wild pokemon was a Bad Egg, and one of the trainers in Watsonâ€™s gym had a Bad Egg. I remember once I tried trading with her, and when the game crashed during the trading sequence, every single one of her pokemon turned into Bad Eggs. Nothing we did could remedy it, besides turning off the save.<br /><br />In my Pokemon Sapphire cartridge, I remember one instance of simply turning on my game and seeing my party just full of Bad Eggs. In my Firered, my daycare had a Bad Egg and I never cheated once in that game.<br /><br />I cheated on my Pokemon Leaf Green cartridge and interestingly never encountered a Bad Egg, only an odd save error that forced me to delete the save.<br /><br />It seems that everytime I try to research Bad Eggs and why they happen, Iâ€™m always met with the conclusion that cheating is always the case when it isnâ€™t a lot of the time. The anti-cheat measures in these games are extremely finicky, and Iâ€™m assuming that the more physical wear the cartridge faces, the more this tends to happen. Iâ€™m absolutely not remembering things wrong, Bad Eggs were stuck in my memory before I even got a hold of a gameshark years later.<br /><br />Anyone else have similar experiences?


subject: Re: Glitch PokÃ©mon Species in the Gen 2 Leaks
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Keep in mind the disasm is extremely WIP. May be worth to check out shim.sym if they didn&#039;t remove it already.


subject: Re: Finding/Encountering Bad Eggs without cheats?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Are you sure they were legitimate cartridges? It&#039;s not just &quot;uncommon&quot; for players to encounter Bad Eggs without glitches or RAM modification, it&#039;s unheard of. My bet is that one or both were either fake cartidges containing bad dumps of the ROM (something very common in Gen III) or had [url=https://www.youtube.com/watch?v=JZrir8yHf2U]sustained damage such that they were playable but not in their intended state[/url]. A large amount of physical wear could be a possible reason. If you&#039;re able to dump the ROMs yourself (you just need an original DS or DS lite), I could compare them against clean ones.


subject: Re: Finding/Encountering Bad Eggs without cheats?
poster_name: BusXDriver
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If they were not legitimate they were extremely good fakes. They had holo stickers, Nintendo on the circuit board, the whole shebang. They worked with Colosseum, XD, 4th Gen Pokemon games (IIRC 3rd Gen fakes do not work on these games unless they have the correct save type.) Of course, Iâ€™m extrapolating with what I know based on memories when I was a kid, so until I find these cartidges weâ€™ll never know for sure. I will try my best to find them if I havenâ€™t lost them, and I will dump them for you to compare.


subject: Catch Arceus with any ingame location and '---------' location.
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: exclamation
body:
  Here I am with another glitch to showcase! This is not just a repost of Ganix&#039;s old route, trust me.<br />We all know it&#039;s possible to capture Arceus, but I wanted to write a route that would allow the player<br />to easily change the capture location of that Arceus. <br /><br />Arceus&#039; script moves you up, which can cause us to be moved into a new map id in the void.<br />By manipulating what map is above the map we call the script in, we can modify Arceus&#039; capture location.<br /><br />The route I came up with achieves all of the following:<br />You can choose any ingame map, or &#039;----------&#039; as capture location<br />You can recapture Arceus infinitely<br />You can modify the capture location inside the void to capture Arceus from all locations ,<br />with only a few seconds of work. Not requiring leaving the void.<br />You can shinyhunt it<br /><br />[color=maroon]The way&nbsp; I achieved this is using Itemdata. Once again I made a video with an indepth explanation:[/color]<br /><br />[url=https://www.youtube.com/watch?v=DZ29bnNdIcs&amp;feature=youtu.be]https://www.youtube.com/watch?v=DZ29bnNdIcs&amp;feature=youtu.be[/url]<br /><br />This post will go slightly more indepth than the video, although not much.<br /><br />First off all Jagger found the addresses for Itemdata, which were needed to know the amount of steps&nbsp; I had to<br />take to reach my items. <br /><br />[quote]Base + 0x00838[/quote]<br /><br />We start in the void at Matrixdata being located at <br /><br />[quote]Base + 0x022ADA[/quote]<br /><br />I then made a simple calculation to convert these values into amount of steps between them.<br /><br />[quote](0x022ADA-0x00838)/60*32[/quote] <br /><br />explanation formula:<br /><br />First we need the amount of bytes between two addresses.<br /><br />[quote](0x022ADA-0x00838) = 0x0222A2 <br />= 139938 bytes[/quote]<br /><br />Then we convert this to amount of maps we will travel through. Going vertically, maps 60 bytes appart.<br /><br />[quote]139938 bytes/60<br />= 2332 maps[/quote]<br /><br />Then we convert this to amount of steps, knowing that one map is 32x32 tiles.<br /><br /><br />[quote]2332 maps *32 steps/map<br />= 74 624 steps[/quote]<br /><br />Since Itemdata is located higher in RAM, we have to travel north.<br />This calculation is based on the start of Itemdata, but we only have to travel to about the middle of it for our setup so its a little less.<br /><br />Now that we have a general idea of the amount of steps, I need to know what maps we need to write.<br />We can write maps here using Item ID&#039;s and Item amounts. Both are stored in 2 byte values.<br /><br />The maps we need are:<br /><br /><br />[list]<br />[li]ID 251: Outdoor Pal Park. This is needed to get the menu to capture Arceus, and to open a shop (explained later)[/li]<br />[li][/li]<br />[/list]<br /><br />[list]<br />[li]ID 510; Hall of Origin. This is where we call Arceus&#039; battle script.[/li]<br />[li][/li]<br />[/list]<br /><br />[list]<br />[li]ID 393: Indoor Pal Park. If you haven&#039;t entered this map at least once, Proffesor Oak will meet you.<br />Once we leave the void using RETIRE in pal park, the mapscript for Oak Will trigger. The game will skip a different mapscript required to move us down, resulting in us being stuck.<br />[/li]<br />[li][/li]<br />[/list]<br /><br />[list]<br />[li]ID 137; Veilstone Department store: This map&#039;s 4th script opens a shop, using the RETIRE menu its accesible.[/li]<br />[li][/li]<br />[/list]<br /><br />[list]<br />[li]and then a 2 byte value we can write anything to, so Item amount. highest map being ID 558[/li]<br />[li][/li]<br />[/list]<br /><br />My first route had big flaws, it was pricy and wasn&#039;t really well set up. cost nearly 900K â‚½.<br /><br />My second route is nearly flawless, the price for setup is only 80 860 â‚½!<br />Next to that, I was able to write all needed maps within 64 steps of each other. <br />You&#039;ll see that the setup actually is very lucky when I explain it.<br /><br />First of all, I needed cheap items. I also need two cheap items to be 60 bytes away from each other in RAM,<br />since that&#039;s the same as going one map up. the other maps are only 2 bytes away from each other, next to each other horizontically.<br /><br />Everything fell perfectly into place!<br /><br />[list]<br />[li]Mail slot:<br />Grass Mail x1-558 -Not only is this item the cheapest in the game at 50â‚½, it&#039;s ID is 137. meaning it&#039;s ID can be used for the Veilstone<br />Department store, whilst its amount can be used for the map to catch Arceus in. And next to that, if it&#039;s the first item in Mail slot it&#039;ll be 60 bytes above the 4th item in your Medicine slot. This comes in later[/li]<br />[li][/li]<br />[/list]<br /><br />[list]<br />[li]Heart Mail x393 - This is equally cheap at 50â‚½, and is horizontically next to Grass Mail in the void. We can trigger Oak&#039;s cutscene here, then<br />we can toss 142 Heart items to get 251 left. Then we can get our Pal Park menu in here.[/li]<br />[li][/li]<br />[/list]<br /><br />[list]<br />[li]Medicine setup:<br />3 Filler Items x any amount (just to align 4th item with Grass Mail amount)<br />Antidote x 510 - Antidote is the second cheapest item at 100â‚½, and with the&nbsp; 3 filler items we have now written Hall Of Origin underneath <br />the Grass Mail.[/li]<br />[li][/li]<br />[/list]<br /><br />With only 3 Item setups and 3 filler items all our maps have been written.<br />Now one problem came up, we want to modify Grass Mail&#039;s amount by tossing items to change our Arceus&#039; capture location.<br />Issue is, in Pal Park mode you can&#039;t acces the bag!<br />To fix this, we needed the map 137 (Grass mail&#039;s ID). We can use RETIRE here to call the shop menu and sell grass mails until we get the desired amount.<br /><br />So a clean version of the item setup is as following:<br />[quote]Mail slot<br />Grass Mail x558<br />Heart Mail x393<br /><br />Medicine slot<br />3 Filler Items x any amount<br />Antidote x 510<br />[/quote]<br />Now before I show the route, I&#039;d like to note that the following values shouldn&#039;t be used as item Id&#039;s or amounts<br />in your bag, especially the amount of grassmails, since they can cause softlocks, move you or kick you out of the void.<br />Red; Dangerous, crashes and softlocks<br /><br />[color=red]5, 23, 31, 32, 35, 85, 88, 91, 93, 95, 105, 114, 115, 133, 150,154,155,156 176, 178, 180,<br />182, 184, 188, 255, 304, 337, 461, 516, 352 [/color]<br /><br />Yellow; Cause movement and or warp you<br />[color=yellow]117, 177, 179, 181, 183, 185, 186, 187, 192, 393,<br />474, 475, 476, 477, 478, 479, 480, 481, 482, 483,<br />484, 485, 486, 487, 488, 489, 490, 496[/color]<br /><br />I would also like to note that you can only capture Arceus once in Hall Of Origin.<br />Next to that, we can modify its location to become &#039;---------&#039; by using maps without assigned capture location, <br />for example map 251, Pal Park.<br /><br />Requirements:<br />Have received a pal pad from pokecenter lowest floor<br />Have a bycicle<br />Have enough pokeballs<br />Pokemon with fly or teleport<br /><br />Next to that, I slightly changed the usual &#039;go north&#039; path by going 64 W first. This makes the path less likely to go through<br />dangerous maps. Here we go!<br /><br />[font=georgia]1) Get to itemdata and encounter Arceus<br />-------------------------------<br />1 S<br />5 E<br />500 N<br />Save reset<br />64 W<br />-------------------------------<br />73465 N<br />-------------------------------<br />150 W<br />1 N<br />If oak cutscene plays: 1 W<br />Toss Heartmail x 142 (now you have 251)<br />1 W<br />-countdown<br />2 S<br />93 W<br />RETIRE<br />-arceus encounter<br />-------------------------------<br /> <br />Following steps can be repeated, always starting at just having caught an arceus.<br /> <br />Now you can:<br />2) Change location to catch arceus in<br />-------------------------------<br />1 W<br />RETIRE (this opens up a pokÃ©mart buy/sell option)<br />Sell grass mail until it becomes desired map ID<br />1 E<br />2 S<br />RETIRE<br />-arceus encounter<br />-------------------------------<br /> <br />Or<br />3) Re-encounter Arceus in same map (can also be done after 2)<br />-------------------------------<br />2 S<br />RETIRE<br />-arceus encounter<br />repeat this step infinitely<br />-------------------------------<br /> <br />After catching last arceus:<br />64 E<br />RETIRE[/font]<br /><br /><br /><br /><br /><br />


subject: Re: Catch Arceus with any ingame location and '---------' location.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You already know what I have to say about this one. ;) One of these days, I&#039;m going to start a brand new file on Diamond and try all of these, but this one in particular may be the most interesting to me.


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: Npo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=RETIRE link=topic=8453.msg210484#msg210484 date=1533048271]<br />...<br />3) The possibility to transfer glitchpokÃ©mon and bad eggs.<br />When I discovered the glitch, Charmy was so kind to help me research the possibility to transfer glitchpokÃ©mon.<br />By now we&#039;ve established that PokÃ©mon indexes higher than intended don&#039;t have an assigned location (or in DPbox&#039;s case, index 00).<br />We also know that we can skip the capturing, so naturaly we had to test if we could box glitchpokÃ©mon using this. <br />And as expected, they were boxed without any issue, no encounters required. <br />The only issue is that we have no proof that you can transfer them via the migration proces, since we had no way to test this in an efficient manor ourselves. Instead we injected thrash into the Pal Park RAM directly, and these did get boxed.<br /><br />All of what was listed above can be seen in the video too.<br />[/quote]<br /><br /><br />This is a really cool find! I am interested in testing to see if we can transfer glitch Pokemon from gen 3 over to gen 4 using this method, I have tried to migrate different glitch Pokemon before but the migration menu seems to have checks in place to prevent that. If you try to select a Pokemon with an invalid species id it will state something like &quot;this Pokemon is prohibited from migrating.&quot; and won&#039;t let you pick it. Are there particular glitch Pokemon that we know of that will allow you to migrate? 


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  [quote author=ISSOtm link=topic=8443.msg210433#msg210433 date=1532641242]Sound banks seem as (un)reliable in R/B as in Yellow. If they seem less vulnerable, the reason is unrelated.[/quote]<br /><br />I&#039;m sorry, I should&#039;ve been more clearer. What I meant was that it&#039;s instantaneous in Red/Blue, while in Yellow, it crashes at some point when a sound effect will play with an invalid sound bank value. But It only takes a rare miracle to encounter #205 or #211 family glitch Pokemon without crashing. But since it varies so much, heavily than â™€ . to an extent, that there isn&#039;t really [b]official[/b] sprite for it. But those revealed sprites that crash the game, I don&#039;t know if that will be allowed to be put into the wiki since the mystery for what it looks like has solved.<br /><br />[quote author=ISSOtm link=topic=8443.msg210433#msg210433 date=1532641242]<br />[code]<br />FA EF C0<br />CD 25 DF<br />28 05<br />3E 00<br />EA EF C0<br />EA 09 DF<br /><br />FA F0 C0<br />CD 25 DF<br />28 05<br />3E 00<br />EA F0 C0<br />EA 09 DF<br /><br />0E 46<br />3E C1<br />C9<br /><br />FE 02<br />C8<br />FE 08<br />C8<br />FE 1F<br />C9<br />[/code]<br />[/quote]<br /><br />I tried this the other day into the BGB memory editor and it did nothing. That&#039;s what values I put in $DF00 if the spaces were right. My save file is unfortunately only at the point of Cerulean City after I beaten Misty, so I can&#039;t currently obtain 8F yet and I want to maintain Mew at Level 1 and instant level it to 100, but I can&#039;t seem to find an Abra to do the &quot;Long Range Trainer&quot; glitch the route below it, even with fast forward on. Then I fight that Youngster trainer that is after Nugget Bridge to get the Special Stat for Mew. I don&#039;t want to borrow other people&#039;s save files. That&#039;s what I was thinking back then, but they will reply &quot;Do it on your own save file&quot; or something like that.<br /><br />I do have a few questions though. When did this OAM DMA hijacking idea get discovered? Was it not used during glitch Pokemon research merits especially in Red/Blue? I feel that some correction has to be involved regarding towards the previously unrevealed information of those glitch Pokemon. Not that I&#039;m forcing here, but I can&#039;t find a good way to take a picture of these sprites and how acceptable will it be. Another question that still boggles me. Why is that the glitch Pokemon $F3 in Red/Blue which is a hybrid of Raichu, has the only Pokedex entry that actually crashes the game which is after the &quot;Pokemon was caught&quot; jingle? This is one of the instances that the cause of the crash was not an invalid sound bank. BGB &quot;illegal/unknown opcode&quot; errors almost always occur. But it&#039;s vague on where the error is, so what could possibly be the cause of that? Finally, is there something I&#039;m doing wrong with the code you mentioned? I did exactly how it&#039;s arranged in the code table, but it didn&#039;t work. That&#039;s why I gotten so puzzled.


subject: Re: Catch Arceus with any ingame location and '---------' location.
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8460.msg210526#msg210526 date=1533182452]<br />You already know what I have to say about this one. ;) One of these days, I&#039;m going to start a brand new file on Diamond and try all of these, but this one in particular may be the most interesting to me.<br />[/quote]<br /><br />I really just wanted to have something challenging on my hands, and it turned out wonderful ^Â°^


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]This is a really cool find! I am interested in testing to see if we can transfer glitch Pokemon from gen 3 over to gen 4 using this method, I have tried to migrate different glitch Pokemon before but the migration menu seems to have checks in place to prevent that. If you try to select a Pokemon with an invalid species id it will state something like &quot;this Pokemon is prohibited from migrating.&quot; and won&#039;t let you pick it. Are there particular glitch Pokemon that we know of that will allow you to migrate?<br />[/quote]<br /><br />We haven&#039;t found any, only reference we had is an old article that stated a particular decamark passed, I&#039;m hoping to figure out it&#039;s ID.<br />


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=GlitchedPokemonStudent link=topic=8443.msg210530#msg210530 date=1533230968]<br />[quote author=ISSOtm link=topic=8443.msg210433#msg210433 date=1532641242]<br />[code]<br />FA EF C0<br />CD 25 DF<br />28 05<br />3E 00<br />EA EF C0<br />EA 09 DF<br /><br />FA F0 C0<br />CD 25 DF<br />28 05<br />3E 00<br />EA F0 C0<br />EA 09 DF<br /><br />0E 46<br />3E C1<br />C9<br /><br />FE 02<br />C8<br />FE 08<br />C8<br />FE 1F<br />C9<br />[/code]<br />[/quote]<br /><br />I tried this the other day into the BGB memory editor and it did nothing. That&#039;s what values I put in $DF00 if the spaces were right. <br />[/quote]<br />Did you also set up DMA hijacking?<br /><br /><br />DMA hijacking is a fairly recent concept, although it&#039;s less recent than the recent GlitchDex effort.<br />As for sprite dumping, it may be possible to dump VRAM or SRAM to get what would be displayed as the sprite if a crash didn&#039;t occur after.


subject: Decluttering stickies
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  After looking through the forums for a while, there seemed to be a lot of topics that were unnecessarily pinned or simply didn&#039;t have the relevance they used to. In the interest of general cleanliness and the fact they sometimes clogged up the first page in their respective sections, I&#039;ve unstickied them. I&#039;m putting a list below in case anyone has any objections or might have wondered where they went.<br /><br />[b]Generation I Glitch Discussion[/b]:<br />[url=https://forums.glitchcity.info/index.php?topic=514.0]R/B/Y HoF[/url] (we know why it happens now)<br />[url=https://forums.glitchcity.info/index.php?topic=3609.0]How to get all R/B/Y/G/S/C glitches (no gameshark)[/url] (obsoleted by countless further discoveries)<br />[url=https://forums.glitchcity.info/index.php?topic=36.0]Official 1st Gen (Red/Blue and Yellow) Glitch Discussion[/url] (Actually, I didn&#039;t...from a brief glance it seemed to maybe have enough content not clearly found elsewhere that could be worth citing. Plus, it&#039;s interesting from a historical perspective. I&#039;m considering it, though.)<br />[url=https://forums.glitchcity.info/index.php?topic=6962.0]List of Japan-only tricks[/url] (on the wiki)<br /><br />[b]Generation II Glitch Discussion[/b]:<br />[url=https://forums.glitchcity.info/index.php?topic=6594.0]G/S/C glitch discussion[/url] (the whole section is for this)<br />[url=https://forums.glitchcity.info/index.php?topic=6758.0]List of Generation II glitches[/url] (on the wiki)<br />[url=https://forums.glitchcity.info/index.php?topic=109.0]Studies on the possibility of getting ????? in G/S/C[/url] (obsoleted by the general awareness of bad clones, Johto guard glitch, ACE, and possibly other things)<br /><br />[b]Generation III Glitch Discussion[/b]:<br />Considering [url=https://forums.glitchcity.info/index.php?topic=7127.0]Gen III Extended Hacking Suite[/url] and [url=https://forums.glitchcity.info/index.php?topic=3493.0]Decamark Researcher Signup Thread[/url] due to the status of Melchior X, but leaving them until there&#039;s more staff input regarding the project. The main thread is still interesting enough to stay at the top, and there isn&#039;t much of a clutter problem in this section anyway.<br /><br />[b]Non-Core Game Glitch Discussion[/b]:<br />[url=https://forums.glitchcity.info/index.php?topic=577.0]Pokemon Mystery Dungeon Glitches[/url] (no more relevant than the other threads)<br /><br />[b]PokÃ©mon Discussion[/b]:<br />[url=https://forums.glitchcity.info/index.php?topic=6987.0]Pokemon game mechanics survey[/url] (not much to say on this, I think it was related to GCL Version or GlitchBattle)<br />[url=https://forums.glitchcity.info/index.php?topic=562.0]Official PokÃ©mon Mystery Dungeon Friend Rescue Thread[/url] (obsoleted by A-OK mail generators on the off-chance someone comes [i]here[/i] to look for a friend rescue and is still playing one of these to begin with)<br />[url=https://forums.glitchcity.info/index.php?topic=6217.0]Official Battle Log Thread[/url] (it&#039;ll never get much use, and there are other sites for serious competitive discussion)<br /><br />[b]Forum Announcements[/b]:<br />[url=https://forums.glitchcity.info/index.php?topic=290.45]Sig Restrictions[/url] (Not against them per se, but I don&#039;t think they&#039;ve ever been enforced. If anything, unstickying this 12-year-old topic might finally generate discussion on it.)


subject: Re: DecDex data bot (ambitious idea but might work?)
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Huh, I was actually having a random thought about doing this with some Python script or whatever.<br /><br />Well, my thought involved gen 1 and 2 as well, and all the different versions of the games (revisions, languages, etc). I guess if you&#039;re gonna write a thing that extracts data from one ROM, why not the rest?<br /><br />As long as we know how every game&#039;s data structures work, of course.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Tabbender link=topic=6868.msg210514#msg210514 date=1533134745]<br />That&#039;s no good. There&#039;s something wrong with your setup if you&#039;re not getting the same corruption pattern for all 5 sets<br />[/quote]Any idea what it could be?&nbsp; I thought that there may be something wrong with the 4 unmarked Caterpie that didn&#039;t cause my egg to become a Bulbasaur (since only one worked), so I cloned that one working Caterpie, replaced the other 4 with the new clones, and redid the second end of the double corruption.&nbsp; That time, I got all 5 clones to become 5 Smeargle again.&nbsp; I&#039;m pretty stumped at this point...


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Tabbender
icon: xx
body:
  If they&#039;re turned back into Smeargles that must mean the second part of the corruption essentially did the opposite of the first part instead of completing it. This is most likely due to you changing the corruption initiators in the middle of the double corruption. You should never do that.<br /><br />I don&#039;t know what is causing 4 of your clones to stay as eggs when one of them got corrupted. I would understand if they became Bad Eggs or empty slots, but it doesn&#039;t seem to be the case. Are you sure you scrolled beyond the 6th slot for long enough ? If not, it&#039;s possible the corruption didn&#039;t even &quot;reach&quot; them.


subject: Re: Decluttering stickies
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Nothing really to say. Don&#039;t disagree, but I&#039;m not very involved with this site. (I will read further replies, but may not react if I have nothing to say)


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Tabbender link=topic=6868.msg210540#msg210540 date=1533297188]<br />If they&#039;re turned back into Smeargles that must mean the second part of the corruption essentially did the opposite of the first part instead of completing it. This is most likely due to you changing the corruption initiators in the middle of the double corruption. You should never do that.<br /><br />I don&#039;t know what is causing 4 of your clones to stay as eggs when one of them got corrupted. I would understand if they became Bad Eggs or empty slots, but it doesn&#039;t seem to be the case. Are you sure you scrolled beyond the 6th slot for long enough ? If not, it&#039;s possible the corruption didn&#039;t even &quot;reach&quot; them.<br />[/quote]Thanks for the info.&nbsp; In testing for my TID corruption, the heart Caterpie is what got my Smeargle to become eggs.&nbsp; However, it says in the description of [url=https://www.youtube.com/watch?v=-LgQJEHBHdA]Metarkrai&#039;s video[/url] that since my Smeargle&#039;s PID begins with an 8, I need unmarked Caterpie to corrupt its PID.&nbsp; So, if I&#039;m supposed to use the same one for both pieces of the double corruption, which one should I use?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You should do the whole double corruption with Unmarked Caterpie then. The eggs you got are probably the result of a wrong corruption that switched substructures in an unintended way.


subject: Re: Decluttering stickies
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]<br />Official Battle Log Thread (it&#039;ll never get much use, and there are other sites for serious competitive discussion)<br />[/quote]<br /><br />...Didn&#039;t you sticky that yourself? I mean, you did create the thread.<br /><br />Anyway I don&#039;t disagree.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Searinox
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m curious, have there been any attempts to find a bootstrap/glitch item that works for ACE in battles?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Searinox link=topic=6638.msg210545#msg210545 date=1533390102]<br />I&#039;m curious, have there been any attempts to find a bootstrap/glitch item that works for ACE in battles?<br />[/quote]<br /><br />8F and ws m can already be used in battles, provided you have the correct party/box set up, which is usually the same as if you were using the item outside of battle.<br /><br />For example, you can use a code to change D8CF (enemy species) by using 8F in battle. In this case, while the enemy sprite does not update, the PokÃ©mon that you catch will update after throwing a Master Ball.


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=GlitchedPokemonStudent link=topic=8443.msg210530#msg210530 date=1533230968]<br />I tried this the other day into the BGB memory editor and it did nothing. That&#039;s what values I put in $DF00 if the spaces were right. My save file is unfortunately only at the point of Cerulean City after I beaten Misty, so I can&#039;t currently obtain 8F yet and I want to maintain Mew at Level 1 and instant level it to 100, but I can&#039;t seem to find an Abra to do the &quot;Long Range Trainer&quot; glitch the route below it, even with fast forward on. Then I fight that Youngster trainer that is after Nugget Bridge to get the Special Stat for Mew. I don&#039;t want to borrow other people&#039;s save files. That&#039;s what I was thinking back then, but they will reply &quot;Do it on your own save file&quot; or something like that.<br />[/quote]<br /><br />I&#039;m unsure what the data at DF00 is for, but you might need to run it (and not just place the values) as it might not be automatic without the OAM DMA hijacking. This involves modifying FF80 first (in which placing C3 00 DF there might work even though it breaks the overworld sprites).<br /><br />[quote author=GlitchedPokemonStudent link=topic=8443.msg210530#msg210530 date=1533230968]<br />I do have a few questions though. When did this OAM DMA hijacking idea get discovered? Was it not used during glitch Pokemon research merits especially in Red/Blue? I feel that some correction has to be involved regarding towards the previously unrevealed information of those glitch Pokemon. Not that I&#039;m forcing here, but I can&#039;t find a good way to take a picture of these sprites and how acceptable will it be.<br />[/quote]<br /><br />OAM DMA hijacking seems to actually have been relatively recently used, although it&#039;s still a few years old now. [url=https://forums.glitchcity.info/index.php?topic=7155.0]Luckytyphlosion[/url] used it in 2015 for a &#039;RNG plays PokÃ©mon&#039; exploit.<br /><br />[quote author=GlitchedPokemonStudent link=topic=8443.msg210530#msg210530 date=1533230968]<br /> Another question that still boggles me. Why is that the glitch Pokemon $F3 in Red/Blue which is a hybrid of Raichu, has the only Pokedex entry that actually crashes the game which is after the &quot;Pokemon was caught&quot; jingle? This is one of the instances that the cause of the crash was not an invalid sound bank. BGB &quot;illegal/unknown opcode&quot; errors almost always occur. But it&#039;s vague on where the error is, so what could possibly be the cause of that?<br /><br />Good question. I don&#039;t have any suggestions that aren&#039;t vague either and this is just a guess but it could be a problem with the text. PokÃ©dex entries can execute code if the text begins with the 08 byte. Does this glitch PokÃ©mon have a bad cry?<br /><br />[quote author=GlitchedPokemonStudent link=topic=8443.msg210530#msg210530 date=1533230968]<br />Finally, is there something I&#039;m doing wrong with the code you mentioned? I did exactly how it&#039;s arranged in the code table, but it didn&#039;t work. That&#039;s why I gotten so puzzled.<br />[/quote]<br />[/quote]<br /><br />I think you need to change data at FF80 (to jp DF00 [C3 00 DF] or call DF00 [CD 00 DF] possibly not sure which) and not just at that location.<br /><br />Hope this answers your questions!


