# smf_messages

subject: Re: Free picture-in-picture/splitscreen software/websites
poster_name: pokechu22
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s not exactly what you&#039;re asking for, but you can use [url=https://obsproject.com/]OBS[/url] to record multiple subsections of the screen at once.&nbsp; (OBS is primarily for livestreaming, but it also can do MP4 or FLV video output)


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ~Poke~
icon: xx
body:
  3 hours after I started, I&#039;m done writing this post. Sorry for the wall of text, I got carried away!<br />To clarify, when I said real/fake HoO earlier I meant 510/511. That was a silly choice of words when real/fake Sinnoh are a thing, sorry :P<br /><br />[quote author=vowel link=topic=7198.msg199157#msg199157 date=1443466517]<br />[b]EDIT:[/b] Figured something out. Walk into the Jubilife pokemon center, save your game, then use pokesav to change your map coordinates to 510,6,9,0. When you reload, you&#039;ll be in the HoO but with the Jubilife pokemon center&#039;s NPCs. Talk to the little girl in front of you to trigger a battle with Arceus. Now change your coordinates to 510,13,5,0. You&#039;re in front of a different person now, yet talking to him will also trigger Arceus.<br /><br />This means that more than just one single script can trigger Arceus (but not all of them, e.g. Nurse Joy doesn&#039;t say &#039;Dodogyuuun&#039; now :P ). Given that I just demonstrated that you keep the NPCs from the last map you save in, we will for sure trigger a battle with Arceus if, starting from a void area X, we manage to - [i]without saving and resetting[/i] - find a HoO void when our x and y positions are at values that put us next to NPCs on our original map X.<br />[/quote]<br /><br />Hey, I can explain that! Let&#039;s look at Spiky&#039;s DS Map Editor.<br />[img]http://i.imgur.com/zVOFYXb.png[/img]<br /><br />The Hall of Origin loads script file 232, which is:<br />[code]Script #1<br /><br />CheckFlag 0x8E<br />CompareLastResultJump 0x1 Function_#1<br />End<br /><br /><br />Script #2<br /><br />LockAll<br />SetVar 0x4118 0x0<br />Call Function_#2<br />Call Function_#3<br />PlayCry 0x1ED 0x0<br />WaitCry<br />Call Function_#8<br />PlayCry 0x1ED 0x0<br />Message 0x0<br />CloseMessageOnKeyPress<br />ClearFlag 0x8E<br />WildBattle2 0x1ED 0x50<br />SetFlag 0x8E<br />CheckLost 0x800C<br />If 0x800C 0x0<br />CompareLastResultJump 0x1 Function_#9<br />CheckWildBattle2 0x800C<br />If 0x800C 0x1<br />CompareLastResultJump 0x1 Function_#10<br />ClearFlag 0x11E<br />ReleaseAll<br />End<br /><br /><br />Script #3<br /><br />End<br /><br /><br />Script #4<br /><br />UseScript_#2[/code]<br />There are also functions and movements as part of this script file, but they&#039;re less telling so I&#039;ll leave them out.<br /><br />As you can see script 2 involves playing a cry and starting a battle, this would be the Arceus fight. All script 4 does is call script 2, which is nice since it doubles our chances of making this work.<br />In the event viewer, the HoO has 2 events. One overworld (Arceus) who is set to script 0 and one trigger set to script 2. The trigger has a flag associated - this probably means it only appears when that flag is set, that flag being the event? It&#039;s 16664 if anyone knows.<br /><br />The 511 HoO doesn&#039;t have events, but it does have a script file. It turns out this is shared with a lot of Turnback Cave maps:<br />[code]Script #1<br /><br />End[/code]<br />Just a dummy. This is also set for EVERYWHERE and NOTHING Mystery Zones.<br /><br />The level scripts sound important too, since in the GBA games they&#039;re the scripts that run automatically/on entering the area. But no matter which one I try to look at, it just contains:<br />[code]Level Scripts File[/code]<br />Maybe I haven&#039;t checked a map that has them? That&#039;s what the restaurant has though, and it definitely kicks people out automatically. That&#039;s also what the Underground has and we know it can crash people on entering so I guess they&#039;re in a different format that SDSME can&#039;t read?<br /><br />This functionality could probably be replicated with a trigger that covers the whole map, but the restaurant doesn&#039;t have any triggers. I don&#039;t think that would affect the void either, since the trigger has a specific X and Y location + area.<br /><br />[quote author=vowel link=topic=7198.msg199157#msg199157 date=1443466517]<br />If only we knew where the &#039;next map id&#039; bits were stored in memory, we might be able to write a lua script that determines whether the HoO is reachable from any given position...<br />[/quote]<br />A tip I can give you about that is that it&#039;s based on the map matrix. Matrix 0 is the overworld, It looks like this:<br />[img]http://i.imgur.com/KlXuRqT.png[/img]<br />The selected place is at (0,0) so that&#039;s what 430N is north of, after resetting. If we can find where this is stored maybe we can see what incorrect data is loaded by incorrect coordinates? Alternately we could brute force it with a script that changes our X and/or Y by 32 at a time and records the results. (Maybe 31 at a time, then taking one step to make sure it&#039;s loading things correctly?).<br />(One note, I don&#039;t think the x and y that the new script fetches are settable? I&#039;m not too experienced with RAM so I might be doing something wrong. The simplest way to do it manually seemed to be set a cheat then disable it, but the value reverts. Is this just a RAM mirror?)<br /><br />Something else notable is that the overworld matrix has 3 &quot;layers&quot;. One for headers (pictured), one for map height (only set for Mystery Zones around actual maps) and one for map files. We get a lot of junk data for headers but little or none for the rest? The &quot;blackouts&quot; referred to in the doc might be related to map height. The only map files seem to be Fake Sinnoh, when the coordinates loop. Perhaps that&#039;s handled differently.<br />Most other matrices only have a map file layer, so the headers must come from somewhere else. The Great Marsh has all 3 layers though, to allow different encounters in different parts. The matrix itself is much smaller, but perhaps it&#039;s void is as interesting as the overworld because of this? I&#039;ll have to explore this. There are no other 3 layer matrices in Pearl or Platinum.<br /><br />HG/SS are also really interesting in that regard, since they have two 3 layer matrices being the overworld and the safari zone. That safari zone can be customised. <br /><br />[quote author=SatoMew link=topic=7198.msg199156#msg199156 date=1443461027]<br />When you mean &quot;real place&quot;, are you referring to an actual location or a void area with the same map ID as said location?<br />[/quote]<br /><br />A HoO void next to (or 1 matrix space/32 tiles away from, or other distances useful in tweaking?) the loaded building that is the entry point. Thinking further on this, I don&#039;t think tweaking affects the map like that though. It moves/clears the terrain and movement permissions which are part of the map file itself, rather than scripts and events which are part of the map header. The only useful thing that stands out to me there is map re-entry without a walk anywhere code.<br /><br />[quote author=SatoMew link=topic=7198.msg199158#msg199158 date=1443468956]<br />Here&#039;s yet another real Hall of Origin void which may or may not be the same one I found earlier. I only went west and south of 319W this time around.<br />[/quote]<br /><br />The areas in the void for repeat to the North-East and South-West, or directly West where X underflows, North where Y underflows. The size of the matrix... might affect this? I kind of thought it did but now I&#039;m not sure. The Poketch matrix is 1x1, and it&#039;s void looks like this in my save (allcaps is the Poketch that I entered from, with graphics and etc.):<br /><br />[code]<br />[Mystery Z][Veilstone][Veilstone][Floaroma ]<br />[Veilstone][Floaroma ][Floaroma ][Poketch&nbsp; ]<br />[Floaroma ][Poketch&nbsp; ][Poketch&nbsp; ][Mystery Z]<br />[Floaroma ][Poketch&nbsp; ][POKETCH&nbsp; ][Mystery Z]<br />[Poketch&nbsp; ][Mystery Z][Mystery Z][Mystery Z]<br />[/code]<br /><br />Every &#91;] is one cell of the matrix, and is 32x32 tiles.<br />The repeat on the underflow makes a bit of a mess of it, since you can see the diagonal pattern doesn&#039;t include the real Poketch Co.<br /><br />Hall of Origin is a 2x2 matrix, and I&#039;m seeing something like this?:<br /><br />[code]<br />. . . . . . . . . . . . . . . . . . . . . . . . . . . . [Iron&nbsp; Island][SolaceonRuin][SolaceonRuin][Iron&nbsp; Island]<br />. . . . . . . . . . . . . . . . . . . . . . . . . . . . [Iron&nbsp; Island][HallOfOrigin][HallOfOrigin][HallOfOrigin]<br />[Mystery Zone][Mystery Zone][SolaceonRuin][Iron&nbsp; Island][HallOfOrigin][HallOfOrigin][HALLOFORIGIN][HALLOFORIGIN]<br />[SolaceonRuin][Iron&nbsp; Island][HallOfOrigin][HallOfOrigin][HallOfOrigin][HallOfOrigin][HALLOFORIGIN][HALLOFORIGIN]<br />[Iron&nbsp; Island][HallOfOrigin][HallOfOrigin][HallOfOrigin]<br />[HallOfOrigin][HallOfOrigin][Mystery Zone]<br />[/code]<br />That looks like a mess so it probably isn&#039;t accurate. I&#039;m not sure whether it&#039;s inconsistent depending on path, or I&#039;m just losing track of it but I need to stop trying to count this out manually. The point is there&#039;s repetition, hopefully some lua can keep track of the specifics later.<br /><br />I think this is may be because of the out of bounds coordinates on the matrix, eg:<br />[A1][B1][C1]<br />[A2][B2][C2]<br />[A3][B3][C3]<br />being stored as:<br />[A1][B1][C1][A2][B2][C2][A3][B3][C3]<br />Since the game knows the dimensions of the matrix, it knows where to read from. If you&#039;re outside that, everything breaks.<br /><br />Either because it&#039;s so big, or because it&#039;s read differently, the overworld matrix doesn&#039;t seem to do this. <br /><br />This post has been something like 4 hours to write so I&#039;m going to stop it here. Sorry it&#039;s so big, there was so much to reply to then I got carried away testing things.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello guys,<br /><br />At PRAMA we are currently going back to a Tweaking project in order to find a more safe way to reach Darkrai. We had a few results on it but it&#039;s still early.<br /><br />Anyway I follow your discussion which is becoming very interesting. It would be really, really great, if you could find a way to enter a void and make the battle with Arceus!


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: vowel
icon: xx
body:
  [quote author=~Poke~ link=topic=7198.msg199161#msg199161 date=1443502663]As you can see script 2 involves playing a cry and starting a battle, this would be the Arceus fight. All script 4 does is call script 2, which is nice since it doubles our chances of making this work.[/quote]Well, that explains that then! So we do need to find the correct NPC, which is either #2 or #4.<br />[quote]In the event viewer, the HoO has 2 events. One overworld (Arceus) who is set to script 0 and one trigger set to script 2. The trigger has a flag associated - this probably means it only appears when that flag is set, that flag being the event? It&#039;s 16664 if anyone knows.[/quote]From my very small experience trying to hack Pokemon Ruby a decade ago, yes, you&#039;re probably right that 16664 is the flag it checks for to see whether you have the Azure Flute etc.<br /><br />[quote]Alternately we could brute force it with a script that changes our X and/or Y by 32 at a time and records the results. (Maybe 31 at a time, then taking one step to make sure it&#039;s loading things correctly?).<br />(One note, I don&#039;t think the x and y that the new script fetches are settable? I&#039;m not too experienced with RAM so I might be doing something wrong. The simplest way to do it manually seemed to be set a cheat then disable it, but the value reverts. Is this just a RAM mirror?)[/quote]You&#039;re a genius, and your observation on the settability of x and y is correct. You inspired me to change my lua script to the following - excuse the messiness, and note that I&#039;ve only looked at the x id, though the y id should be 8 bytes after the x id&#039;s location in all cases:<br />[code]function whereami()<br />	aslr_data_ptr = memory.readdword(0x021C4D28)<br />	mapdata_ptr = memory.readdword(aslr_data_ptr + 0x4)<br />	m = memory.readword(mapdata_ptr + 0x14A4)<br />	x = memory.readword(mapdata_ptr + 0x14A4 + 8)<br />	y = memory.readword(mapdata_ptr + 0x14A4 + 12)<br />	z = memory.readword(mapdata_ptr + 0x14A4 + 0x6C99A)<br />	<br />	all_x = {0x226E7AC, 0x2291DE4, 0x2291DF0, 0x2291DFE,0x2333286,0x2333292,0x23332BA,0x2333E0A4}<br />	for i = 1,8 do<br />		-- The values above were taken from my own save state of Pearl. As such, we need to subtract my own map_data_ptr from them, and add the current session&#039;s:<br />		all_x[i] = all_x[i] - 0x226D300 + mapdata_ptr<br />	end<br />	<br />	gui.text(1,104,string.format(&quot;Matrix: %d, X: %d, Y: %d, Z: %d&quot;,m,x,y,z))<br />	gui.text(0,114,string.format(&quot;ASLR data: 0x%X / map data: 0x%X&quot;,aslr_data_ptr,mapdata_ptr))<br />	gui.text(0,124,string.format(&quot;X: %d %d %d %d %d %d %d %d&quot;,memory.readword(all_x[1]),memory.readword(all_x[2]),memory.readword(all_x[3]),memory.readword(all_x[4]),memory.readword(all_x[5]),memory.readword(all_x[6]),memory.readword(all_x[7]),memory.readword(all_x[8])))<br />	<br />	--force_x = 561+0<br />	--memory.writeword(all_x[1],force_x) -- if this one is different from the others, the save file will be corrupted; if it is forced during save loading, the game will immediately crash when the save is loaded. This seems to actually move you collision-wise, but not visually.<br />	--memory.writeword(all_x[2],force_x) -- the same; also if this one is forced, the save load screen will display a glitched white block. Does nothing live - perhaps this is the saved x position only?<br />	--memory.writeword(all_x[3],force_x) -- changes map ID!!! but only live, not when loading save. Can be used to save inside a MZ (open start menu, change value to warp you into MZ), with bizarre results.<br />	--memory.writeword(all_x[4],force_x) -- immediately snaps you into place, but without changing map id. Is saved when you save the game only if forced DURING the save, otherwise your new position is NOT saved. Interestingly, THIS IS ONLY GRAPHICAL<br />	--memory.writeword(all_x[5],force_x) -- seems related to graphics loading<br />	--memory.writeword(all_x[6],force_x) -- this one...<br />	--memory.writeword(all_x[7],force_x) -- ...and this one are related; if one of them is flipped, the screen goes black and the other one starts counting like a madman. Counting resets when reloading the graphics. When forcing these to be set and taking a step, the perspective twists, showing this is contorlling the camera.<br />	--memory.writeword(all_x[8],force_x) -- unknown?<br />	<br />end<br />gui.register(whereami)[/code]In other words, [b]we can read out what the next map ID is going to be[/b] by changing our x to x+32, reading the matrix that gives us, and going back. I don&#039;t really have time to code this, but it seems a good PoC would be if we could &#039;virtually&#039; travel to Darkrai by manipulating this value in increments of 32 and to see if this indeed replicates the path to Darkrai we actually observe ourselves taking. Just a thought.<br /><br />What can be observed from the above in any case, is that there are actually three separate x (and y, and z too? the zs are at a wildly different location in RAM compared to the xs and ys) values: let&#039;s call them x.collision (number 1 in the lua script above), x.graphics (number 3), and x.mapmatrix (number 4). I believe that x.graphics might in fact be the real one, since our Fake Sinnohs (which are very real :P ) have proper graphics, but improper collision data and map headers, and when we progress through FS we [b]actually[/b] progress in reality.<br /><br />I&#039;m afraid I am pressed for time right now, so I&#039;m sorry that I won&#039;t be able to treat your other points in depth at this time. I did read them though, but the only quick reply I can give you right now is that they&#039;re way over my head&nbsp; ;D


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: Tsukuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7198.msg199158#msg199158 date=1443468956]<br />Well, I asked for clarification because I have already reached a real Hall of Origin void (I posted about it earlier). But the voids surrounding it are the same ones bordering the Hall of Origin itself.<br /><br />[b]EDIT:[/b] Here&#039;s yet another real Hall of Origin void which may or may not be the same one I found earlier. I only went west and south of 319W this time around.<br /><br />[img width=545]https://i.imgur.com/qlHHS4u.png[/img]<br />[/quote]<br /><br />If you&#039;re on the Hall of Origin void, the areas are just repeating diagonally. It&#039;s explained on the doc.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=~Poke~ link=topic=7198.msg199161#msg199161 date=1443502663]<br />To clarify, when I said real/fake HoO earlier I meant 510/511. That was a silly choice of words when real/fake Sinnoh are a thing, sorry :P <br />[/quote]<br /><br />It&#039;s OK :) <br /><br /><br />[quote author=~Poke~ link=topic=7198.msg199161#msg199161 date=1443502663]<br />The Hall of Origin loads script file 232, which is:<br />[code]Script #1<br /><br />CheckFlag 0x8E<br />CompareLastResultJump 0x1 Function_#1<br />End<br /><br /><br />Script #2<br /><br />LockAll<br />SetVar 0x4118 0x0<br />Call Function_#2<br />Call Function_#3<br />PlayCry 0x1ED 0x0<br />WaitCry<br />Call Function_#8<br />PlayCry 0x1ED 0x0<br />Message 0x0<br />CloseMessageOnKeyPress<br />ClearFlag 0x8E<br />WildBattle2 0x1ED 0x50<br />SetFlag 0x8E<br />CheckLost 0x800C<br />If 0x800C 0x0<br />CompareLastResultJump 0x1 Function_#9<br />CheckWildBattle2 0x800C<br />If 0x800C 0x1<br />CompareLastResultJump 0x1 Function_#10<br />ClearFlag 0x11E<br />ReleaseAll<br />End<br /><br /><br />Script #3<br /><br />End<br /><br /><br />Script #4<br /><br />UseScript_#2[/code]<br />There are also functions and movements as part of this script file, but they&#039;re less telling so I&#039;ll leave them out.<br /><br />As you can see script 2 involves playing a cry and starting a battle, this would be the Arceus fight. All script 4 does is call script 2, which is nice since it doubles our chances of making this work.<br />In the event viewer, the HoO has 2 events. One overworld (Arceus) who is set to script 0 and one trigger set to script 2. The trigger has a flag associated - this probably means it only appears when that flag is set, that flag being the event? It&#039;s 16664 if anyone knows.<br />[/quote]<br /><br />Is this for Diamond and Pearl or Platinum? In Diamond and Pearl, the Arceus sprite will appear even if you don&#039;t have the Azure Flute (regardless of the state of the event flag) but this is not the case in Platinum, in which the Azure Flute is required to make the sprite appear.<br /><br />[quote author=~Poke~ link=topic=7198.msg199161#msg199161 date=1443502663]<br />A HoO void next to (or 1 matrix space/32 tiles away from, or other distances useful in tweaking?) the loaded building that is the entry point. Thinking further on this, I don&#039;t think tweaking affects the map like that though. It moves/clears the terrain and movement permissions which are part of the map file itself, rather than scripts and events which are part of the map header. The only useful thing that stands out to me there is map re-entry without a walk anywhere code.<br /><br />[...]<br /><br />The areas in the void for repeat to the North-East and South-West, or directly West where X underflows, North where Y underflows. The size of the matrix... might affect this? I kind of thought it did but now I&#039;m not sure. The Poketch matrix is 1x1, and it&#039;s void looks like this in my save (allcaps is the Poketch that I entered from, with graphics and etc.):<br />[/quote]<br /><br />Oh, I see.<br /><br />[quote author=Pawny link=topic=7198.msg199164#msg199164 date=1443551467]<br />If you&#039;re on the Hall of Origin void, the areas are just repeating diagonally. It&#039;s explained on the doc.<br />[/quote]<br /><br />Is this the relevant part you&#039;re referring to?<br /><br />[quote author=HallofOrigin void knowledge doc]<br />Going 32 steps north from an area and then going east will result in you getting to the same area. The amount of steps required varies on the void. Sinnoh requires 960 steps east before you reach the same area while indoor areas require 32.<br />[/quote]


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: Tsukuu
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Pawny
icon: xx
body:
  Yeah. It&#039;s thanks to that we&#039;d be able to enter Hall of Origin without walk-through-walls cheat in case we found it in the void. I don&#039;t remember if this is the exact coordinates but going something like 65536 steps east, 65536 north and then 65536 east again you should enter a Fake HoO in an HoO area, assuming you&#039;re starting from its initial area (the steps would vary according from where you&#039;d start from).


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Pawny link=topic=7198.msg199166#msg199166 date=1443553712]<br />Yeah. It&#039;s thanks to that we&#039;d be able to enter Hall of Origin without walk-through-walls cheat in case we found it in the void. I don&#039;t remember if this is the exact coordinates but going something like 65536 steps east, 65536 north and then 65536 east again you should enter a Fake HoO in an HoO area, assuming you&#039;re starting from its initial area (the steps would vary according from where you&#039;d start from).<br />[/quote]<br /><br />But does said Hall of Origin area play the same theme as the actual real Hall (map ID 0x01FE or 510)? Or is it the Spear Pillar theme that the other Hall (map ID 0x01FF or 511) also uses?


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If anyone can help debug why this doesn&#039;t work, it would be greatly appreciated&nbsp; O_o<br /><br />[code]function whereami()<br />	aslr_data_ptr = memory.readdword(0x021C4D28)<br />	mapdata_ptr = memory.readdword(aslr_data_ptr + 0x4)<br />	m = memory.readword(mapdata_ptr + 0x14A4)<br />	x = memory.readword(mapdata_ptr + 0x14A4 + 8)<br />	y = memory.readword(mapdata_ptr + 0x14A4 + 12)<br />	z = memory.readword(mapdata_ptr + 0x14A4 + 0x6C99A)<br />	<br />	all_x = {0x226E7AC, 0x2291DE4, 0x2291DF0, 0x2291DFE,0x2333286,0x2333292,0x23332BA,0x2333E0A4}<br />	all_y = {0x226E7AC+4, 0x2291DE4+4, 0x2291DF0+4, 0x2291DFE+4,0x2333286+4,0x2333292+4,0x23332BA+4,0x2333E0A4+4}<br />	all_z = {0x21CEF76,0x2291E02,0x22DB13E,0x23067A6,0x232460A,0x2333296,0x23332BE}<br />	for i = 1,7 do<br />		-- The values above were taken from my own save state of Pearl. As such, we need to subtract my own map_data_ptr from them, and add the current session&#039;s:<br />		-- (skipping over the eighth one since this only appears for x (and consequently y) but not z; its lack of a clear effect suggests the eighth value to be a false positive)<br />		all_x[i] = all_x[i] - 0x226D300 + mapdata_ptr<br />		all_y[i] = all_y[i] - 0x226D300 + mapdata_ptr<br />		all_z[i] = all_z[i] - 0x226D300 + mapdata_ptr<br />	end<br />	<br />	all_m = {0x226E7A4,0x2291EC0,0x2291FE8,0x22ABCB0}<br />	for i = 1,4 do<br />		-- If we modify m (= all_m[1]), the game freezes. Perhaps we also need to update the others? Note interesting change counts: walking in and out of a building twice yields the expected change count of 4 for items 1 and 4, but 8 for item 3 and 10 for item 2.<br />		all_m[i] = all_m[i] - 0x226D300 + mapdata_ptr<br />	end<br />	<br />	--memory.writeword(all_x[1],force_x) -- if this one is different from the others, the save file will be corrupted; if it is forced during save loading, the game will immediately crash when the save is loaded. This seems to actually move you collision-wise, but not visually.<br />	--memory.writeword(all_x[2],force_x) -- the same; also if this one is forced, the save load screen will display a glitched white block. Does nothing live - perhaps this is the saved x position only?<br />	--memory.writeword(all_x[3],force_x) -- changes map ID!!! but only live, not when loading save. Can be used to save inside a MZ (open start menu, change value to warp you into MZ), with bizarre results.<br />	--memory.writeword(all_x[4],force_x) -- immediately snaps you into place, but without changing map id. Is saved when you save the game only if forced DURING the save, otherwise your new position is NOT saved. Interestingly, THIS IS ONLY GRAPHICAL<br />	--memory.writeword(all_x[5],force_x) -- seems related to graphics loading<br />	--memory.writeword(all_x[6],force_x) -- this one...<br />	--memory.writeword(all_x[7],force_x) -- ...and this one are related; if one of them is flipped, the screen goes black and the other one starts counting like a madman. Counting resets when reloading the graphics. When forcing these to be set and taking a step, the perspective twists, showing this is contorlling the camera.<br />	--memory.writeword(all_x[8],force_x) -- unknown?<br />	<br />	function force_m(pos)<br />		memory.writeword(all_m[1],pos) -- name tag. but based on real x,y,z! (i.e. OW locations get their name based on your coordinates)<br />		memory.writeword(all_m[2],pos) -- graphics, but only after reload<br />		--memory.writeword(all_m[3],pos)<br />		--memory.writeword(all_m[4],pos)<br />	end<br />	function force_x(pos)<br />		memory.writeword(all_x[1],pos) -- collision<br />		memory.writeword(all_x[3],pos) -- graphics<br />		memory.writeword(all_x[4],pos) -- matrix<br />		--memory.writeword(all_x[2],pos)<br />		--memory.writeword(all_x[5],pos)<br />		--memory.writeword(all_x[6],pos)<br />		--memory.writeword(all_x[7],pos)<br />	end<br />	function force_y(pos)<br />		memory.writeword(all_y[1],pos) -- collision<br />		memory.writeword(all_y[3],pos) -- graphics<br />		memory.writeword(all_y[4],pos) -- matrix<br />		--memory.writeword(all_x[2],pos)<br />		--memory.writeword(all_x[5],pos)<br />		--memory.writeword(all_x[6],pos)<br />		--memory.writeword(all_x[7],pos)<br />	end<br />	function force_z(pos)<br />		memory.writeword(all_z[1],pos) -- collision<br />		memory.writeword(all_z[3],pos) -- graphics<br />		memory.writeword(all_z[4],pos) -- matrix<br />		--memory.writeword(all_x[2],pos)<br />		--memory.writeword(all_x[5],pos)<br />		--memory.writeword(all_x[6],pos)<br />		--memory.writeword(all_x[7],pos)<br />	end<br />	<br />	force_m(3) -- Jubilife city<br />	force_x(180) -- Jubilife city<br />	force_y(777) -- Jubilife city<br />	force_z(2) -- Jubilife city<br />		<br />	gui.text(0,144,string.format(&quot;ASLR data: 0x%X / map data: 0x%X&quot;,aslr_data_ptr,mapdata_ptr))<br />	gui.text(1,154,string.format(&quot;Matrix: %d, X: %d, Y: %d, Z: %d&quot;,m,x,y,z))<br />	gui.text(0,164,string.format(&quot;X: %d %d %d %d %d %d %d %d&quot;,memory.readword(all_x[1]),memory.readword(all_x[2]),memory.readword(all_x[3]),memory.readword(all_x[4]),memory.readword(all_x[5]),memory.readword(all_x[6]),memory.readword(all_x[7]),memory.readword(all_x[8])))<br />	gui.text(0,174,string.format(&quot;Addrs: %X %X %X %X\n&nbsp; &nbsp; &nbsp;  %X %X %X %X&quot;,all_x[1],all_x[2],all_x[3],all_x[4],all_x[5],all_x[6],all_x[7],all_x[8]))<br />end<br />gui.register(whereami)[/code]


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: Tsukuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7198.msg199167#msg199167 date=1443555019]<br />[quote author=Pawny link=topic=7198.msg199166#msg199166 date=1443553712]<br />Yeah. It&#039;s thanks to that we&#039;d be able to enter Hall of Origin without walk-through-walls cheat in case we found it in the void. I don&#039;t remember if this is the exact coordinates but going something like 65536 steps east, 65536 north and then 65536 east again you should enter a Fake HoO in an HoO area, assuming you&#039;re starting from its initial area (the steps would vary according from where you&#039;d start from).<br />[/quote]<br /><br />But does said Hall of Origin area play the same theme as the actual real Hall (map ID 0x01FE or 510)? Or is it the Spear Pillar theme that the other Hall (map ID 0x01FF or 511) also uses?<br />[/quote]<br /><br />That&#039;s an hypothetical real Hall of Origin, if we found it. So the real one. But the 511 should work like the other one anyway, you&#039;d get trapped if you managed to enter it though, because it has no exit warp.


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7211.msg199155#msg199155 date=1443458064]<br />True Time Attack has a video showing them in Emerald.<br />[/quote]<br /><br />Pretty sure the video I&#039;m thinking of was related to FR/LG.. and might have been Decamark-related.


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=http://forums.glitchcity.info/index.php/topic,6852.0.html]Are you talking about this post/video[/url], Wack0?


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ~Poke~
icon: xx
body:
  [quote author=SatoMew link=topic=7198.msg199165#msg199165 date=1443552759][quote author=~Poke~ link=topic=7198.msg199161#msg199161 date=1443502663]<br />The Hall of Origin loads script file 232, which is:<br />[code]Script #1<br /><br />CheckFlag 0x8E<br />CompareLastResultJump 0x1 Function_#1<br />End<br /><br /><br />Script #2<br /><br />LockAll<br />SetVar 0x4118 0x0<br />Call Function_#2<br />Call Function_#3<br />PlayCry 0x1ED 0x0<br />WaitCry<br />Call Function_#8<br />PlayCry 0x1ED 0x0<br />Message 0x0<br />CloseMessageOnKeyPress<br />ClearFlag 0x8E<br />WildBattle2 0x1ED 0x50<br />SetFlag 0x8E<br />CheckLost 0x800C<br />If 0x800C 0x0<br />CompareLastResultJump 0x1 Function_#9<br />CheckWildBattle2 0x800C<br />If 0x800C 0x1<br />CompareLastResultJump 0x1 Function_#10<br />ClearFlag 0x11E<br />ReleaseAll<br />End<br /><br /><br />Script #3<br /><br />End<br /><br /><br />Script #4<br /><br />UseScript_#2[/code]<br />There are also functions and movements as part of this script file, but they&#039;re less telling so I&#039;ll leave them out.<br /><br />As you can see script 2 involves playing a cry and starting a battle, this would be the Arceus fight. All script 4 does is call script 2, which is nice since it doubles our chances of making this work.<br />In the event viewer, the HoO has 2 events. One overworld (Arceus) who is set to script 0 and one trigger set to script 2. The trigger has a flag associated - this probably means it only appears when that flag is set, that flag being the event? It&#039;s 16664 if anyone knows.<br />[/quote]<br /><br />Is this for Diamond and Pearl or Platinum? In Diamond and Pearl, the Arceus sprite will appear even if you don&#039;t have the Azure Flute (regardless of the state of the event flag) but this is not the case in Platinum, in which the Azure Flute is required to make the sprite appear.<br />[/quote]<br /><br />That was Pearl. Yes, Arceus is always visible but does not have a script. The trigger (3x1 space that triggers a script when you stand in it) only exists when flag 16664 is set (0x4118 in hex).<br /><br />In Platinum it all looks the same except that Arceus only appears when flag 590 (hex 0x24E) is set, and script 3 (empty in Pearl) changes some flags.<br />[code]Script #3<br /><br />028B 0x2 0x4000<br />If 0x4000 0x0<br />CompareLastResultJump 0x1 Function_#12<br />CheckFlag 0x11E<br />CompareLastResultJump 0x1 Function_#12<br />SetFlag 0x24E<br />End<br /><br /><br />Function #12<br /><br />ClearFlag 0x24E<br />End[/code]<br /><br />This script manages whether Arceus will appear, based on some other flags. Probably to make it appear on entering? Not completely sure without going through everything but that sounds like a safe bet. Scripts 2 and 4 are exactly the same except for the after battle checks, so calling them through another npc if possible will work just as well on Platinum as it would on Diamond/Pearl. <br /><br />After battle in Pearl:<br />If you lost: go to Pokecenter &amp; set flag 0x26C<br />If &quot;WildBattle2&quot; set flag 0x26C and say &quot;ARCEUS disappeared from sight...&quot; (is this if ran away? or defeated it?)<br />Else: clear flag 0x11E<br /><br />After battle in Platinum:<br />If you lost: go to Pokecenter &amp; set flag 0x24E<br />If &quot;WildBattle2&quot; set flag 0x24E and say the same<br />If 0x4056 = 0: set variable 0x4056 = 1 and clear flag 0x11E<br />Else: clear flag 0x11E<br /><br />Another result to the battle was added. Is it for caught? Is Arceus not rebattleable in Diamond/Pearl? Or maybe it had to be reworked for some other reason. Either way it shouldn&#039;t cause problems.<br /><br />[quote author=Pawny link=topic=7198.msg199166#msg199166 date=1443553712]<br />Yeah. It&#039;s thanks to that we&#039;d be able to enter Hall of Origin without walk-through-walls cheat in case we found it in the void. I don&#039;t remember if this is the exact coordinates but going something like 65536 steps east, 65536 north and then 65536 east again you should enter a Fake HoO in an HoO area, assuming you&#039;re starting from its initial area (the steps would vary according from where you&#039;d start from).<br />[/quote]<br />Huh, did people ever try tweaking in the void to get back inside? Maybe that&#039;s too unreliable/unstable.<br /><br />[quote author=vowel link=topic=7198.msg199168#msg199168 date=1443555858]<br />If anyone can help debug why this doesn&#039;t work, it would be greatly appreciated&nbsp; O_o<br /><br />[code]function whereami()<br />	aslr_data_ptr = memory.readdword(0x021C4D28)<br />	mapdata_ptr = memory.readdword(aslr_data_ptr + 0x4)<br />	m = memory.readword(mapdata_ptr + 0x14A4)<br />	x = memory.readword(mapdata_ptr + 0x14A4 + 8)<br />	y = memory.readword(mapdata_ptr + 0x14A4 + 12)<br />	z = memory.readword(mapdata_ptr + 0x14A4 + 0x6C99A)<br />	<br />	all_x = {0x226E7AC, 0x2291DE4, 0x2291DF0, 0x2291DFE,0x2333286,0x2333292,0x23332BA,0x2333E0A4}<br />	all_y = {0x226E7AC+4, 0x2291DE4+4, 0x2291DF0+4, 0x2291DFE+4,0x2333286+4,0x2333292+4,0x23332BA+4,0x2333E0A4+4}<br />	all_z = {0x21CEF76,0x2291E02,0x22DB13E,0x23067A6,0x232460A,0x2333296,0x23332BE}<br />	for i = 1,7 do<br />		-- The values above were taken from my own save state of Pearl. As such, we need to subtract my own map_data_ptr from them, and add the current session&#039;s:<br />		-- (skipping over the eighth one since this only appears for x (and consequently y) but not z; its lack of a clear effect suggests the eighth value to be a false positive)<br />		all_x[i] = all_x[i] - 0x226D300 + mapdata_ptr<br />		all_y[i] = all_y[i] - 0x226D300 + mapdata_ptr<br />		all_z[i] = all_z[i] - 0x226D300 + mapdata_ptr<br />	end<br />	<br />	all_m = {0x226E7A4,0x2291EC0,0x2291FE8,0x22ABCB0}<br />	for i = 1,4 do<br />		-- If we modify m (= all_m[1]), the game freezes. Perhaps we also need to update the others? Note interesting change counts: walking in and out of a building twice yields the expected change count of 4 for items 1 and 4, but 8 for item 3 and 10 for item 2.<br />		all_m[i] = all_m[i] - 0x226D300 + mapdata_ptr<br />	end<br />	<br />	--memory.writeword(all_x[1],force_x) -- if this one is different from the others, the save file will be corrupted; if it is forced during save loading, the game will immediately crash when the save is loaded. This seems to actually move you collision-wise, but not visually.<br />	--memory.writeword(all_x[2],force_x) -- the same; also if this one is forced, the save load screen will display a glitched white block. Does nothing live - perhaps this is the saved x position only?<br />	--memory.writeword(all_x[3],force_x) -- changes map ID!!! but only live, not when loading save. Can be used to save inside a MZ (open start menu, change value to warp you into MZ), with bizarre results.<br />	--memory.writeword(all_x[4],force_x) -- immediately snaps you into place, but without changing map id. Is saved when you save the game only if forced DURING the save, otherwise your new position is NOT saved. Interestingly, THIS IS ONLY GRAPHICAL<br />	--memory.writeword(all_x[5],force_x) -- seems related to graphics loading<br />	--memory.writeword(all_x[6],force_x) -- this one...<br />	--memory.writeword(all_x[7],force_x) -- ...and this one are related; if one of them is flipped, the screen goes black and the other one starts counting like a madman. Counting resets when reloading the graphics. When forcing these to be set and taking a step, the perspective twists, showing this is contorlling the camera.<br />	--memory.writeword(all_x[8],force_x) -- unknown?<br />	<br />	function force_m(pos)<br />		memory.writeword(all_m[1],pos) -- name tag. but based on real x,y,z! (i.e. OW locations get their name based on your coordinates)<br />		memory.writeword(all_m[2],pos) -- graphics, but only after reload<br />		--memory.writeword(all_m[3],pos)<br />		--memory.writeword(all_m[4],pos)<br />	end<br />	function force_x(pos)<br />		memory.writeword(all_x[1],pos) -- collision<br />		memory.writeword(all_x[3],pos) -- graphics<br />		memory.writeword(all_x[4],pos) -- matrix<br />		--memory.writeword(all_x[2],pos)<br />		--memory.writeword(all_x[5],pos)<br />		--memory.writeword(all_x[6],pos)<br />		--memory.writeword(all_x[7],pos)<br />	end<br />	function force_y(pos)<br />		memory.writeword(all_y[1],pos) -- collision<br />		memory.writeword(all_y[3],pos) -- graphics<br />		memory.writeword(all_y[4],pos) -- matrix<br />		--memory.writeword(all_x[2],pos)<br />		--memory.writeword(all_x[5],pos)<br />		--memory.writeword(all_x[6],pos)<br />		--memory.writeword(all_x[7],pos)<br />	end<br />	function force_z(pos)<br />		memory.writeword(all_z[1],pos) -- collision<br />		memory.writeword(all_z[3],pos) -- graphics<br />		memory.writeword(all_z[4],pos) -- matrix<br />		--memory.writeword(all_x[2],pos)<br />		--memory.writeword(all_x[5],pos)<br />		--memory.writeword(all_x[6],pos)<br />		--memory.writeword(all_x[7],pos)<br />	end<br />	<br />	force_m(3) -- Jubilife city<br />	force_x(180) -- Jubilife city<br />	force_y(777) -- Jubilife city<br />	force_z(2) -- Jubilife city<br />		<br />	gui.text(0,144,string.format(&quot;ASLR data: 0x%X / map data: 0x%X&quot;,aslr_data_ptr,mapdata_ptr))<br />	gui.text(1,154,string.format(&quot;Matrix: %d, X: %d, Y: %d, Z: %d&quot;,m,x,y,z))<br />	gui.text(0,164,string.format(&quot;X: %d %d %d %d %d %d %d %d&quot;,memory.readword(all_x[1]),memory.readword(all_x[2]),memory.readword(all_x[3]),memory.readword(all_x[4]),memory.readword(all_x[5]),memory.readword(all_x[6]),memory.readword(all_x[7]),memory.readword(all_x[8])))<br />	gui.text(0,174,string.format(&quot;Addrs: %X %X %X %X\n&nbsp; &nbsp; &nbsp;  %X %X %X %X&quot;,all_x[1],all_x[2],all_x[3],all_x[4],all_x[5],all_x[6],all_x[7],all_x[8]))<br />end<br />gui.register(whereami)[/code]<br />[/quote]<br /><br />Interesting script!<br />From just initial testing, I think there&#039;s some confusion between map and matrix. Eg. Jubilife city is map header 3 in matrix 0. Route 204 is map header 345 in matrix 0. I&#039;m not completely sure what the script is doing, but if I run it indoors I end up in that building&#039;s void so the matrix isn&#039;t being set.<br /><br />I think the map header should be considered a result rather than something to set - it&#039;s the place you end up being in at certain coordinates within a certain matrix. (It gets a little more confusing with being indoors since warps point at a header which then loads the correct matrix, but I think that&#039;s just because they decided it should work like that? That seems to be backwards from how the engine runs. I think the fact that other headers are found by walking out of bounds in that target matrix shows that something doesn&#039;t line up there. Or maybe not backwards, but still a way to call them in the other order. Maybe you could do it by setting the map if you use a warp at the same time.)<br /><br />If I run the script while already in Jubilife it seems to line my X up with the pokecenter, but not Y so I guess that address might not be right, at least for one of them? Also graphical glitches but that might be because of the Y. If I run the script in a different route I still go to the X of the Jubilife Pokecenter door. If I walk around with the script running (only possible with walk anywhere, even if it puts me in a clear spot) npcs get cloned.<br /><br />To search for the matrix address you&#039;ll need to find the find the matrix values with Spiky&#039;s DS Map Editor, since there&#039;s no real correlation between header number and matrix number.<br /><br />(Interestingly, a lot of the generic buildings are different headers that call the same matrix. This means the exact same map (graphics and movement) is loaded but with different npcs, warps, text, scripts and etc.)<br /><br />EDIT: Ok that difference between warping via header and travelling via matrix has got me thinking. The 3 layer matrices and the 1 layer matrices are laid out differently. [url=http://www.pokecommunity.com/showthread.php?t=353897]The overworld/marsh are [headers, mystery zone heights, map files] while indoor matrices are just [map files] because the entire indoor place uses the same header.[/url] When you move between two matrix cells in the overworld it loads the map header, mystery zone height, and map data from the matrix in that order. Does that mean that it&#039;s trying to read 2 layers above the map data in an indoor matrix when you walk out of bounds? Or maybe even the same layer, since it sounds kinda illogical to reference things relative to the third layer... That might explain why indoor matrices are all so similar, if they&#039;re getting some data from the start of the map file that&#039;s mostly the same. That doesn&#039;t explain being affected by flags though... unless hey. If it tries to look &quot;2 layers above&quot; the map file in memory without putting any map header data in that memory, it&#039;ll be reading whatever&#039;s there just before the map data. That sounds possible?<br /><br />This wild speculation is convincing me that the Great Marsh is going to be interesting. I just took a quick look now and riding North 800 steps from the top left has given me a couple Turnback Caves and Mystery Zones... but no Floaroma or Veilstone Store... so no second section?


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve progressed some further with my script. I&#039;ve done some simple digging for matrix values too, and the script now looks like this:<br />[code]function whereami()<br />	aslr_data_ptr = memory.readdword(0x021C4D28)<br />	mapdata_ptr = memory.readdword(aslr_data_ptr + 0x4)<br />	m_pksv = memory.readword(mapdata_ptr + 0x14A4)<br />	x_pksv = memory.readword(mapdata_ptr + 0x14A4 + 8)<br />	y_pksv = memory.readword(mapdata_ptr + 0x14A4 + 12)<br />	z_pksv = memory.readword(mapdata_ptr + 0x14A4 + 0x6C99A)<br />	<br />	mtx = {0x22B2E,0x6791C,0x67A40}<br />	m&nbsp;  = {0x14A4,0x24BC0,0x24CE8}<br />	x&nbsp;  = {-0x61C5A,-0x61C72,0x14AC,0x24AE4,0x24AF0,0x24AFE}<br />	y&nbsp;  = {&nbsp; &nbsp; &nbsp; &nbsp;  -0x61C7A,0x14B0,0x24AEC,0x24AF8,0x24B06}<br />	z&nbsp;  = {&nbsp; &nbsp; &nbsp; &nbsp;  -0x61C76,&nbsp; &nbsp; &nbsp;  0x24B02,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0x6DE3E,0x994A6,0xC5F96,0xC5FBE}<br />	<br />	function _force(where,what)<br />		for i,v in ipairs(where)<br />		do<br />			memory.writeword(mapdata_ptr+v,what)<br />		end<br />	end<br />	<br />	function force(_mtx,_m,_x,_y,_z)<br />		_force(mtx,_mtx)<br />		_force(m,_m)<br />		_force(x,_x)<br />		_force(y,_y)<br />		_force(z,_z)<br />	end<br /><br />	--force(0,3,145,750,2) -- Jubilife city<br />	--force(0,8,21,13,0) -- Poketch void<br />	--force(0,8,21,65505,0) -- one step before SS<br />	--_force(y,65504) -- after having warped into one step before SS, force to walk one more step into SS<br />		<br />	gui.text(0,184,string.format(&quot;mtx: %d m: %d x: %d, y: %d, z: %d&quot;,memory.readword(mapdata_ptr+mtx[1]),m_pksv,x_pksv,y_pksv,z_pksv))<br />end<br />gui.register(whereami)[/code]<br />What is interesting is that it seems to warp correctly now, but that it still fails to load the next map on its own. That is, if you uncomment the line &#039;force(0,8,21,65505,0) -- one step before SS&#039;, your new location will be correctly set to a few steps above Poketch Co such that, if you take one more step, you will enter the Floaroma Meadows. However, forcing the game to take that step by uncommenting the line after that does not do anything. Interestingly, you can&#039;t take that step yourself either - you&#039;re blocked by an invisible wall. If you save and reset, however, you can take that next step all of a sudden, and you will load Floaroma Meadows, but if you try to have the step walked automatically by uncommenting the _force(y,65504) line, it won&#039;t load Floaroma Meadows again. Unless, and this is the only scenario in which this works, you save one step before SS, load your save, and [b]while at the journal pages[/b] activating the _force(y.. line; only in this case, you are correctly warped into Floaroma Meadows.<br /><br />So, we still won&#039;t manage to automate searching the void. Apparently, pressing up and walking does something extra than just changing your y coordinate, which is apparently crucial for loading a new map area...


