# smf_messages

subject: Re: 3DS/2DS Friend Code Thread
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystalame
icon: xx
body:
  Praying for my life that it&#039;s okay to necropost on this since it&#039;s a stickied thread lol Pretty sure I remember it being okay<br /><br />Figured I&#039;d post my FC since OR/AS come out soon :OOO Hopefully the Frfiend Safari still exists<br /><br />Glacier<br />1177-6536-6585


subject: Re: 3DS/2DS Friend Code Thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Yeah, I think that&#039;s fine Crystalame. Stickies are exempt from the bumping rule.<br /><br />Even if it wasn&#039;t a sticky, I personally wouldn&#039;t mind, because you&#039;re contributing something new.


subject: Re: 3DS/2DS Friend Code Thread
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystalame
icon: xx
body:
  Alright thanks! It&#039;s been a rule on like, most forums I&#039;ve been to that it&#039;s fine, but I couldn&#039;t remember if I read it in the rules for this one as well or if I had just imagined it. Glad it&#039;s okay!<br /><br />I&#039;ve added all of you guys! Not sure if everyone that&#039;s posted their FC is still active here, but I did it anyway. Oh also, figured I should mention my Friend Safari has Quilladin, Sawsbuck and I think Tangela.


subject: Re: Wiki Bug List and Reports
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=camper link=topic=6361.msg196909#msg196909 date=1415600162]<br />The ItemDex would be better if you list whether the item name terminates properly or not.<br />[/quote]<br /><br />I agree. There should be headers &quot;Rival&#039;s effect item?&quot; and &quot;Super Glitch item?&quot; on the listing. Would make it convenient for glitching.<br /><br />[url=http://glitchcity.info/wiki/index.php?title=GlitchDex]I&#039;ve wikified the GlitchDex contents page[/url] to save Abwayax trouble. It just needs a few names and mini-sprites.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Glitch Genie
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=6638.msg189501#msg189501 date=1366898268]<br />[table]<br />[tr]<br />[td][color=red][b]Newcomers:[/b] I highly recommend you read beyond this thread&#039;s first post. Thanks to the later posts you will learn how to do the described glitch on Yellow, Japanese Red/Green/Yellow or other international releases, and you&#039;ll find many different item lists for performing different tasks.[/color][/td]<br />[/tr]<br />[/table]<br /><br />[u][b][size=12pt]WHAT&#039;S 8F?[/size][/b][/u]<br /><br />8F is a Red/Blue equivalent of JP Red/Green&#039;s 5ã‹ã„ - an item executing machine code starting from $D163 (Number of Pokemon) upon use. Its hex identifier is 0x5D, despite its hex-like name. 8F is treated by the game as a key item and it can&#039;t be tossed away or sold in the mart.<br /><br />As address $D163 contains re-writeable data, it is possible to redirect the instruction pointer to the item list with relative jumps and easily run arbitrary code just by spelling the opcodes with items. With enough items, one could also make a program that reads key input continuously, writes it somewhere in the RAM and jumps to it after a while, allowing to even run your own homebrew software (jailbreaking the gameboy, lolz).<br /><br />[u][b][size=12pt]HOW TO OBTAIN IT:[/size][/b][/u]<br /><br />[u][b][size=12pt]OBTAINING 8F USING ITEM COUNTER UNDERFLOW GLITCH:[/size][/b][/u]<br /><br />[u][b]PREREQUISITES:[/b][/u]<br /><br /> - Access to any event that removes an item from your inventory (Saffron guards, handing out a fossil in Cinnabar Lab, giving Gold Teeth to the Warden etc.)<br /> - A following item list:<br />&nbsp;  Any item x[Any qty]<br />&nbsp;  X Special x255<br />&nbsp;  Item you need to give away x1<br /><br />[u][b]EXECUTION:[/b][/u]<br /><br />1. Toss the first item. It should change to X Special x255<br />2. Continue tossing the first item until the item menu &quot;stops responding&quot;<br />3. Trigger an event that removes the item from your inventory (example: get Kabuto, omanyte, or Aerodactyl down in Cinnabar)<br />4. Now, you should have 255 items with you. Go to the eastmost corner of Celadon City:<br /><br />[img]http://i34.tinypic.com/2me4qdl.png[/img]<br /><br />5. Toss 254 of your X Specials. Then swap the &#039;X Special x1&#039; with &#039;Nugget x1&#039; (35th item)<br />6. Try walking to the right - the map should now loop back to the left side of Celadon City. The amount of steps you take to the right determines the item you will get, so position yourself properly to obtain 8F. Swap it with the first item, then fly back to Celadon.<br />7. Store one of your newly acquired glitch items into the PC. Then buy any 3 items to bring your inventory back to normal.<br /><br />A video of this method (makes it a lot easier to understand): [url=http://www.youtube.com/watch?v=98_azamLeh4]http://www.youtube.com/watch?v=98_azamLeh4[/url]<br /><br />[u][b][size=12pt]OBTAINING 8F USING INVALID ENCOUNTER FLAGS (OBSOLETE):[/size][/b][/u]<br /><br />[u][b]PREREQUISITES:[/b][/u]<br /><br /> - A Ditto with a Cooltrainer move, nicknamed &quot;R:u&quot;&nbsp; (Get Cooltrainer by transforming into a pokemon with 4 moves. swap the second move with the 1st, run, and Ditto&#039;s move will be cooltrainer)<br /> - At least 1 Escape Rope<br /> - Good Rod on your 4th item slot<br /> - Exactly 10 Pokemon in your current box (this tremendously increases the chances of Cooltrainer move working properly) (sometimes the Cooltrainer move refuses to work, so if 10 pokemon doesn&#039;t work out, try 9 pokemon, and then 8, etc.)<br /> - Preferably a Bicycle, to make things a little bit faster.<br /><br />[u][b]EXECUTION:[/b][/u]<br /><br />1. Heal your Pokemon in Fuchsia City&#039;s Pokemon Center.<br />2. Do the Safari Zone walk through walls glitch, with only Ditto in your party.<br />3. After you appear back at the Fuchsia City&#039;s Center with noclip activated, walk exactly:<br /> a) 19 steps west<br /> b) 28 steps north<br /> c) 1 step west<br /> d) 29 steps north<br /> e) 11 steps east<br />4. Open your Pokemon menu and close it (important). You may want to use bicycle now to travel faster - you won&#039;t be able to do this later. <br />5. Go 11 steps west and keep walking south until you find yourself back on Route 18. Do not open your Start menu from now on.<br />6. Walk/bike to Seafoam Islands and enter the cave. <br />7. Encounter a wild Pokemon, and continuously try to use the Cooltrainer move. If it does not work after about 15 tries, quit the battle and start a new one. Do not open your Pokemon menu, Item menu or Start menu at all!<br />8. Eventually, the music will fade out, the move typing will become blank, and name of the opponent will get changed. Catch the resulting Pokemon - the game will state you caught a &quot;94&quot;, and your Good Rod will turn into an 8F.<br />9. Use an Escape Rope, as there&#039;s a slight chance the game will crash after exiting the cave normally.<br /><br />[u][b][size=12pt]OBTAINING 8F WITH A CORRUPTED ITEM PACK (OBSOLETE):[/size][/b][/u]<br /><br />This method is not recommended - it has a lot of side effects and is terribly complicated. Use it only when the encounter flag method does not seem to work for you.<br /><br />[u][b]PREREQUISITES:[/b][/u]<br /><br /> - A Pokemon on the first slot meeting very specific requirements:<br />&nbsp; &nbsp; &gt; It needs to have a Super Glitch as a 4th move<br />	 &gt; Its three moves besides the Super Glitch have to contain 25 characters in total<br />	 &gt; One of its three moves needs to be 4 characters long<br />	 &gt; This Pokemon needs to be able to learn Mega Kick through TM05<br />	 An example: ã‚¥L ||ã‚¥M 4 (hex C6) with moves Body Slam, TM50, Quick Attack, [Super Glitch]<br /> - Any Pokemon on the second slot you don&#039;t care about, nicknamed &quot;cccccccc&quot;. It will be gone in the process, so don&#039;t use your L100 Charizard.<br /> - A Pokemon on the third slot knowing Fly.<br /> - Exactly 3 useless items in your Bag. They will get destroyed again, so don&#039;t pick anything important.<br /> - TM05 (Mega Kick), deposited in the PC<br /> - At least one free space in the PC to store your obtained 8F<br /> - An empty Pokemon box currently selected, most likely box 12<br /><br />[u][b]SIDE EFFECTS:[/b][/u]<br /><br />Sadly, those side effects are actually quite annoying. But also, happily enough, one can fix them with 8F&#039;s arbitrary code execution.<br /><br />1. Your player name will become blank (the game will save just fine though). However, with 8F&#039;s arbitrary code execution capabilities, one can change his name back to something nice.<br />2. Lower 5 Pokedex bytes will become corrupted, displaying some yet unseen species as caught. There&#039;s no easy way to fix this, but it&#039;s not a big deal unless you care about your Pokedex progression.<br />3. Your Pokemon box may get to a state where trying to release the glitch Pokemon inside will crash the game. This side effect does not happen every time, but if it does, again, this can be fixed with 8F&#039;s arbitrary code execution.<br /><br />[u][b]EXECUTION:[/b][/u]<br /><br />The process is a little bit complicated, but after around 15 minutes of hard work, you should be able to claim your own 8F without a cheating device.<br /><br />1. Go to the exact spot shown on the screenshot below (second to last house on Celadon&#039;s south-east). Open up and close immediately your Pokemon menu while still standing on that spot.<br /><br />[img]http://smartfeel.net/images/spot2.png[/img]<br /><br />2. Go into a patch of grass and encounter a wild Pokemon. Do not open your start menu while going there.<br />3. Open and close your fight menu a few times, then run from the battle.<br />4. Open your Start menu. Your name should be glitched. If it isn&#039;t, repeat step 3.<br />5. Now you should have 16 Pokemon. Go to the Celadon&#039;s Pokemon Center and talk to Nurse Joy, but don&#039;t heal.<br />6. Go to the exact spot shown on the screenshot below:<br /><br />[img]http://i34.tinypic.com/2me4qdl.png[/img]<br /><br />7. Open up your Pokemon menu, swap the 2nd Pokemon with the 10th.<br />8. Now your item pack should have 162 items, with the first item being &quot;RIVAL&#039;s&quot; and the second being Ether.<br />9. If you have more than 1 Ether on the second position, toss them so only 1 remains.<br />10. Swap the Ether (2nd item) with the 35th one (for this location this should be a Nugget)<br />11. Try walking to the right - the map should now loop back to the left side of Celadon City. <br />12. Keep walking to the right until you find the spot below:<br /><br />[img]http://i37.tinypic.com/fp9oiq.jpg[/img]<br /><br />13. Open your item pack here - the Ether should turn into 8F. Switch it back with the second item to keep it.<br />14. Fly away to any town. Go to the Pokemon Center.<br />15. Store one of your 8Fs in the PC. 8F is treated like a key item and depositing more than one will clutter your PC.<br />16. (Optional) You can also deposit &quot;RIVAL&#039;s&quot; into the PC to get 2 glitch items for the price of one.<br />17. Swap the 10th Pokemon back with the 2nd. This will clear all your items.<br />18. Withdraw TM05 from your PC.<br />19. Swap the 2nd Pokemon with the 5th to avoid crashing in the next few steps.<br />20. Swap the 3rd Pokemon with the 2nd so your Pokemon with Fly won&#039;t get obliterated by Charizard &#039;Ms<br />21. Deposit your LM4 and your Pokemon with Fly.<br />22. From now on keep depositing Pokemon into your empty box until you&#039;re left with just one Pokemon in your party.<br />23. Withdraw LM4 and the Pokemon with Fly.<br />24. Exit out the PC and move the first Pokemon (Charizard &#039;M) to the last slot.<br />25. Deposit the Charizard &#039;M. You should now have only LM4 and the flyer in your team.<br />26. Because of the Super Glitch, your LM4 became an unstable hybrid of Krabby. Fly to Cerulean City, bring your LM4 into Daycare and take it out to change it back to LM4.<br />27. Fly back to Celadon City, stand in the spot below:<br /><br />[img]http://i33.tinypic.com/2rf51s4.png[/img]<br /><br />28. Teach your LM4 Mega Kick (use TM05). Replace the move with 4 characters in its name, otherwise stuff won&#039;t work as intended.<br />29. Fly to Cerulean City again, stand in the spot shown below:<br /><br />[img]http://i35.tinypic.com/awokfs.png[/img]<br /><br />30. Open your Pokemon menu here (important). If your LM4 is now the second Pokemon in your party, switch it back to the first slot.<br />31. Fight a wild Pokemon. Open up and close your fight menu a few times, then run from the battle.<br />32. Your name should be now blank. If it isn&#039;t, repeat step 30.<br />33. Fly to any Pokemon Center and heal your Pokemon.<br />34. And finally, you&#039;re done! You are now free to save the game if you&#039;re brave enough. Withdraw your 8F and have fun.<br /><br />Full video presenting this done step by step: [url=http://www.youtube.com/watch?v=Sw0h7ImFsAs]http://www.youtube.com/watch?v=Sw0h7ImFsAs[/url]<br /><br />[u][b]BOOTSTRAPPING[/b][/u]<br /><br />8F won&#039;t do anything amazing by itself - in order to make it execute code from $D322 (third item), we need to use the party Pokemon to spell out a short bootstrapping program, which will redirect the instruction pointer to your item pack. The requirements are as follows:<br /><br />[tt]1.&nbsp; 6 PokÃ©mon&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [0xD163 = 0x06]<br />2.&nbsp; Onix as the first PokÃ©mon&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [0xD164 = 0x22]<br />3.&nbsp; Pidgey as the second PokÃ©mon&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [0xD165 = 0x24]<br />4.&nbsp; Tentacool as the third PokÃ©mon&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [0xD165 = 0x18]<br />5.&nbsp; Meowth as the fourth PokÃ©mon&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [0xD166 = 0x4D]<br />6.&nbsp; 24 PP left on the second PokÃ©mon&#039;s second move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [0xD1B5 = 0x18]<br />7.&nbsp; 21 PP left on the second PokÃ©mon&#039;s third move w/ 1 PP Up used&nbsp; &nbsp;  [0xD1B6 = 0x55]<br />8.&nbsp; 36 PP left on the fourth PokÃ©mon&#039;s first move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [0xD20C = 0x24]<br />9.&nbsp; 24 PP left on the fourth PokÃ©mon&#039;s second move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [0xD20D = 0x18]<br />10. 20 PP left on the fourth PokÃ©mon&#039;s third move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [0xD20E = 0x14]<br />11. Double Team as the fifth PokÃ©mon&#039;s first move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [0xD223 = 0x68]<br />12. Double Kick as the fifth PokÃ©mon&#039;s second move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [0xD224 = 0x18]<br />13. Strength as the fifth PokÃ©mon&#039;s third move&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [0xD225 = 0x46]<br />14. Sixth PokÃ©mon&#039;s attack stat has to be exactly 233&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [0xD26C = 0xE9][/tt]<br /><br />(11/12/13: Hitmonlee is probably the only PokÃ©mon that can learn all of those moves)<br /><br />[i]Resulting ASM:[/i]<br />[code]; -- Initial value of hl: D163<br />WRA1:D163 06 22&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  b,22&nbsp; &nbsp; ;&nbsp; b = 22<br />WRA1:D165 24&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  inc&nbsp; h&nbsp; &nbsp; &nbsp;  ; hl = D263<br />WRA1:D166 18 4D&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; jr&nbsp;  D1B5<br /><br />WRA1:D1B5 18 55&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; jr&nbsp;  D20C<br /><br />WRA1:D20C 24&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  inc&nbsp; h&nbsp; &nbsp; &nbsp;  ; hl = D363<br />WRA1:D20D 18 14&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; jr&nbsp;  D223<br /><br />WRA1:D223 68&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  l,b&nbsp; &nbsp;  ; hl = D322<br />WRA1:D224 18 46&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; jr&nbsp;  D26C<br /><br />WRA1:D26C E9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  jp&nbsp;  hl[/code]<br /><br />[img]http://i37.tinypic.com/55m07l.png[/img]<br /><br />Sadly, we can&#039;t use K)ry&#039;s original code from Pokemon Green, as in international versions the opcodes [jp imm16] and [call imm16] can&#039;t be represented in a Pokemon&#039;s nickname, foiling our evil plan.<br /><br />Well, now we&#039;re done with all those preparations, let&#039;s try to actually do something with this item! Below I present some examples of what is possible.<br /><br />[u][b][size=12pt]USING 8F TO OUR ADVANTAGE[/size][/b][/u]<br /><br />[u][b][size=12pt]&quot;CATCH &#039;EM ALL&quot; SCRIPT[/size][/b][/u]<br /><br />This is just K)ry&#039;s [url=http://www.geocities.jp/kattempla/pokebug/5kai.html]ASM for JP Red/Green[/url] ported on the international release. With those items, 8F will act like an item that forces a Pokemon encounter based on the quantity of item #1, allowing to catch all 151 Pokemon easily.<br /><br />Video: [url=http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=782s]http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=782s[/url]<br /><br />[u][b]ITEM LIST (starting from the first slot):[/b][/u]<br />[tt]* Preferably Master Balls<br />* 8F<br />TM50&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x31<br />TM11&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x4<br />TM34&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x89<br />TM08&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x201[/tt]<br /><br />[u][b]ASM:[/b][/u]<br />[code]WRA1:D322 FA 1F D3&nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  a,(D31F)<br />WRA1:D325 04&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  inc&nbsp; b<br />WRA1:D326 EA 59 D0&nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  (D059),a<br />WRA1:D329 C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret&nbsp; [/code]<br /><br />[size=12pt][u][b]ALTERNATIVE CATCH &#039;EM ALL[/b][/u][/size]<br /><br />This version of the Catch &#039;Em All script requires more items, but gives the Pokemon instead of forcing an encounter (like: BLUE got EEVEE!), and allows for getting normally unobtainable glitch Pokemon without trading. The given Pokemon depends on the quantity of the 3rd item.<br /><br />Remark: Avoid obtaining Missingno with this method. It will duplicate your 6th item and screw the opcodes up.<br /><br />Video: [url=http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=865s]http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=865s[/url]<br /><br />[u][b]ITEM LIST (starting from the first slot):[/b][/u]<br />[tt]* Any item<br />* 8F<br />Repel&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x[SpeciesIndex]<br />X Speed&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x14<br />Ultra Ball&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x64<br />TM05&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x72<br />Lemonade&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x201[/tt]<br /><br />[u][b]ASM:[/b][/u]<br />[code]WRA1:D322 1E 20&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  e,[SpeciesIndex]<br />WRA1:D324 43&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  b,e<br />WRA1:D325 0E 02&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  c,02<br />WRA1:D327 40&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  b,b<br />WRA1:D328 CD 48 3E&nbsp; &nbsp; &nbsp; &nbsp;  call 3E48<br />WRA1:D32B C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret [/code]<br /><br />[size=12pt][u][b]FIX THE PLAYER&#039;S NAME[/b][/u][/size]<br /><br />One of the side effects of obtaining 8F is blanking out your name. However, with this setup, you can change your name to the nickname of your first Pokemon. Using 8F will copy one letter from your first Pokemon&#039;s nickname to your player name. Use 8F (length of the name+1) times to copy all the name characters and bring your name back to normal.<br />Warning: This code is self modifying, it will increase quantities of items #3 and #5 every use - remember to set those quantities back to 181 and 88 if you want to reset this. Also use carefully, as there&#039;s no memory protection implemented and you may cause save corruption if you&#039;re not careful.<br /><br />Video: [url=http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=918s]http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=918s[/url]<br /><br />[u][b]ITEM LIST (starting from the first slot):[/b][/u]<br />[tt]* Any item<br />* 8F<br />TM50&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x181<br />TM10&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x64<br />TM34&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x88<br />TM09&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x46<br />Calcium&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x52<br />X Accuracy&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x35<br />Full Heal&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x201[/tt]<br /><br />[u][b]ASM:[/b][/u]<br />[code]WRA1:D322 FA B5 D2&nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  a,(D2B5)<br />WRA1:D325 40&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  b,b<br />WRA1:D326 EA 58 D1&nbsp; &nbsp; &nbsp; &nbsp;  ld&nbsp;  (D158),a<br />WRA1:D329 2E 27&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  l,27 <br />WRA1:D32B 34&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  inc&nbsp; (hl)<br />WRA1:D32C 2E 23&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld&nbsp;  l,23<br />WRA1:D32E 34&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  inc&nbsp; (hl)<br />WRA1:D32F C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret&nbsp; [/code]<br /><br />[size=12pt][u][b]CHANGE THE SECOND ITEM[/b][/u][/size]<br /><br />This easy code uses only 3 basic items, and it increases the first item&#039;s index by 1 every time 8F is used. You can obtain normally unobtainable items, glitch items or TMs so you can do other item configurations described.<br /><br />Video: [url=http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=974s]http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=974s[/url]<br /><br />[u][b]ITEM LIST (starting from the first slot):[/b][/u]<br />[tt]* 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[/tt]<br /><br />[u][b]ASM:[/b][/u]<br />[code]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 [/code] <br /><br />[size=12pt][u][b]WALK THROUGH WALLS[/b][/u][/size]<br /><br />Jump off a ledge after using 8F to walk through walls.<br /><br />[url=http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=1020s]http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=1020s[/url]<br /><br />[u][b]ITEM LIST (starting from the first slot):[/b][/u]<br />[tt]* Any item<br />* 8F<br />TM34&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x20<br />TM15&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x201[/tt]<br /><br />[u][b]ASM:[/b][/u]<br />[code]WRA1:D322 EA 14 D7&nbsp; &nbsp; &nbsp; &nbsp;  ld (d714),a<br />WRA1:D325 C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret[/code]<br /><br />[size=12pt][u][b]ESCAPE FROM A TRAINER BATTLE[/b][/u][/size]<br /><br />This turns 8F into an item which allows escaping from any battle, including trainer battles.<br /><br />[url=http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=1048s]http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=1048s[/url]<br /><br />[u][b]ITEM LIST (starting from the first slot):[/b][/u]<br />[tt]* Any item<br />* 8F<br />TM34&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x120<br />TM08&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x201[/tt]<br /><br />[u][b]ASM:[/b][/u]<br />[code]WRA1:D322 EA 78 D0&nbsp; &nbsp; &nbsp; &nbsp;  ld (d078),a<br />WRA1:D325 C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret[/code]<br /><br />[size=12pt][u][b]CLEAR A POKEMON BOX[/b][/u][/size]<br /><br />While obtaining 8F there&#039;s a slight chance Pokemon at your box will get corrupted and will crash the game upon releasing. One can either deal with it and switch to another box, or make the box empty with this item configuration.<br /><br />Switch to the corrupted box, use the 8F, done. Be careful though, you don&#039;t probably want to clear the box with your L100 legendaries.<br /><br />Video: [url=http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=1104s]http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=1104s[/url]<br /><br />[u][b]ITEM LIST (starting from the first slot):[/b][/u]<br />[tt]* Any item<br />* 8F<br />Lemonade&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x1<br />Soda Pop&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x64<br />TM34&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x128<br />TM18&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x201[/tt]<br /><br />[u][b]ASM:[/b][/u]<br />[code]WRA1:D322 3E 01&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld a,01<br />WRA1:D324 3D&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  dec a<br />WRA1:D325 40&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ld b,b<br />WRA1:D326 EA 80 DA&nbsp; &nbsp; &nbsp; &nbsp;  ld (da80),a<br />WRA1:D329 C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret[/code]<br /><br />[size=12pt][u][b]ENDING REMARK: BIG ITEM QUANTITIES?[/b][/u][/size]<br /><br />All of those item lists will have at least one item with quantity bigger than 99. Obviously, it&#039;s possible to obtain those big quantities using the Missingno. item duplication glitch (duplicating a 99 item stack will result in a 227 item stack). <br />However, the numbers bigger than 9 are represented with glitch blobs, so it&#039;s normally impossible to read how many items you actually have. This short image guide below will help you with reading quantities of those big item stacks.<br /><br />[img]http://i38.tinypic.com/2d8jgqg.png[/img]<br />[sup]* This image uses the Pokemon Center tileset[/sup]<br />[/quote]


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Yuzihax
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I honestly thought you&#039;d just quoted the OP verbatim. You might want to state outright that you&#039;re suggesting changes, it&#039;s a little confusing!<br /><br />[size=6pt]At least, it is for me, and that&#039;s what I&#039;m fairly sure that post is about. Admittedly, I haven&#039;t actually read this thread before now!.[/size]


subject: Re: Wiki Bug List and Reports
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I guess you could also put &quot;Oak&#039;s Unusable Message&quot; as an item effect, so it&#039;s more convenient to tell which items do have an effect, and which do not.


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  ^<br /><br />noice<br /><br />Wish my 2 mains were in the xrd though. BRIDGET, JAM, Y U LEAVE US<br /><br /><br /><br />Anybody play pokemanz competitively?


subject: Re: The Member's Guide to Topiclessness
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystalame
icon: xx
body:
  Sometimes. I used to be way more into it but I haven&#039;t really had a chance to battle anyone in a long time.<br /><br />Plus the only team I actually really have set up right now is a mixed-tier one (mostly lower-tier Pokemon), and I feel like people usually only do strictly OU. :(<br /><br />EDIT: Now that Smogon actually has a tier list I just looked. Yeah it&#039;s pretty much a low tier team barring like 2 Pokemon. I should train up some replacements.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  I really don&#039;t see anything different about the post, and it looks like he just quoted the whole original post.<br /><br />Edit: He added &quot;(example: get Kabuto, omanyte, or Aerodactyl down in Cinnabar)&quot; to the Item Counter Underflow Section, and added more information to the CoolTrainer section. It would also be good to add the much easier Cooltrainer method using Double-Distort, but Item Underflow is probably the best method because you can easily get any item for each script.


subject: Re: Wiki Bug List and Reports
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  IIRC the items with index &gt;=$80 have the same effects as their &lt;$80 counterparts. So item $81 works like a Master Ball, and it&#039;s unusable in the overworld. &quot;Rival&#039;s effect&quot; is caused by using &gt;=$80 counterparts of items that open the party menu (e.g. Rival&#039;s is the counterpart of Water Stone). Do note that Super Glitch effect is triggered when the Use/Toss menu is opened, not when using the item.


subject: Re: Wiki Bug List and Reports
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=camper link=topic=6361.msg196917#msg196917 date=1415704907]<br />Do note that Super Glitch effect is triggered when the Use/Toss menu is opened, not when using the item.<br />[/quote]<br /><br />Yeah, I&#039;m well aware of that, but thanks anyway. Additionally it is triggered when you try to sell the item.<br /><br />I also looked into it before and found that the first 20 letters of its name are copied to a buffer and you get a buffer overflow when bytes are copied to $CF4B when there is no 50, just like CoolTrainer.<br /><br />[quote author=camper link=topic=6361.msg196917#msg196917 date=1415704907]<br />IIRC the items with index &gt;=$80 have the same effects as their &lt;$80 counterparts. So item $81 works like a Master Ball, and it&#039;s unusable in the overworld.<br /><br /> &quot;Rival&#039;s effect&quot; is caused by using &gt;=$80 counterparts of items that open the party menu (e.g. Rival&#039;s is the counterpart of Water Stone).<br />[/quote]<br /><br />Yes, TheZZAZZGlitch [url=http://forums.glitchcity.info/index.php/topic,6638.msg192561.html#msg192561]discussed this[/url] when he explained why a certain glitch item didn&#039;t execute arbitrary code from a certain location. But I didn&#039;t know the Rival&#039;s effect = PokÃ©mon menu item +80 relationship. That&#039;s useful to know.


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Walking through the woods one day,<br />Christ and Martin saw something strange,<br />A little leapin&#039; lemur who liked to bounce and play...<br /><br />http://www.newsobserver.com/2014/11/11/4314092/jovian-who-played-zoboomafoo-on.html?rh=1


subject: Re: Documenting Item Underflow Item slots.
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  More discoveries I was too lazy to post!<br /><br />You-know-who posted the raw connection data from &quot;somewhere&quot;, which is this:<br />struct Connection { u8 mapIndex, u16 connectedMapBlockData, u16 currentMapPositionRAM, u8 connectionWidth, u8 connectedMapWidth, u8 yAlign, u8 xAlign, u16 topLeftPointerAfterEnteringMap <br /><br />In item underflow, after the map index, South and East Connections are structured like this:<br /><br />1.&nbsp; item 1Q = First part of Connected map block data<br />2.&nbsp; item 2&nbsp; = Second Part of connected map block data<br />3.&nbsp; item 2Q = 1st part of Current map position in ram (???)<br />4.&nbsp; item 3&nbsp; = 2nd part of Current map position in ram (???)<br />5.&nbsp; item 3Q = connection width (doesn&#039;t seem to change, most likely loaded upon entering map)<br />6.&nbsp; item 4&nbsp; = connected map width<br />7.&nbsp; item 4Q = Y coord align (positive numbers (signed) will add (down) to the player&#039;s y coord depending on that number while negative numbers will subtract (up) from the player&#039;s y coord depending on that number. Note that this doesn&#039;t reflect a change in what the overworld looks like, but reflects a change on the ycoord)<br />8.&nbsp; item 5&nbsp; = X coord align (same case as above except with xcoord. Positive numbers add (right) while negative numbers subtract (left))<br />9.&nbsp; item 5Q = 1st part of top left block Pointer<br />10. item 6&nbsp; = 2nd part of top left block Pointer<br /><br />While North and West are structured like this:<br /><br />1.&nbsp; item 1&nbsp; = First part of Connected map block data<br />2.&nbsp; item 1Q = Second Part of connected map block data<br />3.&nbsp; item 2&nbsp; = 1st part of Current map position in ram (???)<br />4.&nbsp; item 2Q = 2nd part of Current map position in ram (???)<br />5.&nbsp; item 3&nbsp; = connection width (doesn&#039;t change from what I&#039;m seeing)<br />6.&nbsp; item 3Q = connected map width<br />7.&nbsp; item 4&nbsp; = Y coord align(positive numbers (signed) will add (down) to the player&#039;s y coord depending on that number while negative numbers will subtract (up) from the player&#039;s y coord depending on that number. Note that this doesn&#039;t reflect a change in what the overworld looks like, but reflects a change on the ycoord)<br />8.&nbsp; item 4Q = X coord align (same case as above except with xcoord. Positive numbers add (right) while negative numbers subtract (left))<br />9.&nbsp; item 5&nbsp; = 1st part of top left block Pointer<br />10. item 5Q = 2nd part of top left block Pointer<br /><br />Something I found out today is that changing tileset data to a positive number results in the blocky, blockx, top left pointer, y coord and x coord to shift somewhere else when loading another map from connection data. The amount changed to doesn&#039;t matter, but what does matter is the last map&#039;s tileset visited. If the last map&#039;s tileset was 0 and the map you&#039;re currently on has a tileset of 0, then nothing happens. If the last map&#039;s tileset was 2, and the map you&#039;re currently on is 0, then you would get shifted, but I don&#039;t know the exact number/figure.<br /><br />If you change the tileset data to a &quot;negative&quot; number, and load another map through connection data, then the map, text and script pointer are not loaded (not sure about top left pointer though). Usually if you swap script pointer, you can either get crazy effects, or the game will crash. There are probably other addresses that aren&#039;t updated either, but I haven&#039;t looked into it much.