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210547#msg210547 date=1533403310]<br />I&#039;m unsure what the data at DF00 is for, but you might need to run it (and not just place the values) as it might not be automatic without the OAM DMA hijacking. This involves modifying FF80 first (in which placing C3 00 DF there might work even though it breaks the overworld sprites).<br />[/quote]<br />I&#039;ve explained several times what the correct way of doing DMA hijacking is already; don&#039;t you read my posts?!? Sorry to be aggressive, but it&#039;s frustrating to repeat myself on a trivial thing.<br />To have OAM DMA hijacking, you need to replace the initial<br />[code]<br />ld a, HIGH(wShadowOAM) ; wShadowOAM is the game&#039;s OAM buffer, in RBY&#039;s case: $C100<br />ldh [rDMA], a<br />[/code]<br />into<br />[code]<br />call DMAHook ; $DF00 here<br />ld [$ff00+c], a<br />[/code]<br />and have the hook routine return with a = HIGH(wShadowOAM) (here $C1) and c = LOW(rDMA) ($46)


subject: How do you go into making a custom roster/loadout in R/B/Y?
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  After I watched the &quot;Elite Six/Five Glitch Masters&quot; video/s several times out of boredom, it got me into thinking of ideas for &quot;Gym Leader Ultimas.&quot; but in a team with a specific type. I can think one for Misty:<br />[b]Misty Ultima Gym Leader Edition: (R/B/Y)[/b]<br />[i]Level 205 Dewgong<br />Level 205 Seadra<br />Level 205 Golduck<br />Level 205 LM 4: $C6 (Red and Blue) or P ID: $DF (Yellow)<br />Level 205 Lapras <br />Level 205 Starmie[/i]<br /><br /><br />However, I&#039;m not sure how you can control rosters in a way that you can make in an ACE or in memory editor. I know it&#039;s possible for Glitch Trainer $FC, but what about for regular trainers? I can&#039;t seem to find the location on where it controls the loadouts, even through Google searching.<br />


subject: Re: DecDex data bot (ambitious idea but might work?)
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=8302.msg210538#msg210538 date=1533267412]<br />Huh, I was actually having a random thought about doing this with some Python script or whatever.<br /><br />Well, my thought involved gen 1 and 2 as well, and all the different versions of the games (revisions, languages, etc). I guess if you&#039;re gonna write a thing that extracts data from one ROM, why not the rest?<br /><br />As long as we know how every game&#039;s data structures work, of course.<br />[/quote]That sounds great, Zow!&nbsp; :D Whatever you come up with would be a huge help. :)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Searinox
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thank you! ^O^ I guess I expected too much of the memory layout to change between battle and overworld. Having just tested it now, it does indeed work and is impressively reliable.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Searinox link=topic=6638.msg210553#msg210553 date=1533451499]<br />Thank you! ^O^ I guess I expected too much of the memory layout to change between battle and overworld. Having just tested it now, it does indeed work and is impressively reliable.<br />[/quote]<br /><br />You&#039;re welcome, glad this helped! ^^


subject: Why does Fire Fang bypass Wonder Guard ?
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Tabbender
icon: xx
body:
  So there&#039;s this glitch in gen 4 that allows the move Fire Fang to hit any pokemon with Wonder Guard, even if they&#039;re not weak to fire. This affect any pokemon that eventually gets Wonder Guard via Trace (or via hacking) without being weak to fire.<br /><br />I noticed it as a kid when i had hacked a Wondertomb into my game and was using it in the Battle Tower.&nbsp; Then 9 years later i got curious and searched to see if anyone else had noticed it. As it turns out, people did.<br />https://gamefaqs.gamespot.com/boards/960099-pokemon-heartgold-version/54819376<br />https://pokemondb.net/pokebase/9859/so-fire-fang-always-hit-wonder-guard-even-its-not-effective<br />https://bulbapedia.bulbagarden.net/wiki/List_of_glitches_in_Generation_IV#Fire_Fang_Wonder_Guard_glitch<br /><br />However, i can&#039;t find an explanation to how this glitch works. The closest i got is this https://projectpokemon.org/home/forums/topic/35405-glitchgen-iv-fire-fang-bypasses-wonder-guard/ , which explains how to patch the game to fix the glitch (apparently the first two bytes of the move&#039;s data are 11 01 and should be 16 01), but it doesn&#039;t explain what is causing this glitch to occur or why the data is wrong in the first place.<br /><br />Does anyone here have an idea of what causes this glitch to occur ?


subject: Re: Why does Fire Fang bypass Wonder Guard ?
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It probably went unnoticed during development since Shedinja is the only Pokemon to naturally have the ability. Note that Thunder Fang and Ice Fang don&#039;t have the same affect. Might be trolling on Game Freak&#039;s part since no other fire-type move does this.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Searinox link=topic=6638.msg210553#msg210553 date=1533451499]<br />I guess I expected too much of the memory layout to change between battle and overworld.<br />[/quote]<br />Since everything is allocated statically, the memory layout is always the same.


subject: Re: Decluttering stickies
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=8462.msg210541#msg210541 date=1533301543]I&#039;m not very involved with this site.<br />[/quote]<br />[i]Really[/i] now? :P<br /><br />And Zow, yes I did, in addition to the &quot;Favorite PokÃ©mon&quot; thread.


subject: Re: Why does Fire Fang bypass Wonder Guard ?
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well it IS possible to legitimately obtain a non-weak to fire Wonder Guard pokemon, via Trace. So i don&#039;t think it was intentional.


subject: Re: Why does Fire Fang bypass Wonder Guard ?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The answer probably requires knowledge of ARM9 assembly to understand. As Bert said, though, I&#039;m betting there isn&#039;t one. Strangely, the move behavior table only seems to have 276 entries, so the guide&#039;s direction to point Fire Fang to the 278th entry just makes me more lost. Maybe you could ask on Project PokÃ©mon?


subject: Re: Shiny hunting
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  For a while, I had what I think was the only shiny ExtremeSpeed Zigzagoon. Back in 2011 I soft-reset for a decent one on Box (Hasty, 31/27/9/5/15/27) and then RNG&#039;d an ID on a new Ruby file to make it hatch shiny. This was the soft-resetting process:<br /><br />1. Boot up Box (using NeoGamma, obviously)<br />2. Connect GBA with Ruby, having stored 1500 PokÃ©mon from that file<br />3. &quot;Hey dude, looks like you&#039;ve stored 1500 PokÃ©mon from this Ruby! Here, have this Zigzagoon as a prize.&quot;<br />4. Dump Ruby save file, plug the microSD into my laptop, open the save in Enciclopedia Pokemon (a Spanish program that was effectively PKHex for 3rd Gen until a couple of years ago), check the IVs<br />5. Put the previous save file (having not received Zig) back onto Ruby, put it in the GBA, and go back to step 1<br /><br />There was a much more dedicated user (Zari on Smogon) who discovered an extension to the Emerald cloning glitch that allowed Box to send infinitely many Zig Eggs to the same save file, but it still took a while for each and I never had a clue how it worked. I remember he might have told a friend of mine through PM, but whether I&#039;d be able to find that now remains to be seen.<br /><br />I also had around 100-200 RNG&#039;d shinies with perfect IVs scattered across Generations 3, 4, and 5 before I got bored of it, but this undertaking was a good deal more unique than any of those.


subject: Re: Shiny hunting
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m not as much of a shiny hunter but I got lucky in X&nbsp; Shiny Bunnelby, Scraggy, and&nbsp; Plusle! I got a shiny Cascoon in Ruby but had to delete my game cause I sold the incense and don&#039;t have/use an AR. Is there a trick to Poke Radar in Platinum?


subject: Re: Shiny hunting
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Pokedude link=topic=8209.msg210562#msg210562 date=1533613591]<br />I got a shiny Cascoon in Ruby but had to delete my game cause I sold the incense and don&#039;t have/use an AR.[/quote]<br /><br />[img]https://i.kym-cdn.com/entries/icons/original/000/018/489/nick-young-confused-face-300x256-nqlyaa.jpg[/img]<br /><br />[quote author=Pokedude link=topic=8209.msg210562#msg210562 date=1533613591]<br />Is there a trick to Poke Radar in Platinum?[/quote]<br /><br />[url=https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9_Radar#Shiny_probability]Not really[/url]. Your odds increase slowly at first as the chain keeps going, and at a chain of 40 your odds are 1/1200.


subject: Weird side effect of AR usage in Platinum
poster_name: Veigar
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I used my AR mostly for event stuff, like the Azure flute. However, when I try to go to the Battle Frontier, those two dudes (Flint and Volkner?) are always sitting there, blocking the path - I think you&#039;re supposed to have a double battle with your rival, but nothing seems to be commencing. Is there any way to fix this/was this caused by the AR usage? Can&#039;t say I&#039;ve ever seen this before. 


subject: Re: Weird side effect of AR usage in Platinum
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: xx
body:
  Pff theres one idea I have that couldve caused this, being that you might have triggered the script but it was unable to remove their sprites due to a flag not being set. This can be done with other sprites in other areas (arceus, starlys in lake verity, buck and barry below battle frontier, barry in oreburgh, spear pillar sequence break..&#039; and that causes them to permanently stay there unless you can trigger the event again in an intended manor.


subject: Re: Pokemon Let's Go Eevee/Pikachu Gen 7 or 8?
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I thought it meant gen as in &quot;generation of consoles&quot; and I was thinking what if the Switch counts as 9th generation of consoles? But definitely not 7th.


subject: Re: Weird side effect of AR usage in Platinum
poster_name: Veigar
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Veigar
icon: xx
body:
  Speaking of Barry. <br /><br />I decided to hack my way past them (because they deserve it, they&#039;re douches for not moving) and after doing a bit of Battle Frontier, I can&#039;t find Barry ANYWHERE in Sinnoh. He was last at the Survival Area by that house that had gym leaders in it. Looked back a bit to see what codes I actually used:<br /><br />- All event codes (Including things that just give you a special pokemon like the Deoxys or surfing Pikachu)<br />- Modifiers (mostly to mess around with dpbox)<br />- Shiny codes (I think I wanted to just see if this worked because I don&#039;t remember using it for very long)<br />- Rebattle codes (Most notably Mesprit because that seemed to disappear from my game as well)<br /><br />All of these codes were used after the elite four was beaten for the first time. <br /><br />I reckon it must&#039;ve been the Wild Pokemon Modifier code or one of those codes that gave a special pokemon in the Poke-mart because I&#039;ve never had this happen before. Using hacks to go through Flint and Volkner, the Battle Frontier behaves as normal (as far as I can see, that is.) <br /><br />Do you think there&#039;s a way to re-trigger that sequence? <br />


subject: Re: Pokemon Let's Go Eevee/Pikachu Gen 7 or 8?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  I highly doubt it was referring to that if the question was about a PokÃ©mon game, no offense. It&#039;s also pretty obvious they&#039;re for the Switch.


subject: Possible luck-based ACE setup for Red/Blue using a glitch Viridian City script
poster_name: metalmario32
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: metalmario32
icon: xx
body:
  Glitch script 0x10 for Viridian City in Red/Blue executes code at FAC9 in Echo RAM (equivalent to DAC9 in WRAM) representing the least significant byte of the 2nd stored PokÃ©mon&#039;s HP stat experience. If this is a fresh PokÃ©mon, and the IVs and PP for the moves are &quot;good&quot; data, the code will fall through to DAD8, the 3rd stored PokÃ©mon&#039;s second species byte. Placing an h POKÃ© (among other options), which is obtainable via the Trainer escape glitch with a Special stat of 195 with 211 or 243 current HP will make the code jump to D300 or F300 (the own PokÃ©dex entries for 73-80). If the data here is &quot;good&quot;, we will fall through to D31D or F31D (number of items!) Could this be a possible setup? It only requires switching a Full Restore into PC item 94 (Viridian Forest&#039;s current script) and an expanded PC is easily available through Glitch City RAM Manipulation.


subject: Re: Shiny hunting
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hahahaha, I&#039;ve seen that image as many times as anyone but couldn&#039;t help losing it at that reaction, Bert. :XD: I can relate to the incense thing though, actually. Back in my early days of playing, I spent countless nights unable to fall asleep due to being stuck in a spiral of unrelenting hatred for myself after finding out you only get one Earthquake TM in Ruby and that I had used it. As for the Radar, yeah, it&#039;s stupid, don&#039;t use it.<br /><br />Dang, hearing about you guys losing shinies like Cotton Candy, Evie&#039;s Yanmega, and that Cascoon makes me want to get replacements for you guys. I feel horrible watching people playing without the ability to clone and not doing anything to help. :P I&#039;d have to get used to so much stuff that used to be second nature for me, though...like ID abuse in DP, just ugh...but if you guys want me to, I can get any shiny you request from Generation 3, 4, or 5, transfer it up and trade it to you guys. It just might take some time.


subject: Re: Possible luck-based ACE setup for Red/Blue using a glitch Viridian City script
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=metalmario32 link=topic=8467.msg210571#msg210571 date=1533656364]<br />Glitch script 0x10 for Viridian City in Red/Blue executes code at FAC9 in Echo RAM (equivalent to DAC9 in WRAM) representing the least significant byte of the 2nd stored PokÃ©mon&#039;s HP stat experience. If this is a fresh PokÃ©mon, and the IVs and PP for the moves are &quot;good&quot; data, the code will fall through to DAD8, the 3rd stored PokÃ©mon&#039;s second species byte. Placing an h POKÃ© (among other options), which is obtainable via the Trainer escape glitch with a Special stat of 195 with 211 or 243 current HP will make the code jump to D300 or F300 (the own PokÃ©dex entries for 73-80). If the data here is &quot;good&quot;, we will fall through to D31D or F31D (number of items!) Could this be a possible setup? It only requires switching a Full Restore into PC item 94 (Viridian Forest&#039;s current script) and an expanded PC is easily available through Glitch City RAM Manipulation.<br />[/quote]<br /><br />Sounds like you may be able to have a good setup with this, yes!<br /><br />Getting an expanded PC to set up glitch meta-map scripts (I like to call them this to distinguish them from what is called the &quot;level-script pointer&quot; on the DataCrystal RAM map for Red/Blue) is also possible with dry underflow, by having at least three items in the PC including one of them x255.<br /><br />I&#039;ve collected information on glitch scripts on the [url=https://glitchcity.info/wiki/MetascriptDex]meta script dex[/url]. Here you can find other arbitrary scripts, but I&#039;ve stopped documenting the ones that execute arbitrary code as I don&#039;t use emulators anymore to be able to have a way to detect arbitrary code. If you have information on others feel free to add them if you like.<br /><br />A better script may be Viridian City&#039;s script 0x11 which executes D361 (current y-position). In theory you could use the expanded items pack to corrupt your coordinates to represent a jump instruction to earlier in the items pack, or simply place your code there.


subject: Re: Why does Fire Fang bypass Wonder Guard ?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  Maybe it was some kind of weird curiosity Game Freak added regarding Fire Fang to secure it works properly (maybe there&#039;s something in the code of the move that unintentionally made it not work against Wonder Guard even if super-effective) because all Shedinja are meant to be weak to Fire-type moves (type Bug/Ghost).<br /><br />But like Tabbender said, if Trace can copy Wonder Guard it introduces unintended behaviour.


subject: Re: Shiny hunting
poster_name: Pokedude
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thx but how would you trade 2 us without meeting irl? Also no AR&#039;s please. I don&#039;t like them. But thank you so much for the offer!


subject: Re: Shiny hunting
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Pokedude link=topic=8209.msg210575#msg210575 date=1533669649]<br />Thx but how would you trade 2 us without meeting irl? Also no AR&#039;s please. I don&#039;t like them. But thank you so much for the offer!<br />[/quote]No cheating devices whatsoever would be used. I&#039;d use Wi-Fi to trade them.


subject: Re: Shiny hunting
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [quote author=Pokedude link=topic=8209.msg210577#msg210577 date=1533669798]<br />Ok need to get a wifi adapter for gba then.<br />[/quote]Well, uhh...I [i]could[/i] send a shiny Cascoon caught in RSE to you through a save file if you wanted, but I was thinking 3DS Wi-Fi. I&#039;d move it up to (Ultra) Moon.


subject: Re: Possible luck-based ACE setup for Red/Blue using a glitch Viridian City script
poster_name: metalmario32
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  With the 0x11 script method, however, you would have to switch your jump or code into D361 every time you left the map and came back. With script 0x10, you only have to swap 1 Full Restore into item 94 to run the code. The luck involved in this setup may be a detrimental factor, though.


subject: Player Coordinates RAM Writer question
poster_name: metalmario32
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: metalmario32
icon: xx
body:
  On the Player coordinates RAM writer page ([url=https://glitchcity.info/wiki/Player_coordinates_RAM_writer]https://glitchcity.info/wiki/Player_coordinates_RAM_writer[/url]) items are detailed in which you can write to memory. However, I have no idea where the memory write starts from, and I want the memory writer to start from DA80 so I can write offgao&#039;s memory editor to execute with glitch item -g m (hex:6A). If the memory writer doesn&#039;t start from DA80, is there a way to change that so it does start from DA80?<br /><br />Edit: The first byte wrote is to D901, I looked harder on the page. I still want to change this to DA80, so is there a way?


subject: Re: Reorganizing the extended GlitchDex
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  Let&#039;s begin, I suppose. All the edits can be reverted in one click if need be.<br />[quote author=Sherkel link=topic=8458.msg210517#msg210517 date=1533158692]<br />[list]<br />[li]Remove English RBY glitches from the list (they&#039;re already displayed quite prominently in the Balthasar GlitchDex)[/li]<br />[li]Remove notes on MissingNo. index numbers and cries (I don&#039;t know why it&#039;s there of all places, but feel free to explain)[/li]<br />[/list]<br />[/quote]Did these, and moved relevant lists to the [url=https://glitchcity.info/w/index.php?title=GlitchDexJP/&amp;stable=0]GlitchDexJP[/url]. I can&#039;t edit the sidebar.<br /><br />EDIT:<br />https://glitchcity.info/wiki/GlitchDexDE<br />https://glitchcity.info/wiki/GlitchDexFR<br />https://glitchcity.info/wiki/GlitchDexIT<br />https://glitchcity.info/wiki/GlitchDexES<br />https://glitchcity.info/wiki/List_of_glitch_Pok%C3%A9mon


subject: Re: Shiny hunting
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Currently hunting my second shiny arceus, this time caught in CafÃ©, I wanted to catch it in restaurant but my streamchat won the strawpoll with CafÃ© instead


subject: Re: Shiny hunting
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=RETIRE link=topic=8209.msg210583#msg210583 date=1533678056]<br />Currently hunting my second shiny arceus, this time caught in CafÃ©, I wanted to catch it in restaurant but my streamchat won the strawpoll with CafÃ© instead<br />[/quote]Suit yourself, it&#039;s just a simple Method J search though. :P


subject: Use ACE to make a Pokemon Rom Hack?
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  i want to ask this, is it possible to use ACE to make a Pokemon Rom Hack?<br /><br />if it is, what things can be modified?<br /><br />i doubt it will be possible, because ROM is read only.<br /><br />i have seen stuff about new sprites and new maps with ACE.<br /><br />but is that it?<br /><br />maybe, or maybe not.


subject: Re: Use ACE to make a Pokemon Rom Hack?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You&#039;d be surprised at the SRAM hacks out there. Game Freak did it for the e-Reader events in Gen III, so why can&#039;t we in Gen I?<br /><br />[url=https://forums.glitchcity.info/index.php?topic=7888.0]Ho-Oh on a real Red cartridge[/url]<br />[url=https://www.youtube.com/watch?v=QvTEVYbKMTw]Pikablu on Red[/url]<br />[url=https://www.youtube.com/watch?v=tXDueYwZ8ZM]Another Pikablu[/url] (through VRAM instead)<br />[url=https://www.youtube.com/watch?v=66cw8NiSxR4]Missingno.sav[/url] (watch and be amazed)


subject: Re: Possible luck-based ACE setup for Red/Blue using a glitch Viridian City script
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=metalmario32 link=topic=8467.msg210579#msg210579 date=1533675919]<br />With the 0x11 script method, however, you would have to switch your jump or code into D361 every time you left the map and came back. With script 0x10, you only have to swap 1 Full Restore into item 94 to run the code. The luck involved in this setup may be a detrimental factor, though.<br />[/quote]<br /><br />Yeah, that&#039;s true. I think a good idea would be to set up code to set up a more reliable method, for instance you could redirect 0x11 script to run another a script earlier in the inventory that gives you 8F and a party set up, without having to get the bootstrap PokÃ©mon (change D163 to 05 C3 22 D3 and D31E to 5D [which is 8F]).<br /><br />Or you could use the 0x11 script to set up DAC9 to jp D322 first, then the 0x10 script which would be a reliable way to execute code without an arbitrary code item. On the other hand, you&#039;d probably have to be careful not to access Viridian City if you don&#039;t have the right items or if there&#039;s something that has to be done once (e.g. if you changed D059 to 15 for Mew having the 0x10 script might cause you to encounter it non-stop until you black out).<br /><br />Another thing you can do is simply change D36E (the aforementioned level-script pointer) in the expanded items pack because D36E-D36F can be represented by a single item stack. So for instance, this could be Water Stone x 211 (22 D3). Then regardless of your location D322 will be executed, which could contain code to do one of the aforementioned things (set up 8F or set up 0x10 script). Like 0x11 script you&#039;d have to set this item every time you want to do it.


subject: Re: Use ACE to make a Pokemon Rom Hack?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  Thanks for linking my Pikablu video. For April Fools Day I decided to make Shrek a PokÃ©mon as well.<br /><br />https://www.youtube.com/watch?v=WWWlKjNbCSc<br /><br />What you need to make your own is generally an access point for arbitrary code. These include level-script pointer ACE (executes code continuously anywhere on the overworld), meta-map script ACE (executes code continuously when on a specific overworld map), and the best one is OAM DMA hijacking (executes code continuously anywhere in the game), as well as a little coding knowledge/knowledge of the game&#039;s ROM routines and RAM.<br /><br />This is how I made Shrek basically:<br />1. I converted the sprite into raw bytes for the sprite decompression. I&#039;ve included the tools for this [url=https://sites.google.com/site/torchickens2/glitching-tools]here[/url]; compatible with any regular PNG<br />2. I used ws m to set up OAM DMA hijacking<br />3. OAM DMA hijacking was used to run code which can be stored previously with ws m (e.g. with one of TheZZAZZGlitch&#039;s memory writers or mine)<br />4. I made logic for the code so if the PokÃ©mon has a certain ID number on the summary (65535 if I remember correctly; by reading the text characters on the screen) it displays Shrek&#039;s front sprite, which was previously stored somewhere in RAM e.g. box PokÃ©mon data. This was done by locking the following:<br /><br />[quote author=PokÃ©mon Red disassembly (addresses -1 in Yellow)] <br />wMonHSpriteDim:: ; d0c2<br />	ds 1<br />wMonHFrontSprite:: ; d0c3<br />	ds 2<br />wMonHBackSprite:: ; d0c5<br />	ds 2<br />[/quote]<br /><br />I can&#039;t remember what I did for the back sprite anymore, but it probably locked the pointer at D0C5 (D0C4 in Yellow) as well.<br /><br />Also you can do something similar without one of the above access points in Yellow if you have a [url=https://glitchcity.info/wiki/GlitchDex/Y:230]9ã‚¥ (E6)[/url], although only with the backsprite.<br /><br />9ã‚¥ (E6) takes its back sprite from FAC9 in RAM (within the box PokÃ©mon data), which can be modified with one of the memory writers. Specifically these: https://glitchcity.info/wiki/Player_coordinates_RAM_writer&nbsp; https://www.youtube.com/watch?v=6NuisafQBkc&nbsp; https://forums.glitchcity.info/index.php?topic=6638.msg200510.html#msg200510<br /><br />However, in Red/Blue Family 175 glitch PokÃ©mon (specifically 0xE4, 0xE9, 0xEE) take their frontsprite from screen data at CDE5. It&#039;s possible to view a custom front sprite with this method, as you can manipulate this with an access point (OAM DMA hijacking) as well, but I don&#039;t know if you can reliably do that otherwise.


subject: Re: Reorganizing the extended GlitchDex
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for this! :D<br /><br />Yeah, it feels a lot more logical (and reduces the length of the article) to have separate GlitchDexes.


subject: Re: Player Coordinates RAM Writer question
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=metalmario32 link=topic=8468.msg210581#msg210581 date=1533676759]<br />On the Player coordinates RAM writer page ([url=https://glitchcity.info/wiki/Player_coordinates_RAM_writer]https://glitchcity.info/wiki/Player_coordinates_RAM_writer[/url]) items are detailed in which you can write to memory. However, I have no idea where the memory write starts from, and I want the memory writer to start from DA80 so I can write offgao&#039;s memory editor to execute with glitch item -g m (hex:6A). If the memory writer doesn&#039;t start from DA80, is there a way to change that so it does start from DA80?<br /><br />Edit: The first byte wrote is to D901, I looked harder on the page. I still want to change this to DA80, so is there a way?<br />[/quote]<br /><br />I think there&#039;s definitely a way as I believe I changed the starting point before. I&#039;m afraid I don&#039;t know from memory how to do it though, sorry. The best way may be to set up the items in BGB emulator and then view the code or convert the items into ASM by hand and analyse where it gets the D9 and 01 from. The TM17 in slot 10 looks suspicious because TM17 has the ID D9, so that may be where it gets D9 from, but as for the 01 I&#039;m less sure.<br /><br />Worst case scenario though you can possibly use CopyData (call 00B5 for Blue/(Red?) according to my notes) to move the data to DA80, where bc is the bytes to copy, hl is the source and de is the destination.<br /><br />Hope this helps, and hope you&#039;re able to find the answer!


subject: Re: Reorganizing the extended GlitchDex
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  You&#039;re welcome! :)<br /><br />Think you could link the list of GlitchDexes (call it something like &quot;Extended GlitchDex&quot;) under &quot;Databases&quot; and list of disassemblies under &quot;References&quot;?<br /><br />Actually, regarding the first, it would probably be better to combine it with the main &quot;GlitchDex&quot; page, but I&#039;m not sure if just adding a noticeable link or merging the two pages would be better.


subject: Re: Shiny hunting
poster_name: Nostalgia
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Nostalgia
icon: xx
body:
  I started a new file on Fire Red and obtained the same shiny Aerodactyl as I posted before in less than 100 SR&#039;s.&nbsp; Seems a lucky poke for me. The other Pokemon you can SR for in FR/LG such as the starters, Eevee, Lapras and the game corner pokes - I have never obtained as a shiny despite resetting a lot for them. I don&#039;t even go for shinies, I just SR for good natures and IV&#039;s.


subject: Re: Weird side effect of AR usage in Platinum
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Veigar link=topic=8466.msg210569#msg210569 date=1533639287]<br />- Rebattle codes (Most notably Mesprit because that seemed to disappear from my game as well)<br />[/quote]<br /><br />My bet is on this one. This code very obviously works by unsetting flags, and the issue you&#039;re describing is basically this, flags not being set correctly. So you probably did something wrong with this code, or the code itself might be bugged.


subject: Re: Why does Fire Fang bypass Wonder Guard ?
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8464.msg210560#msg210560 date=1533591709]<br />The answer probably requires knowledge of ARM9 assembly to understand. As Bert said, though, I&#039;m betting there isn&#039;t one. Strangely, the move behavior table only seems to have 276 entries, so the guide&#039;s direction to point Fire Fang to the 278th entry just makes me more lost. Maybe you could ask on Project PokÃ©mon?<br />[/quote]<br /><br />Well i&#039;d say there have to be an answer, but if the move behavior pointer points to an out of bound value, it probably interprets garbage data as behavior data, which could explain that... though i&#039;m not sure which part of a move exactly is modified by the behavior.<br />I&#039;ll try to ask on Project PokÃ©mon if i have time.<br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=8464.msg210574#msg210574 date=1533669256]<br />Maybe it was some kind of weird curiosity Game Freak added regarding Fire Fang to secure it works properly (maybe there&#039;s something in the code of the move that unintentionally made it not work against Wonder Guard even if super-effective) because all Shedinja are meant to be weak to Fire-type moves (type Bug/Ghost).<br /><br />But like Tabbender said, if Trace can copy Wonder Guard it introduces unintended behaviour.<br />[/quote]<br /><br />I don&#039;t think so, since the tutorial on the post i linked apparently solved the issue entirely and made it so Fire Fang works normally (so it should still work on Shedinja). And i don&#039;t get why Fire Fang specifically would have this problem when other Fang moves don&#039;t...