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=vowel link=topic=7198.msg199173#msg199173 date=1443601413]<br />What is interesting is that it seems to warp correctly now, but that it still fails to load the next map on its own. That is, if you uncomment the line &#039;force(0,8,21,65505,0) -- one step before SS&#039;, your new location will be correctly set to a few steps above Poketch Co such that, if you take one more step, you will enter the Floaroma Meadows. However, forcing the game to take that step by uncommenting the line after that does not do anything. Interestingly, you can&#039;t take that step yourself either - you&#039;re blocked by an invisible wall. If you save and reset, however, you can take that next step all of a sudden, and you will load Floaroma Meadows, but if you try to have the step walked automatically by uncommenting the _force(y,65504) line, it won&#039;t load Floaroma Meadows again. Unless, and this is the only scenario in which this works, you save one step before SS, load your save, and [b]while at the journal pages[/b] activating the _force(y.. line; only in this case, you are correctly warped into Floaroma Meadows.<br />[/quote]<br />Nice progress!<br />On your previous script I was able to walk after warping with a walk anywhere code, try that. 


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=~Poke~ link=topic=7198.msg199174#msg199174 date=1443602013]On your previous script I was able to walk after warping with a walk anywhere code, try that.<br />[/quote]Thanks! Now I can take that extra step, but it still only loads the correct area (Floaroma Meadows) if I came from the real Poketch Co (which turns out to be matrix 141, so change the commented code above with the below). If I warp directly to Poketch Co @ [21,65505] (from my original position of - coincidentally - somewhere in Jubilife), I get a mystery zone when I move that one step up, which I presume is the mystery zone from Jubilife&#039;s [21,65504/5] coordinates as opposed to Poketch Co&#039;s, but which is only shown to me after I manually take a step because that is the moment when map names happen to drawn in the top-left corner. In other words, the map name probably didn&#039;t shift because I crossed a map line in Poketch Co, but rather because my x and y coordinates were out of bounds for Jubilife and the game only updates the map name after you take a step. This means my warping is still unsuccessful: my x,y,z coordinates shift correctly, but my attempts to force the game to load a specific map or matrix are still not right.<br />[code]	--force(0,3,145,750,2) -- Jubilife city<br />	--force(141,8,21,13,0) -- Poketch void<br />	--force(141,8,21,65505,0) -- one step before SS<br />	--_force(y,65504) -- after having warped into one step before SS, force to walk one more step into SS[/code]<br /><br />What I wouldn&#039;t give for a disassembly of the keypress handler or the map handler right now&nbsp; ;D


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=vowel link=topic=7198.msg199175#msg199175 date=1443604402]<br />What I wouldn&#039;t give for a disassembly of the keypress handler or the map handler right now&nbsp; ;D<br />[/quote]<br /><br />Then go set some conditional breakpoints and find them :D


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Crystalame link=topic=7211.msg199171#msg199171 date=1443578885]<br />[url=http://forums.glitchcity.info/index.php/topic,6852.0.html]Are you talking about this post/video[/url], Wack0?<br />[/quote]<br /><br />Yes, that&#039;s the one.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SatoMew
icon: xx
body:
  [quote author=~Poke~ link=topic=7198.msg199172#msg199172 date=1443578955]<br />That was Pearl. Yes, Arceus is always visible but does not have a script. The trigger (3x1 space that triggers a script when you stand in it) only exists when flag 16664 is set (0x4118 in hex).<br /><br />In Platinum it all looks the same except that Arceus only appears when flag 590 (hex 0x24E) is set, and script 3 (empty in Pearl) changes some flags.<br />[code]Script #3<br /><br />028B 0x2 0x4000<br />If 0x4000 0x0<br />CompareLastResultJump 0x1 Function_#12<br />CheckFlag 0x11E<br />CompareLastResultJump 0x1 Function_#12<br />SetFlag 0x24E<br />End<br /><br /><br />Function #12<br /><br />ClearFlag 0x24E<br />End[/code]<br /><br />This script manages whether Arceus will appear, based on some other flags. Probably to make it appear on entering? Not completely sure without going through everything but that sounds like a safe bet. Scripts 2 and 4 are exactly the same except for the after battle checks, so calling them through another npc if possible will work just as well on Platinum as it would on Diamond/Pearl. <br /><br />After battle in Pearl:<br />If you lost: go to Pokecenter &amp; set flag 0x26C<br />If &quot;WildBattle2&quot; set flag 0x26C and say &quot;ARCEUS disappeared from sight...&quot; (is this if ran away? or defeated it?)<br />Else: clear flag 0x11E<br /><br />After battle in Platinum:<br />If you lost: go to Pokecenter &amp; set flag 0x24E<br />If &quot;WildBattle2&quot; set flag 0x24E and say the same<br />If 0x4056 = 0: set variable 0x4056 = 1 and clear flag 0x11E<br />Else: clear flag 0x11E<br /><br />Another result to the battle was added. Is it for caught? Is Arceus not rebattleable in Diamond/Pearl? Or maybe it had to be reworked for some other reason. Either way it shouldn&#039;t cause problems.<br />[/quote]<br /><br />I see, thanks.<br /><br />&quot;ARCEUS disappeared from sight...&quot; appears if you defeat it or if you run away. You can see this on my video of the Hall of Origin event in Platinum, though I don&#039;t show what happens when you run.<br /><br />Video: [url=https://www.youtube.com/watch?v=s-mJkCVZ1pg]https://www.youtube.com/watch?v=s-mJkCVZ1pg[/url]<br /><br />As to Diamond and Pearl, I currently don&#039;t have a save file ready so that I can test the event. I did find something interesting, though. The game seems to return the message &quot;The Azure Flute echoed hollowly... It appears to be meaningless using the Azure Flute here...&quot; in English or ã€Œã¦ã‚“ã‹ã„ã®ãµãˆã€€ã¯ã€€ã‚€ãªã—ãã€€ãªã‚Šã²ã³ã„ãŸâ‹¯â‹¯ã€€ã“ã®ã€€ã°ã—ã‚‡ã§ã€€ã¤ã‹ã£ã¦ã‚‚ã€€ã„ã¿ãŒã€€ãªã„ã‚ˆã†ã â‹¯â‹¯ã€ in Japanese if you go to Spear Pillar with the Azure Flute and the event flag set but don&#039;t meet all the conditions required to trigger the event (entering the Hall of Fame, obtaining the National PokÃ©dex, and defeating Team Galactic at Spear Pillar). POKESAV lets you manage the save file&#039;s event flags, which comes in handy.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7198.msg199176#msg199176 date=1443620484]<br />[quote author=vowel link=topic=7198.msg199175#msg199175 date=1443604402]<br />What I wouldn&#039;t give for a disassembly of the keypress handler or the map handler right now&nbsp; ;D<br />[/quote]<br /><br />Then go set some conditional breakpoints and find them :D<br />[/quote]Even if I had the skill, I can&#039;t manage - when I fire up gdb connected to my desmume and press Ctrl+C, desmume says &#039;Breaking execution&#039;, but it doesn&#039;t. That makes live debugging via the gdb stub kind of impossible...


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=vowel link=topic=7198.msg199179#msg199179 date=1443642401]<br />[quote author=Wack0 link=topic=7198.msg199176#msg199176 date=1443620484]<br />[quote author=vowel link=topic=7198.msg199175#msg199175 date=1443604402]<br />What I wouldn&#039;t give for a disassembly of the keypress handler or the map handler right now&nbsp; ;D<br />[/quote]<br /><br />Then go set some conditional breakpoints and find them :D<br />[/quote]Even if I had the skill, I can&#039;t manage - when I fire up gdb connected to my desmume and press Ctrl+C, desmume says &#039;Breaking execution&#039;, but it doesn&#039;t. That makes live debugging via the gdb stub kind of impossible...<br />[/quote]<br /><br />would no$gba debug version work?


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Not quite what I was expecting to see, but here it is:<br /><br />[img]http://imgur.com/V63NQoy.png[/img][img]http://imgur.com/cxq1lHZ.png[/img]<br />[img]http://imgur.com/QfLUQmz.png[/img][img]http://imgur.com/yLmZeWT.png[/img]<br /><br />The glitchy text box in 1.0 is caused by the text running off the edge of the screen and overwriting the text box graphics.<br /><br />As for what this thing is doing: First, the â€œinternal batteryâ€ text is a red herring; this is all to do with the cartridgeâ€™s flash memory. The original Japanese message is ã€Œãƒãƒƒã‚¯ã‚¢ãƒƒãƒ—ãã®ã†ã®ã€€ã“ã—ã‚‡ã†ã€€ã¾ãŸã¯ã€€ã˜ã‚…ã¿ã‚‡ã†ãŒã€€ãã¾ã—ãŸã€‚ã‚»ãƒ¼ãƒ–ã™ã‚‹ã“ã¨ã¯ã€€ã§ãã¾ã›ã‚“ãŒã€€ã“ã®ã¾ã¾ã€€ã‚²ãƒ¼ãƒ ã‚’ã€€ã‚ãã¶ã“ã¨ã¯ã§ãã¾ã™ã€, which seems to say roughly that â€œthe backup function has failed or reached its end-of-lifeâ€. Chalk it up as yet another localization error.<br /><br />The code that writes to the flash memory verifies each byte as itâ€™s written, and retries if itâ€™s not. After a few tries, if the data is still not written correctly, it gives up and flags the sector as bad. This triggers the â€œSave failedâ€ screen.<br /><br />â€œChecking the backup memoryâ€ appears to mean trying to zero out any bad sectors. If this succeeds, then it will attempt to save again. If the zeroing fails, or if the save fails three more times, then â€œThe backup memory is damagedâ€ and â€œGameplay cannot be continued. Returning to the title screenâ€¦â€ If the save succeeds, then it shows one of the two â€œSave completedâ€ messages, but I donâ€™t know how itâ€™s determined whether gameplay can be continued.<br /><br />The bitfield of bad sectors is at $3005EA8; you can write a non-zero value to this address during a save to force the â€œSave failedâ€ screen to appear.<br /><br />It seems that no$gba isnâ€™t able to emulate the zeroing process correctly; it gets stuck on â€œChecking the backup memoryâ€, or at least the â€œTime requiredâ€ is a [i]lot[/i] more than â€œ1 minuteâ€. VBA-M, on the other hand, finishes in just a few seconds even if all 32 sectors are flagged.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: vowel
icon: xx
body:
  [quote author=Wack0 link=topic=7198.msg199180#msg199180 date=1443643905]would no$gba debug version work?<br />[/quote]Ah, thanks for the pointer - I thought no$ was still dead! I&#039;ll try playing with it a bit, but I&#039;m a complete noob at debugging, so I&#039;m anticipating that I won&#039;t come up with any revolutionary findings. But thanks for the tip!<br /><br />[b]EDIT:[/b] OK, need some help again. I couldn&#039;t understand the nocash debugger, so I went back to playing with desmume. I noticed that changing the values at [mapdata_ptr+0x24AF0] and [mapdata_ptr+0x24AF8] changes the map id to the one that is found at the specified x and y coordinates. Or crashes the emu :-\. What I wanted to do is write a &#039;scanner&#039;: increment one of these values by 32, print the resulting map header, try again. However, I don&#039;t know how to print to stdout, and I can&#039;t exactly write 200000 gui.text() commands. Does anyone know how to write to stdout?<br />[b]EDIT2:[/b] Fixed. Grepping the desmume source yields the desired command: &#039;print&#039;&nbsp; :-X<br />The script now prints a map of every 32x32 section of your current matrix to the lua console.<br /><br />Note: this code still suffers a critical defect for being valid for void exploring: when walking through the void, the matrix sometimes changes. This will affect what map ids you will get next. However, since this script does not actually walk, these matrix changes are never triggered. Thus, once you cross a matrix boundary, the results from this script would no longer be valid. I don&#039;t have the knowledge to fix this - we&#039;d need to know what exactly triggers a matrix change, and debugging this is just miles beyond me, I&#039;m afraid.<br /><br />[code]aslr_data_ptr = memory.readdword(0x021C4D28)<br />mapdata_ptr = memory.readdword(aslr_data_ptr + 0x4)<br /><br />mtxs = {0x22B2E,0x6791C,0x67A40}<br />ms&nbsp; = {0x14A4,0x24BC0,0x24CE8}<br />xs&nbsp;  = {-0x61C5A,-0x61C72,0x14AC,0x24AE4,0x24AF0,0x24AFE}<br />ys&nbsp;  = {&nbsp; &nbsp; &nbsp; &nbsp;  -0x61C7A,0x14B0,0x24AEC,0x24AF8,0x24B06}<br />zs&nbsp;  = {&nbsp; &nbsp; &nbsp; &nbsp;  -0x61C76,&nbsp; &nbsp; &nbsp;  0x24B02,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0x6DE3E,0x994A6,0xC5F96,0xC5FBE}<br /><br />function whereami()<br />	m_pksv = memory.readword(mapdata_ptr + 0x14A4)<br />	x_pksv = memory.readword(mapdata_ptr + 0x14A4 + 8)<br />	y_pksv = memory.readword(mapdata_ptr + 0x14A4 + 12)<br />	z_pksv = memory.readword(mapdata_ptr + 0x14A4 + 0x6C99A)<br />	gui.text(0,174,string.format(&quot;matrix data starts at %X&quot;,mapdata_ptr+mtxs[1]))<br />	gui.text(0,184,string.format(&quot;mtx: %d m: %d x: %d, y: %d, z: %d&quot;,memory.readword(mapdata_ptr+mtxs[1]),m_pksv,x_pksv,y_pksv,z_pksv))<br />end<br />gui.register(whereami)<br /><br />-- The below functions don&#039;t really warp you (your real coords don&#039;t change), but do load the map header of the next section<br />function readmap()<br />	return memory.readword(mapdata_ptr+0x14A4)<br />end<br />function readfakex()<br />	return memory.readword(mapdata_ptr+0x24AF0)<br />end<br />function writefakex(pos)<br />	memory.writeword(mapdata_ptr+0x24AF0,pos)<br />end<br />function readfakey()<br />	return memory.readword(mapdata_ptr+0x24AF8)<br />end<br />function writefakey(pos)<br />	memory.writeword(mapdata_ptr+0x24AF8,pos)<br />end<br /><br />for newy=0,65535,32<br />do<br />	writefakey(newy)<br />	line = &quot;&quot;<br />	for newx=0,65535,32<br />	do<br />		writefakex(newx)<br />		emu.frameadvance()<br />		line = string.format(&quot;%s%05d &quot;,line,readmap())<br />	end<br />	print(line)<br />end[/code]<br />(Also, run this script. It does some hilarious things to your game, at least when you start it from the overworld (remember, it doesn&#039;t correctly switch matrices!) ;D ) )


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ~Poke~
icon: xx
body:
  Nice work on your script! I tried it out myself and it does look rather funny :P<br />By the way, I think it does show valid data as explained below, so maybe all that&#039;s needed now is an organised way to output it. Perhaps just .csv (basically plain text) so we can load it into google docs or excel or etc. Another approach would be to ignore most values and have it search for some specific ones, outputting their coordinates. I guess it depends whether we want a hard to look at map of the entire void or a way to search for specific places, both of which may differ between save files.<br /><br /><br />[quote author=vowel link=topic=7198.msg199186#msg199186 date=1443723392]<br />Note: this code still suffers a critical defect for being valid for void exploring: when walking through the void, the matrix sometimes changes. This will affect what map ids you will get next. However, since this script does not actually walk, these matrix changes are never triggered. Thus, once you cross a matrix boundary, the results from this script would no longer be valid. I don&#039;t have the knowledge to fix this - we&#039;d need to know what exactly triggers a matrix change, and debugging this is just miles beyond me, I&#039;m afraid.<br />[/quote]<br /><br />I don&#039;t think the matrix does change while exploring. I just did a short test, see this video (A little over double speed because I wanted to test quickly).<br /><br />[youtube]https://www.youtube.com/watch?v=UVuOdV1REWk&amp;feature=youtu.be[/youtube]<br /><br />Basically when going through warps or saving/loading the matrix depends on the header. When travelling between areas as you do on the overworld, in the great marsh or in the void (of any matrix), headers depend on matrix.<br />I&#039;m on a trip to Fake Sinnoh now to confirm this, since this was just a short journey.<br />Edit: I got to North Fake Sinnoh. Matrix stayed 0 the whole way, but... I can&#039;t believe I forgot this? The headers don&#039;t line up with the world? So I guess there is something else to how they&#039;re loaded... :/<br />Apparently I need to go look over all the basics again haha. Saving in NFS should put me there in the real world right? Anyway, this script is a good start.<br />[quote author=doc]Stickymanâ€™s SPHoO void: 70,000 North, 2,912 East[/quote]<br />Maybe some coordinates are stored as 4 byte rather than 2 byte? I hope it isn&#039;t just that along the journey the good data is changed (though that sounds very possible) because if it&#039;s path specific I don&#039;t see any trustworthy way of faking it like this, we&#039;d have to make the lua actually travel it properly. That would be so much slower and also means we don&#039;t avoid the Pt/HG/SS crashes that this script [i]probably[/i] would? (not tested).<br /><br />Edit again: Yes, I&#039;m seeing three 4 byte x coordinates. They do underflow to full 4 byte numbers, so these must be why the headers are different.<br />They&#039;re at mapdata_ptr + 14AC,&nbsp; 24AE4,&nbsp; 24AF0<br /><br />Here&#039;s the script I used, a slight edit on your first one:<br />[code]local function whereami()<br />	local aslr_data_ptr = memory.readdword(0x021C4D28)<br />	local mapdata_ptr = memory.readdword(aslr_data_ptr + 0x4)<br />	local map = memory.readword(mapdata_ptr + 0x14A4)<br />	local x = memory.readword(mapdata_ptr + 0x14A4 + 8)<br />	local y = memory.readword(mapdata_ptr + 0x14A4 + 12)<br />	local mat = memory.readword(mapdata_ptr + 0x00022B2E)<br />	gui.text(2,3,string.format(&quot;Map: %d, X: %d, Y: %d, Mat: %d&quot;,map,x,y,mat))<br />	gui.text(2,182,string.format(&quot;ptr: %x&quot;,mapdata_ptr))<br />end<br />gui.register(whereami)[/code]<br />It doesn&#039;t show fps itself, I just turned that on in the HUD.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=~Poke~ link=topic=7198.msg199187#msg199187 date=1443783792]By the way, I think it does show valid data as explained below, so maybe all that&#039;s needed now is an organised way to output it. Perhaps just .csv (basically plain text) so we can load it into google docs or excel or etc. Another approach would be to ignore most values and have it search for some specific ones, outputting their coordinates. I guess it depends whether we want a hard to look at map of the entire void or a way to search for specific places, both of which may differ between save files.[/quote]<br />What it&#039;s doing right now (or at least, it should; I haven&#039;t tested it all the way) is printing a map to desume&#039;s stdout (the lua window). That it, for every 32 steps it takes to the right, it prints a zero-padded map id plus a space, and once it&#039;s reached x=65536 (which is the same as 0), it increments y by 32 and starts a new line. As such, when you let the script run, you will have a full map, and if there&#039;s a 510 in there all you can immediately see how you get to it.<br /><br />[quote]I don&#039;t think the matrix does change while exploring. I just did a short test, see this video (A little over double speed because I wanted to test quickly).[/quote]Looks like you&#039;re right :o<br />[quote]Edit: I got to North Fake Sinnoh. Matrix stayed 0 the whole way, but... I can&#039;t believe I forgot this? The headers don&#039;t line up with the world? So I guess there is something else to how they&#039;re loaded... :/<br />Apparently I need to go look over all the basics again haha. Saving in NFS should put me there in the real world right? Anyway, this script is a good start.[/quote]Well, we know that all of FS is basically shit due to not being loaded properly (e.g. lots of routes missing or not lining up correctly), but for our purposes, none of this is relevant - the only thing that matters is that we can walk anywhere (barring z issues) and that we have to find a way to reach a map that is of id 510. (And then hope that it&#039;s still going to be a 510 after we walk back to whereever our script #1/#2 npc is.)<br />[quote][quote author=doc]Stickymanâ€™s SPHoO void: 70,000 North, 2,912 East[/quote]<br />Maybe some coordinates are stored as 4 byte rather than 2 byte? I hope it isn&#039;t just that along the journey the good data is changed (though that sounds very possible) because if it&#039;s path specific I don&#039;t see any trustworthy way of faking it like this, we&#039;d have to make the lua actually travel it properly. That would be so much slower and also means we don&#039;t avoid the Pt/HG/SS crashes that this script [i]probably[/i] would? (not tested).<br /><br />Edit again: Yes, I&#039;m seeing three 4 byte x coordinates. They do underflow to full 4 byte numbers, so these must be why the headers are different.<br />They&#039;re at mapdata_ptr + 14AC,&nbsp; 24AE4,&nbsp; 24AF0[/quote]<br />Well, something must definitely be going on, since the FS at 70k N should be exactly the same as the FS at 5k-430 N otherwise, and this is evidently not the case. Does my script correctly reach the Stickyman HoO? If so, then data changes along the way, but my script manages to emulate that properly. If not, then either data does change along the way but my script&#039;s way of &quot;walking&quot; doesn&#039;t trigger that (so we&#039;d need to reprogram it to also do stuff to these other RAM pointers you mention), or the data doesn&#039;t change but these RAM areas do change as a function of real walking and we will still need to do the same.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=vowel link=topic=7198.msg199188#msg199188 date=1443802011]What it&#039;s doing right now (or at least, it should; I haven&#039;t tested it all the way) is printing a map to desume&#039;s stdout (the lua window). That it, for every 32 steps it takes to the right, it prints a zero-padded map id plus a space, and once it&#039;s reached x=65536 (which is the same as 0), it increments y by 32 and starts a new line. As such, when you let the script run, you will have a full map, and if there&#039;s a 510 in there all you can immediately see how you get to it.[/quote]<br />It&#039;s just a little hard to look at is all, unless there&#039;s a way to get a horizontal scrollbar? (Assuming the new line of void prints on a new line? Yeah I guess it does.)<br /><br />[quote author=vowel link=topic=7198.msg199188#msg199188 date=1443802011]Well, we know that all of FS is basically s**t due to not being loaded properly (e.g. lots of routes missing or not lining up correctly), but for our purposes, none of this is relevant - the only thing that matters is that we can walk anywhere (barring z issues) and that we have to find a way to reach a map that is of id 510. (And then hope that it&#039;s still going to be a 510 after we walk back to whereever our script #1/#2 npc is.)[/quote]<br />All the maps are there, minus tilesets which makes them look weird. I guess since neither headers nor even collision dara are there it&#039;s more &quot;Fake&quot; than &quot;Real&quot;, but my worry is that if the coordinates really are 2 bytes then they can&#039;t distinguish between Real Sinnoh and any of the fakes.<br /><br />Do we know what happens of you go to Fake Sinnoh then back to Real Sinnoh? I&#039;ll go test that now.<br /><br />[quote author=vowel link=topic=7198.msg199188#msg199188 date=1443802011]Well, something must definitely be going on, since the FS at 70k N should be exactly the same as the FS at 5k-430 N otherwise, and this is evidently not the case. Does my script correctly reach the Stickyman HoO? If so, then data changes along the way, but my script manages to emulate that properly. If not, then either data does change along the way but my script&#039;s way of &quot;walking&quot; doesn&#039;t trigger that (so we&#039;d need to reprogram it to also do stuff to these other RAM pointers you mention), or the data doesn&#039;t change but these RAM areas do change as a function of real walking and we will still need to do the same.<br />[/quote]<br />Your script only increments to 65k, since that&#039;s a full 2 byte number so I don&#039;t see how it could reach 70k. I haven&#039;t run it extensively though, and in theory (so if it does wrap after 2 bytes) that&#039;d show up near the end of your script since 70k North would be around 60k South, and you do horizontal first.<br />I don&#039;t really get how both a 2 byte and 4 byte number can be mapped to the same thing which sounds like an issue (unless you&#039;ve just got the small end of it?)<br />Maybe if you just change both it&#039;ll work.<br /><br /><br />[quote=doc]As a footnote I might add that going too far in either direction will lead to all areas acting like BSoD[/quote]<br />This is something to keep in mind. 4 bytes gives us 4,294,967,295 possible values for each coordinate which is way too many. That takes too long to measure, too long to travel to manually and the game isn&#039;t stable enough it sounds like, so the search should probably be restricted... though hey if your method of virtually traveling doesn&#039;t suffer from instability maybe it&#039;d be interesting to measure anyway? It&#039;ll take forever though.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: vowel
icon: xx
body:
  [quote author=~Poke~ link=topic=7198.msg199189#msg199189 date=1443805467]It&#039;s just a little hard to look at is all, unless there&#039;s a way to get a horizontal scrollbar? (Assuming the new line of void prints on a new line? Yeah I guess it does.)[/quote]There&#039;s no way to make the window bigger, AFAICS. My intention was for someone to copy this into notepad/excel and then examine it from there.<br /><br />[quote]Your script only increments to 65k, since that&#039;s a full 2 byte number so I don&#039;t see how it could reach 70k. I haven&#039;t run it extensively though, and in theory (so if it does wrap after 2 bytes) that&#039;d show up near the end of your script since 70k North would be around 60k South, and you do horizontal first.[/quote]That&#039;s my point, at 65536 it should just have rolled around so 70k==4.5k. But there&#039;s a different map at 4.5k than at 70k, so something else must be going on.<br />[quote]I don&#039;t really get how both a 2 byte and 4 byte number can be mapped to the same thing which sounds like an issue (unless you&#039;ve just got the small end of it?)<br />Maybe if you just change both it&#039;ll work.[/quote]The DS is little-endian, so a number &#039;1234&#039; would be stored in memory as &#039;34 12&#039;. So this is very much possible :)<br />[quote][quote=doc]As a footnote I might add that going too far in either direction will lead to all areas acting like BSoD[/quote]<br />This is something to keep in mind. 4 bytes gives us 4,294,967,295 possible values for each coordinate which is way too many. That takes too long to measure, too long to travel to manually and the game isn&#039;t stable enough it sounds like, so the search should probably be restricted... though hey if your method of virtually traveling doesn&#039;t suffer from instability maybe it&#039;d be interesting to measure anyway? It&#039;ll take forever though.<br />[/quote]I guess we&#039;ll have to see. Note that a BSOD is basically the result of interpreting data RAM as (invalid) instructions, so if I knew anything about debugging, this might eventually become a vector for ACE...<br /><br />[b]EDIT:[/b] well, this is concerning. The below does NOT reach Stickyman&#039;s HoO&nbsp; D: D: D:<br />[code]-- PoC: reach SFHoO<br />-- to be run when saved+reset @430N<br />-- 70kN,2912E<br />function SFHoO()<br />	oldy=memory.readword(mapdata_ptr+0x24AF8)<br />	for incr=0,70000,32<br />	do<br />		writefakey(oldy-incr)<br />		emu.frameadvance()<br />	end<br />	writefakex(memory.readword(mapdata_ptr+0x24AF0)+2192)<br />end<br />SFHoO()[/code]I&#039;m doing something right, because I do get different maps than the standard Floaromas and Veilstones above Jubilife (e.g. I get Victory Road now), but no fake HoOs...&nbsp; :&#039;(


subject: Creepiest 1st Generation Glitches
poster_name: zeifyl
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So, it&#039;s October once again, and I think we should take this time to discuss the creepiest of the 1st Generation glitches (Both by appearance, effect, or any other category).<br />I&#039;m also pondering what the ultimate creepy Glitch roster would be.


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  These would explain why the Record Center text was changed:<br /><br />[quote]When I accessed the RECORD CORNER,<br />the data for whatâ€™s hot in DEWFORD<br />got updated.<br />Now that bit of data is the same<br />as my friendâ€™s!<br /><br />A RECORD CORNER opened upstairs in<br />the POKÃ©MON CENTER.<br />I donâ€™t know what itâ€™s about, but it<br />sounds fun. Iâ€™ll go check it out!<br /><br />Have you done anything at the<br />RECORD CORNER?<br />Itâ€™s pretty neat. It mixes and matches<br />the records of TRAINERS.<br />I donâ€™t know quite how it works,<br />but itâ€™s cool. Itâ€™s exciting, even![/quote]<br /><br />I guess everyone knew the name of the place except the attendant who works thereâ€¦and even she did at one point:<br /><br />[quote]Iâ€™m terribly sorry. The RECORD CORNER<br />is under preparation.[/quote]


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: vowel
icon: xx
body:
  I&#039;m sorry, I thought I had implemented your suggestion of treating the coordinates as 4-byte data rather than 2-byte but it seems I hadn&#039;t.<br /><br />Changing the words to dwords gives different results - the previous script now puts me squarely at Route 205. This is still not the promised SFHoO, but it&#039;s different compared to the Mystery Zone (which becomes Oreburgh City when you save in it) that I got when I was reading and writing words.<br /><br />[code]aslr_data_ptr = memory.readdword(0x021C4D28)<br />mapdata_ptr = memory.readdword(aslr_data_ptr + 0x4)<br /><br />mtxs = {0x22B2E,0x6791C,0x67A40}<br />ms&nbsp;  = {0x14A4,0x24BC0,0x24CE8}<br />xs&nbsp;  = {-0x61C5A,-0x61C72,0x14AC,0x24AE4,0x24AF0,0x24AFE}<br />ys&nbsp;  = {&nbsp; &nbsp; &nbsp; &nbsp;  -0x61C7A,0x14B0,0x24AEC,0x24AF8,0x24B06}<br />zs&nbsp;  = {&nbsp; &nbsp; &nbsp; &nbsp;  -0x61C76,&nbsp; &nbsp; &nbsp;  0x24B02,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0x6DE3E,0x994A6,0xC5F96,0xC5FBE}<br /><br />function whereami()<br />	m_pksv = memory.readword(mapdata_ptr + 0x14A4)<br />	x_pksv = memory.readword(mapdata_ptr + 0x14A4 + 8)<br />	y_pksv = memory.readword(mapdata_ptr + 0x14A4 + 12)<br />	z_pksv = memory.readword(mapdata_ptr + 0x14A4 + 0x6C99A)<br />	gui.text(0,174,string.format(&quot;matrix data starts at %X&quot;,mapdata_ptr+mtxs[1]))<br />	gui.text(0,184,string.format(&quot;mtx: %d m: %d x: %d, y: %d, z: %d&quot;,memory.readword(mapdata_ptr+mtxs[1]),m_pksv,x_pksv,y_pksv,z_pksv))<br />end<br />gui.register(whereami)<br /><br />-- The below functions don&#039;t really warp you (your real coords don&#039;t change), but do load the map header of the next section<br />function readmap()<br />	return memory.readword(mapdata_ptr+0x14A4)<br />end<br />function writefakex(pos)<br />	memory.writedword(mapdata_ptr+0x24AF0,pos)<br />end<br />function writefakey(pos)<br />	memory.writedword(mapdata_ptr+0x24AF8,pos)<br />end<br /><br />-- PoC: reach SFHoO<br />-- to be run when saved+reset @430N<br />-- 70kN,2912E<br />function SFHoO()<br />	oldy=memory.readdword(mapdata_ptr+0x24AF8)<br />	for incr=0,70000,32<br />	do<br />		writefakey(oldy-incr)<br />		emu.frameadvance()<br />	end<br />	writefakex(memory.readdword(mapdata_ptr+0x24AF0)+2192)<br />end<br />SFHoO()[/code]<br /><br />[b]EDIT:[/b] Also tried this, but this BSODs me and then dumps me at the Sunyshore elevator right before it finishes walking 2912E after the 70kN<br />[code]function travel_x(steps,dir)<br />	if dir == &quot;E&quot; then dir = 1 end<br />	if dir == &quot;W&quot; then dir =-1 end<br />	for incr=0,steps,1<br />	do<br />		writefakex(readfakex()+incr*dir)<br />		if (incr % 100) == 0 then print(string.format(&quot;Took my %d&#039;th step&quot;,incr)) end<br />		if incr == 65536 then memory.writeword(mapdata_ptr+0x24AF0+2,memory.readword(mapdata_ptr+0x24AF0+2)+1) end<br />		emu.frameadvance()<br />	end<br />end<br />function travel_y(steps,dir)<br />	if dir == &quot;S&quot; then dir = 1 end<br />	if dir == &quot;N&quot; then dir =-1 end<br />	for incr=0,steps,1<br />	do<br />		writefakey(readfakey()+incr*dir)<br />		if (incr % 100) == 0 then print(string.format(&quot;Took my %d&#039;th step&quot;,incr)) end<br />		if incr == 65536 then memory.writeword(mapdata_ptr+0x24AF8+2,memory.readword(mapdata_ptr+0x24AF8+2)+1) end<br />		emu.frameadvance()<br />	end<br />end<br /><br />-- PoC: reach SFHoO<br />-- to be run when saved+reset @430N<br />-- 70kN,2912E<br />-- Save+reset<br />-- 4894S, 2816W<br />travel_y(70000,&quot;N&quot;)<br />travel_x(2912,&quot;E&quot;)<br />--travel_y(4894,&quot;S&quot;)<br />--travel_x(2816,&quot;W&quot;)[/code]<br />[b]EDIT2:[/b] actually, this is wrong, because it&#039;s incrementing by incr*dir whereas it should be incrementing by just dir. But this dumps me into a MZ when I&#039;m supposed to SR after 70kN, 2912E so that isn&#039;t right either.


subject: Re: Creepiest 1st Generation Glitches
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oooh, dis thread gon&#039; be good!<br /><br />Not sure what the ultimate Glitchmon roster would be, but mine is:<br /><br />Charizard &#039;M: Functions as the CANCEL option, and turns PokÃ©mon in the PC into clones of it.<br /><br />h POKÃ©: An 80ft tall, 6000lb monstrosity that dwarfs Groudon and has a different cry every time its stats are checked.<br /><br />PPkmnP: Can turn the 5th item in the pack into a glitch item. His moveset isn&#039;t bad either; Thunder comes as a starting move, learns Pay Day at level 6 and learns Psychic at level 17.<br /><br />Glitch (CA): A horrifying thing that reminds me of Giygas, and its back sprite is consistent with what it&#039;s front sprite is. It&#039;s learnset isn&#039;t that great (no poison STAB moves), but can learn Softboiled and Thunderbolt.<br /><br />Yellow MissingNo: Regular MissingNo&#039;s boring. I want one that can multiply items but is also completely unstable and changes levels when it feels like it.<br /><br />4. .: Just a favorite, he&#039;d be my signature &#039;mon.<br /><br />I&#039;d definitely say Charizard &#039;M is the creepiest Glitchmon, since it cancels everything, and can turn other PokÃ©mon into copies of it.<br /><br />Not sure about creepiest overall glitch, but the ZZAZZ glitch is creepy as all hell, since it turns Trainers into Glitch Trainers, your PokÃ©mon into level 153 exploding Bulbasaurs, and pretty much takes everything down with it. Save abuse on Yellow Version is also all sorts of nightmarish fun, giving you what looks like a bottomless supply of Glitchmon, which you can switch around to get glitch items, trigger wild encounters on the spot, and pretty much destroy everything.


subject: Re: Creepiest 1st Generation Glitches
poster_name: pokechu22
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Probably this:<br /><br />[youtube]https://www.youtube.com/watch?v=1dQq6_xa8-U[/youtube]<br />[sub][url=https://www.youtube.com/watch?v=1dQq6_xa8-U](Link to video)[/url][/sub]


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=vowel link=topic=7198.msg199190#msg199190 date=1443814726]There&#039;s no way to make the window bigger, AFAICS. My intention was for someone to copy this into notepad/excel and then examine it from there.[/quote]<br />I&#039;ve tried this, but it has a maximum amount of text. After too much is written the older data is deleted. So if it&#039;s possible to write a file that would be really useful. I also tried converting it to csv (find and replace spaces for commas with notepad) but Google docs didn&#039;t like it (no reason given) and libreoffice said it exceeded the maximum number of columns. So that&#039;s a shame. It also doesn&#039;t display properly in notepad with word wrap disabled, apparently it has a max line length.<br />Notepad++ shows it fine so that&#039;s one way to read it.<br /><br />Looking at the first few lines, the script doesn&#039;t seem to give correct results though. When both x and y are very low in matrix 0 they should show the real layout of the overworld, right?<br /><br />[quote author=vowel link=topic=7198.msg199190#msg199190 date=1443814726]That&#039;s my point, at 65536 it should just have rolled around so 70k==4.5k. But there&#039;s a different map at 4.5k than at 70k, so something else must be going on.[/quote]<br />I tried to test this, but at one point the player enters a warp and crashes. I wonder whether that&#039;s a problem with that spot, or it&#039;s because of how the script works. x:17792 y:5664 was where I got it, though idk if it&#039;s consistent.<br /><br /><br /><br /><br />[quote author=vowel link=topic=7198.msg199193#msg199193 date=1443862652]<br />I&#039;m sorry, I thought I had implemented your suggestion of treating the coordinates as 4-byte data rather than 2-byte but it seems I hadn&#039;t.<br /><br />Changing the words to dwords gives different results - the previous script now puts me squarely at Route 205. This is still not the promised SFHoO, but it&#039;s different compared to the Mystery Zone (which becomes Oreburgh City when you save in it) that I got when I was reading and writing words.<br /><br /><br /><br />[b]EDIT:[/b] Also tried this, but this BSODs me and then dumps me at the Sunyshore elevator right before it finishes walking 2912E after the 70kN<br /><br />[b]EDIT2:[/b] actually, this is wrong, because it&#039;s incrementing by incr*dir whereas it should be incrementing by just dir. But this dumps me into a MZ when I&#039;m supposed to SR after 70kN, 2912E so that isn&#039;t right either.<br />[/quote]<br /><br />I walked manually to the SPHoO to test if it was right, and it did show up. The top left coordinates are (B60,FFFEECE1) if that helps you, bottom right being (B7F,FFFEED00).<br />Also, apparently the script gets confused if I try to output the 4 byte x or y as decimal while they&#039;re negative? They get stuck at -2147483648 and won&#039;t change unless I make it positive/overflow to 0. There&#039;s probably something I&#039;m misunderstanding but I blame lua.<br /><br />While testing that I found something weird just to the west of real Sinnoh (when x underflows). It&#039;s basically... the opposite of Fake Sinnoh? No graphics load, but movement permissions still exist and you can find wild Pokemon.<br />This is really quick to reach so it probably is already known, but I can&#039;t find any videos about it. I think it should be called Invisible Sinnoh :P<br /><br />[youtube]https://www.youtube.com/watch?v=loahWwUxymA[/youtube]<br /><br />This video starts from 430N. I couldn&#039;t find any wild Pokemon without first turning on walk anywhere to get through the walls, so maybe no one ever realised how this place acts. Since some things are intact, I wonder if scripts load and etc... though no npcs are visible so they probably can&#039;t be interacted with if they are there.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: vowel
icon: xx
body:
  SUCCESS! This script reaches Stickyman&#039;s HoO. The key was to treat everything as a dword, with proper overflow of the 65536 steps, as you had already suggested. I guess my previous implementation had a mistake.<br />[code]function travel(steps,dir)<br />	if dir == &quot;E&quot; then dir = 1; addr=mapdata_ptr+0x24AF0 end<br />	if dir == &quot;W&quot; then dir =-1; addr=mapdata_ptr+0x24AF0 end<br />	if dir == &quot;S&quot; then dir = 1; addr=mapdata_ptr+0x24AF8 end<br />	if dir == &quot;N&quot; then dir =-1; addr=mapdata_ptr+0x24AF8 end<br />	for incr=0,steps,1<br />	do<br />		memory.writedword(addr,memory.readdword(addr)+dir)<br />		if (incr % 32) == 0 then emu.frameadvance() end<br />		if (incr % 100) == 0 then print(string.format(&quot;Took my %d&#039;th step&quot;,incr)) end<br />	end<br />end<br /><br />-- PoC: reach SFHoO<br />-- to be run when saved+reset @430N<br />-- 70kN,2912E<br />-- Save+reset<br />-- 4894S, 2816W<br />travel(70000,&quot;N&quot;)<br />travel(2912,&quot;E&quot;)<br />--travel(4894,&quot;S&quot;)<br />--travel(2816,&quot;W&quot;)<br />--travel(0,&quot;N&quot;)[/code]<br /><br />I also quickly wrote the below script, intended to be a VoidScanner(r)(tm)&nbsp; :P&nbsp; 8)<br />It walks 0xFFFFFFFF (i.e. something like 4 billion) steps north * as many steps west, and prints the map id plus coordinates to a file (as requested&nbsp; :P ), named VoidScanner.txt, for every 32 steps taken.<br />I&#039;m still testing to see if its results are correct. What I am already seeing is that the game consistently freezes at x = 0xFFFE5AB5 (as had been noted before: going too far into either cardinal direction causes a freeze). Not sure how I should deal with this - advice would be appreciated!<br /><br />[code]mapdata_ptr = memory.readdword(memory.readdword(0x021C4D28)+0x4)<br /><br />-- Scan the void: walk 0xFFFFFFFF in every god-forsaken direction...<br />-- (only try N and W since only these underflow x and y and we&#039;re not interested in mapping out real Sinnoh)<br />-- note: will be printed upside-down and flipped<br />file = io.open(&quot;VoidScan.txt&quot;,&quot;w&quot;)<br />for incry=0,0xFFFFFFFF,32<br />do<br />	memory.writedword(mapdata_ptr+0x24AF8,memory.readdword(mapdata_ptr+0x24AF8)-32)<br />	for incrx=0,0xFFFFFFFF,32<br />	do<br />		memory.writedword(mapdata_ptr+0x24AF0,memory.readdword(mapdata_ptr+0x24AF0)-32)<br />		emu.frameadvance()<br />		file:write(string.format(&quot;%05d[%08X,%08X] &quot;,memory.readword(mapdata_ptr+0x14A4),memory.readword(mapdata_ptr+0x24AF0),memory.readword(mapdata_ptr+0x24AF8)))<br />		file:flush()<br />	end<br />	file:write(&quot;\n&quot;)<br />	file:flush()<br />end[/code]<br /><br />[quote]Also, apparently the script gets confused if I try to output the 4 byte x or y as decimal while they&#039;re negative? They get stuck at -2147483648 and won&#039;t change unless I make it positive/overflow to 0. There&#039;s probably something I&#039;m misunderstanding but I blame lua.[/quote]Probably some sort of overflow protection in lua itself. -2147483648 is the lowest value a 32-bit signed integer can have.<br /><br />[quote]While testing that I found something weird just to the west of real Sinnoh (when x underflows). It&#039;s basically... the opposite of Fake Sinnoh? No graphics load, but movement permissions still exist and you can find wild Pokemon.<br />This is really quick to reach so it probably is already known, but I can&#039;t find any videos about it. I think it should be called Invisible Sinnoh :P[/quote]Interesting! This corroborates my earlier suspicions that graphics and collision data are loaded in different ways, i.e. are independent from one another: FS has correct graphics but bad collision, and now you&#039;ve found FS&#039;s reverse counterpart&nbsp; :XD:<br />


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ~Poke~
icon: xx
body:
  Nice!<br />I&#039;m getting an event that may be the same crash you&#039;re getting. The character walks 2 steps up, 2 steps down then goes through a warp.<br />While running the game at real time this causes a crash, but if I fast forward the warp works and I&#039;m teleported to matrix 230 (apparently Vista Lighthouse). The script keeps running, but the results are now incorrect since it&#039;s the wrong matrix so it&#039;s still a problem.<br />Maybe if the script sets the matrix each time that would be a workaround, but since fast forward actually affects how the game behaves it might be safer to not use it, so we&#039;d need to avoid this completely.<br /><br />The problem area wouldn&#039;t be the lighthouse itself, but the area that warps you to it. The elevator at Map 516 Matrix 207 does this. The script is triggered the moment you enter, no interaction. The doc mentions this elevator and one in Hearthome causing problems under &quot;I got kicked out of the void!&quot;<br /><br />This is an autorun event that can&#039;t be disabled, so the only way I see to completely avoid it is reverting to a saved state and skipping that area. Saving states on every loop of the script sounds slow, so you&#039;d need to choose a reasonable interval and make sure the script can deal with being a little behind where it was up to.<br />That said, I may have found a sneakier solution... talk to someone. While their message is open, start the lua script. This seems to stop the warping script from running since you&#039;re busy. The textbox also bounces with the place name which is pretty silly to watch. <br /><br />No guarantees it&#039;s a perfect solution. I&#039;m up to FFF00000 so far without problems, but searching the output shows I haven&#039;t been to map 516 yet. That&#039;s a lot further than I got on other attempts so it might have solved something?<br /><br />Just before hitting post my screen turned black at FFE?????. The script and game are still running, maps and music still changing, but this may be a limit for real exploration. I&#039;ll try to test it manually in another instance (which could take a while and/or be hard thanks to autowarps :P). VoidScan.txt still says I haven&#039;t hit map 516 so it&#039;s not related to the warp... still could be related to having a textbox open though.<br /><br />EDIT: I just ran some numbers and that would take something like 3 hours 40 minutes to ride to, at the rate of 10 spaces per second (which probably isn&#039;t completely accurate). I think I&#039;ll pass for now. Meanwhile the script is still going well, now just passed FFCD0000. Still doesn&#039;t say it&#039;s found map 516 (neither map 511).<br /><br />EDIT again: Just crashed at FFC444AC. The last 7 maps it visited were map 0, but before that was 38. The Canalave Library.<br />Something I&#039;m noticing is that every map it visits is repeated. Here I see three map 38s in a row. I don&#039;t think the void normally acts like this though, maps tend to be alone (long stretches of mystery zone or the various jubilifes being the very notable exceptions that make it seem otherwise). Is the script running too fast for the game to keep up maybe?