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=luckytyphlosion link=topic=6638.msg196916#msg196916 date=1415685397]<br />I really don&#039;t see anything different about the post, and it looks like he just quoted the whole original post.<br /><br />Edit: He added &quot;(example: get Kabuto, omanyte, or Aerodactyl down in Cinnabar)&quot; to the Item Counter Underflow Section, and added more information to the CoolTrainer section. It would also be good to add the much easier Cooltrainer method using Double-Distort, but Item Underflow is probably the best method because you can easily get any item for each script.<br />[/quote]<br /><br />&gt;TFW someone thinks a forum is a wiki.<br /><br />I saw the giant quote and nothing else, and was going to delete the post entirely before I saw the replies to it.


subject: [RBY?] Waking up with disabled move
poster_name: Ryccardo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  So today I was battling the Lass in the grass on route 3, the one with a Jigglypuff, and the battle went this way:<br /><br />Jigglypuff VS Pidgey<br />&lt;Sing makes Pidgey asleep for 3 turns<br />&gt;I then attack for 3 turns with Gust, taking back a [normal attack - don&#039;t remember the exact name], a failed Sing, and another of that attack<br />&gt;With 1 HP left, I switch<br />Jigglypuff VS Pikachu<br />&gt;Thunderbolt<br />&lt;Sing (5 turns IIRC)<br />&lt;In the meanwhile I also get Thunderbolt disabled<br />&gt;and... the turn it wakes up (probably by coincidence), the narrator claims that Quick Attack became available again!<br />I won the battle using Pikachu and Squirtle afterwards with no other apparent weird effects.


subject: Re: [RBY?] Waking up with disabled move
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I have no clue how that happened, but the only answer I have is you probably misread something.<br /><br />Or, the Pidgey had Quick Attack, got it disabled, and had it re-enabled while Pikachu was out, but I don&#039;t see how that could work.


subject: Re: Toxic animation 'glitch'
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I found out (after annoyance when I couldn&#039;t record this) that this just seems to be an emulator error when you&#039;re playing on Turbo Mode, because going out of Turbo Mode disabled the glitch.<br /><br />Applicable moves are Surf, Toxic, Haze and Mist (I&#039;m not sure if Mist is supposed to have the liquid drop animation normally, but some how it can). Vaporeon learns all these moves in Red/Blue, and all but Mist in Yellow.


subject: Re: Bert's Album Reviews
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [b][u]The Trews: The Trews[/u][/b]<br />Up here in Bagged Milk Land is a band known as The Trews. They&#039;re a hard/alt. rock band with a big slab of hits under their belt, like &#039;Not Ready to Go,&#039; &#039;Every Inambition,&#039; &#039;Poor Ol&#039; Broken Hearted Me,&#039; &#039;So She&#039;s Leaving,&#039; &#039;Hold Me In Your Arms,&#039; and &#039;Paranoid Freak.&#039; All their singles have charted in Canada, and we adore them. I saw them live a few months ago and it was a fucking awesome show!<br /><br />A short musical history: Their first three albums, [i][url=http://en.wikipedia.org/wiki/House_of_Ill_Fame]House of Ill Fame[/url][/i], [i][url=http://en.wikipedia.org/wiki/Den_of_Thieves_(Album)]Den of Thieves[/url][/i], and [i][url=http://en.wikipedia.org/wiki/No_Time_for_Later]No Time for Later[/url][/i] featured the hits mentioned above and were critcally praised. Their fourth album, [i][url=http://en.wikipedia.org/wiki/Hope_%26_Ruin]Hope &amp; Ruin[/url][/i], was sort of an oddball in that, while its singles (&#039;Hope &amp; Ruin,&#039; &#039;The World I Know,&#039; &#039;Misery Loves Company&#039;) were successful, none of them, barring the title track, are really remembered. Which is odd, because they follow the same formula as every Trews song: catchy choruses and big riffs.<br /><br />Their fifth full length effort, also the self-titled [i][url=http://en.wikipedia.org/wiki/The_Trews_(album)]The Trews[/url][/i], is a weak link in that regard. The biggest problem is that, after a while, all the songs start to sound similar. Think DragonForce, but shorter. It certainly isn&#039;t helped that, after years of bombastic songs like &#039;Every Inambition,&#039; &#039;I Can&#039;t Stop Laughing,&#039; &#039;Not Ready to Go,&#039; and &#039;Hope &amp; Ruin,&#039; the songs on [i]The Trews[/i] are primarily midtempo fares. Even the speedy, borderline heavy metal song &#039;New King&#039; suffers from this, and it&#039;s one of their most aggressive songs, aside from &#039;Burning Wheels.&#039;<br /><br />What results is an album which is strong musically, but not enough to garner a trillion repeated listens. It isn&#039;t helped that the songs sound muffled, like the songs were recorded behind a brick wall. No, really. This odd production affects every song and it&#039;s the worst thing about the record. The only song that almost gets away from this is the acoustic ballad &#039;65 Roses,&#039; but even it sounds restrained. If I had to guess, I would say the band is trying to take the crystal-clear sound of their previous albums a step further, but... it didn&#039;t work and instead made everything harder to hear. The sad part is, one of the band members has co-produced all their albums, this one included. What the hell happened?<br /><br />If you manage to ignore the literal brickwalling, the songs themselves are pretty good. The riffs, hooks, melodies, and choruses are still there and triumphant as ever, even though it&#039;s a bit of a step backwards. There&#039;s no thundering drums, no roaring guitars, no soaring vocals to be found here. Only two songs are actually heavy and resemble past efforts, and those are opener &#039;Rise in the Wake&#039; and &#039;New King,&#039; but even they&#039;re held down by the production.<br /><br />That being said, there are several gems to be found, those two songs included. A couple others I like are &#039;65 Roses,&#039; which isn&#039;t as lame as it sounds, and the song &#039;Living the Dream.&#039; It sounds almost mystical. What baffles me the most is that all the new stuff sounds 100 times better live. They played six songs off this album when I saw them, and the live tracks were more memorable than the studio recordings.<br /><br />So, while [i]The Trews[/i] follows the same process of their previous albums, it also shoots itself in the foot with the muffling of the instruments. Many songs sound like filler and are far from inspired, but the ones worth remembering are kickass. I&#039;d say get/check out [i]Hope &amp; Ruin[/i] instead of this one if you&#039;ve never heard of The Trews before, namely because it&#039;s my favorite one and needs more love.<br /><br />Bert&#039;s Rating: 65/100<br />Recommended Songs: Rise in the Wake, 65 Roses, What&#039;s Fair is Fair, New King, Living the Dream


subject: Re: The Member's Guide to Topiclessness
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Fuck Assassin&#039;s Creed III. That is all. <br /><br />I have been sitting through these credits for tens of minutes now, and I have been informed that they are 20 minutes long. Seriously? Did they not think that people might actually have other things that they might want to do? I can&#039;t even quit the game either because apparently something happens at the end. Why do they need these credits anyway? With a game this shitty, it&#039;s actually smarter to NOT tell me who made the game.<br /><br />I guess I don&#039;t know what &quot;That is all&quot; means.


subject: PokÃ©mon Yellow Super Glitch item question
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  In PokÃ©mon Red and Blue, the hex:80 item causes Super Glitch, due to its improperly terminated name.<br /><br />For people who don&#039;t know, Super Glitch items corrupt the memory when you open the Use/Toss box or try to sell them, because their name is copied from CD6D to CF4B up to (inclusive) 50. If there is no 50 in the first 20 characters, screen data (which is refreshed every time you open the items menu, PokÃ©mon menu, etc.) gets copied to CF5F and onward until a 50, after which nothing else is copied. The same things happens with the CoolTrainer (hex:00)&#039;s move, because of its random and possibly unterminated internal name.<br /><br />For illustration, here is an image I made that explains where the 50h on the screen is within battle.<br /><br />[img]http://i2.minus.com/iHUFlC6f5j8Bw.png[/img]<br /><br />Now, with at least the hex:80 item in Red/Blue you can cause the TMTRAINER effect with it if you&#039;re in battle, presumably because you must open the items menu (updating the stored graphics up to a 50, which exists) before using the item, and it&#039;s not the item&#039;s effect that causes Super Glitch, but rather its name.<br /><br />[img]http://i4.minus.com/iGp9SqBoHHqxb.png[/img]<br /><br />This is my actual question: The hex:81 item in Yellow seems to have no 50h in its first 20 characters, but using it in battle doesn&#039;t cause the TMTRAINER effect. Why is this? I thought functionally it would work like a Master Ball (hex:01) because of TheZZAZZGlitch&#039;s rule that items above hex:7F act like that item -80h.


subject: The exact reason why unstable missingno crashes.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  This is just a question I&#039;d like to raise, out of interest and maybe for something practical. Is there some way without cheats or tools to control whether a regular Missingno. (not fossil or ghost) you get from Trainer-Fly will freeze the game?<br /><br />I&#039;ve noticed a difference in effects if I invert the sprites by viewing the sprite of a glitch PokÃ©mon before encountering Yellow Missingno. I also tried Missingno. sprites from &#039;[url=http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_base_stats_data_structure_in_Generation_I#Sprites]different banks[/url]&#039;, but I forgot Missingno.&#039;s sprite pointer, it could be in bank 0 which would make the bank irrelevant or if it&#039;s actually the sprite dimensions that matter.<br /><br />I know that getting regular Missingno. doesn&#039;t have much use. The fossil and ghost Missingno. can also duplicate your items. But it may be significantly easier to get an applicable lower Special than 181-183.<br /><br />Additionally, regular Yellow Missingno.&#039;s extremely high experience cap makes it an ideal donor for merging two PokÃ©mon together. You can get a &quot;perma&quot; level 255 Missingno./X-x hybrid this way, and the base stats would be those of X-x&#039;s.<br /><br />I do have a solution to my problem. You can do the item underflow glitch by encountering a fossil or ghost Missingno. first and getting a stack of 255 Potions, get the items for [url=https://www.youtube.com/watch?v=7klMjrBPLkU]Lol glitch[/url] and then do a Lol glitch here (nets you a hex:43 Missingno.)<br /><br />[img]http://i3.minus.com/i4w0kOnR4Pk0.png[/img]<br /><br />But for what I want to do, I thought encountering fossil and ghost Missingno. and getting the lol glitch items would take significantly longer than successfully getting/seeing regular Missingno. (incidentally [url=http://forums.glitchcity.info/index.php/topic,6638.msg196396.html#msg196396]ExtraTricky&#039;s double Trainer-Fly method[/url] apparently gives you a 1/8 chance of encountering a special Missingno. if you do a double Trainer-Fly with the level 80 Starmie from the Cubone for Machoke trade).<br /><br />Edit: Remaining HP glitch may also be able to give you regular Missingno. or a PokÃ©mon with the CoolTrainer move as move 1 for Yellow&#039;s only CoolTrainers (Missingno. and Horsea). It&#039;s a shame that box 1 has to never have been filled for that.


subject: Re: The exact reason why unstable missingno crashes.
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yellow MissingNo is one volatile dude.<br /><br />In my experience, I&#039;ve had the most luck with the Channelers in PokÃ©mon Tower. I think several (at least 3) of the Fishermen on Route 12 will spawn MissingNo and have a very low chance of freezing/crashing the game.


subject: Re: The exact reason why unstable missingno crashes.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Bert link=topic=7112.msg196931#msg196931 date=1416175617]<br />Yellow MissingNo is one volatile dude.<br /><br />In my experience, I&#039;ve had the most luck with the Channelers in PokÃ©mon Tower. I think several (at least 3) of the Fishermen on Route 12 will spawn MissingNo and have a very low chance of freezing/crashing the game.<br />[/quote]<br /><br />Thanks for the tip. I tried a Channeler but unfortunately still got freezes. I&#039;ll try the Fishermen next.<br /><br />If you want to look up the Trainer yields, I recommend [url=http://puu.sh/257S]this huge image[/url], but it&#039;s not fully accurate for Yellow due to roster changes between Red/Blue and Yellow.<br /><br />Edit: I&#039;m not getting much different results. It could be something specific in the memory that&#039;s affecting it, but I&#039;m not very good at using a debugger. Bert, can I use your save if you&#039;ve got one where it works, please?


subject: Re: The exact reason why unstable missingno crashes.
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  ...Everything I said suddenly becomes hypocritical since I can&#039;t even test this myself. My Yellow Version is still a glitchy mess and Trainers still send out level 0 PokÃ©mon with boatloads of HP. That&#039;s assuming I can even fly to one of those locations instead of getting thrown into battle against a Trainer after choosing &#039;Fly.&#039;<br /><br />It&#039;s all based on my memory anyway.<br /><br />That&#039;s a great image! Kudos to the creator.


subject: Re: The exact reason why unstable missingno crashes.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Oh, OK. Thanks anyway. Incidentally on my BGB save I get &quot;Missingno. is trying to learn&quot;, while on my VBA save I just get a freeze. I&#039;ve yet to test if it&#039;s due to me using different emulators or if there&#039;s something about my save that&#039;s causing the differences.<br /><br />Edit: Huh, that gives me an idea. Maybe I should open my PokÃ©mon menu in that Celadon Mansion anti-Super Glitch spot, then immediately cheat a Missingno. by altering D058 (011F58D0). I know this is likely completely unrelated though. <br />Edit 2: Nope, didn&#039;t work lol. I should try using BGB debugger, even though I&#039;m not too experienced with it.<br />Edit 3: It&#039;s not &#039;&#039;completely&#039;&#039; unpredictable, because from the same state I&#039;ve got the game trying to run the same invalid opcode in the ROM (3F:6BE9) even after waiting a little/doing things before closing the menu. I was doing what I did above though in the anti Super Glitch spot.<br />Edit 4: The game apparently did a &#039;call 6BD4&#039; at 0:2314 to get to that invalid opcode.<br /><br />Edit 5: So I was tracing through things, and the game was doing this to this sprites (drawing blackness and moving sprites down). The game repeated the code at RO2F:7482 a lot, where there is a jr nz, 7482 at 2F:7486.<br /><br />[img]http://i2.minus.com/ijTYpwzqxTQ2J.png[/img]<br />[img]http://i5.minus.com/ifElySFAfTuAA.png[/img]


subject: Enable Mew, Celebi, Ho-Oh, Lugia, Mewtwo as Stadium 2 rentals
poster_name: EliteAnax17
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I know Mew and Celebi&#039;s data as rentals is already present and used for Prime Cup R-2, I wonder if its possible to hack them for use everywhere else like Free Battle? I have tried 100%ing the game, but it still wont enable them for use outside of that cup.<br /><br />Rival&#039;s R1 and R2 teams have a Lugia and Ho-Oh and Mewtwo data on his teams, maybe reference those?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: eironeia
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: eironeia
icon: xx
body:
  Maybe someone finds a use for this. This code maxes out stat exp and DVs for all stats of the first PokÃ©mon in the current PC box. It uses an absolute address and works only for the [i]European versions[/i] of the game, but has only been tested using the German version.<br /><br />It does use copious amounts of throwaway [i]inc b[/i] instructions to make expressing it in items easier, so there&#039;s a good chance it can be optimized in size or require less items with high quantities.<br /><br />[code]; In C without throwaway increments:<br />; a = 0xb8;<br />; h = 0xda;<br />; l = 0xac;<br />; do {<br />;&nbsp; &nbsp;  *((h &lt;&lt; 8) | l) = 0xff;<br />;&nbsp; &nbsp;  l++;<br />; } while (l != a);<br /><br />ld a, $b8&nbsp; &nbsp; ; 3E B8<br />ld h, $da&nbsp; &nbsp; ; 26 DA<br />ld l, $ac&nbsp; &nbsp; ; 2E AC<br /><br />ld (hl), $ff ; 36 FF<br />inc b&nbsp; &nbsp; &nbsp; &nbsp; ; 04, throwaway (PokÃ© Ball)<br />inc l&nbsp; &nbsp; &nbsp; &nbsp; ; 2C<br />inc b&nbsp; &nbsp; &nbsp; &nbsp; ; 04, throwaway (PokÃ© Ball)<br /><br />cp l&nbsp; &nbsp; &nbsp; &nbsp;  ; BD<br />jr nz, $f8&nbsp;  ; 20 F8<br />inc b&nbsp; &nbsp; &nbsp; &nbsp; ; 04, throwaway (PokÃ© Ball)<br />ret&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; C9[/code]<br /><br />Or expressed in items:<br />[list]<br />[li]Lemonade x184 (3E B8)[/li]<br />[li]Carbos x218 (26 DA)[/li]<br />[li]X Accuracy x172 (2E AC)[/li]<br />[li]Max Revive x255 (36 FF)[/li]<br />[li]PokÃ© Ball x44 (04 2C: inc b, inc l)[/li]<br />[li]PokÃ© Ball x189 (04 BD: inc b, cp l)[/li]<br />[li]Fire Stone x248 (20 F8)[/li]<br />[li]PokÃ© Ball x201 (04 C9: inc b, ret)[/li]<br />[/list]


subject: Re: Pal Park glitch in foreign versions
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I know this is an old thread, but I came across it while looking up information about the Generation III character tables for something Iâ€™m working on, and wanted to point out something that seems to have been missed.<br /><br />All language versions of the Generation III games are trade-compatible, including the Japanese versions. To make this possible, the Western versions of the games include the full Japanese font in addition to the Western font, and use it to display nicknames/OT names for PokÃ©mon traded from a Japanese game. Conversely, the Japanese versions do not contain the full Western font. The basic Latin letters are included in the Japanese character table, but the letters with acute/grave/circumflex accents, diaereses, French Å’, Spanish Ã‘, and German ÃŸ are not. The German umlauts Ã„Ã–Ãœ do exist in the Japanese table, which explains why the German games included these in their nicknaming palette but the French, Italian, and Spanish games did not allow accents.<br /><br />The Spanish localizers seem to have slipped up by putting these accented names in FR/LG, because trading these PokÃ©mon to a Japanese Generation III game should cause exactly the same issue that it does in Pal Park. Because of the character limit in the Japanese games, they ought to be displayed like â€œSEELã‚³â€ (for SEELÃN) or â€œã„LVARâ€ (for ÃLVARO), but I donâ€™t have Spanish or Japanese save files on hand to verify this.<br /><br />I find it curious that the single and double quotation marks are available for nicknaming, because these characters change between the different language versions. The double quotes (hex B2 and B3) are â€œâ€ in English, Italian, and Spanish; Â«Â» in French; â€žâ€œ in German; and ã€Žã€ in Japanese. The single quotes (hex B4 and B5) are the same â€˜â€™ in all Western versions (the French â€¹â€º were instead inserted at hex 85 and 86 in the European localizations) but turn into ã€Œã€ in Japanese. (I suppose itâ€™s not really an issue that their appearance changes if theyâ€™re being used as quotation marks, but an apostrophe turning into ã€ is rather awkward.)<br /><br />I wonder what happens to these characters when a PokÃ©mon is transferred to later generations? Does Generation IV overload its quotation mark characters in the same way, and if not, how do these Generation III characters get converted? Since Generations V and VI use Unicode, which Unicode characters are ultimately used when a PokÃ©mon from Generation III is transferred? Does it depend on the language of the originating Generation III game, or the language version used for the Pal Park or PokÃ© Transfer? If Pal Park does have special handling for quotation marks, Iâ€™d think it could have easily been made to deal with the accented letters as well.


subject: Re: Pal Park glitch in foreign versions
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=6256.msg196937#msg196937 date=1416206186]<br />To make this possible, the Western versions of the games include the full Japanese font in addition to the Western font<br />[/quote]<br /><br />actually, they only include part of the Japanese font. http://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_III


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=eironeia link=topic=6638.msg196936#msg196936 date=1416204654]<br />works only for the [i]European versions[/i] of the game, but has only been tested using the German version.<br />[/quote]<br /><br />To convert from a DE/FR/IT/ES WRAM address to an EN one, subtract 5.


subject: Re: Pal Park glitch in foreign versions
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6256.msg196938#msg196938 date=1416243143]<br />[quote author=HÃ¡Äky link=topic=6256.msg196937#msg196937 date=1416206186]<br />To make this possible, the Western versions of the games include the full Japanese font in addition to the Western font<br />[/quote]<br /><br />actually, they only include part of the Japanese font. http://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_III<br />[/quote]<br />The Western font includes remnants of the Japanese font, but the full Japanese font is available separately and is used for PokÃ©mon from Japanese games. For example, the name of Celebi from the Japanese Colosseum bonus disc [url=http://www.pokewiki.de/Datei:EventPokeGBA_Celebi_(Ageto).png]displays correctly[/url] in a Western game even though the katakana ãƒ¬ was replaced by â¬‡ in the Western font.


subject: Re: Pal Park glitch in foreign versions
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=6256.msg196940#msg196940 date=1416243694]<br />[quote author=Wack0 link=topic=6256.msg196938#msg196938 date=1416243143]<br />[quote author=HÃ¡Äky link=topic=6256.msg196937#msg196937 date=1416206186]<br />To make this possible, the Western versions of the games include the full Japanese font in addition to the Western font<br />[/quote]<br /><br />actually, they only include part of the Japanese font. http://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_III<br />[/quote]<br />The Western font includes remnants of the Japanese font, but the full Japanese font is available separately and is used for PokÃ©mon from Japanese games. For example, the name of Celebi from the Japanese Colosseum bonus disc [url=http://www.pokewiki.de/Datei:EventPokeGBA_Celebi_(Ageto).png]displays correctly[/url] in a Western game even though the katakana ãƒ¬ was replaced by â¬‡ in the Western font.<br />[/quote]<br /><br />That&#039;s interesting; I didn&#039;t know that.


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So do Beyblades even use Bit-Beasts anymore? All the ones I&#039;ve seen lately instead have some emblem thing where the Bit-Beast would go.


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I watched the cartoon with my little brother when the new ones came out, and no they are not bit beasts. They are the personified blah blah blah of the bey blade.


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  it&#039;s a different lore, the first 3 seasons of beyblade are not in the same canon as the new beyblade series.


subject: Re: Battlestation thread (dialup/mobile warning)
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  [img width=900]https://scontent-b-nrt.xx.fbcdn.net/hphotos-xpa1/t31.0-8/10620180_10152817853065782_148549627860138147_o.jpg[/img]<br /><br />THREE MONITORS FUCK YEAH


subject: Re: Enable Mew, Celebi, Ho-Oh, Lugia, Mewtwo as Stadium 2 rentals
poster_name: Bent`
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Free Battle uses the Prime Cup R1 rentals no matter what. So if you edit the Prime Cup R1 rentals, you can get whatever you want.


subject: Re: G/S/C glitch discussion
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Question regarding Celebi Trick/Bad Clones.<br /><br />I&#039;m not sure if I have a Bad Clone or not (crystal). When I corrupted my box, the names of the corrupted PokÃ©mon were replaced with 9s and other garbage, some of the pokedex numbers were 255, the moves were (supposedly) 255, and some were holding HM13s. I withdrew one of them, and it reverted to level 100. I tried doing the Celebi Trick, but it didn&#039;t work using the supposed bad clone.<br /><br />http://puu.sh/cWAJJ/496dc4f038.png 4 out of 5 bad clones in the box<br />http://puu.sh/cWALu/bd335ff6d8.png 1st bad clone<br />http://puu.sh/cWAMb/95d356cb34.png 2nd bad clone<br />http://puu.sh/cWAOg/a214a9fe88.png 3rd - 5th bad clones<br /><br />When I withdraw the Pokemon to be deleted, the seventh Pokemon in the party (original Pokemon) turns into a Cancel Button, so I can only deposit the useless PokÃ©mon, and 3 Good Clones instead of 4. Depositing the Original Pokemon into the Daycare and withdrawing it after depositing and withdrawing the Bad Clone doesn&#039;t do anything either.<br /><br />Does anyone have any idea what I did wrong?


subject: Re: G/S/C glitch discussion
poster_name: SM
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=luckytyphlosion link=topic=6594.msg196949#msg196949 date=1416363741]<br />Question regarding Celebi Trick/Bad Clones.<br /><br />I&#039;m not sure if I have a Bad Clone or not (crystal). When I corrupted my box, the names of the corrupted PokÃ©mon were replaced with 9s and other garbage, some of the pokedex numbers were 255, the moves were (supposedly) 255, and some were holding HM13s. I withdrew one of them, and it reverted to level 100. I tried doing the Celebi Trick, but it didn&#039;t work using the supposed bad clone.<br /><br />http://puu.sh/cWAJJ/496dc4f038.png 4 out of 5 bad clones in the box<br />http://puu.sh/cWALu/bd335ff6d8.png 1st bad clone<br />http://puu.sh/cWAMb/95d356cb34.png 2nd bad clone<br />http://puu.sh/cWAOg/a214a9fe88.png 3rd - 5th bad clones<br /><br />When I withdraw the Pokemon to be deleted, the seventh Pokemon in the party (original Pokemon) turns into a Cancel Button, so I can only deposit the useless PokÃ©mon, and 3 Good Clones instead of 4. Depositing the Original Pokemon into the Daycare and withdrawing it after depositing and withdrawing the Bad Clone doesn&#039;t do anything either.<br /><br />Does anyone have any idea what I did wrong?<br />[/quote]<br /><br />You need pokedex number 0 bad clone to do celebi trick.<br />You should copy pokemon in box&#039;s space that never used(deposited) before.


subject: Re: G/S/C glitch discussion
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Do I need to create a Bad Clone in a never used box, or do I need to clone the Pokemon in a never used box?


subject: Re: G/S/C glitch discussion
poster_name: SM
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=luckytyphlosion link=topic=6594.msg196951#msg196951 date=1416368574]<br />Do I need to create a Bad Clone in a never used box, or do I need to clone the Pokemon in a never used box?<br />[/quote]<br />Create a bad clone.<br />Never used empty space&#039;s memory address is 00.<br />You can find it by item underflow glitch in gen 1 too.


subject: Re: Enable Mew, Celebi, Ho-Oh, Lugia, Mewtwo as Stadium 2 rentals
poster_name: EliteAnax17
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: EliteAnax17
icon: xx
body:
  Free Battle does not include Celebi and Mew last I checked.<br /><br />How to make it use the R2 rentals?<br /><br />I figure there must be a range of pointers it references the data.. perhaps.


subject: Re: Enable Mew, Celebi, Ho-Oh, Lugia, Mewtwo as Stadium 2 rentals
poster_name: Bent`
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: IIMarckus
icon: xx
body:
  [quote author=IIMarckus link=topic=7113.msg196947#msg196947 date=1416308385]<br />Free Battle uses the Prime Cup [b]R1[/b] rentals no matter what. So if you edit the Prime Cup [b]R1[/b] rentals, you can get whatever you want.<br />[/quote]<br /><br />You can edit the Prime Cup R1 rentals to get the effect you wantâ€”any changes there will be reflected in Free Battle. Telling Free Battle to use [i]R2[/i] rentals by default is something I havenâ€™t figured out how to do yet; any insights there would be welcome.<br /><br />[quote author=EliteAnax17 link=topic=7113.msg196953#msg196953 date=1416372668]<br />Free Battle does not include Celebi and Mew last I checked.<br /><br />How to make it use the R2 rentals?<br /><br />I figure there must be a range of pointers it references the data.. perhaps.<br />[/quote]<br />All rentals and opponent rosters are stored together in a big table. If you look at the [url=https://github.com/iimarckus/pokestadium/tree/master/stadiumgs/]Git project[/url], Iâ€™ve dumped them all to JSON and wrote a simple converter that can put modified data back into the ROM.


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  whatever you do, don&#039;t rewatch it. <br /><br />I never knew how terrible the english beyblade actually was until i rewatched all 3 seasons. ALL 3 SEASONS BERT. Never have i heard such atrocious voice acting.... 


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=3088.msg196955#msg196955 date=1416437069]<br />atrocious voice acting.... <br />[/quote]<br /><br />That&#039;s not really a deterrent.


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=3088.msg196956#msg196956 date=1416437406]<br />[quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=3088.msg196955#msg196955 date=1416437069]<br />atrocious voice acting.... <br />[/quote]<br /><br />That&#039;s not really a deterrent.<br />[/quote]<br /><br />Well in that case:<br /><br />https://www.youtube.com/watch?v=fMfRRlsBBP8<br /><br />You will absolutely love this movie.


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I prefer The Ingestible Bulk.<br />[img]http://img3.wikia.nocookie.net/__cb20100914071400/simpsons/images/7/74/Ingestible.png[/img]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: voltage
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: voltage
icon: xx
body:
  [quote author=Torchickens link=topic=6868.msg196786#msg196786 date=1414491698]<br />Major find. Pomeg glitch opens up a glitch effect that will break your save file if you save, and corrupts many things.<br /><br />You can freeze the game if you turn/take one step close a menu like the PokÃ©dex, corrupt your PokÃ©mon, your name, your items, your PokÃ©dex data, your play time and your gender all with voltage/Metarkai&#039;s trick. I tried taking a step forward after bumping into the NPC and the game also froze, but the freeze was different (the &#039;registered phone number&#039; sound effect played).<br /><br />I mutated this non-Trainer on Route 111 and tried to talk to him.<br />[/quote]<br /><br />So I was playing with trainer script corruption last night and found a couple of things. I mutated that same non-trainer on Route 111 and a menu with BUY and QUIT displayed. If you select BUY, a bunch of the same items, which appear to be glitch decorations(they get sent to the Player&#039;s PC once you purchase them, for one), showed up. The displayed price was around 8000ish Pokedollars but in actuality, buying them made the game display their actual value, which was about double that. Much to my dismay, selecting quit froze the game, and I believe the sound made when the player goes on teleporters play.<br /><br />I also managed to experience that mass corruption found by Torchickens, albeit differently. I experienced it in Route 117, by talking to the Day Care Man. After I talked to him, I got a call on my PokÃ©Nav full of repeating Å’Ãª. After the call finally ended, a text box displayed as if I was in Petalburg City and then the game believed I was in a very glitchy Safari Game. Like the corruption, my name changed, but into repeating Å’Ãª. I then retired from the Glitch Safari Game and found myself unsurprisingly, in the Safari Game entrance. After that, the game seemed to be mass corrupted in the same way as Torchickens&#039; corruption. I tried to use the PC, but the game froze. [s]I think I should play around with this on my other Emerald cartridge, after replaying it. [/s]<br /><br />EDIT: I have been wondering if there is any specific reason why Glitch Trainer encounter music is either the PokÃ©maniac Encounter theme...


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: voltage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  With the release of the game in some parts of the world, I decided to change the thread title.<br />Also, do we have to wait until the 28th (for the rest of the world to get it) to discuss the newer spoilers or would we be able to right now?


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=voltage link=topic=6921.msg196960#msg196960 date=1416539447]<br />With the release of the game in some parts of the world, I decided to change the thread title.<br />Also, do we have to wait until the 28th (for the rest of the world to get it) to discuss the newer spoilers or would we be able to right now?<br />[/quote]<br /><br />Some parts of the world still have to wait? Damn, I thought they learned from their experiences with X and Y that there is no reason to not just release everything everywhere at the same time.<br />I would still put spoilers in small text (in lieu of a spoiler tag) regardless of where it&#039;s been released yet. Anyway, I shall begone to drunkenly stumble down to the buy things place and get myself the two of them.