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Tabbender
icon: xx
body:
  That&#039;s amazing. Too bad we can&#039;t keep it though.<br /><br />Also sadly i don&#039;t think we&#039;ll ever be able to transfer glitch pokemon other than 0x0000. The game checks if the pokemon are valid when you select them via the transfer option prior to loading your save file. So unless there&#039;s a way to trigger this script while bypassing the check... we&#039;re stuck.


subject: Re: Possible luck-based ACE setup for Red/Blue using a glitch Viridian City script
poster_name: metalmario32
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: metalmario32
icon: xx
body:
  By the way, I made a mistake on saying D5F4 (Viridian City&#039;s script) was item 94. It is actually item 93&#039;s quantity, which makes this setup even easier! Every time you leave the map (e.g. entering into the Viridian City PokÃ©mon Center) you can simply toss item 93 until it is 16, set up your code with items, and then exit the center to execute your code!<br /><br />Another question, what item stack does D36E-D36F represent in the expanded items pack? I would like to play around with it a bit. The set-ups you mentioned are quite good, but I still feel this is one of the easiest ACE methods in Red/Blue.<br /><br />Edit: I also managed to find a similar script in Yellow. Glitch script 0x12 in Pallet Town executes FAAE in Echo RAM (equivalent to DAAE), which is equivalent to the most significant byte of the Special stat experience of stored PokÃ©mon 1. Having this be a fresh PokÃ©mon (preferably from Route 1 as they only know one move) and with &quot;good&quot; IVs and PP will make the code fall through to DAB6, stored PokÃ©mon 2&#039;s species byte 2. If this PokÃ©mon is a Z4 (hex:C3) with 211 or 243 current HP, the code jumps to D300 or F300, which will fall through to D31C or F31C with &quot;good&quot; PokÃ©dex data.<br /><br />Unfortunately, Pallet Town&#039;s script address (D5F4) points to PC item 92 and not a PC item quantity. This means you need several Hyper Potion x1 stored in the PC to execute your code every time you want to. In Yellow, also, the expanded PC is really only available through GCRM or through stable MissingNo. (e.g. level 80 Starmie double T-Fly or Special stat of 182-184)


subject: Re: Possible luck-based ACE setup for Red/Blue using a glitch Viridian City script
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=metalmario32 link=topic=8467.msg210598#msg210598 date=1533734061]<br />Another question, what item stack does D36E-D36F represent in the expanded items pack? I would like to play around with it a bit. The set-ups you mentioned are quite good, but I still feel this is one of the easiest ACE methods in Red/Blue.<br />[/quote]<br /><br />Just tested it on my copy of PokÃ©mon Red and it&#039;s item 41 and item 41 quantity.<br /><br />[quote author=metalmario32 link=topic=8467.msg210598#msg210598 date=1533734061]<br />In Yellow, also, the expanded PC is really only available through GCRM or through stable MissingNo. (e.g. level 80 Starmie double T-Fly or Special stat of 182-184)<br />[/quote]<br /><br />SRAM glitch (255 PokÃ©mon glitch) is also actually quite an underrated way to do it. If you catch a PokÃ©mon you will get 51 PokÃ©mon instead of 255, and depositing them all doesn&#039;t take too long. On certain versions their unterminated name can freeze the game, but you can work around this by finding a PokÃ©mon in the expanded party with a terminated name somehow (I think when I did it on French Red this PokÃ©mon was also an &#039;M (FF) meaning I could then continuously deposit PokÃ©mon 1).<br /><br />The expanded items pack will give you the required items to set up dry underflow in the PC, and you can set the Professor Oak&#039;s Lab script (item 91 quantity?) to 15 so you can get the PokÃ©dex (or you could use ACE to get it).


subject: Re: Documenting Item Underflow Item slots.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  *bump*<br /><br />Lucky, I think there was an error somewhere in making the list as I looked into the &quot;level-script pointer&quot; map script address and it&#039;s item 41 and item 41&#039;s quantity. Confirmed this both with counting and checking the value of CC35 after pressing Select on the relevant item (which would change after using a code to modify D36E) on my Xploder cheating device.<br /><br />Is it OK if you could you update the list please?


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Tabbender link=topic=8453.msg210597#msg210597 date=1533726439]<br />That&#039;s amazing. Too bad we can&#039;t keep it though.<br /><br />Also sadly i don&#039;t think we&#039;ll ever be able to transfer glitch pokemon other than 0x0000. The game checks if the pokemon are valid when you select them via the transfer option prior to loading your save file. So unless there&#039;s a way to trigger this script while bypassing the check... we&#039;re stuck.<br />[/quote]<br /><br />maybe if you could send a pokemon over with invalid checksums that will become&nbsp; a bad egg over time it could be possible


subject: Obscure PokÃ©mon Yellow box art/cartridge thunder artwork change?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I recently bought an Italian version of PokÃ©mon Yellow for testing glitch PokÃ©mon in that version and noticed some minor differences between the US version for both the box art and Game Pak.<br /><br />While I don&#039;t have the boxes, this is apparently what the Italian and US box arts look like:<br /><br />[img]https://i.imgur.com/2yKbTLl.jpg[/img]<br /><br />It seems like instead of US Yellow&#039;s &#039;yellow mist&#039; background, the Italian version features more clearly a bolt of electricity.<br /><br />Additionally &quot;Special Pikachu Edition&quot; was removed from the Italian Game Pak. On the Italian Game Pak, the Nintendo logo was moved to the left, the rating is not included on the Game Pak, and it also features the Original Nintendo Seal of Quality:<br /><br />[img]https://i.imgur.com/vOT0VZr.jpg[/img]<br /><br />Thoughts?<br />Are there any other versions of PokÃ©mon Yellow with changes like these?


subject: Redoing the glitch PokÃ©mon articles to include both the GBC and SGB sprites
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Although it&#039;s a lot of work, I think it may be a good idea for us to include both Game Boy Color and Super Game Boy glitch PokÃ©mon sprites. It would also illustrate the ones that have [url=https://glitchcity.info/wiki/Glitch_color_layer]glitch color layers[/url], as sometimes for instance you just see a black box that hides the sprite.<br /><br />I&#039;ve done this already on one article from a real SNES and GameCube as below:<br /><br />https://glitchcity.info/wiki/GlitchDexIT/Y:191<br /><br />Would anyone like to help?


subject: Re: Documenting Item Underflow Item slots.
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A list of specific correspondences between item slots and memory addresses would be a good addition to [url=https://glitchcity.info/wiki/Expanded_item_pack]this page[/url], as the formula combined with the disassembly could be annoying to work with after a while. If the list here is inaccurate, though, I&#039;ll wait before adding it.


subject: Re: Redoing the glitch PokÃ©mon articles to include both the GBC and SGB sprites
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I would be in favor of adding these (and helping) for English RBYGSC glitch species at least. However, I think there should be an update to the template first that allows us to have them all four appear cleanly below the species name in a row, without having to copy all that text and looking like the IT/Y:191 infobox currently does (no offense.) Below the first two it could say &quot;GBC&quot;, and then below the second two it could say &quot;SGB&quot;, with a superscript &quot;?&quot; in the corner to direct viewers to a page describing the sprite differences across platforms that you just explained.


subject: Re: Redoing the glitch PokÃ©mon articles to include both the GBC and SGB sprites
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=Sherkel link=topic=8471.msg210605#msg210605 date=1533760758]<br />I would be in favor of adding these (and helping) for English RBYGSC glitch species at least. However, I think there should be an update to the template first that allows us to have them all four appear cleanly below the species name in a row, without having to copy all that text and looking like the IT/Y:191 infobox currently does (no offense.) Below the first two it could say &quot;GBC&quot;, and then below the second two it could say &quot;SGB&quot;, with a superscript &quot;?&quot; in the corner to direct viewers to a page describing the sprite differences across platforms that you just explained.<br />[/quote]<br /><br />Thanks for the input!<br /><br />I&#039;m unsure how to redo the template without it being awkward, although I have this as an idea:<br /><br />[img]https://i.imgur.com/oCzd3V7.png[/img]<br /><br />I don&#039;t know if I like it though.<br /><br />Another thing we could do is use buttons at the top like with this Balloon Fight wiki, which could include &quot;GBC sprites&quot;, &quot;SGB sprites&quot;. Or it could be like &quot;GBC front sprite&quot;, &quot;GBC back sprite&quot;, &quot;SGB front sprite&quot;, &quot;SGB back sprite&quot; but this might be too much text.<br /><br />[img]https://i.imgur.com/HA5rt5r.png[/img]<br /><br />Thoughts?<br /><br />Edit:<br /><br />Made this as a test. Not sure how to get it exactly like this with wiki markup though.<br /><br />[img]https://i.imgur.com/j27oMnD.png[/img]<br /><br />https://glitchcity.info/wiki/Glitch_City_Laboratories:Sandbox<br /><br />Edit 2:<br /><br />Is this all right?<br /><br />[img]https://i.imgur.com/3EsC4uQ.png[/img]<br /><br />Still need to implement the superscript and maybe I should make the GBC, SGB text smaller. Monochrome Game Boy sprites may be good as well actually.


subject: Re: Obscure PokÃ©mon Yellow box art/cartridge thunder artwork change?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks! Possibly, but as it isn&#039;t an in-game revision difference I&#039;m unsure.<br /><br />Yeah, I thought my cartridge was a bootleg at first but it seems to be real.


subject: Re: Possible luck-based ACE setup for Red/Blue using a glitch Viridian City script
poster_name: metalmario32
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  On the topic of the Yellow script, do you think it would be more efficient than something like ws m, 4F, Sea Route 21 0x44 text box, etc.?


subject: Re: Redoing the glitch PokÃ©mon articles to include both the GBC and SGB sprites
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8471.msg210607#msg210607 date=1533765001]<br />[img]https://i.imgur.com/j27oMnD.png[/img]<br />[/quote]This is closer to what I had in mind. Check the [url=https://glitchcity.info/wiki/Glitch_City_Laboratories:Sandbox]sandbox[/url] again for some minor touchups to it.<br /><br />I&#039;m wondering now, though, are there really enough that are different to warrant this across all GlitchDex pages? SGB sprites that differ could be included in Trivia sections.


subject: Staduim transfer pak exploit?
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  hey, is it possible that we use ACE to make Pokemon Stadium think the Pokemon Gen 1 cartridge as a non Pokemon game so it will not use the cartridge? <br /><br />goals:<br />1. get the ACE code in the Save file so it will always be executed by Pokemon Gen 1 and Stadium.<br />2. has to at least make Pokemon Stadium into thinking there is no game in the transfer pak.<br />3. HAS to be Gen 1 and Stadium 1, Gen 2 and Stadium 2 not allowed!


subject: Re: Instant boxing glitch and first method to encounter an enemy DPbox
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Unsure. Pokemon with an invalid checksum are turned into Bad Eggs in gen 3 as well, and you cant&#039; transfer eggs.


subject: Re: Redoing the glitch PokÃ©mon articles to include both the GBC and SGB sprites
poster_name: hpokÃ©_coloradohugge
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8471.msg210610#msg210610 date=1533769761]<br />I&#039;m wondering now, though, are there really enough that are different to warrant this across all GlitchDex pages? SGB sprites that differ could be included in Trivia sections.<br />[/quote]<br /><br />I personally think both should be displayed on all pages like this, because it gives imo a good representation of the sprites (since super gameboy hide many of the glitch screens and you get a clear picture of some of the gÃ¶itch pokÃ©mon sprites.<br />I&#039;m personally for it.<br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=8471.msg210603#msg210603 date=1533758065]<br />I&#039;ve done this already on one article from a real SNES and GameCube as below:<br />https://glitchcity.info/wiki/GlitchDexIT/Y:191<br />[/quote]<br /><br />Regarding the sprite work, I think we should go for pixelperfect sprites instead honestly. I think it looks kind of odd to have the sprite with signal noise and the &quot;fuzzyness&quot; that appears through capture from real hardware. <br />Just something that i thought about. =)


subject: Re: Obscure PokÃ©mon Yellow box art/cartridge thunder artwork change?
poster_name: hpokÃ©_coloradohugge
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That&#039;s how all European PAL PokÃ©mon Yellows look like, it&#039;s just a different box art/lable design from the American one. So there&#039;s nothing special about this.<br /><br />Regarding the rating and the seal of quality:<br />This is just how all gameboy cartridges looks like here in europe, we never had ESRB rating system in europe and this was released before ratings was used for games in europe.<br /><br />The seal of quality is also always feautured on the box and cartridge lable of european Gameboy games, and it&#039;s different from the American seal (being a circle rather than a oval)<br /><br />--------<br />So yeah, this isn&#039;t obscure, it&#039;s just how pokÃ©mon and gameboy games in general looks like for us in PAL regions. 


subject: Re: Redoing the glitch PokÃ©mon articles to include both the GBC and SGB sprites
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8471.msg210610#msg210610 date=1533769761]<br />I&#039;m wondering now, though, are there really enough that are different to warrant this across all GlitchDex pages? SGB sprites that differ could be included in Trivia sections.<br />[/quote]<br /><br />I think all GBC ones for Red/Blue will use the bootstrap ROM palette.<br /><br />The image above was a test, so in actuality you&#039;d get a red/blue MissingNo. with default palette for GBC(?).<br /><br />As for Yellow, I think there are. A lot of the GBC and SGB sprites are different.<br /><br />[quote author=coloradohugge link=topic=8471.msg210614#msg210614 date=1533814301]<br />Regarding the sprite work, I think we should go for pixelperfect sprites instead honestly. I think it looks kind of odd to have the sprite with signal noise and the &quot;fuzzyness&quot; that appears through capture from real hardware. <br />Just something that i thought about. =)<br />[/quote]<br /><br />I&#039;m for this but I just don&#039;t want to use emulators anymore because of the legality sorry (I want the articles to have the perfect sprites but can&#039;t get them).


subject: Re: Obscure PokÃ©mon Yellow box art/cartridge thunder artwork change?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ah thanks!<br /><br />Yes, I actually live in European country too (although the UK are in the process of leaving the EU), but the PokÃ©mon Yellow I bought was a USA version so I hadn&#039;t noticed this before.<br /><br />Yeah. The only thing I was surprised about really was the different background (not the no ESRB rating and the seal of quality, position of Nintendo logo as that&#039;s normal/an ordinary change).


subject: Re: Obscure PokÃ©mon Yellow box art/cartridge thunder artwork change?
poster_name: hpokÃ©_coloradohugge
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ah i see. =)<br /><br />Yeah, the background is indeed different and i can&#039;t decide if i like the blur one or the more defined thunder bold design more haha.<br /><br />But yeah, i think my confusion was when i read &quot;i thought it was a bootleg first&quot; just because it didn&#039;t follow the ntsc North Ameeican standards of the cartridge layout. And i though to myself, -&quot;it shouldn&#039;t have the same layout or design since it&#039;s a PAL released one&quot;.<br />So I think I simply missunderstod that part. =)


subject: Re: Redoing the glitch PokÃ©mon articles to include both the GBC and SGB sprites
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Good to hear your input, coloradohugge, especially considering how much of this work is your own. :) I was mainly wondering roughly how many glitch species this effect applied to.<br /><br />I hadn&#039;t realized the TV screen artifacts on the ones Torchic posted; I thought it was my screen or my eyes at the time. I might not have researched the legality as much as you, but why not dump your own ROMs, considering you own copies of them? I did it lots of times for DS and GBA games simply because it was too hard to find them online, and I don&#039;t think it could be that difficult for GB/GBC. I don&#039;t think there&#039;s anyone who would say you haven&#039;t earned yourself a break, but forcing one on yourself like this isn&#039;t how I&#039;d want to see it go.


subject: Re: Press Ctrl+V or Cmd+V or whatever and post
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  |Front GB=[[File:YGlitch176 IT GB.png]]<br />|Front Gray=[[File:YGlitch176 IT Gray.png]]<br />|Front GBC=[[File:YGlitch176 IT GBC.png]]<br />|Front SGB=[[File:YGlitch176 IT SGB.png]]<br />|Back GB=[[File:YGlitch176b IT GB.png]]<br />|Back Gray=[[File:YGlitch176b IT Gray.png]]<br />|Back GBC=[[File:YGlitch176b IT GBC.png]]<br />|Back SGB=[[File:YGlitch176b IT SGB.png]]


subject: Re: Staduim transfer pak exploit?
poster_name: zdrmonster12
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8472.msg210612#msg210612 date=1533770829]<br />The headers are in ROM, so no. What would be the point of this anyway?<br />[/quote]<br /><br />just a stupid question


subject: Re: Redoing the glitch PokÃ©mon articles to include both the GBC and SGB sprites
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=Sherkel link=topic=8471.msg210619#msg210619 date=1533825714]<br />I hadn&#039;t realized the TV screen artifacts on the ones Torchic posted; I thought it was my screen or my eyes at the time. I might not have researched the legality as much as you, but why not dump your own ROMs, considering you own copies of them? I did it lots of times for DS and GBA games simply because it was too hard to find them online, and I don&#039;t think it could be that difficult for GB/GBC. I don&#039;t think there&#039;s anyone who would say you haven&#039;t earned yourself a break, but forcing one on yourself like this isn&#039;t how I&#039;d want to see it go.<br />[/quote]<br /><br />That might be legal, yeah. Thanks for the suggestion. I remember reading in the US there is a section in the law that implied if you dump your ROMs for back up purposes it is legal, but I&#039;m unsure if that applies for this purpose and I live in the UK. They could see it as an illegal copy rather than a backup. I&#039;m using a capture device to grab the Game Boy Color sprites from my Game Boy Player (GameCube peripheral), when downsized the loss in quality isn&#039;t too bad so I&#039;m still going to work on finishing the glitch PokÃ©mon that are known to need sprites (Italian Yellow only now and the recent sound bank fix sprites GlitchPokÃ©monStudent posted), by adding the Game Boy Color sprites and if it gives a glitch color layer/glitch screen like the solid black one, I&#039;ll try to get the highest quality Super Game Boy image I can. However it seems my capture device doesn&#039;t give good quality Super Game Boy images for certain colours which are instead washed out, so I&#039;d have to find a way to fix the quality, or another means of getting them.<br /><br />Have added pea-green GB (the default for the original Game Boy) and gray GB (Virtual Console) parameters to the templates.


subject: Re: Staduim transfer pak exploit?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=zdrmonster12 link=topic=8472.msg210623#msg210623 date=1533830567]<br />[quote author=Sherkel link=topic=8472.msg210612#msg210612 date=1533770829]<br />The headers are in ROM, so no. What would be the point of this anyway?<br />[/quote]<br /><br />just a stupid question<br />[/quote]Maybe you should give your posts a bit more thought looking forward.


subject: Re: Redoing the glitch PokÃ©mon articles to include both the GBC and SGB sprites
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  So [i]eight[/i] sprites for each? I&#039;d be okay adding to them when I have the chance if there are as many differences as you say, but beyond the English GlitchDex I think that kind of falls into the &quot;Decamark problem&quot;.<br /><br />Regarding using a capture card with the Game Boy Player, that would be fine aside from the unforgivably horrid atrocity that is bilinear filtering. If I remember right, SGB2 doesn&#039;t have that problem, so if you&#039;re set on the TV capture method, maybe that would be a better alternative?


subject: Re: Press Ctrl+V or Cmd+V or whatever and post
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  /run/media/megan/FLASHY/ROMs/GBA/Multiboot from Gamecube/Harry Potter and the Chamber of Secrets Gamecube GBA thing.gba


subject: Re: Obscure PokÃ©mon Yellow box art/cartridge thunder artwork change?
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Just checked and my cartridge has the USA artwork. Boo. That&#039;s no fun.<br /><br />Hopefully people will stop saying Australia counts as Europe for video game purposes.


subject: &quot;Alternate Catch 'em All&quot; question
poster_name: metalmario32
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [b][i]ALTERNATE CATCH &#039;EM ALL ASM[/i][/b]<br /><br />[code]<br />WRA1:D322 1E 20&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  e,[SpeciesIndex]<br />WRA1:D324 43&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  b,e<br />WRA1:D325 0E 02&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  c,02<br />WRA1:D327 40&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  b,b<br />WRA1:D328 CD 48 3E&nbsp; &nbsp; &nbsp; &nbsp;  call 3E48<br />WRA1:D32B C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret <br />[/code]<br /><br />What is the Yellow equivalent of 3E48 in Red/Blue for alternate Catch &#039;em All?


subject: Re: &quot;Alternate Catch 'em All&quot; question
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=metalmario32 link=topic=8473.msg210632#msg210632 date=1534032413]<br />[b][i]ALTERNATE CATCH &#039;EM ALL ASM[/i][/b]<br /><br />[code]<br />WRA1:D322 1E 20&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  e,[SpeciesIndex]<br />WRA1:D324 43&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  b,e<br />WRA1:D325 0E 02&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  c,02<br />WRA1:D327 40&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  b,b<br />WRA1:D328 CD 48 3E&nbsp; &nbsp; &nbsp; &nbsp;  call 3E48<br />WRA1:D32B C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret <br />[/code]<br /><br />What is the Yellow equivalent of 3E48 in Red/Blue for alternate Catch &#039;em All?<br />[/quote]<br /><br />3E59 I think. The address in question is called GivePokemon in the disassembly.<br /><br />Here are some text files of many address locations in Blue, Yellow:<br />https://sites.google.com/site/torchickens2/sym-files


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Tabbender link=topic=6868.msg210543#msg210543 date=1533307496]<br />You should do the whole double corruption with Unmarked Caterpie then. The eggs you got are probably the result of a wrong corruption that switched substructures in an unintended way.<br />[/quote]I started the process over again with Unmarked Caterpie.&nbsp; I just can&#039;t seem to get the eggs to turn into Bulbasaur though.&nbsp; I&#039;ve tried countless times and all I get are bad eggs.&nbsp; I was very careful to not select the eggs, so that can&#039;t be the problem.&nbsp; Any suggestions?