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=~Poke~ link=topic=7198.msg199198#msg199198 date=1443957645]EDIT again: Just crashed at FFC444AC. The last 7 maps it visited were map 0, but before that was 38. The Canalave Library.<br />Something I&#039;m noticing is that every map it visits is repeated. Here I see three map 38s in a row. I don&#039;t think the void normally acts like this though, maps tend to be alone (long stretches of mystery zone or the various jubilifes being the very notable exceptions that make it seem otherwise). Is the script running too fast for the game to keep up maybe?<br />[/quote]Oh no, it&#039;s just that I&#039;m printing a map every 32 steps. So if a map is bigger than 32 steps it will be printed multiple times.<br /><br />I&#039;ve actually already found a HoO (it&#039;s 510 btw, not 516), but I had sort of cheated while doing it... My starting point was the Floaroma Flower Shop, but before I began searching I warped myself to [0,0] on that map, hence the cheating bit. But with that starting point, I found a HoO somewhere in like WWWWWWWWFS or something.<br /><br />I&#039;m now seeing what happens if I limit the script to maximally five FSs in a row and then trying from various entry points. Because it&#039;s going to take aaaages to map all of the void, and just as many ages for a non-cheater to walk normally to WWWWWWWWWWWWWFS or something like that.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ~Poke~
icon: xx
body:
  [quote author=vowel link=topic=7198.msg199199#msg199199 date=1443960894]Oh no, it&#039;s just that I&#039;m printing a map every 32 steps. So if a map is bigger than 32 steps it will be printed multiple times.[/quote]<br />Usually if a map shows up it is only 32 steps across though - eg. Stickyman&#039;s HoO. This is only a 32x32 area in the void even though when the real map is visited it&#039;s 64x64. Sure it is possible for a map to show twice in a row, but in VoidScan.txt I don&#039;t see any single maps at all. Always 2, 3 or sometimes 4 of the same in a row.<br /><br />I changed the script to wait 4 frames instead of 1 (just a guess, maybe less are fine) and I&#039;m getting very few duplicates. Still some, but few enough that perhaps those duplicates are real? Of course this does slow the scanning down.<br /><br />[quote author=vowel link=topic=7198.msg199199#msg199199 date=1443960894]I&#039;ve actually already found a HoO (it&#039;s 510 btw, not 516)[/quote]<br />Nice! When I said 516 I was referring to the elevator that I suspect is causing the crash btw.<br /><br />[quote author=vowel link=topic=7198.msg199199#msg199199 date=1443960894]but I had sort of cheated while doing it... My starting point was the Floaroma Flower Shop, but before I began searching I warped myself to [0,0] on that map, hence the cheating bit. But with that starting point, I found a HoO somewhere in like WWWWWWWWFS or something.[/quote]<br />Oh, does the script not set x and y to 0 before it starts? I guess it doesn&#039;t, I&#039;ll add that now. I&#039;ve just been running it from the middle of Jubilife, oops. Well, I guess it doesn&#039;t really matter since it gives coordinates anyway.<br /><br />[quote author=vowel link=topic=7198.msg199199#msg199199 date=1443960894]I&#039;m now seeing what happens if I limit the script to maximally five FSs in a row and then trying from various entry points. Because it&#039;s going to take aaaages to map all of the void, and just as many ages for a non-cheater to walk normally to WWWWWWWWWWWWWFS or something like that.<br />[/quote]<br />Yeah, limiting the search like that sounds good. Those 5x64k steps should give plenty of space for interesting things to show up.<br />Pawny mentioned earlier that the voids of many inside places are similar/less interesting, so the Overworld might give better results.<br /><br /><br />I just got another crash warp that sent me to map 113, matrix 210. That header is part of Hearthome, perhaps the department store so I guess I ran into the other elevator now. I got that when I started from 0,0 and didn&#039;t have someone to talk to, so all the more reason to use that sneaky trick which does seem to work.<br /><br />EDIT: It found a Hall of Origin in the overworld void at 00510[0000D8E0,0000FFE0]<br />So that&#039;s about 55,520 steps West and 400 steps South of 430N.<br />No wait, no it&#039;s not. Ok the script is only writing the small end of the coordinate to the file it looks like? Oops.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: vowel
icon: xx
body:
  [quote author=~Poke~ link=topic=7198.msg199200#msg199200 date=1443962997]Usually if a map shows up it is only 32 steps across though - eg. Stickyman&#039;s HoO. This is only a 32x32 area in the void even though when the real map is visited it&#039;s 64x64. Sure it is possible for a map to show twice in a row, but in VoidScan.txt I don&#039;t see any single maps at all. Always 2, 3 or sometimes 4 of the same in a row.<br /><br />I changed the script to wait 4 frames instead of 1 (just a guess, maybe less are fine) and I&#039;m getting very few duplicates. Still some, but few enough that perhaps those duplicates are real? Of course this does slow the scanning down.[/quote]This is a very important observation, thank you. It is entirely possible that a single frame is not enough time for the game to update the map value. I&#039;ve changed this to two frames now, let&#039;s see what happens to me. Also, I noticed a very stupid bug: I was not resetting the x value when I proceeded to the next line of y values, so what you would think is NFS would actually be NWWWWW...WWWFS etc. I&#039;ve fixed that too in the below code, which now also appends to VoidScan.txt rather than clobbering it first:<br /><br />[code]file = io.open(&quot;VoidScan.txt&quot;,&quot;a&quot;)<br />file:write(&quot;\n-------------------------------------------------------------\n&quot;)<br />for incry=0,65536*4,32<br />do<br />	oldx = memory.readdword(mapdata_ptr+0x24AF0)<br />	for incrx=0,65536*4,32<br />	do<br />		emu.frameadvance()<br />		emu.frameadvance()<br />		emu.frameadvance()<br />		file:write(string.format(&quot;%05d[%08X,%08X] &quot;,memory.readword(mapdata_ptr+0x14A4),memory.readdword(mapdata_ptr+0x24AF0),memory.readdword(mapdata_ptr+0x24AF8)))<br />		file:flush()<br />		memory.writedword(mapdata_ptr+0x24AF0,memory.readdword(mapdata_ptr+0x24AF0)-32)<br />	end<br />	file:write(&quot;\n&quot;)<br />	file:flush()<br />	memory.writedword(mapdata_ptr+0x24AF0,oldx)<br />	memory.writedword(mapdata_ptr+0x24AF8,memory.readdword(mapdata_ptr+0x24AF8)-32)<br />end[/code]<br /><br />[quote]Oh, does the script not set x and y to 0 before it starts? I guess it doesn&#039;t, I&#039;ll add that now. I&#039;ve just been running it from the middle of Jubilife, oops. Well, I guess it doesn&#039;t really matter since it gives coordinates anyway.[/quote]No, because I wanted to make it realistic for doing a real run later on, and if you enter a door from behind you&#039;re not at [0,0] but rather at [door.x,door.y+1]&nbsp; :P<br /><br />[quote]I just got another crash warp that sent me to map 113, matrix 210. That header is part of Hearthome, perhaps the department store so I guess I ran into the other elevator now. I got that when I started from 0,0 and didn&#039;t have someone to talk to, so all the more reason to use that sneaky trick which does seem to work.[/quote]I also seem to vaguely recall something about the beta areas of the Hearthome gym doing crashy things, I dunno&nbsp; :-\<br /><br />[quote]EDIT: It found a Hall of Origin in the overworld void at 00510[0000D8E0,0000FFE0]<br />So that&#039;s about 55,520 steps West and 400 steps South of 430N.<br />No wait, no it&#039;s not. Ok the script is only writing the small end of the coordinate to the file it looks like? Oops.[/quote]see above - due to a mistake on my part this is actually 400/32*65536 further West than the log would have you believe - I&#039;m so sorry&nbsp; :-X :P<br /><br />[b]EDIT:[/b] still seeing lots of duplicate maps with 2 emu.frameadvances()... trying 3 now


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ~Poke~
icon: xx
body:
  [quote author=vowel link=topic=7198.msg199201#msg199201 date=1443966661]see above - due to a mistake on my part this is actually 400/32*65536 further West than the log would have you believe - I&#039;m so sorry&nbsp; :-X :P<br />[/quote]<br /><br />This was before any looping at all - it was still the version of the script that goes west until it crashes.<br />I&#039;m looking at the outputs and seeing 00002[0000FFE0,0000FFE0] when the coordinates were actually [FFFFFFE0,FFFFFFE0]. None of them have the higher end set to anything but 0, so I think it&#039;s got the wrong address... but it&#039;s the same as the others? It&#039;s reading it wrong maybe? Are you getting this?<br /><br />[quote author=vowel link=topic=7198.msg199201#msg199201 date=1443966661]No, because I wanted to make it realistic for doing a real run later on, and if you enter a door from behind you&#039;re not at [0,0] but rather at [door.x,door.y+1][/quote]<br /><br />Ah, that makes sense. For overworld I think I&#039;ll make it start at 430N from now on, instead of 0,0 (although, that does mean intentionally ignoring a Hall of Origin that I do know exists ~400 South and (something big) West of 430N... but hey there&#039;ll be plenty more where that came from.)<br /><br />I&#039;ll just edit this reply in since I don&#039;t have anything new post worthy yet:<br />[quote author=vowel link=topic=7198.msg199203#msg199203 date=1443968608]<br />You mean it hadn&#039;t gone south at all yet?<br />No, I&#039;m not. It&#039;s possible that it got the wrong address if you resetted without restarting the script (that would not update the mapdata_ptr value). That&#039;s the only explanation I can think of - everything seems fine on my end (I&#039;m testing from behind the door inside the building on Iron Island, and a random excerpt of my log is &#039;00000[FFFC71E4,FFFFFF69]&#039;).[/quote]<br />Yep. Sorry for the panic though, the current script is working... I don&#039;t see any difference in the script for file writing so I can&#039;t say what the problem was? Sorry, but it works now. I&#039;ve been stopping the script, restarting the game and deleting the .txt between attempts. It probably was my error though, more likely to be mistakes than just a random occurence :P


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=~Poke~ link=topic=7198.msg199202#msg199202 date=1443967759]This was before any looping at all - it was still the version of the script that goes west until it crashes.[/quote]You mean it hadn&#039;t gone south at all yet?<br />[quote]I&#039;m looking at the outputs and seeing 00002[0000FFE0,0000FFE0] when the coordinates were actually [FFFFFFE0,FFFFFFE0]. None of them have the higher end set to anything but 0, so I think it&#039;s got the wrong address... but it&#039;s the same as the others? It&#039;s reading it wrong maybe? Are you getting this?[/quote]No, I&#039;m not. It&#039;s possible that it got the wrong address if you resetted without restarting the script (that would not update the mapdata_ptr value). That&#039;s the only explanation I can think of - everything seems fine on my end (I&#039;m testing from behind the door inside the building on Iron Island, and a random excerpt of my log is &#039;00000[FFFC71E4,FFFFFF69]&#039;).<br /><br />[quote]Ah, that makes sense. For overworld I think I&#039;ll make it start at 430N from now on, instead of 0,0 (although, that does mean intentionally ignoring a Hall of Origin that I do know exists ~400 South and (something big) West of 430N... but hey there&#039;ll be plenty more where that came from.)[/quote]Let&#039;s hope so, since if not we would have to break the news &#039;yeah, so, we found the HoO, but without cheats you&#039;ll be walking West for about a month straight&#039; :P


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  and a happy late birthday from yours truly.<br /><br />It&#039;s been ages since i&#039;ve last been on here...


subject: Re: &quot;Item Cooltrainer Trick&quot; Manipulation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Hello everyone,<br /><br />So I finally found some time to work on this again. Allow me to introduce to you the almighty tileblockdex !<br /><br />[img]http://prama-initiative.com/RBJ/CTRAM1.png[/img]<br /><br />Using this you will be able to entirely customize your cooltrainer. For example, if you want to do a Mewtwo Cooltrainer, you will need the tile &quot;D&quot; as you can see in [url)http://i4.minus.com/ibw1X573SOYUPx.png]TheZZAZZGlitch&#039;s tile table[/url] (or in GCL&#039;s big list, of course, as letters are nothing but special tiles).<br /><br />You will need a tile block that has this wanted tile in a specific position. For more informations about tile placement, see [url=http://prama-initiative.com/RBJ/ICT-grid.png]this instruction[/url].<br /><br />Fortunately as you can see in my tileblockdex, tile block B3 has the D tile in the good spot. B3 is the hex value of a glitch item and also matches a high quantity (179). <br /><br />If you want you can follow the steps described in the first post with either this item of any item with this quantity. But this would require the use of other glitches and let&#039;s say you don&#039;t want to do that. Stored items are not a good choice.<br /><br />Now, if you haven&#039;t followed the recent discoveries about OoB glitch city and custom cooltrainer, it is time you read the thread about [url=http://forums.glitchcity.info/index.php/topic,7353.0.html]Glitch City RAM Manipulation[/url]. To keep it simple, your best (?) shot is to have :<br />- 5th PokÃ©mon with Acid (a pretty common move) in 4th position<br />- 4th PokÃ©mon with a Special Stat of 179<br />This will generate the B3 block in the block matching with address $D21A, and just below that, the 33 (hex ID for Acid) block containing the tree (address is $D252)<br /><br />Use the [url=http://prama-initiative.com/RBJ/ram-grid.png]block-matching RAM Map[/url] to place yourself properly (two blocks right from the 33 block, in the north-west corner).<br /><br />[img]http://prama-initiative.com/RBJ/Mewtwo.png[/img]<br /><br />Open the PokÃ©mon menu, fly to Diglett cave, encounter a PokÃ©mon and do the Cooltrainer Corruption. Catch the PokÃ©mon and it will be Mewtwo!<br /><br />Now have fun doing your own Cooltrainers! Just note that some characters are not the same in French version (used for the dex) and English version (Ã©, Ã , Ã¯, etc.). So there might be some differences in the blocks if you are playing an English game :/


subject: Re: The Pokegod People People Eaters!! [PWN YOU!]
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bluelatios link=topic=1192.msg198961#msg198961 date=1440736423]<br />By some insane coincidence, I happened to be thinking of this site so I logged in just to see who was still here....<br />[img]https://s-media-cache-ak0.pinimg.com/736x/ab/b9/4a/abb94a16496fc2e923603f707ff49a3f.jpg[/img]<br /><br />How ya doin&#039; guys?<br />[/quote]<br /><br />yooo I haven&#039;t seen you in ages! I&#039;m good! :D


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: vowel
icon: xx
body:
  I&#039;ve been thinking. The script in its current form takes ages to run with no certainty of success. However, maybe it&#039;s possible to cut down on the runtime by not checking every 32x32 area.<br /><br />The doc says that the void repeats diagonally. Is this always true? If so, we could change the algorithm to:<br />[list type=decimal]<br />[li]scan a single horizontal line of 32-step wide x areas[/li]<br />[li]from the same point, scan a single vertical line of 32-step wide y areas[/li]<br />[li]scan not 4 FSs (as I&#039;m doing now), but rather 4*4=16; if we then find a HoO at, say, [Wx16]FS, we will be able to walk there by going to [Nx4][Wx4]FS[/li][/list]<br />(by &#039;FS&#039; I mean a 65536-step wide chunk, even if this does not necessarily lead to Sinnoh-with-graphics-but-without-collisions)<br /><br />The big question: is this right? That is, does the correlation hold that the void repeats diagonally within the whole 65536-step continuum? And does it also hold across it, i.e. after the step counter has underflown more than once?<br /><br />I&#039;m asking both from a mathematical perspective (is my reasoning correct, i.e. if the void repeats diagonally, will scanning 16 FSs be equivalent to scanning 4 in multiple directions?) as well as from a game-technical perspective (does the void really repeat diagonally to such an extent that we may rely on it in the way I propose?).<br /><br />(Oh, by the way, if this is indeed correct, then the HoO I found at [Wx??]FS of the Floaroma Flower Shop might suddenly have halved its infeasibility of being reached :P )<br /><br />[b]EDIT:[/b] also, I was thinking maybe I was wrong to exclude SFS and EFS from consideration. My reasoning was that they would just be mirrors of real Sinnoh, but this is only the case if starting (a) from [0,0], and (b) from the overworld; on top of that, real Sinnoh is not 65536x65536 tiles in size so it might still hold some secret HoOs? Though on the other hand, their coords will obviously not underflow, so they might not load the improper maps from before the beginning of the real matrix data (I&#039;m assuming that&#039;s what&#039;s happening) that we rely on?


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So a single line of text mentions &quot;RECORD CENTER&quot; while the others consistently use &quot;RECORD CORNER&quot;?


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ~Poke~
icon: xx
body:
  [quote author=vowel link=topic=7198.msg199209#msg199209 date=1444075225]<br />I&#039;ve been thinking. The script in its current form takes ages to run with no certainty of success. However, maybe it&#039;s possible to cut down on the runtime by not checking every 32x32 area.<br /><br />The doc says that the void repeats diagonally. Is this always true? If so, we could change the algorithm to:[/quote]<br /><br />Correct. For indoor areas the repetition is directly diagonal - 32 steps up and 32 east will lead you to the exact same area.<br />It&#039;s different for the overworld though. &quot;Sinnoh requires 960 steps east before you reach the same area while indoor areas require 32.&quot;<br />If you have a way to run the big numbers and want to confirm this, I have a scan of the overworld that&#039;s up to Y: FFFFE000. Yeah, it&#039;s been running for a while (I have no clue how long, since it seems to pause when the screen turns off).<br />It sadly hasn&#039;t found a Hall of Origin yet (If areas do repeat at 32N 960E then I would expect to see my really far away one... Eventually? Apparently not yet.)<br /><br />My preferred way to visualise this would have been with a spreadsheet, and fill in all the Mystery Zones and Fake Jubilifes with a dark grey. Then zooming out would make it easy to see any other maps.<br />As it stands, the only thing that&#039;ll open this without crashing is Notepad++ and even that&#039;s getting slow, so I have no idea how to go about visualising it. At least I can still search it.<br /><br />The scan (47mb) is here. I&#039;ll stop this scan now since we&#039;re figuring out more efficient ways to do it :P<br />https://mega.nz/#!vphD2CYb!V-XbRrZUap0iIakg_-yGBAVLsp3FhCjo5WF4jHpJetw<br /><br />Maybe next for the overworld I&#039;ll do (960/32 =)30 spaces West, infinitely North. That&#039;ll fit within a spreadsheet and should eliminate the repetition.<br /><br />[quote author=vowel link=topic=7198.msg199209#msg199209 date=1444075225]I was thinking maybe I was wrong to exclude SFS and EFS from consideration. My reasoning was that they would just be mirrors of real Sinnoh, but this is only the case if starting (a) from [0,0], and (b) from the overworld; on top of that, real Sinnoh is not 65536x65536 tiles in size so it might still hold some secret HoOs? Though on the other hand, their coords will obviously not underflow, so they might not load the improper maps from before the beginning of the real matrix data (I&#039;m assuming that&#039;s what&#039;s happening) that we rely on?[/quote]<br />There are more things down there, since your script that went to 65k had results. Even if they load data from after the matrix rather than before, that still sounds useful.<br /><br />[quote author=SatoMew link=topic=7198.msg199213#msg199213 date=1444086003]<br />Wow, you two seem to be very tech-savvy about this. I feel a bit overwhelmed by your posts :-[ :) <br />[/quote]<br />Well we&#039;re nearly through making this script work, maybe we&#039;ll make a bit more sense after that :P<br />The other puzzle is how to use the Hall of Origin once we get there, and I don&#039;t have any ideas for that yet.<br /><br /><br />EDIT:<br />The Hall of Origin has been found!<br />00510[FFFFFF60,FFFF8720]<br />30,528 steps North and 180 steps West of 430N.<br />That&#039;s really close.<br />I just made the trip manually and it is there! Correct music and everything! (This also confirms that scanning with the script is accurate).<br />Now to check a fresh save file, to see if it&#039;s consistent.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: vowel
icon: xx
body:
  [quote]Correct. For indoor areas the repetition is directly diagonal - 32 steps up and 32 east will lead you to the exact same area.<br />It&#039;s different for the overworld though. &quot;Sinnoh requires 960 steps east before you reach the same area while indoor areas require 32.&quot;[/quote]<br />[quote]The other puzzle is how to use the Hall of Origin once we get there, and I don&#039;t have any ideas for that yet.[/quote]<br />The overworld is useless for us, since they won&#039;t contain the npcs from indoors we&#039;ll use to trigger the Arceus script.<br /><br />My observation was the following: if I save+reset in a pokemon center and then change my coordinates using pokesav, the npcs from the pokemon center are still there at their original coordinates and can be talked to to trigger the Arceus script. This means that if we want to battle Arceus we must:<br />[list]<br />[li](save and reset inside an indoor area?)[/li]<br />[li]find a way from there to the HoO without having to save and reset again (at all or just in the OW?)[/li]<br />[/list]<br />(I really really hope this &#039;npcs are stored separately from map location and hence will still appear if you&#039;ve underflowed x/y as long as you haven&#039;t entered a warp&#039; holds though if we&#039;ve walked there ourselves, rather than haxed it. If not, then we&#039;re screwed and won&#039;t be able to trigger the script after all&nbsp; :-X )<br /><br />[quote]The Hall of Origin has been found!<br />00510[FFFFFF60,FFFF8720]<br />30,528 steps North and 180 steps West of 430N.<br />That&#039;s really close.[/quote]You saved and reset at 430N, didn&#039;t you? I don&#039;t know why, but that seems to wipe the npcs from your save, meaning you won&#039;t have those npcs anymore to trigger the script...<br />(I do hope very much I&#039;m wrong though, in which case you should be able to walk to [0,0] and see the npcs from Poketch Co, and if you&#039;re then still in a HoO - you should be given that you&#039;re in the HoO matrix - you can talk to two of those npcs to trigger the battle)<br /><br />[quote]If you have a way to run the big numbers and want to confirm this, I have a scan of the overworld that&#039;s up to Y: FFFFE000.[/quote]Thanks, this is helpful. I&#039;ll write a quick script later today to see whether it indeed repeats.<br /><br />[quote]My preferred way to visualise this would have been with a spreadsheet, and fill in all the Mystery Zones and Fake Jubilifes with a dark grey. Then zooming out would make it easy to see any other maps.<br />As it stands, the only thing that&#039;ll open this without crashing is Notepad++ and even that&#039;s getting slow, so I have no idea how to go about visualising it. At least I can still search it.[/quote]Why don&#039;t you simply use &#039;find&#039; (assuming Windows)? Open a command prompt, cd to the folder containing the script, enter command &#039;&lt;VoidScan.txt find &quot;00510&quot;&#039;. If a blank line is returned, you haven&#039;t found a HoO yet. If a massive line is returned, you got it. If you have &#039;grep&#039; available (not standard Windows) you can use &#039;&lt;VoidScan.txt grep -Po &quot;00510\[[,0-9AF]\]&quot;&#039; to then print the exact coordinates.<br /><br />[quote]There are more things down there, since your script that went to 65k had results. Even if they load data from after the matrix rather than before, that still sounds useful.[/quote]That script never went south and/or east, but I&#039;ll include those directions in a future iteration nonetheless.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ~Poke~
icon: xx
body:
  [quote author=vowel link=topic=7198.msg199215#msg199215 date=1444118942]<br />The overworld is useless for us, since they won&#039;t contain the npcs from indoors we&#039;ll use to trigger the Arceus script.<br /><br />My observation was the following: if I save+reset in a pokemon center and then change my coordinates using pokesav, the npcs from the pokemon center are still there at their original coordinates and can be talked to to trigger the Arceus script. This means that if we want to battle Arceus we must:<br />[list]<br />[li](save and reset inside an indoor area?)[/li]<br />[li]find a way from there to the HoO without having to save and reset again (at all or just in the OW?)[/li]<br />[/list]<br />(I really really hope this &#039;npcs are stored separately from map location and hence will still appear if you&#039;ve underflowed x/y as long as you haven&#039;t entered a warp&#039; holds though if we&#039;ve walked there ourselves, rather than haxed it. If not, then we&#039;re screwed and won&#039;t be able to trigger the script after all&nbsp; :-X )[/quote]<br />Hm, the main problem with that I&#039;m seeing is the NPCs have the specific map coordinates they&#039;re set to, so you would need to move the Hall of Origin to those coordinates. The only way to do that I know of is save and reset there? Maybe some kind of key item could do something? Another option is going to Fake (your place), which I [i]think[/i] will only show the NPCs if you&#039;re in the right header (as happens with Jubilife in Fake Sinnoh) but I&#039;ve never tested with an indoor area so perhaps it&#039;s different.<br /><br />I do suspect that NPCs are reloaded just by travelling - you can ride all over the overworld without going through warps via walk anywhere codes and all the NPCs work fine. That may only be for the Overworld though, since indoor areas don&#039;t have much reason to dynamically load NPCs and there are some exceptions in the Overworld (I just looked. On Route 201 you can still see the head of a Twinleaf guy, but if there&#039;s no inbounds place to see a neighbouring NPC then you can see it unload when switching areas. One example is Canalave city.)<br /><br />With a bit of quick testing, visiting a Mystery Zone from inside a building has no affect at all on the NPCs. Visiting a different header (in this case Floaroma Meadows) will make them invisible. Sometimes they can still be talked to (people in Poketch Co.) but sometimes they can&#039;t until the graphics are reloaded (Your mum at home). I don&#039;t really see what difference leads to this, but I notice your mum&#039;s shadow is in the wrong place so maybe it&#039;s a Z thing? Why do buildings have different Zs?<br />I hope this doesn&#039;t mean walking from the building to the HoO entirely in Mystery Zones, that sounds tedious :P<br /><br />I feel like I might be on to something there, except for the slight detail of needing to be in the HoO for the right scripts to load and needing to not enter anything so the right events don&#039;t unload... Perhaps there&#039;s [i]some[/i] distinction between scripts and events/NPCs that will let us abuse this?<br /><br />What if the NPCs that follow you could be brought there? They&#039;re only meant to go to specific areas, so they probably call specific scripts that are within them, right? That does potentially mean starting a new game to get the one that runs the correct script, if the repeatable ones (only Amity Square off the top of my head?) don&#039;t do it.<br /><br />[quote author=vowel link=topic=7198.msg199215#msg199215 date=1444118942]<br />You saved and reset at 430N, didn&#039;t you? I don&#039;t know why, but that seems to wipe the npcs from your save, meaning you won&#039;t have those npcs anymore to trigger the script...<br />(I do hope very much I&#039;m wrong though, in which case you should be able to walk to [0,0] and see the npcs from Poketch Co, and if you&#039;re then still in a HoO - you should be given that you&#039;re in the HoO matrix - you can talk to two of those npcs to trigger the battle)[/quote]<br />Yep, I&#039;m using the standard 430N tactics. Even if this one isn&#039;t useful for catching Arceus, it&#039;s still cool to be able to travel there since it hasn&#039;t been found before.<br /><br />Fake Jubilifes (including the one at 430N) are set to the same scripts, events and therefore NPCs as real Jubilife by the way. This doesn&#039;t really help since they&#039;re all the way over at the coordinates of Jubilife City.<br /><br />Another idea: Void areas repeat. In Fake Sinnoh, if the visible Jubilife City overlaps with a Jubilife header the NPCs will appear (in theory this goes for any other city or route, though you&#039;re incredibly unlikely to find the header)<br />If there&#039;s an area where the Hall of Origin overlaps with Fake Jubilife City, well it turns out that the HoO I found is surrounded by Jubilifes so we can make the NPCs appear. They would disappear again on entering the HoO but maybe that can lead to something? *shrug*<br /><br /><br />[quote author=vowel link=topic=7198.msg199215#msg199215 date=1444118942]<br />Why don&#039;t you simply use &#039;find&#039; (assuming Windows)? Open a command prompt, cd to the folder containing the script, enter command &#039;&lt;VoidScan.txt find &quot;00510&quot;&#039;. If a blank line is returned, you haven&#039;t found a HoO yet. If a massive line is returned, you got it. If you have &#039;grep&#039; available (not standard Windows) you can use &#039;&lt;VoidScan.txt grep -Po &quot;00510\[[,0-9AF]\]&quot;&#039; to then print the exact coordinates.[/quote]<br />That... sounds a lot more convenient. I&#039;ll do that next time files get too big :P<br /><br />[quote author=vowel link=topic=7198.msg199215#msg199215 date=1444118942]That script never went south and/or east, but I&#039;ll include those directions in a future iteration nonetheless.[/quote]<br />The script you wrote to try travel to the SPHoO treated the coordinates as 2 byte, so when it underflowed it only went to 65k. So after seeming to travel 70k north, it had effectively traveled 60k South. You mentioned Victory roads being either there or on the way :P<br /><br />Since the scan is still running, I just found another overworld void HoO. This is a different one rather than a repetition, because it&#039;s next to a Mystery Zone instead of Jubilifes.<br />00510[FFFFFC60,FFFD7E80]<br />Unless the neighbouring Mystery Zone is useful in some way I don&#039;t see any reason to actually travel out to this one :P


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]Hm, the main problem with that I&#039;m seeing is the NPCs have the specific map coordinates they&#039;re set to, so you would need to move the Hall of Origin to those coordinates. The only way to do that I know of is save and reset there?[/quote]I&#039;ve just done the following: save+reset inside Veilstone Gym (hey, that&#039;s how far I am on my Pearl atm), pokesav my coordinates to the HoO, load the save. All of the Veilstone Gym&#039;s npcs are there and can be talked to. Save + reset again, the npcs are still there and can still be talked to (talking to Maylene triggers Arceus). So, presumably, if we were to find a HoO, we are allowed to save+reset in it to change our matrix so that it becomes the new map positioned at [0,0] (where our npcs will be). Problem solved, hello Arceus!<br /><br />All of this is contingent on being actually able to keep those indoor npcs present for the duration of the whole run. I am unable to reproduce your different behavior for real maps vs MZs - I just tried from my hacked-to-HoO save and Maylene vanished both when I went west (Iron Island) as well as south (MZ). Interestingly, the glitch blocks from where the shovable doors in the Veilstone Gym were remained (and could be moved) :-\ .<br /><br />[quote]Sometimes they can still be talked to (people in Poketch Co.) but sometimes they can&#039;t until the graphics are reloaded (Your mum at home). I don&#039;t really see what difference leads to this, but I notice your mum&#039;s shadow is in the wrong place so maybe it&#039;s a Z thing? Why do buildings have different Zs?[/quote]The behavior looks consistent with a z change. Remember that buildings are forced to 2d perspective, which may interact with whatever is your z value. The script tells you what your z is though&nbsp; ;D<br /><br />[quote]What if the NPCs that follow you could be brought there? They&#039;re only meant to go to specific areas, so they probably call specific scripts that are within them, right? That does potentially mean starting a new game to get the one that runs the correct script, if the repeatable ones (only Amity Square off the top of my head?) don&#039;t do it.[/quote]That&#039;s an ingenious idea; can we tweak inside Amity Square (to prevent the lady from putting our pokemon back into its ball)?<br /><br />[quote]If there&#039;s an area where the Hall of Origin overlaps with Fake Jubilife City, well it turns out that the HoO I found is surrounded by Jubilifes so we can make the NPCs appear. They would disappear again on entering the HoO but maybe that can lead to something? *shrug*[/quote]I don&#039;t see how the NPCs could be made to appear, given that you&#039;re on something like [30000,20000] (just making this up :P ), where no npcs have been programmed? Unless you want to S+R, but then your matrix changes to the HoO&#039;s (assuming you S+R inside the HoO), meaning you&#039;d be surrounded by Iron Islands and Solaceon Ruins, none of which maps have usable npcs. (If you could make npcs appear though, you might be able to talk to them right across the map boundaries?)


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ~Poke~
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ~Poke~
icon: xx
body:
  [quote author=vowel link=topic=7198.msg199217#msg199217 date=1444149172]All of this is contingent on being actually able to keep those indoor npcs present for the duration of the whole run. I am unable to reproduce your different behavior for real maps vs MZs - I just tried from my hacked-to-HoO save and Maylene vanished both when I went west (Iron Island) as well as south (MZ). Interestingly, the glitch blocks from where the shovable doors in the Veilstone Gym were remained (and could be moved) :-\ .[/quote]<br />There&#039;s still the trick of getting there without reloading the NPCs though, like you say. It&#039;s a shame the Mystery Zone thing didn&#039;t work in that situation.<br /><br />[quote author=vowel link=topic=7198.msg199217#msg199217 date=1444149172]That&#039;s an ingenious idea; can we tweak inside Amity Square (to prevent the lady from putting our pokemon back into its ball)?[/quote]<br />The map looks like it&#039;s probably big enough? I can&#039;t find any mention of it on Google or Youtube though. [b]I do think it was discussed or at least mentioned on the HoO forum, so maybe someone with that backup can do a quick search?[/b]<br />(I&#039;m not good enough at tweaking to test... though maybe what we need is a lua script to tweak for us :P)<br /><br />[quote author=vowel link=topic=7198.msg199217#msg199217 date=1444149172]I don&#039;t see how the NPCs could be made to appear, given that you&#039;re on something like [30000,20000] (just making this up :P ), where no npcs have been programmed? Unless you want to S+R, but then your matrix changes to the HoO&#039;s (assuming you S+R inside the HoO), meaning you&#039;d be surrounded by Iron Islands and Solaceon Ruins, none of which maps have usable npcs. (If you could make npcs appear though, you might be able to talk to them right across the map boundaries?)[/quote]<br /><br />[url=https://www.youtube.com/watch?v=8_ggSTu6pFk]This video shows it.[/url] (on real hardware!) Looks like maybe they use a 2 byte location, so they&#039;ll appear in Fake Jubilifes. Should work for any npcs provided you&#039;re in the right place and header, though that sounds really rare for anything other than a Jubilife (unless the indoor repetition lands on it? So diagonal Fake places?)<br />The video looks like they can&#039;t be talked to, but maybe that can be worked around? Might be a Z thing again, since Jubilife is raised.<br />I had some weird Z things happening at North Fake HoO so maybe that can be fixed somewhere in Fake Sinnoh.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]The map looks like it&#039;s probably big enough? I can&#039;t find any mention of it on Google or Youtube though. [b]I do think it was discussed or at least mentioned on the HoO forum, so maybe someone with that backup can do a quick search?[/b]<br />(I&#039;m not good enough at tweaking to test... though maybe what we need is a lua script to tweak for us :P)[/quote]Never mind... I&#039;ve checked with WTW and my Pachirisu disappeared the moment I entered the MZ surrounding Amity Square, so this won&#039;t work :(


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  More bad news. I&#039;ve written a script that checks whether the dump uploaded earlier indeed repeats diagonally, and it doesn&#039;t. Well, at least, not for a bit. The script would take about 100 hours to run on my machine, so I stopped it after a few seconds, but the results so far are that of the 8192 repetitions it&#039;s tested (that number looks special but that&#039;s just Perl&#039;s line buffering mechanism :P ), it has found 7153 diagonal repetitions, but 1035 mismatches (plus four incomparable results, i.e. maps crossing underflow boundaries). This possibly invalidates the proposed shortcut of just scanning in two lines straight and merging the results afterwards.<br /><br />A small excerpt of the log (first 100 lines):<br />[code]Not comparable: 00000[00000000,FFFFFE60] 00000[FFFFFFE0,FFFFFE40]<br />Repetition: 00000[FFFFFFE0,FFFFFE60] 00000[FFFFFFC0,FFFFFE40]<br />Repetition: 00000[FFFFFFC0,FFFFFE60] 00000[FFFFFFA0,FFFFFE40]<br />Repetition: 00000[FFFFFFA0,FFFFFE60] 00000[FFFFFF80,FFFFFE40]<br />Repetition: 00000[FFFFFF80,FFFFFE60] 00000[FFFFFF60,FFFFFE40]<br />Repetition: 00000[FFFFFF60,FFFFFE60] 00000[FFFFFF40,FFFFFE40]<br />Repetition: 00000[FFFFFF40,FFFFFE60] 00000[FFFFFF20,FFFFFE40]<br />Repetition: 00000[FFFFFF20,FFFFFE60] 00000[FFFFFF00,FFFFFE40]<br />Repetition: 00000[FFFFFF00,FFFFFE60] 00000[FFFFFEE0,FFFFFE40]<br />Repetition: 00000[FFFFFEE0,FFFFFE60] 00000[FFFFFEC0,FFFFFE40]<br />Repetition: 00000[FFFFFEC0,FFFFFE60] 00000[FFFFFEA0,FFFFFE40]<br />Repetition: 00000[FFFFFEA0,FFFFFE60] 00000[FFFFFE80,FFFFFE40]<br />Repetition: 00000[FFFFFE80,FFFFFE60] 00000[FFFFFE60,FFFFFE40]<br />Repetition: 00000[FFFFFE60,FFFFFE60] 00000[FFFFFE40,FFFFFE40]<br />Repetition: 00000[FFFFFE40,FFFFFE60] 00000[FFFFFE20,FFFFFE40]<br />Repetition: 00000[FFFFFE20,FFFFFE60] 00000[FFFFFE00,FFFFFE40]<br />Repetition: 00000[FFFFFE00,FFFFFE60] 00000[FFFFFDE0,FFFFFE40]<br />Repetition: 00000[FFFFFDE0,FFFFFE60] 00000[FFFFFDC0,FFFFFE40]<br />Repetition: 00000[FFFFFDC0,FFFFFE60] 00000[FFFFFDA0,FFFFFE40]<br />Repetition: 00000[FFFFFDA0,FFFFFE60] 00000[FFFFFD80,FFFFFE40]<br />Repetition: 00000[FFFFFD80,FFFFFE60] 00000[FFFFFD60,FFFFFE40]<br />Repetition: 00000[FFFFFD60,FFFFFE60] 00000[FFFFFD40,FFFFFE40]<br />No repetition: 00000[FFFFFD40,FFFFFE60] 00007[FFFFFD20,FFFFFE40]<br />Repetition: 00000[FFFFFD20,FFFFFE60] 00000[FFFFFD00,FFFFFE40]<br />No repetition: 00000[FFFFFD00,FFFFFE60] 00003[FFFFFCE0,FFFFFE40]<br />Repetition: 00000[FFFFFCE0,FFFFFE60] 00000[FFFFFCC0,FFFFFE40]<br />Repetition: 00000[FFFFFCC0,FFFFFE60] 00000[FFFFFCA0,FFFFFE40]<br />Repetition: 00000[FFFFFCA0,FFFFFE60] 00000[FFFFFC80,FFFFFE40]<br />Repetition: 00000[FFFFFC80,FFFFFE60] 00000[FFFFFC60,FFFFFE40]<br />Repetition: 00000[FFFFFC60,FFFFFE60] 00000[FFFFFC40,FFFFFE40]<br />Repetition: 00000[FFFFFC40,FFFFFE60] 00000[FFFFFC20,FFFFFE40]<br />No repetition: 00000[FFFFFC20,FFFFFE60] 00552[FFFFFC00,FFFFFE40]<br />No repetition: 00000[FFFFFC00,FFFFFE60] 64476[FFFFFBE0,FFFFFE40]<br />No repetition: 00000[FFFFFBE0,FFFFFE60] 00552[FFFFFBC0,FFFFFE40]<br />No repetition: 00000[FFFFFBC0,FFFFFE60] 63816[FFFFFBA0,FFFFFE40]<br />Repetition: 00000[FFFFFBA0,FFFFFE60] 00000[FFFFFB80,FFFFFE40]<br />No repetition: 00000[FFFFFB80,FFFFFE60] 00528[FFFFFB60,FFFFFE40]<br />Repetition: 00000[FFFFFB60,FFFFFE60] 00000[FFFFFB40,FFFFFE40]<br />No repetition: 00000[FFFFFB40,FFFFFE60] 21828[FFFFFB20,FFFFFE40]<br />Repetition: 00000[FFFFFB20,FFFFFE60] 00000[FFFFFB00,FFFFFE40]<br />No repetition: 00000[FFFFFB00,FFFFFE60] 00008[FFFFFAE0,FFFFFE40]<br />Repetition: 00000[FFFFFAE0,FFFFFE60] 00000[FFFFFAC0,FFFFFE40]<br />No repetition: 00000[FFFFFAC0,FFFFFE60] 00108[FFFFFAA0,FFFFFE40]<br />Repetition: 00000[FFFFFAA0,FFFFFE60] 00000[FFFFFA80,FFFFFE40]<br />No repetition: 00000[FFFFFA80,FFFFFE60] 00016[FFFFFA60,FFFFFE40]<br />Repetition: 00000[FFFFFA60,FFFFFE60] 00000[FFFFFA40,FFFFFE40]<br />Repetition: 00000[FFFFFA40,FFFFFE60] 00000[FFFFFA20,FFFFFE40]<br />Repetition: 00000[FFFFFA20,FFFFFE60] 00000[FFFFFA00,FFFFFE40]<br />Repetition: 00000[FFFFFA00,FFFFFE60] 00000[FFFFF9E0,FFFFFE40]<br />Repetition: 00000[FFFFF9E0,FFFFFE60] 00000[FFFFF9C0,FFFFFE40]<br />Repetition: 00000[FFFFF9C0,FFFFFE60] 00000[FFFFF9A0,FFFFFE40]<br />Repetition: 00000[FFFFF9A0,FFFFFE60] 00000[FFFFF980,FFFFFE40]<br />No repetition: 00000[FFFFF980,FFFFFE60] 00509[FFFFF960,FFFFFE40]<br />No repetition: 00007[FFFFF960,FFFFFE60] 00000[FFFFF940,FFFFFE40]<br />No repetition: 00000[FFFFF940,FFFFFE60] 00509[FFFFF920,FFFFFE40]<br />No repetition: 00003[FFFFF920,FFFFFE60] 00552[FFFFF900,FFFFFE40]<br />No repetition: 00000[FFFFF900,FFFFFE60] 63964[FFFFF8E0,FFFFFE40]<br />No repetition: 00000[FFFFF8E0,FFFFFE60] 00489[FFFFF8C0,FFFFFE40]<br />No repetition: 00000[FFFFF8C0,FFFFFE60] 15793[FFFFF8A0,FFFFFE40]<br />No repetition: 00000[FFFFF8A0,FFFFFE60] 00489[FFFFF880,FFFFFE40]<br />No repetition: 00000[FFFFF880,FFFFFE60] 18008[FFFFF860,FFFFFE40]<br />No repetition: 00000[FFFFF860,FFFFFE60] 00487[FFFFF840,FFFFFE40]<br />No repetition: 00552[FFFFF840,FFFFFE60] 14336[FFFFF820,FFFFFE40]<br />No repetition: 64476[FFFFF820,FFFFFE60] 00000[FFFFF800,FFFFFE40]<br />No repetition: 00552[FFFFF800,FFFFFE60] 00285[FFFFF7E0,FFFFFE40]<br />No repetition: 63816[FFFFF7E0,FFFFFE60] 00000[FFFFF7C0,FFFFFE40]<br />Repetition: 00000[FFFFF7C0,FFFFFE60] 00000[FFFFF7A0,FFFFFE40]<br />No repetition: 00528[FFFFF7A0,FFFFFE60] 00000[FFFFF780,FFFFFE40]<br />Repetition: 00000[FFFFF780,FFFFFE60] 00000[FFFFF760,FFFFFE40]<br />No repetition: 21828[FFFFF760,FFFFFE60] 00000[FFFFF740,FFFFFE40]<br />Repetition: 00000[FFFFF740,FFFFFE60] 00000[FFFFF720,FFFFFE40]<br />No repetition: 00008[FFFFF720,FFFFFE60] 00000[FFFFF700,FFFFFE40]<br />Repetition: 00000[FFFFF700,FFFFFE60] 00000[FFFFF6E0,FFFFFE40]<br />No repetition: 00108[FFFFF6E0,FFFFFE60] 00000[FFFFF6C0,FFFFFE40]<br />No repetition: 00000[FFFFF6C0,FFFFFE60] 00016[FFFFF6A0,FFFFFE40]<br />No repetition: 00016[FFFFF6A0,FFFFFE60] 00541[FFFFF680,FFFFFE40]<br />No repetition: 00000[FFFFF680,FFFFFE60] 21524[FFFFF660,FFFFFE40]<br />Repetition: 00000[FFFFF660,FFFFFE60] 00000[FFFFF640,FFFFFE40]<br />Repetition: 00000[FFFFF640,FFFFFE60] 00000[FFFFF620,FFFFFE40]<br />Repetition: 00000[FFFFF620,FFFFFE60] 00000[FFFFF600,FFFFFE40]<br />Repetition: 00000[FFFFF600,FFFFFE60] 00000[FFFFF5E0,FFFFFE40]<br />Repetition: 00000[FFFFF5E0,FFFFFE60] 00000[FFFFF5C0,FFFFFE40]<br />No repetition: 00000[FFFFF5C0,FFFFFE60] 00003[FFFFF5A0,FFFFFE40]<br />No repetition: 00509[FFFFF5A0,FFFFFE60] 00000[FFFFF580,FFFFFE40]<br />Repetition: 00000[FFFFF580,FFFFFE60] 00000[FFFFF560,FFFFFE40]<br />No repetition: 00509[FFFFF560,FFFFFE60] 00000[FFFFF540,FFFFFE40]<br />No repetition: 00552[FFFFF540,FFFFFE60] 00000[FFFFF520,FFFFFE40]<br />No repetition: 63964[FFFFF520,FFFFFE60] 00000[FFFFF500,FFFFFE40]<br />No repetition: 00489[FFFFF500,FFFFFE60] 00000[FFFFF4E0,FFFFFE40]<br />No repetition: 15793[FFFFF4E0,FFFFFE60] 00552[FFFFF4C0,FFFFFE40]<br />No repetition: 00489[FFFFF4C0,FFFFFE60] 63932[FFFFF4A0,FFFFFE40]<br />No repetition: 18008[FFFFF4A0,FFFFFE60] 00552[FFFFF480,FFFFFE40]<br />No repetition: 00487[FFFFF480,FFFFFE60] 63664[FFFFF460,FFFFFE40]<br />No repetition: 14336[FFFFF460,FFFFFE60] 00000[FFFFF440,FFFFFE40]<br />No repetition: 00000[FFFFF440,FFFFFE60] 00100[FFFFF420,FFFFFE40]<br />No repetition: 00285[FFFFF420,FFFFFE60] 00000[FFFFF400,FFFFFE40]<br />No repetition: 00000[FFFFF400,FFFFFE60] 21828[FFFFF3E0,FFFFFE40]<br />No repetition: 00000[FFFFF3E0,FFFFFE60] 00552[FFFFF3C0,FFFFFE40]<br />No repetition: 00000[FFFFF3C0,FFFFFE60] 63964[FFFFF3A0,FFFFFE40]<br />No repetition: 00000[FFFFF3A0,FFFFFE60] 00514[FFFFF380,FFFFFE40][/code]<br /><br />This is the Perl script I used. Please check it for errors!<br /><br />[code]use warnings;<br />use strict;<br />$|=1;<br /><br />open my $fh,&#039;&lt;&#039;,&#039;dump.txt&#039;;<br />my @array;<br /><br />my $size = 0;<br />my $l;<br />while ($l = &lt;$fh&gt;)<br />{<br />	chomp $l;<br />	my @split = split / /,$l;<br />	$size += @split;<br />	push @array,\@split;<br />}<br /><br />my $iter = 0;<br />for (my $i = 0; $i &lt;= $#array; $i++)<br />{<br />	my @ptr = @{$array[$i]};<br />	for (my $j = 0; $i &lt;= $#ptr; $j++)<br />	{<br />		# In the real void, the same map should appear at pos [x,y] and [x-1,y-1]. However, the script used here scanned upside-down and flipped, meaning the correct comparisons are between [x,y] and [x+1,y+1]<br />		compare_map($array[$i][$j],$array[$i+1][$j+1]);<br />		$iter++;<br />		printf STDERR &quot;iter %10.5f of %10.5f\n&quot;,$iter/1000000000000,$size**2/1000000000000 if $iter % 1000000 == 0;<br />	}<br />}<br /><br />sub compare_map<br />{<br />	return if not defined $_[0] or not defined $_[1];<br />	my @coords = @_;<br />	$coords[0] =~ s/\[(.*)\]//;<br />	my @coords1 = split /,/,$1;<br />	$coords[1] =~ s/\[(.*)\]//;<br />	my @coords2 = split /,/,$1;<br />	<br />	$coords1[0] =~ s/....$//g; #keep only the first FFFx bit<br />	$coords2[0] =~ s/....$//g; #keep only the first FFFx bit<br />	$coords1[1] =~ s/....$//g; #keep only the first FFFx bit<br />	$coords2[1] =~ s/....$//g; #keep only the first FFFx bit<br />	<br />	if ($coords1[0] ne $coords2[0] or $coords1[1] ne $coords2[1])<br />	{<br />		printf &quot;Not comparable: @_\n&quot;;<br />	}<br />	elsif ($coords[0] ne $coords[1])<br />	{<br />		printf &quot;No repetition: @_\n&quot;;<br />	}<br />	else<br />	{<br />		printf &quot;Repetition: @_\n&quot;;<br />	}<br />}[/code]