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Some soundtracks have been uploaded to Youtube. Most of them are great.<br /><br />[size=1pt]The legendaries at Mirage Spots use their original themes. Suicune/Entei/Raikou have their Crystal theme (well, GB Sound version). It feels strange to hear 8-bit music from a 3DS.[/size]


subject: Anatomy of an e-Reader Mystery Event
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  For a long time, I didnâ€™t know anything about the e-Reader other than that it was a short-lived gimmick on PokÃ©mon trading cards. Once I realized that it was basically [i]a Nintendo-approved flash cart that can [url=http://bulbapedia.bulbagarden.net/wiki/PokÃ©mon_Battle_e_Promotional_cards#Berry_Fix_cards]install patches in games[/url][/i], Iâ€™ve really wanted to find out how it works and how to make my own cards for it.<br /><br />Iâ€™ve [url=https://github.com/hatschky/pokecarde]made a disassembly[/url] of most of the English e-Reader cards released for PokÃ©mon Ruby and Sapphire (excluding some promotional cards, but including the Eon Ticket). These programs are Z80 machine code which the e-Reader emulates on the GBA. The program communicates with the linked GBA running Ruby/Sapphire and sends Mystery Events data.<br /><br />[b]Prologue[/b]<br />The first packet of data sent by a Mystery Events card is 60 bytes. It seems to be exactly the same for every card, except for two useless fields and a region code.<br /><br />[code]Offset Len&nbsp; Description<br />$00&nbsp; &nbsp; 14&nbsp;  â€œGameFreak inc.â€ [sic] in ASCII<br />$0E&nbsp; &nbsp; 6&nbsp; &nbsp; Unknown (00 00 00 00 00 00)<br />$14&nbsp; &nbsp; 4&nbsp; &nbsp; Arbitrary number<br />$18&nbsp; &nbsp; 8&nbsp; &nbsp; Arbitrary identifier in R/S charset<br />$24&nbsp; &nbsp; 10&nbsp;  Unknown (00 00 00 00 01 55 00 00 00 00)<br />$2A&nbsp; &nbsp; 1&nbsp; &nbsp; 01: Japanese; 02: English<br />$2B&nbsp; &nbsp; 1&nbsp; &nbsp; Unknown (00)<br />$2C&nbsp; &nbsp; 14&nbsp;  â€œGameFreak inc.â€ [sic] in ASCII<br />$3A&nbsp; &nbsp; 2&nbsp; &nbsp; Probably padding (00 00)[/code]<br /><br />Apparently Generation III was a period in which Game Freak didnâ€™t know what their companyâ€™s name was; itâ€™s also spelled as one word on the title screens of the Japanese Generation III games, but as two words on the cartridge labels and most everywhere else.<br /><br />On Battle e cards, the arbitrary number is $12345678 and the arbitrary identifier is â€œã‚«ã€‚ãƒ‰ï¼¥â€ (an apparent typo for ã‚«ãƒ¼ãƒ‰ï½… [i]Card e[/i]). On the Gentleman Nils and Lady Astrid cards included in the American releases of Ruby and Sapphire, the arbitrary number is 0 and the arbitrary identifiers are â€œNILSâ€ and â€œASTRIDâ€. On the Eon Ticket, the arbitrary number is 0 and the arbitrary identifier is â€œe readerâ€ with no $FF terminator.<br /><br />If the region code at offset $2A is wrong, the game will terminate the link with the message â€œLoading error. Ending session.â€, which is the same message used for checksum failures.<br /><br /><br />[b]Header[/b]<br />The second packet, which contains the actual card data, is either 3072 or 6144 bytes long, starting with a 24- or 32-byte header and ending by lazily copying about 2000â€“5000 bytes after the end of the data, including the cardâ€™s entire Z80 program. Itâ€™s almost a quine!<br /><br />[code]Offset Len&nbsp; Description<br />$00&nbsp;  1&nbsp; &nbsp;  Unknown (01)<br />$01&nbsp;  4&nbsp; &nbsp;  Base address ($02000000)<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; This is where the data gets loaded in RAM, and all subsequent<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pointers are based on this location.<br />$05&nbsp;  1&nbsp; &nbsp;  01: Japanese; 02: English<br />$06&nbsp;  1&nbsp; &nbsp;  Unknown (00)<br />$07&nbsp;  1&nbsp; &nbsp;  01: Japanese; 02: English<br />$08&nbsp;  9&nbsp; &nbsp;  Unknown (00 00 00 04 00 80 01 00 00)<br />$11&nbsp;  1&nbsp; &nbsp;  Data type<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2: Variable-length data (must be used inside type 16)<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5: Custom script, runs immediately (must be used inside type 16)<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 6: Custom script, runs in-game (must be used inside type 16)<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 7: Enigma Berry<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 11: Mixing records gift item<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 13: Battle Trainer<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 16: Contains multiple types[/code]<br /><br />God knows why they needed two more copies of the region code, but if either is incorrect, the message â€œThis data cannot be used in this version.â€ will appear. The region code in the prologue must be correct to even reach this point, so this message is never seen when scanning a real card.<br /><br />For simple cards such as the Enigma Berries or Battle Trainers, which consist of a single fixed-length chunk of data, the header finishes with six more bytes:<br /><br />[code]Offset Len&nbsp; Description<br />$12&nbsp; &nbsp; 4&nbsp; &nbsp; Pointer to data start (always $02000018)<br />$16&nbsp; &nbsp; 2&nbsp; &nbsp; Unknown (02 00)[/code]<br /><br />For cards with multiple data chunks (type 16), such as the Eon Ticket, the header instead finishes with twelve more bytes:<br /><br />[code]Offset Len&nbsp; Description<br />$12&nbsp; &nbsp; 2&nbsp; &nbsp; Data checksum<br />$14&nbsp; &nbsp; 2&nbsp; &nbsp; Padding (00 00)<br />$16&nbsp; &nbsp; 4&nbsp; &nbsp; Pointer to data start (always $0200001E)<br />$1A&nbsp; &nbsp; 4&nbsp; &nbsp; Pointer to data end[/code]<br /><br />Unlike PokÃ©mon data, save data, other kinds of e-Reader cards, or anything else in these games, for which a trivial bytewise or wordwise sum is sufficient to preserve integrity, this particular card structure is SERIOUS GODDAMNED BUSINESS which demands the use of a grown-up CRC function found at $08041174 in the original English Ruby. Hereâ€™s a C translation:<br /><br />[code]uint16_t compound_card_crc(const char * data, uint16_t len)<br />{<br />	uint16_t x = 0x1121;<br />	for(uint16_t i = 0; i &lt; len; ++i)<br />	{<br />		x ^= data[i];<br />		for(uint16_t j = 0; j &lt; 8; ++j)<br />			if(x &amp; 1)<br />				x = (x &gt;&gt; 1) ^ 0x8408;<br />			else<br />				x &gt;&gt;= 1;<br />	}<br />	return ~x;<br />}[/code]<br /><br />This relatively impressive level of verification is used only at the time the data is transferred. Once loaded into the game, the separate chunks are protected only by a bytewise checksum preceding each one. Why did they even bother?<br /><br />After the header, each chunk is declared with a type byte, followed by its data, the length of which is inferred from the type. If variable-length data (type 2) is included, it must come after all fixed-length chunks.<br /><br /><br />[b]Variable-length data (type 2)[/b]<br />This chunk is used to contain the actual script code for a chunk of type 5 or 6. It has no particular structure; those other chunks include pointers to the specific addresses of the data they need.<br /><br /><br />[b]Custom script, runs immediately (type 5)[/b]<br />This chunk is 4 bytes long; itâ€™s just a pointer to a script stored in the type 2 chunk. The script is executed right away while still on the Mystery Events screen. The result of the script is given using the [tt]setbyte[/tt] command ($0E):<br /><br />[list][*][tt]setbyte 0[/tt] is a success state which displays the message â€œThe event was safely loaded.â€<br />[*][tt]setbyte 1[/tt] is a failure state which displays the message â€œLoading error. Ending session.â€<br />[*][tt]setbyte 2[/tt] is a success state which displays the message at the address loaded with the [tt]virtualloadpointer[/tt] command ($BE).<br />[*][tt]setbyte 3[/tt] is a failure state which displays the message at the address loaded with the [tt]virtualloadpointer[/tt] command.[/list]<br /><br />Both the Eon Ticket and the Japanese â€œDecoration Presentâ€ card (which gives the Regirock, Regice, and Registeel Dolls) use [tt]setbyte 2[/tt] or [tt]setbyte 3[/tt] to display custom messages, so â€œThe event was safely loaded.â€ is never seen. The Eon Ticketâ€™s script fails if the player already has the Eon Ticket item, if flag $00CE is set, or if the Key Items pocket is full. If the type 5 script fails, other chunks ([i]i.e.,[/i] the Norman event and the mixing records gift) will not be loaded into the save file.<br /><br /><br />[b]Custom script, runs in-game (type 6)[/b]<br />This 11-byte chunk gives pointers to the start and end of a script stored in the type 2 chunk, and the â€œperson eventâ€ in the game to which this script should be attached. The script is copied into the save file and run whenever the player interacts with that person.<br /><br />[code]Offset Len&nbsp; Description<br />$00&nbsp; &nbsp; 1&nbsp; &nbsp; Map bank<br />$01&nbsp; &nbsp; 1&nbsp; &nbsp; Map number<br />$02&nbsp; &nbsp; 1&nbsp; &nbsp; Person event number<br />$03&nbsp; &nbsp; 4&nbsp; &nbsp; Pointer to script start<br />$07&nbsp; &nbsp; 4&nbsp; &nbsp; Pointer to script end[/code]<br /><br />The Eon Ticket gives its script to Norman (map 8.1, person event 1), but it can just as easily be assigned to anyone in Hoenn:<br /><br />[img]http://i.imgur.com/vyV61jU.png[/img][img]http://i.imgur.com/TM2bLyz.png[/img]<br />[img]http://i.imgur.com/jqLPvHp.png[/img][img]http://i.imgur.com/1obUZCK.png[/img]<br /><br />The [tt]killscript[/tt] command ($0D) deletes the script from the save file.<br /><br /><br />[b]Enigma Berry (type 7)[/b]<br />These cards define the properties of a berry which replaces the Enigma Berry as No. 43, triggering an in-game event where Norman gives you the berry at Petalburg Gym (unlike the Eon Ticket, this is hard-coded). The chunk is 1328 bytes long, most of which is just a pretty picture:<br /><br />[code]Offset Len&nbsp; Description<br />$000&nbsp;  7&nbsp; &nbsp; Berry name<br />$007&nbsp;  1&nbsp; &nbsp; Firmness (from 1 â€œvery softâ€ to 5 â€œsuper hardâ€)<br />$008&nbsp;  2&nbsp; &nbsp; Size (in millimeters)<br />$00A&nbsp;  1&nbsp; &nbsp; Maximum yield<br />$00B&nbsp;  1&nbsp; &nbsp; Minimum yield<br />$00C&nbsp;  8&nbsp; &nbsp; Always 00<br />$014&nbsp;  1&nbsp; &nbsp; Hours per growth stage<br />$015&nbsp;  5&nbsp; &nbsp; Flavor (Spicy, Dry, Sweet, Bitter, Sour)<br />$01A&nbsp;  1&nbsp; &nbsp; Smoothness<br />$01B&nbsp;  1&nbsp; &nbsp; Always 00<br />$01C&nbsp;  1152 Sprite (48Ã—48 px)<br />$49C&nbsp;  32&nbsp;  Palette (16 colors in 15-bit BGR format)<br />$4BC&nbsp;  45&nbsp;  Tag description line 1<br />$4E9&nbsp;  45&nbsp;  Tag description line 2<br />$516&nbsp;  10&nbsp;  Usage by trainer<br />$520&nbsp;  8&nbsp; &nbsp; Unknown (always 00)<br />$528&nbsp;  1&nbsp; &nbsp; Usage as held item<br />$529&nbsp;  3&nbsp; &nbsp; Unknown (always 00)<br />$52C&nbsp;  4&nbsp; &nbsp; Bytewise checksum[/code]<br /><br />[url=http://www.pokecommunity.com/showpost.php?p=6745155&amp;postcount=11]JPAN on PokÃ©Community documented this item-usage-by-trainer data structure.[/url] It consists of a six-byte bitfield followed by parameters. [url=http://www.pokecommunity.com/showpost.php?p=8428708&amp;postcount=13]Parameters are included only if required[/url].<br /><br />There could well an equally-sophisticated structure for defining held item usage, but I couldnâ€™t find information on that. The known values for offset $528 are:<br /><br />[code]$00: No effect<br />$04: Cures poison&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (Drash Berry)<br />$05: Cures burn&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (Japanese Yago Berry)<br />$06: Cures freeze&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (Pumkin Berry)<br />$08: Cures confusion&nbsp; &nbsp; &nbsp; &nbsp;  (Japanese Touga Berry)<br />$17: Restores a lowered stat (Japanese Ginema Berry)<br />$1C: Cures infatuation&nbsp; &nbsp; &nbsp;  (Eggant Berry)[/code]<br /><br />Incidentally, Bulbapedia claims the Kuo Berry cures a burn, but itâ€™s actually the Yago Berry that does. Too bad itâ€™s been closed to editing because of some new game that isnâ€™t half as exciting as this stuff. :P<br /><br /><br />[b]Mixing records gift item (type 11)[/b]<br />This chunk is written to the save file and causes an item to be received in other games when they mix records with this one. It is four bytes long:<br /><br />[code]Offset Len&nbsp; Description<br />$00&nbsp; &nbsp; 1&nbsp; &nbsp; Unknown (01)<br />$01&nbsp; &nbsp; 1&nbsp; &nbsp; Distribution limit<br />$02&nbsp; &nbsp; 2&nbsp; &nbsp; Item[/code]<br /><br />For the Eon Ticket, the distribution limit is 30. This number is reduced by 1 each time the game mixes records, even if the item is not actually distributed (when mixing records with the same game again, or when the recipient does not have space for the item). Receiving the Eon Ticket in this manner automatically activates the Southern Island event.<br /><br />This only seems to work with key items. PokÃ©mon Emerald will accept key items offered in this manner from Ruby/Sapphire even if the item did not exist in the earlier games (index &gt; $015C). However, receiving the MysticTicket, AuroraTicket, or Old Sea Map in this manner does not activate the corresponding event.<br /><br /><br />[b]Battle Trainer (type 13)[/b]<br />This 188-byte chunk is written to the save file and causes a trainer to appear at a house in Mossdeep City. It may also allow this trainer to appear in the Battle Tower. [url=http://furlocks-forest.net/wiki/?page=Mossdeep_Trainer_Data]Furlockâ€™s Forest previously documented[/url] this data structure, but Iâ€™ve learned a couple of new things about it.<br /><br />[code]Offset Len&nbsp; Description<br />$00&nbsp; &nbsp; 1&nbsp; &nbsp; Battle Tower appearance<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0: does not appear at Battle Tower, only in Mossdeep house<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 50: appears in Battle Tower Lv50 challenge<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 100: appears in Battle Tower Lv100 challenge<br />$01&nbsp; &nbsp; 1&nbsp; &nbsp; Trainer class<br />$02&nbsp; &nbsp; 1&nbsp; &nbsp; Battle Tower floor (0: does not appear at Battle Tower)<br />$03&nbsp; &nbsp; 1&nbsp; &nbsp; Unknown (always 00)<br />$04&nbsp; &nbsp; 8&nbsp; &nbsp; Trainer name<br />$0C&nbsp; &nbsp; 2&nbsp; &nbsp; Trainer ID (always 00000)<br />$0E&nbsp; &nbsp; 2&nbsp; &nbsp; Trainer SID (always 00000)<br />$10&nbsp; &nbsp; 12&nbsp;  Pre-battle text (six easy chat halfwords)<br />$1C&nbsp; &nbsp; 12&nbsp;  Victory text (six easy chat halfwords)<br />$28&nbsp; &nbsp; 12&nbsp;  Defeat text (six easy chat halfwords)<br />$34&nbsp; &nbsp; 44&nbsp;  PokÃ©mon 1<br />$60&nbsp; &nbsp; 44&nbsp;  PokÃ©mon 2<br />$8C&nbsp; &nbsp; 44&nbsp;  PokÃ©mon 3<br />$B8&nbsp; &nbsp; 4&nbsp; &nbsp; Wordwise checksum[/code]<br /><br />The indices for trainer classes are different than those used for the in-game trainer data. I donâ€™t know if this list is used for anything other than e-Reader cards.<br /><br />[code]$00: *AQUA LEADER<br />$01: *TEAM AQUA&nbsp; &nbsp; (â™‚)<br />$02: *TEAM AQUA&nbsp; &nbsp; (â™€)<br />$03:&nbsp; AROMA LADY<br />$04:&nbsp; RUIN MANIAC<br />$05: *INTERVIEWER<br />$06:&nbsp; TUBER&nbsp; &nbsp; &nbsp; &nbsp; (â™€)<br />$07:&nbsp; TUBER&nbsp; &nbsp; &nbsp; &nbsp; (â™‚)<br />$08:&nbsp; COOLTRAINERâ™‚<br />$09:&nbsp; COOLTRAINERâ™€<br />$0A:&nbsp; HEX MANIAC<br />$0B:&nbsp; LADY<br />$0C:&nbsp; BEAUTY<br />$0D:&nbsp; RICH BOY<br />$0E:&nbsp; POKÃ©MANIAC<br />$0F:&nbsp; SWIMMERâ™‚<br />$10:&nbsp; BLACK BELT<br />$11:&nbsp; GUITARIST<br />$12:&nbsp; KINDLER<br />$13:&nbsp; CAMPER<br />$14:&nbsp; BUG MANIAC<br />$15:&nbsp; PSYCHIC&nbsp; &nbsp; &nbsp; (â™‚)<br />$16:&nbsp; PSYCHIC&nbsp; &nbsp; &nbsp; (â™€)<br />$17:&nbsp; GENTLEMAN<br />$18: *ELITE FOUR&nbsp;  (Sidney)<br />$19: *ELITE FOUR&nbsp;  (Phoebe)<br />$1A: *LEADER&nbsp; &nbsp; &nbsp;  (Roxanne)<br />$1B: *LEADER&nbsp; &nbsp; &nbsp;  (Brawly)<br />$1C: *LEADER&nbsp; &nbsp; &nbsp;  (Tate&amp;Liza)<br />$1D:&nbsp; SCHOOL KID&nbsp;  (â™‚)<br />$1E:&nbsp; SCHOOL KID&nbsp;  (â™€)<br />$1F: *SR. AND JR.<br />$20:&nbsp; POKÃ©FAN&nbsp; &nbsp; &nbsp; (â™‚)<br />$21:&nbsp; POKÃ©FAN&nbsp; &nbsp; &nbsp; (â™€)<br />$22:&nbsp; EXPERT&nbsp; &nbsp; &nbsp;  (â™‚)<br />$23:&nbsp; EXPERT&nbsp; &nbsp; &nbsp;  (â™€)<br />$24:&nbsp; YOUNGSTER<br />$25: *CHAMPION<br />$26:&nbsp; FISHERMAN<br />$27:&nbsp; TRIATHLETE&nbsp;  (â™‚ cycling)<br />$28:&nbsp; TRIATHLETE&nbsp;  (â™€ cycling)<br />$29:&nbsp; TRIATHLETE&nbsp;  (â™‚ running)<br />$2A:&nbsp; TRIATHLETE&nbsp;  (â™€ running)<br />$2B:&nbsp; TRIATHLETE&nbsp;  (â™‚ swimming)<br />$2C:&nbsp; TRIATHLETE&nbsp;  (â™€ swimming)<br />$2D:&nbsp; DRAGON TAMER<br />$2E:&nbsp; BIRD KEEPER<br />$2F:&nbsp; NINJA BOY<br />$30:&nbsp; BATTLE GIRL<br />$31:&nbsp; PARASOL LADY<br />$32:&nbsp; SWIMMERâ™€<br />$33:&nbsp; PICNICKER<br />$34: *TWINS<br />$35:&nbsp; SAILOR<br />$36: *BOARDER&nbsp; &nbsp; &nbsp; (Youngster)<br />$37: *BOARDER&nbsp; &nbsp; &nbsp; (Youngster)<br />$38:&nbsp; COLLECTOR<br />$39: *PKMN TRAINER (Wally)<br />$3A: *PKMN TRAINER (Brendan)<br />$3B: *PKMN TRAINER (Brendan)<br />$3C: *PKMN TRAINER (Brendan)<br />$3D: *PKMN TRAINER (May)<br />$3E: *PKMN TRAINER (May)<br />$3F: *PKMN TRAINER (May)<br />$40:&nbsp; PKMN BREEDER (â™‚)<br />$41:&nbsp; PKMN BREEDER (â™€)<br />$42:&nbsp; PKMN RANGER&nbsp; (â™‚)<br />$43:&nbsp; PKMN RANGER&nbsp; (â™€)<br />$44: *MAGMA LEADER<br />$45: *TEAM MAGMA&nbsp;  (â™‚)<br />$46: *TEAM MAGMA&nbsp;  (â™€)<br />$47:&nbsp; LASS<br />$48:&nbsp; BUG CATCHER<br />$49:&nbsp; HIKER<br />$4A: *YOUNG COUPLE<br />$4B: *OLD COUPLE<br />$4C: *SIS AND BRO[/code]<br /><br />The classes AQUA ADMIN, MAGMA ADMIN, and WINSTRATE are apparently unavailable, as are the other five Leaders and two Elite Four members. Indices greater than $4C result in mismatches between the trainer class and sprite:<br /><br />[img]http://i.imgur.com/7eaWivN.png[/img]<br /><br />This value also determines the overworld sprite shown in the Mossdeep house. Any class marked with an asterisk, and any value greater than $4C, will be shown in the overworld as a generic male NPC.<br /><br />There are two identical entries for the unused BOARDER class in this list, implying that male and female versions were planned, and three identical entries each for Brendan and May, which might indicate that they were intended to have multiple sprites like the rivals in prior games.<br /><br />The 44-byte substructure for PokÃ©mon data is:<br /><br />[code]Offset Len&nbsp; Description<br />$00&nbsp; &nbsp; 2&nbsp; &nbsp; Species<br />$02&nbsp; &nbsp; 2&nbsp; &nbsp; Held item<br />$04&nbsp; &nbsp; 8&nbsp; &nbsp; Moves<br />$0C&nbsp; &nbsp; 1&nbsp; &nbsp; Level<br />$0D&nbsp; &nbsp; 1&nbsp; &nbsp; Itâ€™s not very effectiveâ€¦<br />$0E&nbsp; &nbsp; 6&nbsp; &nbsp; Effort values<br />$14&nbsp; &nbsp; 2&nbsp; &nbsp; OT ID (always 00000)<br />$16&nbsp; &nbsp; 2&nbsp; &nbsp; OT SID (always 00000)<br />$18&nbsp; &nbsp; 4&nbsp; &nbsp; Individual values (five bits each); bit 31: Ability<br />$1C&nbsp; &nbsp; 4&nbsp; &nbsp; Personality value<br />$20&nbsp; &nbsp; 11&nbsp;  Nickname<br />$2B&nbsp; &nbsp; 1&nbsp; &nbsp; Friendship (always 255, unless it knows Frustration)[/code]<br /><br />Offset $0D represents the number of PP Ups applied, with two bits for each move. This byte is ultimately copied to offset $3B of the [url=http://www.pokecommunity.com/showpost.php?p=7156541&amp;postcount=5]battle data structure[/url], which is used to determine the movesâ€™ [i]maximum[/i] PP, but it is not taken into account when initializing the movesâ€™ [i]remaining[/i] PP at the start of the battle. For example, Collector Stuartâ€™s Wailord has 3 PP Ups applied to Hydro Pump and Blizzard, but these moves have only 5 out of 8 PP available in the battle. If this PokÃ©mon were holding a Leppa Berry (which it isnâ€™t), it would be able to restore one of these moves to 8 PP after expending the original 5 PP, but otherwise PP Ups have no effect. PKMN Ranger Irazu is the other card affected by this glitch; his PokÃ©mon each have three PP Ups for Return.<br /><br />IVs and EVs seem to have been assigned a bit haphazardly in the Battle e series. Most PokÃ©mon have two perfect IVs and four 15s except for level 100 PokÃ©mon, which have 20s instead of 15s. A few have their IVs adjusted for the sake of Hidden Power, but there are several exceptions that appear to be by mistake, including some PokÃ©mon with one 0 IV. EVs are generally assigned as either 252+252+6 or 255+255, but again there are a few exceptions, including one PokÃ©mon (Psychic Natashaâ€™s Starmie) that has an illegal EV spread of 6/0/6/252/252/0. Perfect IVs and EVs are sometimes given in the same two stats, but often not.<br /><br /><br />[b]Open questions[/b]<br />[list][*]Based on the numbering, there would appear to be around 7â€“10 other types of Mystery Event chunks which arenâ€™t used in any e-Reader cards. (Notes: the berry glitch patch doesnâ€™t use Mystery Events, the Japanese â€œDecoration Presentâ€ card uses type 5 scripts to award the Regi dolls, and Altering Cave wasnâ€™t in Ruby and Sapphire.) Surely one of them was used for event PokÃ©mon distributions, but Iâ€™m very interested in finding out what the others are.<br />[*]The leaked German Ruby debug version [url=http://tcrf.net/PokÃ©mon_Ruby_(Debug_Version)/Test_Menu#e-Card_Test]contains some Mystery Event data[/url], including a test PokÃ©mon distribution. I did some searching through the ROM, and found the Eon Ticket script at $45DAE1. First impressions: the eventâ€™s text is translated into German, addresses are based on the ROM location rather than $02000000 (implying this can only work if transferred to another debug cartridge?), the header uses region code 4, offset $0E is set to 0 instead of 1, and the oh-so-important checksum is set to $0000. Thereâ€™s definitely more to explore here.<br />[*]How is Mystery Event data structured in the save file?<br />[*]Even though the data itself is nothing special, it might be useful to disassemble the Regi doll card, because it features a basic menu system (for choosing which doll to send) that may be a helpful template for a custom interactive e-Reader program. I think itâ€™d be neat to make programs that can do things like customizing a Battle Trainer before you send it to your game.<br />[*]The popular conception seems to be that â€œe-Reader supportâ€ was removed from the Western releases of FireRed, LeafGreen, and Emerald, but there really isnâ€™t such a thing. The e-Reader can run any program that fits in a series of dotcodes, and a program can be made to access any of the networking features that exist in the game. Trainer Tower/Trainer Hill customization may have been removed, but thereâ€™s no reason an e-Reader program couldnâ€™t be written to distribute Wonder Cards.[/list]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=voltage link=topic=6868.msg196959#msg196959 date=1416538859]So I was playing with trainer script corruption last night and found a couple of things. I mutated that same non-trainer on Route 111 and a menu with BUY and QUIT displayed. If you select BUY, a bunch of the same items, which appear to be glitch decorations(they get sent to the Player&#039;s PC once you purchase them, for one), showed up. The displayed price was around 8000ish Pokedollars but in actuality, buying them made the game display their actual value, which was about double that. Much to my dismay, selecting quit froze the game, and I believe the sound made when the player goes on teleporters play.[/quote]<br /><br />Having read this, I tried to replicate it myself on Route 111 half an hour ago and was about to quit, but decided to explore the upper half of the Route just in case I had corrupted any NPCs that way.<br /><br />Surprise, surprise, I got exactly the same result you did - from the first male Cooltrainer above the smashable rocks. I scrolled down through his inventory, but all of his stock appeared to be the same - a PokÃ© Ball table entitled &quot;Ã»&quot;. As you mentioned, its shown cost was 8965 PokÃ©dollars, but actually cost 18443 PokÃ©dollars. The amount of money I had was also corrupted, so I could buy as many as I liked (up until the point at which it said &quot;There is no more space for Ã».&quot;). If I exited the purchase frame and returned, my money was re-corrupted.<br /><br />However, quitting also gave me a freeze, so any further effects of this particular strain of corruption remain a mystery.


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Wow. Excellent work. Keep it up.<br /><br />[quote author=HÃ¡Äky link=topic=7114.msg196963#msg196963 date=1416569087]<br />Incidentally, Bulbapedia claims the Kuo Berry cures a burn, but itâ€™s actually the Yago Berry that does. Too bad itâ€™s been closed to editing because of some new game that isnâ€™t half as exciting as this stuff. :P<br />[/quote]<br /><br />What does the Kuo Berry actually do? Might the effects differ if you hacked it in the English version somehow? Does it really have an English bag description? &quot;A hold item that heals a burn in battle.&quot;<br /><br />Sorry for so many questions. I&#039;m inexperienced with the e-Reader.<br /><br />You might want to send a tweet to SnorlaxMonster. He&#039;s a Bulbapedia admin who incidentally has an account here. He could edit the article for you.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: gskw
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  As MissingNo. was brought up, I have to admit that I have had trouble encountering it.<br />Sometimes I find an MissingNo. or &#039;M, sometimes I find a Muk or a Kingler.<br />My character is named GSKW, from which those PokÃ©mon come from.<br />When that happens, I try to fix it by flying to Viridian City and watching the PokÃ©Ball tutorial, but it doesn&#039;t help either.


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7114.msg196965#msg196965 date=1416592135][quote author=HÃ¡Äky link=topic=7114.msg196963#msg196963 date=1416569087]<br />Incidentally, Bulbapedia claims the Kuo Berry cures a burn, but itâ€™s actually the Yago Berry that does. Too bad itâ€™s been closed to editing because of some new game that isnâ€™t half as exciting as this stuff. :P<br />[/quote]<br /><br />What does the Kuo Berry actually do? Might the effects differ if you hacked it in the English version somehow? Does it really have an English bag description? &quot;A hold item that heals a burn in battle.&quot;[/quote]<br />The Kuo Berry is only a PokÃ©block ingredient (offsets $516â€“52B are all 00), same as the other five berries I didnâ€™t list.<br /><br />All e-Reader berries have the Enigma Berryâ€™s bag description, â€œPOKÃ©BLOCK ingredient. Plant in loamy soil to grow a mystery.â€ In Japanese, itâ€™s ã€Œã‚ªãƒ­ãƒƒã‚¯ã®ã€€ã–ã„ã‚Šã‚‡ã†ã€€ã¤ã¡ã®ãªã‹ã«ã€€ã†ã‚ã‚‹ã¨ã€€ãªãžãªã€€ã¿ãŒã€€ãã ã¤ã€.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=gskw link=topic=36.msg196966#msg196966 date=1416595849]<br />As MissingNo. was brought up, I have to admit that I have had trouble encountering it.<br />Sometimes I find an MissingNo. or &#039;M, sometimes I find a Muk or a Kingler.<br />My character is named GSKW, from which those PokÃ©mon come from.<br />When that happens, I try to fix it by flying to Viridian City and watching the PokÃ©Ball tutorial, but it doesn&#039;t help either.<br />[/quote]<br /><br />Only one character in your name would give Missingno. and that would be the terminator (50, fifth letter). If you try a name like GG[b]G[/b]G[b]G[/b]G[b]G[/b] you should have much better luck. You could preferably use a name like ww[b]w[/b]x[b]x[/b]y[b]y[/b] too to get the fossil and ghost Missingno, but this would not give you regular Missingno.<br /><br />It&#039;s interesting that you found Muk. Did you overwrite an older name that may have had &quot;I&quot; as the 7th, 9th or 11th character?<br /><br />Edit: I&#039;ve noticed low level Pidgey from Route 1 appearing as well, so I suppose you could have been in the PokÃ©mon Mansion, where Muk appears before.


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I see, thanks. I wonder where that English description ([url=http://bulbapedia.bulbagarden.net/wiki/Kuo_Berry]here[/url] for bag description) came from?<br /><br />You made a minor typo. It should be: [b]ãƒ[/b]ãƒ­ãƒƒã‚¯ã® ã–ã„ã‚Šã‚‡ã† ã¤ã¡ã®ãªã‹ã« ã†ã‚ã‚‹ã¨ ãªãžãª ã¿ãŒ ãã ã¤


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7114.msg196963#msg196963 date=1416569087]<br />The leaked German Ruby debug version [url=http://tcrf.net/PokÃ©mon_Ruby_(Debug_Version)/Test_Menu#e-Card_Test]contains some Mystery Event data[/url], including a test PokÃ©mon distribution. I did some searching through the ROM, and found the Eon Ticket script at $45DAE1.<br />[/quote]<br /><br />So.. let&#039;s find the others.<br /><br />Any chance we could find the other Mystery Event data by searching the ROM for the byte sequence [tt]04 00 04 00 00 00 04 00 80 00 00 00[/tt] ?


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7114.msg196970#msg196970 date=1416616238]<br />[quote author=HÃ¡Äky link=topic=7114.msg196963#msg196963 date=1416569087]<br />The leaked German Ruby debug version [url=http://tcrf.net/PokÃ©mon_Ruby_(Debug_Version)/Test_Menu#e-Card_Test]contains some Mystery Event data[/url], including a test PokÃ©mon distribution. I did some searching through the ROM, and found the Eon Ticket script at $45DAE1.<br />[/quote]<br /><br />So.. let&#039;s find the others.<br /><br />Any chance we could find the other Mystery Event data by searching the ROM for the byte sequence [tt]04 00 04 00 00 00 04 00 80 00 00 00[/tt] ?<br />[/quote]<br />Definitely. Hereâ€™s an index:<br /><br />$45DAE1 (type $10, Eon Ticket)<br />$45DDB2 ([b]type $0F[/b])<br />$45E306 (type $05 script)<br />$45E3E0 (type $10, first embedded chunk is [b]type $08[/b])<br />$45E402 (type $10, first embedded chunk is [b]type $09[/b])<br />$45E422 (type $10, first embedded chunk is [b]type $0A[/b])<br />$45E443 (type $10, first embedded chunk is [b]type $0C[/b])<br />$45E4EF (type $0D Battle Trainer)<br />$45E606 ([b]type $0E[/b])<br />$45E619 ([b]type $0F[/b])<br />$45E712 (type $10, type $05 script + type $02 data)<br />$45E797 (type $10, type $0B mixing records item + empty type $02 data)<br /><br />â€œTOURNAMENTâ€, the nickname for the Unown distribution, appears at $42E248. I donâ€™t see any obvious pointers into that neighborhood from the $45xxxx region.<br /><br />Itâ€™s interesting that thereâ€™s a naked type $05 script pointer; I guess thatâ€™s only possible because the pointer is to a ROM address, so the actual script doesnâ€™t need to be sent with it in a type $02 chunk?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: voltage
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: voltage
icon: xx
body:
  [quote author=VaeporSage link=topic=6868.msg196964#msg196964 date=1416589254]<br />However, quitting also gave me a freeze, so any further effects of this particular strain of corruption remain a mystery.<br />[/quote]<br /><br />I manage to replicate it in Route 117 and found it to not freeze when you quit in this particular route. Oddly, the NPC in this situation is a Item Ball, which would normally be the location of a Great Ball on the side of the route closer to Verdanturf. In fact, leaving and entering the route makes it appear as a Great Ball again. Unfortunately, actually going to your PC fails to show &quot;Ã»&quot;. However, the shop once showed items described as a Zigzagoon cushion, but I haven&#039;t confirmed if those actually end up in the PC. I think it seems unlikely. I haven&#039;t scrolled to bottom of the shop list yet, but random letters tend to show up in the item names. Also, exiting and entering BUY can corrupt the appearance of MONEY in the top-left corner.


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  I sloppily merged the German Eon Ticket into my disassembly of the English one so I could try to build it into a working e-Reader program (with $02000000 as the base address, so it would work with any old non-debug Rubin/Saphir cartridge). My first attempt succeeded in making contact with the game, but resulted in â€œFehler beim Laden! Vorgang wird abgebrochen.â€ ([i]Loading error. Ending session.[/i])<br /><br />When I first looked at the debug version data, I was surprised that the region codes were $04, since the PokÃ©mon data structure uses $04 for Italian and $05 for German. So, I tried changing all three region codes to $05, andâ€¦<br /><br />[img]http://i.imgur.com/8zcRZPR.png[/img][img]http://i.imgur.com/iAp91VB.png[/img]<br />[img]http://i.imgur.com/bwu1P6X.png[/img][img]http://i.imgur.com/a5261ZW.png[/img]<br />[img]http://i.imgur.com/wG6q9zN.png[/img][img]http://i.imgur.com/8yUId8o.png[/img]<br /><br />Setting offset $0E of the header to 0 or 1 doesnâ€™t seem to have any effect.<br /><br />As far as I know, this is the first e-Reader dotcode created to be compatible with a European localization of the game.


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=IIMarckus link=topic=7114.msg196974#msg196974 date=1416637545]<br />How is emulation of the eâ€Reader these days? Does it work well? Does it still need custom builds?[/quote]<br />no$gba does a fine job of it.


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m also interested in the gen 3 distribution ROMs, though I doubt we&#039;ll see those until hell freezes over. The only one known to exist outside of Nintendo is in the hands of a collector who paid like Â£200 for it on ebay. It&#039;s also bolted inside the GBASP it came with.


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=camper link=topic=6921.msg196962#msg196962 date=1416562591]<br />Some soundtracks have been uploaded to Youtube. Most of them are great.<br /><br />[size=1pt]The legendaries at Mirage Spots use their original themes. Suicune/Entei/Raikou have their Crystal theme (well, GB Sound version). It feels strange to hear 8-bit music from a 3DS.[/size]<br />[/quote]<br /><br />I&#039;ve been listening to some of the soundtracks whilst waiting for the 28th and ORAS to release here.<br /><br />Regarding Suicune/Entei/Raikou&#039;s Crystal theme: remember that was in R/S/E(/FR/LG?) too, unused..