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Alright, I inserted the values into $DF00 and the DMA hijacking into $FF80. Both $C3 and $CD both seem correct. The results, I expected better, especially that it [b]almost worked[/b] for #205 and #211 family Pokemon when sent out from a trainer battle, it showed the corruption with 9s once and a few others, but the sprite didn&#039;t show up. For #205 family encountered in the wild, nothing happened. It worked perfectly for #224, #245, and #255, except the sprite have solid black tiles for all those three, even the $F5 one. I don&#039;t know if I got accurate results, but I think I am on the right track. I will have to test it for $F5&#039;s back sprite later.


subject: Re: &quot;Alternate Catch 'em All&quot; question
poster_name: metalmario32
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8473.msg210633#msg210633 date=1534067620]<br />[quote author=metalmario32 link=topic=8473.msg210632#msg210632 date=1534032413]<br />[b][i]ALTERNATE CATCH &#039;EM ALL ASM[/i][/b]<br /><br />[code]<br />WRA1:D322 1E 20&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  e,[SpeciesIndex]<br />WRA1:D324 43&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  b,e<br />WRA1:D325 0E 02&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  c,02<br />WRA1:D327 40&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  b,b<br />WRA1:D328 CD 48 3E&nbsp; &nbsp; &nbsp; &nbsp;  call 3E48<br />WRA1:D32B C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret <br />[/code]<br /><br />What is the Yellow equivalent of 3E48 in Red/Blue for alternate Catch &#039;em All?<br />[/quote]<br /><br />3E59 I think. The address in question is called GivePokemon in the disassembly.<br /><br />Here are some text files of many address locations in Blue, Yellow:<br />https://sites.google.com/site/torchickens2/sym-files<br />[/quote]<br /><br />Thank you so much! Sorry if I&#039;ve been asking so many questions lately :P


subject: Re: Player Coordinates RAM Writer question
poster_name: metalmario32
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: metalmario32
icon: xx
body:
  I&#039;ll just use CopyData, thanks! Also what is CopyData in Yellow?<br /><br />Edit: On my &quot;Alternate Catch &#039;em All&quot; question, I found that CopyData is 00:00B1 in Yellow. But what is CopyData.copybytes (at 00:00C1) and FarCopyData (at 00:009D)?


subject: Re: Player Coordinates RAM Writer question
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=metalmario32 link=topic=8468.msg210638#msg210638 date=1534103330]<br />I&#039;ll just use CopyData, thanks! Also what is CopyData in Yellow?<br />[/quote]<br /><br />All right then!<br /><br />It&#039;s 00B1.<br /><br />Template:<br /><br />ld bc,(number of bytes)<br />ld hl,(source)<br />ld de,(destination)<br />call 00b1<br />ret<br /><br />[quote author=metalmario32 link=topic=8468.msg210638#msg210638 date=1534103330]<br />Edit: On my &quot;Alternate Catch &#039;em All&quot; question, I found that CopyData is 00:00B1 in Yellow. But what is CopyData.copybytes (at 00:00C1) and FarCopyData (at 00:009D)?<br />[/quote]<br /><br />Good question. CopyData.copybytes confused me too. I&#039;m unsure but it seems like it&#039;s in the middle somewhere of the CopyData routine. I think FarCopyData might be used if copying the data requires a bank switch (i.e. if it&#039;s in region 4000-7FFF).


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Are you sure you meet all the criteria ? Though if you followed Metarkrai&#039;s tutorial you probably do... it could just be bad luck, or maybe you got wrong eggs, it happened to me quite a few times.<br /><br />I can&#039;t really help without knowing the specifics sorry :/


subject: Re: How to work around the loss of session data error
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Abwayax
icon: xx
body:
  It seems like for whatever reason the session isn&#039;t fully &quot;set up&quot; until you actually try to edit a page. Trying again seems to resolve it, and once you have edits going through you should be able to do anything else like upload a file, confirm a revision, or rename a user.<br /><br />I&#039;m really trying to get this actually fixed, but it&#039;s really difficult to figure out. I hope to have it fixed in 18.08, but if not, I&#039;ll just have to go with the workaround (which is just to disable this specific check in mediawiki).<br /><br />The SSO code really sucks (it was written 10+ years ago for ancient mediawiki + SMF versions; I&#039;ve had to keep it up to date) and is using [url=https://www.mediawiki.org/wiki/AuthPlugin]deprecated interfaces[/url]. I&#039;ve been having a hell of a time trying to port it over to [url=https://www.mediawiki.org/wiki/Extension:Auth_remoteuser]Extension:Auth remoteuser[/url] which, as far as I can tell, should just &quot;work&quot; if I plug in the SMF user details.


subject: Union room Wrongwarp obsoletes tweaking
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: xx
body:
  Once you set up the wrongwarp, you can infinitely wrongwarp to any outside map in the void to completely obsolete tweaking, and also allows you to skip huge portions of routes since you can just wrongwarp to the data you need.<br /><br />The wrongwarp I&#039;m refering to will allow you to teleport to the last area you used explorer kit, used an elevator or some obscure things like when you end the game in which case you&#039;ll warp to the players house.<br />by underflowing your 32 bit coordinates and using explorer kit beforehand you can even warp to fake sinnohs since your values will be stored in 16 bit when using explorer kit.<br /><br />So how does this work?<br /><br />as always I made a video to show the glitch off:<br />https://www.youtube.com/watch?v=yZucEkf1WDs&amp;feature=youtu.be<br /><br />Basicly what happens is;<br />our coordinates are stored in 32 bit, but almost any function in the game that stores coordinates to warp to them saves them in 16 bit.<br />When talking to the Union room girls, the game warps you to Union room, but the moment it warps it saves your current coordinates.<br />Usually your&nbsp; 32 bit Y value coordinate is Y = 0000 0002, and the stored 16 bit value would be 0002. <br /><br />When you leave union room you would therefore teleport to Y = 0002, which is the same as 32 bit Y = 0000 0002, so there&#039;s no issue normally.<br /><br />When you use the void to get above the lady though, you can talk to her from above, causing the warp to happen 3 tiles higher. This puts your 32 bit coordinate at Y = FFFF FFFF, and since the game stores your value in 16 bit, when leaving union room it teleports you to Y = 0000 FFFF instead.<br /><br />This is only a coordinate warp in itself, which is not that useful. But, if you reset the game after talking to the girls, tha game warps you to bytes located at [Base] + 1488 instead. This can store your position when using union room, but fails to overwrite them if you talk to the girl from above. The bytes are also overwritten when using Explorer Kit, using elevators or set to twinleaf playerhouse when you finish the hall of fame sequence. Therefore you can now warp to those values instead.<br /><br />Not only this, if you then later go back into the top floor of the pokÃ©center, the game runs a mapscript that pushes you 4 tiles down, which is enough to force you into the void. then we can go above the map again, and in less than 30 seconds we can warp to our last explorer kit location once again.<br /><br />This wrongwarp can also be used to teleport to fake sinnohs if you used explorer kit in an area with underflown 32 bit coordinates, similar to what I said before. FFFF FFFF would become 0000 FFFF, but since this time you can manipulate both X and Y value you can not only teleport to one fake sinnoh, but three! (FFFF;0000) (0000;FFFF) (FFFF;FFFF). the one that teleports you east lands you in mapdata, which means this can be used for wrongwarping to fake sinnoh and essentially skipping all uncontrollable progression flags going north to reach a Fake Sinnoh.<br /><br />We already updated most big routes using this and they all take about 5 minutes at most.<br /><br />What you can also do is wrongwarp, which makes kt so you will spawn at whatever data is located at [Base]+1488 and then after that set flags that should be disabled outside restricted zones, save and reset and they&#039;ll still be set.<br /><br />For example, you could wrongwarp, leave union room (putch you at Y = FFFF in the void of the top floor of a pokemoncenter) travel about 8000 south, avoid some crashing maps by manipulating mapdata, enter an elevator which warps you to mainland. Then enter the elevator again to go dowm, overwriting the value at [Base]+1488 and then grabbing a partner like Riley and Mira, or&nbsp; a partner in Amity Square. Then you can save reset and you&#039;ll stilll have the partner but this time out of the restricted areas. i also made a video about that.<br /><br />You can also use this to get the Pal Park menu out of bounds. The route for that is put in a comment later in the post.<br />


subject: Re: Union room Wrongwarp obsoletes tweaking
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is an incredible new find! It seems like the &#039;all new tweaking section&#039; of PRAMA will need an all new version again soon&nbsp; ;D<br />Congratulations on finding this breakthrough, guys&nbsp; ;)


subject: Re: Union room Wrongwarp obsoletes tweaking
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=8474.msg210644#msg210644 date=1534177408]<br />This is an incredible new find! It seems like the &#039;all new tweaking section&#039; of PRAMA will need an all new version again soon&nbsp; ;D<br />Congratulations on finding this breakthrough, guys&nbsp; ;)<br />[/quote]<br /><br />Thank you very much ^^ feel free to pm me for any help :D MAP was testing on french games and it seems like I might have to modify it slightly for you guys, but it should be fine :p


subject: Re: Union room Wrongwarp obsoletes tweaking
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: xx
body:
  update! It is possible to get any partner out of bounds, including amity square partners using this, allowing you to fight dpbox when tweaking onto water! This glitch might become very useful soon enough. Basicly, if you save after the coordinate warp, it&#039;ll warp you back to the coordinate warp location (instead of explorer kits location) but with savedata of whatever you did after coordinate warping.<br /><br />Whats more is that elevator warps can also overwrite the warp location. If you coordinate warp, use elevator, get a partner, save reset you&#039;ll end up at the elevator&#039;s warp location. I think most warp types that have multiple locations they should warp to will allow you to do this.<br /><br />&nbsp; [img]https://i.imgur.com/TRUrgIV.png[/img]


subject: Re: Union room Wrongwarp obsoletes tweaking
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Tabbender
icon: xx
body:
  So you can basically teleport anywhere, that&#039;s cool !<br /><br />Would there be a way to setup the RETIRE trick faster using this ? Like, teleporting directly from Safari Park to anywhere ? Also screw up with flags to, for example, have the whole Elite 4 already defeated when entering the League and only fight Cynthia


subject: Re: Union room Wrongwarp obsoletes tweaking
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s possible to warp to elevator warps too, but warping with RETIRE menu would require saving first in for example a pokecenter, which wastes too much time. As in messing with flags, you save all data of your save except your coordinates/void, so I guess you could try sequence breaking things with this by warping back to a room you should&#039;ve already beaten? There&#039;s probaply loads more possibilities. You can warp back with partners and amity square partners, allowing you to have doublebattles, heal yourself infinitely, have glitchbattles and such. More research is still being conducted atm.


subject: Catching Shaymin in 5-10 minutes using Wrongwarps
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: xx
body:
  After my wrongwarp testing I came up with a lot of useful mechanics tied to it,<br />one of them being that you can wrongwarp to a fake sinnoh, but in the RAMsection of mapdata.<br /><br />This is very useful since that means I can go to the coordinate of shaymin&#039;s area and then manipulate ram<br />there to change it to a jubilife. Then save resetting there allows you to get to shaymin.<br />Sadly from what I see darkrai won&#039;t be obtainable in the same way, since the coordinates put you very high in mapdata, <br />so high in fact that entering a mystery zone will even overwrite those bytes.<br /><br />Edit; video showing this in action: https://www.youtube.com/watch?v=0wPS4wpDSTI&amp;t=1s<br /><br />Requirements are:<br />have entered bottom floor of pokÃ©mon center<br />have entered contest hall<br />bicycle<br />enough balls to capture shaymin<br />teleport/fly <br /><br />Anyway, this is the route;<br /><br />[sup]1 S<br />17 W<br />14 N<br />415 W<br />save reset<br />380 E<br />Explorer Kit<br /><br />If you ever done a wrongwarp before, utilise the mapscript-based route to wrongwarp instead.<br />If you&#039;ve done it before doing the steps shown will crash your game.<br /><br />If you donâ€™t have wrongwarp setup; following steps<br />------------<br />480 N<br />260 E<br />save reset<br />224 W<br />Full speed South until wall (480 S, don&#039;t stop)<br />graphic reload<br />1 N<br />13 E<br />graphic reload<br />south<br />graphic reload<br />south<br />------------<br /><br />reset<br /><br />132 E<br />160 S<br />640 E<br />32 S<br />32 E<br />64 S<br />1 N<br />141 E<br />33 S<br />graphic reload<br />2 E<br />1 N<br />save reset[/sup]<br /><br />then you graphic reload, and go up to meet shaymin<br /><br />I will attempt some more at a darkrai route but don&#039;t get your hopes up for that one.


subject: Re: Disabling the START menu through ACE
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A few while back we made a video on how to replace the saving option by a reset option through ace, that&#039;s also fun to do :)<br /><br />https://www.youtube.com/watch?v=CXmoFZMUXmw


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: GlitchedPokemonStudent
icon: exclamation
body:
  Something I want to show off ChickasaurusGL (A.K.A. Evie Torchic the Glitch Scientist) one crucial thing they didn&#039;t point out in the &quot;MissingNo.&quot; from all official Generation I versions&quot; video.<br /><br />So, I decided to try and find out the front sprite crashers in Japanese Red/Green. Missingno. being first on my list. I don&#039;t know if this ROM I got that has that translation that reminds me of the Pokemon Google and Bing Translation videos made the result different, but it did freeze like usual without locking the sound banks values just for confirmation. <br /><br />But then this happened when I did lock the values. It does the &quot;Glitch Pokemon Zoroark-ed/Illusion-ed Glitch Trainer&quot; effect that I like to call it. Just like 4 4, Japanese Yellow Missingno, and the #205 Family in English Red/Blue. I wanted to point this out because it wasn&#039;t listed in the pictures. However, I&#039;m not sure if the ROM I used was v1.0 or v1.1, if there is a difference.<br /><br />[img]https://i.imgur.com/WY62PfT.png[/img]<br /><br />Will you mind putting that in the description?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Tabbender link=topic=6868.msg210641#msg210641 date=1534107425]<br />Are you sure you meet all the criteria ? Though if you followed Metarkrai&#039;s tutorial you probably do... it could just be bad luck, or maybe you got wrong eggs, it happened to me quite a few times.<br /><br />I can&#039;t really help without knowing the specifics sorry :/<br />[/quote]I know I have the EVs right on the Smeargle, as I&#039;ve checked with a save editor.&nbsp; I&#039;ve successfully used Unmarked Caterpie for other double corruptions before, so I doubt anything is wrong with it.&nbsp; I was also very careful to not pick up the eggs.<br /><br />What do you mean by &quot;wrong eggs?&quot;<br /><br />I know it&#039;s difficult to help with this sort of thing over the web, and I appreciate your replies, as I&#039;m really stumped.


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for this GlitchedPokemonStudent! :)<br /><br />Sure, I&#039;ve just added this to the description. Let me know if anything in it needs changing.<br /><br />[quote]<br />Edit 2: An addendum from GlitchedPokemonStudent! A non-freezing battle from MissingNo. in Red/Green can appear if you lock the sound bank values (C0EF and C0F0) to valid values. Like Japanese Yellow MissingNo., it may trigger a Trainer battle. However, GlitchedPokemonStudent says he only tried it on an unofficial translation of the game, so effects may be different on the official Japanese versions.<br />[/quote]


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]<br />However, GlitchedPokemonStudent says he only tried it on an unofficial translation of the game, so effects may be different on the official Japanese versions.<br />[/quote]<br />Actually, I stumbled upon it by accident just after I started the game. Where I downloaded it, it made no mention to such a thing, so I just assumed it was a regular one. The moment I saw the save file screen, I just went &quot;WTF?&quot;, but I decided to go along with it.<br /><br />Anyway, about this glitch Pokemon. https://glitchcity.info/wiki/GlitchDexJP/RG:221<br />This front sprite is pretty much the earliest 4 4. What&#039;s interesting though that it turns into a screwed-up Safari Zone battle with that same dark red screen effect, ever like &quot;bait&quot; or &quot;rock&quot; occurs every time I try to advance until it runs away, crashing the game as a result.<br /><br />And a few things I experienced with #250 and #234 family in Red/Green.<br /><br />It seems that the front sprite of #250 family doesn&#039;t always corrupt the sound bank value since sometimes it wouldn&#039;t do anything to the music. As for #234 family, the back sprite doesn&#039;t seem to act volatile. No matter how hard I try, it stays constant when I used Transform with Ditto because when I tried to catch it, the game lock-ups after the choice of giving the nickname. I wonder why it is in this video here that I think they did it by accident since what I got was completely different. [url=https://youtu.be/g9MwW2I15mo?t=383]https://youtu.be/g9MwW2I15mo?t=383[/url]<br />


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=GlitchedPokemonStudent link=topic=8443.msg210659#msg210659 date=1534380623]<br />[quote]<br />However, GlitchedPokemonStudent says he only tried it on an unofficial translation of the game, so effects may be different on the official Japanese versions.<br />[/quote]<br />Actually, I stumbled upon it by accident just after I started the game. Where I downloaded it, it made no mention to such a thing, so I just assumed it was a regular one. The moment I saw the save file screen, I just went &quot;WTF?&quot;, but I decided to go along with it.<br />[/quote]<br /><br />Ah, OK. Makes sense.<br /><br />[quote author=GlitchedPokemonStudent link=topic=8443.msg210659#msg210659 date=1534380623]<br />Anyway, about this glitch Pokemon. https://glitchcity.info/wiki/GlitchDexJP/RG:221<br /><br />This front sprite is pretty much the earliest 4 4. What&#039;s interesting though that it turns into a screwed-up Safari Zone battle with that same dark red screen effect, ever like &quot;bait&quot; or &quot;rock&quot; occurs every time I try to advance until it runs away, crashing the game as a result.<br />[/quote]<br /><br />Interesting. Sounds like my experience of French version&#039;s of 4 4. If a trainer sends out French 4 4 you can force the Safari Zone encounter system as well.<br /><br /><br />[quote author=GlitchedPokemonStudent link=topic=8443.msg210659#msg210659 date=1534380623]<br />As for #234 family, the back sprite doesn&#039;t seem to act volatile. No matter how hard I try, it stays constant when I used Transform with Ditto because when I tried to catch it, the game lock-ups after the choice of giving the nickname. I wonder why it is in this video here that I think they did it by accident since what I got was completely different. [url=https://youtu.be/g9MwW2I15mo?t=383]https://youtu.be/g9MwW2I15mo?t=383[/url]<br />[/quote]<br /><br />Some back sprites are sourced from RAM with the first byte specifying the dimensions, so I think it&#039;s possible a certain RAM address needs to have a nybble of 0 for this to work (e.g. 00). I don&#039;t know the source location of Red/Green&#039;s #234 family backsprite but can look it up for you one moment.<br /><br />Edit: The #234 backsprite pointer is at $0043 (a ROM location), according to [url=https://docs.google.com/document/d/1UXh27xFgGqrrxKJx-afoqZ22ROe_X1Ex-oU9KTWxkGM/edit]here[/url], so that&#039;s likely not the issue. (Unless there&#039;s a difference here between the v1.0 and v1.1 ROMs)


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Tabbender
icon: xx
body:
  Well sometimes i noticed i got eggs with which it was impossible to finish the double corruption for some reason. If you&#039;re really sure your issue isn&#039;t just bad luck, you can try to check one of the eggs&#039; profile and redo the first part of the corruption to obtain a set of different eggs (the messages telling you how the game thinks you got it and when it will hatch as well as the ball should be different). I&#039;m not sure if checking their profile resets PP&#039;s, but just to be sure you can save, check the profiles and then reset whenever you get a new set of eggs.<br /><br />Also make sure you meet these criteria : https://www.youtube.com/watch?v=65e-SKeE5Ec . And, of course, if you&#039;re trying to get items, your pokemon should have HP EV&#039;s, or else they will turn into empty slots.


subject: Re: New Viridian Forest arbitrary code execution method
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  I&#039;m attempting to see if this specific Glitch Meta-map script ACE works in french games, so I just wrote a dumb piece of code at $F904 (assuming the european shift is occuring there, but keeping $F8FF-$F903 to NOPs, just in case) and performed the process. Script 06 is well activated, walking lag occurs, but it just freezes the game upon the battle with the Bug Catcher is finished. Am I doing something wrong?<br /><br />


subject: Re: New Viridian Forest arbitrary code execution method
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=Krys3000 link=topic=8076.msg210662#msg210662 date=1534423036]<br />I&#039;m attempting to see if this specific Glitch Meta-map script ACE works in french games, so I just wrote a dumb piece of code at $F904 (assuming the european shift is occuring there, but keeping $F8FF-$F903 to NOPs, just in case) and performed the process. Script 06 is well activated, walking lag occurs, but it just freezes the game upon the battle with the Bug Catcher is finished. Am I doing something wrong?<br />[/quote]<br /><br />That&#039;s a shame. I think there could be various reasons. The script activated may be different between the different languages, or that player name may not be correct for French versions, or VRAM inaccessibility isn&#039;t working as it should (which could be by chance as in English games this doesn&#039;t always work either), or your current play time could be bad. Also I can&#039;t remember if this works on VBA, so make sure you&#039;re trying it on BGB or a real console.<br /><br />To test whether the map script is activating arbitrary code, you can try setting a breakpoint on BGB on the debugger on debug&gt;access breakpoints if you enter A000-FDFF in the address box, tick &#039;on execute&#039; and add it. This way the debugger will automatically appear at where it is executing arbitrary code after you perform the steps, and you can deduce whether F8FF glitch executes the same code in the French versions as in the English versions.<br /><br />Hope this clears things up.


subject: Re: New Viridian Forest arbitrary code execution method
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for the reply Evie,<br /><br />I&#039;ve been using BGB for glitch tests, so I tried your suggestion of placing a breakpoint, but the game freezes without breaking in that range. Apparently, this technique doesn&#039;t work in european games, even though Glitch Meta-map Script ACE (performed with Viridian City 0x10 or 0x11 for example) usually works well in these localizations.


subject: Re: New Viridian Forest arbitrary code execution method
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=Krys3000 link=topic=8076.msg210664#msg210664 date=1534513001]<br />Thanks for the reply Evie,<br /><br />I&#039;ve been using BGB for glitch tests, so I tried your suggestion of placing a breakpoint, but the game freezes without breaking in that range. Apparently, this technique doesn&#039;t work in european games, even though Glitch Meta-map Script ACE (performed with Viridian City 0x10 or 0x11 for example) usually works well in these localizations.<br />[/quote]<br /><br />You&#039;re welcome. :)<br /><br />I see, that&#039;s interesting.<br /><br />Yeah, often although a few glitches are the essentially the same (e.g. the equivalent of 8F between different languages with the address offsets of +5 taken into account) I&#039;ve noticed there are a few differences, such as the PokÃ©dex numbers/families (and learnsets I think) of glitch PokÃ©mon. So it isn&#039;t entirely unlikely there could be differences in some of the scripts as well.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Tabbender link=topic=6868.msg210661#msg210661 date=1534410206]<br />Well sometimes i noticed i got eggs with which it was impossible to finish the double corruption for some reason. If you&#039;re really sure your issue isn&#039;t just bad luck, you can try to check one of the eggs&#039; profile and redo the first part of the corruption to obtain a set of different eggs (the messages telling you how the game thinks you got it and when it will hatch as well as the ball should be different). I&#039;m not sure if checking their profile resets PP&#039;s, but just to be sure you can save, check the profiles and then reset whenever you get a new set of eggs.<br /><br />Also make sure you meet these criteria : https://www.youtube.com/watch?v=65e-SKeE5Ec . And, of course, if you&#039;re trying to get items, your pokemon should have HP EV&#039;s, or else they will turn into empty slots.<br />[/quote]Thanks.&nbsp; I&#039;m looking into the 12 criteria and I&#039;m confused about the 3rd/4th/5th ones.&nbsp; <br /><br />3rd: What does &quot;unknown value&quot; mean?<br />4th/5th: Where can I find a list of identifiants for the various attacks?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Tabbender
icon: xx
body:
  The Unknown value is, as its name implies, unknown. Ignore it, as there&#039;s no way to change it without double corruption.<br /><br />You can find a list of moves here: https://bulbapedia.bulbagarden.net/wiki/List_of_moves (then you just have to translate their id into hexadecimal). But honestly, there&#039;s no way you&#039;re going to obtain values that would set any of these two bytes at 1, at least not as long as your pokemon doesn&#039;t have glitch moves.<br /><br />Most of the time, the only byte that is set is the Speed EV&#039;s being between 64 and 127 or between 192 and 255. If that&#039;s the case, you should make it so another byte is set, what i often do is give them 3 PokÃ©blocks made out of Aspear Berries with the old man (each with 10 - 12 Tough and 23 Feel), which increases its Feel by 69, thus setting this byte if it was at 0.<br /><br />Make sure you don&#039;t already have an even number of these bytes set though. I doubt Metarkrai wouldn&#039;t mention this in his tutorial, so it&#039;s kind of surprising that you got this problem. If your pokemon&#039;s Speed EV&#039;s aren&#039;t between 64 and 127 or between 192 and 255, make sure you didn&#039;t set another byte by accident.<br /><br />EDIT: I just noticed that if you had a problem with the bytes, you wouldn&#039;t get past the first part of the corruption (as Metarkrai showed at the end of his video). So this is probably not your issue.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Misdreavus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Tabbender link=topic=6868.msg210668#msg210668 date=1534578200]<br />The Unknown value is, as its name implies, unknown. Ignore it, as there&#039;s no way to change it without double corruption.<br /><br />You can find a list of moves here: https://bulbapedia.bulbagarden.net/wiki/List_of_moves (then you just have to translate their id into hexadecimal). But honestly, there&#039;s no way you&#039;re going to obtain values that would set any of these two bytes at 1, at least not as long as your pokemon doesn&#039;t have glitch moves.<br /><br />Most of the time, the only byte that is set is the Speed EV&#039;s being between 64 and 127 or between 192 and 255. If that&#039;s the case, you should make it so another byte is set, what i often do is give them 3 PokÃ©blocks made out of Aspear Berries with the old man (each with 10 - 12 Tough and 23 Feel), which increases its Feel by 69, thus setting this byte if it was at 0.<br /><br />Make sure you don&#039;t already have an even number of these bytes set though. I doubt Metarkrai wouldn&#039;t mention this in his tutorial, so it&#039;s kind of surprising that you got this problem. If your pokemon&#039;s Speed EV&#039;s aren&#039;t between 64 and 127 or between 192 and 255, make sure you didn&#039;t set another byte by accident.<br />[/quote]You&#039;re right - no attack has an index value that comes close to a number that would set that byte.<br /><br />Metarkrai covers fixing the Speed EV byte by using PP Ups on Splash (4th move).&nbsp; Due to that, I have either all &quot;no&quot; or 2 &quot;yes&quot; and the rest &quot;no&quot; on all of my Smeargle.&nbsp; Of course, this is ignoring the &quot;unknown value&quot; byte.<br /><br />Also, as for the possibility of incorrect eggs, I&#039;m not sure what the eggs are supposed to look like (never really paid attention on my successful attempts, especially since I can&#039;t check summary and then save), but [url=https://i.imgur.com/FZ7iSg1.jpg]here&#039;s one of them[/url].&nbsp; All 5 look like that.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Then your problem doesn&#039;t come from the criteria.<br /><br />Again, my bet would be bad luck. But if it really isn&#039;t, then try to get another set of eggs with a different ball and / or a different &quot;is it close to hatching ?&quot; state. I&#039;m almost 100% sure watching a pokemon&#039;s summary doesn&#039;t heal it, so you should be able to check its summary (even if it does heal it, all 4 others will be successfully double corrupted if you do get the right corruption).