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=~Poke~ link=topic=7198.msg199218#msg199218 date=1444151724]<br />The map looks like it&#039;s probably big enough? I can&#039;t find any mention of it on Google or Youtube though. [b]I do think it was discussed or at least mentioned on the HoO forum, so maybe someone with that backup can do a quick search?[/b]<br />(I&#039;m not good enough at tweaking to test... though maybe what we need is a lua script to tweak for us :P )<br />[/quote]<br /><br />Found this.<br /><br />[quote author=Commander Shepard][center][color=red][u][b]PROJECT FADS[/b][/u][/color](revived)<br /><br />[/center][center][color=green]Ok, so maybe FADS is the wrong name since whoever was the F is probably not going to be participating in this, I don&#039;t even know if Anthony is here still... Of course I&#039;m here, but I&#039;m the only active one. I&#039;m unsure about Sweetgitcher though. That is a more of, &quot;if you want to&quot;.[/color]<br /><br />[/center]The purpose of Project FADS has changed very much over the course of the month from where it started to where it died (apparently). The original purpose was to look for Treeckovoid&#039;s SP HoO, until I accidentally stumbled upon my own real HoO going for Darkrai. As one of the project leaders, I decided that a real HoO was much more likely to lead to Arceus than what we all knew was unsavable, was.<br /><br />The newly revived purpose of this thread is to find out what triggers this HoO.<br /><br />To start, I believe einstein will be heading to the location and telling me if the HoO is there or not. If it is, I will have a list for both of us to compare our set flags, and whatever is on his list that isn&#039;t on mine, I will set, and check the location again.<br /><br />If it isn&#039;t, then we will use the process of elimination. His list of flags (still comparing to my list) will add to mine and we will have fewer places that we will have to look.<br /><br />The flag check list is as given:<br />[s]Twinleaf Town[/s]<br />[s]Route 201[/s]<br />Route 219-221<br />[s]Sandgem Town[/s]<br />[s]Route 202[/s]<br />[s]Jubilife City[/s]<br />[s]Route 218[/s]<br />[s]Canalave City[/s]<br />Iron Island<br />Fullmoon Island<br />Newmoon Island<br />[s]Route 203[/s]<br />[s]Oreburgh City[/s]<br />[s]Route 204[/s]<br />[s]Floarama town[/s]<br />Floarama meadow<br />Fuego Ironworks<br />[s]Valley Windworks[/s]<br />[s]Route 205[/s]<br />Eterna Forest<br />[s]Eterna City[/s]<br />Route 206-207<br />Wayward Cave<br />Route 211 + Mt. Coronet (Eterna-Celestic)<br />Route 216-217<br />Snowpoint City<br />Snowpoint Temple (definitely not in here, so don&#039;t worry about this location)<br />[s]Mt. Coronet-Spear Pillar[/s]<br />Route 208<br />Hearthome City<br />Route 209<br />Solaceon Town<br />Route 210<br />Route 215<br />Veilstone City<br />Route 212-214<br />Pastoria City<br />Ruin Maniac Cave-Ruin Maniac Tunnel (doesn&#039;t matter which)<br />Shaymin Acquired (I bet this has happened all the time, so this doesn&#039;t matter)<br />Mesprit Freed<br />Cressalia Freed<br />Verity Lakefront<br />Acuity Lakefront<br />Valor Lakefront<br />[s]Amity Square[/s]<br /><br />Given all flags are set per area/event. This should definitely help, and looking back, it seems I managed to miss quite a bit.<br /><br />The coordinates to the location are 63340 West, 64820 North. If that doesn&#039;t work, try the inverse. If that doesn&#039;t work, PM me.<br />[/quote]


subject: Mew trick using strength
poster_name: andr2535
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi, I was unable to find this method of using the mew glitch, so I thought I should share it.<br /><br />You probably already know of the method where you can fly from the trainer, <br />save with a computer and beat the elite four to trigger the wild pokÃ©mon encounter.<br /><br />This method is nearly identical, however instead of defeating the elite four, you only have<br />to move a rock using strength.<br />After you have moved the rock, the start menu will trigger as it does when you have defeated a trainer,<br />when you move back into the route with the trainer you flew from.<br /><br />[IMG]http://i58.tinypic.com/vyr2tt.png[/img]&nbsp; [IMG]http://i62.tinypic.com/2qa7gub.png[/img]&nbsp; [IMG]http://i61.tinypic.com/2s0d35z.png[/img]


subject: Re: Mew trick using strength
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I did not know about this and I will test it, thanks!<br /><br />Does it work with other HMs, like Cut or Surf?


subject: Re: Mew trick using strength
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yep, it does work with Strength (not any other HM). I can&#039;t understand why, that&#039;s ridiculous. Thanks a lot for sharing this method that greatly simplifies the glitch!


subject: Re: Mew trick using strength
poster_name: andr2535
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7365.msg199223#msg199223 date=1444220809]<br />I did not know about this and I will test it, thanks!<br /><br />Does it work with other HMs, like Cut or Surf?<br />[/quote]<br /><br />I haven&#039;t found it to work with other HM&#039;s, however it is when you move the rock,<br />and not when you use the strength move, that it works. <br />So I would think that it somehow affects the same ram location as when battling a trainer.<br />But I don&#039;t know why it works :P


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: vowel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve done some more testing with Cheryl, the npc that follows you in Eterna Forest. Going to the MZ south of Eterna Forest leaves Cheryl&#039;s shadow behind in that location, but it can still be talked to. This then triggers the normal talking-to-Cheryl routine. I&#039;m assuming that the game is loading Cheryl&#039;s script from the OW matrix in this case, rather than that it carried over from her having walked from the Eterna Forest map to the MZ. If this is true, then we would need to tweak a HoO map directly next to Amity Square/Eterna Forest/where else are these guys found, and then we could use them to trigger the Arceus script.<br /><br />This seems very much impossible, though :-X<br /><br />I&#039;m beginning to think Arceus might not be triggerable... (given that my original idea of starting the tweak from an npc-filled place, saving in the HoO once found, and then going back to the coordinates of that npc-filled place - which would then be at the HoO - did not turn out to preserve the original npcs after all, unlike pokesavving)


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7211.msg199211#msg199211 date=1444084940]<br />So a single line of text mentions &quot;RECORD CENTER&quot; while the others consistently use &quot;RECORD CORNER&quot;?<br />[/quote]<br />Right.


subject: Re: Mew trick using strength
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  When you fly away from a long-range trainer, the game is waiting for the NPC to finish their walking animation before it shows the encounter text and starts the battle. A Strength boulderâ€™s animation must work the same way as an NPCâ€™s, so it clears the flag that allows the battle to start.


subject: Re: Mew trick using strength
poster_name: pokechu22
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7365.msg199229#msg199229 date=1444239782]<br />When you fly away from a long-range trainer, the game is waiting for the NPC to finish their walking animation before it shows the encounter text and starts the battle. A Strength boulderâ€™s animation must work the same way as an NPCâ€™s, so it clears the flag that allows the battle to start.<br />[/quote]<br /><br />By that logic, the reason that the entirety of the elite four must be beaten is because... professor oak walks at the end.&nbsp; Are there any other locations where this might be doable?&nbsp; (EG... a trainer that walks?)


subject: Re: Mew trick using strength
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=pokechu22 link=topic=7365.msg199230#msg199230 date=1444257071]<br />[quote author=HÃ¡Äky link=topic=7365.msg199229#msg199229 date=1444239782]<br />When you fly away from a long-range trainer, the game is waiting for the NPC to finish their walking animation before it shows the encounter text and starts the battle. A Strength boulderâ€™s animation must work the same way as an NPCâ€™s, so it clears the flag that allows the battle to start.<br />[/quote]<br /><br />By that logic, the reason that the entirety of the elite four must be beaten is because... professor oak walks at the end.&nbsp; Are there any other locations where this might be doable?&nbsp; (EG... a trainer that walks?)<br />[/quote]<br />You can also use the guy who stops you from leaving Pewter City if you havenâ€™t beaten Brock yet, or the guy who escorts you to Pewter Museum (using the box save trick to be able to talk to him). The only other walking NPCs in the game that I know of are one-time story events.<br /><br />(I was thinking for a moment that the guard blocking off the S.S. Anne might be usable, but heâ€™s not, because he only makes [i]you[/i] move, without moving himself.)


subject: Re: Mew trick using strength
poster_name: pokechu22
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7365.msg199231#msg199231 date=1444266252]<br />[quote author=pokechu22 link=topic=7365.msg199230#msg199230 date=1444257071]<br />[quote author=HÃ¡Äky link=topic=7365.msg199229#msg199229 date=1444239782]<br />When you fly away from a long-range trainer, the game is waiting for the NPC to finish their walking animation before it shows the encounter text and starts the battle. A Strength boulderâ€™s animation must work the same way as an NPCâ€™s, so it clears the flag that allows the battle to start.<br />[/quote]<br /><br />By that logic, the reason that the entirety of the elite four must be beaten is because... professor oak walks at the end.&nbsp; Are there any other locations where this might be doable?&nbsp; (EG... a trainer that walks?)<br />[/quote]<br />You can also use the guy who stops you from leaving Pewter City if you havenâ€™t beaten Brock yet, or the guy who escorts you to Pewter Museum (using the box save trick to be able to talk to him). The only other walking NPCs in the game that I know of are one-time story events.<br /><br />(I was thinking for a moment that the guard blocking off the S.S. Anne might be usable, but heâ€™s not, because he only makes [i]you[/i] move, without moving himself.)<br />[/quote]<br /><br />Aren&#039;t there a few walking trainers in cinnabar mansion?&nbsp; (Though they stop walking after you&#039;ve beaten them -- that&#039;s how Twitch Plays PokÃ©mon got trapped).&nbsp; Would those work?


subject: Re: Mew trick using strength
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=pokechu22 link=topic=7365.msg199232#msg199232 date=1444266644]<br />[quote author=HÃ¡Äky link=topic=7365.msg199231#msg199231 date=1444266252]<br />[quote author=pokechu22 link=topic=7365.msg199230#msg199230 date=1444257071]<br />[quote author=HÃ¡Äky link=topic=7365.msg199229#msg199229 date=1444239782]<br />When you fly away from a long-range trainer, the game is waiting for the NPC to finish their walking animation before it shows the encounter text and starts the battle. A Strength boulderâ€™s animation must work the same way as an NPCâ€™s, so it clears the flag that allows the battle to start.<br />[/quote]<br /><br />By that logic, the reason that the entirety of the elite four must be beaten is because... professor oak walks at the end.&nbsp; Are there any other locations where this might be doable?&nbsp; (EG... a trainer that walks?)<br />[/quote]<br />You can also use the guy who stops you from leaving Pewter City if you havenâ€™t beaten Brock yet, or the guy who escorts you to Pewter Museum (using the box save trick to be able to talk to him). The only other walking NPCs in the game that I know of are one-time story events.<br /><br />(I was thinking for a moment that the guard blocking off the S.S. Anne might be usable, but heâ€™s not, because he only makes [i]you[/i] move, without moving himself.)<br />[/quote]<br /><br />Aren&#039;t there a few walking trainers in cinnabar mansion?&nbsp; (Though they stop walking after you&#039;ve beaten them -- that&#039;s how Twitch Plays PokÃ©mon got trapped).&nbsp; Would those work?<br />[/quote]<br />NPCs that wander around on their own donâ€™t lock the game as theyâ€™re moving like trainer encounters and Strength boulders do.


subject: Re: Mew trick using strength
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7365.msg199231#msg199231 date=1444266252]<br />You can also use the guy who stops you from leaving Pewter City if you havenâ€™t beaten Brock yet, or the guy who escorts you to Pewter Museum (using the box save trick to be able to talk to him). The only other walking NPCs in the game that I know of are one-time story events.<br />[/quote]<br />The Museum guy disappeared after I used him once, so you might need to fly to another map with a disappearable object to prevent that.


subject: Expanded Experience Underflow
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Hey there,<br /><br />You probably know the Experience Underflow Glitch that allows PokÃ©mon from the Medium-Slow Experience group to jump from Lvl 1 to Lvl 100 by gaining less than 54 xp.<br /><br />I discovered this glitch may be used on any other Experience group - meaning any PokÃ©mon. At first, I wanted to do that with the [url=http://glitchcity.info/wiki/index.php/International_&#039;dokokashira_door_glitch&#039;]International DKD Glitch[/url] but it appeared to be a dead end. So instead, here&#039;s two methods that both work.<br /><br />[u]Super Glitch method[/u]:<br /><br />1. Get a Medium-Slow PokÃ©mon at level 1 (with either Ditto Trick, Cooltrainer/LOL, or any other method) and place it in 6th position of your team.<br /><br />1. Get a PokÃ©mon with 27 letters combined in the 3 first moves, and Super Glitch as 4th move. There are actual ways to get a normal PokÃ©mon with a Super Glitch move. For example, trade a lvl48 Haunter to a G/S/C game (it will learn Destiny Bond) then send it back to get the hex:C2 Super Glitch move instead. You can also [url=http://glitchcity.info/wiki/index.php/GlitchDex/RB:198]use a glitch PokÃ©mon[/url].<br /><br />2. Go here: <br />[img]http://www.prama-initiative.com/RBJ/fc4.png[/img]<br /><br />R/B - Open/close the PokÃ©mon menu once then get into a fight and open/close the attack menu several times until the corruption appears. Something like that must happen:<br />[img]http://www.prama-initiative.com/RBJ/fc5.png[/img]<br />Leave the fight.<br /><br />Yellow - Open the PokÃ©mon menu then visualize the moves of your PokÃ©mon with the Super Glitch move several times until the corruption appears:<br />[img]http://www.prama-initiative.com/RBJ/fc6.png[/img]<br /><br />This is also what you get in R/B after the fight, because you now have 16 PokÃ©mon.<br /><br />3. Talk to a PokÃ©mon Center nurse, but refuse to heal your PokÃ©mon. This is to fix text boxes.<br /><br />4. Switch PokÃ©mon 6 (medium-slow) and 10. The HPs of PokÃ©mon 1 become the decimal ID of your medium-slow PokÃ©mon ([url=http://glitchcity.info/biglist.htm]e.g. 21 for Mew[/url]). Use healing items/HP Up/Whatever to change that number to the decimal ID of the PokÃ©mon you would like to perform the Experience Underflow on. For example, I set the first PokÃ©mon&#039;s HP to 131 to get Mewtwo.<br /><br />5. Then switch back both PokÃ©mon. Your lvl1 medium-slow PokÃ©mon is now the wanted PokÃ©mon at level 1. Gain less than 54 exp points and you will gain the levels. HOWEVER, using this method, because it only changes the memory address for the PokÃ©mon&#039;s ID in the &quot;list of PokÃ©mon&quot; section but doesn&#039;t change the address for the PokÃ©mon&#039;s ID in the data of the given PokÃ©mon (which contains the exp group) you won&#039;t reach level 100:<br /><br />- Slow Group (ex: Mewtwo) =&gt; 105<br />- Medium-Slow Group (normal group for the glitch) =&gt; 100<br />- Medium-Fast Group (ex: Caterpie) =&gt; 98<br />- Fast Group (ex: Clefairy) =&gt; 91<br /><br />If you want to reach lvl 100 precisely you must use the other method.<br /><br />6. To fix the game, Store/Release every PokÃ©mon beyond the 6th. To get rid of the corruption that affected some of your PokÃ©mon, use the daycare. If your name is messed up by Super Glitch, you can reset it (although not in Yellow) by going there:<br />[img]http://www.prama-initiative.com/RBJ/fc8.png[/img]<br />And doing another corruption (open/close the PokÃ©mon menu, PokÃ©mon encounter, open/close the attack menu).<br /><br />[u]8F Method[/u]<br /><br />Cleaner method, but of course, 8F allows you to change a PokÃ©mon&#039;s level without this glitch. Put your PokÃ©mon at first position, then use this code that changes both bytes to the value of the wanted PokÃ©mon. Because of this, your new PokÃ©mon will fit to its own experience group and you will reach level 100 by gaining less than 54 exp points.<br /><br />Any Item<br />8F / ws*lâ€™||lm||<br />ThunderStone x100<br />TM09 x82<br />Lemonade x(dec ID of the wanted PokÃ©mon)<br />Ether x119<br />X Accuracy x107<br />X Attack x119<br />TM01 x(any quantity)<br /><br />Have fun!


subject: Re: Expanded Experience Underflow
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I didn&#039;t mention it, as it was obvious, but if you are decided not to use Super Glitch, you can probably use an 8F code to change the hex ID of a Medium-Slow PokÃ©mon to any other PokÃ©mon, especially in Yellow where you read code from Stored PokÃ©mon so you can have the Lvl 1 PokÃ©mon in your Party.<br /><br />If you have a Red/Blue setup in which you can use the Lvl 1 Medium-Slow PokÃ©mon, you could do that in R/B too.


subject: Re: Mew trick using strength
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Since it&#039;s related to the ongoing discussion, Crystal_ recently made a video about how NPC movements are set up in the Generation I games.<br /><br />[youtube]https://www.youtube.com/watch?v=9E1nAHmd380[/youtube]


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I was setting the stats of my Mew using some ACE and set both bytes to 255 for each stat (HP, ATK, DEF, SPD, &amp; Special) and every time the value ended up as &quot;F35&quot; with the F not changing when I move into a different area. Does that equate to 13335? And if so, why does pound still not one-hit KO everything? For example, an Onix, where it isn&#039;t super effective. It feels like I&#039;ve either massively overestimated the value, the calculation for not-very-effective damage really cuts down a lot or the glitch numbers don&#039;t work correctly. Or something else I&#039;ve completely overlooked.


subject: Item underflow question
poster_name: Nikm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Nikm
icon: xx
body:
  Hello, I have been looking at gen 1 glitches for a really long time now. I was curious about my game of pokemon blue though. I am having a problem where whenever i try to do something in my item list after achieving an expanded inventory (via dry underflow), i have to press b a lot of times before i can press up/down/a ... then i have to press b a lot more times. I have never seen this problem when viewing other people&#039;s tutorials and such. I can not figure out a way to make it so I don&#039;t have to press b so much. I am running pokemon blue on a retroarch emulator (iPhone). <br /><br />Another question too... When I do the trainer fly glitch to encounter a level 1 pokemon, MOST of the pokemon i catch have 1 exp rather than -54 exp, and when i get them 7 exp from killing a magikarp, they level up. whats the deal with that? i thought all pokemon that come out should be primed for level 100. in my experience, however, only pokemon that can not get poisoned are able to achieve level 100, while every other pokemon has only 1 exp and can not get to level 100 instantly. <br /><br />Thanks for the help... I am a bit new at doing this. <br /><br />edit: on a side note, i love the fact that a community go together on a website based around pokemon glitches. Thanks for being here, everyone. 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=The G-Meister link=topic=6638.msg199238#msg199238 date=1444424623]<br />I was setting the stats of my Mew using some ACE and set both bytes to 255 for each stat (HP, ATK, DEF, SPD, &amp; Special) and every time the value ended up as &quot;F35&quot; with the F not changing when I move into a different area. Does that equate to 13335? And if so, why does pound still not one-hit KO everything? For example, an Onix, where it isn&#039;t super effective. It feels like I&#039;ve either massively overestimated the value, the calculation for not-very-effective damage really cuts down a lot or the glitch numbers don&#039;t work correctly. Or something else I&#039;ve completely overlooked.<br />[/quote]<br /><br />0x0F35 = 3893. It&#039;s probably just garbled text, though.


subject: Re: Item underflow question
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello, Nikm. Welcome to GCLF! :) <br /><br />[quote author=Nikm link=topic=7373.msg199239#msg199239 date=1444425104]<br />Another question too... When I do the trainer fly glitch to encounter a level 1 pokemon, MOST of the pokemon i catch have 1 exp rather than -54 exp, and when i get them 7 exp from killing a magikarp, they level up. whats the deal with that? i thought all pokemon that come out should be primed for level 100. in my experience, however, only pokemon that can not get poisoned are able to achieve level 100, while every other pokemon has only 1 exp and can not get to level 100 instantly. <br />[/quote]<br /><br />Our wiki has an article on the [url=http://glitchcity.info/wiki/index.php/Experience_underflow_glitch]experience underflow bug[/url], which should be able to answer your question.


subject: Re: Item underflow question
poster_name: Nikm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7373.msg199241#msg199241 date=1444425893]<br />Hello, Nikm. Welcome to GCLF! :) <br /><br />[quote author=Nikm link=topic=7373.msg199239#msg199239 date=1444425104]<br />Another question too... When I do the trainer fly glitch to encounter a level 1 pokemon, MOST of the pokemon i catch have 1 exp rather than -54 exp, and when i get them 7 exp from killing a magikarp, they level up. whats the deal with that? i thought all pokemon that come out should be primed for level 100. in my experience, however, only pokemon that can not get poisoned are able to achieve level 100, while every other pokemon has only 1 exp and can not get to level 100 instantly. <br />[/quote]<br /><br />Our wiki has an article on the [url=http://glitchcity.info/wiki/index.php/Experience_underflow_glitch]experience underflow bug[/url], which should be able to answer your question.<br />[/quote]<br /><br />Oh thank you, i didn&#039;t realize that only &#039;medium-slow&#039; pokemon can do it. In the tutorials i looked at, i dont recall seeing that before =p... thanks. 


subject: Re: Item underflow question
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello Nikm. It appears I can answer both your questions.<br /><br />First, about the item underflow. Actually the problem you are encountering is quite common. I refer to it in a few videos [url=https://www.youtube.com/watch?v=NOM1MHDRYT0]like this one[/url]. Around 3 minutes in this video, I place myself in a specific spot and set the pointer to an item of the underflowed menu, then I quit the menu and go to the place I actually need to access this item. This is only to avoid this problem.<br /><br />[u]Indeed, in some places, glitch items that appears in the underflowed menu have a very long name, so you have to continously spam B and Down to get through them[/u]. This causes no trouble to whatever you want to do with the underflow but it is annoying. It is related to the place you are standing so to avoid this, [b]all you have to do is stand somewhere else and try until you find a place in which you can open the menu and go up and down freely[/b], just like I did in the video.<br /><br />Now, about the Experience Underflow. You have to know that PokÃ©mon are categorized in different Experience group: PokÃ©mon from the same group get experience the same way, i.e. according to the same calculation formula.<br />[b]The &quot;standard&quot; version of this glitch only works with PokÃ©mon of the Medium-Slow Experience group[/b], because it is the only group for which a lvl 1 PokÃ©mon has a negative amount of xp. PokÃ©mon of this group are the following ones:<br />http://bulbapedia.bulbagarden.net/wiki/Category:Pok%C3%A9mon_in_the_Medium_Slow_experience_group<br /><br />However, I recently pointed out [url=http://forums.glitchcity.info/index.php/topic,7366.0.html]in this thread[/url] that you can actually do this glitch with ANY PokÃ©mon, requiring a little trick. [b]The idea is to get a Medium-Slow lvl 1 PokÃ©mon, then change its hex value to the hex value of another PokÃ©mon from any group[/b]. When the PokÃ©mon changes, it keeps the -54 xp of the Medium-Slow PokÃ©mon, so you will be able to underflow it.<br /><br />To change a PokÃ©mon hex value, you can use arbitrary code execution but another funny way is to use the [url=http://glitchcity.info/wiki/index.php/International_&#039;dokokashira_door_glitch&#039;]International Dokokashira Door Glitch[/url] that allows you to decrease a PokÃ©mon&#039;s identifier.<br /><br />Hope this helps!<br />


subject: Re: Item underflow question
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Nikm link=topic=7373.msg199242#msg199242 date=1444427097]<br />Oh thank you, i didn&#039;t realize that only &#039;medium-slow&#039; pokemon can do it. In the tutorials i looked at, i dont recall seeing that before =p... thanks.<br />[/quote]<br /><br />You&#039;re welcome :) <br /><br />And splendid research, Krys3000 ;) 


subject: Re: Item underflow question
poster_name: Nikm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Nikm
icon: xx
body:
  [quote author=Krys3000 link=topic=7373.msg199243#msg199243 date=1444427175]<br />Hello Nikm. It appears I can answer both your questions.<br /><br />First, about the item underflow. Actually the problem you are encountering is quite common. I refer to it in a few videos [url=https://www.youtube.com/watch?v=NOM1MHDRYT0]like this one[/url]. Around 3 minutes in this video, I place myself in a specific spot and set the pointer to an item of the underflowed menu, then I quit the menu and go to the place I actually need to access this item. This is only to avoid this problem.<br /><br />[u]Indeed, in some places, glitch items that appears in the underflowed menu have a very long name, so you have to continously spam B and Down to get through them[/u]. This causes no trouble to whatever you want to do with the underflow but it is annoying. It is related to the place you are standing so to avoid this, [b]all you have to do is stand somewhere else and try until you find a place in which you can open the menu and go up and down freely[/b], just like I did in the video.<br /><br />Now, about the Experience Underflow. You have to know that PokÃ©mon are categorized in different Experience group: PokÃ©mon from the same group get experience the same way, i.e. according to the same calculation formula.<br />[b]The &quot;standard&quot; version of this glitch only works with PokÃ©mon of the Medium-Slow Experience group[/b], because it is the only group for which a lvl 1 PokÃ©mon has a negative amount of xp. PokÃ©mon of this group are the following ones:<br />http://bulbapedia.bulbagarden.net/wiki/Category:Pok%C3%A9mon_in_the_Medium_Slow_experience_group<br /><br />However, I recently pointed out [url=http://forums.glitchcity.info/index.php/topic,7366.0.html]in this thread[/url] that you can actually do this glitch with ANY PokÃ©mon, requiring a little trick. [b]The idea is to get a Medium-Slow lvl 1 PokÃ©mon, then change its hex value to the hex value of another PokÃ©mon from any group[/b]. When the PokÃ©mon changes, it keeps the -54 xp of the Medium-Slow PokÃ©mon, so you will be able to underflow it.<br /><br />To change a PokÃ©mon hex value, you can use arbitrary code execution but another funny way is to use the [url=http://glitchcity.info/wiki/index.php/International_&#039;dokokashira_door_glitch&#039;]International Dokokashira Door Glitch[/url] that allows you to decrease a PokÃ©mon&#039;s identifier.<br /><br />Hope this helps!<br />[/quote]<br /><br />Aw, yes, it helps a lot. thanks very much. i did notice that when i was in the overworld, i had to press b about 17 times, but when inside a pokemon center, i only had to press it around 2 or 3 times. I did not realize some places would let you use it freely. i just assumed that iwas stuck everywhere i went. <br /><br />As of now, im a bit afraid to do the dokoashira door glitch. while i was reading it, it seemed like there were many negative side effects to the point where it wasnt useful. maybe i should reread the article though.<br /><br />Thanks for your help, guys!<br /><br />edit: yes, some places do let me move freely, however, some items still cause me to have to press b, like 8glitchblockglitchblock (i have no idea what this one is). I guess the rest of the name is invisible but its really long or something. maybe its just glitchy like that =p 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I already had F35 values when I used gameshark codes to put FF FF in a stat. It that is what you did then it probably equals 65 535, in fact&nbsp; :P<br /><br />But why doesn&#039;t it makes your PokÃ©mon a real bad ass? I&#039;m not sure about how this works. Maybe you have to change Exp. Stats too?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=6638.msg199240#msg199240 date=1444425202]<br />0x0F35 = 3893<br />[/quote]<br /><br />What I meant was the &quot;F&quot; was displayed as an &quot;F&quot; in game, as well as the &quot;35&quot; after it. I interpreted that as decimal 133 as the hex list takes the &quot;F&quot; RBY character as 133<br /><br />[quote author=Krys3000 link=topic=6638.msg199246#msg199246 date=1444427797]<br />I already had F35 values when I used gameshark codes to put FF FF in a stat. It that is what you did then it probably equals 65 535, in fact&nbsp; :P<br /><br />But why doesn&#039;t it makes your PokÃ©mon a real bad ass? I&#039;m not sure about how this works. Maybe you have to change Exp. Stats too?<br />[/quote]<br /><br />Yeah that&#039;s exactly what I did.


subject: Re: Item underflow question
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  You&#039;re welcome! And thanks Sato ;)<br /><br />I am not a big fan of using Super Glitch to do anything, but of course the DKD can be done using 8F. All you have to do is to &#039;simulate&#039; gameshark code 010763D1 to get access to the 7th PokÃ©mon, then switch PokÃ©mon 1 and 7. It&#039;s a clean way to trigger it.<br /><br />But yes, ultimately, DKD has many effects you have to deal with. It affects your items, it affects your team, it might affects your stored PokÃ©mon depending the version you play, and you can really mess up your game if you&#039;re not careful. But once you know how to prevent bad things to happen, you can have fun with it. I believe the fact that we now know you can use it to expand the experience underflow to any PokÃ©mon gives interest to it.<br /><br />But of course, if you use ACE to trigger it, you could also use ACE to do anything you would want to do with it, included this expanded experience underflow.<br /><br />So yes, it can ultimately be considered as a &#039;distraction for bored glitchologist&#039;&nbsp; ;D


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=The G-Meister link=topic=6638.msg199238#msg199238 date=1444424623]<br />I was setting the stats of my Mew using some ACE and set both bytes to 255 for each stat (HP, ATK, DEF, SPD, &amp; Special) and every time the value ended up as &quot;F35&quot; with the F not changing when I move into a different area. Does that equate to 13335?[/quote]<br />No, itâ€™s 65535. â€œFâ€ is tile number 133, but that doesnâ€™t mean it represents the number 133. To display a digit, the game starts counting from â€œ0â€, which is tile 246. After the digit â€œ9â€ (character code 255), it reaches the end of the table and wraps around, so tile 0 represents the digit 10. The letter â€œFâ€ would be used for the digit 143 (10 + 133), but since there are only 256 tiles, it can also represent a digit 399 (10 + 256 + 133) or, in your case, 655 (10 + 256 + 256 + 133).<br /><br />[quote author=The G-Meister link=topic=6638.msg199238#msg199238 date=1444424623]And if so, why does pound still not one-hit KO everything? For example, an Onix, where it isn&#039;t super effective. It feels like I&#039;ve either massively overestimated the value, the calculation for not-very-effective damage really cuts down a lot or the glitch numbers don&#039;t work correctly. Or something else I&#039;ve completely overlooked.[/quote]<br />I donâ€™t know all the specifics, but a stat of 65535 would almost certainly cause an overflow in the damage calculation. A more reasonable number like 5000 might work out better.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=6638.msg199249#msg199249 date=1444429112]<br />I donâ€™t know all the specifics, but a stat of 65535 would almost certainly cause an overflow in the damage calculation. A more reasonable number like 5000 might work out better.<br />[/quote]<br /><br />Aaaaaah of course. I remember now that when I reduced the stat I was under the impression I was doing more damage. Thanks, HÃ¡Äky!


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=6638.msg199249#msg199249 date=1444429112]<br />I donâ€™t know all the specifics, but a stat of 65535 would almost certainly cause an overflow in the damage calculation. A more reasonable number like 5000 might work out better.<br />[/quote]<br /><br />It makes sense really. Thanks a bunch. Now I&#039;m off to go look up how damage works


subject: Pocket Monsters Green and Yellow (v1.0) Glitch Hell (Out of bounds)
poster_name: kaikun97
poster_ip: ***.***.***.***
modified_name: kaikun97
icon: xx
body:
  Seeing as there are virtually no videos of this I could find on YouTube, I made a video about the Japanese Gen1 Glitch Hell out of bounds glitch.<br /><br />Video: [youtube]https://www.youtube.com/watch?v=YD2GKSz9AD4[/youtube]<br /><br /><br />From the Video Description:<br /><br />In the 1.0 Revisions of Pocket Monsters Green and Yellow (I couldn&#039;t get this working in Red) Going out of bounds produces different effects from the localized variants and future v1.1 revisions. Rather than writing large portions of Memory with 0039, different effects occur.<br /><br />Pocket Monsters Yellow produces a different effect to Green however the glitch will only partially work when on Super Gameboy mode, freezing after a certain point. On gameboy colour mode the game will continue to a glitched cycling road sequence and then the player will fly to a glitched route 10 and freeze<br /><br />Walk through walls: 010138CD (works on all Gen 1 Pokemon games)<br /><br />GCL Article: http://glitchcity.info/wiki/index.php/Glitch_Hell


subject: Re: Pocket Monsters Green and Yellow (v1.0) Glitch Hell (Out of bounds)
poster_name: kaikun97
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=The G-Meister link=topic=7374.msg199254#msg199254 date=1444554909]<br />Wow.<br /><br />The effects on the English version seem to be much more boring... shame really.<br />[/quote]<br /><br />Japanese Yellow (v1.0) has the most interesting effect


subject: In-depth looks at MissingNo. and the Mew Glitch (Red/Blue)
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thought I&#039;d share these here too:<br /><br />MissingNo. &amp; Old Man Glitch: http://www.smogon.com/smog/issue44/missingno<br /><br />Mew Glitch: <br />https://www.youtube.com/watch?v=1EDAyuWOriQ


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]And if so, why does pound still not one-hit KO everything? For example, an Onix, where it isn&#039;t super effective. It feels like I&#039;ve either massively overestimated the value, the calculation for not-very-effective damage really cuts down a lot or the glitch numbers don&#039;t work correctly. Or something else I&#039;ve completely overlooked.[/quote]<br />Prior to damage calculation:<br />- Grab the two-byte attack (or special) value of the attacker and the two-byte defense (or special) value of the defender<br />- Apply Reflect / Light Screen if active and appropriate<br />- Divide both the attacker&#039;s attacking stat and the defender&#039;s defensive stat by 4, if either of the two is higher than 255<br />- Grab the [b]lowerst byte[/b] of the resulting stat values to use them for damage calculation<br /><br />Since your attack stat (65535) is higher than 255, it gets divided by four (so would Onix&#039;s defense). 65535 divided by 4 equals 0x3FFF (16383 in decimal). Because only the lowest byte of the result is used for damage calculation, your Mew&#039;s attack becomes 0xFF or 255. Since the enemy&#039;s defense also got quartered in the process it essentially means that your effective attack is 255 x 4 = 1020. 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Darkkis
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Does anyone mind breaking one of the 8F codes down? I&#039;m REALLY interested in this kind of stuff and I&#039;d love to learn to create a code myself. My life goal after finding about this stuff is to succeed in coding 8F so that by pressing it it brings up a smiley face. Or even succeeding in writing a basic message such as &quot;Hello, World!&quot; would be nice. (if anyone knows how to do this, please let me know!)<br /><br />For example, could someone break down this code? I don&#039;t quite understand how it works.<br /><br />[code]ITEM LIST (starting from the first slot):<br />* 8F<br />* Item you want to morph<br />Burn Heal&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x43<br />Ice Heal&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x43<br />Full Heal&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x201<br /><br />ASM:<br />WRA1:D322 0C&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  inc&nbsp; c<br />WRA1:D323 2B&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  dec&nbsp; hl<br />WRA1:D324 0D&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  dec&nbsp; c<br />WRA1:D325 2B&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  dec&nbsp; hl<br />WRA1:D32A 34&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  inc&nbsp; (hl)<br />WRA1:D32B C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret <br />[/code]<br /><br /><br />I tried to make it so that the game would think I beat Sabrina with this setup, but it didn&#039;t work:<br /><br />[code]<br />random item<br />8F<br />TM34 x215<br />ASH (0xB3 item) x201<br />[/code]<br /><br />The data from DataCrystal suggested that the data for beating Sabrina is at D7B3. [u]D7[/u] corresponds to [u]215[/u] and I decided to use [u]TM34[/u] because it seems to be used a lot in this type of hacks (probably my [b]first[/b] screw-up) and [u]B3[/u] corresponds to the item [u]ASH[/u], so I determined it&#039;d work with that setup, since apparently the default value is 63 and it should think I beat Sabrina with any value higher than 1. Where I got the number 201 is that it also seems to be used a lot in this type of hacks, possibly acting as a &quot;stop&quot; for the code? (my [b]second[/b] screw-up, I assume.)<br /><br />Also, I don&#039;t understand the opcodes at all: what do stuff like [u]ld[/u] and [u]inc[/u] even mean? I tried looking up some guides for ASM but there wasn&#039;t really any good explanations for them. Please help an interested newbie out.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  About the code you mentioned: this payload takes advantage of the register hl containing the address of item 3 (the initial payloads put the address of item 3&#039;s identifier in the [tt]hl[/tt] register, then transfers execution there with [tt]jp hl[/tt]).<br /><br />I&#039;ll try to break it down for you, line by line:<br /><br />[tt]inc c[/tt] - increases the value of the [tt]c[/tt] register by 1. Used here as junk code, so we can use the item quantity to represent the opcode we want to execute, instead of the item identifier.<br />[tt]dec hl[/tt] - decreases the value of the [tt]hl[/tt] register by 1. The [tt]hl[/tt] register did contain the address of item 3&#039;s identifier, after this line it contains the address of item 2&#039;s quantity.<br />[tt]dec c[/tt] - decreases the value of the [tt]c[/tt] register by 1, the same register that was decreased 2 lines ago. Again, this is junk code, used so we can represent the next opcode as a quantity, rather than an item. I&#039;ll take the time to explain why this is needed: if you look at [url=http://glitchcity.info/biglist.htm]the Big List[/url], if you express the quantity 43 as an item, it represents the Secret Key. It&#039;s possible (albeit a little annoying) to have two stacks of a regular item, but not so without cheating, or manipulating memory some other way, for a key item.<br />[tt]dec hl[/tt] - As before, the value of the [tt]hl[/tt] register is decreased. After this line, the [tt]hl[/tt] register contains the address of item 2&#039;s identifier.<br />[tt]inc (hl)[/tt] - The brackets around [tt]hl[/tt] mean &quot;the memory address contained in the register&quot;; so, this line increases the value contained in the memory address that is the value of the [tt]hl[/tt] register by 1. As mentioned, at this point, the [tt]hl[/tt] register contains the address of item 2&#039;s identifier; so, this line increases item 2&#039;s identifier by 1.<br />[tt]ret[/tt] - This line returns from the function that the game called to use the 8F item, and therefore returns control back to the game.<br /><br />About why your attempted payload didn&#039;t work: you ALMOST got it right. Different CPUs use different byte orders, known as &quot;endianness&quot;. You specified the memory address in your payload as big endian, where the most significant byte comes first, that is, [tt]D7 B3[/tt] corresponds to the address [tt]0xD7B3[/tt]. However, the Game Boy&#039;s CPU, which is a modified version of the Z80, uses little endian format, where the least significant byte comes first, that is, [tt]B3 D7[/tt] corresponds to the address [tt]0xD7B3[/tt].<br /><br />Stuff like &quot;ld&quot; and &quot;inc&quot; are assembler mnemorics. In this instance, &quot;ld&quot; is short for &quot;load&quot; and &quot;inc&quot; short for &quot;increment&quot;. I mentioned earlier that the Game Boy uses a modified Z80. So, if you want to learn about the assembler, you can look up Z80 assembly/assembler; Google can help you there. Another thing that will help is [url=http://iimarck.us/etc/asmopcodes.txt]this hexadecimal to Game Boy CPU mapping[/url] and, of course, [url=http://glitchcity.info/biglist.htm]the BIG List[/url].<br /><br />Hopefully this has helped you!