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6921.msg196978#msg196978 date=1416666723]<br />[quote author=camper link=topic=6921.msg196962#msg196962 date=1416562591]<br />Some soundtracks have been uploaded to Youtube. Most of them are great.<br /><br />[size=1pt]The legendaries at Mirage Spots use their original themes. Suicune/Entei/Raikou have their Crystal theme (well, GB Sound version). It feels strange to hear 8-bit music from a 3DS.[/size]<br />[/quote]<br /><br />I&#039;ve been listening to some of the soundtracks whilst waiting for the 28th and ORAS to release here.<br /><br />Regarding Suicune/Entei/Raikou&#039;s Crystal theme: remember that was in R/S/E(/FR/LG?) too, unused..<br />[/quote]<br /><br />[size=1pt]The unused theme was in R/S/E. But that&#039;s already a remix. The one playing in ORAS is from gen 2, when Entei and Raikou still used the wild Pokemon theme.[/size]


subject: Putting arbitrary data into a BMP
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I was bored and wondered what would happen if I put &#039;random&#039; data into a BMP.<br /><br />Starting offsets of color for pixel data:<br /><br />24 bit BMP: $36<br />256 color BMP: $436<br /><br />I haven&#039;t played with other types of BMPs yet.<br /> <br />The colours seem to be placed in the Bitmap bottom-up, so if you write data starting from $36 but don&#039;t finish writing the data, then the section of the image near the top won&#039;t be corrupted (like in my Pocket Monsters Midori image below)<br /><br />Post your results here if you&#039;re interested. I suggest that you shouldn&#039;t send the image unchanged if it contains ROM data though; convert it into a PNG and re-size it first to obfuscate the data.<br /><br />Pocket Monsters Midori (24-bit BMP):<br />[img]http://i2.minus.com/iER68DmhhADmM.png[/img]<br /><br />First 50,000 primes encoded in ANSI with no spaces (256 color BMP):<br />[img]http://i3.minus.com/ibwz2LtnIwUGuJ.png[/img]<br /><br />Download [url=https://mega.co.nz/#!949gRRCC!2ZuPM4E9CRZOCpsngabq1n5UqFCuvVymW1k5gRb0WOI]original[/url].


subject: Researching the Red/Green and Japanese Blue Glitch Pokemon
poster_name: Darth Nightmaricus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  For some weird reason, the Internet is devoid of all material related to Glitch Pokemon in Red and Green and the Japanese Blue.&nbsp; I recently discovered that in fact MissingNo. IS NOT the same in Japanese Blue as it is in the American Red and Blue, and that there is no sprite whatsoever for it AT ALL, menu or otherwise, in Red and Green, so it crashes whether you send one out or you battle a wild one. We should make articles on the Japanese Glitch Pokemon, if I could type in Japanese I might be able to.<br /><br />I recently found a weird Glitch Pokemon in Japanese Blue that looks like a blue Charizard &#039;M, displays 9&#039;s across its Pokedex entry, and crashes the game.


subject: Re: Researching the Red/Green and Japanese Blue Glitch Pokemon
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Yeah, that&#039;s a shame. However, there are actually multiple Japanese PokÃ©mon glitch websites if you search for them.<br /><br />In particular, I found [url=http://www.geocities.jp/kattempla/pokebug/pokename.html]this[/url]; which gives a list of Red/Green names. I haven&#039;t found a Japanese version of our GlitchDex (one with a good amount of data like base stats, learnsets and TM/HM movesets), though.<br /><br />I&#039;m just going to say for clarity: in Japanese Blue regular Missingno.&#039;s sprite on the opponent&#039;s side doesn&#039;t freeze the game (see [url=https://www.youtube.com/watch?v=azoyziIrwIc]here[/url]), while in Red/Green it does (or at least often does, I think there&#039;s a possibility it always freezes)<br /><br />Regular Missingno. doesn&#039;t just differ between the Japanese versions, but other foreign language versions such as Spanish Red/Blue.<br /><br />Also, you may have noticed that what is the Ghost Missingno. in the Japanese versions is actually called ã‚´ãƒ¼ã‚¹ãƒˆ (ghost) instead of ã‘ã¤ã°ã‚“, Ketsuban. This is apparently unused. Ghosts in the PokÃ©mon Tower are called ã‚†ã†ã‚Œã„.


subject: Re: Researching the Red/Green and Japanese Blue Glitch Pokemon
poster_name: Darth Nightmaricus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I was referring to the Red and Green crashing, not Blue.<br /><br />There&#039;s a trick to get MissingNo. in Red and Green though..<br /><br />-Have Ditto transform.<br />-Swap its second move with Transform.<br />-Go to Diglett&#039;s cave.<br />-Battle a wild Diglett.<br />-Go to the PKMN menu, then close out (in battle).<br />-Go to the FIGHT menu, back out, repeat until the TMTRAINER effect kicks in.<br />-The Diglett should be Burned.<br />-Catch it. It will become a Level 127 MissingNo.<br />-Any further attempts to do this will yield a Level 127 Horsea for unknown reasons.


subject: Re: Researching the Red/Green and Japanese Blue Glitch Pokemon
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Yeah, I&#039;m aware of this. I&#039;ve played around with CoolTrainer lots. Thanks though. You may have to do it in a cave to avoid a freeze, and then after the mutation open your menu and close it before you exit to avoid another freeze.<br /><br />A good thing about Red/Green/Blue is that there&#039;s an easier way to get &quot;-&quot; as the first move that doesn&#039;t require a Ditto. If you had say three moves and pressed select on say the fourth item, after exiting the menu with B, B, you could keep the cursor position where it was after entering battle and then swap the non-existing fourth move with the first.<br /><br />Horsea Level 127 appears in the English version when you open the items screen or PokÃ©mon menu within battle after your PokÃ©mon&#039;s sprite is &#039;inverted&#039; before doing a CoolTrainer; which is why you can just get Missingno., view its stats in battle, and then mutate to get the other PokÃ©mon.&nbsp; The equivalent of the Horsea in Red/Green is actually Pikachu, though. Note putting the graphics back to normal by viewing a valid PokÃ©mon&#039;s sprite on the summary would cause the result to be Missingno. again.<br /><br />When the &quot;-&quot; corruption works, the game copies stored screen data past a name buffer causing things like the species mutation, so if you last opened the menu in a certain position (with a 50h tile somewhere to avoid too much data from being copied and a freeze), then you can get more than just Missingno. and Horsea/Pikachu.


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So, decision making time: Do I take this shiny Beldum along with me, or is it too overpowered? You can get it almost as soon as you start the game and you get Iron Head and Zen Headbutt on a mon that can just sit there and take hits from anything you happen to be using.<br /><br />I suppose I might as well keep using it, I have a policy of boxing my starter so it sort of takes over Torchic&#039;s role. Just another level to evolve it (I&#039;m at Mauville now, and by the way holy shit Mauville) and I&#039;ll have me a Metang. Then things are going to get interesting.


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So is this as watered down and &quot;babby&#039;s first pogeymans&quot; as X/Y?<br /><br />And is the Battle Frontier in the game?<br /><br />Both of these things are huge factors for me.


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystalame
icon: xx
body:
  [size=8pt](Am I the the only one that feels like the Pokemon games are pretty much all the same difficulty?) Ok fine, Brendan&#039;s a little handhold-y. But what do you expect, he thinks you&#039;re a newbie [s]kind of like everyone else in the game, SCREW OFF YOU GUYS I&#039;VE BEEN A CHAMPION MORE TIMES THAN YOU KNOW seriously I hate the Winstrate family and their cocky obnoxious a--[/s][/size]<br /><br />I regret to inform you that (from what I&#039;ve heard) the Battle Frontier is not in the game. I know, I know. I wanted it too.<br /><br />Still I recommend getting the game(s) though, especially if you liked Hoenn a lot. The music is absolutely (no pun intended) fantastic. I was looking forward to Verdanturf, Route 113 and the Magma/Aqua Admin themes the most and wasn&#039;t disappointed.<br /><br />Actually, regarding the Battle Frontier, [size=2pt]the &quot;Frontier Brain&quot; theme did get redone. It should still be on YouTube if you want to hear it. I&#039;m not sure if it&#039;s used in the games or not though.[/size] I think it might be one of my favorites.<br />


subject: Re: SETTLE IT! In SMASH! (SSB4 thread)
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=7086.msg196987#msg196987 date=1416710762]<br />So Zowayix, how goes the cock stage construction?<br />[/quote]<br /><br />WE DON&#039;T HAVE IT IN AUSTRALIA YOU INSENSITIVE CLOD


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=6921.msg196986#msg196986 date=1416710539]<br />So is this as watered down and &quot;babby&#039;s first pogeymans&quot; as X/Y?<br />[/quote]<br /><br />The difficulty level is a nice challenge, provided you turn the Exp. Share off (it might still be even with it on, but I didn&#039;t find out). Currently my team is on the underleveled side and I&#039;m enjoying having to actually think about battles.<br /><br />Currently up to the Secret Base place on Route 114 and team looks a bit like this:<br /><br />Kirlia lv 21 Confusion/Teleport/Disarming Voice/Magical Leaf<br />Shroomish lv 21 Mega Drain/Headbutt/Stun Spore/Leech Seed (probably gonna throw this out the window)<br />Shedinja lv 22 Shadow Sneak/Thief/Aerial Ace/Hone Claws<br />Plusle lv 21 Electro Ball/Helping Hand/Volt Switch/Encore<br />Metang lv 21 Iron Head/Zen Headbutt/Hold Back/Aerial Ace<br />Zigzagoon lv 5 Charm/Rock Smash/Tail Whip/Cut


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: voltage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Crystalame link=topic=6921.msg196988#msg196988 date=1416713309]<br />Actually, regarding the Battle Frontier, [size=2pt]the &quot;Frontier Brain&quot; theme did get redone. It should still be on YouTube if you want to hear it. I&#039;m not sure if it&#039;s used in the games or not though.[/size] I think it might be one of my favorites.<br />[/quote]<br />I heard that [size=2pt] the Frontier Brain theme plays when you fight the Battle Chatelaines.[/size]


subject: BoulderBadge and CascadeBadge - changing Trainer classes?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Someone called Hibiki Ganaha uploaded a Youtube video of breaking Trainers with the BlueBadge and GreyBadge in one of the Japanese versions, even turning one into an invalid Trainer class at one point, similar to the [url=https://www.youtube.com/watch?v=CH8ciwq39XA]Trainer mutation select glitch[/url].<br /><br />The video is [url=https://www.youtube.com/watch?v=ToXcj3hwPsQ]here[/url]. I tried this myself in both English Red (with BoulderBadge and CascadgeBadge) and Japanese Green v1.0, but although I could corrupt NPC sprites, I couldn&#039;t corrupt what happens after; I got Trainer battles as normal.<br /><br />Could we get this to work in English Red and control it? It could potentially be a nice trick for speedrunning to go along with CoolTrainer.<br /><br />Going to copy this post on to the PokÃ©mon Speedruns wiki, too.


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: Sanqui
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7114.msg196977#msg196977 date=1416666149]<br />I&#039;m also interested in the gen 3 distribution ROMs, though I doubt we&#039;ll see those until hell freezes over. The only one known to exist outside of Nintendo is in the hands of a collector who paid like Â£200 for it on ebay. It&#039;s also bolted inside the GBASP it came with.<br />[/quote]<br />One of my friends owns a Gen 3 distribution cartridge or two.&nbsp; I didn&#039;t realize they weren&#039;t dumped - I could totally borrow them and dump them with my DS.


subject: Re: SETTLE IT! In SMASH! (SSB4 thread)
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ha ha ha, i enjoyed a boisterous 8 player brawl in the new smash bros. Oh what a dispute it was, we had a shulk pressing the button above the enter key on his keyboard, and a sonic who was fasting the fast, oh glorious me, right down to every little mac player jolt haymakering themselves off the stage every 4 seconds. This was quite the pinnacle of a chaotic conundrum.


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I spent some quality time with the German debug ROM, and learned quite a bit more.<br /><br />First, I was slightly wrong about the structure of Mystery Event data: anything after the 17-byte header is read as a series of chunks. The Battle Trainer and Enigma Berry chunks eah consist only of the four-byte pointer to the data, and the following $02 byte terminates the chunk list. The $00 byte after that is unnecessary padding.<br /><br />The type $10 chunk, consisting of a checksum and the start and end addresses for it (12 bytes), is [i]not[/i] required to make a card with multiple chunks. You can bypass the need to calculate that checksum by just deleting that chunk. (Itâ€™s still a good idea to include it if youâ€™re making an actual card to be printed, to ensure that transmission errors are detected. Itâ€™s less necessary for Battle Trainer/Enigma Berry cards because that data includes its own checksum, albeit a childish one.)<br /><br />A type $0F is the same as type $10 except that the checksum is merely bytewise addition. Why choose this when you have a [i]good[/i] checksum option sitting right next to it?<br /><br />Several of the Mystery Event packets stored in the debug ROM have empty data sections, which are filled in by the â€œMimic e-Cardâ€ code before it transmits them. You can see the actual packet thatâ€™s transmitted by viewing RAM starting at $02000000. In particular, the checksums for type $0F or $10 chunks are filled in automatically, with one exception noted below.<br /><br /><br />[b]$45DAE1: Eon Ticket[/b]<br />This is a German translation of the American Eon Ticket event, except that the distribution limit for mixing records is 5 in this version, whereas it was 30 in the American release. The Mimic e-Card modeâ€™s â€œticketâ€ function sends this script.<br /><br /><br />[b]$45DDB2: Template for Enigma Berry[/b]<br />This is blank Enigma Berry data with a type $0F checksum.<br /><br />The â€œRAM seedâ€ function uses this template and sends a berry based on the Cheri Berryâ€™s stats (soft, 2.0 cm, yields 2â€“3, [i]et cetera[/i]), but overwrites its name with ï½¢ã‚¬ã‚¤ãƒ–ï½£ (part of the German name â€œAMRENAâ€ remains after the $FF string terminator). The Cheri Berryâ€™s tag sprite is used. The tag description is ï½¢ãã¨ã‹ã‚‰ã€€ããŸã€€ãã®ã¿ã€€ãŸã ã„ã¾ã€€ã‹ã„ã¯ã¤ã¡ã‚…ã†ï½£. The usage-by-trainer structure is set to 40 00 00 00 44 00 FF, which gives this berry the effect of Sacred Ash (revives and fully heals all fainted PokÃ©mon). Offsets $520â€“527 contain the text ï½¢\v2ã‹ã„ã€€ã˜ã£ã“ï½£ (no terminator; \v2 is a variable). The last four bytes before the checksum are 00, indicating it has no use as a held item.<br /><br /><br />[b]$45E306: Luvdisc event[/b]<br />This data has a type $05 script which gives the player a level 15 Luvdisc holding Berry Juice, or fails if the playerâ€™s party is full. It also has two type $03 chunks, which appear to define the messages that appear when the script succeeds or fails. The Eon Ticket does this by calling [tt]virtualloadpointer[/tt] within the script itself.<br /><br />None of the functions on the Mimic e-Card menu access this data. I guess nobody actually [i]wants[/i] a Luvdiscâ€”not even the developersâ€¦<br /><br />[code]	db $05 ; instant script<br />	GBAPTR ScriptData<br /><br />	db $03 ; loading message<br />	db $02 ; success<br />	GBAPTR AddedToYourTeam<br /><br />	db $03 ; loading message<br />	db $03 ; failure<br />	GBAPTR YourPartyIsFull<br /><br />	db $02 ; end of chunks<br /><br />ScriptData:<br />	setvirtualaddress ScriptData<br />	countpokemon<br />	compare LASTRESULT, 6<br />	virtualgotoif 1, .party_full<br /><br />	givepokemon LUVDISC, 15, BERRY_JUICE, $00000000, $00000000, $00<br />	setbyte 2 ; success; will display AddedToYourTeam<br />	end<br /><br />.party_full	<br />	setbyte 3 ; failure; will display YourPartyIsFull<br />	end<br /><br />AddedToYourTeam:<br />	Text_DE &quot;Ein POKÃ©MON wurde in das Team des\n&quot;<br />	Text_DE &quot;Spielers aufgenommen.@&quot;<br /><br />YourPartyIsFull:<br />	Text_DE &quot;Das Team des Spielers ist vollstÃ¤ndig.\n&quot;<br />	Text_DE &quot;Es kann kein weiteres POKÃ©MON\l&quot;<br />	Text_DE &quot;aufgenommen werden.@&quot;[/code]<br /><br /><br />[b]$45E3E0: Gives ribbon to party PokÃ©mon[/b]<br />A type $08 chunk awards a ribbon to each of the party PokÃ©mon. The â€œribbonâ€ function uses this data to award a Marine Ribbon with the text â€žREGIONAL TURNIER 2003 BAND des CHAMPSâ€œ. The first byte represents the type of ribbon, and the second represents the description.<br /><br />[code]	db $08 ; award ribbon<br />	db $00 ; Marine Ribbon<br />	db $01 ; 2003 REGIONAL TOURNEY CHAMPION RIBBON<br /><br />	db $02 ; end of chunks[/code]<br /><br />The possible ribbon types are:<br /><br />[code]$00: Marine Ribbon<br />$01: Land Ribbon<br />$02: Sky Ribbon<br />$03: Country Ribbon<br />$04: National Ribbon<br />$05: Earth Ribbon<br />$06: World Ribbon[/code]<br /><br />The descriptions are taken from [url=http://bulbapedia.bulbagarden.net/wiki/List_of_Ribbons_in_the_games#Generation_III]this list[/url], $01 being the first. $00 results in a blank description.<br /><br />If a ribbon of type &gt; $06 or description &gt; $40 is specified, no ribbons will be attached to the PokÃ©mon, although the Mystery Events screen will say they were.<br /><br /><br />[b]$45E402: Upgrades PokÃ©dex to National Mode[/b]<br />The type $09 chunk has zero bytes of data, and upgrades the recipientâ€™s PokÃ©dex to National Mode.<br /><br /><br />[b]$45E422: Adds a rare word?[/b]<br />The type $0A chunk contains one byte. This data is used by the â€œmessageâ€ function, and the receiving game displays â€žEin seltenes Wort wurde hinzugefÃ¼gt.â€œ ([i]A rare word has been added.[/i]) Does this have something to do with the easy chat system?<br /><br />[code]	db $0A ; adds a rare word?<br />	db $01<br /><br />	db $02 ; end of chunks[/code]<br /><br /><br />[b]$45E443: Template for gift PokÃ©mon[/b]<br />Gift PokÃ©mon are defined using a type $0C chunk, which consists of a pointer to a 136-byte structure. The first 100 bytes of that are a complete PokÃ©mon data structure. I have no idea what the last 36 bytes are for.<br /><br />The â€œPKMNâ€ function sends a level 21 Unown with nickname TOURNAMENT, OT 09999 ENGLISH, caught in a Great Ball in Petalburg City, game of origin 14 (is that normal for event PokÃ©mon?), holding a Full Restore.<br /><br />The â€œwrong PKMNâ€ function sends the same PokÃ©mon, but clears the checksum at offset $1C to create a Bad Egg. (IVs are randomized, so there may be a 1/65536 chance that the checksum really would be $0000 and this wouldnâ€™t become a Bad Egg.)<br /><br />For both â€œPKMNâ€ and â€œwrong PKMNâ€, the 36 unknown bytes are: 01 00 02 00 03 00 04 00 05 00 06 00 07 00 08 00 09 00 BF C8 C1 C6 C3 CD C2 FF 0F 27 00 00 4A 75 82 00 00 03. This notably includes the string â€œENGLISHâ€.<br /><br />The â€œeggâ€ function tries to send a Pikachu egg. It leaves the checksum in the type $10 chunk blank, so it fails with a loading error. (This could also have a 1/65536 chance of working.) For â€œeggâ€, the 36 unknown bytes are: 00 31 00 03 49 6A 00 03 30 06 00 00 00 31 00 03 DF 8F 00 08 F0 17 00 03 A3 07 00 08 17 00 00 00 8C 1D 00 03.<br /><br /><br />[b]$45E4EF: Template for Battle Trainer[/b]<br />This is just blank Battle Trainer data.<br /><br />The â€œtrainerâ€ function fills in this template to place a PKMN Ranger named ï½¢ã‚«ãƒ¼ãƒ‰ã‚¤ãƒ¼ï½£ ([i]Card e[/i]) in the house in Mossdeep City:<br /><br />[code]	BT_Level 0 ; Mossdeep only<br />	Class PKMN_RANGER_M<br />	BT_Floor 0 ; Mossdeep only<br />	db $03 ; unknown value, which is $00 on all Battle e cards<br />	OT_Name &quot;ã‚«ãƒ¼ãƒ‰ã‚¤ãƒ¼&quot;<br />	OT_ID 09999, 00000<br /><br />	; these easy chat words are invalid; all display as â€œ???â€<br />	Introduction $0000, $0000, $0000, $0000, $0000, $0000<br />	After_Win&nbsp; &nbsp; $0007, $0008, $0009, $000A, $000B, $000C<br />	After_Loss&nbsp;  $000D, $000E, $000F, $0010, $0011, $0012<br /><br />	Pokemon CHARMELEON<br />	Holds QUICK_CLAW<br />	Moves SCARY_FACE, FLAMETHROWER, SLASH, DRAGON_RAGE<br />	Level 50<br />	PP_Ups 0,0,0,0<br />	EVs 0,0,0,0,0,0<br />	OT_ID 09999, 00000<br />	IVs 21,13,11,23,14,22, CHARMELEON_BLAZE<br />	PV $93788551 ; â™‚ Lonely<br />	Nickname &quot;TOURNAMENT&quot;<br />	Friendship 70<br /><br />	Pokemon WARTORTLE<br />	Holds FOCUS_BAND<br />	Moves RAPID_SPIN, PROTECT, RAIN_DANCE, SKULL_BASH<br />	; lol, Rain Dance is your only Water move<br />	Level 50<br />	PP_Ups 0,0,0,0<br />	EVs 0,0,0,0,0,0<br />	OT_ID 09999, 00000<br />	dd $67817E1E ; bit 30 identifies this PokÃ©mon as an egg!<br />	&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; but that doesnâ€™t actually make it one<br />	; IVs 30,16,31,2,24,19, WARTORTLE_TORRENT<br />	PV $6BE2D612 ; â™€ Hardy<br />	Nickname &quot;TOURNAMENT&quot;<br />	Friendship 70<br /><br />	Pokemon IVYSAUR<br />	Holds LUM_BERRY<br />	Moves RAZOR_LEAF, SWEET_SCENT, GROWTH, SYNTHESIS<br />	Level 50<br />	PP_Ups 0,0,0,0<br />	EVs 0,0,0,0,0,0<br />	OT_ID 09999, 00000<br />	IVs 24,1,2,3,4,8, IVYSAUR_OVERGROW<br />	PV $6222CB3B ; â™‚ Rash<br />	Nickname &quot;TOURNAMENT&quot;<br />	Friendship 70[/code]<br /><br /><br /><br />[b]$45E606: In-game clock adjustment?[/b]<br />The type $0E chunk has zero bytes of data, and results in the message â€žDas spielinterne Zeiteingabe-System ist jetzt verfÃ¼gbar.â€œ ([i]The in-game clock adjustment system is now useable.[/i])<br /><br />Does anyone know what the in-game clock adjustment system [i]is[/i]? It didnâ€™t enable me to change the time on the clock in my bedroom.<br /><br />The â€œclockâ€ function sends this. Iâ€™m not convinced of TCRFâ€™s claim that this is related to the berry glitch.<br /><br /><br />[b]$45E619: Ganlon Berry event[/b]<br />This is similar to the Eon Ticket event, with Norman giving you the Ganlon Berry at his Gym. The difference is that instead of the Eon Ticketâ€™s type $05 script which checks whether the Southern Island event has already beenplayed [[i]sic[/i]] and whether thereâ€™s space in the Key Items pocket, this data appears to have a type $03 chunk which points to the â€œGo see your fatherâ€¦â€ text, and a type $04 chunk with the single byte $02. The $FF byte in the type $03 chunk might indicate a message that is always displayed, and the $02 byte in the type $04 chunk might indicate success, allowing the type $06 script to be saved without needing to run a type $05 script.<br /><br />The â€œitemâ€ function sends this script.<br /><br />[code]	db $06 ; in-game script<br />	db 8,1 ; Petalburg Gym<br />	db 1&nbsp;  ; Norman<br />	GBAPTR NormanScriptStart<br />	GBAPTR NormanScriptEnd<br /><br />	db $03 ; loading message<br />	db $FF<br />	GBAPTR GoSeeYourFather<br /><br />	db $04 ; sets script return value?<br />	db $02<br /><br />	db $02 ; end of chunks<br /><br />GoSeeYourFather:<br />	Text_DE &quot;Besuche deinen Vater in der ARENA\n&quot;<br />	Text_DE &quot;von BLÃœTENBURG CITY.@&quot;<br /><br />NormanScriptStart:<br />	setvirtualaddress NormanScriptStart<br /><br />	; canâ€™t get this berry if you have one in your bag or PC<br />	checkitem GANLON_BERRY, 1<br />	compare LASTRESULT, 1<br />	virtualgotoif 1, .ineligible<br />	checkpcitem GANLON_BERRY, 1<br />	compare LASTRESULT, 1<br />	virtualgotoif 1, .ineligible<br /><br />	lock<br />	faceplayer<br />	virtualmsgbox FoundARareBerry<br />	waitmsg<br />	waitkeypress<br /><br />	copyvarifnotzero $8000, GANLON_BERRY<br />	copyvarifnotzero $8001, 1<br />	callstd 0 ; give item<br />	release<br />	killscript<br /><br />.ineligible<br />	jumpram ; does this cause Normanâ€™s default script to run?<br /><br />FoundARareBerry:<br />	Text_DE &quot;VATER: Hi, \v1!\p&quot;<br />	Text_DE &quot;Ich habe gerade diese seltene BEERE\n&quot;<br />	Text_DE &quot;erhalten. Ich schenke sie dir!@&quot;[/code]<br /><br /><br />[b]$45E712: Registeel Doll event[/b]<br />This is a German translation of one of the three events on the Japanese Decoration Present card. The â€œgoodsâ€ function sends this script.<br /><br /><br />[b]$45E797: Mixing records item[/b]<br />This enables you to give a Potion to up to three other games when you mix records.<br /><br />The â€œpotionâ€ function sends this verbatim. â€œballâ€ replaces the Potion with a PokÃ© Ball, and â€œcheri berryâ€ and â€œTM01â€ likewise do what youâ€™d expect.<br /><br />An item will only be sent by mixing records if the recipient does not already have the item in question. (I think that was my problem when I was trying to send non-Key Items in this manner before.)<br /><br />[code]	db $0B ; mixing records gift item<br />	db $01 ; unknown, same value as for Eon Ticket<br />	db 3&nbsp;  ; distribution limit<br />	dw POTION<br /><br />	db $02 ; end of chunks[/code]


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7114.msg196996#msg196996 date=1416817469]<br />[b]$45DDB2: Template for Enigma Berry[/b]<br />This is blank Enigma Berry data with a type $0F checksum.<br /><br />The â€œRAM seedâ€ function uses this template and sends a berry based on the Cheri Berryâ€™s stats (soft, 2.0 cm, yields 2â€“3, [i]et cetera[/i]), but overwrites its name with ï½¢ã‚¬ã‚¤ãƒ–ï½£ (part of the German name â€œAMRENAâ€ remains after the $FF string terminator). The Cheri Berryâ€™s tag sprite is used. The tag description is ï½¢ãã¨ã‹ã‚‰ã€€ããŸã€€ãã®ã¿ã€€ãŸã ã„ã¾ã€€ã‹ã„ã¯ã¤ã¡ã‚…ã†ï½£. The usage-by-trainer structure is set to 40 00 00 00 44 00 FF, which gives this berry the effect of Sacred Ash (revives and fully heals all fainted PokÃ©mon). Offsets $520â€“527 contain the text ï½¢\v2ã‹ã„ã€€ã˜ã£ã“ï½£ (no terminator; \v2 is a variable). The last four bytes before the checksum are 00, indicating it has no use as a held item.[/quote]<br /><br />Interesting. Is that Berry data in the final game too? I&#039;m going to have a go at interpreting this as I&#039;m studying Japanese. I don&#039;t know much though.<br /><br />ï½¢ãã¨ã‹ã‚‰ã€€ããŸã€€ãã®ã¿ã€€ãŸã ã„ã¾ã€€ã‹ã„ã¯ã¤ã¡ã‚…ã†ï½£ probably reads like: &quot;This external Berry is in development right now.&quot;<br /><br />ãã¨ã‹ã‚‰ = External?<br />ããŸ = Ta form of verb ãã‚‹, which means come/arrive.<br />ãã®ã¿= Fruit/Berry.<br />ãŸã ã„ã¾ = Right now.<br />ã‹ã„ã¯ã¤ = Development.<br />-ã¡ã‚…ã† = in (and apparently other prepositions).<br /><br />ã‚¬ã‚¤ãƒ– probably means &quot;external&quot; here too (as in real data is supposed to be written from the e-Reader).<br /><br />I don&#039;t know what \v2ã‹ã„ã€€ã˜ã£ã“ means; however, as well as floor, ã‹ã„ can be &quot;times&quot; (e.g. &#039;2 times&#039;), &quot;world&quot;, etc. &quot;ã˜ã£ã“ã†&quot; means effect, but I don&#039;t know if it&#039;s the same as ã˜ã£ã“.


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7114.msg196997#msg196997 date=1416845111]Interesting. Is that Berry data in the final game too?[/quote]<br />No. It doesnâ€™t even exist coherently in the debug ROMâ€”itâ€™s pieced together at runtime from the actual Cheri Berry data and a few scattered stringsâ€”but those strings arenâ€™t in the final Japanese ROM.<br /><br />[quote author=Torchickens link=topic=7114.msg196997#msg196997 date=1416845111]I don&#039;t know what \v2ã‹ã„ã€€ã˜ã£ã“ means; however, as well as floor, ã‹ã„ can be &quot;times&quot; (e.g. &#039;2 times&#039;), &quot;world&quot;, etc. &quot;ã˜ã£ã“ã†&quot; means effect, but I don&#039;t know if it&#039;s the same as ã˜ã£ã“.[/quote]<br />The string ï½¢\v2ã‹ã„ã€€ã˜ã£ã“ã†ã€€\v3ã†ã‚“ã„ã˜ã‹ã‚“ã€€ã—ã‚‡ã†ã²ï½£ occurs at $39B6D8 of the debug ROM, directly after the usage-by-trainer data for this berry that makes it work like Sacred Ash. The first eight bytes of it are probably copied into the berry data by accident.


subject: I decided to investigate the Japanese Yellow MissingNo.
poster_name: Darth Nightmaricus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  I screencapped the &quot;encounter&quot; and &quot;battle&quot; screens for hex IDs 1F (Normal), B6 (Kabutops), B7 (Aerodactyl), and B8 (Ghost).<br /><br />Normal form was weird, it claimed I had six fainted Pokemon even though I had only a Pikachu and it hadn&#039;t fainted.<br /><br />It then turned black with MissingNo.&#039;s sprite in red, then froze.<br /><br />And yes, I know B8 isn&#039;t MissingNo. in Japan, it&#039;s a different glitch called &quot;GHOST&quot;. I still screencapped it.<br /><br />These were taken on the VisualBoyAdvance emulator using the &quot;trigger wild battle&quot; code.<br /><br />


subject: Re: I decided to investigate the Japanese Yellow MissingNo.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Thanks for this thread.<br /><br />Yeah, Japanese Yellow normal Missingno. is strange. It can turn wild battles into Trainer battles through corruption of D034 (00=out of battle 01=wild PokÃ©mon 02=Trainer), like in your screenshot (notice the text &quot;ãŒ ã—ã‚‡ã†ã¶ ã—ã‹ã‘ã¦ããŸ!&quot; is used for Trainers). For me, D034 was changed to the invalid value 1F.<br /><br />Does anything weird happen if you exit the battle like English Yellow normal Missingno.? The game lock ups before the Trainer sends out any PokÃ©mon for me.