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  Tabbender, that avatar would be [i]perfect[/i] if you rotated the MissingNo. in the bottom right the way it happens after you view its stats.<br /><br />[s]Yeah, I&#039;m implying he looks at anything else on here after totally killing it in that Pomeg glitch thread[/s]


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: exclamation
body:
  For Red/Green Missingno&#039;s (Regular form) back sprite. Instead of the crashing v1.0 and v1.1 one that glitches out the music and takes 12-13 seconds to show up, I got this which only took 2 seconds to show up and no sound bank freeze necessary.<br /><br />[i]It&#039;s named &quot;Blood&quot; in the translation which I find it a bit creepy, so I nicknamed it to MisNo.[/i]<br />[img]https://i.imgur.com/fHUj5em.png[/img]<br /><br />Also, it turns out that Missingno. is 4 4 in Red/Green as well, while still containing its own palette and that devilish red glitch screen.<br />[img]https://i.imgur.com/94yZd4M.png[/img]<br /><br />[img]https://i.imgur.com/RSSu5Sh.png[/img]<br /><br />[img]https://i.imgur.com/BUKmfOX.png[/img]<br />[img]https://i.imgur.com/j7fsoTR.png[/img]<br />[img]https://i.imgur.com/UIlyliI.png[/img]<br /><br />I seem to draw two things in mind from Pokemon Red/Blue and earlier. (Before Yellow)<br /><br />In Red/Green to Red/Blue, the game [b]instantly[/b] freezes when it finds out an invalid sound bank, while in all versions of Yellow, it crashes when a sound effect plays out in an invalid sound bank. I noticed it&#039;s the same for glitch/invalid trainers as well, but from the AI instead. In Red/Green to Red/Blue, it crashes after &quot;wants to fight&quot; only if the encounter trigger isn&#039;t coming from a trainer. However, in Yellow, it doesn&#039;t seem to be the case until the game allows it to use a move, but it can&#039;t, resulting a freeze. But the question is, why right after &quot;wants to fight&quot; sentence finally finishes? Since I know for certain that it&#039;s not caused by an invalid sound bank at all and I don&#039;t know what addresses cause that crash there, but what I do know, is that the AI&#039;s in the Daycare or Boxed Pokemon Data, and that&#039;s why it crashes when it tries to use a move instead of randomly trying to use Guard Spec. or Full Heal on the glitch Trainer&#039;s Pokemon if it does have status like Poison or Paralysis. 


subject: Re: Easier way to perform the Pikachu Off-Screen ACE in Yellow
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Hey everyone,<br /><br />Sorry for bumping, but I&#039;ve been working on adapting this glitch to european non-english games, as it wasn&#039;t demonstrated before to my knowledge.<br />Basically it works the same way but the textbox starts at $D221, which in our case is not the catch rate but the 5th PokÃ©mon&#039;s HP.<br /><br />In that way, the 4 moves setup using Nidorina works fine but it doesn&#039;t require any trade, which makes it easier than in english games. Also there&#039;s a slight change in PP for the 6th PokÃ©mon. Here it is:<br /><br />- 5th PokÃ©mon would be a Nidorina or Nidorino having only 8 remaining HP and no status. It is best if this PokÃ©mon was never stored in the PC otherwise trouble can happen.<br />- This PokÃ©mon must have 2 &#039;placeholder moves&#039; (typically Bite and Fury Swipes, since it learns both) followed by Double Kick (also learned) and Bubblebeam (TM11).<br />- The 6th PokÃ©mon can be anything but requires currently 3 PP on its first move (with 3 PP Up used), 38 PP on the second move, and 19 PP for the third move (with 3 PP Up used also).<br />- The code starts from item 3, so it is performed in a similar fashion than using 4F/wslm.<br /><br />Of course, many more setups can be found for european games. Any normal PokÃ©mon with 8 HP and no status would nop until moves. 


subject: Re: Easier way to perform the Pikachu Off-Screen ACE in Yellow
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=8063.msg210677#msg210677 date=1534845613]<br />Hey everyone,<br /><br />Sorry for bumping, but I&#039;ve been working on adapting this glitch to european non-english games, as it wasn&#039;t demonstrated before to my knowledge.<br />Basically it works the same way but the textbox starts at $D221, which in our case is not the catch rate but the 5th PokÃ©mon&#039;s HP.<br /><br />In that way, the 4 moves setup using Nidorina works fine but it doesn&#039;t require any trade, which makes it easier than in english games. Also there&#039;s a slight change in PP for the 6th PokÃ©mon. Here it is:<br /><br />- 5th PokÃ©mon would be a Nidorina or Nidorino having only 8 remaining HP and no status. It is best if this PokÃ©mon was never stored in the PC otherwise trouble can happen.<br />- This PokÃ©mon must have 2 &#039;placeholder moves&#039; (typically Bite and Fury Swipes, since it learns both) followed by Double Kick (also learned) and Bubblebeam (TM11).<br />- The 6th PokÃ©mon can be anything but requires currently 3 PP on its first move (with 3 PP Up used), 38 PP on the second move, and 19 PP for the third move (with 3 PP Up used also).<br />- The code starts from item 3, so it is performed in a similar fashion than using 4F/wslm.<br /><br />Of course, many more setups can be found for european games. Any normal PokÃ©mon with 8 HP and no status would nop until moves.<br />[/quote]<br /><br />This is great! Awesome find Krys3000. :) So this is another reasonable means of setting up ACE in non-English Yellow.<br /><br />Is the PC set to $D221 in all non-English European versions or just one or more like the French version?


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  Soon I&#039;m going to check these too on real hardware and add them to the wiki (also made a comment on your video).<br />Edit: Also if you ever feel like adding these yourself, feel free and it would be greatly appreciated. :) You might need to [url=https://forums.glitchcity.info/index.php?topic=8240.0]follow this session error workaround[/url].


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: hpokÃ©_coloradohugge
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wait? I&#039;m lost. Why are we using the translation now? :O<br />It acts way differently than the actual Red/Green. <br />And many glitch pokÃ©mon behaves differently.<br /><br />I went through all the glitch pokÃ©mons and documented them all in the translation version last year just for fun, and they differ a lot from the Official Releases. 


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=coloradohugge link=topic=8443.msg210680#msg210680 date=1534867612]<br />Wait? I&#039;m lost. Why are we using the translation now? :O<br />It acts way differently than the actual Red/Green. <br />And many glitch pokÃ©mon behaves differently.<br /><br />I went through all the glitch pokÃ©mons and documented them all in the translation version last year just for fun, and they differ a lot from the Official Releases.<br />[/quote]<br /><br />Ah OK. Yeah, not too surprising given the differences between other languages as well. I mean the sprites from the official versions will be added (not English Red/Green); so for instance the front sprite crashers on Red/Blue/Yellow, official Japanese Red/Green v1.0 and v1.1.


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: hpokÃ©_coloradohugge
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210681#msg210681 date=1534872221]<br />I mean the sprites from the official versions will be added (not English Red/Green); so for instance the front sprite crashers on Red/Blue/Yellow, official Japanese Red/Green v1.0 and v1.1.<br />[/quote]<br /><br />Ah I see. cool, that&#039;s what i hoped for. ;D


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: GlitchedPokemonStudent
icon: xx
body:
  I guess I have to find the ROM download for Red/Green somewhere else if that&#039;s the case. Not to mention the translation was done poorly. I think the text was the only thing that was changed, however it did crash the same way for $DD and $F5 compared to that Pokemon Green Glitch Trainers video, but for some reason, it seems less often for #250 front sprite and completely different result for #234 backsprite. I don&#039;t know, the person who made that video probably used VBA because I did hear some error sound a few times, so I guess it might have to do something with how volatile the sprites are in some emulators since in VBA I just tried for testing the sound bank freeze and the English Red/Blue #205 and #211 seem mostly constant, but corruption is the same, could that be due to VRAM inaccessibility? No wonder why it&#039;s suddenly more difficult to find an official sprite for those glitch Pokemon since it does vary depending on the timing, even with save states. <br /><br />[glow=red,2,300]A bit off-topic, but:[/glow]<br />[i]Speaking of VBA, there is another thing I noticed in difference. The wave channel sounds quieter in VBA than in BGB, actual GBC, and 3DS Virtual Console. Listen carefully in TheZZAZZGlitch&#039;s Pokemon glitches and emulator accuracy video and you&#039;ll notice it, especially during the Cerulean City and Pokemon Center music. I can identify what emulator they are using just by that alone. It was more noticeable to me since I gotten so used to hearing the VBA volume thanks to currently long absence MissingnoXpert. At that time, I had no knowledge of emulator accuracy until I saw that video, and the first two videos I uploaded were recorded from VBA.[/i]<br /><br />My next goal was to check on Japanese Yellow Glitch Pokemon and try to make a video of it since that GlitchoGaming did not, however, no matter how hard I tried to look for it, I can&#039;t seem to find it and people will say &quot;no&quot; of sending people their backup download of it due to rules. Which means unfortunately, I am left out and be unable to mess around and show off those glitch Pokemon myself unless one of you are kind enough to temporarily do it for me. I don&#039;t know how much different Japanese Blue&#039;s glitch Pokemon are though according to what I have seen, I might have to research on that again in case my memory was wrong.<br /><br />Edit - I can&#039;t seem to find the Japanese Blue download either.


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=GlitchedPokemonStudent link=topic=8443.msg210683#msg210683 date=1534878602]<br />I guess I have to find the ROM download for Red/Green somewhere else if that&#039;s the case. Not to mention the translation was done poorly. I think the text was the only thing that was changed, however it did crash the same way for $DD and $F5 compared to that Pokemon Green Glitch Trainers video, but for some reason, it seems less often for #250 front sprite and completely different result for #234 backsprite. I don&#039;t know, the person who made that video probably used VBA because I did hear some error sound a few times, so I guess it might have to do something with how volatile the sprites are in some emulators since in VBA I just tried for testing the sound bank freeze and the English Red/Blue #205 and #211 seem mostly constant, but corruption is the same, could that be due to VRAM inaccessibility? No wonder why it&#039;s suddenly more difficult to find an official sprite for those glitch Pokemon since it does vary depending on the timing, even with save states. <br /><br />[glow=red,2,300]A bit off-topic, but:[/glow]<br />[i]Speaking of VBA, there is another thing I noticed in difference. The wave channel sounds quieter in VBA than in BGB, actual GBC, and 3DS Virtual Console. Listen carefully in TheZZAZZGlitch&#039;s Pokemon glitches and emulator accuracy video and you&#039;ll notice it, especially during the Cerulean City and Pokemon Center music. I can identify what emulator they are using just by that alone. It was more noticeable to me since I gotten so used to hearing the VBA volume thanks to currently long absence MissingnoXpert. At that time, I had no knowledge of emulator accuracy until I saw that video, and the first two videos I uploaded were recorded from VBA.[/i]<br /><br />My next goal was to check on Japanese Yellow Glitch Pokemon and try to make a video of it since that GlitchoGaming did not, however, no matter how hard I tried to look for it, I can&#039;t seem to find it and people will say &quot;no&quot; of sending people their backup download of it due to rules. Which means unfortunately, I am left out and be unable to mess around and show off those glitch Pokemon myself unless one of you are kind enough to temporarily do it for me. I don&#039;t know how much different Japanese Blue&#039;s glitch Pokemon are though according to what I have seen, I might have to research on that again in case my memory was wrong.<br />[/quote]<br /><br />The ROMs are more commonly referred to as Pocket Monsters Aka, Pocket Monsters Midori, Pocket Monsters Ao and Pocket Monsters Pikachu I think. Any luck with those names?<br /><br />Pocket Monsters Ao (Japanese Blue) has different sprites to Red/Green/Pikachu.


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210684#msg210684 date=1534879768]<br />The ROMs are more commonly referred to as Pocket Monsters Aka, Pocket Monsters Midori, Pocket Monsters Ao and Pocket Monsters Pikachu I think. Any luck with those names?<br />[/quote]<br /><br />Yes, edgeemu being first on the search list, second for Pocket Monsters Pikachu. Thanks. I did think of searching &quot;Japanese Pokemon Yellow&quot;and &quot;Pocket Monsters Yellow&quot; But I never thought they would be named in Japanese form. Thank you. Although, Pocket Monsters Midori one said &quot;Rev A&quot; which means it could be v1.1 and not v1.0 because Missingno&#039;s back sprite crashes on v1.0, but v1.1 doesn&#039;t, so I tried different websites, but they were so uncooperative and I got no luck on that one.<br /><br />[i]BTW, is the &quot;Official 1st Gen (Red/Blue and Yellow) Glitch Discussion&quot; thread really that inactive? It says last post was September of last year.[/i]


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=GlitchedPokemonStudent link=topic=8443.msg210685#msg210685 date=1534882339]<br />[quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210684#msg210684 date=1534879768]<br />The ROMs are more commonly referred to as Pocket Monsters Aka, Pocket Monsters Midori, Pocket Monsters Ao and Pocket Monsters Pikachu I think. Any luck with those names?<br />[/quote]<br /><br />Yes, edgeemu being first on the search list, second for Pocket Monsters Pikachu. Thanks. I did think of searching &quot;Japanese Pokemon Yellow&quot;and &quot;Pocket Monsters Yellow&quot; But I never thought they would be named in Japanese form. Thank you. Although, Pocket Monsters Midori one said &quot;Rev A&quot; which means it could be v1.1 and not v1.0 because Missingno&#039;s back sprite crashes on v1.0, but v1.1 doesn&#039;t, so I tried different websites, but they were so uncooperative and I got no luck on that one.<br /><br />[i]BTW, is the &quot;Official 1st Gen (Red/Blue and Yellow) Glitch Discussion&quot; thread really that inactive? It says last post was September of last year.[/i]<br />[/quote]<br /><br />You&#039;re welcome. Yes, Rev A is the v1.1 release and the ones without a revision label may be v1.0, you can check with an MD5 hash checking tool and the comparing them to the ones associated with the dumps listed here:<br /><br />https://datomatic.no-intro.org/?page=show_record&amp;s=46&amp;n=1025 (Red 1.0)<br />https://datomatic.no-intro.org/?page=show_record&amp;s=46&amp;n=1026 (Red 1.1 (Rev A))<br /><br />https://datomatic.no-intro.org/?page=show_record&amp;s=46&amp;n=1028 (Green 1.0)<br />https://datomatic.no-intro.org/?page=show_record&amp;s=46&amp;n=1029 (Green 1.1 (Rev A))<br /><br />https://datomatic.no-intro.org/?page=show_record&amp;s=46&amp;n=1021 (Yellow 1.0)<br />https://datomatic.no-intro.org/?page=show_record&amp;s=46&amp;n=1022 (Yellow v1.1 (Rev A))<br />https://datomatic.no-intro.org/?page=show_record&amp;s=46&amp;n=1023 (Yellow v1.2 (Rev B))<br />https://datomatic.no-intro.org/?page=show_record&amp;s=46&amp;n=1024 (Yellow v1.3 (Rev C) but also called &quot;Rev 3&quot;)<br />


subject: Re: Easier way to perform the Pikachu Off-Screen ACE in Yellow
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Thanks! I believe this will work the same in all European non-english games but I can&#039;t say for sure :)


subject: Red/Green regular MissingNo. front sprite
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  According to the images below, Red/Green regular MissingNo. can appear with its own front sprite.<br /><br />https://bulbapedia.bulbagarden.net/wiki/File:Ketsuban.png<br />https://twitter.com/TOKIYA/status/760264929307799552<br /><br />However, regardless of whether the game is v1.0 or v1.1, after a cursory analysis on my own Japanese Red/Green games I can&#039;t seem to encounter it/get a sprite to load without a freeze.<br /><br />How was this sprite obtained?<br /><br />(Note: Japanese Blue version has its own sprite that is different to the Red/Green one. To my knowledge the Japanese Blue one never freezes the game https://glitchcity.info/wiki/GlitchDexJP/B:000 )


subject: Re: Easier way to perform the Pikachu Off-Screen ACE in Yellow
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=8063.msg210687#msg210687 date=1534886623]<br />Thanks! I believe this will work the same in all European non-english games but I can&#039;t say for sure :)<br />[/quote]<br /><br />You&#039;re welcome. OK cool! :)


subject: Glitchbattles caused by Partners
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: xx
body:
  As I recently posted under my &#039;wrongwarp&#039; article, using these Wrongwarps you can desync savedata and<br />the location you spawn at when resetting the game.<br /><br />Using this mechanic I was able to have a Partner, when save resetting I&#039;d still have the partner with me,<br />although I would spawn at the location I wrote the wrongwarp to.<br /><br /><br />As always&nbsp; I made a video of all the finds, and added in all the glitchbattles too (it&#039;s quite long)<br />[url=https://www.youtube.com/watch?v=KaxCAIWWWwY]https://www.youtube.com/watch?v=KaxCAIWWWwY[/url] <br /><br />So how do I pull this off?<br />First I do the Union room Wrongwarp, doing this causes me to warp 65536 tiles too far in the PokÃ©mon center&#039;s top floor void.<br />This places me in the void, 6500 steps (rougly 405 bytes) above mapdata. The important thing to know is that when you wrongwarp like this, <br />a mapscript wasn&#039;t ran. Because of this the game will try to warp us to the PokÃ©mon center when resetting the game, except the bytes it uses for this were never updated with the correct warpdata for the Pokemoncenter. <br /><br />Not only that, these bytes are also used for Explorer Kit locations, elevator locations and also some other less important areas.<br />In order to save with partners, then reset to warp to somewhere I have to do a Union room Wrongwarp, then update the bytes with an elevator warp,<br />then get a partner and save reset. this will put me at the warp location of the elevator I used.<br /><br />Now that I can get a partner anywhere, there are a couple of important factors to take into account here.<br />The first is that partners are usually assigned using a flag. The flag tell the game that you have a Partner following,<br />and usually while setting the flag it simultaneously writes the battle data of that partner into RAM. There&#039;s one exception to this,<br />being the Amity Square Partners. These set the flag, but never update the portion of RAM the game writes the battle data to.<br /><br />The battle data for partners actually never get wiped (unless resetting console) upon removing a partner, only the flag is changed. This means you can load a Partner into RAM, then get an Amity&nbsp; Square partner and you&#039;ll have the battle data of the Partner previously used.<br /><br />The bigger thing is that if there&#039;s no Partner loaded, battling causes glitchbattles to occur.<br />Most of them are tutorial battles, mixed with a different battle&#039;type&#039;. The battles happen depending on your ASLR, so if you reset your game you will most likely get different results than last time.<br /><br />For example, you have a normal tutorial, a tutorial with a safari zone overlay, a tutorial that is simultaneously a Wifi battle, <br />even a battle that completely overwrites RAM when entered.<br /><br />Next to that there&#039;s the fact that there&#039;s no doublebattle encountertable for battles on water. The game does prevent surfing,<br />and the usage of bikes to tweak. Luckely, it doesn&#039;t prevent you from getting a bike from a bikestall. Once we get on our bike we<br />tweak onto water. Once we enter a baytle we meet the glitchpokemon Dpbox, also known as &#039;-----&#039;, invisible shiny bulbasaur and MissigNo of gen 4.<br /><br />Here are some results you can pull off<br />[img]https://i.imgur.com/SC7EXH1.png[/img]&nbsp; [img]https://i.imgur.com/T8GViuw.png[/img] [img]https://i.imgur.com/4RgkYD1.png[/img]<br />[img]https://i.imgur.com/uUVh1aj.png[/img]&nbsp;  [img]https://i.imgur.com/VRPJTSm.png[/img] [img]https://i.imgur.com/LVBuVAu.png[/img]<br /><br />There&#039;s currently no known way to capture the PokÃ©mon, since because there&#039;s no encountertable its empty, meaning the<br />DPbox is purely made out of 00&#039;s. Id of 00, 0 current health, no moves (struggle), you get the point.<br /><br />Furthermore it is possible to get the doublebattles in the safari zone too, and the cool thing about this is that the game counts a &#039;loss&#039; as<br />running out of balls in the safari zone. therefore you leave the safari zone with only dead PokÃ©mon. <br />


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  All hail our new overlord, JacPidgey! Distant cousin of Jacred (Trainer class 0).<br /><br />[img]https://i.imgur.com/gLVH8lP.png[/img]


subject: Glitch Trainer FE printing tiles on the screen. Can it be used for CoolTrainer?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  &quot;Pk&quot; (Glitch Trainer 0xFE (technically 0x36)) can print tiles on the screen for some reason each turn, other times it can freeze the game. The locations in which the tiles on the screen appear vary. Is it possible to use this to alter CoolTrainer outcomes? I wonder if it&#039;s also possible for the tiles to be printed on y=06, x=01 as well, as this controls the enemy PokÃ©mon for CoolTrainer, although you&#039;d need to find a way to change the battle into a wild PokÃ©mon battle to make use of it unless maybe you blacked out first.<br /><br />Example: Here the PokÃ©dollar sign is printed twice over the HP bar.<br /><br />[img]https://i.imgur.com/xxquqN7.png[/img]


subject: Re: Glitchbattles caused by Partners
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Amazing as always! :)<br /><br />So do you think there&#039;s no possible way to change the ----- to a different glitch PokÃ©mon? :( Though it seems unlikely would be interesting if you could use this or another glitch to have a Generation IV hybrid on the user&#039;s side.


subject: Re: Glitchbattles caused by Partners
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: RETIRE
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8482.msg210693#msg210693 date=1534974433]<br />Amazing as always! :)<br /><br />So do you think there&#039;s no possible way to change the ----- to a different glitch PokÃ©mon? :( Though it seems unlikely would be interesting if you could use this or another glitch to have a Generation IV hybrid on the user&#039;s side.<br />[/quote]<br /><br />Well if there&#039;s one thing I&#039;ve noticed from my time glitching in gen 4 is that the developers almost never made the game clear RAM when its no longer needed. If it reads from data that can be written to its very likely you can make a PokÃ©mon show up. I&#039;m currently playing around with doing Wifi battles before having the tutorial + wifi battletype hoping some leftover data can be used, even if its just for the playersprites when losing the fight. 


subject: Re: Glitch Trainer FE printing tiles on the screen. Can it be used for CoolTrainer?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=RETIRE link=topic=8483.msg210695#msg210695 date=1534976490]<br />Since you say the locations of tiles vary, it is probaply manipable. Hope you get it to work ^^<br />[/quote]<br /><br />Thanks! ^^<br /><br />I can&#039;t remember at the moment whether the tiles are still there after you open the menu. It could be that they aren&#039;t saved to the buffer, but it would be cool if they were.


subject: Re: Game Boy Game Genie codes?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  I made a few more PokÃ©mon Red codes by stubbing out parts of the game&#039;s routines:<br /><br />C98-3AA-081<br />Ghosts don&#039;t have ghost sprite and can attack you. Can&#039;t attack them<br /><br />C90-4CB-D5D<br />Battle corruption, if wild battle &quot;invisible battle&quot; mode<br /><br />My favourite so far:<br /><br />C91-1EB-5D4<br />&#039;Instant win&#039; every battle, similar to Gold/Silver behavior for having no available PokÃ©mon on the field<br /><br />Edit: Going to add more as I find them<br /><br /><br />This one stubs out ReadTrainer (0E:5C53) which may result in all Trainers having Charizard &#039;M with excessive HP<br /><br />C9C-53A-081<br /><br />These fun codes max out Magikarp&#039;s base stats to 255, however the physical Game Genie can only enter three codes at a time:<br /><br />FF1-DFA-B3A: HP<br />FF1-E0A-C42: Attack<br />FF1-E1A-3B6: Defense<br />FF1-E2A-A2B: Speed<br />FF1-E3A-B3A: Special<br /><br />Break PokÃ©mon and some Trainer sprites<br />C94-FDD-F77<br /><br />Predef commands are broken. The title screen intro is skipped, some sprites never load and you start in a Glitch City with no money. You&#039;re trapped as well with these orange lines in front of you that makes it look like Red is trapped behind bars. Can&#039;t load save data, but doesn&#039;t destroy it after you turn off the power and play without this code.<br />C9E-6DC-4C1<br /><br />Breaks beginning of bank switch function, many sprites and game functions. Text at the beginning of title screen intro is missing as well.<br />C95-D6C-2A9<br /><br />Instead of Trainer approach music, the previous music continues to play<br />C93-E8C-081


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210686#msg210686 date=1534884106]<br />You&#039;re welcome. Yes, Rev A is the v1.1 release and the ones without a revision label may be v1.0, you can check with an MD5 hash checking tool and the comparing them to the ones associated with the dumps listed here:[/quote]<br /><br />So, how do I make this process work exactly?&nbsp; :-\


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=GlitchedPokemonStudent link=topic=8443.msg210698#msg210698 date=1535068008]<br />[quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210686#msg210686 date=1534884106]<br />You&#039;re welcome. Yes, Rev A is the v1.1 release and the ones without a revision label may be v1.0, you can check with an MD5 hash checking tool and the comparing them to the ones associated with the dumps listed here:[/quote]<br /><br />So, how do I make this process work exactly?&nbsp; :-\<br />[/quote]<br /><br />Usually it&#039;s quite easy and is just a matter of downloading an MD5 checker (there are fortunately open source/free ones), and opening the ROM (or any file you want to check) to automatically calculate the MD5 value. From there, check the value to the one in the &quot;MD5&quot; field under Dump source(s) in the links I posted above.<br /><br />Here is a free one for Windows:<br /><br />http://www.winmd5.com/<br /><br />Hope this helps :)


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=GlitchedPokemonStudent link=topic=8443.msg210675#msg210675 date=1534795088][i]It&#039;s named &quot;Blood&quot; in the translation which I find it a bit creepy, so I nicknamed it to MisNo.[/i][/quote]<br />[url=https://www.sljfaq.org/afaq/kanji-pronunciation.html]https://www.sljfaq.org/afaq/kanji-pronunciation.html[/url]<br />ã‘ã¤ã°ã‚“ is supposed to stand for æ¬ ç•ª (missing number), but the on&#039;yomi of è¡€ (blood) is ã‘ã¤, and there&#039;s a five-character limit.<br /><br />Don&#039;t mind me, I just find this sort of thing humorous. Keep up the good work!


subject: Interesting glitch Trainer AIs in Generation I
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  Some interesting glitch Trainer AIs. :) No pictures at the moment sorry, but may add them later.<br /><br />Unfortunate most of these require Game Genie so far, but perhaps you can access them with ACE, maybe even RAM address D031 (which can be used to partially modify the Trainer).<br /><br />Not sure whether the AIs here can be matched to a D031 value, does anyone know?<br /><br />Red/Blue:<br /><br />https://glitchcity.info/wiki/TrainerDex/RB:113 - on opponent&#039;s turn brings up an adjustable cursor<br />Various, e.g. https://glitchcity.info/wiki/TrainerDex/RB:112 - restarts a battle<br />https://glitchcity.info/wiki/TrainerDex/RB:094 - X Defend or glitch text box<br />https://glitchcity.info/wiki/TrainerDex/RB:092 - Super Potion use every turn<br />https://glitchcity.info/wiki/TrainerDex/RB:088 - At DA80 I still have offgao&#039;s memory editor on my Red cartridge. This executed it, but I wasn&#039;t able to replicate the effect afterwards. There is ACE potential here!<br />https://glitchcity.info/wiki/TrainerDex/RB:054 - Prints tiles, available with Trainer escape glitch w/ Special stat of 254<br />https://glitchcity.info/wiki/TrainerDex/RB:052 - ACE (as discovered by TheZZAZZGlitch, and I&#039;ve confirmed it on my save too as it brought up the offgao editor), but there may be an error in the current documentation as when I changed $FA60 to $C9 it didn&#039;t work; unless the stack is corrupted or something.&nbsp; Available with Trainer escape glitch, Special stat of 252 needed.<br />


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210699#msg210699 date=1535105848]<br />[quote author=GlitchedPokemonStudent link=topic=8443.msg210698#msg210698 date=1535068008]<br />[quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210686#msg210686 date=1534884106]<br />You&#039;re welcome. Yes, Rev A is the v1.1 release and the ones without a revision label may be v1.0, you can check with an MD5 hash checking tool and the comparing them to the ones associated with the dumps listed here:[/quote]<br /><br />So, how do I make this process work exactly?&nbsp; :-\<br />[/quote]<br /><br />Usually it&#039;s quite easy and is just a matter of downloading an MD5 checker (there are fortunately open source/free ones), and opening the ROM (or any file you want to check) to automatically calculate the MD5 value. From there, check the value to the one in the &quot;MD5&quot; field under Dump source(s) in the links I posted above.<br /><br />Here is a free one for Windows:<br /><br />http://www.winmd5.com/<br /><br />Hope this helps :)<br />[/quote]<br /><br />Oh, you mean to check the ROM with the MD5 checker and compare it to the MD5 checksum value from the dumps.<br /><br />I guess I would be using Red v1.0 instead.<br /><br />Anyways, I made a video regarding v1.0 and v1.1 Missingno.<br />[url=https://www.youtube.com/watch?v=s_Ls5YX6c6Y&amp;feature=youtu.be]https://www.youtube.com/watch?v=s_Ls5YX6c6Y&amp;feature=youtu.be[/url] 


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=GlitchedPokemonStudent link=topic=8443.msg210702#msg210702 date=1535157255]<br />Oh, you mean to check the ROM with the MD5 checker and compare it to the MD5 checksum value from the dumps.<br /><br />I guess I would be using Red v1.0 instead.<br />[/quote]<br /><br />Yes.<br /><br />[quote author=GlitchedPokemonStudent link=topic=8443.msg210702#msg210702 date=1535157255]<br />Anyways, I made a video regarding v1.0 and v1.1 Missingno.<br />[url=https://www.youtube.com/watch?v=s_Ls5YX6c6Y&amp;feature=youtu.be]https://www.youtube.com/watch?v=s_Ls5YX6c6Y&amp;feature=youtu.be[/url] <br />[/quote]<br /><br />Nice video! May you attach screenshots of the battles please? Then the sprites can be added to our wiki.