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Darkkis
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Darkkis
icon: xx
body:
  [quote author=Wack0 link=topic=6638.msg199259#msg199259 date=1444668438]<br />About the code you mentioned: this payload takes advantage of the register hl containing the address of item 3 (the initial payloads put the address of item 3&#039;s identifier in the [tt]hl[/t] register, then transfers execution there with [tt]jp hl[/tt]).<br /><br />I&#039;ll try to break it down for you, line by line:<br /><br />[tt]inc c[/tt] - increases the value of the [tt]c[/tt] register by 1. Used here as junk code, so we can use the item quantity to represent the opcode we want to execute, instead of the item identifier.<br />[tt]dec hl[/tt] - decreases the value of the [tt]hl[/tt] register by 1. The [tt]hl[/tt] register did contain the address of item 3&#039;s identifier, after this line it contains the address of item 2&#039;s quantity.<br />[tt]dec c[/tt] - decreases the value of the [tt]c[/tt] register by 1, the same register that was decreased 2 lines ago. Again, this is junk code, used so we can represent the next opcode as a quantity, rather than an item. I&#039;ll take the time to explain why this is needed: if you look at [url=http://glitchcity.info/biglist.htm]the Big List[/url], if you express the quantity 43 as an item, it represents the Secret Key. It&#039;s possible (albeit a little annoying) to have two stacks of a regular item, but not so without cheating, or manipulating memory some other way, for a key item.<br />[tt]dec hl[/tt] - As before, the value of the [tt]hl[/tt] register is decreased. After this line, the [tt]hl[/tt] register contains the address of item 2&#039;s identifier.<br />[tt]inc (hl)[/tt] - The brackets around [tt]hl[/tt] mean &quot;the memory address contained in the register&quot;; so, this line increases the value contained in the memory address that is the value of the [tt]hl[/tt] register by 1. As mentioned, at this point, the [tt]hl[/tt] register contains the address of item 2&#039;s identifier; so, this line increases item 2&#039;s identifier by 1.<br />[tt]ret[/tt] - This line returns from the function that the game called to use the 8F item, and therefore returns control back to the game.<br /><br />About why your attempted payload didn&#039;t work: you ALMOST got it right. Different CPUs use different byte orders, known as &quot;endianness&quot;. You specified the memory address in your payload as big endian, where the most significant byte comes first, that is, [tt]D7 B3[/tt] corresponds to the address [tt]0xD7B3[/tt]. However, the Game Boy&#039;s CPU, which is a modified version of the Z80, uses little endian format, where the least significant byte comes first, that is, [tt]B3 D7[/tt] corresponds to the address [tt]0xD7B3[/tt].<br /><br />Stuff like &quot;ld&quot; and &quot;inc&quot; are assembler mnemorics. In this instance, &quot;ld&quot; is short for &quot;load&quot; and &quot;inc&quot; short for &quot;increment&quot;. I mentioned earlier that the Game Boy uses a modified Z80. So, if you want to learn about the assembler, you can look up Z80 assembly/assembler; Google can help you there. Another thing that will help is [url=http://iimarck.us/etc/asmopcodes.txt]this hexadecimal to Game Boy CPU mapping[/url] and, of course, [url=http://glitchcity.info/biglist.htm]the BIG List[/url].<br /><br />Hopefully this has helped you!<br />[/quote]<br /><br />Wow, you don&#039;t know how helpful that was, I actually understand the code somewhat now. [s]The only thing I can&#039;t comprehend is the junk code: why wouldn&#039;t the code work without the junk code? Are we not allowed to have two &#039;dec hl&#039;s in a row?[/s] EDIT: Never mind, I got it: the code wouldn&#039;t be possible without the junk code because there has to be some data for the item identifiers, lol.<br /><br />Also, I changed my setup according to the little endian format, and it looks like this now:<br /><br />[code]<br />random item<br />8F<br />TM34 x179<br />TM15 x201<br />[/code]<br /><br />The third item&#039;s amount should correspond to B3 and the TM15&#039;s identifier should correspond to D7 according to the big list, so the whole thing should correspond to 0xD7B3 and it&#039;s still not working. Why?<br /><br />


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Darkkis link=topic=6638.msg199260#msg199260 date=1444671063]<br />The third item&#039;s amount should correspond to B3 and the TM15&#039;s identifier should correspond to D7 according to the big list, so the whole thing should correspond to 0xD7B3 and it&#039;s still not working. Why?<br />[/quote]<br /><br />The event flag for beating Sabrina is bit 1 of 0xD7B3, but this won&#039;t give you her badge. Do you want to make the game think you beat Sabrina, or do you want her badge?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Darkkis
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Darkkis
icon: xx
body:
  [quote author=Wack0 link=topic=6638.msg199261#msg199261 date=1444672669]<br />[quote author=Darkkis link=topic=6638.msg199260#msg199260 date=1444671063]<br />The third item&#039;s amount should correspond to B3 and the TM15&#039;s identifier should correspond to D7 according to the big list, so the whole thing should correspond to 0xD7B3 and it&#039;s still not working. Why?<br />[/quote]<br /><br />The event flag for beating Sabrina is bit 1 of 0xD7B3, but this won&#039;t give you her badge. Do you want to make the game think you beat Sabrina, or do you want her badge?<br />[/quote]<br /><br />I figured that if the game thinks I beat Sabrina, it&#039;d let me pass the Soulbadge barrier in Pokemon League, but it didn&#039;t. So, where is the event flag even used then?<br /><br />I would like to get her badge and possibly all badges with this method, since apparently getting event flags for the 3 remaining Gym Leaders was not enough. But DataCrystal says something about &quot;binary switches&quot; in the badges: what are those?<br /><br /><br />Also, I didn&#039;t see this code anywhere, so I decided to post it: [b]it allows you to clone items without using MissingNo or M.[/b]<br /><br />[code]<br />8F<br />Item you want to multiply<br />Fresh Water x43<br />Soda Pop x54<br />TM54 (or any item with the quantity you wish, TM54 has a identifier of 254) x201<br />[/code]<br /><br />And in ASM:<br />[code]<br />inc a<br />dec hl<br />dec a<br />ld (hl),xx ;(with TM54, xx = FE)<br />rtrn<br />[/code]


subject: 0 Error fun
poster_name: shkk
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shkk
icon: xx
body:
  Hey to everybody, I&#039;m a big fan of your website and i have been lurking it from 2years. Yesterday i was chilling out with some &quot;0 Error Glitch&quot; in PokÃ©mon Red, when i found you can get many other &quot; X Errors&quot; with the same glitch. I made a video about it, I hope all these are not already known / old and I hope i added something aswell in this glitch collection!<br /><br />https://www.youtube.com/watch?v=5i8eYhf4jZA<br /><br />&gt; 1st part is a normal 0 error, when you find a wild pokemon you can generate a &quot;7 Error&quot; loop by using 9F <br />&gt; 2nd part is a trainer battle loop untill &quot;unknown op code&quot; strikes you (it&#039;s very random make the A button work)<br />&gt; 3rd part is a &quot;1 error&quot; when blackout from the &quot;loop trainer&quot; caused by 0error<br />&gt; 4th part is a &quot;8 Error&quot; <br />&gt; 5th part is&nbsp; &quot;random glitch text 10min sound loop then unknown opcode crash&quot; .<br /><br />No gameshark codes were used, the 0 Error is made by the standard Escape trainer Glitch.


subject: Re: 0 Error fun
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Hello shkk and welcome to GCLF. Glad you finally crossed the line and registered to talk, with us, about PokÃ©mon glitches! Nice and interesting job about X errors, it is not something on which I have worked often, and I&#039;m not sure anybody did. I can tell you a few things about this, though&nbsp; ;)<br /><br />The glitch that is commonly called 0 Error is, in fact, an error code. To understand how it works, you must know that for any given place, you have a certain amount of text boxes, each having an ID number. Those boxes are, for example, dialogs, sign indications, etc. So that, if you take two distant places, they both have a text box with an ID of 1.<br /><br />When you perform the Trainer-Fly glitch and return to the escaped route, the text box that displays matches the ID of the last text box seen, for this route. This ID is stored in memory address $CF13. This means if you have seen text box 2 of some place before getting back to the escaped route, it will be the text box matching the ID of 2 in the escaped route that will be displayed.<br /><br />But obviously, there might not be the same amount of text boxes in both places. If you attempt to display the text box with an ID of 8 in a route which doesn&#039;t have such a text box, the game will instead display &quot;8 ERROR&quot;. Moreover, if you display the dialog of a trainer you haven&#039;t defeated yet, you will likely [url=http://glitchcity.info/wiki/index.php/Walking_lag_glitch]trigger the walking lag glitch[/url].<br /><br />If you want to know more about this you can [url=http://glitchcity.info/wiki/index.php/Error_codes_%28Generations_I_and_II%29]read the wiki page about error codes[/url]!<br /><br />Have fun on this board and in your future researches!&nbsp; :D


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The event flag is used so you don&#039;t battle Sabrina again after you beat her.<br /><br />The barrier in Pokemon League goes against &quot;number of badges&quot;, which is at D356.<br /><br />To set this so you have all the badges, you can use an item list like:<br /><br />Item 3: Lemonade x255<br />Item 4: X Accuracy x86<br />Item 5: Carbos x211<br />Item 6: PokÃ© Ball x119<br />Item 7: Fresh Water x201<br /><br />which is based from [url=http://forums.glitchcity.info/index.php/topic,6638.msg189609.html#msg189609]this template I made 2.5 years(!) ago[/url].<br /><br />This sets $D356 to $FF which gives you all the badges.


subject: Re: Gen I: How to get a decent amount of PokÃ©dollars (money)
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: The G-Meister
icon: xx
body:
  Aha! New discovery: tried the GC RAM manipulation method you showed and it seems that the issue your having must be an emulator bug, something that&#039;s different between the English and European versions, or a discrepancy between Red/Blue and Yellow. Both of the methods let me freely use the glitched characters as I showed in the pictures. If I can get my PokÃ©mon Red save completed, I&#039;ll go test on there too. It might be one of the few bugs that exist on Yellow, but not on Red/Blue. I guess we just have to test out each of them now.<br /><br />I do recall when mucking about with an emulator the other day that a similar thing happened: I set my money to FFFFFF, and somewhere along the way it changed to 999999 for my hall of fame entry. I was using BGB.<br /><br />Sidenote: new avatar anyone? And 11,000th post! Damn this board is popular!


subject: Re: Gen I: How to get a decent amount of PokÃ©dollars (money)
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh! I think I was testing that on a English Red at the time, because it was on the save file I used for the GC RAM thread. I&#039;ll check again but if so, then it might be related to the fact that I was indeed playing on emulator, but that seems strange, uh? How can it be related? We would need some expert here, I know little about cartridge/emulation differences.<br /><br />Unfortunately, my Game Boy Advance recently died. Could you test the behaviour of Casino chips? I mean, if xF coins are actual xF coins and not x9? It might be important regarding GC RAM Manipulation. Thanks, and great work!


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: The G-Meister
icon: xx
body:
  So I just hacked in bgb to prove that I know what I&#039;m going for. I&#039;ll use a tad of arbitrary code execution to set the amount of PC Items to 51 (or anything over 50), then buy/collect 93 casino chips.<br /><br />I also just had a look at the money, and even though it was &quot;99 99 99&quot; in the code, I don&#039;t think it&#039;s the same way on the actual cartridge... I&#039;ll use ACE to set it to 63 (equivalent to 99 in decimal) and see if the result is 63 or 99. If it&#039;s 63 there&#039;s a discrepancy in the emulator in a perhaps major way. If it&#039;s 99... then there&#039;s still the capping mystery to be solved :/<br /><br />If this first option is the case, it&#039;s a shame really, as all other aspects of bgb are really good. Also, is it an allowed emulator in speedruns?<br /><br />I will have some free time tomorrow to test :P<br /><br />[Edit]: Yeah, BGB&#039;s allowed for all Gen I speedruns... could this discovery get it banned? Or might it just be a version discrepancy?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: ATEMVEGETA
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ATEMVEGETA
icon: xx
body:
  Can you enable Mew&#039;s island flag with this glitch? <br /><br />Edit: Or enable the ticket event so you can travel there the normal way? Once I enabled Latios/Latias ticket event by doing the glitcher popping glitch. <br /><br />Also, what about Mirage Island?


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yep, let me know when you did your test! BTW, I am using VBA, not BGB, personally. So if there is really a difference between real cartridge and emulated games, it is not limited to BGB :)<br /><br />I don&#039;t think it could get it banned for the speedruns. But I don&#039;t know exactly how speedrunners rule themselves.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey!<br /><br />Metarkrai did a video to unlock Mew on Faraway Island : https://www.youtube.com/watch?v=4lJQhF8EFQ4<br /><br />But I&#039;m not sure it works for english games. And he was trying something about Mirage Island, I think.<br /><br />I dropped a message for him on PRAMA&#039;s Skype Group. Maybe he&#039;ll see and come answer personally&nbsp; ;D


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Thanathan
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Calhaora
icon: clip
body:
  I dont know if its worth posting it and if I should do it here&nbsp; :-[&nbsp; but..mh I found some things, when I leave without any Pokemon using wtw. oxo<br /><br />


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Turns out that a decimal of 93 is stored as a hexadecimal of 93... It&#039;s probably just the capping error then.<br /><br />Maybe it&#039;s a discrepancy in the ROM rather than the emulator then?


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I think it&#039;s normal that dec:93 is hex:93 even in the cartridge. It should be the normal behavior. The very difference here seems to be that, using an emulator, the value 9F,&nbsp; for example, is displayed, but changed to 99 if you spend money/lose coins. This prevents the glitcher to cheat by going &quot;above&quot; the cap and get more money he should have.<br /><br />I mean, maybe when the emulator &quot;reads&quot; an impossible value in those adresses, it recalculates it to bring it to a normal value, but the real game doesn&#039;t.<br /><br />


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  On a side note regarding the actual subject of the thread, if you perform Save Abuse and switch PokÃ©mon 1 with PokÃ©mon 11, you will get FF FF FF PokÃ©dollars.<br /><br />However, when I tried to buy something, it rolled back to 00 00 00. I wonder what would have happened in real cartridge.


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hmm, interesting. I&#039;m for sure not gonna try that because I value my save file like it&#039;s my baby, but in case I ever reset for a more important reason I&#039;ll bear that in mind :P


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: pokechu22
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=The G-Meister link=topic=7350.msg199271#msg199271 date=1444774780]<br />So I just hacked in bgb to prove that I know what I&#039;m going for. I&#039;ll use a tad of arbitrary code execution to set the amount of PC Items to 51 (or anything over 50), then buy/collect 93 casino chips.<br /><br />I also just had a look at the money, and even though it was &quot;99 99 99&quot; in the code, I don&#039;t think it&#039;s the same way on the actual cartridge... I&#039;ll use ACE to set it to 63 (equivalent to 99 in decimal) and see if the result is 63 or 99. If it&#039;s 63 there&#039;s a discrepancy in the emulator in a perhaps major way. If it&#039;s 99... then there&#039;s still the capping mystery to be solved :/<br />[/quote]<br /><br />Remember, money is stored as a [url=https://en.wikipedia.org/wiki/Binary-coded_decimal]binary coded decimal[/url] - a value of 0x999999 in RAM is $999999.&nbsp; (A bug in the way binary coded decimals work [url=http://forums.glitchcity.info/index.php/topic,6913.msg194951.html#msg194951]is the cause of the ZZAZZ glitch[/url]).


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yep. But it doesn&#039;t explain why in his real cartridge, artificially getting 9F behave like a 9F value (meaning losing 2 will give 9D), and in emulated games, 9F is considered 99.


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7350.msg199035#msg199035 date=1442247806]<br />Also, each number seems to be capped in the code, but I can&#039;t remember where I saw this in the code...<br />[/quote]<br /><br />Do you remember anything about that? Can someone else help us out here? If we can get the capping code on the ROM we might be able to look a bit further. Sadly, I&#039;m rather inexperienced when it comes to how the ROM works :/


subject: GBC Music and Sound
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Being a musician, I&#039;ve been intrigued into the music/sound used on R/B/Y and G/S/C recently, to the extent that I thought it might be cool if we found a way to write music and/or sound effects and play them using arbitrary code execution (or any other sort of method to play sound written by the player). I&#039;ve got a few ideas in mind, one being that there could be a useful address where one of the glitched music tracks points to.<br /><br />However, before I get started I&#039;m gonna need a bit of help from you guys, if you don&#039;t mind :P<br /><br />The first thing we&#039;re gonna need is some resources, whether written, a video or simply some knowledge. It would be helpful to know:<br /><br />[b]1. [/b]where and how the music is stored in the ROM, how it&#039;s read and how it&#039;s played. If you simply know the &quot;where&quot; part that&#039;s good enough :P<br />[b]2. [/b]how to use BGB, so I can start to break down where the glitched music tracks point to. I&#039;m sure if I looked I could find one on YouTube, so don&#039;t be too rigorous on this one. The reason I chose BGB is because of its accurate sound emulation. Seen as I regularly play on a Gameboy Color, I know how close it is to that.<br />[b]3. [/b]any other sound related stuff, or things that might be relevant to the topic.<br /><br />If I find anything myself I&#039;ll also link it in this topic.<br /><br />Thanks in advance,<br /><br />~G &lt;3<br /><br />P.S. I&#039;m asking rather than looking first, just in case there&#039;s been a huge research topic I&#039;ve missed, and because there are more experienced people out there who know what they&#039;re doing.


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Okay, I can give you some info (I&#039;ve been looking quite far into PokÃ©red for my recent [url=http://prama-initiative.com/ROMHackingSuite]ROM Hacking Suite[/url]).<br /><br />I currently don&#039;t know how the game deals with money internally, but I can tell you so far that the game must be using TX_BCD (that is, character $02) to display money. We&#039;d need to check for any graphical vs. internal inconsistencies (I mean, maybe it is really 9F but looks like 99)<br />That should be checked on an emulator.<br /><br />I&#039;ve got a PokÃ©mon Rouge cartridge, if you tell me what I should do to get 9F $, I&#039;ll do it ASAP (that is, during the same week #IhaveNoLife)


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, &quot;9F&quot; PokÃ©dollars is always displayed as 9[tile] with this tile being the one matching with F quantities (see [img=http://www.prama-initiative.com/RBJ/iug5.png]http://TheZZAZZGlitch&#039;s index[/img]). The differences that seem to occur is that on real cartridge, spending 2 will get you 9D, displayed as 9[tile] with the tile now being the D one. Which somehow is a normal behaviour, I guess.<br /><br />In VBA and BGB however, when you spend 2, the game &quot;understand&quot; 9F being a wrong value, changes it to 99 and lowers by 2. In the end you get 97, graphically and internally (as value for this address).<br /><br />Anyway if you want to try, you can get a lettered amount of money with either Item Underflow, GC RAM Manipulation or 8F.


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7350.msg199285#msg199285 date=1444910851]<br />The differences that seem to occur is that on real cartridge, spending 2 will get you 9D, displayed as 9[tile] with the tile now being the D one. Which somehow is a normal behaviour, I guess.<br />[/quote]<br /><br />Or it&#039;s normal until proved otherwise. More testing needs be done :P<br /><br />[quote author=ISSOtm link=topic=7350.msg199284#msg199284 date=1444905856]<br />I&#039;ve got a PokÃ©mon Rouge cartridge, if you tell me what I should do to get 9F $, I&#039;ll do it ASAP (that is, during the same week #IhaveNoLife)<br />[/quote]<br /><br />That&#039;s what this thread&#039;s all about! There&#039;s some instructions on the first page, first post. The GC RAM Manipulation version is hard to pull off with a normal &quot;haven&#039;t-done-any-other-glitches-before&quot; save file, because it requires a hefty amount of money to start off. The item underflow method on the other hand, while it may require you to have a x255 stack of items, it requires you to have [i]less than[/i] 10000 PokÃ©mon Dollars. The nugget method won&#039;t get you a glitched symbol.<br /><br />Hope this helped


subject: Re: GBC Music and Sound
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [youtube]https://www.youtube.com/watch?v=F7TS-a2a26s[/youtube]<br /><br />This is one example I can think of. Do you mean to do something like this?


subject: Re: GBC Music and Sound
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yup, exactly like that. I&#039;ll look through all the code mentioned there.<br /><br />Thanks a bunch


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]The item underflow method on the other hand, while it may require you to have a x255 stack of items, it requires you to have less than 10000 PokÃ©mon Dollars. The nugget method won&#039;t get you a glitched symbol.[/quote]<br /><br />Just to mention that the underflow might be complicated or impossible to get without GC RAM Manipulation if ISSOtm doesn&#039;t have an available trainer anymore. In french games, it&#039;s impossible to encounter any MissingNo. other than the fossil/ghost forms so the chances he has those specific letters for the Old Man Trick are probably low&nbsp; ;D


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=The G-Meister link=topic=7350.msg199286#msg199286 date=1444923337]That&#039;s what this thread&#039;s all about! There&#039;s some instructions on the first page, first post. The GC RAM Manipulation version is hard to pull off with a normal &quot;haven&#039;t-done-any-other-glitches-before&quot; save file, because it requires a hefty amount of money to start off.[/quote]<br />No, having 34XX is sufficient for GC RAM manipulation (I used it to get 6F).<br />So, the game still displayed a wrong letter after buying a 250$ Anti-Para (I had 6FXX, now it&#039;s 6&lt;glich tile&gt;XX).<br /><br />I&#039;ll look up in the code to see how money works.


subject: Re: Gen I: How to get a decent amount of PokÃ©dollars (money)
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7350.msg199031#msg199031 date=1442226341]<br />Amount of money is stored in binary-coded decimal, if I remember correctly.<br />[/quote]<br /><br />Yup, the Generation I games use BCD for storing monetary values. IIMarckus says the Generation II games use regular binary integers but that Teru-sama prices are still stored using BCD, which is another hint at them being early development stuff (after all, two of the Teru-sama are leftover Generation I items).


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6638.msg199261#msg199261 date=1444672669]<br />The event flag for beating Sabrina is bit 1 of 0xD7B3, but this won&#039;t give you her badge. Do you want to make the game think you beat Sabrina, or do you want her badge?<br />[/quote]<br /><br />Huh, so what exactly happens in Red and Green that causes [url=https://www.youtube.com/watch?v=EF3RlidjDJk]the &quot;win even if lost&quot; bug[/url]?


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7211.msg199183#msg199183 date=1443685838]<br />Not quite what I was expecting to see, but here it is:<br /><br />[img]http://imgur.com/V63NQoy.png[/img][img]http://imgur.com/cxq1lHZ.png[/img]<br />[img]http://imgur.com/QfLUQmz.png[/img][img]http://imgur.com/yLmZeWT.png[/img]<br /><br />The glitchy text box in 1.0 is caused by the text running off the edge of the screen and overwriting the text box graphics.<br /><br />As for what this thing is doing: First, the â€œinternal batteryâ€ text is a red herring; this is all to do with the cartridgeâ€™s flash memory. The original Japanese message is ã€Œãƒãƒƒã‚¯ã‚¢ãƒƒãƒ—ãã®ã†ã®ã€€ã“ã—ã‚‡ã†ã€€ã¾ãŸã¯ã€€ã˜ã‚…ã¿ã‚‡ã†ãŒã€€ãã¾ã—ãŸã€‚ã‚»ãƒ¼ãƒ–ã™ã‚‹ã“ã¨ã¯ã€€ã§ãã¾ã›ã‚“ãŒã€€ã“ã®ã¾ã¾ã€€ã‚²ãƒ¼ãƒ ã‚’ã€€ã‚ãã¶ã“ã¨ã¯ã§ãã¾ã™ã€, which seems to say roughly that â€œthe backup function has failed or reached its end-of-lifeâ€. Chalk it up as yet another localization error.<br /><br />The code that writes to the flash memory verifies each byte as itâ€™s written, and retries if itâ€™s not. After a few tries, if the data is still not written correctly, it gives up and flags the sector as bad. This triggers the â€œSave failedâ€ screen.<br /><br />â€œChecking the backup memoryâ€ appears to mean trying to zero out any bad sectors. If this succeeds, then it will attempt to save again. If the zeroing fails, or if the save fails three more times, then â€œThe backup memory is damagedâ€ and â€œGameplay cannot be continued. Returning to the title screenâ€¦â€ If the save succeeds, then it shows one of the two â€œSave completedâ€ messages, but I donâ€™t know how itâ€™s determined whether gameplay can be continued.<br /><br />The bitfield of bad sectors is at $3005EA8; you can write a non-zero value to this address during a save to force the â€œSave failedâ€ screen to appear.<br /><br />It seems that no$gba isnâ€™t able to emulate the zeroing process correctly; it gets stuck on â€œChecking the backup memoryâ€, or at least the â€œTime requiredâ€ is a [i]lot[/i] more than â€œ1 minuteâ€. VBA-M, on the other hand, finishes in just a few seconds even if all 32 sectors are flagged.<br />[/quote]<br /><br />While making [url=https://www.youtube.com/watch?v=2pJON6X21j8]the video to show this bug[/url], I noticed that I already had an English Ruby v1.2 save file. When I loaded it in VBA-M, the game said the file had been deleted and then sent me to the main menu. Is this supposed to happen when there is no backup save file and the current data is invalid? I don&#039;t even remember having this file so it got me intrigued.


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for the test, ISSO! I think it&#039;s clear now that emulated games and real cartridge don&#039;t behave the same way regarding money. <br /><br />If I understand well here, on real cartridge only, if you have 9F00 pokÃ©dollar, spending 600 will get you 9900. So hex:9F is not dec:159 here... but actually dec:105. To get back on topic, that would mean if you have FFFFFF pokÃ©dollars, you don&#039;t really have 16,777,215 pokÃ©dollars, but 1,666,665, if my calculations are correct. But, G-Meister, didn&#039;t you get stuck at 1,655,965? Am I wrong or are you still not getting the jackpot? Mouhahaha.<br /><br />Meanwhile, emulator players desperately cry in front of the bike store with their 999,999 pokÃ©dollars :D


subject: Glitch collection
poster_name: ATEMVEGETA
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi everyone. I was wondering if there are somewhere ALL the known existing glitches somewhere listed. Mostly the Gen I glitches since they are the most. Glitch City Laboratories have too many of them but I&#039;m not sure if it includes all of them. I can see in the forums some well explained glitches like the F8 glitch which I&#039;m not sure if it is listed in the glitch collection. The Pokemon Wiki has many glitches as well. Does GCL include all of those?


subject: Re: Glitch collection
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, for sure GCL&#039;s wiki doesn&#039;t have a page on any existing glitch. Not even any Gen 1 glitch. It&#039;s the ultimate goal, as it&#039;s the case for PRAMA also.<br /><br />But I&#039;m almost sure every non-japanese glitch is mentionned or video-linked on this board at least once&nbsp; ;)<br /><br />


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: The G-Meister
icon: xx
body:
  [quote author=Krys3000 link=topic=7350.msg199294#msg199294 date=1444929931]<br />To get back on topic, that would mean if you have FFFFFF pokÃ©dollars, you don&#039;t really have 16,777,215 pokÃ©dollars, but 1,666,665, if my calculations are correct. But, G-Meister, didn&#039;t you get stuck at 1,655,965? Am I wrong or are you still not getting the jackpot? Mouhahaha.<br /><br />Meanwhile, emulator players desperately cry in front of the bike store with their 999,999 pokÃ©dollars :D<br />[/quote]<br /><br />Yes 1,666,665 is the correct amount, as I said earlier in the thread :P Also, seen as it&#039;s not stored as 1,666,665, when you have a glitch blob, it can&#039;t account for the digit above. So if you have &quot;0000A0&quot; you technically have 100 PokÃ©mon dollars, even though it doesn&#039;t let you buy an antidote for 100. So even if they did write a script coding for having enough money for a bike, you still wouldn&#039;t be able to buy it :(<br /><br />I&#039;ll be doing some research tomorrow into what activates the cap, and might even delve into trying to get this to work with casino chips and PC underflow.<br /><br />[Edit]: With item underflow alone I could only get to FFFEFF (1,666,565) because I can&#039;t find a way to move around stacks of TM55. However, I think if I set up my options correctly I might be able to get a x255 or x0 stack of TM55, which we can duplicate upwards by removing the items above, with the consequence of screwing up your Rival&#039;s name.<br /><br />...Screw Gary, no-one cares about him anyway... dickhead.<br /><br />[quote author=ISSOtm link=topic=7350.msg199290#msg199290 date=1444927347]<br />having 34XX is sufficient for GC RAM manipulation (I used it to get 6F)<br />[/quote]<br /><br />Ah yes, I remember saying to myself now that it&#039;s hard to get enough money legitimately to do it with the first two bytes, the second two are as easy as toast and the third two are nigh-on impossible as you have to sell stuff rather than buying it, or battle trainers.<br />Thanks for the help, too! :D


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Haha yes of course, but ISSO checked that out, and actually there is no script to check the money you have when you talk to the seller. That&#039;s just one big lie&nbsp; ;D<br /><br />If some emulator expert enters here, don&#039;t hesitate to tell us if you know why emulators automatically correct the amount of money whereas cartridge fail to do it :p<br /><br />I think, but I may be wrong, that a well-conceived program is supposed to correct the data while dealing with BCD. An emulator may have the ressource to do that, and a Game Boy cartridge may be too limited. I don&#039;t know.


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes, â€œThe save file has been deletedâ€¦â€ is shown when both save files or corrupt, or one is corrupt and the other doesnâ€™t exist. (A save file â€œexistsâ€ if the value $08012025 has been written at offset $FF8 of at least one block; this prevents the error from being shown on a brand new cartridge, or one thatâ€™s been erased using Up + Select + B.)<br /><br />Nothing is actually deleted from the flash memory when this happens; it just removes the â€œContinueâ€ option from the main menu. If you still have the file, it could potentially be recovered by using a tool like PSavFix to fix the checksums.


subject: Re: Glitch collection
poster_name: ATEMVEGETA
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, then when a new glitch is mentioned in this forum, why isn&#039;t it added also to GCL glitch list? :S


subject: Re: Glitch collection
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystal_
icon: xx
body:
  No matter how hard you try, there&#039;s always going to be more glitches inside glitches that makes it impossible to list everything. It comes down to what you consider a different glitch, or just a different version of the same glitch/exploit. For example, is 8F ACE a glitch on its own, or just an extension of a more generic glitch that allows the player to get any item? Is the ZZAZZ glitch a glitch on its own, or only an extension of a more generic glitch that allows to fight against any trainer class id? Or is it an extension of the bug in the BCD calculation routines? Personally, I wouldn&#039;t say that the ZZAZZ glitch is a glitch on its own, just a exploit of at least two actual glitches. The same applies to the Mew glitch, the Cinnabar shore MissingNo/high level Pokemon glitch, and the list goes on. What everybody ends up considering a glitch is a exploit of a &quot;lower level&quot; bug that happens to have an interesting use. Since we can come up with &quot;infinite&quot; uses/exploits for the same root glitch, then there are infinite glitches. <br />


subject: Re: Glitch collection
poster_name: ATEMVEGETA
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I mean to list every &quot;known&quot; glitch. Btw, if a glitch is an extension of another major glitch, it can be considered as a &quot;sub-glitch&quot; of the main glitch.


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SatoMew
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7211.msg199299#msg199299 date=1444962734]<br />Yes, â€œThe save file has been deletedâ€¦â€ is shown when both save files or corrupt, or one is corrupt and the other doesnâ€™t exist. (A save file â€œexistsâ€ if the value $08012025 has been written at offset $FF8 of at least one block; this prevents the error from being shown on a brand new cartridge, or one thatâ€™s been erased using Up + Select + B.)<br /><br />Nothing is actually deleted from the flash memory when this happens; it just removes the â€œContinueâ€ option from the main menu. If you still have the file, it could potentially be recovered by using a tool like PSavFix to fix the checksums.<br />[/quote]<br /><br />Oh, neat. Is PSavFix available independently? A-Save includes it but I can&#039;t seem to find separate pre-compiled binaries available for download, except [url=https://github.com/HitboxPlays/OpenHitboxPlays/tree/master/Moemon%20Emerald%20Files/A-Save/Data]in one place[/url] that just provides a copy of A-Save anyway.<br /><br />[b]EDIT:[/b] I ran the bundled PSavFix.exe from A-Save 1.27 and it didn&#039;t detect any issues so the file was not modified. The game returns the deleted save error nonetheless.<br /><br />[code]PSavFix -fix -RS &quot;ind-pref-bak.sav&quot;<br />Running in RS Mode<br />Loading: ind-pref-bak.sav...<br />Autofix: ON<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: C40 Segment: 04 Calc: 78A7 Found: 78A7 Sig: 08012025 - OK<br />Size: F80 Segment: 05 Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: F80 Segment: 06 Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: F80 Segment: 07 Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: F80 Segment: 08 Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: F80 Segment: 09 Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: F80 Segment: 09 Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: F80 Segment: 0A Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: F80 Segment: 0B Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: F80 Segment: 0C Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: 7D0 Segment: 0D Calc: F131 Found: F131 Sig: 08012025 - OK<br />Size: 890 Segment: 00 Calc: 1639 Found: 1639 Sig: 08012025 - OK<br />Size: F80 Segment: 01 Calc: 1A0E Found: 1A0E Sig: 08012025 - OK<br />Size: F80 Segment: 02 Calc: B831 Found: B831 Sig: 08012025 - OK<br />Size: F80 Segment: 03 Calc: 9386 Found: 9386 Sig: 08012025 - OK<br />Size: C40 Segment: 04 Calc: 78A7 Found: 78A7 Sig: 08012025 - OK<br />Size: F80 Segment: 05 Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: F80 Segment: 06 Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: F80 Segment: 07 Calc: 0000 Found: 0000 Sig: 08012025 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />Size: 890 Segment: 00 Calc: 0000 Found: 0000 Sig: 00000000 - OK<br />No Problems found :)[/code]


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I donâ€™t know how you would have done that, but it seems the first eight blocks of the first save file and the last block of the second save file (plus the Hall of Fame data, if there was any) are deleted. The missing block from the second save file is block 8, which is part of the PC box data and was probably empty anyway, so youâ€™d be able to fix that in a hex editor by writing 08 at offset $1BFF4, and copying $1AFF8â€“$1AFFF to $1BFF8â€“$1BFFF.


subject: Re: Glitch collection
poster_name: TwilightHakuryuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am personally of the same mind. Much of GCL&#039;s wiki is in a rather sad state due to the lack of tables and formatting loss during the conversion, making data gathered about glitch items and pokemon difficult to read, and in several cases, for other articles and sections of the wiki, there are links to articles that do not exist except in name. Many of the newer, fairly well-documented glitches and subglitches lack any mention whatsoever, not even a link to the forum post or location where it has been fleshed out to some degree or other.<br /><br />Experimenting to find new glitches, subglitches, and exploits can be disappointing if you find something you believe to be new only to discover it has been done already. <br /><br />A relatively complete list of &quot;every &#039;known&#039; glitch&quot; would be in the best interests of everyone. That&#039;s basically what I&#039;m saying.


subject: Re: Differences between English Ruby/Sapphire v1.0 and v1.1
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7211.msg199305#msg199305 date=1445034230]<br />I donâ€™t know how you would have done that, but it seems the first eight blocks of the first save file and the last block of the second save file (plus the Hall of Fame data, if there was any) are deleted. The missing block from the second save file is block 8, which is part of the PC box data and was probably empty anyway, so youâ€™d be able to fix that in a hex editor by writing 08 at offset $1BFF4, and copying $1AFF8â€“$1AFFF to $1BFF8â€“$1BFFF.<br />[/quote]<br /><br />Hmm, could it be that the save file was always blank but that random data got written somehow? Emulators do tend to create save files just from booting ROMs. This could be the case, especially when I might have unwittingly loaded the file between different builds of VBA-M.


subject: Warp locations using Save Abuse in Pokemon Yellow
poster_name: DizzyWaddldeDoo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You probably know how Save Abuse works. If not, here&#039;s a rundown.<br />[list]<br />	[li]Make sure there&#039;s no save data. If there is, clear it by pressing up+b+select on the title screen.[/li]<br />	[li]Start a new game.[/li]<br />	[li]Name yourself Ash, and your Rival Blue.[/li]<br />	[li]Go downstairs in front of the door.[/li]<br />	[li]Save the game.[/li]<br />	[li]Reset at a very specific timing between the yes/no box disappearing and the text int the text box changing.[/li]<br />	[li]Continue the game.[/li]<br />	[li]Go to your pokemon many, swap the second pokemon with the tenth, and then the eleventh with the ninth.[/li]<br />	[li]Go to the bag and scroll down until the cursor stops flashing, then press a.[/li]<br />	[li]Press down a a few times to free the cursor from being stuck.[/li]<br />	[li]Scroll down until you see a Master Ball.[/li]<br />	[li]Grab the item below it with select, and swap it with a second master ball farther down on the list.[/li]<br />	[li]The mount of the item you toss changes where the door will take you when you leave.[/li]<br />[/list]You have a total of 186 of the item you&#039;re tossing (unless I miscounted somehow) and I intend to see where you get taken for every possible value tossed! This is being done on an emulator.<br />I haven&#039;t finished the list yet, I&#039;ve only done 0-80, but I will be updating this post as I try out more numbers.<br />(Also sorry if this is already a thing and I just missed it &gt;.&lt; )<br /><br />Assume trying to exit takes you back to the room youâ€™re already in unless mentioned otherwise. Also assume that all stairs, ladders, elevators, and warp pads work normally unless mentioned otherwise.<br />0 (Pressing b when asked to toss items) â€“ Northern Cycling road gate. Both exits lead back inside, stairs work fine.<br />1 â€“ Upstairs room of gate with Exp All. Left exit takes you upstairs, right exit takes you to a glitch city.<br />2 â€“ Bottom room of the same gate as last time.<br />3 â€“ House in Saffron City of man who gives you TM29. No leaving.<br />4 â€“ Saffron City Pokemon Center. Healing works about as well as youâ€™d expect with this many pokemon, game crashed upon trying to deposit a pokemon in the pc. No leaving<br />5 â€“ Silph Co. Lobby. Exiting leads to a glitch city<br />6 â€“ Pokemart.<br />7 â€“ Saffron City house with woman writing letter. <br />8 â€“ Saffron City gym. Attempting to leave leads you to the top left most warp.<br />9 â€“ Fighting Dojo.<br />10 â€“ Upstairs, Copycatâ€™s house. Stairs work normally, leaving takes you upstairs.<br />11 â€“ House with a chansey. Cannot walk more than one block upwards into room, tiles vanish if they go offscreen, can walk out of bounds to the left or right causing a crash. (Interestingly, Redâ€™s house acts the same way once you toss the items if you donâ€™t leave right away.)<br />12 â€“ Indigo League, can (try to) fight the elite 4.<br />13 â€“ Cinnabar Island Pokemart.<br />14 â€“ Pokemart.<br />15 â€“ Pokemon center.<br />16 â€“ Fossil reviving room in Cinnabar lab. Can visit entire lab, leaving lab leads to glitch city.<br />17 â€“ Cinnabar lab, room with pipes on display. Same effects as number 16, but glitch city has some scientists in it now.<br />18 â€“ Cinnabar Lab, room with Golduck for Rhydon trade. This time you canâ€™t see yourself when you go to glitch city.<br />19 â€“ Cinnabar Lab, main hallway. Hallway doors work as normal, trying to leave makes you come out of the left most door.<br />20 â€“ Cinnabar Gym.<br />21 â€“ Pokemon Mansion. Stairs and mew statues work fine. Falling off&nbsp; the balcony had a glitched animation. Back door leads to start.<br />22 â€“ House with the Good Rod. South door leads to glitch city. North door leads to a glitch city that is just vertical stripes of tiles.<br />23 â€“ House with old rod.<br />24 â€“ Seafoam islands, stuck walking on water.<br />25 â€“ Seafoam islands, ladder on&nbsp; ledge overlooking strength puzzle. Falling down holes gives a glitched animation, and can allow you to surf without the move surf. Leaving the cave brings you back.<br />26 â€“ Seafoam islands, top left ladder of floor B2.<br />27 â€“ Seafoam islands, top left ladder of floor B1.<br />28 â€“ Building in Fuchsia city with people talking about the safari zone warden. Leaving brings you to glitch city.<br />29 â€“ Fuchsia city gym. Leaving brings you to glitch city.<br />30 â€“ Safari zone gate. Paying to go in took away all of my glitched out amount of money. Wild pokemon, houses in safari zone, and leaving early were fine. South exit led to glitch city.<br />31 â€“ Safari zone wardenâ€™s house. Leaving causes glitch city.<br />32 â€“ Fuchsia City Pokemon center. Unlike other centers, healing here was different. The usual glitched up healing played, with nurse joy filling the whole screen with glitch blocks, then she gave them back, and the PA said my safari game was over. But then instead of crashing, the palate became Vermillion cityâ€™s orange one, everything disappeared but me and nurse joy, the gamefreak logo part of the intro played behind them in glitchy colors, they disappeared and the rest of the intro played normally, and then I was back in the center again, completely normal (or as normal as this glitch can be).<br />33 â€“ Billâ€™s familyâ€™s house in Fuchsia.<br />34 â€“ Fuchsia Pokemart.<br />35 â€“ House with Cubone in Lavender town.<br />36 â€“ Pokemart.<br />37 â€“ Mr. Fujiâ€™s house, Lavender Town.<br />38 â€“ Top floor of pokemon tower.<br />39 â€“ Pokemon tower 6F.<br />40 â€“ Pokemon tower 5F. Stepping into the purified and protected zone caused the same sequence of sounds as stepping into it with super glitch active, and afterwards caused not one, but two unknown opcodes.<br />41 â€“ Pokemon tower 4F (unlike previous ones, entered floor from a higher floor instead of a lower one).<br />42 â€“ Pokemon tower 3F.<br />43 â€“ Pokemon tower 2F (also entered from a higher floor).<br />44 â€“ Pokemon tower lobby<br />45 â€“ Lavender town Pokemon Center.<br />46 â€“ Celadon Inn.<br />47 â€“ House in Celadon. Exit leads to glitch city.<br />48 â€“ Celadon CafÃ©. Exit leads to glitch city.<br />49 â€“ Celadon Prize corner. Exit leads to glitch city.<br />50 â€“ Celadon dept. store 5F. Going down to bottom and leaving leads to glitch city.<br />51 â€“ Celadon game corner (or whatever the casino is called). Exit leads to glitch city. Unfortunately could not check if slots work due to lacking a coin case.<br />52 â€“ Celadon gym. Exit leads to glitch city.<br />53 â€“ Celadon pokemon center.<br />54 â€“ Celadon mansion, room with Eevee. Could actually leave the room. Going all the way downstairs and exiting the building led to glitch city.<br />55 â€“ Celadon mansion rooftop, side without Eevee. Going all the way downstairs and exiting took me back to the roof, but this time coming out of the door to the Eevee room. Going all the way down again and out the back led to glitch city.<br />56 â€“ Celadon mansion 3F. Exiting the building led to the stairwell up towards Eevee on 3F. Going out the back went to glitch city again.<br />57 â€“ Celadon mansion 2F. Leaving the building led to the stairway to Eevee on 2F. Going out the back led to glitch city.<br />58 â€“ Celadon mansion 1F. Leaving caused me to enter through the back door. Going out the back caused me to appear on the stairs next to the back door.<br />59 â€“ Celadon dept. store elevator. Leaving took me back to Redâ€™s house. Choosing a floor let me exit into the store.<br />60 â€“ Celadon dept. store roof. Going down to bottom and leaving leads to glitch city.<br />61 â€“ Celadon dept. store 4F. Going down to bottom and leaving leads to glitch city.<br />62 â€“ Celadon dept. store 3F. Going down to bottom and leaving leads to glitch city.<br />63 â€“ Celadon dept. store 2F. Going down to bottom and leaving leads to glitch city.<br />64 â€“ Celadon dept. store lobby.<br />65 â€“ Underground path (Celadon to Lavender). Both exits work fine.<br />66 â€“ Blueâ€™s champion room. Can walk straight past him into the hall of fame.<br />67 â€“ Underground path (Cerulean to Vermillion). Both exits work fine.<br />68 â€“ Hall of Fame (of course).<br />69 â€“ Glitch city made up almost entirely of the bottom right corner of a house repeated over and over (there are a few number tiles as well), game crashes shortly after entering. Game takes somewhat longer to load map when entering. Some sort of glitchy thing moving up towards the player before the crash.<br />70 â€“ Exactly the same as the last one, but with more number tiles in place of some house tiles.<br />71 â€“ Exactly the same as last two, but with fewer number tiles.<br />72 â€“ Exactly the same as last one, but the crash doesnâ€™t lead to candy colored stripes of doom, instead the music gets stuck and the player and glitch sprite disappear.<br />73 â€“ Lanceâ€™s room, complete with automatic walk in.<br />74 â€“ Same as 69-72, candy stripes of doom are back.<br />75 â€“ Another auto-crash house-filled map.<br />76 â€“ Another one.<br />77 â€“ And another.<br />78 â€“ Entrance to Victory road. Exiting takes you to some ladder in the cave.<br />79 â€“ Auto-crash house-filled map.<br />80 â€“ Auto-crash house-filled map.<br />81<br />82<br />83<br />84<br />85<br />86<br />87<br />88<br />89<br />90<br />91<br />92<br />93<br />94<br />95<br />96<br />97<br />98<br />99<br />100<br />101<br />102<br />103<br />104<br />105<br />106<br />107<br />108<br />109<br />110<br />111<br />112<br />113<br />114<br />115<br />116<br />117<br />118<br />119<br />120<br />121<br />122<br />123<br />124<br />125<br />126<br />127<br />128<br />129<br />130<br />131<br />132<br />133<br />134<br />135<br />136<br />137<br />138<br />139<br />140<br />141<br />142<br />143<br />144<br />145<br />146<br />147<br />148<br />149<br />150<br />151<br />152<br />153<br />154<br />155<br />156<br />157<br />158<br />159<br />160<br />161<br />162<br />163<br />164<br />165<br />166<br />167<br />168<br />169<br />170<br />171<br />172<br />173<br />174<br />175<br />176<br />177<br />178<br />179<br />180<br />181<br />182<br />183<br />184<br />185<br />186