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for your reply.<br /><br />[quote author=HÃ¡Äky link=topic=7114.msg196998#msg196998 date=1416850257]<br />[quote author=Torchickens link=topic=7114.msg196997#msg196997 date=1416845111]Interesting. Is that Berry data in the final game too?[/quote]<br />No. It doesnâ€™t even exist coherently in the debug ROMâ€”itâ€™s pieced together at runtime from the actual Cheri Berry data and a few scattered stringsâ€”but those strings arenâ€™t in the final Japanese ROM.<br />[/quote]<br /><br />Oh, OK.


subject: TMTrainer item without number of items glitches
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve been trying to route &quot;151 no underflow&quot;, and I was hoping I could use a TMTrainer item for the Yami Shop Glitch, but I can&#039;t use any invalid encounter flags to mutate an item enough to get a TMTrainer item. Does anyone know of a &quot;safe&quot; method to achieve a TMTrainer item, without any number of items glitches?


subject: Re: Anatomy of an e-Reader Mystery Event
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7114.msg196996#msg196996 date=1416817469][b]$45E606: In-game clock adjustment?[/b]<br />The type $0E chunk has zero bytes of data, and results in the message â€žDas spielinterne Zeiteingabe-System ist jetzt verfÃ¼gbar.â€œ ([i]The in-game clock adjustment system is now useable.[/i])<br /><br />Does anyone know what the in-game clock adjustment system [i]is[/i]? It didnâ€™t enable me to change the time on the clock in my bedroom.<br /><br />The â€œclockâ€ function sends this. Iâ€™m not convinced of TCRFâ€™s claim that this is related to the berry glitch.[/quote]<br />Found it! After this Mystery Event is sent, pressing Left + Select + B on the gameâ€™s title screen will activate a screen that asks â€œReset RTC? A: Confirm, B: Cancelâ€. Itâ€™s the same as the [url=http://tcrf.net/PokÃ©mon_Ruby_(Debug_Version)/Test_Menu#Time_In_Game]â€œTime in gameâ€ option[/url] on the debug ROMâ€™s menu, but this makes it accessible on retail cartridges. Iâ€™ll certainly want to make an e-Reader card that activates this.


subject: Re: TMTrainer item without number of items glitches
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: camper
icon: xx
body:
  Use Cooltrainer to catch a glitch Pokemon that mutates items? You might have to go to a glitch city for the corruption, but this is a way.


subject: Re: TMTrainer item without number of items glitches
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=camper link=topic=7119.msg197004#msg197004 date=1416923329]<br />Use Cooltrainer to catch a glitch Pokemon that mutates items? You might have to go to a glitch city for the corruption, but this is a way.<br />[/quote]<br /><br />Yeah, but luckytyphlosion said he couldn&#039;t find a way to get a TMTRAINER item with invalid encounter flags, even though you can now get 94 (who adds 16 to the identifier of the fourth item unless its dex entry is deemed to be set) easily with a [url=https://www.youtube.com/watch?v=aqy9QSbn1to]double distort CoolTrainer[/url].<br /><br />For reference, in PokÃ©mon Red/(Blue?)/Yellow, TMTRAINER items begin at hex:74.


subject: Re: TMTrainer item without number of items glitches
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yeah, the mutation isn&#039;t high enough, glitch items can only reach up to item 10F.<br /><br />I was thinking if you could destroy the FF at the end of the list, it would be super easy to get a TMTrainer item. I don&#039;t know any way to make this happen, unless there&#039;s a way to &quot;unset&quot; pokedex flags. (but if that could happen, you probably could mutate an HM to get a TMTrainer item)


subject: Infinite Trainer-Fly from one Trainer-Fly
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  When you use a TMTrainer item with the 50 too low, you can make a 7F battle with a (hooked) Metapod happen.<br />If you have the 50 in the right place, then the game thinks you&#039;re in a battle, but it won&#039;t give you an encounter, because the 50 comes before the Menu Tile.<br /><br />Basically I came to the conclusion that TMTrainer items can force an encounter to appear.<br /><br />I was testing with stuff at the time, and it occurred to me: What happens when you use a TMTrainer item while activating a Trainer-Fly, and a 50 Tile is on the screen?<br /><br />The first time I tested it was from Saffron City to Route 8, using a special Jack movement to achieve a position to have a bush tile on the screen when the Trainer Fly activates. However, the bush tile is reloaded and becomes rock tiles, so I couldn&#039;t start the glitch again.<br /><br />Then, I tried a location where I could enter it, and a 50 Tile would be on screen. A location I found was Viridian Forest from the South (and probably north) exit/entrance. I found that if you use (click use) a TMTrainer item when a Trainer Fly is activated, it will start the battle, but it won&#039;t overwrite the Battle Pokemon, even if the 50 Tile is too low. After completing the battle, however, the Trainer-Fly isn&#039;t used up, so you can repeatedly use the TMTrainer item without losing the Trainer-Fly, and get your handful of low index value Pokemon.<br /><br />Alternatively, you can also use this glitch to produce infinite encounters for instaCT/LGs, without the need to continuously search for Pokemon. However this method only allows Good Cooltrainers, which means any bad Distorts can only be Lol Glitches. <br /><br />[b][size=14pt]INSTRUCTIONS[/size][/b]<br />1. Set up a Jack-Fly in Viridian Forest.<br />2. Fight any Trainer to activate the Trainer-Fly<br />3. Return to Viridian Forest through Route 2, and [b]USE[/b] a TMTrainer item.<br />4. Complete the battle and repeat step 3 as many times as you want.


subject: Re: Infinite Trainer-Fly from one Trainer-Fly
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Nice find. Why does actually using the item start the battle without the menu closing? I tried selecting the item and using other items including a Potion and the Coin Case but got the encounter after the menu closed.<br /><br />This is pretty fun as you can get chains of PokÃ©mon (e.g. SP 25: Gastly;&nbsp; SP 19 (from Gastly): Lapras; SP 18 (from Lapras): Rhyhorn.<br /><br />Edit: By the way, I found through hacking (with the codes 014F1FC4 014F20C4 015007C5) that you can have a 50 tile (arrow in Viridian Forest) &#039;&#039;anywhere&#039;&#039; on the screen, even on the last tile. Two important bytes D057 (00, wild PokÃ©mon or Trainer) and D059 (instant encounter PokÃ©mon) get modified again after you use (not select) the TMTRAINER item.<br /><br />[img]http://i2.minus.com/iMPsPg0rZOBXf.png[/img]<br /><br />However, if the TMTRAINER item set the gym leader music (D05C) or the PokÃ©mon being hooked (D05F), the game won&#039;t set it back to a normal battle.<br /><br />[img]http://i1.minus.com/idfLvfWJE2zrO.png[/img] &lt;- Note no Metapod or Trainer, but gym music was playing and Nidoranâ™€ was hooked.<br /><br />Additionally, encountering regular Trainer-Fly PokÃ©mon won&#039;t fix the broken start menu effect (BGB coordinates x=01 y=10, address:D0A0). You could get another Trainer-Fly by using the item again because the start menu is still open, but you&#039;d have to be careful not to close it.<br /><br />D05A (BGB: x=0B y=0C) may be set to a non 00 value, causing an automatic selection effect if you press B/select an item after the encounter. If this is going to&nbsp; happen, place your ball in the first position because you&#039;ll be forced to use the first item when you go to the items menu in battle, which could be the TMTRAINER item, which would mess things up.<br /><br />Edit 2: Well a late 50 may sort of work, but something weird happened. Route 13 has a 50 tile on the last row. I did a Jack Fly, fought a Trainer and returned to get the start menu to pop up.<br /><br />When I used the TMTRAINER item I was greeted by an invisible message box even though I opened the start menu immediately after (and VRAM viewer revealed it as some glitch text), but after I kept pressing A/B I got a hooked Fearow. I caught it and it become a Ditto and the game froze (because CFC4 was an odd value; this controls good/bad CoolTrainers). I cheated to make CFC4 even and I did the second part of step 3. I got Lickitung but when I caught it, it became Ditto again.<br />[img]http://i2.minus.com/ikS9k4Z3P13WJ.png[/img][img]http://i5.minus.com/ih0SNvx9qcYuv.png[/img][img]http://i1.minus.com/ibdMg6nDMgzbE4.png[/img][img]http://i4.minus.com/ihp076BfsGgJu.png[/img][img]http://i1.minus.com/ixda3JpU2gTAS.png[/img][img]http://i2.minus.com/ibPpyyR7Mhdt5.png[/img][img]http://i4.minus.com/ibn6lE7fzcliKh.png[/img][img]http://i3.minus.com/iFtFeHsENKVWb.png[/img]


subject: Re: Infinite Trainer-Fly from one Trainer-Fly
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I couldn&#039;t get this to work on Yellow. In Viridian Forest I just got a ball throwing animation.<br /><br />This was because the TMTRAINER item changed the address CF90 (always a menu tile) to 7C. After checking what that is, I found that it controls the effect of an item (e.g. 05 makes all items act like Town Maps).<br /><br />[img]http://i1.minus.com/iEeqHmmHf29AT.png[/img]<br /><br />It seems like the only reason why the TMTRAINER item was forcing a battle was because selecting it (not using it) changed its effect to that of item 7C.<br /><br />With item 7C you can also do an infinite Trainer-Fly, but for some reason my CFC4 value was odd when the battle started, causing a freeze after escaping. I don&#039;t know if that&#039;s due to me modifying it with memory viewer earlier, or if it&#039;s to do with 7C.<br /><br />Incidentally, 7C warps me to Pallet Town when I use it in battle. Perhaps this would be useful to quickly get a quantity of 0 on item 36 (exit mat location).<br /><br />This trick may work on Yellow if there&#039;s a glitch item with an effect like R/B&#039;s 7C.<br /><br />Edit: Or not, because of the CFC3 corruption. We&#039;d need a way to make it an even number (not counting arbitrary code execution because you can do &#039;almost anything&#039; with that).<br />Edit 2: Ah, you could try this with a cave with Trainers like Mt. Moon.<br />Edit 3: At least one floor of Mt. Moon, Rock Tunnel and Victory Road don&#039;t count as safe areas. However, Yellow doesn&#039;t care about CFC3, you can even catch Missingno. (and Horsea I presume) with CoolTrainer anywhere (but you can&#039;t get &quot;-&quot; as move 1 without something like trading or the max stat experience glitch). This means that as long as there&#039;s an item like R/B 7C, doing this in Yellow may be viable.<br />Edit 4: Couldn&#039;t find any items that work like RB 7C.


subject: Re: PokÃ©mon TCG ratios?
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=PhantoMewtwo link=topic=7105.msg196857#msg196857 date=1415017314]<br />Is there, like, a ratio for the chances of getting different kinds of cards as rare cards/reverse holos? If yes, can I know what are the chances of getting an ex/secret rare etc. in a booster pack?<br />[/quote]<br /><br />There is one rare and one reverse holo in every pack, and you can probably google the EX/FA ratios for each set if you&#039;re curious. You can get two rares in a pack however if you pull a reverse holo rare.<br /><br />I would recommend buying either single cards or booster boxes if you&#039;re looking for certain cards or trying to collect a set. Booster packs never have a guaranteed ratio/guaranteed card you want. Just some tips. If you have any more questions let me know, I used to/still kinda collect PTCG.


subject: Re: Infinite Trainer-Fly from one Trainer-Fly
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  According to the ItemDex, hex 7C is a Battle-Ender item. Does that mean the battle ender item closes the menu, which starts the battle?<br /><br />EDIT: Well, I found the reason why you get the 4 h &#039;s when you perform the Yami-Shop Glitch/Toss the TMTrainer item. If you open the menu with hex 7C, you get this:<br /><br />[IMG]http://puu.sh/d7XzP/0768db0fc1.png[/img]<br /><br />You also get it in battle too: <br />[IMG]http://puu.sh/d7XOI/a0f4e4cc95.png[/img]<br /><br />For some reason, it crashes the game if you use it in an &quot;activated battle&quot;, but not a wild battle.<br /><br />Hex 7C actually does have the &quot;Battle-Start&quot; effect, but when I fled the battle it crashed the game, even though CFC4 (water tile) was even. I used the Pokedex item in battle to check 7C, and I found this:<br />[IMG]http://puu.sh/d80vk/a202f2da33.png[/img]<br /><br />The ground tile four below and one left of the is odd, which explains why it&#039;s crashing.<br /><br />EDIT 2: actually forget what I said about the Pokedex thing I miscounted.


subject: What is 'M/3TrainerPoke's equivalent in the Japanese RGB and Pikachu?
poster_name: Darth Nightmaricus
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I attempted to use a GameShark in every game to battle hex 00, but nothing happens - it&#039;s like it doesn&#039;t exist..What occupies hex 00 in the Japanese Generation 1 games?


subject: Re: What is 'M/3TrainerPoke's equivalent in the Japanese RGB and Pikachu?
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hex 00 means no Pokemon, so the game wouldn&#039;t give you an encounter.<br /><br />If you want to encounter Hex 00, just change an encounter slot to 00. :)


subject: MOVED: Happy Thanksgiving.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: moved
body:
  This topic has been moved to [url=http://forums.glitchcity.info/index.php?board=35.0]Calendar Events[/url].<br /><br />[iurl]http://forums.glitchcity.info/index.php?topic=7122.0[/iurl]


subject: Re: What is 'M/3TrainerPoke's equivalent in the Japanese RGB and Pikachu?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  The hex:00 glitch PokÃ©mon in Japanese RGBY is called &quot;ã‚£ï¾žã‚ƒã‚¾â”›ï¼¡&quot;. To get it, modify CFBF (0100BFCF) within battle then throw a ball (make sure you catch it twice or make sure you have seen Cubone (RGB) or Arbok (Yellow) to not get its PokÃ©dex entry to avoid it turning into Rhydon), or modify D124 &amp; D12B (to 00) to change the first party PokÃ©mon.<br /><br />In the Japanese PokÃ©mon Pikachu and Blue, you can use 0100BFCF before battle to encounter it without a freeze. In Pikachu it&#039;s #176, like 3TrainerPokÃ© but, it&#039;s #000 in other versions.


subject: Can Sonic the Hedgehog outrun The Flash?
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I somehow progressed the general conversation topic at work to this because it is very important. None of my coworkers had any idea.


subject: Re: Can Sonic the Hedgehog outrun The Flash?
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  In retrospect I shouldn&#039;t have voted because I&#039;m not so familiar with these characters, but I voted &quot;Same&quot;.<br /><br /><br />[s][size=4pt]Maybe I should have voted slower, because Sonic is slower than Mario in the first games[/size][/s]


subject: Re: Infinite Trainer-Fly from one Trainer-Fly
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Unless I&#039;m mistaken, hex:7C in Red/Blue is the only item that does this without the Super Glitch effect and w/o &#039;specific arbitrary code&#039; (I realize this is a vague term). I probably am mistaken if you can partially manipulate the effects of items (not counting arbitrary code set ups) such as items that get their effect from the memory to act like 7C. By that I mean through simple measures such as how you need a hex:C9 to get map FE to work; not code spelled out with items.<br /><br />By the way, hex:68 and hex:69 are cool items to have and use :XD:. Hex:68 messes up the graphics each time you use it. Hex:69 causes a disco effect. The effects are taken from $2002 and $2104 (which are in ROM bank 0) respectively, according to [url=http://forums.glitchcity.info/index.php/topic,6573.msg189443.html#msg189443]TheZZAZZGlitch&#039;s list[/url].


subject: Re: Infinite Trainer-Fly from one Trainer-Fly
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7120.msg197021#msg197021 date=1417195082]<br />Is there an easy way to find where the items run? (Location in the Disassembly)<br />[/quote]<br /><br />I don&#039;t know, sorry, but the equivalent of this pointer in Yellow is 0:1E04 (found thanks to HxD and searching for matching opcodes). You can use a very simple code and don&#039;t have to bank switch because the code is in bank 0:<br /><br />CD 04 1E<br /><br />[code]call 1E04[/code]<br /><br />A few times the game froze for some reason, but once it started working I could get a chain of many PokÃ©mon without a freeze.<br /><br />By using ws m and having it execute this code, you can port &quot;infinite Trainer-Fly from one Trainer-Fly&quot; to Yellow.<br /><br />You would still need your bootstrap code (stored PokÃ©mon) though.<br /><br />I tried making the map&#039;s level script pointer (D36D) point to this code, but unfortunately the level-script pointer code is only executed when the menu is closed, and you can&#039;t do this to get infinite yields.


subject: Re: DecDex-Decamark variation list (Melchior X)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  What is this move&#039;s hex? I can&#039;t seem to find it.<br /><br />Name: ter rate incre<br />PP: 110<br />Power: ---<br />Accuracy: ---


subject: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: danny
icon: clip
body:
  [b]EDIT: I see Torchickens used this on YouTube. I was only twelve when I wrote this lol.[/b]<br /><br />[s]So I was looking at a few gameshark codes and using every 4 digits as a decamark to examine. I used the rare candy cheat: 280EA266 [b]88A6[/b]2E5C. But, when I got to the third pair, 88A6,[/s] &lt;--[i]useless backstory[/i]<br /><br />I typed in the code (83007D22 88A6) and got it normally and stuffs.<br /><br />Then I did the following:<br /><br />1. Looked at Treecko&#039;s summary, turned to second page. (Glitched 2nd type crashes the game)<br />2. Hit down to go to 88A6&#039;s summary page 2.<br />3. It halted for about 6 seconds, then resumed.<br />4. Exited out to PkMn menu.<br />5. Exited to main player menu.<br /><br />[glow=red,2,300]My name was corrupted. So was my sprite and position.[/glow]<br /><br />I will attach a picture of what this looks like.<br /><br />Anyway I saved, just to test.<br /><br />When I restarted, it said the file data was destroyed, but it was still there, [s]able to continue like normal.[/s]<br /><br />Can anybody get use out of this?<br /><br />EDIT: [sub][tt]these effects are the bestttttt[/tt][/sub]The save file doesn&#039;t work, so only [s]do this[/s] save on an emulator with save states.


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Neat. I&#039;m thinking that if I hatch an 88A6 via Glitzer Popping in Emerald (which may or may not freeze the game) then trade it to Ruby, I could mess around with this on a real cartridge without hacking.<br /><br />I just need to know the amount of, and the distribution of, the EVs to put on a PokÃ©mon in order to corrupt it into an 88A6 Egg. :)


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  That would be 136 Attack EVs (88h) and 166 HP EVs (A6h).<br /><br />Edit: Nice. I did what you did and replicated the effects. I mysteriously warped closer to Verdanturf Town from Route 117 and corrupted my name like you. I also enabled a &#039;walk through walls enabled&#039; effect, but it went off when I went back to Verdanturf Town. I&#039;ll try and see if you can obtain an 88A6 on Emerald and trade it to Ruby some time, unless Vae beats me to it.<br /><br />Maybe you can get an effect like this with an Emerald glitch PokÃ©mon; which would mean you don&#039;t have to trade.<br /><br />Edit 2: Got a freeze before my 88A6 Egg hatched unfortunately; a black screen came up before the hatching sequence.


subject: Re: Trap yourself in Pokemon Emerald (no glitch)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  *bump*<br /><br />Is this possible in Omega Ruby and Alpha Sapphire? I might try it when I advance enough in the game to do that puzzle. (I was going to get Omega Ruby for Christmas but I spoiled myself)


subject: Re: Trap yourself in Pokemon Emerald (no glitch)
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6932.msg197028#msg197028 date=1417306334]<br />*bump*<br /><br />Is this possible in Omega Ruby and Alpha Sapphire? I might try it when I advance enough in the game to do that puzzle. (I was going to get Omega Ruby for Christmas but I spoiled myself)<br />[/quote]<br />I saw TPP trying (and failing) the puzzle. No it&#039;s not the same one. The new boulders are 2x2 large and it seems it&#039;s not possible to trap yourself this time.


subject: Re: Trap yourself in Pokemon Emerald (no glitch)
poster_name: Ryccardo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Given what I&#039;ve seen (just reached Slateport), basically every indoor place was altered from the 3rd generation!


subject: Re: Trap yourself in Pokemon Emerald (no glitch)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ah, OK.<br /><br />[quote author=Ryccardo link=topic=6932.msg197030#msg197030 date=1417355056]<br />Given what I&#039;ve seen (just reached Slateport), basically every indoor place was altered from the 3rd generation!<br />[/quote]<br /><br />Thanks for that piece of info! :)


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spoink
icon: xx
body:
  @torchickens<br /><br />Emerald Decamarks freeze above somewhere around 0350... So I doubt it could[s] be traded from[/s] work on emerald<br /><br />maybe I&#039;ll try to find something like it, 88a5 and 88a7 don&#039;t do it


subject: Nickname reset button in (at least) ORAS
poster_name: Ryccardo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s amazing how many things we ignore unless they&#039;re explicitly shown to us...<br />...or, alternatively, how much do game manuals suck!<br /><br />http://youtu.be/H7oa-L-7R9Y


subject: Gen III Extended Hacking Suite [for viewing Decamark info]
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  Remember Newo&#039;s old extended hacker? Well, screw that. It was always buggy, probably because I don&#039;t think Newo actually had the source code.<br /><br />I&#039;ve taken [url=http://www.pokecommunity.com/showthread.php?t=320113]karatekid552&#039;s Gen 3 hacking suite[/url] (that&#039;s coded in python for proper multiplatform support), and added support for invalid pokemon, and everything that goes with that.<br /><br />The only known bug is that the moves tab on glitch PokÃ©mon (probably) isn&#039;t right; and obviously, don&#039;t even TRY to edit data about an invalid pokemon!<br /><br />The Egg Moves tab also doesn&#039;t work with invalid PokÃ©mon... but seeing as most decamarks freeze on hatch anyway...<br /><br />[b]Please note that it will take a few minutes to load a ROM with this tool...[/b]<br /><br />[img]http://goput.it/66gq.png[/img]<br />[img]http://goput.it/x12h.png[/img]<br />[img]http://goput.it/ygvd.png[/img]<br /><br />[b]Downloads:[/b]<br /><br />Win32 (self-contained exe): http://ge.tt/95P8MP72<br />Python 2 code (for running on other platforms - needs Python Imaging Library and wxPython2.8): http://ge.tt/9m8GMP72


subject: Re: Gen III Extended Hacking Suite [for viewing Decamark info]
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Cool. I&#039;m looking forward for the release. :)<br /><br />When you say &quot;the moves tab on glitch PokÃ©mon (probably) isn&#039;t right&quot;, do you mean the learnpool/TM and HM data may be incorrect?<br /> <br />Will this work for all English Generation III games? (Ruby, Sapphire, Emerald, FireRed, LeafGreen?)<br /><br />Also, is it possible for some of this glitch PokÃ©mon data to be taken from the memory?


subject: Re: BoulderBadge and CascadeBadge - changing Trainer classes?
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I figured out why the glitch causes weird sprites; it&#039;s because you&#039;re using a battle item outside of battle, which most likely refreshes the sprites into battle sprites.<br /><br />The same effect can also be seen by using $54/B2F outside of battle, although since it runs from ROM Banks, it may have different effects elsewhere. (not sure on this)


subject: Re: Gen III Extended Hacking Suite [for viewing Decamark info]
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  [quote author=Torchickens link=topic=7127.msg197035#msg197035 date=1417373437]<br />When you say &quot;the moves tab on glitch PokÃ©mon (probably) isn&#039;t right&quot;, do you mean the learnpool/TM and HM data may be incorrect?[/quote]<br />I mean the learnpool. Most of the glitch PokÃ©mon&#039;s learnpool pointers point to beyond the end of the ROM. I frankly don&#039;t want to figure out the nuances of the GBA memory map just yet (and it&#039;s perfectly probable that for some glitch PokÃ©mon, it points to RAM), so for now it just uses the pointer modulo ROM size if the pointer is beyond the end of the ROM.<br /> <br />[quote]Will this work for all English Generation III games? (Ruby, Sapphire, Emerald, FireRed, LeafGreen?)[/quote]<br />The tool is configurable with an INI (and the PokÃ©community thread I linked to has some configurations for other language Gen 3 games, but out of the box it does have support for R/S/E/FR/LG English.<br /><br />[quote]Also, is it possible for some of this glitch PokÃ©mon data to be taken from the memory?[/quote]<br />The base stats data is in a fixed place, but I&#039;ve already explained above about the learnpool.<br />PokÃ©dex data is just taken from #000 if it&#039;s invalid; and the footprint sprite too. However, some glitch PokÃ©mon, like R/S 0x88A6, have valid (but glitched) footprint sprites!<br /><br />[s]I&#039;ll be releasing it shortly, I just need to upload the files somewhere.[/s]<br />Just added the download links to the OP.


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spoink
icon: xx
body:
  [glow=red,2,300]NEW UPDATE[/glow]: Decamark 0x2007 has an effect like this, but better.<br /><br />The setup is the same as before, but with 2007 instead of 88A6.<br /><br />1. Gives you 12288 of 8 different ????????&#039;s<br />2. Gives you POKÃ©DEX (doesn&#039;t work)<br />3. Gives you POKÃ©NAV<br />4. Gives you $803518656, unlike 88A6 which makes you have $0<br />5. Gives you 13621:01<br /><br />Edit: also gives you the 7th badge, 9999W 6207L in link battles!<br />


subject: Re: Gen III Extended Hacking Suite [for viewing Decamark info]
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spoink
icon: xx
body:
  This looks nice. Looking forward to it!<br /><br />[quote author=Wack0 link=topic=7127.msg197037#msg197037 date=1417374886]<br />[quote author=Torchickens link=topic=7127.msg197035#msg197035 date=1417373437]<br />When you say &quot;the moves tab on glitch PokÃ©mon (probably) isn&#039;t right&quot;, do you mean the learnpool/TM and HM data may be incorrect?[/quote]<br />I mean the learnpool. Most of the glitch PokÃ©mon&#039;s learnpool pointers point to beyond the end of the ROM. I frankly don&#039;t want to figure out the nuances of the GBA memory map just yet (and it&#039;s perfectly probable that for some glitch PokÃ©mon, it points to RAM), so for now it just uses the pointer modulo ROM size if the pointer is beyond the end of the ROM.<br /> <br />[quote]Will this work for all English Generation III games? (Ruby, Sapphire, Emerald, FireRed, LeafGreen?)[/quote]<br />The tool is configurable with an INI (and the PokÃ©community thread I linked to has some configurations for other language Gen 3 games, but out of the box it does have support for R/S/E/FR/LG English.<br /><br />[quote]Also, is it possible for some of this glitch PokÃ©mon data to be taken from the memory?[/quote]<br />The base stats data is in a fixed place, but I&#039;ve already explained above about the learnpool.<br />PokÃ©dex data is just taken from #000 if it&#039;s invalid; and the footprint sprite too. However, some glitch PokÃ©mon, like R/S [b]0x88A6[/b], have valid (but glitched) footprint sprites!<br /><br />[s]I&#039;ll be releasing it shortly, I just need to upload the files somewhere.[/s]<br />Just added the download links to the OP.<br />[/quote]<br /><br />Hah, I see you&#039;ve read my post.<br /><br />Update:<br /><br />Sorry, I don&#039;t get on forums much, but anyway, it doesn&#039;t work. Every rom I tried brought up:<br /><br />Section &#039;(gibberish)&#039; was not found on the ini. Game code was loaded from 0xAC in the rom.<br /><br />How do I fix?


subject: Re: Gen III Extended Hacking Suite [for viewing Decamark info]
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Spoink: I&#039;ve merged your two posts together, it would be nice if you could use the edit button next time.


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: Ryccardo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Here&#039;s my review, plus a list of minor bugs ;) based on the first 2 days of playing in a factoid format... some spoilers until the 3rd gym<br /><br />[hr]<br /><br />So there&#039;s someone on the top floor of Mauville that first freezes the game for about 2 seconds before appearing (just like the infamous ghost in Lumiose), then walks in from the edge of the screen and debuts with &quot;Ehi tu! Libero! Prendi questa!&quot; and gives you a nugget!<br />(for those not fluent in Italian, he said: &quot;Hey you! Free as in speech! Take this!&quot;)&nbsp; ;D <br /><br />In the center plaza, someone else gives you a &quot;globe&quot; (most likely a base decoration given the name and it ending up &quot;in the secret PC&quot;) without you ever having made a base or even being supposed to know about them (with the two retailers in the Slateport market being faithful to not selling anything to people without Secret Power).<br /><br />The Itemfinder works the same as in X/Y, but its design is different. I&#039;ll leave it up to you to see why I got a good laugh out of it...<br /><br />As I already mentioned in another post, no indoor places (including caves, etc) AFAI&#039;ve seen are 1:1 (nor 2:1, given how closer the camera is :P ) with the originals<br /><br />The new PokÃ¨nav is flawed by having the X/Y features as a submenu, so you can&#039;t flip through the new ones with L and R...<br />It also makes the visible PSS state desync if you turn off the networking in-game, go to one of the new apps, click the local/online shortcut button and go online (you can prove that by saving if you have automatic Global Link sync enabled), then returning to the PSS to see that it still believes it&#039;s offline! (It would be nice if someone tried to do this with a friend to see how he actually appears to others, BTW)<br /><br />I&#039;ve never understood if rematches in R/S and berries in FR/LG operated off some RTC timer, in-game play time, or steps. What&#039;s clear is that in this game a trainer becomes available again in a ridiculously short time (I battled the trainer closest to the Dewford cave, circled it to battle a fisherman, by the time I returned to the first one the rematch was already available!!)<br /><br />The PSS forces you to save more often than X/Y, even after turning that thing off in the options...<br /><br />No more ADULT ANIME -- the catchphrase is the only thing that wasn&#039;t upgraded to a (censored) freeform text input. You pick an item you own and a noun from a small preset list...<br /><br />[hr]<br /><br />As for whoever asked about the &quot;Exp All&quot;, it DOES feel less blatant than in X/Y: I beat May relatively easily, but this was with a vaguely balanced team as opposed to the essentially effectively-starter-only way I played gen 3 up to that point, I did many rematches -see above- and messed with Super Training for a while, and the stats don&#039;t look crazily high (and in X/Y&#039;s defense, there were indeed 50 places to visit between the first and second gym...)


subject: Re: Pokemon plushes
poster_name: Ryccardo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Unfortunately I didn&#039;t take a photo while standing closer, but I guess the stand on the far right of https://plus.google.com/photos/113164221351406160521/albums/6056450320267706577/6056463024889523026?pid=6056463024889523026&amp;oid=113164221351406160521 qualifies ;)<br /><br />As for what [b]I[/b] have, it&#039;s an angry Pikachu head that helps locating USB drives in the room&nbsp; 8) and made for a nice conversation starter, even at my high school final exam...<br />...and a Great Ball that was given to me by a 5 year old kid for helping him out (he bought 3 balls in a row from those Gacha vending machines and they jammed the output door, a problem solved by sheer luck by a plastic spoon I had with me...)


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [s]Abwayax vs Arceus<br />who wins this battle of the century?[/s]<br /><br /><br />What&#039;s everyone up to?


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystalame
icon: clip
body:
  @Ryccardo I found a minor bug in my game as well -- and I don&#039;t know if it affects all games, or... just mine. I haven&#039;t checked my X file (lolol) yet either, but here&#039;s the rundown:<br /><br />For some reason, when I go to my PC, open my Pokemon boxes and then exit out, for a split second where &quot;Log Out&quot; is, it shows a bunch of numbers in a sequence (1, 2, 3, etc.). It&#039;s one of those kind of &quot;once you see it you can&#039;t unsee it&quot; things and it&#039;s driving me insane. I have no idea why it happens, and if it&#039;s even ORAS only, or just [i]my[/i] game.<br /><br />I managed to take a picture of it, but it&#039;s kind of low quality, sorry about that. You should still be able to see it and get the idea, though. I actually took a small video of it happening too. In fact, that&#039;s how I got the image to begin with. It&#039;s of course also pretty low quality since I don&#039;t have a way to capture 3DS video.<br /><br />I hope it&#039;s alright that I post it here, seeing as it [i]is[/i] the ORAS discussion thread. I don&#039;t really feel making a topic just for it is necessary, especially since it&#039;s extremely minor. But if you guys would rather I do that, I can.


subject: Re: Pokemon Omega Ruby and Alpha Sapphire Discussion
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Nice find. I think I saw the numbers. I think I&#039;ll video this too and show it in slow motion. ^^<br /><br />Edit: Found it. I had to slow my video down significantly.<br /><br />The screenshot is dark because apparently the game was still in transition from the list of PokÃ©mon.<br /><br />[img]http://i2.minus.com/iWN4bK0KWqRae.png[/img]<br /><br />Edit 2: It happens in X too. The same numbers appear replacing Log Out&#039;s spot. Organize Items disappears when the numbers appear for me, before coming back shortly.


subject: Primal Groudon/Kyogre glitch?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I found a thread on 4chan ([url=http://archive.today/8h9sN]archived here[/url]) where an anon mentions this, regarding a Swampert Mega Evolving during the Primal Groudon battle:<br /><br />[quote]During the Groudon battle, I switched out Swampert, and when I brought it back into the battle, it was in its base form and unable to evolve.[/quote]<br /><br />On both version 1.0 and version 1.1, I Mega Evolved my Swampert on Omega Ruby during the battle, then switched out and back in, but unfortunately the glitch didn&#039;t work. Does anyone know more about this, or if it&#039;s really real? I was using a European version, but I don&#039;t know if that matters.