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: GlitchedPokemonStudent
icon: exclamation
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210703#msg210703 date=1535223980]Nice video! May you attach screenshots of the battles please? Then the sprites can be added to our wiki.<br />[/quote]<br /><br />I took the front sprite ones, however, it seems like it only uses solid square on its first encounter, and then next encounters, it will do the 4 4 noise pixels with minor variations here and there each reset. Unfortunately, I don&#039;t know how to get around the devilish red glitch screen it has.<br /><br />The (First Time) one will not show up if other glitch Pokemon shown up before Missingno.<br /><br />[b]v1.0 (First Time)[/b]<br />[img]https://i.imgur.com/ay3WBoR.png[/img]<br />[b]v1.0 (After reset or non-first encounters with minor variations)[/b]<br />[img]https://i.imgur.com/LLNWEwb.png[/img]<br />[b]v1.1 (First Time)[/b]<br />[img]https://i.imgur.com/Nht9h1G.png[/img]<br />[b]v1.1 (After reset or non-first encounters with minor variations)[/b]<br />[img]https://i.imgur.com/7eBMttN.png[/img]<br /><br />And finally, Missingno.&#039;s back sprite in v1.0.<br />[img]https://i.imgur.com/dyLWdYt.png[/img]<br />


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  Thanks! :)<br /><br />Have added the MissingNo. back sprite to the MissingNo. and GlitchDexJP/RG:000 articles and the MissingNo. v1.1 front sprite to the MissingNo. article.<br /><br />About the v1.1 sprite, ã¤ã‚Šã‚ã’ãŸ is the &#039;the hooked PokÃ©mon&#039; string and it looks like those are the genuine sprites. <br /><br />But with the v1.0 sprites it says &quot;ã—ã‚‡ã†ã¶ã‚’ã€€ã—ã‹ã‘ã¦ããŸï¼&quot; which means a glitch Trainer wants to fight. Despite that the sprites are quite similar so perhaps it is the glitch PokÃ©mon&#039;s sprite and not the Trainer&#039;s (like if you force a wild PokÃ©mon to be a Trainer). May you test them with 010134D0 (wild PokÃ©mon and not trainer) enabled please and post the results?


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: GlitchedPokemonStudent
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210705#msg210705 date=1535262716]<br />But with the v1.0 sprites it says &quot;ã—ã‚‡ã†ã¶ã‚’ã€€ã—ã‹ã‘ã¦ããŸï¼&quot; which means a glitch Trainer wants to fight. Despite that the sprites are quite similar so perhaps it is the glitch PokÃ©mon&#039;s sprite and not the Trainer&#039;s (like if you force a wild PokÃ©mon to be a Trainer). May you test them with 010134D0 (wild PokÃ©mon and not trainer) enabled please and post the results?<br />[/quote]<br /><br />I&#039;m sure it&#039;s due to the sprite tampering with the battle mode.<br /><br />I did test that with 4 4 this summer, but I&#039;m not sure how to make them work with Glitch Pokemon $C8 and onwards since trainers appear instead, since the Pewter Museum method for battles and stats didn&#039;t seem to work in terms of all glitch Pokemon, while for battles, it only works for the Mew Glitch obtainable Pokemon. But with that code on+the wild Pokemon battle mode lock, it&#039;s not enough otherwise. I think it should be possible since I did see this in the past. [url=https://youtu.be/CnuuRz4hcIM?t=31]https://youtu.be/CnuuRz4hcIM?t=31[/url]<br /><br />Edit - Just to note, it&#039;s CF90 in English Yellow.


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=GlitchedPokemonStudent link=topic=8443.msg210706#msg210706 date=1535299251]<br />[quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210705#msg210705 date=1535262716]<br />But with the v1.0 sprites it says &quot;ã—ã‚‡ã†ã¶ã‚’ã€€ã—ã‹ã‘ã¦ããŸï¼&quot; which means a glitch Trainer wants to fight. Despite that the sprites are quite similar so perhaps it is the glitch PokÃ©mon&#039;s sprite and not the Trainer&#039;s (like if you force a wild PokÃ©mon to be a Trainer). May you test them with 010134D0 (wild PokÃ©mon and not trainer) enabled please and post the results?<br />[/quote]<br /><br />I&#039;m sure it&#039;s due to the sprite tampering with the battle mode.<br /><br />I did test that with 4 4 this summer, but I&#039;m not sure how to make them work with Glitch Pokemon $C8 and onwards since trainers appear instead, since the Pewter Museum method for battles and stats didn&#039;t seem to work in terms of all glitch Pokemon, while for battles, it only works for the Mew Glitch obtainable Pokemon. But with that code on+the wild Pokemon battle mode lock, it&#039;s not enough otherwise. I think it should be possible since I did see this in the past. [url=https://youtu.be/CnuuRz4hcIM?t=31]https://youtu.be/CnuuRz4hcIM?t=31[/url]<br /><br />Edit - Just to note, it&#039;s CF90 in English Yellow.<br />[/quote]<br /><br />Yes. Actually I think what I&#039;ll do is add the sprite anyway but note that the situation involved activating a Trainer battle, because it is caused by the glitch PokÃ©mon at least.<br /><br />What I do to try and get the &#039;actual&#039; sprites for the 0xC8+ ones is encounter the Trainers in Viridian Gym, then enable the species modifier code only while the Trainer is about to send out a PokÃ©mon.<br /><br />You can work out the Pewter Museum exhibit code if you use cheat searcher to search for 182 (0xB6) while viewing Kabutops Fossil and 183 (0xB7) while viewing Aerodactyl Fossil. This should give you about three codes or so but one of them is the exhibit modifier. I&#039;ll go and find it for you for Red/Green in case you don&#039;t have it as well, one moment.<br /><br />Edit: Found it. :) Modify CF78 or use 01xx78CF. 0x1F froze my game without loading a sprite even with 0102EFC0 and 0102F0C0 on though :(.


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: exclamation
body:
  Alright, I didn&#039;t figure how to forcefully encounter non-Mew Glitch Pokemon in the wild, but I found a way to view invalid glitch Pokemon in stats.<br />[url=https://www.youtube.com/watch?v=nrwNxIQwpME]https://www.youtube.com/watch?v=nrwNxIQwpME[/url]<br /><br />All you have to is set CF90 to a value that is a glitch Pokemon hybrid like $EF and then view the glitch Pokemon&#039;s stats. Doing so on a regular Pokemon will have their own glitched sprite it seems, especially for Pidgey and Sandshrew which already has a known glitch hybrid Pokemon.<br /><br />Now I need to figure how it controls the Trainer range and its sprites. 4 4&#039;s effect was possible to see during the wild because it&#039;s not in the Trainer range for 200-255. And I want to know what will happen if $ED is encountered in the wild, because it may have some difference. I wonder if it will act similarly to Japanese Yellow&#039;s Missingno. I could try the same for #207 glitch pokemon family and the #202 family as well if it&#039;s even possible to do it in the first place, since no person has ever done it before.


subject: Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=8443.msg210707#msg210707 date=1535304211]Edit: Found it. :) Modify CF78 or use 01xx78CF. 0x1F froze my game without loading a sprite even with 0102EFC0 and 0102F0C0 on though :(.<br />[/quote]<br /><br />Maybe you got unlucky. Because I got it on both v1.0 and v1.1, although the latter did show for a split-second before displaying the blank box again.<br />[b]v1.0[/b]<br />[img]https://i.imgur.com/EQ8Yyz2.png[/img]<br />[b]v1.1[/b] [i]Just before it returned displaying the blank box.[/i]<br />[img]https://i.imgur.com/7bQitne.png[/img]


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SirCrunoke
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SirCrunoke
icon: xx
body:
  Hey Guys,<br />Im kinda new to this whole 8F thing, but I kinda could need some help.<br />So I didnt read all of this thread, though it is planned. But I read much about this which was really helpful.<br /><br />Lets start with my Problem:<br /><br />So at first I was kinda scared about damaging my game with 8F, so I decided to capture some of the Pokemon I wanted to capture with the Trainer Fly Glitch and the big Map helped me to catch some of them. But suddenly when I think I was about to catch Golem, I encountered a Super Nerd, with I think it were 3 or 4 Pokemon on mid 20 Level. So I didnt thought much about and fought him, but when I beat him another fight with the same Trainer happend. I thought thats kinda wrong but decided to fight him and see if theres anything wrong with the Game. So I had Music turned off at that point and didnt realised much, so I went to a Pokemon Center and I dunno remember why I did but I changed boxes out of the awareness it would safe the game. I headed back to the Rout and noticed it would be a bit glitchy and laggy, so I turned on the Music and it would Sound like the right Melody. So I Hard resetted the GBA SP I play on and noticed Im at the PC in the Pokemon Center cause of Box Change. I googled about it and after a bit I read in this thread [url=https://glitchcity.info/wiki/Glitch_meta-map_script_activation#Example_procedure_.28fighting_a_Trainer_on_an_encounter-disabled_route_method.29]Glitch_meta-map_script_activation[/url] about solving the Problem with ACE. But I couldnt find any Code to help and I dont got that good programming skills. Actually it was Route 8 I messed up and the trainer to use the Trainer Fly Glitch is the furthest left one. Dunno if that helps, Im trying to remember as much as possible. <br /><br /><br />And I got another question which is:<br /><br />In this [url=https://youtu.be/H8AgGp5cqPI?t=19m2s]Video[/url] I saw it is possible to turn a whole box into &quot;shiny&quot; Pokemons. This could be made to &quot;turn a whole box into perfect Pokemons&quot;, couldnt it? Didnt know how to figure out the code for this also. Actually I found some to turn a single Pokemon into perfect, but some of them are for Yellow and some for EU versions.<br /><br />About my Version:<br />I actually dont really know, I think its a US Version. I bought it on Ebay, cause I saw it there and it is the green one in a green Cardridge, but it is English and like the blue one.(green is my favourite colour so I had to buy it, even if it wouldnt work properly, but it actually does.) The Battery was empty in one of the ordered Cardridge, so I changed both and realized theyre not Original ones, though everything is working fine like it does in the Original ones. Including Trainer Fly Glitch, MissingNo as &quot;SquareSign &#039;M SquareSign&quot;, Item Underflow and last but not least 8F with the Bootstrap Pigdevil2010 and the Codes of this thread &quot;&quot;CATCH &#039;EM ALL&quot; SCRIPT&quot;,&quot;CHANGE THE SECOND ITEM&quot; and also [url=https://glitchcity.info/wiki/Arbitrary_code_execution#Via_text_boxes]this one[/url] &quot;Non-key item duplication&quot; <br /><br />I think the &quot;normal&quot; Red/Blue Codes should work.<br /><br />Thanks for reading me out and sorry if I posted this in the wrong place, I kinda figured out this is a helpfule thread.


subject: Re: How do you go into making a custom roster/loadout in R/B/Y?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  I think if you change this structure, then that will basically do it.<br />https://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Opponent_Trainer.E2.80.99s_Pok.C3.A9mon<br /><br />There may be other elaborate ways with arbitrary code execution, but it&#039;s probably easier just to change that structure.<br /><br />Unfortunately this doesn&#039;t change the real Trainer roster (but changing it acts lets you battle a custom trainer anyway until power off) because many are just taken from somewhere in the ROM. If you access the Trainer with 01xx59D0 (or Trainer escape glitch without GameShark), the roster is taken from 01xx5DD0 (or Special stat stage without GameShark), which loads the data from a certain source that (except for glitch Trainer 0xFC) you may not be able to change without editing the ROM or Game Genie. If you access the Trainer with 01xxD8CF (or old man glitch, encounter table manipulation without GameShark), the Trainers however as described here https://glitchcity.info/wiki/Glitch_Trainer#Old%20man%20glitch%20Trainers (note the table is incomplete)


subject: Re: Interesting glitch Trainer AIs in Generation I
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=GlitchedPokemonStudent link=topic=8484.msg210710#msg210710 date=1535313012]<br />Wow, Trainers outside the $C8-$FF range exist?<br />[/quote]<br /><br />That&#039;s right! However generally it would seem you need to have to make a custom routine to get them. The game subtracts 200 (in decimal) from the ID, so $C8-$FF are actually trainers $00-$37, and the rest are usually impossible to see.<br /><br />I looked into this a while ago and asked Wack0 about it, he said to modify a routine in the ROM to bypass the process and this is how I got the Game Genie codes XXF-549-C49 and 3EF-539-B31 (because Game Genie unlike GameShark creates temporary ROM patches basically), where XX is the actual ID (so $38-$FF) are the &#039;impossible&#039; ones.<br /><br />I never created an 8F setup to do it though so may come back to that eventually.<br /><br />I wonder now though, what would happen if you used 010257D0, changed D031 and used glitch item 9F (hex:5E) to restart the battle.<br />Edit: Tried it. It seems the battle restart effect is due to D059 being a non-00 value, basically it ejects you into the overworld and the instant encounter happens again, but this Trainer Rhydon (D059=01) I&#039;m encountering is interesting, it has no name and has an &#039;M (FF).


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=SirCrunoke link=topic=6638.msg210711#msg210711 date=1535315548]<br />Hey Guys,<br />Im kinda new to this whole 8F thing, but I kinda could need some help.<br />So I didnt read all of this thread, though it is planned. But I read much about this, including the big [url=https://forums.glitchcity.info/index.php?topic=6638.0]ZZAZZ thread[/url], which was much helpful.<br />[/quote]<br /><br />Hello SirCrunoke! Sure, we&#039;re happy to help. Welcome to the forums! :)<br /><br />[quote author=SirCrunoke link=topic=6638.msg210711#msg210711 date=1535315548]<br />Lets start with my Problem:<br /><br />So at first I was kinda scared about damaging my game with 8F, so I decided to capture some of the Pokemon I wanted to capture with the Trainer Fly Glitch and the big Map helped me to catch some of them. But suddenly when I think I was about to catch Golem, I encountered a Super Nerd, with I think it were 3 or 4 Pokemon on mid 20 Level. So I didnt thought much about and fought him, but when I beat him another fight with the same Trainer happend. I thought thats kinda wrong but decided to fight him and see if theres anything wrong with the Game. So I had Music turned off at that point and didnt realised much, so I went to a Pokemon Center and I dunno remember why I did but I changed boxes out of the awareness it would safe the game. I headed back to the Rout and noticed it would be a bit glitchy and laggy, so I turned on the Music and it would Sound like the right Melody. So I Hard resetted the GBA SP I play on and noticed Im at the PC in the Pokemon Center cause of Box Change. I googled about it and after a bit I read in this thread [url=https://glitchcity.info/wiki/Glitch_meta-map_script_activation#Example_procedure_.28fighting_a_Trainer_on_an_encounter-disabled_route_method.29]Glitch_meta-map_script_activation[/url] about solving the Problem with ACE. But I couldnt find any Code to help and I dont got that good programming skills. Actually it was Route 8 I messed up and the trainer to use the Trainer Fly Glitch is the furthest left one. Dunno if that helps, Im trying to remember as much as possible. <br />[/quote]<br /><br />This usually happens if a. if you use the death-warp method and don&#039;t flash the Start menu as the last menu, or I think b. if your last text box corresponds with a Trainer text after you return.<br /><br />Additionally though it sounds like you got a text box encounter upon entering the route, if the last Trainers walking animation hasn&#039;t finished, the Start menu won&#039;t appear which is the reason why you have to either battle another Trainer who walks up to you, or change boxes and be guided by the Pewter Museum man, or the Hall of Fame sequence, or by pushing a Strength boulder.<br /><br />According to the article, Route 8&#039;s script is at D601. When a Special encounter script (requiring the walking animation to have finished) is active this value is at 01, and by defeating the Trainer it advances the script value further, which is the cause of the glitch scripts and/or walking lag.<br /><br />So with the following 8F code, you may be able to reset it.<br /><br />PokÃ© Ball x 175<br />TM34 x 1<br />TM14 x 201<br /><br />Source:<br /><br />04 AF EA 01 D6 C9<br /><br />inc b (technically not needed, but getting the hex:AF glitch item is harder)<br />xor a (if we xor a with a (which this operation does), we always get 0. This is often more convenient than a x0 quantity which requires the Celadon looping map glitch or another item beyond the end of items list)<br />ld (d601),a (load &#039;a&#039; into D601)<br />ret (end the code)<br /><br />TM34 is a prize for beating Brock and TM14 can be found at the PokÃ©mon Mansion, but you can get them infinitely with the expanded items pack combined with Celadon looping map glitch.<br /><br />https://glitchcity.info/wiki/Expanded_item_pack<br />https://glitchcity.info/wiki/Celadon_looping_map_glitch<br /><br />Alternatively, set up dry underflow (described in the expanded items pack article above) but in the PC item storage. According to the glitch meta map script activation article the script for Route 8 is represented by PC item 100&#039;s quantity, so if you find an item that is x0, you can place it there (but beware not to swap one kind of item stack with itself e.g. a j. with a j. as the game will try to merge the stacks).<br /><br />[quote author=SirCrunoke link=topic=6638.msg210711#msg210711 date=1535315548]<br />And I got another question which is:<br /><br />In this [url=https://youtu.be/H8AgGp5cqPI?t=19m2s]Video[/url] I saw it is possible to turn a whole box into &quot;shiny&quot; Pokemons. This could be made to &quot;turn a whole box into perfect Pokemons&quot;, couldnt it? Didnt know how to figure out the code for this also. Actually I found some to turn a single Pokemon into perfect, but some of them are for Yellow and some for EU versions.<br />[/quote]<br /><br />Hmm I&#039;m unsure too, sorry on this case. :(<br /><br />For a PokÃ©mon to be Shiny its Attack IV must be 2, 3, 6, 7, A (10), B (11), E (14), or F (15), and its other IVs must be A (10) each. So for stored PokÃ©mon 1, DAB1 (Attack/Defense DV) must be 2A, 3A, 6A, 7A, AA, BA, EA or FA and DAB2 (Speed/Special DV) must be AA.<br /><br />Crystal_&#039;s whole box code definitely sets &#039;a&#039; to to AA, and it may be that it sets both Attack/Defense and Speed/Special values to AA, which produces a valid Shiny. At a glance I&#039;m not confident enough to know if it works this way, but if you change the value to FF there&#039;s a chance it will produce all perfect DV PokÃ©mon. This may apply to the single PokÃ©mon code as well.<br /><br />[quote author=SirCrunoke link=topic=6638.msg210711#msg210711 date=1535315548]<br />About my Version:<br />I actually dont really know, I think its a US Version. I bought it on Ebay, cause I saw it there and it is the green one in a green Cardridge, but it is English and like the blue one.(green is my favourite colour so I had to buy it, even if it wouldnt work properly, but it actually does.) The Battery was empty in one of the ordered Cardridge, so I changed both and realized theyre not Original ones, though everything is working fine like it does in the Original ones. Including Trainer Fly Glitch, MissingNo as &quot;SquareSign &#039;M SquareSign&quot;, Item Underflow and last but not least 8F with the Bootstrap Pigdevil2010 and the Codes of the ZZAZZ thread &quot;&quot;CATCH &#039;EM ALL&quot; SCRIPT&quot;,&quot;CHANGE THE SECOND ITEM&quot; and also [url=https://glitchcity.info/wiki/Arbitrary_code_execution#Via_text_boxes]this one[/url] &quot;Non-key item duplication&quot; <br /><br />I think the &quot;normal&quot; Red/Blue Codes should work.<br />[/quote]<br /><br />Hmm is the Green one PokÃ©mon Green? PokÃ©mon Green was never officially released outside of Japan, so it looks like you may have got a bootleg copy. Official Japanese Red/Green cartridges only had a coloured sticker and a grey cartridge. I&#039;m afraid I&#039;m unsure if English Red/Blue codes will work for it, sorry. It&#039;s possible they use [url=https://glitchcity.info/wiki/Pok%C3%A9mon_Red,_Green,_Blue_and_Yellow_(JP)_GameShark_codes]the Japanese codes[/url] instead, or neither. I think to test you can try both 01xx59D0 (English instant encounter) and 01xx36D0 (Japanese instant encounter). This way you can have a good idea whether other English or Japanese codes will work.<br /><br />[quote author=SirCrunoke link=topic=6638.msg210711#msg210711 date=1535315548]<br />Thanks for reading me out and sorry if I posted this in the wrong place, I kinda figured out this is a helpfule thread.<br />[/quote]<br /><br />You&#039;re welcome! ^^ That&#039;s OK, yes, this is the right thread. :)<br /><br />Hope these tricks work for you!


subject: Re: Dex status/ideas for the wiki
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  I decided to keep track of D031 (Trainer class) with the 8F offgao memory editor. It seems these are indeed the actual Trainer index numbers (-200 (decimal) of instant encounters greater than 0xC7). So for instance, battle Trainer 0xC8 this value will be 01, battle Youngster (D059=0xC9) it will be 0x02, and for &quot;4S&quot; (D059=0xFF) it will be 0x37.<br /><br />Unfortunately you can&#039;t change the sprites and names of the Trainer with just this code, but you can change their AI routines to match another Trainer. For instance, you can battle a glitch Trainer with freezing AI routines and then change D031 to 0x15 (corresponding to Juggler instant encounter ID 0xDD (actual hex:15)). I confirmed testing one glitch Trainer that normally freezes the game that the glitch Trainer then should not freeze the game, and start occasionally switching PokÃ©mon, like what a Juggler does.<br /><br />Victory text may also be affected this way because I remember doing something similar (see [url=https://forums.glitchcity.info/index.php?topic=8201.msg208275]here[/url]).<br /><br />Today TheZZAZZGlitch very kindly gave me some pastebins for Trainer AIs in Red/Blue after I asked him a similar question in a PM, so for the buffer overflow manipulation it&#039;s a matter of finding safe AI routines and having the victory text not freeze the game.<br /><br />https://pastebin.com/raw/kg3Gqmsk<br />https://pastebin.com/raw/FfUbxFtK<br /><br />I won&#039;t copy the exact post PM in case TheZZAZZGlitch doesn&#039;t want me to publish it, but it actually appears that there are two different types of AIs here; a single pointer for Trainer AI, as well as what TheZZAZZGlitch calls (and the disassembly?) &quot;move choice modifications&quot; (which are also routines).<br /><br />From how I understood it, basically according to TheZZAZZGlitch, there are four valid move modifications, the first three are used by valid Trainers and the fourth is an unused one that does nothing. Valid Trainers use these first three move modifications that are applied in a specific order defined in the ROM (so for instance, Sailor has (in order) move modification 1, move modification 3). But glitch Trainers can use invalid move modifications, allowing them to have 2 or more glitch AI pointers. In fact (actual) Trainer class 0x90 has as many as 398 move modifications or instruction pointers, plus the basic Trainer AI pointer at 0C30 according to TheZZAZZGlitch.<br /><br />It seems like the possibilities here are endless, but I&#039;m unsure if it&#039;s possible to skip any of the move modifications.<br /><br />It may seem at first modifying D031 is impossible without arbitrary code execution (because it&#039;s not in the expanded items packs), but maybe you can do it with CoolTrainer as that corrupts CF4B onward, it would just require some very specific screen data. Vague memory, I remember luckytyphlosion showed me a link to a video on Twitch of a weird Trainer battle involving CoolTrainer. Maybe it was actually forcing an invalid AI routine?


subject: Re: How to work around the loss of session data error
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am sorry this update is taking so long. It may look like I&#039;m sitting on my ass doing nothing, but in fact I am banging my head against the wall (figuratively speaking) trying to get the forum and wiki to integrate correctly.<br /><br />I may end up just pushing it as is, even though there are bugs (specifically, because of how we have to juggle between the SMF session and the mediawiki session, the SMF session becomes invalid and trying to logout from the wiki causes a session verification error).<br /><br />This was all so much simpler, and more fun, 10 years ago.


subject: Re: How to work around the loss of session data error
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That&#039;s all right Abwayax. :)<br /><br />Take your time, there should be no obligation, and I don&#039;t think it&#039;s that bad as it is now personally (the session data doesn&#039;t work properly but the site is still usable).