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7350.msg199298#msg199298 date=1444938338]<br />Haha yes of course, but ISSO checked that out, and actually there is no script to check the money you have when you talk to the seller. That&#039;s just one big lie&nbsp; ;D<br /><br />If some emulator expert enters here, don&#039;t hesitate to tell us if you know why emulators automatically correct the amount of money whereas cartridge fail to do it :p<br /><br />I think, but I may be wrong, that a well-conceived program is supposed to correct the data while dealing with BCD. An emulator may have the ressource to do that, and a Game Boy cartridge may be too limited. I don&#039;t know.<br />[/quote]<br />The game has no check for you having enough money to buy the bike. I checked against PokÃ©red to be sure.<br /><br />I cannot say for sure until I locate the script in PokÃ©red, but I think the game uses DAA for BCD correction. Will be checking that, of course.<br /><br /><br />After testing extensively GC RAM manip-obtained glitchy-richiness:<br />Turns out, 6CXX behaves [i]exactly[/i] like 72XX on my PokÃ©mon Rouge cartridge, moneywise at least (I tried battling Trainers to earn money).<br />Buying items also seems to work the same, so, DAA emulation error ? Man.


subject: Re: Glitch collection
poster_name: ATEMVEGETA
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I did make a list in an old website (www.halloforigin.com) long time ago with every possible Gen I glitch that was discovered (till those days), and I was about to finish the Gen II glitch list as well, but the website went down and everything was lost. I may try to do the same in this forum as well. Now that even more glitches have been discovered it would be more interesting.


subject: Re: Warp locations using Save Abuse in Pokemon Yellow
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  By tossing the 36th item, you&#039;re effectively decreasing the address D364. (D365 in Red/Blue) That address controls the location you&#039;re warped to when (and only when) you go from an indoor map (dungeons, buildings, Safari Zone, Badge-check Gates etc.) to an outdoor map (cities and routes). It&#039;s only changed when you go indoors from an outdoor map. [url=http://bulbapedia.bulbagarden.net/wiki/List_of_locations_by_index_number_%28Generation_I%29]Here&#039;s a list of all locations in Generation I, with their map IDs.[/url]<br /><br />Each warp in the game has a specific pair of values assigned to it, the destination map ID and the destination warp ID. Most warps leading outdoors have the destination map ID FF, which warps the player to the map according to D364. Red&#039;s house door has the destination warp ID 0, so it normally leads to Pallet Town Warp 0, which is uh... right outside Red&#039;s house. But by changing D364, you&#039;re brought to a different map&#039;s warp 0. It&#039;s not possible to go to Glitch City from Red&#039;s house since every map has a warp 0, but there are undefined maps that will make the game read data as code - which almost always crashes the game.<br /><br />So what happens when you try to get out of the map you warped into? All warps behave as normal except those with destination map ID FF. Since you didn&#039;t get there from an outdoor map, D364 was never changed, thus it stays as the same map ID you were warped to. Since that map may not have the specific warp, you may be sent to a glitch city.<br /><br />There are some interesting cases in your list though. You can exit (to the correct map) from the Underground Paths as the warps have a predefined destination map ID, (they have to since there are exits to different maps) so it always sends you to Route 5/6/7/8. Same for Diglett&#039;s Cave when you warp there.<br /><br />For the house with a Chansey, can you try to replicate the effect you mentioned? It shouldn&#039;t happen since it&#039;s just like any other normal map.<br /><br />The Candy-coloured Stripes of Doomâ„¢ is only seen randomly, so you only need to mention the game crashed (as opposed to an OP-code error, a reset, or a lock-up).


subject: Re: Warp locations using Save Abuse in Pokemon Yellow
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I already made a list in french some weeks ago.<br /><br />http://www.prama-initiative.com/index.php?page=correspondance-map<br /><br />You could probably translate it easily.


subject: Re: Warp locations using Save Abuse in Pokemon Yellow
poster_name: DizzyWaddldeDoo
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: DizzyWaddldeDoo
icon: xx
body:
  [quote author=camper link=topic=7381.msg199314#msg199314 date=1445069518]<br />By tossing the 36th item, you&#039;re effectively decreasing the address D364. (D365 in Red/Blue) That address controls the location you&#039;re warped to when (and only when) you go from an indoor map (dungeons, buildings, Safari Zone, Badge-check Gates etc.) to an outdoor map (cities and routes). It&#039;s only changed when you go indoors from an outdoor map. [url=http://bulbapedia.bulbagarden.net/wiki/List_of_locations_by_index_number_%28Generation_I%29]Here&#039;s a list of all locations in Generation I, with their map IDs.[/url]<br /><br />Each warp in the game has a specific pair of values assigned to it, the destination map ID and the destination warp ID. Most warps leading outdoors have the destination map ID FF, which warps the player to the map according to D364. Red&#039;s house door has the destination warp ID 0, so it normally leads to Pallet Town Warp 0, which is uh... right outside Red&#039;s house. But by changing D364, you&#039;re brought to a different map&#039;s warp 0. It&#039;s not possible to go to Glitch City from Red&#039;s house since every map has a warp 0, but there are undefined maps that will make the game read data as code - which almost always crashes the game.<br /><br />So what happens when you try to get out of the map you warped into? All warps behave as normal except those with destination map ID FF. Since you didn&#039;t get there from an outdoor map, D364 was never changed, thus it stays as the same map ID you were warped to. Since that map may not have the specific warp, you may be sent to a glitch city.<br /><br />There are some interesting cases in your list though. You can exit (to the correct map) from the Underground Paths as the warps have a predefined destination map ID, (they have to since there are exits to different maps) so it always sends you to Route 5/6/7/8. Same for Diglett&#039;s Cave when you warp there.<br /><br />For the house with a Chansey, can you try to replicate the effect you mentioned? It shouldn&#039;t happen since it&#039;s just like any other normal map.<br /><br />The Candy-coloured Stripes of Doomâ„¢ is only seen randomly, so you only need to mention the game crashed (as opposed to an OP-code error, a reset, or a lock-up).<br />[/quote]<br />I&#039;ll go ahead and make a video of the effect in that house soon and post it here to show you. Like I mentioned, the effect had also begun in Red&#039;s house too after I tossed items (but when I found that out, I had tossed a different amount than for the chansey house).<br />Edit: Here&#039;s the video of the chancey house, as well as Red&#039;s house demonstrating the same effect.<br />[youtube]https://www.youtube.com/watch?v=BphCDsWdvgU[/youtube]<br />And here&#039;s a video of the odd effect that healing in the Fuchsia city pokemon center gives.<br />[youtube]https://www.youtube.com/watch?v=cg0cUVWrH5A[/youtube]<br />[quote author=Krys3000 link=topic=7381.msg199315#msg199315 date=1445084772]<br />I already made a list in french some weeks ago.<br /><br />http://www.prama-initiative.com/index.php?page=correspondance-map<br /><br />You could probably translate it easily.<br />[/quote]<br />I could do that, but this way I also get to see everything for myself.


subject: Re: GBC Music and Sound
poster_name: pokechu22
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I believe (but am not exactly sure) that there is a program that converts music made using [url=http://www.famitracker.com/]FamiTracker[/url] into something that can be inserted into the ROM.&nbsp; I don&#039;t have a link, though.&nbsp; 


subject: Re: The Member's Guide to Topiclessness
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  Never forgetti.<br /><br />No matter how many inside jokes are created afterwards, no matter how much time progresses, we will always know lawnmover deep down in our hearts. Lawnmover is timeless. Lawnmover is eternal.


subject: Re: Glitch collection
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Alright, here&#039;s a list I tried to do for international Gen I (US/EU) :<br /><br />[u]Corruption methods : those are not really glitches, but can be used as entry point for many of them.[/u]<br />ZZAZZ Glitch<br />Super Glitch<br />Cooltrainer Corruption<br />Save Abuse<br /><br />[u]Major glitches[/u]<br />[b]Cloning[/b] : Allows you to clone a PokÃ©mon.<br />[b]Surf on Land Glitch[/b] : Allows you to surf on a land tile.<br />[b]God Mode Glitch[/b] : Allows you to be invincible thanks to the paralysis and a 2-turn move<br />[b]LV68 Zapdos Glitch[/b] (TCG) : Use Lv68 Zapdos&#039; special effect to completely glitch the game<br />[b]Evolution stone bypass glitch [/b]: Allows a stone evolution without stone<br />[b]Glitch City[/b] : Allows you to access an Out of Bound version of a map<br />[b]Trade Center Blackout Glitch[/b] / Cable Club Escape Glitch : Allows you to replace a trainer&#039;s team with another player&#039;s.<br />[b]NoClip Trick[/b] (aka Walk through walls, including the Pewter variant which doesn&#039;t work in at least french game) : Allows WTW<br />[b]Glitch City RAM Manipulation[/b] / Out-of-Bounds RAM Manipulation : Allows basic RAM Manipulation through Glitch City and CUT.<br />[b]Old Man Trick[/b] (and its two players variant) : Allows to encounter PokÃ©mon using your name or another player&#039;s.<br />[b]Ditto Trick[/b] (including all variants of the Trainer Escape Glitch) : Allows to encounter PokÃ©mon using a PokÃ©mon&#039;s Special stat<br />[b]Cooltrainer Trick[/b] (including all variants : Rival&#039;s, Instant, RAM-based) : Uses Cooltrainer corruption to encounter PokÃ©mon<br />[b]Experience Underflow Glitch[/b] (including the Expanded variant) : Gets any PokÃ©mon to reach lvl 100 from lvl 1<br />[b]Trade Evolution Glitch[/b] : Allows Gen 2-only moves transfer to gen 1.<br />[b]Item Underflow Glitch[/b] (including the fossil/water and overflow-triggered variants) : Allows to manipulate RAM data, and get any item<br />[b]Fossil Conversion Glitch [/b]: Uses Save Abuse or Super Glitch to get any PokÃ©mon using a PokÃ©mon&#039;s Attack stat<br />[b]Q Trick [/b]: Merges two PokÃ©mon<br />[b]LOL Glitch [/b]: Uses Super Glitch to encounter PokÃ©mon<br />[b]Water Encounter Glitch[/b] (not tested in non-english localizations) : Uses glitch items to encounter PokÃ©mon based on last trainer fought<br />[b]8F Code Execution[/b] : Allows Arbitrary Code Execution<br />[b]Dokokashira Door Glitch[/b] : Allows map connection changes, and to get any item or PokÃ©mon.<br />[b]POS Code Execution[/b] : Also allows ACE, exclusive to Yellow<br />[b]Map 254 Glitch[/b] (not tested in non-english localizations) : Apparently triggers some sort of not well-known corruption.<br /><br />[u]Minor glitches[/u]<br />[b]Cycling road without bike[/b] : Allows to bypass the guard and access cycling road without a bike<br />[b]Silph Scope bypass[/b] : Allows to do the PokÃ©mon Tower without the Scope.<br />[b]Turn a PokÃ©mon into Ditto[/b] : Uses Mirror Move to turn an opponent PokÃ©mon into a Ditto.<br />[b]Mimic PP Overflow[/b] : Allows to give a 3 extra PP to a 5 PP move.<br />[b]Pallet Town water PokÃ©mon on grass[/b] : Allows to encounter water PokÃ©mon on a specific grass spot.<br />[b]Heal / Soft-boil locking[/b] : Allows to prevent the enemy to use healing moves.<br />[b]Explosion / Self-destruct clone oversight[/b] : Allows the insta-killing of an enemy&#039;s clone without harming the player&#039;s PokÃ©mon.<br />[b]Confusion clone oversight[/b] : Allows the insta-killing of an enemy&#039;s clone by confusing it.<br />[b]Suppress status-induced low stats[/b] : Allows to fix the stats malus induced by Paralysis / Burn status.<br />[b]100% precision on sleep move[/b] : Allows you to launch a sleep move that will never miss, even when the enemy is already paralyzed.<br />[b]Start new game with previous party[/b] : Allows to save your current party to start a new game with it.<br />[b]Prevented Progress Glitch[/b] : Prevents you from getting the PokÃ©dex and makes the game impossible to play.<br />[b]No encounters in Viridian Forest[/b] : Uses specific tiles to skip PokÃ©mon encounters on Viridian Forest.<br />Hooked Dragonite Glitch (doesn&#039;t work in at least french games)<br />Skip Pewter Gym (doesn&#039;t work in at least french games) <br />Defrost move forcing (not tested in non-english localizations)<br />Haze opponent crippling (not tested in non-english localizations)<br />Fire spin glitch (not tested in non-english localizations)<br />Vending machine glitch (not tested in non-english localizations)<br />Trapping sleep glitch (not tested in non-english localizations)<br /><br />[u]Not really glitches but useful way to get advantage of the game[/u]<br />[b]Walk with fainted PokÃ©mon[/b] : Save/reset every 3 steps to bypass the game&#039;s fainted PokÃ©mon check.<br />[b]Avoid death by poison[/b] : Save/reset every 3 steps to prevent the poison to faint a PokÃ©mon.<br />[b]Evolution rebirth[/b] : A fainted PokÃ©mon which gained a level before faiting and evolves will gain some HP and live again.<br />[b]Uneffective poison when you win[/b] : The poison will not affect your PokÃ©mon if you defeat the enemy&#039;s PokÃ©mon<br />[b]Last effect of trap moves after switching[/b] : Use a trap move and switch PokÃ©mon, the move will still affect the enemy for one last turn.<br />[b]Toxic / Leech Seed shared counter[/b] : Toxic and leech seed use the same counter, meaning every time the poison&#039;s damages are increased, leech seed&#039;s damages also are.<br /><br />I also made a list of minor graphic glitches, sound glitches, translation mistakes, and very minor glitches etc. in french. I won&#039;t translate it because there are too many : <br />http://forum.prama-initiative.com/viewtopic.php?f=5&amp;t=339<br />This includes, for example, the Stand on a Tree glitch.<br /><br />Note : I just added the missing ones, I think I have all those I&#039;ve ever heard about.


subject: Re: Zowayix's Procrastinated Anime Reviews
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes, I&#039;m still alive. Not to worry SatoMew, I will do just that. Just so we&#039;re clear, I do enjoy making these reviews. However, yet again, the black dog does not. Someone should really euthanise that dog, or maybe just kick it in the groin. I don&#039;t know how that would help, but it&#039;s a metaphor for mental illness anyway, so... I don&#039;t know where I&#039;m going with that one. You know, just fuck all that. Never mind. The point here is that today I will be revisiting a series that I have watched many eons ago by the name of Code Geass. So I&#039;m going to be reviewing it. Well, obviously.<br /><br />So for those of you who don&#039;t know what Code Geass is, and I&#039;m not going to be all like &quot;OMG LIEK U DONT KNO WHAT TEH COGE DEASS IS U STUPID FUCK LIVING UNDER A ROCK???///&quot;, because maybe your life just didn&#039;t happen to go down a path where you end up hearing of a specific anime. That&#039;s entirely possible. Oh right, I was telling you hypothetical people what Code Geass is. So it&#039;s about terrorism and giant robots and shit, in some alternate universe where America doesn&#039;t exist and apparently that&#039;s not a good thing. I used to think it was the greatest thing since something funny that avoids the &quot;greatest thing since sliced bread&quot;[1] cliche. Is it still a pretty cool guy? Well, that&#039;s why I&#039;m reviewing it. To find out.<br /><br />[size=15pt]Stuff[/size]<br />I think I&#039;ll just merge my pastly used &#039;Characters&#039; heading into this one, because it feels weird as a category on its own, and I never know the best way to start off. You&#039;d think I&#039;d get better with practice, but I suck. Anyway, what the meat in Code Geass&#039;s burger is made of is what I like to call (as an analogue to physical action) &quot;mental action&quot;. That&#039;s the best thing I can think of to describe the sort of clever tricks and mindgames that they come up with. That sort of thing. Maybe I should just call them mindgames, to reduce the risk that people don&#039;t know what I&#039;m talking about, which they don&#039;t anyway. So as I was saying, you have a lot of mindgames going on, at least on Lelouch&#039;s part. It&#039;s like, you watch it, and you&#039;re all like &quot;Why does he do this dumb or weird thing?&quot; and then later on it&#039;s like &quot;This is why he did this dumb or weird thing&quot;, and you&#039;re like &quot;Woah, dude.&quot; or something. It sounds better than it sounds. <br /><br />On the other hand, some of you may have just come here for the giant robots. That&#039;s fine, maybe you just don&#039;t want to think about stuff and just watch stuff blowing up. I disagree with your worldview and suggest you watch Transformers or some other kiddy American movie if you want that, but oh well. If you did watch this for that reason, the giant robot part is cool enough to possibly entertain you. However, it&#039;s not the main focus of the show, so you are going to have to sit through the parts that I like and you hypothetically don&#039;t.<br /><br />It does have some comedy moments, and they manage to actually give you a break from all the murdering and thinking to actually be funny. Too many these days are all like &quot;Hahahahaha, that dude just got kicked in the balls or whatever, laugh at it&quot;, or other things that just aren&#039;t funny.<br /><br />Lelouch is quite polarising for a main character, personally I think he&#039;s alright. I haven&#039;t even bothered watching the various spinoffs of this show, and while it&#039;s not the entire reason that they don&#039;t have Lelouch in them, it&#039;s a big reason. He basically defines Code Geass. Without him you might as well be watching... I dunno. More like.... Code Pee-ass, because it would be like pee, and arse. Some bad thing.<br /><br />The supporting cast are also half good and half not so good. You have Lelouch&#039;s various friends who are there for comic relief, and maybe they get involved in his not-so-comic mishaps at times, I won&#039;t spoil anything for you. But it does a good job of making sure you actually enjoy them so that if anything happens to them, and I&#039;m not saying that necessarilly will, it really impacts upon you. Except for Nina, who is a stupid racist fuck. Fucking Nina. But even the &quot;villains&quot;, if there really are any in a story that openly debates the morals of whether you should do X in order to achieve Y, are enjoyable to watch while still being a believeable threat.<br /><br />So, speaking of that, there&#039;s a lot of introspection and philosophy in this one. I tend to ignore it, but perhaps there&#039;s lessons to be learned for us all somewhere in this show, perhaps don&#039;t do what I did and try to learn about being a person from Lelouch&#039;s character. Perhaps stuff about all the war and slavery that happens. The worldbuilding is quite good around that, in some parts they go into a lot of detail and show that they did a bit of work building up the backstory and setting, though it&#039;s still nitpickable at times.<br /><br />[size=15pt]Animootion[/size]<br />Absolutely smootheriffic and the robots are fun to watch without having too much shit on the screen all at once and you can&#039;t see what&#039;s going on. Some may argue the character designs look kinda weird, I personally think that when you&#039;re watching it you don&#039;t notice, but when you&#039;re not watch it you&#039;re like &quot;Haha, Lelouch&#039;s arms are really long&quot;. But overall watching it in 1080p is worth the buying the Blurays.<br /><br />[size=15pt]Soundtrack[/size]<br />So, first up. I&#039;m gonna talk about the opening themes. They are, for the most part, a complete load of shit.<br /><br />Well, perhaps that&#039;s not nice. I mean, they&#039;re alright by themselves. But this has the same problem that Gantz has, but worse. Take the first one, Colors by FLOW for example. What the fuck is this? It&#039;s a decent song, but what the fuck does this have to do with the feel of the show? It&#039;s like an opening theme for.. It doesn&#039;t even sound like an opening theme for anything, really.<br /><br />The second opening by Jinn with the track name I can&#039;t remember is much better, though. It actually fits, and it&#039;s also a really good song if you can adjust to the vocals. But then R2 comes along and replaces it with some O2 by Orange Range, which I would almost say sucks, and sounds even less like an opening theme than Colors. I didn&#039;t even bother listening to the other Flow one they use near the end of R2.<br /><br />I do love the background music though, despite coming in 4 volumes total and therefore being expensive I consider it worth paying for. It&#039;s (sort of) unique because they use other instruments than strings, and in fact quite a lot of brass. Still an orchestral style, but it&#039;s one of the best out there because it&#039;s... good. I dunno, it&#039;s just really good. There&#039;s some variation in some tracks as well where they sound all Mexican, but those one&#039;s aren&#039;t quite as good.<br /><br />Of special mention is the fictional Britannian national anthem &#039;All Hail Britannia!&#039;, which pulls you straight into the world of Code Geass and makes you feel the feeling of living in one of those good old oppressy dictatorships, as well as just being a cool guy song. It&#039;s actually completely in English and has lyrics by some random Australian painter, but it sounds Japanese because the choir singing it has a strong accent I guess.<br /><br />[size=15pt]Localiszszation[/size]<br />First off, shout outs to that distributor in the UK for sucking. I got the Blurays from there, and... episodes 23 and 24 were in French. French or Japanese. I&#039;m a dubs man and every single last other episode was in English and Japanese dual audio. Go figure. Here I am doing the right thing by paying for it, and I ended up having to torrent those two anyway.<br /><br />But once you get over that hurdle: The dub is great. If any idiot claims that all dubs are terrible, point them to this. Everyone loves Lelouch&#039;s voice by the infamous Johnny whatshisface Bosch. Even in Japan they love it. Even the actress who did Rika in Higurashi is here and manages to not sound completely stupid. Everyone is great. <br /><br />Points will be taken off Funimation or whoever it was though for removing all the references to Pizza Hut. That&#039;s product placement that I&#039;m perfectly okay with. I would buy Pizza Hut all the fucking time if they had left it in.<br /><br />[size=15pt]NSFWness[/size]<br />Well, I watched it as a kid. Okay, teenager. However old I was back in 2009 or whenever it was on ABC that one time. I&#039;m pretty sure I was watching it back in high school. I was going to be all like &quot;I watched it as a kid and I turned out fine&quot;, but I didn&#039;t. But I don&#039;t think that&#039;s because of this show. What you may want to know as a parent, is that apart from the obvious blowing shit up that you get in a show about terrorism, and the obvious terrorism that you get in a show about terrorism, is that there&#039;s a fair bit of blood and murder and stabbing. Not like all the blood all the time every time though.<br /><br />There&#039;s also some nudity that they didn&#039;t censor, namely nipples. Clearly that has traumatised me for life. That&#039;s like for a few seconds in one episode though. No sex scenes and no swearing in this one that I can think of.<br /><br />[size=15pt]Ending[/size]<br />It&#039;s around episode 14 of season 2 where you still ask &#039;Why the hell did they do dumb thing?&#039;, except this time you&#039;re not asking with interested curiousity, you&#039;re actually asking as to why a character would do something completely stupid which feels contrived in order to engineer a certain situation. And you don&#039;t later find out that it was some clever plan, either. That character was just an idiot for no reason. And then around episode 22 or so, it drops a whole load of bullshit on you that just sounds like they made it up then and there, even though it&#039;s presented as a plot twist that explains the whole series. I won&#039;t say that much about the final episode, because maybe some people here haven&#039;t watched it, but it&#039;s a whole load of shit.<br /><br />It doesn&#039;t even feel like an ending, really. You just feel like the show&#039;s not actually over yet. Even just a while ago before I started typing I thought to myself &quot;Wait a minute, don&#039;t I still need to finish watching Code Geass?&quot;, before realising that I did.<br /><br />[size=15pt]The part where I say &quot;Overall, blah blah blah&quot;[/size]<br />Is this still my favourite thing ever? I dunno. Probably not. I think I&#039;m still out there searching for the perfect anime, and this isn&#039;t perfect. Mostly because the last half is nowhere near as good as the first half. I remember back in the day, everyone else was saying the same thing, but I always stuck up for it. Dunno why, but now that I&#039;m older, I&#039;ve made up my mind that R2 just pales in comparison to the absolutely amazing first season, and part 2 of it is why this isn&#039;t a perfect anime. It&#039;s a shame really, maybe one day they&#039;ll make an alternate ending starting from that point.<br /><br />[size=20pt]Final score: Good / 10[/size]<br /><br />There&#039;s also an OVA which is about Alice in Wonderland, and I have only one thing to say: WHY? WHY???????? WHY???????????? WHOSE IDEA WAS THIS???? It&#039;s... I mean it&#039;s not an abomination as such, but it still feels like one watching it, and I still wonder either way who was all like &quot;You know what this all needs? An OVA where everyone is from Alice in Wonderland&quot;. I dun get it.<br /><br />Tune in next time where I will hopefully write a review on time for once. Admittedly, this one was kind of rushed[2], but oh well. [url=http://imgur.com/a/mvR8i]Oh yeah, here&#039;s me pissing off my Facebook friends.[/url]<br /><br />[1] What&#039;s so great about sliced bread, anyway? You leave fucking bread in the cupboard for like 2 days and already it&#039;s like &quot;lol green shit everywhere&quot;. Fuck bread. It&#039;s been what, 30 millenia of bread, and 90 years since modern bread was invented, and you still haven&#039;t figured out how to make it fucking preservable?<br />[2] Only 2 footnotes? Damn, now I feel bad about myself.<br />


subject: Re: GBC Music and Sound
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;d actually be interested in .wav files of the GB samples (so, the note, the drum etc).<br /><br />I&#039;ve tried to find them for some time, but never did.


subject: Re: Glitch collection
poster_name: ATEMVEGETA
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  wow, so many glitches. Many of them look unknown to me, I may need a reference or explanation for them in order to add the to the list.


subject: Re: Glitch collection
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I added the description for the major glitches.<br /><br />I&#039;ll do also for the minors, and add references (video/text) asap&nbsp; ;D


subject: Re: Glitch collection
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Added description for a few of them. Not finished yet.<br /><br />But I&#039;m sure the list is not complete because we probably still don&#039;t know the effect of some glitch items :)


subject: Re: The dream thread
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well now.<br /><br />In last night&#039;s episode of, [i]No, Seriously, What the Hell is Up with My Subconscious?[/i], in what was possibly a sequel to that detective dream I had, I was tasked with protecting the one and only Christian Weston Chandler.<br /><br />Two A-Logging dipshits decided to take their &quot;Chris should die&quot; mindset a bit too far and set themselves to killing him, and I had to hurry to... the street my grandfather lives on, apparently. I don&#039;t know. Chris was living on that street for some reason. <br /><br />Anyway. I beat them to Chris&#039; house and get the jump on his would-be killers, engaging them in a two-against-one fistfight. The police arrested them &#039;cause, y&#039;know, murder is illegal and shit. As thanks for saving his life, the Great Director Chandler gave me an autographed TRUE and HONEST master copy of [i]Sonichu #0[/i].


subject: Re: Creepiest 1st Generation Glitches
poster_name: zeifyl
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I thank you all for the opinions, and Bert for the roster.<br /><br />I do agree that 4 4 cry was absolutely horrifying!


subject: Re: The dream thread
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I had a dream (well no shit, it&#039;s this thread) that I was playing a new PokÃ©mon game and they used the word &#039;retarded&#039;, and I was like &#039;What the hell, man! You can&#039;t say retarded in an all ages game. That&#039;s like saying nigger or faggot&#039;. Oh well.<br /><br />Also, my subconscious is apparently really attached to my old retail job. It&#039;s been going on for a while now. First I&#039;ll be working away doing nothing useful at all (as that job was, just rearranging shelves and bullshit like that), and I&#039;ll eventually wake up, and be like &quot;Yo, what the fuck? I don&#039;t work there&quot;.<br /><br />So then eventually I caught on. During these dreams, I would actually be there, but halfway through I&#039;ll suddenly realise... &quot;Wait a minute. It&#039;s 2015. I stopped working here like 4 years ago&quot;. And then I proceed to just waltz out of there, sometimes with the realisation that this must be a dream because why else would I even go to that shitty store but I don&#039;t manage to do any lucid dreaming shit.<br /><br />But now it&#039;s really trying its hardest to convince me. It actually goes and makes up backstories such as I left my job on such friendly terms that I could just come back at any time I wanted (I mean, I was amicable and all, but I don&#039;t even know if they even have people who do what I did anymore because it&#039;s so pointless), and that I took a second job back there because I was pissed off about being underpaid in my current job (which I am, but not that desperately), or that when I got this new job, I never got around to quitting my old one, so I just went on working there as well because I would totally have the time to do that when I was studying at the same time.<br /><br />Yeah, with all my free time I&#039;d totally spend it in a job where I literally wished I was dead every day for something like $15 an hour (I don&#039;t fucking know), instead of volunteering to work overtime some more in a role I can almost remotely enjoy, or some shit. Or just continue as I am but play some video games.


subject: Re: Creepiest 1st Generation Glitches
poster_name: pokechu22
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I just found this video of mine, where I set [tt]$D60C[/tt] (which is the viridian pokemart / oak&#039;s parcel status flag) to [tt]0x68[/tt].&nbsp; I don&#039;t think this can be done without cheating or ACE, but it&#039;s a kinda scary effect.<br /><br />[youtube]https://www.youtube.com/watch?v=9DGZ3xTk4gQ[/youtube]<br /><br />So... yea.


subject: Re: Favorite PokÃ©mon
poster_name: Alaistar
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You, heartless guys, forget about Wooper! <br />Not my favourite one but it&#039;s surely on the list: so cuuute! :3<br /><br />[youtube]&lt;iframe width=&quot;640&quot; height=&quot;480&quot; src=&quot;https://www.youtube.com/embed/GCIMQfSW4uI?rel=0&quot;


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So, a while back now (a good week or two ago) I was doing a bit of testing to see what activates the cap and, as I expected, obtaining money in any form will activate it. Battling trainers, using Pay Day in battle, and even selling something for 0 PokÃ©mon Dollars did it. When I say activating the cap what I mean is the game sets the amount of money to 999999.<br /><br />Also, as a side note, I&#039;ve been playing through my Red cartridge so I have somewhere to back up my discoveries made on Yellow, and I just managed to find a MissingNo thanks to some trainer-flying and a rather helpful sailor. When I went to do the item underflow, there was a bunch of j.&#039;s before the money bytes. Seen as I hadn&#039;t filled my pack to the brim, does this mean that I get these in the way too? Because if so I&#039;m gonna have to write another alternative instruction set for the item underflow glitchy-richness if the pack hasn&#039;t been filled yet.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: ATEMVEGETA
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So, the Pomeg glitch has been proved a very interesting and promishing glitch wil many major sub-glitches, like access pkmn beyond 6th slot, hatch any pkmn, clone party pkmn, and more, and sometimes while I was messing around with it some weird things happened, like unlocking Lati@s&#039;s island event (emerald), and bag item cloning (fire red) like stacks of 452 Super Potions and ?58 Cleanse Tags.<br /><br />But this thread seems to have goten too far with reaserch on the Pomeg glitch and I kinda lost the ball. So, I was hoping if any of you glitch experts that do researches on this glitch and know what&#039;s going on with it, because it seems too complicated for me (and I guess to many other readers) to understand, can summarize every sub-glitch of the Pomeg glitch that has been discovered so far and those new ones that can be exabolated from this thread with steps on how to perform each one?<br /><br />Thanks in advance!


subject: Re: GBC Music and Sound
poster_name: Bent`
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7377.msg199323#msg199323 date=1445173872]<br />I&#039;d actually be interested in .wav files of the GB samples (so, the note, the drum etc).<br /><br />I&#039;ve tried to find them for some time, but never did.<br />[/quote]<br />[url=https://github.com/pret/pokered/blob/master/audio/wave_instruments.asm]These?[/url]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: gangstajigglypuff
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  as im trying to get back into completing my dex on emerald, theres really only a few pokemon missing. namely deoxys, mew and slowpoke. funny thing is, you can get every pokemon by combining pokemon xd, colosseum, channel (pal), fire red, ruby, sapphire and emerald, except those 3. so slowpoke confirmed as rare as mew&nbsp; ;)<br /><br />the discussion is really interesting, altough its getting really technical regarding memory addresses and ram data that its sometimes hard to comprehend. what i would especially be interested in is the practical use of this. <br /><br />for example if its feasible to corrupt the data in such a way that you can activate events for birth island, faraway island and maybe navel rock that would be a major breakthrough, as this would allow to get deoxys and mew legitametly and trade them over and make them obey. on a spare safe file of emerald you could pull off the corruption, so all the trash data you create wont be of a concern and you just trade them over. activating southern island event is nice but not much of use if you completey alter your trainer data and cared about that save file.<br /><br />so if southern island can be activated, is the issue the same for birth island, faraway island and navel rock?<br /><br />can you get the tickets handed over via an activated mystery gift event or would you have to item corrupt them similarly to the gs ball in crystal when you celebi egg glitch?<br /><br />if you can change the substructure so that EVs turn into species, could you change it in a way that certain substructures like EVs or moves change into held items? As those tickets probably have high index numbers might this require glitch moves to work?<br /><br />mirage island corruption would be not much of interest with this method as it can be easily rng manipulated. so the risk to your save file wouldnt really pay off when theres a more efficient and faster way.


subject: Re: Favorite PokÃ©mon
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Alaistar link=topic=2988.msg199333#msg199333 date=1446193993]<br />You, heartless guys, forget about Wooper! <br />Not my favourite one but it&#039;s surely on the list: so cuuute! :3<br /><br />[youtube]&lt;iframe width=&quot;640&quot; height=&quot;480&quot; src=&quot;https://www.youtube.com/embed/GCIMQfSW4uI?rel=0&quot;<br />[/quote]<br /><br />Wooper for the win! :3 I love the ABBA song.


subject: Re: GBC Music and Sound
poster_name: kaikun97
poster_ip: ***.***.***.***
modified_name: kaikun97
icon: xx
body:
  Ill add on that via ACE somebody added custom music in this TAS video<br /><br /> https://youtu.be/aYQpl8Jj6Yg <br /><br />http://tasvideos.org/2187M.html Look near the end and it plays some. Here are the author comments: http://tasvideos.org/3767S.html<br /><br />


subject: Re: The dream thread
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Had some interesting ones last night, let&#039;s see if I can remember them:<br /><br />Was watching K-On! early in the morning and it was for some reason all grimdark, Yui got stabbed in some vital organs and was bleeding massively and Mugi had the lower half of her body cut completely off (and not a clean cut either). They were in hospital talking about how they&#039;re going to die very shortly, and I didn&#039;t get to see the ending because my neighbour&#039;s fucking yappy dog woke me up. I hope that thing gets the lower half of its body cut off and it dies.<br /><br /><br />Playing some game with some magic and fairies type of setting, it was actually really cool though. It was some ordinary person who got transported to this magical world and either became its god/goddess or just had a lot of superpowers. At one point an NPC was demonstrating to the player how they could use this volume amplification ability, there was a cutscene showing them going &quot;Alright, let&#039;s test this out! HELLO EVERYONE&quot; and not realising that you basically can&#039;t shout at the top of your lungs completely or literally the entire fairy world could hear it, and I do mean literally as in literally.<br /><br />Also for some reason you could change your gender and have sex with a horse, I dunno why.


subject: Getting 'M (FF) with one GB(A)
poster_name: snuggles08
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  I want to do the Pokemon Merge Glitch, however that needs &#039;M (FF), which is only available by trading with Yellow. Is there any glitch to get this on Blue only?


subject: Re: Getting 'M (FF) with one GB(A)
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  You could more simply use the [url=http://forums.glitchcity.info/index.php/topic,6992.0.html]Cooltrainer Trick[/url]. Route 1&#039;s Glitch City has a good spot to generate Charizard &#039;M&nbsp; ;)<br /><br />Anyway, there is 4 known ways to get this PokÃ©mon:<br />- Trade with Yellow&#039;s Q<br />- Johto Cloaking Trick with ????? (hex:FF)<br />- Save Abuse Glitch<br />- Cooltrainer Trick


subject: Re: Getting 'M (FF) with one GB(A)
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Yes, the GlitchDex mentions Route 1&#039;s Glitch City but with the use of Super Glitch, which is some sort of more powerful and more dangerous version of the Cooltrainer corruption. Particularly, this mention is probably intended for the use of the [url=https://www.youtube.com/watch?v=7klMjrBPLkU]LOL Glitch[/url] a rather similar way to obtain PokÃ©mon, but requiring two glitch items.<br /><br />Most of the times, in Red/Blue, people just use the Cooltrainer trick because it has no prerequisite. However if you never used this glitch, you may notice that it doesn&#039;t work for everyone. If you can&#039;t trigger the corruption, come back here and we might be able to help you. If we can&#039;t, LOL Glitch might become your only solution, outside ACE as Wack0 mentioned (and I didn&#039;t in my previous post because it&#039;s obvious :p)<br /><br />


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hmm I don&#039;t remember what those j&#039;s are, I think I have seen them in a video somewhere, but yellow 00 glitch item is &quot;Ã¶ke&quot; in my game. That might be region-specific.


subject: Re: Gen I: How to break the money cap and other glitchy-richness
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7350.msg199347#msg199347 date=1446913743]<br />Hmm I don&#039;t remember what those j&#039;s are, I think I have seen them in a video somewhere, but yellow 00 glitch item is &quot;Ã¶ke&quot; in my game. That might be region-specific.<br />[/quote]<br /><br />yeah, &quot;j.&quot; is 00 in english r/b.


subject: Re: Getting 'M (FF) with one GB(A)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  To clarify (I thought it would be best to make sure because you can get different Glitch Cities of the same map), this is the Route 1 Glitch City from the Safari Zone exit glitch (where you try to exit the Safari Zone, say no, save+reset, leave and run out of Safari Zone steps in Route 1).<br /><br />The result of CoolTrainer and LOL glitch are based on screen data that is saved when you open the PokÃ©mon menu, specifically BGB coordinates x=01 y=06 determine species and this image marks a spot that will give you Charizard &#039;M; as other spots may not give the same PokÃ©mon.<br /><br />[img]http://i1271.photobucket.com/albums/jj640/Torchickens/ssddd.png[/img]<br /><br />TheZZAZZGlitch has a video that includes getting Charizard &#039;M (FF) with the CoolTrainer trick.<br /><br />[youtube]https://www.youtube.com/watch?v=qNUz3HOaEos[/youtube]<br />(click)<br /><br />If you would like to get it with the LOL glitch, you will need a long name glitch item such as PC (hex:80) and 9F (hex:5E).<br /><br />1) Do the Safari Zone exit trick and go to Route 1<br />2) Partially escape from a wild battle in Route 1 using 9F (press start after using the item in the battle).<br />3) Walk around with the glitched graphics until you are warped to the Safari Zone gate<br />4) Exit into the Route 1 Glitch City and open the menu in the same spot as in the CoolTrainer version<br />5) Select the &quot;PC&quot; item (etc.) with A but cancel out of the Use/Toss box and then use a Master Ball.<br /><br />I hope this helps.


subject: Re: Getting 'M (FF) with one GB(A)
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Btw Torchickens, since you mention long name items, do you know a list of &quot;Rival&#039;s name&quot; items ? I noticed they don&#039;t display the same rival&#039;s name letter in the &quot;cooltrainer spot&quot; and I would like to find one item that always (or almost always) displays an &quot;even&quot; letter (that will match a quantity and not an item in the expanded pack) of the name whatever the name&#039;s length is.<br /><br />Thanks!


subject: Re: English fossil conversion glitch (get absolutely any PokÃ©mon/glitch PokÃ©mon)
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  I am experimenting some issues with the Super Glitch variant of this glitch.<br /><br />In Red/Blue, everything worked without name corruption. In Yellow, I used the &quot;visualizing stats&quot; version of the glitch since you can&#039;t corrupt a fight. The name was corrupted after the corruption occured.<br /><br />But in both case, I was unable to reset my name using the fight corruption (R/B) or the stats corruption (Y), with my PokÃ©mon having 27 letters before Super Glitch (as it is the case when you reduce your team). Does anyone know what I could have missed?<br /><br />EDIT: Actually on another save, I was able to reset my name is R/B when it&#039;s corrupted. It seems it doesn&#039;t work if the name is not corrupted.<br />However, I&#039;m still unable to do that on Yellow. Did anyone succed?<br /><br />EDIT2: That&#039;s actually because apparently it is impossible to reset the name with the &quot;stats corruption&quot;. That makes this corruption useless even in R/B, because if you perform the stats corruption, you won&#039;t be able to encounter any PokÃ©mon without save/reseting, which is impossible with a corrupted name.<br />It then appears that if the name corruption effect appears, in Yellow, you&#039;re f**ked. If it appears in Red/Blue, you better use the fight corruption technique. But of course, there&#039;s still a chance it doesn&#039;t occur. 