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Bert
icon: xx
body:
  &gt;Get job stacking/storing beer<br />&gt;Lose job &#039;cause I have difficulty lifting the 28/24 cases<br />&gt;Apparently this will affect my ability to lift those cases in the summer<br />&gt;Even though that&#039;s months away<br />&gt;Even though lifting those cases repeatedly will give me the strength to do so<br /><br />I called my employer out on it but they just sidestepped what I said.<br /><br />And I&#039;m totally fucked again &#039;cause everyone&#039;s done their hiring for the Christmas season already.<br /><br />So I&#039;m BACK TO SQUARE FUCKING ONE AGAIN GOD FUCKING DAMMNIT.<br /><br />But at least this gives me time to work on my offensive Christmas EP.


subject: The mysterious 255 hours glitch and other walking Pikachu glitches (Yellow)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  The 255 hours glitch is an effect where you change your play time to 255:59, documented by Paco81 in [url=https://www.youtube.com/watch?v=qHF1W_z7Iao]this video[/url]. I&#039;ve seen it after going to map 254 too, but there is a simpler way to do it, shown in the video.<br /><br />1) With the walking Pikachu, go to the Sea Route 20 Glitch City (via Safari Zone exit glitch).<br />2) Walk two steps down, Pikachu will still be trapped in the glitch tiles.<br />3) Walk all the way to the right up to a door and then walk left until you&#039;re one tile left of the left-most of two &quot;H&quot;s.<br />4) Repeat step 3 and your play time should become 255:59.<br /><br />You can do steps 3 and 4 slightly differently and get the glitch to work.<br /><br />As well as Yellow, I think I may have seen the 255 hours glitch occur on a PokÃ©mon speedrunner&#039;s stream in Blue too.<br /><br />Now, for something that may be completely undocumented. There is more to the walking Pikachu thing. While I was walking around, values were written to addresses D438 and onward! The more you walk, the more the values are corrupted; and the values depend on whether you walked north, east, south or west.<br /><br />North=02<br />South=01<br />Right=04<br />Left=03 <br /><br />If you walk around for a while, you will corrupt Pikachu&#039;s happiness value (D46F). This is probably the origin of the myth that Glitch City &quot;resets&quot; Pikachu&#039;s happiness. If you walk around even more, you can get yourself trapped in the Glitch City.<br /><br />I wonder what else we could corrupt with this.<br /><br />Edit: Maybe the 255 hours glitch is just an effect of this direction based corruption, because I got it after walking around back and forth over short distances.


subject: ORAS Surfing Wailmer evolve freeze
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Found this thread on reddit: https://www.reddit.com/r/pokemon/comments/2o0di4/psa_i_found_a_game_crashing_bug_regarding_wailmer/<br /><br />Will quote the contents just in case the post gets deleted.<br /><br />[quote]Wailmer, as we all know, has a special surf sprite. If you let it evolve while you are surfing on it, your game crashes and both screens go black.[/quote]<br /><br />Can anyone confirm?


subject: Re: The mysterious 255 hours glitch and other walking Pikachu glitches (Yellow)
poster_name: Ryccardo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Dokokashira Lite confirmed?&nbsp; :P<br /><br />I (and others, hopefully) would like to know how Glitch City works after the setup (&quot;warp 4 of previous area&quot;) part.<br />For all I figured out when emulating Pokemon was my full time summer activity, something is displayed on the screen which may or may not be related to how your character interacts with it, with the actual tiles being displayed when the menu is open (= the window layer is enabled?)


subject: Re: The mysterious 255 hours glitch and other walking Pikachu glitches (Yellow)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  There are probably no warping effects, but then again I don&#039;t know much about the addresses past D438.<br /><br />Earlier, it occurred to me that any glitch that makes Pikachu get &#039;lost&#039; might do this. Hopefully if there&#039;s a way to do that out of a Glitch City, then you could activate the ledge walk through walls beforehand and walk around without getting trapped (or you could use arbitrary code execution). This would let you corrupt more addresses.<br /><br />Edit: I got so close to corrupting box items (D539-D59E) with WTW but then the addresses stopped getting corrupted for some reason, corrupting up to D536. Such a shame, even though you might only be able to get PokÃ© Balls (01-04). However, we now have a &quot;super Glitch City&quot; trick where the map looks really corrupted :). I wonder what else I corrupted.<br /><br />[img]http://i4.minus.com/ibpw2VZscUaHDP.png[/img]<br /><br />[quote author=Ryccardo link=topic=7130.msg197051#msg197051 date=1417554611]<br />I (and others, hopefully) would like to know how Glitch City works after the setup (&quot;warp 4 of previous area&quot;) part.<br />For all I figured out when emulating Pokemon was my full time summer activity, something is displayed on the screen which may or may not be related to how your character interacts with it, with the actual tiles being displayed when the menu is open (= the window layer is enabled?)<br />[/quote]<br /><br />I think that gifhevexxin may have given the answer to that, [url=http://forums.glitchcity.info/index.php/topic,7084.msg196617.html#msg196617]here[/url].<br /><br />[quote author=gifhevexxin link=topic=7084.msg196617#msg196617 date=1412348216]<br />A warp entry is made up of a pointer and two coordinates, and this pointer is to the upper-left block visible on screen when you appear on the map. This was most likely to save calculations over simply knowing the address of the first block and advancing until there are blocks that can be drawn on screen. Now because of that shortcut - the fact that warps contain their own pointer - invalid warp entries will end up pointing to somewhere else in memory. This is why invalid warps aren&#039;t just &quot;elsewhere&quot; on the same map.<br />[/quote]<br /><br />I don&#039;t fully understand it because I haven&#039;t played around with it myself, though.<br /><br />Yes, there are tiles that look different when you open the menu.<br /><br />Edit: In Japanese Yellow there&#039;s a glitch item (hex:6B) that makes Pikachu stay. To get it you can use 016BA2D2. Now, if you put Pikachu off the screen and walk around this same glitch will happen there. The happiness address in Japanese Yellow is D3EF and is corruptible.


subject: Re: The mysterious 255 hours glitch and other walking Pikachu glitches (Yellow)
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You could use the &quot;easier wtw glitch&quot; in yellow to activate wtw and access a glitch city similar to &quot;out of bounds&quot; glitch cities. Using Jack while with Pikachu causes Pikachu to wander off too.<br /><br />I looked in the Disassembly; d438 is somewhere after &quot;wDestinationWarpID&quot;, which I think it is used while in the middle of warping. There&#039;s no indication of what d438 is, as it&#039;s an unknown part in &quot;ds 128&quot; after &quot;wDestinationWarpID&quot;.


subject: Re: The mysterious 255 hours glitch and other walking Pikachu glitches (Yellow)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  *nods*. Yes, doing that and going to an out of bounds Glitch City or causing another &#039;instant&#039; Glitch City sounds promising.<br /><br />I found that you can get Pikachu to wander off with Lg- (hex:6E), but I didn&#039;t know you could use a Jack item, so thanks for that.<br /><br />I found something else which I think is pretty cool. You can modify the address D49B to 01-04. This address controls special Pikachu emotions. You can make it do the winking emote (01) if you modify that address by stepping south, the fishing emote (02) if you step north, the confused emote if you step west (03), or the disapproval emote if you step east (04). Interestingly, there are glitch emotions for D49B, but you probably can&#039;t access them with this glitch.


subject: Re: ORAS Surfing Wailmer evolve freeze
poster_name: Kraust
poster_ip: ***.***.***.***
modified_name: Kraust
icon: xx
body:
  This should be p. easy to trigger. You can catch a Lv 40 Waimer with a Super Rod and feed it a Rare Candy while surfing on it.<br /><br />I&#039;m using Patch 1.1.<br />It didn&#039;t work via Rare Candies. I&#039;m going to try and battle.<br />It didn&#039;t work via trainer battles either. It could be something that was fixed in the 1.1 patch.<br /><br />Edit: I didn&#039;t do it on the route he mentioned.<br /><br />I&#039;m using US/Alpha Sapphire. My Sprite Changed after the Wailmer Evolved (back to the normal one).


subject: Re: The mysterious 255 hours glitch and other walking Pikachu glitches (Yellow)
poster_name: pokechu22
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7130.msg197052#msg197052 date=1417559121]<br />However, we now have a &quot;super Glitch City&quot; trick where the map looks really corrupted :). I wonder what else I corrupted.<br /><br />[img]http://i4.minus.com/ibpw2VZscUaHDP.png[/img]<br />[/quote]<br /><br />Oh, I recognize that.&nbsp; I&#039;ve seen it while running around before.&nbsp; Back when I was messing with ALL OLD stuff (see image).&nbsp; I found that savestate.&nbsp; Timestamp is 255:59.&nbsp; I think I created these with gameshark codes &quot;010160D3&quot; and &quot;010161D3&quot;, which lock your X and Y positions at 1 (but the map still scrolls).&nbsp; <br /><br />[img]http://i.imgur.com/TxhP99U.png[/img] [img]http://i.imgur.com/LRpyXDf.png[/img]<br /><br />Opening and closing the menu changes the appearance a few times but it finally settles on something similar to above.<br /><br />[img]http://i.imgur.com/mGvBva1.png[/img] [img]http://i.imgur.com/7hGftZ4.png[/img] [img]http://i.imgur.com/8McVmY9.png[/img] [img]http://i.imgur.com/3DXcjsw.png[/img] [img]http://i.imgur.com/DP1K0tk.png[/img]<br /><br />I wish I could remember more about this though.&nbsp; It&#039;s from a while ago.


subject: Re: The mysterious 255 hours glitch and other walking Pikachu glitches (Yellow)
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You can get the &quot;locked position&quot; if you toss items in sprite data with Item Underflow. This works on Red/Blue and Yellow.


subject: Re: General Pokemon Glitchiness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So on HeartGold Version, Lyra seems to think I have a Cyndaquil, even though my starter was Chikorita and is now a Meganium. Is there a reason this happens?


subject: Re: DecDex-Decamark variation list (Melchior X)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Spoink link=topic=2094.msg197060#msg197060 date=1417998551]<br />GOOD NEWS EVERYONE: Decamark 0x2144 has a glitched sprite<br />[/quote]<br /><br />Ooh, interesting. I wasn&#039;t aware you could have Decamarks with &#039;real&#039; glitch sprites. From a battle, it has the normal &#039;? mark in a circle&#039; sprite (but what Gen III glitch PokÃ©mon apart from &quot;?&quot; and &quot;-&quot; doesn&#039;t?). When I encountered it, it was level 71. If you view it directly, the game may freeze, but if you view it by pressing down from another PokÃ©mon&#039;s summary, it won&#039;t and it&#039;ll show the glitch sprite you found.<br /><br />If it gets sent to a box and you select it, the game will show the previous sprite, or no sprite if the last &#039;PokÃ©mon&#039; was an empty space. Once the game shows this &#039;sprite&#039; of 0x2144, other PokÃ©mon will have that sprite when you select them until you view a PokÃ©mon summary or cancel out and go back to the boxes, even if you change boxes. A copy of its level and gender may be printed many spaces after the &quot;/&quot; (where its original name appears blank), not on a new line.<br /><br />[img]http://i3.minus.com/ibuywvJGqYApAo.png[/img][img]http://i2.minus.com/iPKYHC5SmJC6m.png[/img]<br /><br />I wish Glitzer Popping was in Ruby... :(


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Here&#039;s a minor thing I want to add, as I think someone asked what would happen if an Egg hatched from an Egg with Glitzer Popping.<br /><br />You should be able to hatch a &quot;-&quot; (hex:019C) with Glitzer Popping, and it will be at level 45, not 5; with glitch moves as usual.<br /><br />[img]http://i5.minus.com/ib0uLnSpSsSU4d.png[/img][img]http://i1.minus.com/ibfRfzDyPMrR8d.png[/img]<br /><br />IIRC, I previously breeded two corrupted PokÃ©mon together and got &quot;-&quot; from the Egg, but I haven&#039;t tried to replicate this.<br /><br />I&#039;m interested in its glitch ability. Could someone experienced with GBA language and Emerald check what it does, please?


subject: Things I Learned Playing Mario Kart: Double Dash!!
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Bert
icon: xx
body:
  1. [i]You[/i] are never allowed to pull a speed boost out of your ass to gain an insurmountable lead over your foes, but it&#039;s OK when Petey Piranha does it.<br /><br />2. You are required, by law, to collide with every projectile and road hazard in your general direction. Failure to do so is literally oppression, and you will be fined one trillion dollars in gold coins, forced to serve 2003 life sentences in prison, and serve 2003 hours of community service (read: never get an item box again).<br /><br />3. In the event you somehow work around the stipulations of #2, then your car will have a &#039;crash into items&#039; magnet placed on it.<br /><br />4. Red Shells will chase you to the ends of the Earth just to crash into you. However, they will instantly give up going after your foes when they change lanes.<br /><br />5. Any projectile you&#039;ve thrown will somehow find its way around the course to hit you, even if its a green shell.<br /><br />6. Some dipshit thought Dry Dry Desert was a great idea.<br /><br />7. When you fall off the track, you have to watch a 17-year long animation of Lakitu fishing your kart up and putting it back on the course. When an enemy falls off the track, they respawn instantly and ram you off the road. <br /><br />8. Ghosts are fucking heavy, apparently.<br /><br />9. If you are in first place at the start of a race, then every item your enemies get from the first row of item boxes will be a Spiny Shell. Even if you&#039;re in 8th place and someone in 5th place throws one, it still hits you. See lesson #2.<br /><br />10. Throwing a green tortoise shell at a reinforced green pipe is the only way to kill the man-eating plant living inside. Even though this doesn&#039;t work in any other Mario game.<br /><br />11. You were expecting an 11th lesson? TOO BAD! Waluigi tiHI I&#039;M DAISY!


subject: Re: Things I Learned Playing Mario Kart: Double Dash!!
poster_name: Krazyguy75
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Meh, I learned that practice both makes perfect but does not make friends. I spent too many days playing that. I perfected the game to an extreme.


subject: Re: Things I Learned Playing Mario Kart: Double Dash!!
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Bert link=topic=7132.msg197063#msg197063 date=1418091434]<br />1. [i]You[/i] are never allowed to pull a speed boost out of your ass to gain an insurmountable lead over your foes, but it&#039;s OK when Petey Piranha does it.<br />[/quote]<br /><br />Ah, annoying that the AI cheats then.<br /><br />I have heard that this is called rubber-band AI; if the computer is a long way behind you, the game will make them faster in ways that would normally be impossible for the player.<br /><br />I&#039;ve also heard it was a problem in Mario Kart 64 too. https://www.youtube.com/watch?v=usus7kUQ0kI


subject: Re: Things I Learned Playing Mario Kart: Double Dash!!
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7132.msg197066#msg197066 date=1418161652]<br />[quote author=Bert link=topic=7132.msg197063#msg197063 date=1418091434]<br />1. [i]You[/i] are never allowed to pull a speed boost out of your ass to gain an insurmountable lead over your foes, but it&#039;s OK when Petey Piranha does it.<br />[/quote]<br /><br />Ah, annoying that the AI cheats then.<br /><br />I have heard that this is called rubber-band AI; if the computer is a long way behind you, the game will make them faster in ways that would normally be impossible for the player.<br /><br />I&#039;ve also heard it was a problem in Mario Kart 64 too. https://www.youtube.com/watch?v=usus7kUQ0kI<br />[/quote]<br /><br />Yep, that&#039;s exactly what it&#039;s called. Petey takes it a step further, though, and blazes at 1000MPH if you even think about passing him. Unless you&#039;re racing against Petey when his AI is on vacation, the whole race becomes a bore and a chore.<br /><br />Wario does it too, but not as badly.


subject: Re: Things I Learned Playing Mario Kart: Double Dash!!
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7132.msg197066#msg197066 date=1418161652]<br />[quote author=Bert link=topic=7132.msg197063#msg197063 date=1418091434]<br />1. [i]You[/i] are never allowed to pull a speed boost out of your ass to gain an insurmountable lead over your foes, but it&#039;s OK when Petey Piranha does it.<br />[/quote]<br /><br />Ah, annoying that the AI cheats then.<br /><br />I have heard that this is called rubber-band AI; if the computer is a long way behind you, the game will make them faster in ways that would normally be impossible for the player.<br /><br />I&#039;ve also heard it was a problem in Mario Kart 64 too. https://www.youtube.com/watch?v=usus7kUQ0kI<br />[/quote]<br /><br />Yep, and it&#039;s pretty much the reason why Mario Kart is actually a bullshit series. And they still have it in Mario Kart 8. I&#039;m not entirely mad because it came free with the console anyway, but still, I&#039;m just simply not going to play it. Even if I was against human players, it would still be bullshit for the reasons in the OP which are still valid. 


subject: Gen I battle mechanics glitches
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystal_
icon: xx
body:
  Here are some in-battle glitches in Generation I that as far as I&#039;m aware hadn&#039;t been documented<br /><br /><br />[u]Division by 0 Defense: [/u]<br /><br />If the attacker has over 255 Attack/Special and the defender less than 4 Defense/Special (possible only with a negative stat level), the stat would become 0 when divided by 4, and the game will freeze when trying to divide by 0 during damage calculation. <br /><br />https://www.youtube.com/watch?v=V6iUlyS8GMU<br /><br />There is another bug involving Reflect/Light Screen: since there&#039;s no cap after applying the Reflect/Light Screen boost, the stat can be as high as 999 * 2 = 1998 (with positive stat level); if it&#039;s higher than 1023, the defense value will become 256 points lower when modded by 256, leading to unusually high damage dealt. Moreover, Defense/Special stat of 512/513 will freeze the game during damage calculation (divide by 0 again) if Reflect/Light Screen is active.<br /><br />https://www.youtube.com/watch?v=fVtO_DKxIsI<br /><br /><br />[u]Substitute + Confusion / (High) Jump Kick: [/u]<br /><br />If a Pokemon with a Substitute up hurts itself due to confusion, or due to Jump Kick&#039;s or High Jump Kick&#039;s side effect, damage will be dealt to the opponent&#039;s Substitute instead. If the opponent doesn&#039;t have a Substitute up no damage will be dealt to any Pokemon.<br /><br />[quote]In Pokemon Red, Blue, and Yellow, there are two functions that handle the damage dealt to a non-substitute target; one applies damage to the player, and the other applies damage to the enemy. Normally, which function is called depends on whether the turn belongs to the player or to the enemy (if it&#039;s the player&#039;s turn, call the second function, and vice versa). But if the game needs to handle self-inflicted confusion damage, the opposite function is called.<br /><br />However, there is only one function that handles the damage dealt to a substitute. This subroutine will be called by either of the two functions described above when the *target* has a substitute up. The &#039;whose turn&#039; flag determines whether to deal damage to the player&#039;s or enemy&#039;s substitute. This overrides the fact that confusion damage should use the opposite logic in order to inflict damage to the attacker, leading to this interesting bug.<br /><br />Notice how the *target* is the attacker if we are applying confusion damage, and the defender otherwise. This makes this bug even more intriguing because the subroutine will be called when the confused Pokemon has a substitute up, and thus damage will be &quot;dealt&quot; to the other Pokemon&#039;s substitute regardless of whether that Pokemon is actually under a substitute.<br /><br />P.S.: Same applies to (High) Jump Kick&#039;s crash damage.[/quote]<br /><br />https://www.youtube.com/watch?v=jw24URgBi5o<br /><br /><br />[u]Counter glitches: [/u]<br /><br />These are the Counter mechanics:<br /><br />- Counter misses if the opponent&#039;s last selected move&#039;s Base Power is 0.<br />- Counter misses if the opponent&#039;s last selected move&#039;s type is not Normal or Fighting, or if the move is Counter<br />- Counter misses if the last move used in the battle did no damage to its target.<br />- If these three tests were passed, damage dealt by Counter will be equal to twice the damage dealt by the last move used in battle.<br /><br /> This means that it&#039;s possible to Counter non-Normal/Fighting type attacks, and even one&#039;s own attacks. For example:<br /><br />Turn 1:<br />- Persian uses Slash and misses (doesn&#039;t affect) against Gengar<br />- Gengar uses Thunderbolt and deals e.g. 100 damage to Persian<br /><br />Turn 2:<br />- Persian switches out and e.g. Snorlax enters<br />- Gengar uses Counter and deals 200 damage to Gengar<br /><br />https://www.youtube.com/watch?v=COcd3i0GgPM (this is an unlisted video for a Pokemon Online bug report)<br /><br />Counter desync glitches: https://www.youtube.com/watch?v=ftTalHMjPRY (caused due to Counter mechanics being also affected by the last position taken by the cursor in the battle menu, information that isn&#039;t shared with the opponent)<br /><br /><br />[u]Deal 0 damage:[/u]<br /><br />Not sure if this counts as a glitch, but it&#039;s possible to do 0 damage with a weak enough 4x resistant attack. If so, the move always misses (suggesting that it had missed for accuracy reasons instead)<br /><br />https://www.youtube.com/watch?v=fxNzPeLlPTU<br /><br /><br />Some random curiosities:<br /><br />- Mirror Move will fail if the opponent didn&#039;t use a move last turn due to a switch or due to being asleep or frozen, but it will succedd if it was because self confusion or full paralysis<br />- Fire Spin doesn&#039;t defrost the target<br />- Bide may hit Flying/underground targets (like Swift)<br />- If Counter somehow counters a hp draining move (e.g absorb), damage won&#039;t be doubled, but halved and then doubled. <br />- If a level 0, 1, or 171 Pokemon used Psywave, the game would freeze: https://www.youtube.com/watch?v=VyIFL_-l2o4


subject: Re: Things I Learned Playing Mario Kart: Double Dash!!
poster_name: Krazyguy75
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Rubber Banding has gotten noteably less extreme, though. The AI will never cheat while in first anymore. It&#039;s barely an issue to me in MK8.


subject: Luigi wins Mario Party by doing absolutely nothing
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Abwayax
icon: xx
body:
  In all versions of Mario Party, it&#039;s apparently possible to win by standing still and doing nothing if you play as Luigi against 3 CPU&#039;s.<br /><br />https://www.youtube.com/watch?v=0fVeBXXifdg<br /><br />Apparently this [b]only[/b] works with Luigi, which makes me wonder if there&#039;s something significant about him in the game programming (a glitch maybe?)<br /><br />It&#039;s apparently also possible to do this in all versions of Smash, but I wasn&#039;t able to reproduce it in SSB4. I tried as Luigi vs 3 random level 9 CPU&#039;s and random stages, then again vs level 1 CPU&#039;s.


subject: Re: Luigi wins Mario Party by doing absolutely nothing
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Whoever originally stated this]<br />Apparently this [b]only[/b] works with Luigi, which makes me wonder if there&#039;s something significant about him in the game programming (a glitch maybe?)<br />[/quote]<br /><br />I smell some confirmation bias here&nbsp; :-\.


subject: Re: ORAS Surfing Wailmer evolve freeze
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  My version is Omega Ruby. I tried the water west of Mossdeep in v1.0, both via leveling up and by Rare Candying, and it didn&#039;t work. I also tried Route 134 via leveling up and Rare Candying and it still didn&#039;t work.<br /><br />So I tried a few different things; I encountered a Trainer near Shoal Cave and evolved Wailmer during the battle, and that didn&#039;t work, but maybe that route doesn&#039;t work anyway. I also made Wailmer learn a move by level up (Bounce at level 45) before the evolution west of Mossdeep. Sadly that didn&#039;t work either.<br /><br />Someone said this works with Carvanha. I know an NPC implied surfing with it is different, I&#039;ve yet to Surf with Carvanha though.


subject: Re: Bert's Album Reviews
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I deleted my first review of St. Anger because it&#039;s garbage.<br /><br />[b][u]Metallica: St. Anger[/u][/b]<br /><br />Metallica did not start the 2000s well. The infamous Napster controversy left a bad taste in everyone&#039;s mouth I&#039;m not sure what Metallica were all huffed up about; &#039;I Disappear&#039; is a fucking horrible song.<br /><br />When the band eventually decided to record the follow up to 1997&#039;s [i]ReLoad[/i], two things happened: Jason Newsted, tired of being treated like living garbage, left the band to focus on other music projects. James Hetfield went into rehab for alcohol addiction, which lasted until mid-2002. When he returned, the band channeled the insecurities they were currently facing into the music. And [i]St. Anger[/i] was born.<br /><br />Categorizing [i]St. Anger[/i] is difficult from a genre standpoint, since it doesn&#039;t fall in line with heavy metal, thrash metal, rock, or grunge, but the best genre I can come up with is garage metal. The music is very raw, featuring such delightful things as ringing drums (due to Lars turning off his drum&#039;s snare), downtuned guitars that sound more like bees fucking on violins, constantly out-of-tune vocals, and actual, genuine anger that hasn&#039;t been expressed since [i]...And Justice for All[/i]. It also brought back a few things fans missed, like lengthy songs, a title track, balls-to-the-wall agression and big riffs, but [i]St. Anger[/i] does those things in the worst possible ways. The songs are all fairly simple musically and make even &#039;Fuel&#039; seem like something off of [i]Master of Puppets[/i], resulting in songs repeating the same riff for the duration, and the lack of guitar solos can make some of them feel even longer.<br /><br />Despite this, I actually found the album enjoyable, even though I bought it nearly a year ago and went into it totally blind. Opener &#039;Frantic[s]-tick-tick-tick-tick-tick-tock[/s]&#039; lets you know exactly what kind of album this is: an angry, introspective look at a broken band:<br /><br />&quot;If I could have my wasted days back<br />Would I use them to get back on track?&quot;<br /><br />Those are the first two lines, and it gets worse from there. Hetfield, in a case of absent minded irony, called the album&#039;s lyrics deep and insightful. This is the same album with a chorus that goes &quot;FRANTIC-TICK-TICK-TICK-TICK-TICK-TOCK,&quot; and &#039;All Within My Hands&#039; ends with the repeated declaration of, &quot;Kill!&quot; Forty fucking times.<br /><br />[i]St. Anger[/i]&#039;s actual music is a complete trainwreck from top to bottom. It&#039;s obnoxious, loud, and unhinged to the extreme, but I can&#039;t find it in me to hate the record. The guitars are downtuned and muddy, the drums ring for so long they create a wall of sound on &#039;Dirty Window,&#039; and bass is pretty much erased from the mix entirely. James&#039;s vocals go off-key so often, you could make a drinking game out of it. But these awful aspects are what make [i]St. Anger[/i] such an intriguing record to listen to, showing Metallica at their absolute worst and being completely honest about it. The passion, the fury, and the fear are all there in the songs, showing that the band were clearly uncertain of their future.<br /><br />Most of ths songs are hit-and-miss, but there are a slew of great ones, namely: the panicking &#039;Frantic,&#039; the galloping &#039;Some Kind of Monster,&#039; the desperate &#039;My World,&#039; the unnerved &#039;Shoot Me Again,&#039; and the climactic &#039;The Unnamed Feeling.&#039; The rest are...meh. The weakest is probably the title track, which, to get its job done, rips off &#039;Hit the Lights&#039; and &#039;Damage, Inc.&#039; for some reason. &#039;Invisible Kid&#039; is the same length as &#039;Some Kind of Monster&#039; at 8:30, but doesn&#039;t need to be; the last few minutes of the song could&#039;ve just been chopped off and nothing would be lost. &#039;Dirty Window&#039; is a nightmare to get through, since Lars totally forgets what timekeeping is and bashes his drums with reckless abandon. Since his drums have their snare off, and because of the speed he&#039;s slamming them at, the ring meshes into a wall of sound that bleeds through the song&#039;s entirety. Other than that, it&#039;s not a bad song, but the cacophony makes it a chore to listen to.<br /><br />There aren&#039;t any [i]bad[/i] songs here, but the title track is the weakest and sounds like a total afterthought. &#039;Invisible Kid&#039; is also decent, but it really needs to be shortened. I have no idea why &#039;Sweet Amber&#039; gets so much praise, because it&#039;s uninteresting filler. [i]St. Anger[/i] has a recurring theme through its lyrics: recovering from the past to prepare for the unpleasant future. &#039;Purify&#039; is all about this, with lyrics about rebuilding your life and the blunt, &quot;I ain&#039;t dancing with your skeletons/I ain&#039;t dancing with what might&#039;ve been.&quot;<br /><br />What [i]St. Anger[/i] lacks in music cohesiveness, it makes up for being Metallica&#039;s first radio-unfriendly record in 12 years (at the time), having an edge they hadn&#039;t had since 1989, and an endearing, if narmful look at their determination. It&#039;s certainly worth a listen, although its messy, occasionally frightening sound might drive listeners away in droves.<br /><br />Bert&#039;s rating: 75/100<br />Recommended songs: Frantic, Some Kind of Monster, My World, Shoot Me Again, The Unnamed Feeling, All Within My Hands


subject: Re: Glitch Video Thread
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Here&#039;s my 400 subs special video!<br /><br />Full of great Pokemon corruptions, the best of the best from all my Pokemon corrupting and glitching videos! Enjoy!&nbsp; ;D<br /><br />https://www.youtube.com/watch?v=RCqjiaLv-0g


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: voltage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I forgot to mention this, but in the glitch safari zone corruption I experienced, Brendan&#039;s overworld sprite became Red&#039;s and not just in-battle like how Torchickens was. <br /><br />I experienced a corruption similar to the store one I had previously. However talking to the trainer displayed my Pokemon party and canceling out brings up the prompt, &quot;Do you want to cancel participation?&quot;. Which sounds like it&#039;s either a battle facility or contests. <br /><br />And the quotes of the glitch double trainers after the battle are &quot;??? ??? ??? ??? ??? ???&quot; and &quot;I AM STRONG AREN&#039;T I&quot;. You can&#039;t really do anything after a glitch battle with them though, as the game freezes.


subject: English fossil conversion glitch (get absolutely any PokÃ©mon/glitch PokÃ©mon)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Video: https://www.youtube.com/watch?v=tEpohfkBg8Q<br /><br />With this adaption of the [url=https://www.youtube.com/watch?v=Oc9ry1fLQVY]Japanese fossil conversion[/url] glitch I made, you can get any glitch PokÃ©mon, even FB-FD; PokÃ©mon you can&#039;t get with the Johto guard glitch, unless you can somehow get a Gen II hex:FB or hex:FD and (somehow) get it to convert into FB-FD (see [url=http://forums.glitchcity.info/index.php/topic,6985.msg195962.html#msg195962]this[/url] and note how this [url=http://bulbapedia.bulbagarden.net/wiki/Johto_guard_glitch]this[/url] doesn&#039;t have hex:FB-FD).<br /><br />The fossil conversion glitch has you depositing a fossil and then changing what it is afterwards. In the Japanese versions, the trick involves a PokÃ©mon&#039;s total experience modulo 256 determining the species. With my English adaption, it&#039;s the PokÃ©mon&#039;s Attack stat modulo 256 that determines the species.<br /><br />For this trick you need access to over 6 PokÃ©mon. After you get over 6 PokÃ©mon and deposit a fossil, you need to swap any PokÃ©mon with the 33rd (note, in the Japanese trick it is the 32nd; and the 32nd PokÃ©mon was accessed with the 32nd PC item)<br /><br />The only ways I know to get over 6 PokÃ©mon in the English version are &#039;save abuse glitch&#039; and Super Glitch, but it&#039;s not realistic to use save abuse for this glitch, so my method involves Super Glitch.<br /><br />Side note: One of our users called xeno, or kuriatsu on Youtube calls PokÃ©mon counter overflow the [url=https://www.youtube.com/watch?v=VJ3jrTdYpcc]Poke-dos Cartouche[/url]. They supposedly somehow accessed it with the ZZAZZ glitch and I don&#039;t know how because it normally[?] doesn&#039;t corrupt D163/2; the species counter. However, I know you can do [url=http://forums.glitchcity.info/index.php/topic,1386.msg194252.html#msg194252]a cool item counter overflow glitch[/url] with ZZAZZ glitch, so I don&#039;t doubt it.<br /><br />Unfortunately one of the things Super Glitch does is corrupt your name, and if a 50 is not present on the eleventh character, saving will destroy the save. But there is a work around, documented by TheZZAZZGlitch.<br /><br />[u][size=20pt]Red/Blue[/size][/u]-<br /><br />[size=18pt]Set up:[/size]<br /><br />Happily taken from [url=http://forums.glitchcity.info/index.php?topic=6627.0]TheZZAZZGlitch&#039;s Super Glitch thread[/url], cheers TheZZAZZGlitch:<br /><br />1) Do the Ditto trick to get an LM4 (Special stat 198)<br />2) Put LM4 in the first position. Have the first three of LM4&#039;s moves have 28 characters in total, e.g. BODY SLAM [9 chars], DOUBLESLAP [10 chars], WATER GUN [9 chars]. LM4 has Hypnosis, Water Gun, Doubleslap and Body Slam at level 7 in that order, so you just need to swap Hypnosis to the bottom.<br />3) Level up LM4 to level 24 with Rare Candies, in this spot to avoid a potential freeze, then replace its fourth move with Super Glitch.<br />[img]http://i.minus.com/ieB2Tly27VDEn.PNG[/img]<br />4) Go to the spot below, open your party PokÃ©mon menu here , don&#039;t open it after then go to a battle with LM4 in the first position and keep opening and closing the fight menu until the corruption happens (this depends on luck). Repeatedly viewing LM4&#039;s summary from the spot below may also work.<br />[img]http://i.minus.com/ibxPoFRCenomoK.PNG[/img]<br />5) Run away. When you open your party PokÃ©mon menu you&#039;ll notice you can go past slot 6 if the corruption happened. You actually have 124 (hex:7C) PokÃ©mon now. PokÃ©mon 1 and 2&#039;s species byte 1s will turn into Nidoqueen (hex:10), PokÃ©mon 3&#039;s becomes Krabby (hex:4E), and PokÃ©mon 4&#039;s becomes Missingno. (hex:50) but don&#039;t worry, putting them into the Day Care and out again later will bring them back to normal, and you actually &#039;need&#039; Nidoqueen for the Yellow version of this trick.<br /><br />[size=18pt]Fossil conversion glitch:[/size]<br /><br />Notes: <br /><br />Don&#039;t use the fossil conversion glitch to remove your LM4 as you still need to fix your name (add a terminator on or before the 11th character) to enable saving.<br /><br />I tried this with the FF terminator after PokÃ©mon 6, so I had 6 PokÃ©mon before party counter corruption. I&#039;m not sure if that matters.<br /><br /><br />6) Fly to Cinnabar Island and go to the PokÃ©mon Lab. Deposit a Fossil.<br />7) Select a PokÃ©mon of your choice (the Attack stat modulo 256 will determine what the fossil becomes e.g. 21=Mew, 252=O (FC)) and switch it with the 33rd PokÃ©mon. Go out of the lab and back in and you&#039;ll get a fossil PokÃ©mon from the scientist based on the Attack stat of the PokÃ©mon you swapped with the 33rd PokÃ©mon.<br />8) Your Fly locations will become corrupted too; the relationship is PP move 4 and level (D18B/C) into D70B/C (Fly locations). You might even get glitch Fly locations that have bad effects, but we can fix that too; with the only catch being that you get all but one Fly location; you lose Fuchsia City. So, select PokÃ©mon 122 (hex:7A). This is three spaces above the top PokÃ©mon. Swap it with the 33rd PokÃ©mon. Your Fly locations will be set to 7F 7F (this is taken from C4EF/F0 in RAM; some data which seems to be always 7F 7F on the party PokÃ©mon menu. 7F 7F is &#039;good&#039;, you get no glitch Fly locations.<br /><br />[size=18pt]Get a reasonable amount of PokÃ©mon:[/size]<br />9) Replace LM4&#039;s Doubleslap with Mega Kick (via TM05, can be bought from Celadon Department Store) to get a total of 27 (1 less than before) real move letters. This is to put later screen data into earlier addresses.<br />10) Go to the spot below, open your party PokÃ©mon menu here, don&#039;t open it after, then go to a battle with LM4 and keep opening and closing the fight menu until the corruption happens (this depends on luck). Repeatedly viewing LM4&#039;s summary may also work.<br />[img]http://i.minus.com/ibxPoFRCenomoK.PNG[/img]<br />11) Run away. If the corruption worked, you&#039;ll now have 16 PokÃ©mon instead of 124 PokÃ©mon; and 16 is a much more reasonable amount for when we deposit PokÃ©mon later. Additionally, it&#039;s now only PokÃ©mon 1 who is Nidoqueen, PokÃ©mon 2 becomes Krabby, PokÃ©mon 3 becomes Missingno. 50h.<br /><br /><br />[size=18pt]Terminate your name (so that saving and restarting doesn&#039;t erase the save):[/size]<br /><br />Don&#039;t change your LM4 (should now be a Nidoqueen/LM4 hybrid for being in slot 1)&#039;s moves.<br /><br />12) Fly to Cerulean City and walk to the spot below:<br />[img]http://i.minus.com/iLUYbTqCI7QX3.png[/img]<br />13) Open the party PokÃ©mon menu here, don&#039;t open it after, close it then enter a wild battle and keep opening and closing the fight menu until you get corruption.<br />14) If the corruption worked, your name will now be blank. You&#039;re free to save and restart after talking to a nurse but cancelling out of Heal/Cancel.<br /><br />[size=18pt]Party clean up, fixing the option boxes:[/size]<br />15) Fly to any town/city/Cinnabar and go to the PokÃ©mon Center. Talk to the nurse but cancel out of Heal/Cancel. This will fix your option box which became glitched and could cause a freeze/corruption if it opened when you try to save.<br />16) Deposit PokÃ©mon in the box. Try depositing Cancels until it doesn&#039;t work to make sure you have 6 PokÃ©mon or something. [u]Don&#039;t[/u] deposit PokÃ©mon below Cancel or the game will probably freeze, as it did for me. Also, a weird &#039;blank name&#039; PokÃ©mon did this (from swapping PokÃ©mon beyond slot 6 I believe), even when I withdrew it and Rare Candied it. Putting it into the Day Care and withdrawing it made it non-freezing though.<br /><br />[u][size=20pt]Yellow differences[/size][/u]<br />These are the changes you need to do to make this glitch work in Yellow:<br /><br />1) Use another Super Glitch PokÃ©mon where you can have Super Glitch as the fourth move and 28 letters in moves before it. What immediately came to mind is &quot;Z4&quot; (Special 195, hex:C3), and it works.<br />1a) : Have Z4 know Fury Attack, Horn Drill, Reflect and Super Glitch. Fury Attack is a starting move, Horn Drill is a level up move at level 13, Reflect is possible through TM33 (can&#039;t be bought, unfortunately). It learns Super Glitch at level 35.<br />1b) : When you do the &#039;remove 1 letter&#039; part, replace Fury Attack with Mega Punch (TM01). It can learn it because it will have became part Nidoqueen at this point.<br />2) When you do Super Glitch corruption, I [i]think[/i] you have to do it by viewing the PokÃ©mon&#039;s summary in the right location; because you apparently can&#039;t carry over screen data into battle in Yellow.<br />3) You&#039;ll need to consider that the glitch PokÃ©mon between Red/Blue and Yellow are different, so a PokÃ©mon in Red/Blue might have different base stats, moves, etc to the PokÃ©mon with the same index number in Yellow.<br /><br />...And that&#039;s the end of the glitch, you&#039;ll have one or more level 30 &#039;fossil&#039; PokÃ©mon, and you can get even Johto guard glitch PokÃ©mon or remaining HP glitch &quot;only&quot; PokÃ©mon. You may want to try releasing your junk PokÃ©mon, but save first; as I haven&#039;t tried this yet.<br /><br />If you use TheZZAZZGlitch&#039;s over 6 PokÃ©mon trick and the fixes, you can adapt any other select glitch from Japanese R/G/B to English R/B/Y, but the select glitches will be different in some way.<br /><br />Additionally, I think it&#039;s cool how the Attack stat is a significant glitching variable now, like the Special stat.