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SirCrunoke
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SirCrunoke
icon: xx
body:
  I found a [url=https://www.youtube.com/watch?v=f0tx96EkkrM]Video[/url]&nbsp; which explained it alot. Its very much like this Route 8 (around 6:30 he starts the battle and than enters the Route), but also my Music is a more glitched at the start. But as in the Video, the 4 Trainers in a row get the game very glitchy.<br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210714#msg210714 date=1535319430]PokÃ© Ball x 175<br />TM34 x 1<br />TM14 x 201[/quote]<br /><br />So I just execute this, probably 8F as first or second item and the second one doesnt matter, since the Bootstrap Code starts at the 3rd item slot, and the Route 8 should/may be fixed?<br />Could there be any sideaffect?<br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210714#msg210714 date=1535319430]Additionally though it sounds like you got a text box encounter upon entering the route, if the last Trainers walking animation hasn&#039;t finished, the Start menu won&#039;t appear which is the reason why you have to either battle another Trainer who walks up to you, or change boxes and be guided by the Pewter Museum man, or the Hall of Fame sequence, or by pushing a Strength boulder.[/quote]<br /><br />Yeah I think too it was a text box id matching encounter. But it was the last Trainer on that Route to be able to fight, or would another Trainer who walks up to me do the same? I changed the boxes a few times after that, so be guided by the Pewter Museum Man could work too? Actually the same with just pushing a boulder with Strength and triggering Hall of Fame?<br />Just sounds so easy, that Im unsure if I understood that right.<br /><br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210714#msg210714 date=1535319430]Source:<br /><br />04 AF EA 01 D6 C9<br /><br />inc b (technically not needed, but getting the hex:AF glitch item is harder)<br />xor a (if we xor a with a (which this operation does), we always get 0. This is often more convenient than a x0 quantity which requires the Celadon looping map glitch or another item beyond the end of items list)<br />ld (d601),a (load &#039;a&#039; into D601)<br />ret (end the code)<br /><br />TM34 is a prize for beating Brock and TM14 can be found at the PokÃ©mon Mansion, but you can get them infinitely with the expanded items pack combined with Celadon looping map glitch.[/quote]<br /><br />I dont really understand any of the Sourc Codes sadly.&nbsp; :&#039;( You can keep riding them, may I understand it somehow. So I understood hexadezimal system, which was a great moment when I finally understood how easy it is. But I dont know how translating things there and back. The &quot;inc b&quot; to &quot;end the code&quot; thing is totaly off my mind. Just the Text thing saying a qunatity of x0 is kinda harder. <br />And since I can use the &quot;Change the second Item&quot; 8F code, I dont need to get the TMs on original way. Since I cleared both of them either. But thanks for the mentioning!&nbsp; :)<br /><br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210714#msg210714 date=1535319430]Alternatively, set up dry underflow (described in the expanded items pack article above) but in the PC item storage. According to the glitch meta map script activation article the script for Route 8 is represented by PC item 100&#039;s quantity, so if you find an item that is x0, you can place it there (but beware not to swap one kind of item stack with itself e.g. a j. with a j. as the game will try to merge the stacks).[/quote]<br /><br />So Im not sure if I understand it right here, again. Changing the PC item on place 100 with an item with Quantity x0, would/could reset the glitch also? Dunno if this is the x0 thing which is harder to get you mentioned earlier. But I feel like thats a pretty risky way, though changing the item on place 99 could make another Map Sprict Glitch or even something worse.<br /><br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210714#msg210714 date=1535319430]Crystal_&#039;s whole box code definitely sets &#039;a&#039; to to AA, and it may be that it sets both Attack/Defense and Speed/Special values to AA, which produces a valid Shiny. At a glance I&#039;m not confident enough to know if it works this way, but if you change the value to FF there&#039;s a chance it will produce all perfect DV PokÃ©mon. This may apply to the single PokÃ©mon code as well.[/quote]<br /><br />Like above, I dont really understand putting codes into items, I neither understand putting &quot;Commands&quot; as &quot;change the value to FF&quot; in Codes. So 0xFF should be the max Number possible right? Or at least the FF is the highest &quot;number&quot; possible in hexadizaml systems, am I right? <br /><br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210714#msg210714 date=1535319430]Hmm is the Green one PokÃ©mon Green? PokÃ©mon Green was never officially released outside of Japan, so it looks like you may have got a bootleg copy. Official Japanese Red/Green cartridges only had a coloured sticker and a grey cartridge. I&#039;m afraid I&#039;m unsure if English Red/Blue codes will work for it, sorry. It&#039;s possible they use the Japanese codes instead, or neither. I think to test you can try both 01xx59D0 (English instant encounter) and 01xx36D0 (Japanese instant encounter). This way you can have a good idea whether other English or Japanese codes will work.[/quote]<br /><br />Correct, thats what I meant with Green one. Pokemon Green. Actually for that cheap, I didnt really thought it would be an original. And I kinda knew the Green Game would just be a Grey Cardridge with a Green Sticker, cause we already got one of those.&nbsp; :D But I think thats an Original one, though it is also in English and not in Japenese. <br />Since the &quot;normal&quot; Codes for Blue English version would pass, I think the English Codes are working for mine Version. But like I mentioned earlier and in the last post, its no original Cardridge, which can be seen by looking into them, they got a lot of other smaller hardware, so maybe some glitches wont work cause any RAM (there is the sRAM and.. dunno what else but there are more Im sure, thats what I mean with that) is may in a different place or is booting something else. I dont know, till now nothing encountered so far. <br /><br />Actually are these Codes the English Codes? Real English Codes or US Codes? Is there even a difference? There are a lot more versions, or different hard- or softwares than I thought. Is there a reason for this? So clearly for other Languages the Software, but why did the Hardware changed at some Point, and for the European Versions the RAM locations are also sometimes different as far as I understood.&nbsp; But thats kinda far more I wanted to know&nbsp; :D <br /><br />I think I catched everything up. Actually sorry if im misswriting something or if its hard to understand, English is not my main language, as you may noticed.<br /><br />Thanks for welcoming me, the things I read about this Forum till now, are absolutely great. Why didnt I discovered this earlier? <br /><br />PS: Since I just came from Work and wrote last post yesterday evening, I couldnt try a trick, but I also was unsure if I did understand that all right and dont want to Glitch someothing else out.<br />PPS: I hope I did everything right with this answer system (especially the quotes). I have not been active in a Forum since some time.<br /><br />Thanks again, for the fast answer and the try to help me.&nbsp; :)<br /><br />


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  (Answering the questions as they appear)<br /><br />[hr]<br /><br />[quote]<br />So I just execute this, probably 8F as first or second item and the second one doesnt matter, since the Bootstrap Code starts at the 3rd item slot, and the Route 8 should/may be fixed?<br />Could there be any sideaffect?<br />[/quote]<br /><br />Yes; the<br /><br />PokÃ© Ball x 175<br />TM34 x 1<br />TM14 x 201<br /><br />should be placed at item 3, and all you need to do is use 8F (with the party setup to item 3) to activate the code to remove the glitchy Route 8 script. There should be no side effects.<br /><br />[hr]<br /><br />[quote]<br />Yeah I think too it was a text box id matching encounter. But it was the last Trainer on that Route to be able to fight, or would another Trainer who walks up to me do the same? I changed the boxes a few times after that, so be guided by the Pewter Museum Man could work too? Actually the same with just pushing a boulder with Strength and triggering Hall of Fame?<br />Just sounds so easy, that Im unsure if I understood that right.<br />[/quote]<br /><br />I think it doesn&#039;t matter if it was the last Trainer; you can still get incorrect text box IDs that trigger Trainers even if you have escaped from the first or second Trainer on the route.<br /><br />For context, when you encounter a Trainer, the &quot;!&quot; mark appears and he or she will walk up to you.<br /><br />The old Trainer escape glitch method worked like this:<br /><br />1. Fly or Teleport away from a &quot;long-range&quot; (off screen at first) Trainer.<br />2. Battle another Trainer who walks up to you (and also, not just by pressing A to talk to them).<br />3. A &quot;Special stat encounter&quot; is now available on the map in step 1 (provided it is one of the route/cave/Fighting Dojo ones in [url=https://glitchcity.info/wiki/Glitch_meta-map_script_activation#List%20of%20meta-map%20script%20addresses]this list[/url].<br /><br />After findings such as [url=https://forums.glitchcity.info/index.php?topic=7256.msg198353#msg198353]this[/url], an alternative method was discovered.<br /><br />1. Fly or Teleport away from a long-range Trainer (alternatively thanks to expanded items pack, we can use any Trainer that can spot you this time (see [url=https://glitchcity.info/wiki/Rival%27s_effect]Rival&#039;s effect[/url]) by using a glitch item instead, but this is optional)<br />2. Change boxes and reset the game to get the ability to use the Start with the Start menu back (technically not needed, if the Start menu can open by itself it will)<br />3. (required) Either be guided by the Pewter Museum man (not recommended, as his sprite may possibly be removed), push a Strength boulder, clear the PokÃ©mon League, or encounter a Trainer who steps up to you as in the old method. All these clear D730, in other words the game thinks the Trainer has finished walking, thus activating &quot;Special stat encounter&quot; on the original map (but you will still need to encounter a PokÃ©mon to load your Special stat).<br /><br />&quot;Special stat encounter&quot; is usually caused when the map script has a value of 01. If it is possible, the game will load the previous text box (or Start menu if it was the last menu) when you enter the route, normally resulting in an encounter corresponding with the previous opposing PokÃ©mon&#039;s Special stat (otherwise address $CD2D), but as you mention, if text-box matching means a Trainer text appears instead, the game will load a Trainer instead of a PokÃ©mon.<br /><br />[hr]<br /><br />[quote]<br />I dont really understand any of the Sourc Codes sadly.&nbsp; :&#039;( You can keep riding them, may I understand it somehow. So I understood hexadezimal system, which was a great moment when I finally understood how easy it is. But I dont know how translating things there and back. The &quot;inc b&quot; to &quot;end the code&quot; thing is totaly off my mind. Just the Text thing saying a qunatity of x0 is kinda harder. <br />And since I can use the &quot;Change the second Item&quot; 8F code, I dont need to get the TMs on original way. Since I cleared both of them either. But thanks for the mentioning!&nbsp; :)<br />[/quote]<br /><br />Ah yes, I forgot about that code to change items in the inventory ha ha. :) You&#039;re welcome.<br /><br />Basically (though this is a lot of information not all of it is needed in case you want to make new codes) there are three forms that the code can be in here:<br /><br />Items/quantities, bytes, code<br /><br />The [url=https://glitchcity.info/wiki/The_Big_HEX_List]Big HEX List[/url] tells you how to convert them.<br /><br />For instance here.<br /><br />[img]https://i.imgur.com/0o1daCi.png[/img]<br /><br />We have byte EA (in hexadecimal). The table says EA is 234 in decimal (you can use this table as a decimal to hexadecimal converter or hexadecimal to decimal converter), which is Red/Blue item TM34, which is ld ($xxyy),a.<br /><br />The Game Boy operates with a combination of a [url=http://marc.rawer.de/Gameboy/Docs/GBCPU_Instr.html]modified version of Z80 programming language[/url] (namely some instructions were omitted), with instructions like ld a, xx call $xxyy etc. the ability to write to RAM (e.g. $xxyy here) an example is D059 like 01xx59D0 in the instant encounter code) or run/execute bytes which the CPU encodes as these instructions.<br /><br />Because there are many different types of things you can do with the simplified Z80, documenting how it works for Game Boy games is another subject but at its simplest form it can be used to write to RAM like a GameShark (with combination of ld a, xx and ld ($xxyy),a and ret).<br /><br />The location at which code is run is called the program counter. Some games like PokÃ©mon only intend the game to run ROM or HRAM, but arbitrary code execution allows use to abuse the fact that WRAM (containing variables like our items, PokÃ©mon list) can be executed as the simplified Z80 code despite the fact that they are meant to contain just data.<br /><br />([url=http://gameboy.mongenel.com/dmg/asmmemmap.html]These are all the memory regions[/url])<br /><br />So (also we can look up on the table) if you have a Lemonade, you have a 3E (or 62), or ld a, xx. Depending on where you are in the items list, it will either be an item or a quantity. Usually as a rule, the xx and yy should be regarded as either a value or address (depending on the instruction) so for instance, ld a, 3E means &quot;load 62 into a&quot; and ld ($xxyy),a means &quot;load a into address $xxyy&quot;. Note also, when &quot;a&quot; is on the left side of the instruction it can mean you&#039;re loading the value into a. When &quot;a&quot; is on the right side of the instruction it can mean you&#039;re loading the value into $xxyy etc. Also there are many other letters (called registers), such as b, c, d, e. The inc b means to add +1 to b, but in my code its only use is to make sure xor a is a quantity and not an item to simplify the requirements.<br /><br />[hr]<br /><br />[quote]<br />So Im not sure if I understand it right here, again. Changing the PC item on place 100 with an item with Quantity x0, would/could reset the glitch also? Dunno if this is the x0 thing which is harder to get you mentioned earlier. But I feel like thats a pretty risky way, though changing the item on place 99 could make another Map Sprict Glitch or even something worse.<br />[/quote]<br /><br />Yes, that&#039;s exactly right! :)<br /><br />Yes, now that you mention it changing PC item 100 is a little risky :( because you could mess up other scripts and other data from D5A0-D639 (or a range like that, not 100% sure) (see https://github.com/pret/pokered/blob/master/wram.asm ) related data depending on where you are in the PC items list and which items you swap or toss from. Most often a quantity of x0 won&#039;t cause anything bad; for many map scripts it is essentially just &#039;no script&#039;. However, if you&#039;re changing the item before the quantity, it could mean you&#039;re changing the script of another location with an ID corresponding to the item.<br /><br />[hr]<br /><br />[quote]<br />Like above, I dont really understand putting codes into items, I neither understand putting &quot;Commands&quot; as &quot;change the value to FF&quot; in Codes. So 0xFF should be the max Number possible right? Or at least the FF is the highest &quot;number&quot; possible in hexadizaml systems, am I right? <br />[/quote]<br /><br />Yes, 0xFF is the highest number possible here. Although this is usually 255 (and is represented as x255 in the Lemonade quantity in the codes), in these code&#039;s case it probably means all IVs of 15 (F). If this is how it works, then all you need to do is change the Lemonade quantity to 255 to get PokÃ©mon with maximum DVs. Unfortunately I&#039;m not sure if it affects the EVs though (referred to as stat experience in this Generation and Generation II), sorry if you want to get a perfect PokÃ©mon without having to train it in battles.<br /><br />[hr]<br /><br />[quote]<br />Correct, thats what I meant with Green one. Pokemon Green. Actually for that cheap, I didnt really thought it would be an original. And I kinda knew the Green Game would just be a Grey Cardridge with a Green Sticker, cause we already got one of those.&nbsp; :D But I think thats an Original one, though it is also in English and not in Japenese. <br />Since the &quot;normal&quot; Codes for Blue English version would pass, I think the English Codes are working for mine Version. But like I mentioned earlier and in the last post, its no original Cardridge, which can be seen by looking into them, they got a lot of other smaller hardware, so maybe some glitches wont work cause any RAM (there is the sRAM and.. dunno what else but there are more Im sure, thats what I mean with that) is may in a different place or is booting something else. I dont know, till now nothing encountered so far. <br /><br />Actually are these Codes the English Codes? Real English Codes or US Codes? Is there even a difference? There are a lot more versions, or different hard- or softwares than I thought. Is there a reason for this? So clearly for other Languages the Software, but why did the Hardware changed at some Point, and for the European Versions the RAM locations are also sometimes different as far as I understood.&nbsp; But thats kinda far more I wanted to know&nbsp; :D <br /><br />I think I catched everything up. Actually sorry if im misswriting something or if its hard to understand, English is not my main language, as you may noticed.<br /><br />Thanks for welcoming me, the things I read about this Forum till now, are absolutely great. Why didnt I discovered this earlier? <br /><br />PS: Since I just came from Work and wrote last post yesterday evening, I couldnt try a trick, but I also was unsure if I did understand that all right and dont want to Glitch someothing else out.<br />PPS: I hope I did everything right with this answer system (especially the quotes). I have not been active in a Forum since some time.<br /><br />Thanks again, for the fast answer and the try to help me.&nbsp; :)<br />[/quote]<br /><br />Yes :)<br /><br />In regards to your question, as far as I know, there are no differences between US and English EU Red/Blue/Yellow however I&#039;ve heard conflicting information that there are differences in the credits. I may have to get a UK Yellow to test because although I live in England my Yellow cartridge is from the Americas. My Red and Blue might be EU English though. All codes I know work the same between EU English and American English/Australasian PokÃ©mon cartridges (side note: a lot of the time the language isn&#039;t converted into Commonwealth English anyway).<br /><br />As for non-English EU Red/Blue/Yellow it&#039;s a different story. Many of the RAM addresses in these games are +5 from the original; so for instance 01xx59D0 becomes 01xx5ED0 in French, German, Italian and Spanish versions.<br /><br />That&#039;s all right :), quite a lot of us here don&#039;t have English as their native tongue as well.<br /><br />You&#039;re welcome. Ah thanks hehe. ^^<br /><br />Pleasure, again I hope my post answers some of your questions. :)


subject: Re: Shiny hunting
poster_name: Nostalgia
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Nostalgia
icon: xx
body:
  [img]https://i.imgur.com/uTc4quQ.jpg[/img]<br /><br />Well this was tragic. Two balls left (one when this photo was taken) I used a rock and it broke out both times. Nidorina&#039;s catch rate is not so low, so I feel this was plain unlucky. Oh well this was my first wild shiny I&#039;ve encountered on Fire Red. 


subject: Re: Shiny hunting
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey guys,<br /><br />So basically, I&#039;ve been playing PokÃ©mon since R/B/Y, but I recently made a total count of hours played on games that contain Shiny PokÃ©mon (2G onwards).<br /><br />That would be [b]857 Hours and 28 Minutes[/b], distributed on 17 different games. While playing the main story, I have been doing for all this time a [url=https://bulbapedia.bulbagarden.net/wiki/Living_Pok%C3%A9dex]Living PokÃ©dex run[/url] (for which at this time I have 803/807 PokÃ©mon total). That to explain that I have spent a considerable amount of time attempting to encounter PokÃ©mon.<br /><br />Despite this, [u]never in my life I have encountered a Shiny PokÃ©mon[/u] by pure chance.<br /><br />Until last night, with that little Heliolisk in the Ultra Space Wilds. It took that much time for me to finally reach that milestone&nbsp; :P<br /><br />


subject: Re: ASLR scripts/overlays confirmed on hardware!
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I will also edit the post above, I was finally able to get an ASLR script working on hardware.<br />Gen 4 is closer to ACE than ever before.<br /><br />https://www.youtube.com/watch?v=d740tdPTTDM&amp;feature=youtu.be


subject: Re: ASLR scripts/overlays confirmed on hardware!
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Instant win script. Wow! :O Great find. :)<br /><br />So these ASLR scripts, is there a chance for certain invalid scripts that they could land in RAM? (not sure how DS memory works)


subject: Re: Damage rollover
poster_name: SadisticMystic
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The explanation for that third battle (which was actually, chronologically, the first) comes in two parts. First, if you have Rollout stored and you use a move with variable power, the formula&#039;s &quot;determine a variable power&quot; step will apply that Rollout multiplier to whatever the move&#039;s raw power is in the data table, to the exclusion of any other effect for setting power. For example. Low Kick&#039;s power is normally clamped to multiples of 20, between 20 and 120, but its raw power is actually coded as 1. If you use Rollout in such a way that it has a lingering multiplier, and follow that up with Low Kick, the 16x or 32x multiplier will be applied to 1, rather than to any multiple of 20, and this obviously isn&#039;t a very impressive effect. Return, Frustation, Gyro Ball, Electro Ball, Fling...all those moves are listed as 1 power in the table. Not all variable-power moves use 1, though: Eruption/Water Spout start at 150, Rollout/Ice Ball use 30 (which is why their escalating turns give them the correct power under normal circumstances at all), and Power Trip/Stored Power use 20 as the default. So instead of 220x32, that test is only using 20x32 as the power...but that, by itself, moves the damage estimate up from 170-201 into the high six figures. That&#039;s only further away from the observed data point at 74!<br /><br />To explain what&#039;s going on there, and why overflow is actually easier to reach than ever imagined, we need one more test.<br /><br />[b]UJ8W-WWWW-WWWS-9YPA[/b]<br />This test needs just one turn of setup: a level 94 Lucario goes mega (to get a SpA stat of 350) and uses Calm Mind once (to 525), while the other side sets up a Leech Seed for a level 1 Aron to use as a source of eternal health recovery. Lucario can then fire off Aura Spheres turn after turn, while Aron and Gliscor just waste time. The first twelve Aura Spheres drop Aron down to Sturdy range (before Leech Seed recovers all the way back to full), while the unlucky 13th hit does...nothing at all!<br /><br />A naive accounting of the damage formula here indicates that, depending on the random roll, the range is (55704, 56360, 57016, 57664, 58320, 58976, 59632, 60288, 60944, 61600, 62256, 62912, 63568, 64224, 64880, 65536). Of course, what&#039;s actually happening is these hits are quick and repeatable ways of fishing for that top-end random roll, and given the conspicuous number that it is, this test proves there&#039;s one final step to the damage formula: trimming the damage all the way down to fit in 16 bits (not just 32). Further, based on the fact that it&#039;s allowed to result in 0 damage, this step must take place after they think they&#039;ve constrained the damage minimum to 1. The probable reason for this is that each stat only has 2 bytes allocated to it (HP will never be more than 714, which is a 10-bit number, for instance) and when it actually comes time to deal the damage, they don&#039;t want to try subtracting a 4-byte number from a 2-byte number.<br /><br />That said, if we apply these two morsels of knowledge to the Power Trip case, the revised damage rolls there are (43293, 53054, 62816, 7041, 16803, 26564, 36326, 46087, 55849, [b]74[/b], 9836, 19597, 29358, 39120, 48881, 58643). That means the 74 was just a 1/16 shot, and any of the other 15 shots would have been a clean KO and I would never have had reason to suspect that this final 16-bit truncation existed at all. But it did land on that one roll to open the rabbit hole that much deeper.


subject: Re: ASLR scripts/overlays confirmed on hardware!
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It should be possible to get some invalid script that then ends up in RAM, or a valid script but utilising invalid data (Like the battles but with the enemy PokÃ©mondata being read from unrelated RAM-addresses. Depending on what scripts are accesible on hardware without straight up crashing, landing in RAM that can be manipulated should be feasible.


subject: Unreleased first Gym Leader
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  This was revealed in a Twitter post by Ken Sugimori back in 2015, though it is still a little obscure and the first time I&#039;ve read about it.<br /><br />https://twitter.com/SUPER_32X/status/610807764617539587<br /><br />There was a Gym Leader either designed before Brock or intended to be before Brock.<br /><br />In the internal Trainer order, we can note that Bruno precedes Brock. It is possible that at one point in development, this spot belonged to this unreleased Trainer instead.<br /><br />Cropped image courtesy of Hakuda2:<br /><br />[img]http://hakuda2.jp/garou/ne1/n43-1.png[/img]<br /><br />Note, though it may be a coincidence, he has a similar pose (and position of badge) to Giovanni:<br /><br />[img]http://hakuda2.jp/garou/ne1/n43-5.png[/img]<br /><br />Another character was also revealed, with a hairstyle similar to that of the old man in the final versions (but is numbered on the sketch as 7, where Gym Leader Blaine would be):<br /><br />[img]http://hakuda2.jp/garou/ne1/n43-2.png[/img]<br /><br />There is an article on Hakuda2 about it, in Japanese.<br /><br />http://hakuda2.jp/garou/ne1/n43.html<br /><br />Edit: The first Gym Leader also reminds me Silver, as well as the rival in Let&#039;s Go Pikachu and Let&#039;s Go Eevee, though it could easily just be a coincidence https://bulbapedia.bulbagarden.net/wiki/File:Lets_Go_Pikachu_Eevee_Rival.png<br /><br />Edit 2: Additionally, the Sabrina art is not grouped with the Gym Leaders. Notably the index number for Saffron City is 0x0A; the last town programmed into the game after all the others even PokÃ©mon League (0x09), Cinnabar Island (0x08) and Fuchsia City (0x07).<br /><br />It could be argued Sabrina was not intended to be a Gym Leader, but we have no evidence. Curiously there is also a quiz question in Cinnabar Island that asks &quot;There are 9 certified POKÃ©MON LEAGUE BADGEs?&quot; and there is the old unused key area (because it sets an unused Fly bit) after Saffron City (map 0x0B).


subject: Re: Unreleased first Gym Leader
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Not only is the pose similar to Giovanni, he also has a badge at the exact same spot. <br />I wonder if its an easter egg or if it&#039;s just coincidence.


subject: Re: Unreleased first Gym Leader
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=RETIRE link=topic=8485.msg210731#msg210731 date=1535478421]<br />Not only is the pose similar to Giovanni, he also has a badge at the exact same spot. <br />I wonder if its an easter egg or if it&#039;s just coincidence.<br />[/quote]<br /><br />Maybe even Giovanni&#039;s sprite was originally this Trainer&#039;s sprite, just modified, and Giovanni&#039;s suit hides away what was this Trainer&#039;s arms, shirt, shorts and shoes but that&#039;s just my speculation. Their shoulders and the design of the shirt/suit look quite similar too.


subject: Re: Glitchbattles caused by Partners
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  From testing I&#039;m fairly certain that despite showing in battle, they&#039;re not actually partners outside that. <br />It&#039;s more of a scripted battle, same goes for the battle with barry at spear pillar.<br />