subject: Gameboy Color freeze (or any other console): Visual effects
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So with all this stuff in the glitches section about the game locking up, freezing, crashing or whatever you want to call it... do we actually know what happens when the game/a gameboy color freezes, in terms of the graphics? Are the lines specfic to each gameboy, each game, or do they vary dependant on the situation? I&#039;m thinking about making a game sometime soon based around hacking the game itself, and I&#039;d like some context as to what crashes look like on different platforms, so I&#039;ve got something (moderately) relevant to base the art style on.<br /><br />I took a quick look around the site and couldn&#039;t find anything, and whenever I type &quot;crash&quot; and &quot;gameboy&quot; into Google half the results are Crash Bandicoot games :/ Any takers?<br /><br />Also I&#039;ve got some research on the way (been preparing my Red save for a bit of glitching) so I&#039;m not just sapping off of everyone&#039;s knowledge for nothing^-^<br /><br />If no-one&#039;s done stuff like this (which I would assume they have) I&#039;ll gladly have a look.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Decided to find out Yellow glitch item pointers, so here they are:<br />[code]Item $00:&nbsp; ExecutionPointer=fe06<br /> <br />Item $54:&nbsp; ExecutionPointer=56fa<br />Item $55:&nbsp; ExecutionPointer=a7d0<br />Item $56:&nbsp; ExecutionPointer=b5ca<br />Item $57:&nbsp; ExecutionPointer=3d64<br />Item $58:&nbsp; ExecutionPointer=cac2<br />Item $59:&nbsp; ExecutionPointer=fa64<br />Item $5a:&nbsp; ExecutionPointer=d059<br />Item $5b:&nbsp; ExecutionPointer=01fe<br />Item $5c:&nbsp; ExecutionPointer=1328<br />Item $5d:&nbsp; ExecutionPointer=04fe<br />Item $5e:&nbsp; ExecutionPointer=0f28<br />Item $5f:&nbsp; ExecutionPointer=62fa<br />Item $60:&nbsp; ExecutionPointer=fed1<br />Item $61:&nbsp; ExecutionPointer=2006<br />Item $62:&nbsp; ExecutionPointer=fa08<br />Item $63:&nbsp; ExecutionPointer=da7f<br />Item $64:&nbsp; ExecutionPointer=14fe<br />Item $65:&nbsp; ExecutionPointer=f0ca<br />Item $66:&nbsp; ExecutionPointer=af64<br />Item $67:&nbsp; ExecutionPointer=1bea<br />Item $68:&nbsp; ExecutionPointer=fad1<br />Item $69:&nbsp; ExecutionPointer=d059<br />Item $6a:&nbsp; ExecutionPointer=02fe<br />Item $6b:&nbsp; ExecutionPointer=0420<br />Item $6c:&nbsp; ExecutionPointer=4621<br />Item $6d:&nbsp; ExecutionPointer=35da<br />Item $6e:&nbsp; ExecutionPointer=03cd<br />Item $6f:&nbsp; ExecutionPointer=3e3e<br />Item $70:&nbsp; ExecutionPointer=ea43<br />Item $71:&nbsp; ExecutionPointer=d11d<br />Item $72:&nbsp; ExecutionPointer=1bcd<br />Item $73:&nbsp; ExecutionPointer=2137<br />Item $74:&nbsp; ExecutionPointer=652c<br />Item $75:&nbsp; ExecutionPointer=36cd<br />Item $76:&nbsp; ExecutionPointer=213c<br />Item $77:&nbsp; ExecutionPointer=59ac<br />Item $78:&nbsp; ExecutionPointer=0f06<br />Item $79:&nbsp; ExecutionPointer=84cd<br />Item $7a:&nbsp; ExecutionPointer=063e<br />Item $7b:&nbsp; ExecutionPointer=ca10<br />Item $7c:&nbsp; ExecutionPointer=554a<br />Item $7d:&nbsp; ExecutionPointer=59fa<br />Item $7e:&nbsp; ExecutionPointer=fed0<br />Item $7f:&nbsp; ExecutionPointer=2801<br />Item $80:&nbsp; ExecutionPointer=fe06[/code]<br /><br />Haven&#039;t examined/explored them much, but it is interesting to note that hex00 jumps into OAM data.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Very nice luckytyphlosion, this might be very useful! It&#039;s about time we do some research on not well-known glitch items effects. Thanks!&nbsp; :D


subject: RBY to be released on the 3DS Virtual Console
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  As announced on the Nintendo Direct today, Red, Blue and Yellow will be released on the 3DS&#039;s Virtual Console on February 26th<br /><br />[url=https://twitter.com/BulbaNewsNOW/status/664932363449663488]Bulbapedia&#039;s tweet about it[/url], this is brand new so I don&#039;t think it&#039;s been posted to anything yet apart from Twitter (at the time of making this topic, anyway)<br /><br />One of the coolest parts about this, I think, is that it apparently uses the 3DS&#039;s Wireless communication to link battle and trade. I wonder how many things they fixed/patched...?<br /><br />Perhaps you guys will find new and interesting ways to break it&nbsp; :P


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: DaWoblefet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m sure people will be heading up research once it comes out to see what is patched / what remains the same, but the length of time it&#039;s taking to get to the eShop implies to me that they&#039;re doing some cleanup. I&#039;ll personally be doing research to confirm / deconfirm various major and minor glitches as we go along. Of course, if we can still perform ACE, we can do anything :). I&#039;ll be curious to see what ends up happening.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Blaziken257
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I imagine that the reason why the games won&#039;t come out for another few months is to coincide with the 20th anniversary of the games in Japan. I can&#039;t think of any other reason for it.<br /><br />There are several things that I wonder about. First, will it be possible to use link capabilities online, or will it only be possible locally? I hope it will be possible online, otherwise there will be several PokÃ©mon that I won&#039;t be able to get. Unless I use the Mew glitch...<br /><br />...Which brings me to my second point. I wonder if any glitches will be fixed, especially when it&#039;s possible to execute arbitrary code (thanks to 8F). While most changes made to Virtual Console games involve making flashes less intense to reduce seizures, there are occasions when glitches are fixed (one example of this is Wario Land: Super Mario Land 3, which had a level skip glitch on GB, but not on 3DS). I guess we&#039;ll have to wait and see.<br /><br />Third, will it be possible to download any language version, or will it be restricted based on region? One thing that I like about Gen VI is that you can pick the language when starting the game. Since I sometimes play PokÃ©mon games in Spanish, this is a really nice feature. As someone who lives in the US, I hope I&#039;m not stuck with just being able to download the English version. Prior to X/Y, I had to import games from Spain if I wanted to play them in Spanish (which was expensive), or use emulators.<br /><br />Fourth, I hope it will be possible to upload screenshots on Miiverse. Though, the fact that it&#039;s not possible in any of the Gen VI games, or PokÃ©mon TCG, kind of kills my hope here.<br /><br />Fifth, I&#039;m kind of bummed out that Super Game Boy features won&#039;t be supported for Red/Blue. They look so boring in gray... as do several other Game Boy games. Why N64 can emulate an SGB, but the 3DS (or Wii for that matter) can&#039;t, is beyond me.<br /><br />Sixth, it will be harder for me to enjoy these games without connectivity with PokÃ©mon Stadium (unless Game Freak releases that on the Wii U, which I doubt). PC boxes will be a pain to use, starters/fossils/Tyrogue evolutions will be difficult to get (without Mew glitch), and having to do with only 70 items (20 in bag + 50 in PC) will also be annoying for me... And of course, Pikachu won&#039;t be able to use Surf.<br /><br />[size=8pt]Now I wonder why Nintendo took so long to support link capabilities on Virtual Console. Super Mario Bros. Deluxe could have really used it, but Nintendo probably won&#039;t patch it for that game now...[/size]


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Crystalame link=topic=7384.msg199355#msg199355 date=1447367684]<br />One of the coolest parts about this, I think, is that it apparently uses the 3DS&#039;s Wireless communication to link battle and trade. I wonder how many things they fixed/patched...?<br />[/quote]<br />So that&#039;s interesting. Nintendo have finally come to their senses, and put features in that emulators have figured out years ago. If they go further and put Transfer Paks and Controller Paks and all that crap in for N64 titles, make controller mappings more configurable and work with all controller types, and have VC games you buy on 3DS be playable on Wii U and where possible vice versa, they might actually start being competitive with ROMs and PC emulators.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  RBY on the Virtual Console? With link cable support? There are so many things that could go wrong here. Sign me up!<br /><br />The number of arbitrary code execution glitches on 1st Gen Pokemon games is so staggering that it&#039;s impossible to patch everything - it would be easier to just make a new game. From there, it should be possible to find and exploit a flaw in the emulator to gain code execution on the 3DS, assuming programmers at Nintendo still don&#039;t care about buffer overflows (some things never change). Also a reminder - remote code execution over the link cable was already found, in both [url=http://vaguilar.js.org/posts/1/]Gen I[/url] and [url=https://www.youtube.com/watch?v=e8CO_e_rKd8]Gen II[/url]. If the Virtual Console editions still use the original link cable protocol, there will inevitably be a lot of trolls who erase your save file after you try to trade with them.<br /><br />Memo to myself: After finding ACE on the Virtual Console, try some stuff:<br />1. Switching to unexistent ROM/RAM banks<br />2. Executing undefined opcodes<br />3. Fuzzing the IO ports<br />4. Capturing the hopefully unencrypted link cable traffic and reversing it<br />5. The blur effects in certain games to prevent seizures are certainly not generated by emulated hardware - there must be an IO port or bank that activates that feature, and the emulator itself handles the effect. Find out how to do this.<br />6. Potentially discover more hidden features in the VC emulator (maybe there are more special effects/commands than just the blur?).<br />7. Dump the VC ROM and see what was patched.<br />8. Check the uninitialized memory on the emulator. Normally the contents are undefined. Maybe I could find some heap information disclosure here?<br />


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />Memo to myself: After finding ACE on the Virtual Console, try some stuff:<br />1. Switching to unexistent ROM/RAM banks<br />2. Executing undefined opcodes<br />3. Fuzzing the IO ports<br />4. Capturing the hopefully unencrypted link cable traffic and reversing it<br />5. The blur effects in certain games to prevent seizures are certainly not generated by emulated hardware - there must be an IO port or bank that activates that feature, and the emulator itself handles the effect. Find out how to do this.<br />6. Potentially discover more hidden features in the VC emulator (maybe there are more special effects/commands than just the blur?).<br />7. Dump the VC ROM and see what was patched.<br />8. Check the uninitialized memory on the emulator. Normally the contents are undefined. Maybe I could find some heap information disclosure here?<br />[/quote]<br /><br />Yeah, finding an emulator escape would be nice. I&#039;d probably try and reverse the emulator itself though.<br /><br />No need to dump the VC ROM, others surely will dump the whole titles with ROM and patch config.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I love to see TheZZAZZGlitch is already in the starting blocks for this&nbsp; :XD:<br /><br />Can&#039;t wait to see what comes up with that!


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />RBY on the Virtual Console? With link cable support? There are so many things that could go wrong here. Sign me up!<br /><br />The number of arbitrary code execution glitches on 1st Gen Pokemon games is so staggering that it&#039;s impossible to patch everything - it would be easier to just make a new game. From there, it should be possible to find and exploit a flaw in the emulator to gain code execution on the 3DS, assuming programmers at Nintendo still don&#039;t care about buffer overflows (some things never change). Also a reminder - remote code execution over the link cable was already found, in both [url=http://vaguilar.js.org/posts/1/]Gen I[/url] and [url=https://www.youtube.com/watch?v=e8CO_e_rKd8]Gen II[/url]. If the Virtual Console editions still use the original link cable protocol, there will inevitably be a lot of trolls who erase your save file after you try to trade with them.<br /><br />Memo to myself: After finding ACE on the Virtual Console, try some stuff:<br />1. Switching to unexistent ROM/RAM banks<br />2. Executing undefined opcodes<br />3. Fuzzing the IO ports<br />4. Capturing the hopefully unencrypted link cable traffic and reversing it<br />5. The blur effects in certain games to prevent seizures are certainly not generated by emulated hardware - there must be an IO port or bank that activates that feature, and the emulator itself handles the effect. Find out how to do this.<br />6. Potentially discover more hidden features in the VC emulator (maybe there are more special effects/commands than just the blur?).<br />7. Dump the VC ROM and see what was patched.<br />8. Check the uninitialized memory on the emulator. Normally the contents are undefined. Maybe I could find some heap information disclosure here?<br /><br />[/quote]<br /><br />This fuckin&#039; guy.<br /><br />I wish you the best of luck. If anyone can make these VC releases do stupid shit for the hell of it, it&#039;d be you.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />If the Virtual Console editions still use the original link cable protocol, there will inevitably be a lot of trolls who erase your save file after you try to trade with them.<br />[/quote]<br /><br />You assume that the link emulation stuff will be online. Didn&#039;t they just say &quot;wireless&quot;, therefore implying it&#039;ll be local multiplayer only?


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />1. Switching to unexistent ROM/RAM banks<br />[/quote]<br />Apparently switching to bank 0x40 (or any non-00 multiple of 0x40) will load bank 0x00 on an MBC3. This may be of some interest to test.<br /><br />[quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />2. Executing undefined opcodes<br />[/quote]<br />[quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />5. The blur effects in certain games to prevent seizures are certainly not generated by emulated hardware - there must be an IO port or bank that activates that feature, and the emulator itself handles the effect. Find out how to do this.<br />[/quote]<br />[quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />6. Potentially discover more hidden features in the VC emulator (maybe there are more special effects/commands than just the blur?).<br />[/quote]<br />Blur? I thought Nintendo just applied small changes to reduce flashing :P<br /><br />Something to note of: Opcode FC in the VC emulator does something, while on real hardware it&#039;s an invalid opcode. This may be related to reducing blur, or it could be for something else. You can look at the changes Nintendo applied to some gb ROMs [url=https://tcrf.net/User:Blaziken257/3DS_Virtual_Console_changes]here[/url].<br />[size=4pt]Kinda funny how your personal text is &quot;Unknown opcode fc at 801a&quot;.[/size]<br /><br /><br />[quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />3. Fuzzing the IO ports<br />[/quote]<br /><br />Fuzzing? So like corruption? One thing to test out would be if the game truly emulates the OAM DMA transfer (i.e. emulating OAM DMA bad accesses)<br /><br />[quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />4. Capturing the hopefully unencrypted link cable traffic and reversing it<br />[/quote]<br />oh god<br /><br />[quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />7. Dump the VC ROM and see what was patched.<br />[/quote]<br /><br />There&#039;s already a homebrew application to do that, called [url=https://gbatemp.net/threads/braindump-prerelease-dump-game-contents-on-any-system-version.400920/]Braindump[/url]<br /><br />[quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />8. Check the uninitialized memory on the emulator. Normally the contents are undefined. Maybe I could find some heap information disclosure here?<br />[/quote]<br />I really don&#039;t think Nintendo cares enough to emulate something like that, but maybe...<br /><br />[quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />Also a reminder - remote code execution over the link cable was already found, in both Gen I and Gen II. If the Virtual Console editions still use the original link cable protocol, there will inevitably be a lot of trolls who erase your save file after you try to trade with them.<br />[/quote]<br /><br />There&#039;s also the issue of trading unstable PokÃ©mon (namely glitch moves and glitch PokÃ©mon). Of course, online multiplayer probably won&#039;t be a thing because of the staggering amount of bugs to abuse.<br /><br />For me, I&#039;d like to test out how accurate the 3DS emulator is, according to [url=http://tasvideos.org/EmulatorResources/GBAccuracyTests.html]these tests[/url]. (of course, if there&#039;s another rom injection exploit I&#039;d use that instead)<br /><br />(If Nintendo/Game Freak was really concerned about exploits happening, they may hardcode a case for PokÃ©mon Red/Blue to not allow the PC to access WRAM)


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: The G-Meister
icon: xx
body:
  Wait, so if I can only catch these sort-of-half-but-not glitch hybrids... is there any way to catch the actual glitch PokÃ©mon?<br /><br />And also, there&#039;s a couple items that always cause me to have to press B once or more, and it&#039;s rather frustrating. Anyone happen to know which glitch items these are? I was thinking of writing a huge &quot;Beginners guide to item underflow,&quot; so anyone else who happens to be new to glitching knows what&#039;s going on.<br /><br />Also I found a small but cool quirk the other day, I&#039;ll post it here when I remember what it was. :/


subject: Re: Bringing back item balls with a fossil bug in at least Red/Green?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Thank you very much HÃ¡Äky. I really appreciate your thorough response. :) I&#039;m going to try this and upload a video about it.<br /><br />Edit: The video is up. (click to open)<br /><br />[youtube]https://www.youtube.com/watch?v=THTEoXhPFRk[/youtube]


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SCf3
icon: xx
body:
  I&#039;m actually really excited about this, I thought it was never gonna happen.<br />Also to people complaining about (possibly) no Wi-Fi support: I feel like if they added Wi-Fi it kinda defeats the purpose/feel of the original games. You had to meet up IRL and connect a cord to trade, local wireless is the same concept. Idk but that&#039;s just what I think. <br /><br />Edit: Also do you guys think they&#039;ll patch any glitches at all?


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SCf3 link=topic=7384.msg199371#msg199371 date=1447526511]<br />Also do you guys think they&#039;ll patch any glitches at all?<br />[/quote]<br />I really hope not. I&#039;ve never had the chance to play Red, Blue, and Yellow except on an emulator - this will be my first opportunity to perform glitches that I learned about here on a console.<br /><br />When I was born, Red and Blue were already one year old. Dang.


subject: Re: Bringing back item balls with a fossil bug in at least Red/Green?
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I dunno if I mentioned it, but in FR/LG, some hidden items (like the ones in Underground Path between Routes 7 and 8) couldn&#039;t be found when I played through it. Although [url=http://www.serebiiforums.com/showthread.php?362302-FR-LG-where-to-find-all-the-hiddens-item-guide]some guide mention that the hidden items in Underground Path between Routes 5 and 6 cannot be found before completing S.S.Anne[/url], I was able to pick them up when I went there for the first time. Could they have the same cause?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SnorLapraSuicuinEkans
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Do you have to set up bootstrap + item setup or just one of them also is it supposed to crash if no setup is done


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello,<br /><br />The glitch item 8F / Wslm reads code from your Team / box.<br />The standard setup we use redirects the reading to the items.<br />You could do your codes with PokÃ©mon data only, but it&#039;s hard, so we prefer this way.<br /><br />If you don&#039;t have the Team / box setup, it won&#039;t work. Depending of the PokÃ©mon, it will most likely freeze.<br /><br />So unless you feel in the mood to code with PokÃ©mon, you need both.


subject: Re: Expanded Experience Underflow
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  [color=red]This post is rather obsolete. Please read the first instead.[/color]<br /><br />Hello,<br /><br />I have worked more on this.<br /><br />If you [b][u]could[/u][/b] use the Dokokashira Door Glitch to change the hex value of a PokÃ©mon, here will be the result of the Expanded Experience Underflow :<br />- Slow Group (ex: Mewtwo) =&gt; 105<br />- Medium-Slow Group (normal group for the glitch) =&gt; 100<br />- Medium-Fast Group (ex: Caterpie) =&gt; 98<br />- Fast Group (ex: Clefairy) =&gt; 91<br /><br />This is because the DKD changes the memory address for the PokÃ©mon&#039;s ID in the &quot;list of PokÃ©mon&quot; section but doesn&#039;t change the address for th PokÃ©mon&#039;s ID in the data of the given PokÃ©mon.<br /><br />Using Arbitrary Code Execution, you could do both at the same time. Provided that you have your medium-slow PokÃ©mon in first position, this would be a stupid code that would do it, but there&#039;s probably room for a better one:<br />Thunder Stone x100<br />TM09 x54<br />(item with the same hex ID than the wanted PokÃ©mon) x33<br />(hex:6B item) x209<br />Rappel Max x(special stat for the wanted PokÃ©mon)<br />CT01 x(any quantity)<br /><br />With this, any PokÃ©mon will jump to lvl 100 when earning less than 54 exp points :)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SnorLapraSuicuinEkans
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thank you, I wasn&#039;t sure if I wanted to spend the time to get the setup because on the emulator I use (meboy 2.2) when I used 8f an error would pop up instanly stating I was out of bounds, but now you have said that it crashes the game depending on the pokemon you have that could be why it crashes, so I will set it up and hopefully it will fix the problem :D


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  No problem ;)<br />If you&#039;re in trouble getting your code to work, don&#039;t hesitate to come here and we&#039;ll try to help&nbsp; :P


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I think that&#039;s because you know them, and have played to more complex PokÃ©mon games.<br /><br />I was 10 when PokÃ©mon R/B was released. I was already playing Game Boy for a while, and we had no clue of any glitch yet. Still, it was one of my favorite GB game, it was awesome. The entire school was playing PokÃ©mon during breaks. It was the game of the year and it was INCREDIBLY fun.<br /><br />But of course now, we have better technology, better games, even in the PokÃ©mon franchise. Nowadays, playing R/B/Y without glitches is probably a little... tasteless.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s a great GB game no doubt. It was incredible how they could make such an advanced game back then. But if you compare it to recent games, you&#039;ll find the limited bag and PC space extremely annoying.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SnorLapraSuicuinEkans
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Done, works well at least I know 8f is capable for my emulator is there anwhere I can go to find more interesting codes :D How to use Jack properly, what does 4848 do an 8__8 also thanks


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m not sure to understand your question.<br /><br />To execute a gameshark code only using 8F, given a Gameshark code is structured this way: AABBCCDD<br />You can do this :<br />Any item<br />8F / ws*lâ€™||lm||<br />Lemonade xBB (decimaled)<br />TM34 xCC (decimaled)<br />hex:DD item x201<br /><br />To get the DD item, if it is a glitch item, you can use this code:<br />8F / ws*lâ€™||lm||<br />Item you want to morph<br />Burn Heal x43<br />Ice Heal x43<br />Full Heal x201<br /><br />The second item gains 1 hex each time you use the code.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SnorLapraSuicuinEkans
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes, being BB CC and DD being being byte 1-3 right ? I am confused as I have seen this code Walk through walls&nbsp; 010138CD but is it wrongly corrosponded to their items (max revive x accuracy carbos) because I checked their hex in the big list and it dosn&#039;t match I am probably checking the wrong place, so could you tell me what I&#039;m doing wrong ? I&#039;m very confused at the moment haha , I have done the catch em all code and any item code and I am just trying to understand how to work it. Thanks for helping :D


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  In the Gameshark code you mention,<br />AA = 01<br />BB = 01<br />CC = 38<br />DD = CD<br /><br />So the corresponding code is:<br />Any item<br />8F / ws*lâ€™||lm||<br />Lemonade x1<br />TM34 x56<br />TM05 x201<br /><br />Because 38, in decimal, is 56, and TM05 is the item with [url=http://glitchcity.info/biglist.htm]a hex value of CD[/url].<br />Then use 8F / ws*lâ€™||lm|| and you will walk through walls. Proceed this way with any gameshark code you would like to use.<br /><br />Please note RAM address $CD38 is in a memory section which doesn&#039;t change between versions AND localizations. You will not have to change this code if you use it in Yellow version, nor if you use a foreign game.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=6638.msg199388#msg199388 date=1447800876]<br />In the Gameshark code you mention,<br />AA = 01<br />BB = 01<br />CC = 38<br />DD = CD<br /><br />So the corresponding code is:<br />Any item<br />8F / ws*lâ€™||lm||<br />Lemonade x1<br />TM34 x56<br />TM05 x201<br /><br />Because 38, in decimal, is 56, and TM05 is the item with [url=http://glitchcity.info/biglist.htm]a hex value of CD[/url].<br />Then use 8F / ws*lâ€™||lm|| and you will walk through walls. Proceed this way with any gameshark code you would like to use.<br /><br />Please note RAM address $CD38 is in a memory section which doesn&#039;t change between versions AND localizations. You will not have to change this code if you use it in Yellow version, nor if you use a foreign game.<br />[/quote]<br /><br />why use that when this is easier? (all that&#039;s needed is 5 items you can get from Celadon department store)<br /><br />Optimise your code to use only non-glitch/non-key items if possible guys, I always tried to do this...<br /><br />http://forums.glitchcity.info/index.php/topic,6638.msg189609.html#msg189609


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Blaziken257
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7384.msg199366#msg199366 date=1447452082]<br />[quote author=TheZZAZZGlitch link=topic=7384.msg199361#msg199361 date=1447404152]<br />6. Potentially discover more hidden features in the VC emulator (maybe there are more special effects/commands than just the blur?).<br />[/quote]<br />Blur? I thought Nintendo just applied small changes to reduce flashing :P<br /><br />Something to note of: Opcode FC in the VC emulator does something, while on real hardware it&#039;s an invalid opcode. This may be related to reducing blur, or it could be for something else. You can look at the changes Nintendo applied to some gb ROMs [url=https://tcrf.net/User:Blaziken257/3DS_Virtual_Console_changes]here[/url].<br />[size=4pt]Kinda funny how your personal text is &quot;Unknown opcode fc at 801a&quot;.[/size][/quote]<br /><br />The way that Nintendo handles flashing varies from game to game. While I don&#039;t know everything about this, I&#039;ll try to explain this to the best of my knowledge. Each Virtual Console ROM is patched on the fly, and each type of patch does different things, such as changing bytes, or applying a blur effect. Some games, such as Donkey Kong Land 2, simply change a few bytes in ROM to slow down the blur (or fix a glitch, in the case of Wario Land), and these types of patched ROMs are capable of running on an emulator or (presumably) on real hardware. (I can verify this, because I&#039;ve run these patched ROMs on BGB before.) These byte changes are typically ASM changes, but this may not always be the case.<br /><br />Other games patch things differently, where the emulator uses a blur effect whenever a certain region of code is executed. One example of this is Wario Land 3, which apparently seems to blur in certain situations, and this presumably cannot be replicated on real hardware. (I need to take a closer look at this, though, but I think that&#039;s what happens.)<br /><br />In my list of 3DS VC changes that you linked to, I recently uploaded dumped .patch files (which I used braindump to get). These are text files, and some of them have helpful comments to indicate what the patches are supposed to do.<br /><br />Worth noting is that back when I used the spider (browser) exploit (before it was fixed in March or so) to dump the ROM in memory, the normally invalid FC opcodes appear in the same offsets as the blur effects in the .patch files. So, I believe that the FC opcodes are related to blurring (or making the &quot;Print&quot; option do nothing in Super Mario Bros. Deluxe). Also, the FC opcodes do NOT show up when dumping a ROM with braindump -- only when using the spider exploit. So, the FC opcodes are probably loaded into RAM on the fly, when patching is applied.<br /><br />I hope I&#039;m not confusing here... I realize that I wrote a lot. One thing I wonder is if the Thunderbolt animation will be toned down. I realize that already happened when the games were localized to English, but it&#039;s still somewhat fast.<br /><br />I also wonder if there will be any text changes. FireRed and LeafGreen removed the reference to Space Shuttle Columbia due to the tragedy in 2003, and also removed some references to gambling (the Gambler trainer class was changed to Gamer). Will those changes show up in the VC versions of R/B/Y? I guess we&#039;ll have to wait and see. And speaking of gambling, I wonder if the Game Corner will remain in the VC versions, considering that it was phased out in Gen IV and gone for good starting in Gen V.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks, Wack0, I wasn&#039;t aware of this new version. I probably missed it while reading the thread. That&#039;s really a great code! I will add it to PRAMA too&nbsp; ;)<br /><br />[quote author=SnorLapraSuicuinEkans link=topic=6638.msg199389#msg199389 date=1447804433]<br />Ok right what about 1 lemonade and tm 34 where do they come in ?<br />[/quote]<br /><br />To answer this question: I told you earlier using 8F gets the game to read code from party, and having the specific setup redirects the reading to the THIRD item.<br />Now the third item is Lemonade x1. Third item memory address in english R/B is $D322. Lemonade&#039;s hex ID in the Big List is 3E so that&#039;s the value for this address.<br />The following address would be the quantity of Lemonade, then the hex ID of the fourth item, its quantity, fifth item, etc.<br /><br />Here, we have the following read code:<br />[b]3E[/b] (Lemonade) [b]01[/b] (x1) [b]EA[/b] (TM34) [b]38[/b] (x56) [b]CD[/b] (TM05) [b]C9[/b] (x201)<br /><br />To understand what it means you need to know how these hex numbers are interpreted as game instructions.<br /><br />Here&#039;s something you could use: http://www.pastraiser.com/cpu/gameboy/gameboy_opcodes.html<br />In this table, every hex number matches an instruction. The instructions pour the above numbers are:<br />3E : [u]ld A, d8[/u]<br />This puts the following number into an in-game &quot;A&quot; value. So from now on, A = 01.<br />Since 01 was integrated to this instruction, we continue with the third one.<br />EA : [u]LD (a16),A[/u]<br />This specific instructions takes the memory address composed by the next TWO hex numbers and affects A as its value. Note the numbers are read in reverse order here; the memory address will be $CD38. So this instruction gets $CD38 to take the value 1. This is what the gameshark code does, since having 1 as value of this address will get you to walk through walls.<br />38 and CD having been used here, we conclude this with the last number.<br />C9 : [u]ret[/u]<br />This is an &quot;end&quot; instruction, that stops the reading of the code. It is very important to place it, otherwise the game will continue to read the following addresses as code... and God knows what can happen then.<br /><br />Click on Wack0&#039;s link and read the ASM (instructions) of its code. You would be able to understand it, if I tell you &quot;inc&quot; is an increase instruction. <br /><br />


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This code allows you to change the value of ONE memory address. It&#039;s very cool, but it&#039;s the least you can do using 8F.<br />You can create codes that will modify a different memory address every time you use it, or codes that will change several values in one take. <br />You could even create complex programs like TheZZAZZGlitch did creating a Pong, or the way Torchickens changed Pallet Town into a 1G Twinleaf Town. You don&#039;t have to limit yourself to the poor gameshark code simulation&nbsp; :P


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m thinking they&#039;ll probably make minor changes like the gambling references (should be interesting to see what happens to the Game Corner, maybe they&#039;ll just give it an M rating? Maybe even an R18+ rating these days?), and they&#039;ll base the VC versions from the international European versions. That way they fix some of the glitches that only appear in American/Japanese RB, and it probably makes communicating with different languages easier.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The gambling thing has not been modified in at least french games BTW. The trainer class is still called &quot;Croupier&quot;, which means Gambler. I wonder why this was not a worldwide thing.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SnorLapraSuicuinEkans
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes, you are right but I&#039;m just a beginner haha , am I right in saying for a code with XXXX00XX would be the glitch item j right ?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Actually, the glitch item is the last byte. So it would be for the XXXXXX00 code. And yes, it will be &quot;j&quot; in english games.<br />The third byte is the quantity of TM34 in the code I posted earlier.<br /><br />But as Wack0 mentioned, this other code is easier to use:<br /><br />Any Item<br />8F / ws*lâ€™||lm||<br />Lemonade xBB<br />X Accuracy xCC<br />Carbos xDD<br />PokÃ© Ball x119<br />Fresh Water x201<br /><br />No need for glitch items or complicated items. In this case, the 00 of your XXXX00XX code will be the quantity of X Accuracy.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Since the games were originally rated E by the ESRB, I think theyâ€™re in the clear to re-release them under that rating in North America without concessions to modern moral panickers.<br /><br />In Europe, PEGI didnâ€™t exist at the time of the original release. The [url=http://www.pokemon.com/uk/pokemon-news/classic-pokemon-games-return-on-virtual-console/]UK PokÃ©mon site[/url] lists a PEGI 12 rating, higher than any other game in the series, which suggests that they have retained the Game Corner.<br /><br />The Nintendo Direct said â€œWeâ€™ve done what we can to preserve the games exactly as they were, except that pesky Game Boy Game Link cable.â€ If they fix anything other than link cable exploits, thatâ€™s false advertising and we should complain :P Honestly, though, Iâ€™d love to see them [i]try[/i] to patch everything, but I doubt theyâ€™ll bother, because it isnâ€™t worth the cost.<br /><br />(If Iâ€™m wrong, and someone is scouring this forum looking for things to patch: Add the letters Ã„Ã–ÃœÃ¤Ã¶Ã¼ to the English versionsâ€™ font so that traded German PokÃ©mon names are correctly displayed. ;))


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Then you should use this code:<br /><br />Any Item<br />8F / ws*lâ€™||lm||<br />Lemonade x255 (FF)<br />X Accuracy x00 (00)<br />Carbos x215 (D7)<br />PokÃ© Ball x119<br />Fresh Water x201<br /><br />Or this one:<br /><br />Any item<br />8F / ws*lâ€™||lm||<br />Lemonade x255<br />TM34 x00<br />TM15 x201<br /><br />A quantity of 0 is something that can be obtained. Any quantity above 99 cannot be obtained normally, so you have to use glitches. MissingNo&#039;s duplication, for example, can rise the quantity of an item until 255. But in the case of a quantity of 0, because 0 = 256, MissingNo. cannot help.<br /><br />To get a x0 item, you can use item underflow. I&#039;m guessing you already did it at least once, to get the 8F / ws*lâ€™||lm|| item, unless you used Glitch World RAM Manipulation.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SnorLapraSuicuinEkans
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes I used the item underflow glitch using 255 stacks and dropping items is it an item under cancel or is it close to where you find 8f


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SnorLapraSuicuinEkans
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hmm this code is supposed to make me walk faster but It definatly isn&#039;t changing my walk speed but 8f is working but I don&#039;t know what its doing if its even doing anything ? Any way you can check what it does ???


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t know where you get the code, but address $D700 is not related to speed. It&#039;s actually your &quot;displacement status&quot;. Its value is 00 if you walk, 01 if you&#039;re biking, 02 if you&#039;re surfing. Changing its value to FF (as 01FF00D7 does) will not do anything.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SnorLapraSuicuinEkans
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Great. http://www.supercheats.com/gameboy/pokemon-blue/5386/My-Collection-Of-Pokemon-Blue/&nbsp; &nbsp; &nbsp; &nbsp; he also has slow walking speed fast text speed and slow text speed all simillar codes :/


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=6638.msg199396#msg199396 date=1447840293]<br />Thanks, Wack0, I wasn&#039;t aware of this new version. I probably missed it while reading the thread. That&#039;s really a great code! I will add it to PRAMA too&nbsp; ;)<br />[/quote]<br /><br />it&#039;s not new, i made it back in 2013.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Spectramark
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]as im trying to get back into completing my dex on emerald, theres really only a few pokemon missing. namely deoxys, mew and slowpoke. funny thing is, you can get every pokemon by combining pokemon xd, colosseum, channel (pal), fire red, ruby, sapphire and emerald, except those 3. so slowpoke confirmed as rare as mew&nbsp; ;)[/quote]<br /><br />Funnily enough, Decamark 0x0000 has the cry of Slowpoke, for some reason.<br /><br />You can easily get a Slowpoke by performing the EVs &gt; Species corruption with 79 HP EVs on Seasor. Getting Mew requires 151 HP EVs and getting Deoxys requires 1 Attack EV and 130 HP EVs.<br />As for the event unlocking, I&#039;m pretty sure it&#039;s already been done a couple of pages back.<br /><br />On a different note, on emulator, does anyone know where the location for a viewed pokemon&#039;s type is in Memory Viewer? It&#039;d be nice to see what Hex value certain glitch types are. :)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SnorLapraSuicuinEkans
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So, I&#039;s there a website that tells me which each indivisial byte effects which area of memory that I will be able to understand because I can&#039;t read code very well


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SnorLapraSuicuinEkans link=topic=6638.msg199414#msg199414 date=1447948778]<br />So, I&#039;s there a website that tells me which each indivisial byte effects which area of memory that I will be able to understand because I can&#039;t read code very well<br />[/quote]<br /><br />We have a list of gameshark codes if that&#039;s what you mean: http://glitchcity.info/wiki/index.php/Pok%C3%A9mon_GameShark_codes


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Otherwise, you can:<br /><br />- Use this RAM Map which gives most address of the WRAM: [url=http://datacrystal.romhacking.net/wiki/PokÃ©mon_Red/Blue:RAM_map]http://datacrystal.romhacking.net/wiki/PokÃ©mon_Red/Blue:RAM_map[/url]<br />- Use the disassembly (but it&#039;s a bit harder to understand maybe): https://github.com/pret/pokered/blob/941d2b9eb8a59b42ea71a08b34b25c06477cf36d/wram.asm


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SnorLapraSuicuinEkans
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SnorLapraSuicuinEkans
icon: xx
body:
  Exactly what I was looking for so I can make my own codes yes ? And if I was going to like change my sprite or something 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Absolutely!<br /><br />Let&#039;s say you want to get a Moon Stone in the 19th position of your stored items, for some reason. Look in the RAM Map and you will see this: D55F - Stored Item 19<br /><br />So $[color=red]D5[/color][color=blue]5F[/color] is the address you want to deal with. You also need to know the hex ID for the Moon Stone, that you can get in the big list. In this case it will be [color=green]0A[/color].<br /><br />Therefore, the gameshark code to &quot;get a Moon Stone in the 19th position of the stored items&quot; will be [b]01[color=green]0A[/color][color=blue]5F[/color][color=red]D5[/color][/b]. Note that the address is reversed in the gameshark code, 5F comes before D5.<br /><br />Converted into an 8F code, you will have to get the following items:<br />Any Item<br />8F / ws*lâ€™||lm||<br />Lemonade x10 ([color=green]0A[/color])<br />X Accuracy x95 ([color=blue]5F[/color])<br />Carbos x213 ([color=red]D5[/color])<br />PokÃ© Ball x119<br />Fresh Water x201<br /><br />And here you go: a Moon Stone appears in the 19th position of the stored items!


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  Well, that might be a little complicated to explain. Let&#039;s try. You know the value of an address is a hex number. For example, 00 or FF.<br /><br />Translated into binary, FF is 1111 1111. Eight numbers, right? That means any hexadecimal number can be written with 8 binary numbers.<br />00 = 0000 0000<br />01 = 0000 0001<br />0F = 0000 1111<br />F0 = 1111 0000<br />A9 = 1010 1001<br />To properly translate a hex number into binary, you can use Windows&#039; calculator (programmer mode).<br /><br />Now, this is important because each bin number is a &quot;bit&quot;. The bit can be set (&quot;1&quot;) or removed (&quot;0&quot;). For any hex number, you can translate it in a series of 8 bits, either set or removed.<br /><br />Before talking about the &quot;Debug New Game&quot; address, let&#039;s take an easier example. Address $D2F7 is &quot;owning or not owning PokÃ©mon 1 to 8&quot;. The owned PokÃ©mon are determined by the bit of the value for this address. If the value is FF, all bits are set (1111 1111) so you have all eight PokÃ©mon. If the value is A9, as you can see above, this means PokÃ©mon 1, 4, 6 and 8 are owned, but 2, 3, 5 and 7, all having their bit to 0, are not.<br /><br />Now, address $D732 triggers things according to which bits are set or not set.<br />If the first bit is set (we call this bit &quot;bit 0&quot; and it is actually the last in order; for example in 0000 0001, &quot;bit 0&quot; would be the 1) then [b]play time is counted[/b]. That&#039;s why this bit is always set.<br /><br />If bit 1 is set (XXXX XX1X, as with hex:02) when a new game is launched, [b]it activates the debug mode[/b]. In this mode, Oak&#039;s speech will be shorter. The player&#039;s name is set to NINTEN and the rival&#039;s name to SONY. You don&#039;t start the game in your house, and you can avoid wild encounters by holding B. This is of course never triggered in a normal game.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ATEMVEGETA link=topic=6868.msg199335#msg199335 date=1446401951]<br />But this thread seems to have goten too far with reaserch on the Pomeg glitch and I kinda lost the ball. So, I was hoping if any of you glitch experts that do researches on this glitch and know what&#039;s going on with it, because it seems too complicated for me (and I guess to many other readers) to understand, can summarize every sub-glitch of the Pomeg glitch that has been discovered so far and those new ones that can be exabolated from this thread with steps on how to perform each one?<br /><br />Thanks in advance!<br />[/quote]<br /><br />I don&#039;t have all the sub-glitches in head, but you have :<br />- Near to full Pokemon manipulation (create a Pokemon with certain IVs, Evs, Species, Exp, Met Location, Moves, Ball)<br />- Obtain Pokerus<br />- Obtain every item<br />- Obtain every Pokemon<br />- Obtain every Secret Base Decoration<br />- Corrupt Lilycove Museum paintings (to get the Contest star easily)<br />- Duplicate Items<br />- Fast cloning<br />- Instant Pomeg Glitch<br />- Charm Glitch<br />- Your Opponent&#039;s Pokemon Glitch<br />- Unlock Southern Island<br />- Unlock Birth and Faraway Island (French Emerald)<br />- Cool graphical and audio glitches<br />- Catch Battle Pike and Pyramid Pokemon<br />- Despawn NPCs<br />- ...<br /><br />And about those that could be explored, most of the methods were explored as further as possible, and a lot of ideas were used. The main thing left is Arbitraty Code Execution : see which Glitch Pokemon/Move/Thing could trigger an easy ACE that could be performed with Bag Items or PC/Party Pokemon data.<br /><br />For practice, everything starts with a Pomeg Glitch, and after that it&#039;s an interaction between Pomeg Glitch / a glitch Pokemon / a glitch move / a glitch thing and another mechanic, may it be in a battle or outside of battle.<br />Everything isn&#039;t interesting and the list of potential goals is limited, and for now, the main manipulable mechanics have been visited.<br />It really stretches in every direction, and the working techniques only come from a refinement of an interaction in order to make that console-useable.<br /><br /><br /><br /><br /><br />gangstajigglypuff :<br />You can easily trigger Southern Island in Emerald with Pomeg Glitch, as they left the whole event in the cartridge.<br />You can also easily obtain all the tickets, but triggering the event islands is another matter.<br /><br />As of now, I only have one technique to do that, but it only allowed me to unlock Faraway and Birth Islands in a French Emerald as you need Glitch Pokemon with really specific values (you need to corrupt the value managing the pary slot of the current fighting Pokemon with a Glitch Pokemon Name, and you can&#039;t give it every value you want).<br /><br />It&#039;s alsso possible to create obedient Mew and Deoxys with PC Pokemon Corruption, but it&#039;s tedious as you can&#039;t do that easily from the in-game traded Pokemon. And you would need a Pokemon with a specific corruption type in order to create an obedient Mew/Deoxys with the right met location and lv.<br />My best guess for these islands would be an ACE, as for now I don&#039;t really have any more method to corrupt the RAM adresses managing these event Islands.<br /><br /><br />Spectramark : If you want to know a Glitch Pokemon&#039;s type, the Extended Gen III Pokedex is really good for that, (or a script to analyse the ROM data of Pokemon, Glitch Pokemon included). As most Glitch Pokemon will freeze the game when you open their summary, you won&#039;t be able to know their type like this.<br /><br />Some glitch types are graphically interesting as they don&#039;t make the game crash, some might be interesting because they make the game crash and could potentially bring up ACE, but they don&#039;t have any other good effect as they all have a neutral interaction with all the remaining types.<br /><br />The Pokemon types also aren&#039;t stored during battles, so there&#039;s no value you could easily read to get the type of a glitch Pokemon.<br />


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Spectramark
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spectramark
icon: xx
body:
  Okay. :)<br />Is there any chance you could give me a link to the Extended Gen III Pokedex? It sounds like it would be really helpful.<br /><br />On a different note, while playing around with Pomeg corruption, I used a certain glitch move (not sure which) which crashed the game and made the battle music slow down.<br />After about a minute, the music changed to a slowed-down version of FRLG&#039;s Pallet Town.<br /><br />I knew there were sprites left over from FRLG, but I never expected that song.<br />Not sure whether or not you&#039;ve seen this sort of thing happen before, but it certainly took me by surprise. :)


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello,<br /><br />I am not sure how much HoO members have researched into the different Fake-Fake-(...)-Sinnohs to see which of them has the Newmoon Island in a correct location to XABB it and, maybe, get Darkrai. But that&#039;s something we did during our current Tweaking Trick project on the french website PRAMA Initiative, thanks to one of our members, Ankeraout, who designed very helpful lua scripts (self-tweaking, self-walking with invisible walls detection and bypassing, 10x speedhack, and lately a script that just allows anyone to reach any FS instantly).<br /><br />[img]http://www.prama-initiative.com/phoebe-grid2.png[/img]<br />Ouest = West, Nord = North, Sud = South, Est = East. Obviously.<br /><br />Now we are trying them &quot;legit way&quot; on different games. It appears so far all of the green FS allows to XABB the island. Each island has a (undetermined) probability to actually allow Darkrai encounter; or, XABB will lead you to a double black screen and then you will have to reset and try another way. We have indeed seen one FS can &quot;work&quot; while another can&#039;t in a same save file.<br /><br />Of course, FFFFFFS are not realistic on real game cartridge, it would take hours, if not days, to reach it, and you always have a risk for a crash or an event that kicks you back to Sinnoh. But in the end, this gives at least 17 different ways to catch Darkrai through Tweaking Trick, each having a chance to work, or not, on any game. It&#039;s probably enough to ensure that at least one will work, unless you&#039;re very unlucky. <br />


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: hpokÃ©_coloradohugge
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  you guys think they are going to add some restriction for tradeing between Japanese and internation versions for the virtual console release?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I always have a hard time finding the link back on the forum, but it&#039;s there.<br />Be careful, it only works well with US roms.<br />If you want info about Glitch Pokemon on Fr/Jap/... games, you have to do tiny manipulations to make Gen III Extended suite read it.<br /><br />Glitch Moves can really easily crash the game, as they don&#039;t need a really long name to overwrite the RAM data managing the fights (some values there really need to be precise or the battle crashes), as they can change the battle type (some types making you unable to flee and properly attack, or just crashing the game), and as most (if not every) glitch move animation messes up with the game.<br />The issue with these animations is that they sometimes won&#039;t crash the game by pure randomness (the type of crash/freeze can change too), so I didn&#039;t find any useful glitch move that would have an exploitable glitched animation.<br /><br />Glitched effects of Glitch Moves also crash the game if I remember well. There isn&#039;t many of them, but that&#039;s an eventuality.<br />There&#039;s also a potential issue with the &quot;called&quot; name of the glitch move (the name used in the textboxes when you use the glitch move), as it&#039;s oftenly different from the glitch move name, and can too rewrite the RAM data managing the fight.<br />There&#039;s also a certain loop of &quot;oe&quot; symbols that crashes the game.<br /><br />About FrLg OST, it is in Emerald (maybe not all the tracks, but most of them), and is only used for Navel Rock.<br />The change of music only happened to me once : the game stayed stable and I got an Oak Lab track playing, but I forgot to savestate and greedily tried to use the glitch move another time. I tried to use that move again (I had a savestate right before), but I never got that music change again.<br /><br /><br />Recently, we searched a bit about Glitch Pokemon names that could interfer with the game music, as a potential ACE starter, but the search didn&#039;t really bear fruits. (We didn&#039;t really know what values put to have different interactions with the music that could go beyond that)<br /><br />I also randomly fell on a glitch pokemon name that really heavily messes up with the graphics. It is on a French Emerald, and strangely doesn&#039;t produce the same effects depending on the emulators. If more stable versions of that Pokemon were to be found, that would be neat.<br />Its index is 0xCBB3 (Fr Emerald), and I roughly show its effects here : https://youtu.be/BNvi05UH9zk?t=1h9m46s<br /><br />In general, if you want to find a Glitch Pokemon whose name will cause interferences when read in PC, use Gen III Extended Suite to find the Glitch Pokemon with the longest names on the ROM you&#039;re using. (I have the list for Fr Emerald and I always forget to do it on the US one.)<br />After that, it&#039;s a matter of taking a Glitch Pokemon ID on that list, increasing it, and checking if the new glitch pokemon does something neat.<br /><br />I would really like to extract an area of adresses that could bring nice effects if they are given the right values, but reading a really long species name in PC seems to mess with multiple things ar once in the Memory Viewer, so it&#039;s hard to know what part of the name was the culprit.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7384.msg199404#msg199404 date=1447870873]<br />Since the games were originally rated E by the ESRB, I think theyâ€™re in the clear to re-release them under that rating in North America without concessions to modern moral panickers.<br /><br />In Europe, PEGI didnâ€™t exist at the time of the original release. The [url=http://www.pokemon.com/uk/pokemon-news/classic-pokemon-games-return-on-virtual-console/]UK PokÃ©mon site[/url] lists a PEGI 12 rating, higher than any other game in the series, which suggests that they have retained the Game Corner.<br />[/quote]<br /><br />TPCi used to lie about the PEGI rating prior to this, claiming it was [b]3[/b] like the other games. But if [b]12[/b] means keeping the Game Corner intact, then that&#039;s a good thing. I wonder if they could keep the 3 rating by adding slot machine text that says &quot;Kids aren&#039;t allowed to play!&quot; or something along those lines, which would fit with the Rocket Game Corner&#039;s slogan &quot;The playground for grown-ups!&quot; And this assuming that they didn&#039;t change anything, of course.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Krys3000, since you mentioned Fake Sinnoh, I&#039;m sure you&#039;ll be interested to know that Fake Johto and Kanto have been found as well ;)<br /><br />https://www.youtube.com/watch?v=ZkbmqxZ1xd4


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh that&#039;s nice Sato, I wasn&#039;t aware of that. That same Ankeraout has tried to use WTW to progress in the void in other places a while back, but encountered freezes. It&#039;s great to have someone who actually did the job.<br /><br />Unfortunately, this is impossible to do without WTW. It would be really great&nbsp; ;D


subject: Re: Bringing back item balls with a fossil bug in at least Red/Green?
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=camper link=topic=7359.msg199374#msg199374 date=1447575346]<br />I dunno if I mentioned it, but in FR/LG, some hidden items [b](like the ones in Underground Path between Routes 7 and 8 )[/b] couldn&#039;t be found when I played through it. Although [url=http://www.serebiiforums.com/showthread.php?362302-FR-LG-where-to-find-all-the-hiddens-item-guide]some guide mention that the hidden items in Underground Path between Routes 5 and 6 cannot be found before completing S.S.Anne[/url], I was able to pick them up when I went there for the first time. Could they have the same cause?<br />[/quote]<br /><br />Are you sure you didn&#039;t come across any? That&#039;s weird. I found them on both Underground Paths before the S.S. Anne quest.<br /><br />[img]https://i.imgur.com/eN996Wk.png[/img]


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7384.msg199429#msg199429 date=1448389868]<br />[quote author=HÃ¡Äky link=topic=7384.msg199404#msg199404 date=1447870873]<br />Since the games were originally rated E by the ESRB, I think theyâ€™re in the clear to re-release them under that rating in North America without concessions to modern moral panickers.<br /><br />In Europe, PEGI didnâ€™t exist at the time of the original release. The [url=http://www.pokemon.com/uk/pokemon-news/classic-pokemon-games-return-on-virtual-console/]UK PokÃ©mon site[/url] lists a PEGI 12 rating, higher than any other game in the series, which suggests that they have retained the Game Corner.<br />[/quote]<br /><br />TPCi used to lie about the PEGI rating prior to this, claiming it was [b]3[/b] like the other games. But if [b]12[/b] means keeping the Game Corner intact, then that&#039;s a good thing. I wonder if they could keep the 3 rating by adding slot machine text that says &quot;Kids aren&#039;t allowed to play!&quot; or something along those lines, which would fit with the Rocket Game Corner&#039;s slogan &quot;The playground for grown-ups!&quot; And this assuming that they didn&#039;t change anything, of course.<br />[/quote]<br />Can games really do that and take the porn website approach though? &quot;Oh, the game&#039;s for 3 and above, but we trust them to be honest and not play the Game Corner part if they&#039;re not old enough&quot;.<br /><br />IIRC the birthday thing on the 3DS doesn&#039;t store the year, but maybe it could integrate with parental controls.. or maybe not because it&#039;s a Virtual Console game.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Gah, anyone know how EV&#039;s work in Gen I? To they give a fixed increase to a stat or is it done by a percentage? The first thing I&#039;m trying to do on Red with ACE is max out my Pidgey&#039;s EV&#039;s (which I have done) but also make it so it&#039;s HP is always a max of 233 even when I happen to need to store / retrieve it from the PC. I&#039;ve set it to 233, but whenever I deposit / withdraw, it becomes like 268 or something.