subject: Re: Glitch Video Thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Crystal_ link=topic=449.msg197077#msg197077 date=1418492894]<br />Here&#039;s my 400 subs special video!<br /><br />Full of great Pokemon corruptions, the best of the best from all my Pokemon corrupting and glitching videos! Enjoy!&nbsp; ;D<br /><br />https://www.youtube.com/watch?v=RCqjiaLv-0g<br />[/quote]<br /><br />Great! Can&#039;t wait to watch it.


subject: Two Hoenn Glitches and a Possible Third Glitch
poster_name: Magic
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey, I&#039;m a long-time lurker that finally decided to post. I&#039;ve found two glitches, one in Gen 3 and one in Gen 6, and a possible third glitch.<br />1) In the Japanese Diamond/Pearl, there is a glitch where if a Pokemon with a Choice item uses Pursuit to KO a Pokemon switching out, the Choiced Pokemon can switch to another attack. However, this glitch also exists in the Generation III games with the Choice Band. (It was first mentioned by a Smogon user around Diamond/Pearl&#039;s release.) I only tested it on the North American Ruby and Emerald, but it&#039;s presumably in all versions of the Gen 3 games since the glitch made it to Gen 4.<br /><br />2) In Omega Ruby/Alpha Sapphire, there is a woman in Mauville Hills that will give each Pokemon in your party a&nbsp; Memorial Ribbon based on the day of the week. However, she doesn&#039;t give a Ribbon to fainted Pokemon. I had a fainted Synchronize Abra in my party, and every Pokemon except Abra got the Snooze Ribbon. I don&#039;t know if this is a glitch or just an oversight. <br /><br />3) The Ultimate Pokemon Center mentions that in Gold/Silver/Crystal, the Dragon Scale powers up Dragon-type moves instead of the Dragon Fang, making the latter useless in battle. However, this was fixed in Stadium 2. Can anyone see if Dragon Fang is bugged in the carts? <br />http://www.upokecenter.com/content/pokemon-gold-version-silver-version-and-crystal-version-held-items


subject: Re: Two Hoenn Glitches and a Possible Third Glitch
poster_name: Bent`
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Magic link=topic=7138.msg197081#msg197081 date=1418529768]<br />3) The Ultimate Pokemon Center mentions that in Gold/Silver/Crystal, the Dragon Scale powers up Dragon-type moves instead of the Dragon Fang, making the latter useless in battle. However, this was fixed in Stadium 2. Can anyone see if Dragon Fang is bugged in the carts?<br />[/quote]<br /><br />Yes, itâ€™s bugged in the carts.<br /><br />[code]; DRAGON FANG<br />&nbsp; &nbsp; &nbsp; &nbsp; dw 100 ; price<br />&nbsp; &nbsp; &nbsp; &nbsp; db NONE ; effect<br />&nbsp; &nbsp; &nbsp; &nbsp; db 0 ; param<br />&nbsp; &nbsp; &nbsp; &nbsp; db CANT_SELECT<br />&nbsp; &nbsp; &nbsp; &nbsp; db ITEM<br />&nbsp; &nbsp; &nbsp; &nbsp; db $00 ; can&#039;t use<br />â€¦<br />; DRAGON SCALE<br />&nbsp; &nbsp; &nbsp; &nbsp; dw 2100 ; price<br />&nbsp; &nbsp; &nbsp; &nbsp; db HELD_DRAGON_BOOST ; effect<br />&nbsp; &nbsp; &nbsp; &nbsp; db 10 ; param<br />&nbsp; &nbsp; &nbsp; &nbsp; db CANT_SELECT<br />&nbsp; &nbsp; &nbsp; &nbsp; db ITEM<br />&nbsp; &nbsp; &nbsp; &nbsp; db $00 ; can&#039;t use[/code]


subject: Re: Two Hoenn Glitches and a Possible Third Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Great first post. Thanks for this Magic. I didn&#039;t know any of these, even though I knew about the Pursuit glitch in Japanese Diamond/Pearl. :)


subject: Trainer-Fly in ORAS
poster_name: DaWoblefet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I came across [url=https://www.youtube.com/watch?v=wqGYMwDD3VY]this video[/url] while shifting through my YouTube feed, and at first glance, it&#039;s only a minor glitch; if you mash X while waiting for an unbattled trainer to turn towards you, you can open the menu just as they look at you. As the video states, you can immediately back out to battle, or save, reset, and immediately battle the trainer upon the game&#039;s startup. Flying away is also pretty boring, since it goes straight to the cutscene. <br /><br />However, the video did not try to use the Eon Flute to fly away, which could theoretically be accessed by registering it as a Key Item and spamming Y instead of X. Additionally, I believe using Dig and/or Escape Rope in a cave also forces you to undergo an overworld animation. Because I already defeated every Trainer that I could potentially use for this glitch, is there someone who could test this out? I seriously doubt it would amount to anything, but it&#039;d be interesting at least.


subject: Re: Trainer-Fly in ORAS
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Good thing I saved a spinner. I&#039;ll try to use the Eon Flute like you said. Unfortunately I don&#039;t know if I have any spinners left in a cave (are there any?).<br /><br />I think this is more like the Trainer simply not noticing you than escaping at the same time they notice you though.<br /><br />Edit: Nothing noticeable happened, the &quot;!&quot; didn&#039;t appear even though the Trainer was facing me, and I went above Route 113 as usual. What would happen if I used Teleport? I&#039;ll try that next.<br />Edit 2: Teleport brought me back to Fallarbor without the &quot;!&quot; appearing. I walked back to the Trainer and the battle went on as normal.<br />Edit 3: I used the Eon Flute from the Y button this time (yes it&#039;s possible) and the same thing happened as in my first edit.


subject: Re: English fossil conversion glitch (get absolutely any PokÃ©mon/glitch PokÃ©mon)
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You can also do the Double Distort glitch with &quot;,,&quot; to get hex F4 with a super glitch move at start, but I&#039;m not sure how each different Super Glitch move affects corruption.<br /><br />The glitch Pokemon FC and FD can also be obtained using Cooltrainer. Gifhevexxin and Dabomstew made programs for every possible cooltrainer (minus cooltrainers that are &quot;RAM&quot; based), but I&#039;ll probably post them in the Cooltrainer thread. :)


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Forgot to post the two outputs for Cooltrainer:<br /><br />[url=https://www.dropbox.com/s/a7gea128bewyuwq/ctpokemon_blue_final.rar?dl=0]CoolTrainer outputs based on wrong warping[/url]<br /><br />[url=http://basically.gg/ctdex]&quot;instaCT&quot; outputs.[/url] By changing the top left block pointer, and map width, and aligning yourself to&nbsp; the correct BlockY/X position, you can create CT distorts for almost all PokÃ©mon<br /><br />Note that the following PokÃ©mon do not have a possible overworld Distort, so you&#039;d need to find another method to get them.<br />[list]<br />[li]Omantye[/li]<br />[li]Dugtrio[/li]<br />[li]Caterpie[/li]<br />[li]Kingler[/li]<br />[li]Haunter[/li]<br />[li]Hex A2 (162) Missingno.[/li]<br />[li]Charmeleon[/li]<br />[li]Oddish[/li]<br />[li]Hex CE (206) &quot;â–¼ W G d &quot;[/li]<br />[/list]<br />Most of these, you can get through Double Distort, though I&#039;m not sure how you&#039;d get Hex CE, Cooltrainer or not (without ACE or English Fossil Conversion Glitch, because PokÃ©mon Overflow :P)


subject: Re: English fossil conversion glitch (get absolutely any PokÃ©mon/glitch PokÃ©mon)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7137.msg197086#msg197086 date=1418586882]<br />You can also do the Double Distort glitch with &quot;,,&quot; to get hex F4 with a super glitch move at start, but I&#039;m not sure how each different Super Glitch move affects corruption.<br /><br />The glitch Pokemon FC and FD can also be obtained using Cooltrainer. Gifhevexxin and Dabomstew made programs for every possible cooltrainer (minus cooltrainers that are &quot;RAM&quot; based), but I&#039;ll probably post them in the Cooltrainer thread. :)<br />[/quote]<br /><br />Yes, I actually saw your &quot;super glitch route&quot; on the PokÃ©mon speedruns wiki that discussed using Super Glitch from that double distort glitch PokÃ©mon and a certain glitch (is it the missing FF terminator, deposit PokÃ©mon glitch like the [url=http://forums.glitchcity.info/index.php/topic,1386.msg194252.html#msg194252]one here[/url] but with Super Glitch?) to corrupt your items.<br /><br />I didn&#039;t look into that glitch PokÃ©mon&#039;s available moves though, and thought I&#039;d just settle for LM4 because TheZZAZZGlitch&#039;s tricks were already there, and CoolTrainer may refuse to work; yet I may be being a hypocrite in that respect if hex:BE Super Glitch may stop working too, lol.<br /><br />Edit: Hex F1 learns :-<br /><br />[u]Level up:[/u]<br /><br />Start: Super Glitch A9<br />Start: Rolling Kick<br />Lvl 8 HM02<br />Lvl 17 Conversion<br />Lvl 104 Pound<br />Lvl 175 TM24<br />Lvl 186 Tackle<br />Lvl 195 Pound<br />Lvl 205 Glitch move hex:b5<br /><br />[u]TMs and HMs:[/u]<br /><br />01 - Mega Punch<br />02 - Razor Wind<br />03 - Swords Dance<br />05 - Mega Kick<br />06 - Toxic<br />09 - Take Down<br />10 - Double-Edge<br />11 - Bubblebeam<br />13 - Ice Beam<br />14 - Blizzard<br />25 - Thunder<br />27 - Fissure<br />28 - Dig<br />29 - Psychic<br />33 - Reflect<br />34 - Bide<br />35 - Metronome<br />37 - Egg Bomb<br />38 - Fire Blast<br />41 - Softboiled<br />43 - Sky Attack<br />44 - Rest<br /><br />My sources are echinodermata&#039;s [url=http://forums.glitchcity.info/index.php/topic,6613.msg188977.html]GlitchDex revisited Red document[/url] and Photon Phoenix&#039;s [url=http://forums.glitchcity.info/index.php?topic=6560.0]TM/HM data[/url].


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks Torchickens&nbsp; ;)<br />Another Discovery I found a while ago, but I was too busy to post it on the forums.<br />Using 9F will display the screen buffer, which means you can scroll down near a TMTrainer item which can overflow to the screen.<br />Example for hex 7A Missingno: [IMG]http://puu.sh/duHDz/297e1a2ffa.png[/img]<br /><br />This means, if you can overflow the item name to the location of the Species Tile, you can create a Distort, based on the Tiles in the Item Menu.<br /><br />The only problem is a TMTrainer item won&#039;t copy 50 tiles into its name, which means you need to find locations which have a bush tile near the top, yet the overflowed item data would cover the bushes just enough, so the Pokemon would distort, but not [i]too[/i] much so the battle won&#039;t be a corrupted battle.<br /><br />You could probably manipulate this to &quot;specify&quot; the DVs of the Cooltrainer PokÃ©mon, but it wouldn&#039;t be any easier.


subject: Re: English fossil conversion glitch (get absolutely any PokÃ©mon/glitch PokÃ©mon)
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  I don&#039;t know exactly what happens when you deposit immediately after looking at the Super Glitch move on the PC, or what bytes are exactly shifted to create the FF at the front of the party. What was weird, was that when I deposited hex F4 in the PC directly after looking at Super Glitch, the game didn&#039;t crash, but if I would deposit the first PokÃ©mon right after, the game would crash. I&#039;m not even sure if it&#039;s depositing hex F4&#039;s data, or the &quot;new&quot; first Pokemon that appears right after.&nbsp; :o<br /><br />I simply overflowed Inventory by swapping the 2nd PokÃ©mon (usually a Pidgey) with the 11th.


subject: Re: English fossil conversion glitch (get absolutely any PokÃ©mon/glitch PokÃ©mon)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7137.msg197091#msg197091 date=1418589469]<br />I simply overflowed Inventory by swapping the 2nd PokÃ©mon (usually a Pidgey) with the 11th.<br />[/quote]<br /><br />Ah, I see. Do you mean the 10th? Unfortunately that corrupts your PokÃ©dex.<br /><br />I haven&#039;t tried your trick, so I don&#039;t know what this FF at the front of the party is, but if you remove all FF terminators from your party (I thought F4 might do this with your method, but now that you say you swapped the 2nd PokÃ©mon with the 11th I have doubts because it seems you can open the PokÃ©mon menu without a freeze), and then deposit the first PokÃ©mon, the game will shift bytes back to D164 and onward, up to the first FF (on closer analysis this doesn&#039;t exactly happen, the PokÃ©mon 6 byte 1 became Golduck for some reason when there was no 80h to be seen). You can deposit another party PokÃ©mon too (e.g. PokÃ©mon 2 makes the bytes shift back to D165 and onward).<br /><br />If the first FF is the item terminator, and the first item is a useful index number (e.g. a TM because it&#039;s over 200), you can shift that into the item counter, so TM01 would allow an item counter value of 201, but your party PokÃ©mon menu will be broken. When I did this with hacking, walking around froze the game too.


subject: Re: English fossil conversion glitch (get absolutely any PokÃ©mon/glitch PokÃ©mon)
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I meant 10th PokÃ©mon, not 11th. Thanks for the correction :)<br /><br />I tried doing the &quot;End of List&quot; byte shift with a PP UP, but the PP UP didn&#039;t shift upon withdrawing; it just stayed there.


subject: Re: English fossil conversion glitch (get absolutely any PokÃ©mon/glitch PokÃ©mon)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  You&#039;re welcome. I analyzed your route, not the yolo one, I had trouble with that one but I probably just made a silly mistake.<br /><br />Viewing F4&#039;s summary from the PC and getting a successful corruption sets D163 to 00 (and eliminates FFs). But when you close the summary the Deposit/Stats/Cancel box is still open, and you can deposit it to make D163 underflow to FF.&nbsp; Depositing Pidgey first lets you get a PokÃ©mon you can withdraw without a freeze. Then, for some reason when you withdraw Pidgey the game makes a mistake and gives you 24h PokÃ©mon (Pidgey&#039;s identifier!) and gives you an FF in D164, terminating the list so that you can access it. This would explain why Rhydon doesn&#039;t work because it&#039;s hex:01.<br /><br />To do the &quot;end of list&quot; byte shift you need D163 to be greater than 01 somehow. How did you go about doing it? I suppose there may be a suitable spot somewhere that gives you more than 01 PokÃ©mon and eliminates the FFs, though poison decrementing unrelated bytes may be problematic.<br /><br />Edit: I found if you view F4&#039;s status here you get 4Eh (dec:78) PokÃ©mon and the FF is kept so you can swap PokÃ©mon, if the first move was Super Glitch. You can then swap the 2nd PokÃ©mon with the tenth, go into the PokÃ©mon Center and warp to HoF with your expanded items pack. A glitch box set will appear while tossing that may stop the items from actually being tossed, but it didn&#039;t prevent me from trying to toss again, which gave me Yes/No, and I successfully warped to HoF.<br /><br />[img]http://i7.minus.com/ibsoY4nNH8QE7Q.png[/img]<br /><br />I had 5 PokÃ©mon that slowed down the ending sequence (because it had to show my PokÃ©mon), though. In your video the party PokÃ©mon didn&#039;t even show after you viewed F4&#039;s summary from the PC box and did the 00-&gt;FF, withdraw thing.<br /><br />By the way, may you release your VBM please? I relied on cheats to get to where you got (I copied you but I got an unlucky Special stat for Bulbasaur for Brock Through Walls so hacked in Calciums). Instead of doing a non optimal TAS myself, I thought it&#039;d be better to use yours.


subject: How do you get numbers in pokemon nicknames?
poster_name: shutterbug2000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I noticed in a couple of Chickasaurusgl&#039;s videos, the he/she had nicknamed a pokemon with hex, including numbers. I thought it was a cool idea, but I don&#039;t known how to nickname with numbers. What allows you to do that?<br /><br />Thanks!


subject: Re: How do you get numbers in pokemon nicknames?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shutterbug2000 link=topic=7140.msg197097#msg197097 date=1418600869]<br />I noticed in a couple of Chickasaurusgl&#039;s videos, the he/she had nicknamed a pokemon with hex, including numbers. I thought it was a cool idea, but I don&#039;t known how to nickname with numbers. What allows you to do that?<br /><br />Thanks!<br />[/quote]<br /><br />Hi, that&#039;s me.<br /><br />Yes, I wanted to name glitch PokÃ©mon based on their hexadecimal index number, but I actually cheated and used memory viewer to do this (or you can use the following GameShark codes for PokÃ©mon 1&#039;s name):<br /><br />Slot 01 01??B5D2 <br />Slot 02 01??B6D2 <br />Slot 03 01??B7D2 <br />Slot 04 01??B8D2 <br />Slot 05 01??B9D2 <br />Slot 06 01??BAD2 <br />Slot 07 01??BBD2 <br />Slot 08 01??BCD2 <br />Slot 09 01??BDD2 <br />Slot 10 01??BED2 <br /><br />If you can set up [url=http://forums.glitchcity.info/index.php?topic=6638.0]arbitrary code execution[/url] and your own code spelled with items though, you should be able to name a PokÃ©mon anything. Maybe a code that sets the first letter to the quantity of an item, then modifies itself to change the second letter the second time you use it, and so on would work; like TheZZAZZGlitch&#039;s change your name code. I may work on such a code.


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=luckytyphlosion link=topic=6992.msg197090#msg197090 date=1418589136]<br />Thanks Torchickens&nbsp; ;)<br />Another Discovery I found a while ago, but I was too busy to post it on the forums.<br />Using 9F will display the screen buffer, which means you can scroll down near a TMTrainer item which can overflow to the screen.<br />Example for hex 7A Missingno: [img]http://puu.sh/duHDz/297e1a2ffa.png[/img]<br /><br />This means, if you can overflow the item name to the location of the Species Tile, you can create a Distort, based on the Tiles in the Item Menu.<br /><br />The only problem is a TMTrainer item won&#039;t copy 50 tiles into its name, which means you need to find locations which have a bush tile near the top, yet the overflowed item data would cover the bushes just enough, so the Pokemon would distort, but not [i]too[/i] much so the battle won&#039;t be a corrupted battle.<br /><br />You could probably manipulate this to &quot;specify&quot; the DVs of the Cooltrainer PokÃ©mon, but it wouldn&#039;t be any easier.<br />[/quote]<br /><br />So does that mean if a Super Glitch item had a CE tile in a certain part of its name, there may be some hope for a &quot;â–¼ W G d &quot; LOL glitch?<br /><br />I think I get your idea, but I&#039;m having trouble getting a menu tile to be written to x=01, y=06. Can you do a video showing you getting to the location you used, please? That would be cool.<br /><br />Now that you posted that instaCT data, I&#039;m considering doing a &#039;obtain every glitch PokÃ©mon&#039; run, xD. I was also considering it but less so after doing my English Fossil conversion glitch video.<br /><br />Edit: Are there any glitch PokÃ©mon with a hex:CE character in their second &#039;letter&#039;? You could double distort with that to get &quot;â–¼ W G d&quot;.<br /><br />[img]http://i4.minus.com/ibnYpNU4uUBezn.png[/img]


subject: Re: How do you get numbers in pokemon nicknames?
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I found the post for a &quot;pseudo-gameshark&quot; in your game: [url=http://forums.glitchcity.info/index.php/topic,6638.msg189609.html#msg189609]Link[/url]<br /><br />Hopefully this will be much easier than looking through each post, although it is still a good idea to look through them because some posts explain things not mentioned in the first post. :)


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  Well, you could change your rival&#039;s name to include Hex CE, but I don&#039;t know how you would able to display the rival name on screen. I really have no clue how to get a &quot;Hex CE&quot; cooltrainer, unless you look into ram based CTs.<br /><br />There are many glitch RAM Based tiles in the outside Pkmn league map, and route 23, so you could start looking there.\<br /><br />EDIT: Does anyone know where the code that marks the tile composition in each block is in the disasm?


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=luckytyphlosion link=topic=6992.msg197101#msg197101 date=1418609560]<br />Well, you could change your rival&#039;s name to include Hex CE, but I don&#039;t know how you would able to display the rival name on screen.<br />[/quote]<br /><br />Have you seen the rival&#039;s name appear during CoolTrainer before? This may sound dumb, but I wonder if you mean you&#039;ve never seen it at all or you&#039;ve just never seen it cover the species tile.<br /><br />[quote author=luckytyphlosion link=topic=6992.msg197101#msg197101 date=1418609560]<br />There are many glitch RAM Based tiles in the outside Pkmn league map, and route 23, so you could start looking there.\<br />[/quote]<br /><br />Do you mean [url=http://glitchcity.info/wiki/index.php/Out_of_bounds_Glitch_City_(Generation_I)]this type of Glitch City?[/url], with the 4x4 blocks representing memory addresses, the same kind TheZZAZZGlitch used to get a 94 CoolTrainer using a specific nickname for Ditto before double distort was found?<br /><br />It&#039;s possible that no block contains a hex:CE tile, but I think it&#039;s worth looking into it.<br /><br />By the way, I went through every glitch PokÃ©mon name in Red, and none contained a hex:CE in the second character, unfortunately. There were a few hex:CDs (not surprising maybe, because that&#039;s the &quot;call&quot; opcode, which makes me want to execute glitch PokÃ©mon names as code) and even a hex:CC, but no hex:CE.<br /><br />Edit: It occurred to me you could always use Paco81&#039;s remaining HP glitch for hex:CE (remaining HP of 206), if we&#039;re going to disallow arbitrary code execution and English fossil conversion glitch. I didn&#039;t think of that even though I&#039;ve used that glitch before. I don&#039;t see the problem with party counter overflow if you don&#039;t mess up your PokÃ©dex. If we&#039;re going for a run with every glitch PokÃ©mon, I feel corrupting the PokÃ©dex may actually be beneficial because you can (theoretically) avoid the Rhydon trap and long glitch PokÃ©dex entries.<br />


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The Out of Bounds City displays the block identifier corresponding to the first party pokemon&#039;s nickname, which means that if a CE tile doesn&#039;t appear in a location that would work for Cooltrainer, than it would be impossible to make a cooltrainer for that PokÃ©mon.<br /><br />...and I just realize that the block identifier for the block is changing, and not the actual &quot;tiles&quot; in the block. :facepalm:<br /><br />I&#039;m pretty sure that the PokÃ©mon listed that don&#039;t have valid overworld cooltrainers are because the specific tile for each PokÃ©mon does not work for a Cooltrainer position with any block. I guess the only other way is to use the Remaining HP Glitch, then.


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Here&#039;s a ridiculous trick that might work.<br /><br />Apparently hex:EA evolves at level 138 with the evolve without stone glitch using Doduo into hex:CE. You&#039;d maybe have to get a Missingno. (345,420 experience at level 100) and hybridize it with a hex:EA (max exp 819,325) that you obtained from a double distort with a glitch PokÃ©mon that had ã‚¥ as the second character in its name first, then get it level to or beyond 138; but would it even get to that high a level?<br /><br />Edit: Didn&#039;t work, even though I got it to level down to 155.


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh yeah, I realized that using PokÃ©mon Overflow wouldn&#039;t be good for getting all glitch mons, because you can simply swap a PokÃ©mon in the party with PokÃ©mon past the sixth slot. :P


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=luckytyphlosion link=topic=6992.msg197105#msg197105 date=1418617023]<br />Oh yeah, I realized that using PokÃ©mon Overflow wouldn&#039;t be good for getting all glitch mons, because you can simply swap a PokÃ©mon in the party with PokÃ©mon past the sixth slot. :P<br />[/quote]<br /><br />I guess you could ban it then, or just set a rule that you have to get your PokÃ©mon by catching them, getting them as gift mon or evolving them, not mutating them or digging them up from your party PokÃ©mon past slot 6.