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  *half awake, phone vibrates*<br /><br />*pick it up*<br /><br />Me: ...Yeah?<br /><br />Automated voice: (something about suspicious activity on my card)<br /><br />Me: f**k.<br /><br />Voice: Press 1 to speak to a representative now. Press 2 to--<br /><br />*presses 1, notices the number*<br /><br />Dude: Hello. (Bunch of generic credit card stuff).<br /><br />Me: I&#039;m sorry, I don&#039;t have any card with a bank from this area code.<br /><br />Dude: (Generic banking stuff to sidestep my inquiry and make the next sentence sound less awkward). How many credit cards do you have?<br /><br />Me: (still half awake, figures it&#039;s harmless) *answers*<br /><br />Dude: (More generic stuff). What is the balance on that card?<br /><br />Me: I don&#039;t have that information on me right now.<br /><br />Dude: I can put you on hold while you check.<br /><br />Me: (pauses) *makes up a random believable number*<br /><br />Dude: Okay. And what type of card is it? Visa? MasterCard?<br /><br />Me: Sorry, but what bank is this?<br /><br />Dude: We are a company that manages J.P. Morgan, Chase, Bank of America, *proceeds to list every bank under the sun*<br /><br />Me: (doesn&#039;t get the hint) Okay, but I still don&#039;t have a card from the area code you&#039;re calling from.<br /><br />Dude: (pauses) Could you just tell me what credit card company it is?<br /><br />Me: (figures I might be confusing him as I don&#039;t know this stuff well) *answers*<br /><br />Dude: Okay. Thank you. We&#039;re responsible for Visa, MasterCard, *proceeds to list credit card companies, less than the amount of banks as he knew my answer*<br /><br />Me: (still too asleep to put two and two together, in a hurry to make breakfast and stuff) What information do you need right now?<br /><br />Dude: Could you get the card out for a minute?<br /><br />*finally catches on, hangs up*<br /><br />-----<br /><br />Kind of wish I&#039;d given a funny one-liner or something. Glad I dodged that one though, especially considering how obvious it was looking back now. The automated message really threw me off.


subject: Re: Glitchbattles caused by Partners
poster_name: Tabbender
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well they do show up in battle and fight alongside you like partners do, so it would make sense for their battle data to be stored at the same place in battle... and since you said data in gen 4 almost never gets wiped, wouldn&#039;t it be possible to make the game use their in-battle data anywhere using this glitch ?


subject: Re: Interesting glitch Trainer AIs in Generation I
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Do trainer AIs each correspond to a trainer class, [url=https://forums.glitchcity.info/index.php?topic=8204.msg210691#msg210691]like the one here[/url], or are they unrelated arrays?


subject: Re: Interesting glitch Trainer AIs in Generation I
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8484.msg210739#msg210739 date=1535568152]<br />Do trainer AIs each correspond to a trainer class, [url=https://forums.glitchcity.info/index.php?topic=8204.msg210691#msg210691]like the one here[/url], or are they unrelated arrays?<br />[/quote]<br /><br />When I tested an artificial Trainer class, it had the matching D031 value (e.g. Trainer class 0x38 from the Game Genie code and D031 value 0x38). You can change D031 to another Trainer class (e.g. 0x15) and afterwards they take that Trainer&#039;s AI (Juggler in example&#039;s case). So it appears each Trainer class indeed correspond with their own AIs. I haven&#039;t fully tested whether it moves both the basic AI pointer and the [url=https://forums.glitchcity.info/index.php?topic=8167.msg210715#msg210715]move modification pointers[/url] though.


subject: Re: Interesting glitch Trainer AIs in Generation I
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8484.msg210741#msg210741 date=1535570925]<br />Thanks, that makes sense.<br />[/quote]<br /><br />You&#039;re welcome! :)


subject: Re: Glitchbattles caused by Partners
poster_name: RETIRE
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well not as an actual partner no, as I said the battletower ones don&#039;t utilise the flag to give you a partner, they&#039;re scripted battles. Its possible it has some kinda influence on the wifi battles if you do those afterwards, although I doubt it&#039;d be anything useful


subject: Re: Interesting glitch Trainer AIs in Generation I
poster_name: Kelvinv
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Is that Move Modification address also responsible for the fact that one of Lance&#039;s pokÃ©mon&nbsp; is has a move that isn&#039;t legal for that PokÃ©mon? or is something else responsible for that? 


subject: Re: Interesting glitch Trainer AIs in Generation I
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Evie Torchic the Glitch Scientist
icon: xx
body:
  [quote author=Kelvinv link=topic=8484.msg210746#msg210746 date=1535629877]<br />Is that Move Modification address also responsible for the fact that one of Lance&#039;s pokÃ©mon&nbsp; is has a move that isn&#039;t legal for that PokÃ©mon? or is something else responsible for that?<br />[/quote]<br /><br />Something else. The name is a little confusing in that respect, and how I understand it, move modifications are just like choices of which moves to use (so &quot;do I use my existing Gust or Whirlwind?&quot; etc.) but as these are just regular subroutines, glitch ones can execute unrelated code.<br /><br />The special moves are determined by wLoneAttackNo (D05C), which also enables the Gym Leader music, not sure if this covers all lone attacks but at least some of them. The game assigns one (not sure if it can assign more) moves the enemy PokÃ©mon can use in addition to the default ones, with the value determined by what&#039;s in D05C.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SirCrunoke
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210720#msg210720 date=1535393919] Yes; the<br /><br />PokÃ© Ball x 175<br />TM34 x 1<br />TM14 x 201<br /><br />should be placed at item 3, and all you need to do is use 8F (with the party setup to item 3) to activate the code to remove the glitchy Route 8 script. There should be no side effects.[/quote]<br /><br />I forgot to ask, if I need to be at any special place to use that code, but it got answered later on.<br /><br />[hr]<br /><br />[quote author=SirCrunoke] Yeah I think too it was a text box id matching encounter. But it was the last Trainer on that Route to be able to fight, or would another Trainer who walks up to me do the same? I changed the boxes a few times after that, so be guided by the Pewter Museum Man could work too? Actually the same with just pushing a boulder with Strength and triggering Hall of Fame?<br />Just sounds so easy, that Im unsure if I understood that right. [/quote]<br /><br />I understood it that way: if I did that, I would remove the glitchy route 8 Script also, but your answer on that cleared it up also. So, nevemind.<br /><br />[hr]<br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210720#msg210720 date=1535393919] Basically (though this is a lot of information not all of it is needed in case you want to make new codes) there are three forms that the code can be in here:<br /><br />Items/quantities, bytes, code<br /><br />The [url=https://glitchcity.info/wiki/The_Big_HEX_List]Big HEX List[/url] tells you how to convert them.<br /><br />For instance here.<br /><br />(Image deleted, due to too confusing if it is 2 times in here)<br /><br />We have byte EA (in hexadecimal). The table says EA is 234 in decimal (you can use this table as a decimal to hexadecimal converter or hexadecimal to decimal converter), which is Red/Blue item TM34, which is ld ($xxyy),a.<br /><br />The Game Boy operates with a combination of a [url=http://marc.rawer.de/Gameboy/Docs/GBCPU_Instr.html]modified version of Z80 programming language[/url] (namely some instructions were omitted), with instructions like ld a, xx call $xxyy etc. the ability to write to RAM (e.g. $xxyy here) an example is D059 like 01xx59D0 in the instant encounter code) or run/execute bytes which the CPU encodes as these instructions.<br /><br />Because there are many different types of things you can do with the simplified Z80, documenting how it works for Game Boy games is another subject but at its simplest form it can be used to write to RAM like a GameShark (with combination of ld a, xx and ld ($xxyy),a and ret).<br /><br />The location at which code is run is called the program counter. Some games like PokÃ©mon only intend the game to run ROM or HRAM, but arbitrary code execution allows use to abuse the fact that WRAM (containing variables like our items, PokÃ©mon list) can be executed as the simplified Z80 code despite the fact that they are meant to contain just data.<br /><br />([url=http://gameboy.mongenel.com/dmg/asmmemmap.html]These are all the memory regions[/url])<br /><br />So (also we can look up on the table) if you have a Lemonade, you have a 3E (or 62), or ld a, xx. Depending on where you are in the items list, it will either be an item or a quantity. Usually as a rule, the xx and yy should be regarded as either a value or address (depending on the instruction) so for instance, ld a, 3E means &quot;load 62 into a&quot; and ld ($xxyy),a means &quot;load a into address $xxyy&quot;. Note also, when &quot;a&quot; is on the left side of the instruction it can mean you&#039;re loading the value into a. When &quot;a&quot; is on the right side of the instruction it can mean you&#039;re loading the value into $xxyy etc. Also there are many other letters (called registers), such as b, c, d, e. The inc b means to add +1 to b, but in my code its only use is to make sure xor a is a quantity and not an item to simplify the requirements. [/quote]<br /><br />Ahhh! That helped alot! I didnt realized some things. <br /><br />1. The big Hex list contains the Hex Dezimal conversion too look up (I saw it, but didnt thought about it, did it up myself since Im good in Mathematics) <br />2. The &quot;Slots&quot; are usable for multiple purposes, so theres the Hexadezimal number, the Pokemon, the item, and the ASM instruction. <br />3. A little bit of how to use it for myself.<br /><br />So I dont get it all, but probably if Id spent the time I would get it.<br />I understand how the Code is build up, but I stuck at what to Load into what address $xxyy. <br />If I want to get for instance max item, I would put at that place of the quantity a 255 or FF to load into the memory of the item place, do I?<br />Just for instance, I know there is a Code to reduce item by one to get at 255 easily.<br />&nbsp; <br />[hr]<br /><br />[quote author=SirCrunoke]<br />So Im not sure if I understand it right here, again. Changing the PC item on place 100 with an item with Quantity x0, would/could reset the glitch also? Dunno if this is the x0 thing which is harder to get you mentioned earlier. But I feel like thats a pretty risky way, though changing the item on place 99 could make another Map Sprict Glitch or even something worse.<br />[/quote]<br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210720#msg210720 date=1535393919] Yes, that&#039;s exactly right! :)<br /><br />Yes, now that you mention it changing PC item 100 is a little risky :( because you could mess up other scripts and other data from D5A0-D639 (or a range like that, not 100% sure) (see https://github.com/pret/pokered/blob/master/wram.asm ) related data depending on where you are in the PC items list and which items you swap or toss from. Most often a quantity of x0 won&#039;t cause anything bad; for many map scripts it is essentially just &#039;no script&#039;. However, if you&#039;re changing the item before the quantity, it could mean you&#039;re changing the script of another location with an ID corresponding to the item. [/quote]<br /><br />I think it was a good idea to mention it here again, if somebody reads it up and thinks &quot;ok lets do that&quot;. Now he should probably be sure about the risk. Thanks for confirming me.<br /><br />[hr]<br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210720#msg210720 date=1535393919] Yes, 0xFF is the highest number possible here. Although this is usually 255 (and is represented as x255 in the Lemonade quantity in the codes), in these code&#039;s case it probably means all IVs of 15 (F). If this is how it works, then all you need to do is change the Lemonade quantity to 255 to get PokÃ©mon with maximum DVs. Unfortunately I&#039;m not sure if it affects the EVs though (referred to as stat experience in this Generation and Generation II), sorry if you want to get a perfect PokÃ©mon without having to train it in battles. [/quote]<br /><br />Yes, thats what I need to do, youre right! (Didnt test it yet)<br />I wrote a comment under that Video, asking about what I asked here, and Crystal_ answered the same as you mentioned.<br />So Crystal_ answered with that [url=https://pastebin.com/z6ZVN76z]Code[/url]. I now ask myself, why is it 2 times in there, and what to use for &quot;Any item xAny&quot; to not do anything wrong or is it really regardless what to use there?<br /><br />[hr]<br /><br />[quote author=Evie Torchic the Glitch Scientist link=topic=6638.msg210720#msg210720 date=1535393919] In regards to your question, as far as I know, there are no differences between US and English EU Red/Blue/Yellow however I&#039;ve heard conflicting information that there are differences in the credits. I may have to get a UK Yellow to test because although I live in England my Yellow cartridge is from the Americas. My Red and Blue might be EU English though. All codes I know work the same between EU English and American English/Australasian PokÃ©mon cartridges (side note: a lot of the time the language isn&#039;t converted into Commonwealth English anyway).<br /><br />As for non-English EU Red/Blue/Yellow it&#039;s a different story. Many of the RAM addresses in these games are +5 from the original; so for instance 01xx59D0 becomes 01xx5ED0 in French, German, Italian and Spanish versions.<br /><br />That&#039;s all right :), quite a lot of us here don&#039;t have English as their native tongue as well.<br /><br />You&#039;re welcome. Ah thanks hehe. ^^<br /><br />Pleasure, again I hope my post answers some of your questions. :)<br />[/quote]<br /><br />Ah ok, so thats the Codes that should probably work for mine, since it sais US version on the back either.<br />I would have a lot of German ones (Yellow, Blue and Red) to try codes on, but nevermind the most of them are probably already tested. But would be nice to know what to do to change the codes onto them. You wrote it but like said, I dont get the making of codes fully. So do I just need to decrase every item by 5? No just decrase the RAM addreses by 5. Thats where I stuck, but that should always be the $xxyy, doesnt it? Than I may get it. :)<br />(The question I was talking about is more than I wanted to know was, if there was a reason for the RAM to be different address than in the EU/US ones.)<br />The green Pokemon with the gray Cartridge, doesnt say anything about the Version at all. I screwed it up and it got a Battery to slide out like the Fake green I play on now, so maybe its a Fake either, but we bought it in 2006 or so, I dont know if there were Fakes back than. The European version all got soldered Batterys, kinda hard to change without knowledge or tools. <br /><br />What you wrote helped me alot! Thank you very much!&nbsp; :)<br />Like written I kinda get the making of codes now, or at least now how to convert them back into Items&nbsp; :D<br />Doesnt expected that much from registering here, but I got really much help in short Time here, really Thanks! <br />Youre Great. :) Keep up that good attitude! <br /><br />PS: Is here a tool to give you like a like or +1 or something like that? <br /><br />Thats again all for now, quite busy the last days, so didnt test it now either, but when I do I gone reply here.<br /><br />


subject: Re: Glitch Trainer FE printing tiles on the screen. Can it be used for CoolTrainer?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  These are sprites. That&#039;s obvious because they overlap the HP bar, and there&#039;s no tile that&#039;s an overlap of both.


subject: Re: Player Coordinates RAM Writer question
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  https://github.com/pret/pokeyellow/blob/67229ff7571f7216d899f81b5cacd55d476cd6f6/home/copy.asm#L13-L34<br />CopyData copies a 16-bit amount of bytes, CopyData.copybytes only copies an 8-bit amount of bytes.<br /><br />FarCopyData is used to copy data across ROM banks.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8204.msg210671#msg210671 date=1534620810]<br />Tabbender, that avatar would be [i]perfect[/i] if you rotated the MissingNo. in the bottom right--<br />[/quote]<br />My brain automatically stopped reading there as part of its &quot;Anti-Loss&quot; defense program.<br /><br /><br />&gt;_&lt;


subject: Re: Press Ctrl+V or Cmd+V or whatever and post
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Beauty is a form of genius--is higher, indeed, than genius, as it needs no explanation. It is of the great facts of the world, like sunlight, or spring-time, or the reflection in dark waters of that silver shell we call the moon. It cannot be questioned. It has its divine right of sovereignty. It makes princes of those who have it.


subject: Re: Pokemon Let's Go Eevee/Pikachu Gen 7 or 8?
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If we&#039;re counting them as a side series, then the same way Stadium was Gen 1, Colosseum and XD were Gen 3, Battle Revolution was Gen 4, and so on. No new PokÃ©mon, no new moves, no changes to battle mechanics, that sort of thing.<br /><br />Apparently they&#039;re officially part of the core series, like FireRed and LeafGreen were. They&#039;re just different than what we&#039;re used to with &quot;remakes&quot;.


subject: Re: You are Bob!
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  C. Answers the phone with the burger in his hand<br /><br />[quote=You]Hello, you have reached the law offices of Bob, Esquire. How many I be of service to you today?[/quote]<br /><br />[quote=The client]Hello, Mr. Esquire. I&#039;d like to press charges against my neighbor. He broke into my house and let an elephant inside. I can&#039;t have any butter on my toast anymore because this stupid thing keeps leaving footprints in it![/quote]<br /><br />A long list of possible parties to sue begins coming to mind. You think to correct him on your last name, but realize you don&#039;t remember it. You make an appointment to meet with the client. As you hang up the phone, you start to feel your hand get hot. Instinctively, you drop the burning burger.<br /><br />A. Look for a fire extinguisher<br />B. Go to the bathroom and try to get water to put it out<br />C. Throw the burger out the door<br />D. Ignore the fire and continue working on your lawsuit<br />E. Call 911<br />F. Call Wes and Rui from Colosseum to help put out the fire


subject: Re: Unreleased first Gym Leader
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Sherkel link=topic=8485.msg210757#msg210757 date=1535679238]<br />Love stuff like this. That development time sure wasn&#039;t for nothing.<br />[/quote]<br /><br />Same ^^. Development information sure is fascinating.


subject: Pomeg Glitch
poster_name: PKMN-Trainer Blue
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I seen the glitch on YouTube a couple times now where you can get the Old Sea Map on none English European carts.&nbsp; I was wondering if it is possible on a Japanese cart since Old Sea Map was only ever release in Japan?


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Finished my first summer internship in a corporate office. Hello, freedom (for two weeks, before college starts again)


subject: Re: Shiny hunting
poster_name: Parzival
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  300-some hours across all gens before my first. Legit SoulSilver cart, it was a Ratatta. Level 7(?)... accidentally killed.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=8204.msg210764#msg210764 date=1535775267]<br />Finished my first summer internship in a corporate office. Hello, freedom (for two weeks, before college starts again)<br />[/quote]<br /><br />Awesome. Congrats! :D<br /><br />Looking forward to Nintendo Switch online. Been obsessed with arcade style games recently like in particular Nintendo Archives: Sky Skipper and it&#039;ll be fun to challenge others with the bonus NES games.


subject: Pokemon since red and blue
poster_name: heatstartran
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am one of the people who was bought pokemon red and blue when it was just came out(or rather my mother did). I was a child at the time. I still play pokemon since then, but only on tcg online. I remember buying base set when it was new as well. I also had a first edition charizard. However, most of my original cards were stolen sometime in 2005 which killed my tcg interest for a VERY LONG TIME. I then came back to the tcg in ancient origins was new and playing tcg daily since then.


subject: Glitch Pokedex Entries Effect while at low HP.
poster_name: GlitchedPokemonStudent
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: exclamation
body:
  Just today, I was messing around of trying to fight my way through the softlock Glitch Pokedex entries through memory editing around C010. I first tried doing that to .4 which was done here:<br />[url=https://youtu.be/eN7kTBMB-D0]https://youtu.be/eN7kTBMB-D0[/url]<br />Then after that, I tried it with $F3 and it was so hard to get around the crash. However, at one point, I caught it while I was at low HP and then all of a sudden while I tried to sped up the catching process and its cry out of the way, the game crashed the instant it started its entry. Then I remembered something regarding the low HP sound affecting Pokemon cries, so I tried doing that to the other glitch entries and sure enough, it skips the sound effects and the waiting!<br />[url=https://www.youtube.com/watch?v=m9HPjrnzZpM&amp;feature=youtu.be]https://www.youtube.com/watch?v=m9HPjrnzZpM&amp;feature=youtu.be[/url]<br />Two of them actually had more to it past that softlock song, and the other two got successfully passed because of it, one of those two done the craziest effect I ever seen.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The Switch Online is a fraud. NES games? Come on, we want ACTUAL VIRTUAL CONSOLE, THANK YOU. And now, backing up saves requires PAYING. Great.


subject: Re: Unreleased first Gym Leader
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Awesome find! I always enjoy reading about the development of Pokemon games and finding obscure<br />information like this. Perhaps this trainer was intended to be the first gym leader but then had the concept<br />reworked into Giovanni hence the same pose and style


subject: Re: Unreleased first Gym Leader
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Prisma link=topic=8485.msg210772#msg210772 date=1535960301]<br />Awesome find! I always enjoy reading about the development of Pokemon games and finding obscure<br />information like this. Perhaps this trainer was intended to be the first gym leader but then had the concept<br />reworked into Giovanni hence the same pose and style<br />[/quote]<br /><br />Thanks! :) Same. It was always a little weird the first gym was locked until near the end of the game in retrospect.


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Sherkel
icon: xx
body:
  The Somnium Files and Nelke are my only two reasons to get a Switch at present. With both a 3DS and Vita I can either play or emulate any other game I might care about without the awkwardness of a keyboard or big screen.


subject: Celadon Corner Glitch Metamap Script ACE could be used as a &quot;Yellow gm- ACE&quot;
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  ...or a 4F/ws m ACE without 4F/ws m.<br /><br />Hello everyone,<br /><br />[url=https://glitchcity.info/wiki/Glitch_meta-map_script_activation]Glitch Meta-map Script ACE[/url] is a rather poorly documentated ACE method in PokÃ©mon Red, Blue and Yellow, which relies on using either the [url=https://glitchcity.info/wiki/Trainer_escape_glitch]Trainer Escape Glitch[/url] or the [url=https://glitchcity.info/wiki/Expanded_item_pack]Item Underflow Glitch[/url] in the PC (or any other ACE method) to change the value of the address controlling the script for a given map. <br /><br />Indeed, some (all?) of these addresses can be changed directly by changing the nature or the quantity of the right item beyond the 50th slot using PC underflow. <br />But, as you probably all know, when performing the Trainer Escape Glitch, we change the escaped trainer&#039;s map script to 01 and change it back to 00 when coming back after facing a PokÃ©mon and flashing the start menu (whose textbox ID on every map is 00). And, if reading another textbox than the start menu before getting back on the escaped trainer&#039;s map, we can attribute to the script address another value than 00 - the one matching the given textbox ID.<br /><br />While working a bit on Glitch Metamap Script ACE I noticed [b]that Glitch Script 0x12 of Celadon Corner in Yellow executes codes in both english and french games at $FA4C, an Echo RAM copy of $DA4C. This is the fifth character of the last Daycare PokÃ©mon name in english games[/b] (and the safari balls count in french games, which could be noped as well as the following address controlling the presence of a PokÃ©mon in the Daycare to reach the first character in that name).<br /><br />Of course, I couldn&#039;t help but thinking about [url=https://pastebin.com/e3MRpspZ]luckytyphlosion&#039;s extensive work on gm- glitch item ACE[/url] that I believe could be adapted to this. Executing code would not use gm- but just entering into the Corner!<br /><br />As a proof of concept I have performed a setup that could be used aswell (of course, it should also work with gm- in R/B provinding that we adapt the jump) derived from [url=https://forums.glitchcity.info/index.php?topic=8056.0]the setup I invented for glitch item ACE using 4F[/url]. [u]Note that similarly to 4F ACE, if your Daycare as never been used, you can use a 10/11-Stored PokÃ©mon ws m setup and it will work with this method[/u].<br /><br />- If playing french games, make sure that during your last visit to the Safari Zone, you have come out of time or of Balls.<br />- Place at the Daycare an un-nicknamed Abra at lvl 80 with currently 24 HP. The O.T. of this PokÃ©mon must be compatible with ACE (e.g.: AAAAAAA)<br />- If playing french games, take back that PokÃ©mon. You can also do it if playing english games.<br />- Have in PC Slot 1 a PokÃ©mon with 33 PP currently on first move, 33 PP currently on second move (38 if playing french games), 19 PP currently on third move (3 PP Up used) and no fourth move or no PP on it.<br />- Have in PC Slot 2 Clefairy, Male Nidoran or Spearow (or another Abra) with currently 233 HP. <br /><br />This jumps to $D321 (english) or $D326 (french) which is item 3 of the pack. [b]Enter in the Corner to execute the code[/b].<br /><br />This stays theorical. It seems impossible to Trainer Escape the Rocket in Celadon Corner (except with a glitch item maybe, Evie may know more about this), and I don&#039;t know if $D65E, which is the address for the Corner&#039;s script, is accessible through the underflow in the PC. If not, then this ACE method would be exclusively limited to the ability to use another ACE Method to setup the script!<br /><br />If anyone of you has some time to work on this, don&#039;t hesitate to do it&nbsp; :)


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
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  Dunno, the Switch has really good games. You might not be into their kind of games, though, which is a perfectly valid reason not to buy a console :P


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
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  [quote author=Sherkel link=topic=8204.msg210765#msg210765 date=1535775939]<br />Not bad! You&#039;re going places. :)<br />[/quote][quote author=Evie Torchic the Glitch Scientist link=topic=8204.msg210767#msg210767 date=1535823396]<br />[quote author=Missing? NO! link=topic=8204.msg210764#msg210764 date=1535775267]<br />Finished my first summer internship in a corporate office. Hello, freedom (for two weeks, before college starts again)<br />[/quote]<br /><br />Awesome. Congrats! :D<br />[/quote]<br /><br />Thank you both!<br /><br />And yeah, not too thrilled about Switch online. I&#039;m hoping the service is better than what Nintendo has previously pushed out since it&#039;s now a service you have to pay for, but I&#039;m skeptical. Thankfully you can bring down the cost per month by opting for a family plan. Might be something to consider for everyone here if you all want to be on the same plan. 


subject: Re: The Glitchy Thread of Topiclessness (#3)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Please note that a family plan has a wider scope than just family. A group of friends of mine have their own plan, now :D<br />And, it&#039;s worth it starting from 2 ~ 3 people in the plan, too.


subject: Glitch City Laboratories 18.09
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
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  It&#039;s been a long time coming but GCL 18.09 is finally live. Highlights:<br /><br />[list]<br />[li]MediaWiki updated to 1.31[/li]<br />[li]Authentication bridge significantly rewritten. Should mean no more &quot;loss of session data&quot; errors. Finally![/li]<br />[li]Emails are working (tested myself).[/li]<br />[li]Username (not display name) changes are now possible, [b]on a case-by-case basis[/b]. Your password will be reset and a new password emailed to you. Some users have had their usernames changed by request.[/li]<br />[li]Some buggy and/or unmaintained wiki extensions are now removed.[/li]<br />[li]A working &quot;Printable view&quot; is now available for all wiki pages. In printable view, the header and sidebar are stripped out, as are the article action links (talk page, edit, etc)[/li]<br />[/list]<br /><br />Some maintenance is also being done this week (namely in the area of wiki accounts). Old wiki accounts have been merged together and all wiki accounts with zero edits have been deleted. Don&#039;t worry, if you have a forum account a wiki account will be automatically created for you, so this was more to get rid of stale wiki accounts that no longer map to a forum account and also to spam accounts (back when the wiki had open registration for some reason...)


subject: Re: Glitch City Laboratories 18.09
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Also there will be some cleanup especially in the announcements boards and general information. Expect some stale threads to be unstickied or thrown in the garbage.


subject: Re: Glitch City Laboratories 18.09
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is great, I notice the site is working really smooth now. Thank you so much! :)<br /><br />[quote author=Abwayax link=topic=8490.msg210780#msg210780 date=1536046275]<br />[list][li]A working &quot;Printable view&quot; is now available for all wiki pages. In printable view, the header and sidebar are stripped out, as are the article action links (talk page, edit, etc)[/li][/list]<br />[/quote]<br /><br />Ooh, this is nice. ^^ I created an offline GlitchDex a while ago, so will put it on my list of projects to make an updated version.