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=7384.msg199433#msg199433 date=1448401229]<br />Can games really do that and take the porn website approach though? &quot;Oh, the game&#039;s for 3 and above, but we trust them to be honest and not play the Game Corner part if they&#039;re not old enough&quot;.<br />[/quote]<br /><br />Isn&#039;t that basically what they did before censoring the Game Corners? Ruby/Sapphire, FireRed/LeafGreen, Emerald, and Diamond/Pearl are all rated 3 by PEGI and they were able to keep the Game Corners without edits. Under the new PEGI guidelines, this isn&#039;t possible anymore, hence Red/Blue and Yellow being rated 12 now. My suggestion was to remove the slot machine minigame altogether and just leave a notice to the player (Red is 11 according to the manual, after all).<br /><br />For those interested, you can read more about PEGI&#039;s ratings [url=http://www.pegi.info/en/index/id/33/]on their site.[/url]


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am not sure how other European countries used to classify games before PEGI, but here in France, we previously had the SELL classification (Syndicate of leisure software publishers).<br /><br />SELL classified PokÃ©mon R/B/Y as &quot;All public&quot; which is an equivalent of modern PEGI 3. It didn&#039;t cause any problem back then. But as I mentioned before, as gambling references were not removed in &quot;recent&quot; french games like FR/LG, France might have softer laws on this.


subject: A newbie's guide to's? (with a spice of glitch item research)
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: The G-Meister
icon: xx
body:
  I was wondering how many questions we get about the basic glitches such as item underflow, arbitrary code execution, and some of the other early game, yet still complex glitches, and how often you get them. I was thinking about writing some &quot;Newbie&#039;s guide to&quot;&#039;s (seen as I&#039;m still pretty new something like this mighta been helpful), but wanted to know if it would be worth making them in the first place, or if they&#039;d just get lost and forgotten about.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=The G-Meister link=topic=6638.msg199434#msg199434 date=1448407266]<br />Gah, anyone know how EV&#039;s work in Gen I? To they give a fixed increase to a stat or is it done by a percentage? The first thing I&#039;m trying to do on Red with ACE is max out my Pidgey&#039;s EV&#039;s (which I have done) but also make it so it&#039;s HP is always a max of 233 even when I happen to need to store / retrieve it from the PC. I&#039;ve set it to 233, but whenever I deposit / withdraw, it becomes like 268 or something.[/quote]<br />Take the square root of the EVs, and then the calculation is the same as in later generations (4 EVs = 1 stat point at level 100). The maximum of 65535 EVs grants âˆš(65535)/4 â‰ˆ 64 stat points at level 100. If your (presumably level 100) Pidgey has 268 HP with maximum EVs, and you want it to have 233 HP, then youâ€™d need to reduce its HP EVs to around 13456, since âˆš(13456)/4 = 29 points at level 100. (You might have to adjust that for rounding errors.)


subject: Re: Korean PokÃ©mon Gold/Silver is GBC only
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=https://www.youtube.com/watch?v=ugzVDjTFcag]Here&#039;s what happens if you force Korean Gold/Silver to run in Game Boy mode.[/url]


subject: Re: RBY to be released on the 3DS Virtual Console
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7384.msg199436#msg199436 date=1448407536]<br />I am not sure how other European countries used to classify games before PEGI, but here in France, we previously had the SELL classification (Syndicate of leisure software publishers).<br /><br />SELL classified PokÃ©mon R/B/Y as &quot;All public&quot; which is an equivalent of modern PEGI 3. It didn&#039;t cause any problem back then. But as I mentioned before, as gambling references were not removed in &quot;recent&quot; french games like FR/LG, France might have softer laws on this.<br />[/quote]<br /><br />Here in Portugal, PEGI is used but it&#039;s not enforced by law. We still have our own classification system, IGAC (&quot;General Inspection of Cultural Activities&quot; in English), which was created by the Ministry of Culture. The core PokÃ©mon games have been rated M/4 (which used to be M/3, IIRC).<br /><br />[url=http://www.pegi.info/pt/index/id/390/]Our PEGI ratings are also a bit different.[/url] 3 is [b]4[/b] here while 7 is [b]6[/b] so that it matches the current film ratings.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ahhh thanks a bunch. As my purpose was rather that it didn&#039;t gain any EV&#039;s from battle, I&#039;ll set it to 169, and see if I get 233


subject: Re: A newbie's guide to's?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  I think it&#039;s always the ultimate goal of PokÃ©mon glitch communities to create pages for everyone to understand and be able to use any glitch. That&#039;s what GCL&#039;s wiki is about, and that&#039;s also what I&#039;m trying to do with PRAMA.<br /><br />So far, GCL&#039;s article on ACE, for example, is a little short. It would be great to finally write a full, easy-to-understand article on this. I think the own I did [url=http://www.prama-initiative.com/index.php?page=8f-code-execution]for PRAMA[/url] is pretty cool and might be translated into English? Anyway this requires time, unfortunately I barely have the time to work on my own website.<br />


subject: Re: A newbie's guide to's?
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That&#039;s a fair point. And even without translation of that PRAMA page, I can see you&#039;ve put quite a bit of work into it. Good job :P<br /><br />Now I&#039;m definitely not as pressured for time as you might be, so I could give it a shot. The main things I was going to cover were how the glitches work, but also why they work, which is what a lot of beginners don&#039;t understand. Seen as I do all my glitching on console, I&#039;ve bagged a few tricks up my sleeve to save myself some time here and there, which I&#039;d mention as well. When I was thinking about doing YouTube this was gonna be my format for tutorials, but editing just got so dreary and boring that I dropped it. I&#039;d rather make and be committed to making high quality videos, or not make them at all. Having said that, a comprehensive article written online is much more appealing.<br /><br />First, I have to finish my guides to breaking the money cap, so, all in good time :D


subject: Re: A newbie's guide to's?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  For having thought a lot about glitch &quot;vulgarization&quot;, I think both video and written support are great. In every page we write for PRAMA, we separate the glitch itself to the technical explanations of it. That&#039;s necessary because you have readers that only are interested in doing the glitch, and really don&#039;t care about memory addresses, hex values, opcodes and stuff so you have to keep it simple for them.<br /><br />Nonetheless, I&#039;m thinking about starting a series of videos which purpose is to specifically explain glitches (in french). That might be interesting.


subject: Re: A newbie's guide to's?
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Have fun with that, I stopped from sheer boredom :P<br /><br />The other thing I didn&#039;t know about until too late was the workings of items stacks over quantities of 99. It was a bit of a hit to realise that you can&#039;t deposit a x255 stack onto another x255 stack of the same item in the PC, as it just overflows and you end up with a x99 stack and whatevers left when you subtract 99 from 310. I&#039;d like to mention those things so new people get the idea: &quot;Do stuff exactly as stated, or these things will go wrong&quot;


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: The G-Meister
icon: xx
body:
  Ah, remembered the quirk. On Cinnabar Island, if you push the lady over to the right so she&#039;s standing underneath the doorway of the Gym, if you stand in the doorway without the secret key, it will tell you the door is locked, then try to push you down. Because she&#039;s in the way, you can&#039;t move down, so it just brings up the message again. If you close the message enough times, she&#039;ll slowly start to move out of the way again.


subject: Re: A newbie's guide to's?
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]Nonetheless, I&#039;m thinking about starting a series of videos which purpose is to specifically explain glitches (in french). That might be interesting.[/quote]<br /><br />A few months ago I had the idea to do just that - post series of videos that explain some difficult to understand concepts about Pokemon glitches and glitches in general (arbitrary code execution, inventory underflow, buffer overflows, integer overflows, also how to find and exploit glitches in general, since I get that question a lot). Obviously in English. I never got around to doing it, since producing professional quality video content (including voiceovers) takes a lot of time, and I wasn&#039;t sure whether my viewers would be interested.<br /><br />I might come back to the idea, but give up on the video part - just make comprehensive guides/articles in text form. Make them &quot;noob-friendly&quot; so everyone can understand what&#039;s going on, but have some additional technical sections to satisfy people who are a bit more curious.


subject: Re: A newbie's guide to's?
poster_name: Alaistar
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Alaistar
icon: xx
body:
  [quote]I was thinking about writing some &quot;Newbie&#039;s guide to&quot;&#039;s[/quote]<br />[quote]I might come back to the idea, but give up on the video part - just make comprehensive guides/articles in text form. Make them &quot;noob-friendly&quot; so everyone can understand what&#039;s going on, but have some additional technical sections to satisfy people who are a bit more curious. [/quote]<br /><br />Oh yes please, that would be great! <br />For a newbie (like me) that wants to start this magical journey into glitch exploration, every sort of explanations are more than welcome! Especially, as The G-Meister said, about the reason why glitches are like so and how the game works. I can imagine that making a guide is not easy and that requires a considerable amount of time but I think this would help newcomers a lot: the world of glitching is not so friendly at first. I found myself having some difficulties in understanding some passages (some of them remain obscure to me ::) ) and not everything on internet are clearly explained for a newbie.<br /><br />Videos are sureley a great means of information beacause they are easy to understand and direct but don&#039;t understimate a good written support: one the best noob-friendly thing I found online &quot;Inside the ROM: The deepest secrets of MissingNo. and Glitch PokÃ©mon&quot; was an article written by Crystal_ (all honor and glory) on Smogon. It really helped me in my first steps into the subject!<br /><br />Finally imho you don&#039;t have to care that much about reception: if your work is well done and if it is easily accessible you don&#039;t have to worry, people will come and will enjoy it! Maybe not immediately, I think it&#039;s more a long term kind of reception..<br /><br />(sorry for my very bad english, I hope you understood what I meant to say..)&nbsp; :-[


subject: Re: A newbie's guide to's?
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Read [url=http://www.smogon.com/smog/issue44/missingno]this[/url] as well if you enjoyed that article.


subject: Re: A newbie's guide to's?
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: The G-Meister
icon: xx
body:
  [quote author=Alaistar link=topic=7385.msg199450#msg199450 date=1448840927]<br />(sorry for my very bad english, I hope you understood what I meant to say..)&nbsp; :-[<br />[/quote]<br /><br />Your English is pretty much spot on, if you hadn&#039;t have said otherwise I would have thought it was your first language!<br /><br />Anyway, I&#039;ve seen that in a lot of places, item underflow is brushed over kinda gently as if everyone already knows it in the finest detail (which a lot of us do). Seen as it&#039;s pretty core to a lot of glitching, I&#039;ll try get a nice coherent article together some time next week. Got a buncha school work to do and the glitchy richness first page to finish re-writing. I&#039;ve found a few extremely useful applications for it as well (such as turning a stack of 1 item into a stack of 0 items, allowing the player to obtain x255 of said item), and I&#039;ll include a list of addresses from the [url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map]DataCrystal RAM map[/url] and what happens when they&#039;re modified.<br /><br />Sound good? Anything else worth including?<br /><br />[Edit]: On the expanded item pack page, it says this:<br /><br />[quote]Here is a list of interesting items to mess with : &lt;help is needed there&gt;[/quote]<br /><br />Is this referring to the Gen II section specifically?


subject: Re: A newbie's guide to's?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  By google-translating the two tables in [url=http://www.prama-initiative.com/index.php?page=item-underflow-glitch]this page[/url] I wrote, you should be able to understand the result and rewrite it in good english. This would spare you the time to check which item affects which function, since I already did that.<br /><br />However, the addresses are for the french version, +5 from english R/B. Also note &quot;IDH&quot; is a shortcut for hex ID. <br /><br />Anyway good luck with that! I also think a good item underflow page should mention the GC RAM Manipulation method which doesn&#039;t require MissingNo. <br /><br />EDIT: Google translates &quot;Argent&quot; to &quot;Silver&quot; which is not wrong but in this case it means money. Also &quot;vault&quot; is a lame translation of &quot;Banque&quot; which obviously means &quot;Bank&quot;...


subject: Re: A newbie's guide to's?
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: The G-Meister
icon: xx
body:
  From my extremely basic knowledge of French I get the gist... seems you&#039;ve done all that work already! I&#039;ll gladly include those, link the webpage and I&#039;ll probably add a bit more detail. Thanks a bunch.<br /><br />[Edit]: Seen as no-one answered my query about which items cause you to have to press A/B multiple times to be able to scroll past them, I&#039;ll be compiling a list of those items and their hex IDs, how they work (as they seem to differ dependant on map location), and multiple safe locations in which you can negate their effects. This will be important for underflow in terms of speedruns and they&#039;re just a general pain to keep around. It&#039;ll also give people a few ideas as what to set certain addresses to (such as options and rival&#039;s name) to avoid these items getting in the way of their underflowing.


subject: Re: A newbie's guide to's?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You&#039;re welcome!<br /><br />About long name items I have some informations. PRAMA member Haxel did a full test of every item from hex:62 to hex:C3 for their ability to display Rival&#039;s name when the player is placed in [url=http://www.prama-initiative.com/RBJ/ct10.png]the specific position[/url]. We were then able to set a list of those, and which letter of the Rival&#039;s name is displayed in the Cooltrainer/LOL tile according to the length of the name.<br /><br />I&#039;m guessing those are, at least partly, the items which cause the blocking thing in the expanded item pack. The list is a messy internal note, thus not published but I can make you a clean one. <br /><br />The problem is glitch items have different names between english and other european games, so I really don&#039;t know if english items behave the same way.


subject: Re: A newbie's guide to's?
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: The G-Meister
icon: xx
body:
  I would have suspected that it would differ between versions. Regardless, I did a whole haul of testing today, and it seems there&#039;s a lot of them. The majority of them require different amounts of button presses dependant on where you are stood, yet every single one of those items requires the same amount of presses. These must be the ones which do not have any sort of end tile. However it seems some of them operate differently, where instead they always require a set amount of key presses no matter where you are stood, even in places where the other items would require no presses at all. One of them even combines the two, having one extra press added to the normal amount.<br /><br />Before I make the article, here&#039;s the list. I&#039;ve got a few I need to retest for the second or maybe third property, which I had no idea existed when I was going through for the first time. I also have yet to test for locations where said items are safe, and if it is the same from map to map. All testing so far has been done on English Red, and will be repeated on English Yellow when I get the time, although I believe the effects will be very similar, if not identical. I&#039;ve tested 62h - C3h (98 - 195) and 00h, all others I&#039;ve assumed to have properly terminated names.<br /><br />Format: Dec ID, Hex ID, RBY text character that this correlates to (taken from the Big List). No text formatting is for ones which require different amounts of presses dependant on where you are in the map. [u]Underline[/u] requires 1 press no matter where you are. [b]Bold[/b] obeys both of these properties.<br /><br />116, 74, Bold .<br />117, 75, ...<br />125, 7D, PokÃ©ball Border bottom left<br />126, 7E, PokÃ©ball Border bottom right<br />127, 7F, (Space)<br />129, 81, B<br />[u]130, 82[/u], C<br />131, 83, D<br />133, 85, F<br />[u]134, 86[/u], G<br />135, 87, H<br />138, 8A, K<br />139, 8B, L<br />140, 8C, M<br />141, 8D, N<br />143, 8F, P<br />144, 90, Q<br />152, 98, Y<br />154, 9A, (<br />156, 9C, :<br />158, 9E, [<br />159, 9F, ]<br />160, A0, a<br />161, A1, b<br />165, A5, f<br />166, A6, g<br />167, A7, h<br />168, A8, i<br />169, A9, j<br />170, AA, k<br />171, AB, l (lowercase L)<br />[b]182, B6[/b], w<br />193, C1, (none, or unknown value, possibly a map tile)<br /><br />What this means is, for none of these (or as little as possible) to get in the way of your scrolling to get to my favourite bytes (D362 &amp; D363), letters 2, 4 and 6 in your Rival&#039;s name should [b]not[/b] be any of these values above. The more of those you use, the worse of a time your going to have, because their effect is cumulative (if you have 3 on the screen at the same time, and it requires 28 presses (the most I&#039;ve seen for a single map location) per item, you&#039;re looking at 84 button presses... per line). It also means, you should try not having any of the above hex values in the second set of digits (3 &amp; 4) or your money. These will most likely be 74, 75, 81-87, 90 and 98, unless you&#039;ve been getting glitchy-rich in which case all of the above values apply. Any options configuration will be fine, as that is used as a quantity rather than an item. Certain combinations of badges will trigger these effects, the players ID may trigger it (in which case, it&#039;s a lot of work to change, as you&#039;ll have to change the ID of your PokÃ©mon too for them to be counted as yours) and finally, some audio tracks will activate this effect. That&#039;s a lot of stuff to take into account, especially seen as a lot of it is easiest to configure at the start of the game. However, this doesn&#039;t mean it&#039;s the end of the world, as you can swap these items around and dispose of them, although it will have the consequence of editing the bytes you change.<br /><br />Everything else after that is dependant on maps. Go to the [url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map]Data Crystal RAM map[/url] if you really want the specifics of those.


subject: Re: A newbie's guide to's?
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Update: 132 was fine in the end, Trade Completed seems to have a properly terminated name.<br /><br />I&#039;ve been walking around trying to find spots where these items are safe, and there seems to be more safe spots than unsafe ones, although I&#039;m still not too sure why. It seems the tile 50 (the &quot;lower left corner of a bush&quot; that everyone keeps going on about, because it pertains to a ret instruction) seems to have something to do with it, seen as I was stood on a specific spot, and it took me 8 presses to open the item menu. I moved right one to get 1 bush on screen and it went down to 6, again for 4, again for 2 and again for none. Having said that, when I had bushes on the right of the screen it didn&#039;t have the same effect. Might have something to do with the fact that they&#039;re replaced with the start menu when you open it up, meaning they can&#039;t properly terminate the names.<br /><br />I&#039;ve had an idea for another test involving where a bush is situated, seen as displaying one of these glitch items offsets the rest of the screen once it&#039;s done with its own name, maybe getting a bush in a certain position stops this effect. I&#039;ll update if I have any more news tomorrow.


subject: Re: A newbie's guide to's? (with a spice of glitch item research)
poster_name: The G-Meister
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I most definitely have more news! It seems the main culprit of having to press B too often is brick tiles being on the screen after you&#039;ve opened the start menu. For every one of those 8x8 tile blocks, you&#039;re gonna have to press B one more time! I found a couple other tiles that have the same effect, in Red at least: The bottom half of a railing, one of the 4 tiles in a cave entrance and one of the 4 tiles on the bottom half of those weird box things you can find in PokÃ©mon mansion.<br /><br />The way these items work is after they have finished displaying their name, they offset the whole of the background screen as if the start menu is open and the item menu isn&#039;t. This means that you can cover up any one of these tiles with the start menu to negate its effect. Furthermore, if the lower left corner of a bush, or the bottom half of a sign comes before it, it will terminate the name, meaning the brick tile (or whatever other tile it is) will not be displayed, so you won&#039;t have to press B.<br /><br />I think I&#039;m almost done now, all I need to do is find more tiles which increase your amount of B presses.


subject: Re: A newbie's guide to's? (with a spice of glitch item research)
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh that seems very interesting. I do not have many time now but I will read carefully all of this asap. Thanks for your research!&nbsp; ;D


subject: Re: Roll Call
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=PT link=topic=6445.msg199460#msg199460 date=1449283360]<br />*pokes head around corner* <br /><br />Hi gang. Anyone home?<br />[/quote]<br /><br />A few people are home, I guess. I&#039;m always here.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: ATEMVEGETA
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg199424#msg199424 date=1448136227]<br />I don&#039;t have all the sub-glitches in head, but you have :<br />- Near to full Pokemon manipulation (create a Pokemon with certain IVs, Evs, Species, Exp, Met Location, Moves, Ball)<br />- Obtain Pokerus<br />- Obtain every item<br />- Obtain every Pokemon<br />- Obtain every Secret Base Decoration<br />- Corrupt Lilycove Museum paintings (to get the Contest star easily)<br />- Duplicate Items<br />- Fast cloning<br />- Instant Pomeg Glitch<br />- Charm Glitch<br />- Your Opponent&#039;s Pokemon Glitch<br />- Unlock Southern Island<br />- Unlock Birth and Faraway Island (French Emerald)<br />- Cool graphical and audio glitches<br />- Catch Battle Pike and Pyramid Pokemon<br />- Despawn NPCs<br />- ...<br /><br />And about those that could be explored, most of the methods were explored as further as possible, and a lot of ideas were used. The main thing left is Arbitraty Code Execution : see which Glitch Pokemon/Move/Thing could trigger an easy ACE that could be performed with Bag Items or PC/Party Pokemon data.<br /><br />For practice, everything starts with a Pomeg Glitch, and after that it&#039;s an interaction between Pomeg Glitch / a glitch Pokemon / a glitch move / a glitch thing and another mechanic, may it be in a battle or outside of battle.<br />Everything isn&#039;t interesting and the list of potential goals is limited, and for now, the main manipulable mechanics have been visited.<br />It really stretches in every direction, and the working techniques only come from a refinement of an interaction in order to make that console-useable.<br />[/quote]<br /><br />Wow interesting list! Can you please give us a step by step walkthrough on how to perform each of these steps? It would be really awesome! Thanks!


subject: Petition to combine non-poke glitch game pages into one page
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  It would be much more efficient to have one page for a non-pokemon game&#039;s flaws than one per glitch, e.g. Metroid Series (which I just did, incomplete as it may be) instead of the current layout. It would decrease server load and speed up the site.


subject: Re: Zowayix's Procrastinated Anime Reviews
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
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  Never mind that one... I thought I might be funny by sending my review back in time, but then I decided it&#039;s not that great as a score.<br /><br />So here we are for another anime review, this time it will be Steins;Gate, because it&#039;s Back to the Future week or whatever, and it&#039;s about... time travel? And Dr. Pepper? Microwaved bananas? Some grill who says &#039;Tuturu&#039;? I think. Well, perhaps I&#039;ll understand some more of those dank memes that anime pages post on Facebook all the time. I mean, I guess you could say that about any anime: By watching it, you will have increased knowledge of anime culture. But this one is more notable than the other animes, because a lot of other people watch it. Anyway, I&#039;ve been informed that it&#039;s worth watching, so it&#039;s probably not one of those animes that everyone talks about but it&#039;s actually a whole load of shit.<br /><br />[size=15pt]Plot/writing[/size]<br />So this is a suspensy type a show, I guess, it&#039;s one of those things where people like me say it&#039;s one of those shows where you can&#039;t describe it, but it&#039;s actually perfectly describable by a competent person who isn&#039;t myself. I guess I might compare it to Durarara, except instead of supernatural themes, you have sci-fi, and instead of gangs, you have evil organizations and conspiracies.<br /><br />So it&#039;s pretty cool. Steins;Gate starts off slow, but not boring slow, just quietly setting up the scene for what&#039;s about to come next by introducing all the characters, and having some initial plot points which are enough to keep things interesting. It&#039;s not until maybe episode 4 or 5 or so where you get to take a bite into the juicy, meaty goodness that is Steins;Gate. Inside you will find mysteries and conspiracies and suspenseries that will keep you guessing for days, or 22 minutes, depending on how marathon-y you like to watch your anime. Enough science-fiction material which goes quite towards the hard end of the Mohs scale that you can annoy your friends, family, and people you are forced to put up with at work by babbling about things like world lines and divergence numbers and other shit that may or may not actually exist[1], plot twists more unexpected than Snape killing Dumbledore, and you might hav a giggle ther m8 at some points. There&#039;s nothing that I can find fault with in this section, really.<br /><br />On that sci-fi stuff, props[2] need to be given to whoever the writers were (Nitroplus or some shit?) for the amazing level of detail that goes into the sciency things. Now, I&#039;m not saying that the banana microwave stuff is definitely real. But some of the plot elements, like CERN and the IBM 5100 are actually real things in real life albeit the names have been very very very slightly changed because... well, without saying too much, the subject of some allusions made in the VN and therefore this anime wouldn&#039;t take kindly to how they are depicted. And John Titor was actually a thing on the intertubes before this was written, which was pretty cool. Fucked my mind completely when I found that out. I mean, what if all the other stuff is real too? What if everything in this story actually really did happen in real life? Maybe it did. But other than that, the scientific explanations the characters give are pretty believable, and maybe there&#039;s some truth to how time travel would work if it existed, or maybe it does exist and nobody&#039;s told us about it.<br /><br />[size=15pt]Characters[/size]<br /><br />I normally take this section out, but for this review I&#039;m bringing it back, just because of how great the characters are in this one. You could have a spin-off where it&#039;s just various antics of Steins;Gate characters with no plot in particular, and it wouldn&#039;t be anywhere near as good actually, but it&#039;d still be alright. First off, let&#039;s get my love letter to Okabe out of the way.<br /><br />Right from the start, you know Okabe is gonna be good. He&#039;s got one heck of a good evil laugh, for starters. In the dub, anyway, but I&#039;ll get to that. Now when I say you could make a spin-off series just having the Steins;Gate characters doing stuff, I mean you could just have a spin-off where Okabe is the only character. I mean, how could you not love him? Intelligent mad scientist who definitely fulfills his responsibilities for the &#039;mad&#039; and &#039;scientist&#039; parts. And does actually care about his friends and loved ones and that sort of thing too.<br /><br />I guess he reminds me of myself in a lot of ways, except he&#039;s not that much of a pathetic loser. Without revealing too much of plot details, he&#039;s the type that doesn&#039;t actually handle social situations well, and just invents a character or facade if you will of sorts to try and manage his way through life, and shit like that. Has the habit of saying things without any regard for subtlety whatsoever, and often finds himself wondering why something that he said or did wasn&#039;t received well. All that shit that I do. Anyway, like I said, if I went too much into it, I&#039;d spoil the show for you, so I&#039;ll move on to the other less cool characters.<br /><br />So you also have Mayuri, who seems like one of those characters that acts airheaded but actually isn&#039;t, but actually really is just airheaded. Not like stupid, just in a series where everyone is a scientist or h4x0r or ninja or some shit, she&#039;s just some ordinary grill who just wants to play with her collectible toys and eat chicken strips. This is a good thing though, every serious bunch of people needs their innocent and sweet-hearted character who just sits at the side and sews cosplay outfits, and may or may not be involved more than I am going to divulge.<br /><br />The other main characters are Daru, who is your obligatory fat guy, and let&#039;s be honest, kind of an accurate representation of the computer genius and otaku that he is. Provides a lot of the comic relief of the series, which may or may not make it more interesting when he gets involved in some heavy plot points which may or may not happen[3]. The other main character is fuck I fucked up the pluralization and general sentenceism and every aspect of what I just wrote fuck. Anyway, so Makise. The [apparently] obligatory tsundere character, though somehow, she manages to come off as actually likeable, which believe me, is a very impressive achievement. Probably because her tsun side is just having sass and attitude that we love Okabe and other male characters for, and not just kicking people in the balls and stuff which wouldn&#039;t be accepted if a male character did it. So you know, equality and shit. That, and she&#039;s also shown to be a talented scientist without actually being too much of a Mary Sue about it. Point being, she&#039;s not like the stupid git from Oreimo.<br /><br />The lesser characters who are kind of main characters but also kind of aren&#039;t are fleshed out well, for example, you have Faris Nyannyan, who is a catgirl, and is a girl who is partially a cat and hence a catgirl, and works at a maid cafe where all the maids are catgirl maids[4], which is why she is a catgirl. Apart from being a catgirl, she probably fills the role of &#039;kawaii desu grill who turns out to have a more serious side later&#039; that you thought Mayuri filled but doesn&#039;t. Not quite a main character though, but she is a catgirl. And then you have Moeka, Luka and Mr. Braun and, I lumped those together, because I really can&#039;t say much about either of them without giving away some shit. Or can I? Maybe I&#039;m just kidding, and to throw some plausible deniability into the blender, I actually am kidding about one of those, and I won&#039;t tell you which one. Mwahahaha!<br /><br />What I will say about Luka is that she&#039;s evidently actually transgender and actually comes out as such at one point, but she still gets treated as a crossdressing male by other characters. Even some official marketing material refers to her as male with &#039;he&#039; pronouns, so that&#039;s a bugger. Japan&#039;s a pretty conservative society in terms of LGBT rights and issues, so some would say I shouldn&#039;t expect much, but I&#039;ll expect what I damn well want.<br /><br />[size=15pt]Culinary additions to enhance the viewing experience[/size]<br />A new section I may or may not feel like adding to these reviews just for fun, where I eat and/or drink stuff while watching this anime that happens to be relevant or whatever. So obviously we&#039;re going to drink some Dr. Pepper.<br />[img width=600]http://i.imgur.com/si1aDBt.jpg[/img]<br />It&#039;s actually not referred to by name in the series and is called &quot;DK Pepper&quot; instead, because this ain&#039;t no product placement, they just thought it would be funny I guess to have Okabe drink Dr. Pepper. Funnily enough sales went up in Japan when the VN was released anyway, and now they have Steins;Gate branded Dr. Pepper vending machines and shit, so they still ended up with their product being placed. Also, can I just say: This shit is fucking expensive. $6.52 per litre? And it&#039;s not even in the soft drink section, it&#039;s like tucked away in the bottom shelf of the imported foods section where you hardly even notice it. Oh well. I did it for the anime. I do everything in life for the anime.<br /><br />I didn&#039;t try actually microwaving a banana, because maybe that actually sets fire to your microwave, or something. Actually, here&#039;s a stupid coincidence magazine for you: My microwave broke shortly after I finished watching Steins;Gate. Just wouldn&#039;t heat stuff anymore. I wasn&#039;t happy. I blame The Organization for messing with it. RIP in pasta, microwave. You have served your role well.<br /><br />[size=15pt]SFWity[/size]<br />Yeah, not one to watch with the kiddies. So you have the animated violence present on the cover, it&#039;s not really that bloody actually but there is the occasional scene where a lot of blood is spilled, and maybe someone dies at some point or maybe some more people die. Also, you have the aforementioned unfortunate treatment of Luka, which isn&#039;t a category of rating, but fits into the category of &#039;these are some things which viewers may find objectionable&#039;, which is the entire point of ratings that I think a lot of people miss. And I think someone says &#039;shit&#039; once. Can&#039;t remember. No nudity for you, but some nudity is present off-screen and sexual themes are at times alluded to (in the comic relief parts).<br /><br />[size=15pt]Animation quality[/size]<br />Smooth and buttery and delicious, and ready to be spread on toast. The characters&#039; eyes have a sort of unique style to them, not stupid looking, just unique. I think they&#039;re trying to emulate the style of the VN, but I&#039;ll just have to blindly agree with that, because I don&#039;t know what the VN looks like. But it&#039;s all cool, man. There&#039;s only one scene that I know of that contains a single animation error, and that&#039;s only because I saw it on Reddit afterwards. But you won&#039;t notice it. Must have been for like 1 frame or something.<br /><br />[size=15pt]Localization[/size]<br />Now here we go. Now we&#039;re talking. This is one of the finest prime cuts of dub you will find on the market, and if anyone is out there still saying subs are better, you kick them in the face and then watch this anime and ignore them. You don&#039;t have to kick them in the face. But everyone&#039;s voices are top notch, and makes those characters all the more believable and likeable. Nobody is overly hammy, except for Okabe when he&#039;s being hammy in character. When the scene calls for someone to display varying levels of emotion, they will display that emotion and you will feel that emotion with them. Stuff like that. The dialogue is sensible, Daru tends to talk like some 90s skateboarder, but that&#039;s just because of how Daru actually talks.<br /><br />I dunno about the Japanese version, because I didn&#039;t watch it. I have seen a few clips on the youtubes and heard some character songs though, and I actually think they kinda sound like shit. Particularly Okabe&#039;s voice, it&#039;s like what the fuck even was that? You call that an evil laugh? I didn&#039;t feel the mad scientist vibe coming from him at all.<br /><br />[size=15pt]Soundtrack and themes[/size]<br />So, starting with the opening theme: ItÅ Kanako returns from the VN, the rest of the franchise (i.e. Chaos;Head and Robotics;Note), Higurashi Matsuri, and all those other things she did to sing Hacking to the Gate. It&#039;s an okay song, and I would rate it 8/[s]8[/s]10. It&#039;s an energetic J-pop-electronic-rock-I-actually-don&#039;t-know-shit-about-genres number with some powerful vocals, catchy hook, nifty electronic effects and a shit music video. The problem is that it&#039;s not the VN&#039;s theme Skyclad Observer, which is a solid 10/10 and therefore better[5]. You do get to hear that as an insert song near the end of the anime though, and when it drops you will most likely jizz in your pants. Other than that, the opening doesn&#039;t change halfway like most animes do, which makes me wonder if this was adapted on a low budget and they couldn&#039;t afford two opening themes.<br /><br />The ending theme has some title I can&#039;t be bothered to remember, it&#039;s nothing to write home about, but it&#039;s not too boring. It&#039;s just some medium-not-quite-soft slow rock type of song, I admittedly skipped it most of the time. But I will tell you here to not skip it, because there&#039;s actually some after-credits and during-credits shenanigans, and you&#039;ll be like &quot;Wait shit what was that fuck shit gotta not skip that&quot;.<br /><br />And that leaves us with the background music. Now this is published by Kadokawa, so once again we&#039;re in the same situation where while you do technically have a soundtrack it&#039;s a bonus extra on the Japanese Bluray release and not available anywhere else. It&#039;s different in that it&#039;s not 99999 different volumes for each release that only has 2 episodes on it and instead it&#039;s 2 of the releases just happen to have a soundtrack with them, but it&#039;s still overpriced and difficult to obtain (probably even if you live in Japan). Point is, I ain&#039;t buying that shit. You may wonder why they do this, and there is a (bad) reason why they do and it boils down to they have to, but that&#039;s another story.<br /><br />The thing is, it&#039;s one of those soundtracks where when you watch the anime it sounds like the greatest and best most wonderful thing in the entire universe, and then you obtain it later, and it&#039;s like &quot;Eh, okay, whatever&quot;. Still doesn&#039;t suck, but it has no standout tracks to speak of, and is mostly forgettable. It could of course be the case that the VN&#039;s BGM is used in the anime (considering its opening theme was), and some song I liked from it wasn&#039;t on the anime soundtrack as a result. Anyway, for what is there, it&#039;s mostly dark electronic stuff with some emotional piano tracks for the emotional piano scenes.<br /><br />[size=15pt]Ending, sequels, and other shit[/size]<br />After previous reviews for non-purely-comedy series-and-not-movies in this thread, I&#039;ve had enough of complete bullshit endings where they either just derail everything the show was about and leave numerous gaping plot holes in its wake, are completely incomprehensible, or just leaves you plain unsatisfied with everything. So this is sort of a nice change of pace, because it&#039;s not so bad, you know? At no point during the ending did I think &quot;Why did that happen? How? What even was that?&quot;, it&#039;s an actual finale, you can actually understand perfectly what&#039;s happening, and doesn&#039;t invalidate the rest of the story completely, you know, all that shit.<br /><br /><br /><br />Nah who the fuck am I kidding it&#039;s still shit. Fuck. FUCK. FUCK! I mean, it&#039;s less bullshit than other animes I&#039;ve reviewed, and I mean a whole fuckload less bullshit, but that&#039;s not really a bar which is set very high, I mean you could literally eat shit and it would be less bullshit than say Gantz or Code Geass up there. The positive things I said about Steins;Gate&#039;s ending are still true, it&#039;s just that you sort of sit there after you watch it, and you think &quot;What about x? What happened to y? Why didn&#039;t they expand more on z?&quot;, and that sort of thing. It was the best fucking entree and main course I&#039;ve ever tasted, but where&#039;s my fucking dessert? Get me some fucking deep fried ice cream, you motherfucker.<br /><br />However, perhaps I&#039;m in luck. There is an OVA, a movie, there&#039;s another anime coming out later next year, and some side stories which are only released in VN or LN or whatever format. So let&#039;s go through those.<br />The OVA is actually kinda shit, it tries to wrap up some loose ends, but just raises more questions and from what I&#039;ve read isn&#039;t actually considered canon, because it doesn&#039;t really make sense. And it tries to be funny, which is actually a really important thing for an OVA to do after a heavy series like this. You&#039;ve just watched some intense stuff, now here&#039;s a nice comedic thing so you can relax, it&#039;s like the characters have been through all sorts of shit as well, and they&#039;ve earned a rest. But there&#039;s another problem here, the OVA isn&#039;t funny. It&#039;s like this was written by someone other than the original writers (I think it&#039;s anime exclusive, so this would make sense) who doesn&#039;t know how to make Okabe a loveable arsehat, and instead he&#039;s just an arsehat.<br />While the movie sounds interesting, it hasn&#039;t been dubbed yet, and since the English voices blow the Japanese version out the water, I&#039;d prefer to wait until it gets dubbed. I hope it will, anyway. I&#039;m pretty sure sales of Steins;Gate in the &quot;west&quot; have been quite successful, so that&#039;d be the determining factor as to whether they do or not. I think I read something about it happening in 2016 but that may have been a rumour or just lies.<br />And then there&#039;s Steins;Gate 0, which is the next VN and anime which apparently expands on the plot a whole lot more. I have a genuine excuse for not watching it, because it genuinely hasn&#039;t been released yet. I&#039;m not a time traveler, you know. But if they want to send me the dubbed version back in time to right now, that&#039;d be appreciated.<br /><br />So given that the movie and 0 might invalidate my issue with the ending that it left some hi-fives hanging, I&#039;m willing to ignore that complaint. And for all I know, maybe the VN is even more thick and juicy as they often are, and I need to go play that as well. It has an English release on PC, what the hell is my excuse? Well, it wouldn&#039;t be in this anime reviews thread. And if you take that negative away, there really isn&#039;t anything bad at all I can say about Steins;Gate. It truly is one of the best animes I have ever seen, and if someone ran up to me suddenly and asked &quot;QUICKY WHAT&#039;S YOUR FAVE ANIME DUDE&quot; I&#039;d be able to comfortably answer with Steins;Gate. So it wins the &quot;This is a Really Good Anime&quot; Award of 2015[6].<br />[img width=400]http://i.imgur.com/TUoMIlE.jpg[/img]<br /><br />[size=20pt]Final score: Yes, it is a good idea to microwave this / 10[/size]<br /><br />[1] Fuck if I know.<br />[2] Is that the right word? Props? Cool points? Recognition? Whatever it is I&#039;m on about.<br />[3] I&#039;m really bad at deliberately trying to be vague. So I might as well get the spoilers over and done with instead of tiptoeing around them: Kyouma Hououin is Okabe.<br />[4] Dude, I fucking want a catgirl maid cafe fucking right here. It&#039;s like, you know Japan knows that they probably have one, and you don&#039;t. And they&#039;re probably in there right now, laughing at how you will never travel to Japan because you&#039;re too weeb to actually learn Japanese, and there will never be one in Australia. Ever. I mean sure, you got that thing once a year and S3RL plays music and they have Hyperdimension Neptunia catgirls, but that&#039;s in Sydney or some shit, and is once a year.<br />[5] 10 is a bigger number than 8, as you may know.<br />[6] Holy shit, it&#039;s going to be 2016 in a few weeks.<br />