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6992.msg197106#msg197106 date=1418617663]<br />getting them as gift mon<br />[/quote]<br /><br />But a video of using 8F, tossing one item, using 8F again, .. wouldn&#039;t be that fun to watch :P


subject: Hey guys it's been a while
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Not really an introduction thread. Most of you know who I am or at least have heard of me somewhere here I think. I&#039;ve been away for a long time. Mostly because of my misbehavior in the rizon.net IRC stuff. I won&#039;t go into details but those of you involved know who you are. I&#039;ve spent most of my time thinking about it or doing other stuff with my time, like playing games. I want to apologize to Wa and everyone else I offended that day. Not asking to be unbanned from that channel, just apologizing because what I did was wrong and I should have watched what I said. So I hope you can forgive me for it. Like I said, I don&#039;t need to go into details and I won&#039;t because it will bring unneccessary drama to the boards. (I&#039;ve got enough stuff going on anyway. I don&#039;t need to bring my problems here.)&nbsp; <br /><br />On a less serious note, it&#039;s good to come back. As Torchickens/ChickasaurusGL knows, I&#039;ve been monitoring progress with glitches from his youtube channel. I want to say you guys have made a lot of progress and to keep up the good work. What I&#039;d like to know is if there&#039;s anything I can do to help out. If someone can point me to what needs to be done, let me know. Personally, probably the best thing for me to do now is contribute to Project Casper if it&#039;s still active as I&#039;ve been mostly examining glitches in other games. (pokemon is great and all but I honestly can&#039;t compete with people like Torchickens and other notable members of the community.) <br /><br />So, hey everyone.&nbsp; <br /><br />Now that I have returned


subject: Leftover Mimic behaviour (Generation II)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  In at least the Japanese version of Crystal, the old behaviour of Mimic from Generation I is present in the game, unused. The original behaviour was that you could copy any one of the opponent&#039;s moves.<br /><br />The game brings up your moves with another box that says &quot;ã©ã®ã‚ã–ã‚’ ã‚‚ã®ã¾ã­ã™ã‚‹?&quot; (which move should be Mimicked?).<br /><br />In Generation II, Mimic was changed to copy the target&#039;s last move.<br /><br />Hibiki Ganaha showed this in a [url=https://www.youtube.com/watch?v=VeFV9kUtDoU]video[/url]. After he/she selected a move to Mimic the game glitched up, but I don&#039;t know if that&#039;s because the interface was forced unexpectedly (after opening &#039;fight&#039;). Maybe there is more code to this. On the other hand, the behaviour may be completely glitched.<br /><br />Does anyone know what GameShark code(s) you can use to force the leftover Mimic behaviour?


subject: Re: Hey guys it's been a while
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Welcome back Glisp! Yeah, thank you for watching my videos and for your support.<br /><br />If you want to do more research into certain PokÃ©mon glitches, feel free, even if it&#039;s just answering a question on these forums. Who knows, you may find a completely new glitch accidentally, such as [url=https://www.youtube.com/watch?v=2u4M_d5aLcM]this one[/url].<br /><br />Good luck with Project Caspar if you decide to focus on that. Maybe you could make articles about well known glitches first, like the &quot;Minus World&quot; from Super Mario Bros. and Pac-Man&#039;s kill screen.


subject: Elder Scrolls III: Morrowind
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Glisp
icon: xx
body:
  The Elder Scrolls III: Morrowind is full of bugs and other issues as well as unused content. I&#039;ve looked into some of them. A few bugs were patched by Bethesda as things progressed, others were patched by Morrowind Custom Patch (MCP) or Morrowind Patch Project (MPP).&nbsp; Others however cannot be fixed. In addition to Bethesda simply stopping making patches, some bugs are also within the game engine itself and cannot be fixed.<br /><br />I&#039;m only going to go over more notable bugs in the game. For a full list of bugs see these links:<br />http://uesp.net/wiki/Morrowind:Glitches<br />http://uesp.net/wiki/Tes3Mod:Engine_Bugs<br />[size=12pt]&quot;Not Saving Enough Crash&quot;[/size]<br />If it&#039;s been a while since you&#039;ve saved, sometimes the game will randomly crash. According to the wiki, it&#039;s caused by a bug in the data sorting algorithms of the game engine. The game&#039;s buffers overflow and empty and when the game tries to access that data it&#039;s gone, promoting a crash. <br />[size=12pt]<br />Seeing Red[/size]<br />If you manage to take damage with the red hit fader (a red ring that shows you&#039;ve taken damage on the screen) on screen and change cells, it will stay on the screen until you take damage again or save and reload. This issue can usually be seen if the player is a vampire and taking sun damage. When the player enters a new cell, the red hit fader will remain. MCP fixes this issue thankfully and alternatively it can be fixed by simply disabling the hitfader via Morrowind.ini. <br /><br />[size=12pt]Item Ownership Contamination[/size]<br />Sometimes when arrested, guards will confiscate items you haven&#039;t actually stole. This happens because if you&#039;ve stole a copy of an item, the ownership ends up being transferred to all versions of said item in the gaming world on that save. This is because all items of that type share the same ID internally. There is no known fix for this bug as it&#039;s related to the engine itself. Future Elder Scrolls games would solve this problem by making each item placed in the gaming world have its own unique ingame ID (usually assigned by a random group of hexidecimal values.) different from the internal ID used by the game&#039;s construction set. <br /><br />In Morrowind however, because of ownership contamination, it&#039;s possible for items to have multiple owners if more than one copy of said item was stolen from different people. It also happens when you go to retrieve stolen items for the evidence chests at imperial forts. in this case, the owner of the evidence chest (usually a random Imperial guard NPC is the owner) is added in addition to the original owner(s). in the PC version, this contamination can be seen and monitored by typing &quot;tfh&quot; or &quot;toggle full help&quot; in the game&#039;s console (accessed by pressing the ~ key)&nbsp; <br /><br />[size=12pt]Catch Corprus Outside of the Main Quest[/size]<br />The NPC Tanusea Veloth at Vivec Arena&#039;s Arena pit (See:[url=http://uesp.net/wiki/Morrowind:Tanusea_Veloth|]http://uesp.net/wiki/Morrowind:Tanusea_Veloth[/url]) has Corprus disease. If you kill her and try to loot her body, it&#039;s possible to catch it. Corpus disease has no cure and Divayth Fyr cannot cure it as it has to be given to you from Dagoth Gares in the main quest in order for the quest script to work properly. Thus, the game&#039;s main quest is ruined. Tanusea Veloth infecting the player with Corprus is related to how diseases work in Morrowind. Attempting to loot the corpse of or fight hand-to-hand with a human NPC or a creature that&#039;s diseased can cause you to contract the disease they&#039;re carrying. Since Tenusea Veloth has Corprus, it&#039;s possible for them to catch it. Fortunately, the only time you have to interact with Tanusea directly is for a Tribunal Temple quest called &quot;Disease Carrier&quot; where you have to either kill her or convince her leave for Tel Fyr for treatment.&nbsp; <br /><br />[size=12pt]Tenusea Veloth Disappeared[/size]<br />On a slightly unrelated note, Tenusea Veloth may not appear in vivec&#039;s arena pit. (certain other NPC&#039;s in the game will refuse to appear as well sometimes) if she doesn&#039;t appear, in the PC version&#039;s console type [b]PlaceAtPC &quot;Tanusea Veloth&quot;,1,20,1[/b]. If this doesn&#039;t work and you need her for the &quot;Disease Carrier&quot; quest, advancing the Journal to the next stage with [b]Journal &quot;TT_DiseaseCarrier&quot; 40[/b] or [b]Journal &quot;TT_DiseaseCarrier&quot; 50[/b]. setting the stage to 40 will make the game think she&#039;s dead. Setting the stage to 50 will make the game send her to Tel Fyr. I haven&#039;t tested this myself so I don&#039;t know if she&#039;ll appear in Tel Fyr or not if you set the quest stage to 50. Either way, just return to the quest giver to recieve your reward(s).&nbsp; <br /><br />There&#039;s a ton of other glitches which you can see on the pages I listed at the top. However, these are the more well known glitches/oversights in the game. There&#039;s other popular ones like the &quot;Soul trap glitch&quot; which lets you make any spell effect last permanently, and the &quot;Looting summons&quot; glitch that lets you farm summoned creatures for items. Both of which are on the glitches page at the top. <br />


subject: Re: Hey guys it's been a while
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  thanks for the suggestions Torchickens. I actually have one game in mind for now:<br />http://forums.glitchcity.info/index.php/topic,7144.0.html<br /><br />Don&#039;t know when I&#039;ll start a wiki article as there&#039;s a lot of glitches and just copying and pasting from their wiki wouldn&#039;t be very ethical.&nbsp; 


subject: Re: English fossil conversion glitch (get absolutely any PokÃ©mon/glitch PokÃ©mon)
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I used Bizhawk instead of VBA because Bizhawk has an accurate framerate (yeah yeah nitpicky about accuracy)<br /><br />Here&#039;s the Bkm for the tas: [url=https://www.dropbox.com/s/94lzy171ss1kpac/Pokemon%20Blue%20superglitch%20%28not%20a%29%20tas%20%28proof%20of%20concept%29.bk2?dl=0]Link[/url]<br /><br />Changing anything in the TAS will probably affect the RNG, so be careful when changing parts of the TAS (example: the dumb menu flash in unknown dungeon 2F was the result of myself testing different joypad output combinations to get Ditto on the first encounter :P)


subject: Re: Leftover Mimic behaviour (Generation II)
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Seems the OP replied to your youtube comment and gave a gameshark code, but D266 seems to at first glance do something different in English Crystal; namely, it&#039;s set to 1 if a Run attempt fails with the &quot;Can&#039;t escape!&quot; text, then back to 0 after the game calls a function that I assume uses it.


subject: Re: Leftover Mimic behaviour (Generation II)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Thanks. The memory structure is different between English and Japanese Crystal.<br /><br />What I try to do to port codes like this is look at the surrounding bytes and do a 32 bit data search in VBA (note you have to enter the bytes in reverse order). This doesn&#039;t always work if VBA doesn&#039;t think your values are a 32 bit byte, but from the beginning of the game I searched 27 9B -00- 00, and the 00 was at D235. 010135D2 brings up your fight screen box but doesn&#039;t let you back out, and choosing a move makes you use Struggle. I don&#039;t know if it&#039;s the same thing.<br /><br />Edit: That code in English Gold is 01011FD1.<br />Edit 2: Japanese Gold - 010111D1.<br />Edit 3: English Crystal (listed again so it&#039;s easier to see) - 010135D2.


subject: Re: Leftover Mimic behaviour (Generation II)
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It might be the same thing.<br /><br />It clearly displays a string (at 3e61c) beside the move box, but that string is dummied out (just a single 50).


subject: Re: Leftover Mimic behaviour (Generation II)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Wack0 link=topic=7143.msg197118#msg197118 date=1418763430]<br />It might be the same thing.<br /><br />It clearly displays a string (at 3e61c) beside the move box, but that string is dummied out (just a single 50).<br />[/quote]<br /><br />Ah, interesting. The string would start at the same coordinates as the Japanese version (BGB: x=0B, y=0E) so that makes it more likely.


subject: Re: Leftover Mimic behaviour (Generation II)
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Interesting stuff guys. keep up the good work. Though, I thought Mimic in generation 1 just copied a random move rather than letting you choose it. (sort of like how disable disables a random move in generation 1) 


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  While I was looking the disasm for something else, I found out that char $53 displays the rival name. I&#039;ll look into it if I can make a CT using rival name, but &quot;$53&quot; tiles aren&#039;t as prominent as Grass tiles. (i think $53 is a roof tile?)<br /><br />EDIT: HOLY CRAP FOUND CATERPIE COOLTRAINER :XD:<br /><br />HOW TO ACQUIRE CATERPIE COOLTRAINER:<br />1. ACQUIRE HEX ITEM 9E (OTHERS MAY WORK, NOT TESTED)<br />2. ACQUIRE ITEM 9F (NOT HEX VALUE, THE ITEM IS CALLED 9F)<br />3. CHANGE FIRST TEN RIVAL NAME SLOTS TO ALL HEX 7B<br />4. GO TO THIS LOCATION:<br />[IMG]http://i.imgur.com/s5AZIod.png[/img]<br />5. SWAP HEX 9E to the slot above 9F, and scroll down so you can&#039;t see HEX 9E and 9F.<br />6. CLOSE AND OPEN ITEM MENU.<br />7. When your cursor is on 9F, scroll up ONCE.<br />8. Your screen should be partially filled with hex 7B and other tiles near the top of the screen. It should look like this:<br />[IMG]http://i.imgur.com/OgjnTE5.png[/img]<br />When you get this, scroll down ONCE and use 9F.<br />9. Re-open Menu and fly to Diglett&#039;s cave<br />10. Cooltrainer for Caterpie.<br />[size=6pt][s]11. Cry as Red 151 becomes the faster category.[/s][/size]<br /><br />[IMG]http://i.imgur.com/hZo6ggT.png[/img]<br /><br />To make another Cooltrainer, simply use another item in Rival Name. To get Hex CE, use TM06 instead of item hex 7B in rival name.<br />


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Wow, great find as usual. I think you deserve to be a Distinguished Member. So, just how many glitch PokÃ©mon can you get with the trick you just posted? You can&#039;t get 50h, it doesn&#039;t get printed on the screen, and the 4F [NL] control character makes it so that text gets printed near the bottom of the screen. 51, 56 and 57 don&#039;t get printed as tiles either.<br /><br />Yes, I made a small list of &#039;magic words&#039; [url=http://forums.glitchcity.info/index.php/topic,6441.msg187026.html#msg187026]here[/url]. Another which may have some value is [$59] - ENEMY (POKÃ©MON name) and [$5A] -&nbsp; (User&#039;s PokÃ©mon name).<br /><br />Remember the Enem. infinite loop for hex:F0 in Spanish Red/Blue? That happens because there is a [$59] character in its name, and the variable after Enem. is expected to be the species&#039; name at that point, so its name becomes &quot;Enem. Enem. Enem.&quot;<br /><br />I&#039;d like to add, it seems you can do this with a minimum of a 6 letter rival name, and you only have to change the fourth character for a 6 letter name.<br /><br />Edit: Wow, D34D is a quantity, that makes the glitch super easy with item underflow.<br />Edit 2: Can&#039;t be done (here) with 1-5 characters. If you have a 7 letter Rival name, change D34B (rival name&#039;s second character). If you have an 8 letter Rival name, change D351 (rival&#039;s name eighth character). If you have a 9 letter Rival name, change D350 (rival&#039;s name seventh character). If you have a 10 letter Rival name, change D34F (rival&#039;s name sixth letter).


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  Another thing I found, if you have a pokemon in memory and you go to the same location, you&#039;ll have too many tiles and they&#039;ll cover the 50 tile. This can be remedied with $50 in the 4th rival character. The 2nd rival character determines the Pokemon.<br /><br />EDIT: Actually I think it depends on the length of the item name. I used another TMTrainer item that also uses rival name in the item name, so it probably differs than the &quot;4 8 4 8 [b]H[/b]&quot; item.


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  You can save and reset before opening the item menu to hopefully remove whatever is obstructing the 50s (TRAINER for me, with a 10 letter rival name, and it went after saving and resetting). You are right that the type of &#039;tile writing&#039; glitch item may affect where the tiles are, even if you have the same name.<br /><br />Compare 81h with 9Eh.<br /><br />[img]http://i.minus.com/joUgsg2L3tWK8.png[/img]<br /><br />Even though you are correct that a name like that may let you have a 50h on the screen again, you still need the rival character to be printed in the right place (BGB x=01, y=06); and the same rules (in the quote below) still apply (however, importantly they are specific to 9Eh, they may not work for other items, example: item hex:81). But you got it with the 2nd Rival character somehow right? So that&#039;s good.<br /><br />Ideally, we want a glitch item that gives you a quantity address in x=01, y=06 before you enter battle, and a quantity address (which very well may be different) in x=01, y=06 after you enter battle, and together with your name the 50 tile has to be there. Another variable involved is the enemy PokÃ©mon&#039;s name (Pidgey and Rattata may give different locations for &quot;TRAINER&quot;, which blocked the 50h tiles for me)<br /><br />[quote author=Torchickens link=topic=6992.msg197123#msg197123 date=1418853668]<br />If you have a 6 letter rival name, you only have to change the fourth character, D34D<br />If you have a 7 letter Rival name, change D34B (rival name&#039;s second character).<br />If you have an 8 letter Rival name, change D351 (rival&#039;s name eighth character).<br />If you have a 9 letter Rival name, change D350 (rival&#039;s name seventh character).<br />If you have a 10 letter Rival name, change D34F (rival&#039;s name sixth letter).<br />[/quote]<br /><br /><br />I think a good name for this glitch would be &#039;Rival CoolTrainer&#039;.<br />Edit: Oh, I noticed on the PokÃ©mon Speedruns Wiki that you gave it the same name.


subject: Re: CoolTrainerâ™€ (and non hex:00 Super Glitch) yields documentation thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  You can &#039;port&#039; this to Yellow too, with the hex:80 item (which is both a Super Glitch and tile writer item) and -gm (hex:6A), but seemingly not Lg- (hex:6E). Adjust your fourth Rival name character (our result) with item underflow to what you like and make it six letters long. Do the first part of the [url=https://www.youtube.com/watch?v=7klMjrBPLkU]lol glitch[/url] within walking distance of Fuchsia City by encountering a PokÃ©mon and restoring the graphics by 9F (not its hex. I prefer using this because I had trouble finding a warp without getting trapped) or entering a warp (Doduo worked for me, other PokÃ©mon may mess up the glitch), go to the spot near the PokÃ© Mart, use -gm again, select hex:80, cancel, and throw the PokÃ© Ball. Remember to save and reset before doing another &#039;rival based lol glitch&#039;.


subject: Obtaining ????? (silver) without coin case/ bad clones.
poster_name: shutterbug2000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Is it at all possible to get a bad clone in silver by trading from blue? For some reason, &#039;m shows up as slowpoke(?!) In silver, which according to the hex list,&nbsp; shouldn&#039;t be happening... Any ideas?


subject: Re: Obtaining ????? (silver) without coin case/ bad clones.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=shutterbug2000 link=topic=7145.msg197127#msg197127 date=1418950860]<br />Is it at all possible to get a bad clone in silver by trading from blue? For some reason, &#039;m shows up as slowpoke(?!) In silver, which according to the hex list,&nbsp; shouldn&#039;t be happening... Any ideas?<br />[/quote]<br /><br />I don&#039;t think there is a way, sadly. Everything 1-250 has a hard-coded conversion when you trade them to Generation II (see [url=http://bulbapedia.bulbagarden.net/wiki/Johto_guard_glitch#Conversion]here[/url]) and ????? doesn&#039;t appear in the list. [url=http://forums.glitchcity.info/index.php/topic,6985.msg195962.html#msg195962]According to HÃ¡Äky[/url], 251 and 252 become Wobbuffet as well, and 253-255 (and 0) become PokÃ©mon based on the data following the table, but since that&#039;s in the ROM, you can&#039;t change it, and ????? doesn&#039;t appear anywhere for Generation I to Generation II transfers. Another thing that stops you is the &quot;abormal PokÃ©mon trap&quot;. This can actually be worked around if you use 8F to change a PokÃ©mon&#039;s typing to match the Gold/Silver/Crystal PokÃ©mon&#039;s type, however.<br /><br />I don&#039;t know of a way to get a ????? without Coin Case or the bad clone trick in Gold and Silver unfortunately. I tweaked TheZZAZZGlitch&#039;s Celebi Coin Case trick (where you deposit the first PokÃ©mon into the Day Care and withdraw it) to get ?????, because it&#039;s hard to get a bad clone (without Stadium 2, as people say it makes things easier).<br /><br />I don&#039;t think the &#039;current&#039; Coin Case trick requirements are that bad, unless you threw away or used TM06 Toxic from Janine. It&#039;s time consuming though, so I do think it would be great if there was a crazy glitch that lets you get a ????? easily, as unlikely as it seems. <br /><br />Party requirements: Quagsire with HP Up in fourth position and Sleep Talk as the first move, a low level PokÃ©mon in the third position, a PokÃ©mon that will get replaced in the first position. Use a different low level PokÃ©mon and Quagsire if this doesn&#039;t work. <br /><br />Overworld requirements: Take one step out of Elm&#039;s lab, go four steps east, listen to Bellsprout/Machop&#039;s/etc. cry, switch pockets, use Coin Case.<br /><br />Stored item requirements (order matters):<br />[ANY ITEM]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x[ANY QUANTITY]<br />[ANY ITEM]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x38<br />TM27&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x2<br />Fresh Water&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x42<br />Lovely Mail&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x1<br />HM07&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x1<br />Poke Ball&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x65<br />Great Ball&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x4<br />Great Ball&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x4<br />Great Ball&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x4<br />Everstone&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x1<br />[ANY ITEM]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x[ANY QUANTITY]<br />Surf Mail&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x51<br />Full Heal&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x18<br />Flower Mail&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x46<br />HM03&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x1<br />X Speed&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x1<br />TM06&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x1<br />[ANY ITEM]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x[ANY QUANTITY]<br />TM41&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x1


subject: Re: Obtaining ????? (silver) without coin case/ bad clones.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shutterbug2000 link=topic=7145.msg197129#msg197129 date=1418955027]<br />Well, I&#039;m testing a theory I have at the moment. I&#039;ll let you know how that goes.<br />[/quote]<br /><br />Good luck!


subject: Re: Obtaining ????? (silver) without coin case/ bad clones.
poster_name: shutterbug2000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, that didn&#039;t work. But, there&#039;s hope. Maybe. After some thought, since (I think) code execution Is easier in red/ blue, maybe we could:<br />1. Obtain a Charizard m, through whatever method is easier. <br /><br />2. Put it in the pc in the current box.<br /><br />3. Change it to level x with the stats of a level x ?????<br /><br />4. Trade it to gen 2<br /><br />5. Hope it works!!<br /><br />Would this be feasible? 


subject: Re: Obtaining ????? (silver) without coin case/ bad clones.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Actually, hex:FF is considered a ????? (FF) on Gold, at least from Yellow, and not Snubbull or Granbull. I&#039;m sorry for relying on data and not checking myself.<br /><br />When you try to trade glitch PokÃ©mon to Generation II, you often get a message that it is &quot;abnormal&quot; which prevents you from trading it, you&#039;ve probably seen it before. To make it tradeable, it must:<br /><br />*Must not be an [url=http://bulbapedia.bulbagarden.net/wiki/Unstable_hybrid_Pok%C3%A9mon]unstable stable[/url].<br />*Must not be over level 100.<br />*Must have types that match the Generation II PokÃ©mon.<br /><br />Hex:FF ????? is a dual-type &#039;l) m) ZM/Normal glitch PokÃ©mon. The hexadecimal representation of its type is apparently 7C 0C; so you need to give Q those types and then trade it. I&#039;ll try to make a ws m code (or 8F code if this would work with Charizard &#039;M) that changes its types tomorrow.<br /><br />Edit: I made a code but I don&#039;t know where I got my old type values from. I think they may have been wrong, so I&#039;m going to rewrite it and say if it lets you trade it. One moment.<br />Edit 2: My code didn&#039;t let it tradeable. I wonder why it didn&#039;t work.<br /><br />The code was:<br /><br />ld a, $7C&nbsp;  | 3E 7C <br />ld h, D1&nbsp; &nbsp; | 26 D1<br />ld l, 6F&nbsp; &nbsp; | 2E 6F<br />ld (hli),a&nbsp; | 22<br />ld a, $0C&nbsp;  | 3E 0C<br />ld (hli),a&nbsp; | 22<br />ret&nbsp; &nbsp; &nbsp; &nbsp;  | C9<br /><br />Lemonade x124<br />Carbos x209<br />X Accuracy x111<br />Water Stone x62<br />Burn Heal x34<br />TM01 x(anything)<br /><br />It sets D16F and D170 to 7C 0C.


subject: Re: Obtaining ????? (silver) without coin case/ bad clones.
poster_name: shutterbug2000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7145.msg197132#msg197132 date=1418961342]<br />Actually, hex:FF is considered a ????? (FF) on Gold, at least from Yellow, and not Snubbull or Granbull. I&#039;m sorry for relying on data and not checking myself.<br /><br />When you try to trade glitch PokÃ©mon to Generation II, you often get a message that it is &quot;abnormal&quot; which prevents you from trading it, you&#039;ve probably seen it before. To make it tradeable, it must:<br /><br />*Must not be an [url=http://bulbapedia.bulbagarden.net/wiki/Unstable_hybrid_Pok%C3%A9mon]unstable stable[/url].<br />*Must not be over level 100.<br />*Must have types that match the Generation II PokÃ©mon.<br /><br />Hex:FF ????? is a dual-type &#039;l) m) ZM/Normal glitch PokÃ©mon. The hexadecimal representation of its type is apparently 7C 0C; so you need to give Q those types and then trade it. I&#039;ll try to make a ws m code (or 8F code if this would work with Charizard &#039;M) that changes its types tomorrow.<br /><br />Edit: I made a code but I don&#039;t know where I got my old type values from. I think they may have been wrong, so I&#039;m going to rewrite it and say if it lets you trade it. One moment.<br />Edit 2: My code didn&#039;t let it tradeable. I wonder why it didn&#039;t work.<br /><br />The code was:<br /><br />ld a, $7C&nbsp;  | 3E 7C <br />ld h, D1&nbsp; &nbsp; | 26 D1<br />ld l, 6F&nbsp; &nbsp; | 2E 6F<br />ld (hli),a&nbsp; | 22<br />ld a, $0C&nbsp;  | 3E 0C<br />ld (hli),a&nbsp; | 22<br />ret&nbsp; &nbsp; &nbsp; &nbsp;  | C9<br /><br />Lemonade x124<br />Carbos x209<br />X Accuracy x111<br />Water Stone x62<br />Burn Heal x34<br />TM01 x(anything)<br /><br />It sets D16F and D170 to 7C 0C.<br />[/quote]<br /><br />Well, could it be the stats? Maybe it&#039;s considering it an &quot;unstable hybrid&quot;


subject: Re: Obtaining ????? (silver) without coin case/ bad clones.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  The only thing I noticed that was odd about Q was its glitchy experience to the next level, but you can trade the glitch PokÃ©mon &quot;4. .&quot; over from Yellow to Gold as Totodile (they are both single type Water PokÃ©mon), even though mine required &quot;777187&quot; experience to level 8 as Totodile it traded over. Oh, and it also knew a TMXX glitch move. I&#039;m not sure if that matters because you can trade the hex:00 move over.<br /><br />I&#039;ll try different things. It&#039;s possible that Gold [i]made[/i] the PokÃ©mon an unstable hybrid, because it wasn&#039;t before (both species bytes were FF), and I wonder if the no &quot;unstable hybrid PokÃ©mon&quot; rule applies if the byte 1 is hex:FF. So, could you trade a hex:FF/Magneton hybrid over to Generation II, because the types do not matter for Magneton? Also, it could be that [url=http://forums.glitchcity.info/index.php/topic,6985.msg195962.html#msg195962]HÃ¡Äky[/url]&#039;s FF conversions are right, but it&#039;s only their byte 2 which is Snubbull or Granbull.<br /><br />Edit: I tried both a FF/Magneton hybrid and a Normal type stable Q. It didn&#039;t work. Sorry, I don&#039;t know what to do.


subject: Beta Phrase or Placeholder or Practical Joke? (R/S)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spoink
icon: clip
body:
  This excerpt comes from decamark 0xEE61&#039;s PokÃ©dex Entry<br /><br />It reads:<br /><br />&quot;This is the tale of a TRAINER<br />named BALLS. This TRAINER healed POKÃ©MON<br />(???)! There could be no greater lover of :Ã©MON CE<br />POKPOKÃ©MON CENTERS than BALLS!&quot;<br /><br />The next page is full of qAF


subject: Re: Beta Phrase or Placeholder or Practical Joke? (R/S)
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  GAHAHAHAHA holy shit, that&#039;s amazing!<br /><br />That text format looks familiar though. Isn&#039;t it from the Gabby &amp; Ty interviews? I can&#039;t recall anywhere in the game (aside from the opening, maybe?) where &quot;This is a tale...&quot; appears.


subject: Re: Beta Phrase or Placeholder or Practical Joke? (R/S)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  That&#039;s funny, lol.<br /><br />According to Wack0&#039;s [url=http://iimarck.us/dumps/druby.txt]PokÃ©mon Ruby text dump[/url], this is what the message is supposed to be:<br /><br />This is a tale of a TRAINER<br />named @<br />This TRAINER healed POKÃ©MON<br /> times at POKÃ©MON CENTERS!<br />There could be no greater lover of<br />POKÃ©MON CENTERS than @<br /><br />It is grouped with many messages like this. I think it may be from the [url=http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_Center_men#The_Storyteller]The Storyteller[/url] (one of the Mauville City PokÃ©mon Center men), maybe if you mixed records with someone who got him.&nbsp; I think a number is supposed to be before &quot;times&quot;. I have no idea why the game chose &quot;BALLS&quot; though.<br /><br />When I catch EE61, the PokÃ©dex data is different. What determines this data may depend on the memory, not the ROM, I guess.<br /><br />[img]http://i2.minus.com/iVXaGw4jBaUWa.png[/img]


subject: Re: DecDex-Decamark variation list (Melchior X)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  With the hex:DEAD Decamark in Ruby (I wanted to see if it had any deadly effects&nbsp; ;)) you can get a blue-ish colour screen like the red screen you can get from Emerald NPC corruption if you scroll down or up to its summary from an existing PokÃ©mon summary.<br /><br />It may be difficult to catch it. A lot of the time its PokÃ©dex entry freezes the game, but one time it loaded, I waited for a bit, pressed A a few times and I could continue. I tried different locations as I was grasping at straws trying to get it to work, and once it worked in Rusturf Tunnel.<br /><br />[img]http://i2.minus.com/iJX0yV9YKNo45.png[/img][img]http://i4.minus.com/ibpDOyvJe9i7RC.png[/img]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I hatched a &quot;SONG&quot; Decamark (hex:0283) at level 0 using EVs of 2 Attack, 131 HP.<br /><br />[img]http://i1.minus.com/ibfrh6IJxbP4KW.png[/img]<br /><br />SONG was discovered by Lauryn the Arisen ([url=http://forums.glitchcity.info/index.php/topic,2094.msg61598.html#msg61598]see this post[/url]). <br /><br />[img]http://i259.photobucket.com/albums/hh317/GlitchHunterMutouYami/SONG.png[/img]<br /><br />This Decamark needed 1024 experience to level 1. It had four glitch moves, as expected.<br /><br />I put it in the Day Care and it eventually had an Egg with Ditto, letting me get another SONG Egg and it hatched at level 0 again, but this time with no moves, so you could view its moves without a freeze. I tried Rare Candying it to to level 1, but the game locked up after it learned Ice Punch. If I let it learn Ice Punch by Day Care or battle the game wouldn&#039;t freeze, however.<br /><br />I used another Rare Candy and it jumped from level 1 to 100; I have seen something like that before with the [url=http://bulbapedia.bulbagarden.net/wiki/-_(glitch_Pok%C3%A9mon)]&quot;-&quot; glitch PokÃ©mon[/url] (hex:019C). It had a really good Special Attack stat, so I taught it a few TM moves (Shock Wave was helpful for Glacia) and swept the Elite Four with it solo. It looked like Lapras in the Hall of Fame induction sequence.<br /><br />I&#039;m going to try more Decamarks soon, because I want one with Spoink&#039;s corruption effect, even though it might be something unique to more unstable Decamarks.


subject: Re: Beta Phrase or Placeholder or Practical Joke? (R/S)
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystalame
icon: xx
body:
  Bwah ha ha, that&#039;s REALLY good. I too wonder why it just says... &quot;BALLS&quot;. I&#039;ve never before heard that line (or line[i]S[/i], really) of dialogue but I admittedly didn&#039;t dally with much of the original RSE&#039;s features. Partially because I never had a link cable, so I couldn&#039;t link up with another player very often at all to see dialogue from things like mixing records, etc.<br /><br />This would probably be too obvious of a thing, but did you name anything in your file &quot;BALLS&quot;?<br /><br />Also we&#039;ve sure found a lot of qAF lately. :/


subject: Re: Beta Phrase or Placeholder or Practical Joke? (R/S)
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7146.msg197137#msg197137 date=1419029362]<br />It is grouped with many messages like this. I think it may be from the [url=http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_Center_men#The_Storyteller]The Storyteller[/url] (one of the Mauville City PokÃ©mon Center men), maybe if you mixed records with someone who got him.&nbsp; I think a number is supposed to be before &quot;times&quot;. I have no idea why the game chose &quot;BALLS&quot; though.<br />[/quote]<br /><br />You are exactly right, the first few lines of that text group is the introduction of The Storyteller.


subject: Re: Obtaining ????? (silver) without coin case/ bad clones.
poster_name: shutterbug2000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shutterbug2000
icon: xx
body:
  Ok, well, after many hours, I&#039;ve gotten my bad clone. However,&nbsp; another issue has arose. I can only get hex 00, not hex FF. I&#039;ve put it in the day care, and it still won&#039;t let me do Johto Guard glitch. Any tips?


subject: Re: Obtaining ????? (silver) without coin case/ bad clones.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  OK, congratulations! Once you take it out of Day Care, make sure you have 6 PokÃ©mon, but not valuable PokÃ©mon. If you don&#039;t you can move it to the bottom of the party first and deposit PokÃ©mon.<br /><br />Once you have 6 PokÃ©mon, move ????? (00) at the top of the party, and use Move PkMn W/O Mail to bring another PokÃ©mon to the top of the party and get 7 PokÃ©mon. After this, your second PokÃ©mon (?????) should be a 00/FF hybrid. Using both Day Care staff, take the top PokÃ©mon (don&#039;t deposit ????? yet or your PokÃ©mon menu may freeze the game) into the Day Care, and then ????? into the Day Care and back out again to get a stable ????? (FF), then move it to the bottom of the party again and release any junk PokÃ©mon.<br /><br />Let me know if this works. <br /><br />You can distinguish 00 and FF by their mini-sprite:<br /><br />00 mini-sprite:<br />[img]http://glitchcity.info/wiki/images/2/21/MS_00_FC_FE_Gold.png[/img] (Gold)<br />[img]http://glitchcity.info/wiki/images/1/14/MS_Slowpoke.png[/img] (Silver)<br /><br />FF mini-sprite:<br />[img]http://glitchcity.info/wiki/images/b/bf/MS_FF_Gold.png[/img] (Gold) [img]http://glitchcity.info/wiki/images/8/8c/MS_FF_Silver.png[/img] (Silver)


subject: Re: Obtaining ????? (silver) without coin case/ bad clones.
poster_name: shutterbug2000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thank you!! It worked! I&#039;m in the trade room with a mareep right now! Thanks for your help! Time to mess around with glitch pokemon.


subject: Re: Things I Learned Playing Mario Kart: Double Dash!!
poster_name: xtreme713ify
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve never had any issues like this in Mario Kart, not even in MK64. And I don&#039;t even like MK64 that much, overrated dated garbage compared to the rest of the series.


subject: Re: Beta Phrase or Placeholder or Practical Joke? (R/S)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spoink
icon: xx
body:
  [quote author=Crystalame link=topic=7146.msg197140#msg197140 date=1419061638]<br />Bwah ha ha, that&#039;s REALLY good. I too wonder why it just says... &quot;BALLS&quot;. I&#039;ve never before heard that line (or line[i]S[/i], really) of dialogue but I admittedly didn&#039;t dally with much of the original RSE&#039;s features. Partially because I never had a link cable, so I couldn&#039;t link up with another player very often at all to see dialogue from things like mixing records, etc.<br /><br />This would probably be too obvious of a thing, but did you name anything in your file &quot;BALLS&quot;?<br /><br />Also we&#039;ve sure found a lot of qAF lately. :/<br />[/quote]<br /><br />The only PokÃ©mon in my party is my treecko named &quot;TF PCHOP W&quot; (I chose the letters out of nowhere.)<br /><br />Maybe it comes from the pocket BALLS in the bag, which is the last bag pocket I had accessed.<br /><br />Also, how did you get the PokÃ©dex number &quot;g89&quot; to appear, it shows up as 000 ---------- for me...<br /><br />Edit: my trainer is named JNNA56 (also letters chosen out of nowhere)


subject: Re: Beta Phrase or Placeholder or Practical Joke? (R/S)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Spoink link=topic=7146.msg197150#msg197150 date=1419120844]<br />Also, how did you get the PokÃ©dex number &quot;g89&quot; to appear, it shows up as 000 ---------- for me...<br />[/quote]<br /><br />It was a random occurrence. I don&#039;t know what determines it.


subject: Re: Really bad jokes
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  I took the shell off my racing snail because I thought it would make him go faster. It just made him more sluggish.<br />[hr]<br />How do you find Will Smith in the snow?<br /><br />You look for the fresh prints.<br />[hr]<br />A speeding hearse makes a sharp turn and the casket flies out and crashes into a pharmacy. The casket lid opens, the corpse sits up and asks &quot;How do I stop this coffin?&quot;<br />[hr]<br />What does a clock do when it&#039;s hungry?<br /><br />It goes back four seconds.<br />[hr]<br />Someone filed down both sides of every coin in my wallet so they&#039;re completely smooth. I can&#039;t make heads or tails of it...<br />[hr]<br />It was getting harder and harder to find dirty clothes to fill up the washing machine. Eventually, I threw in the towel.<br />[hr]<br />I bought a dog from a blacksmith, when I got him home he made a bolt for the door.<br />[hr]<br />Who guards the Samsung store? <br /><br />The guardians of the galaxy.<br />[hr]<br />Why canâ€™t you hear a pterodactyl going to the toilet?<br />Because the P is silent.<br />[hr]<br />What do you call a musical group that is not allowed in most countries?<br /><br />A banned.<br />[hr]<br />Infamous web entrepreneur and winner of Time Magazine&#039;s Most Influential Person of the Year 2009 award Christopher Poole (aka moot) has passed away aged 26.<br /><br />That&#039;s rather un-4chan-ate.<br /><br /><br />That last one was my own invention, which is why it sucks more than the other ones.


subject: Ridiculously high damage glitch, take 2 (Generation III)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Some of you may know about the [url=https://www.youtube.com/watch?v=c7CmRMN-OjA]HP drain glitch[/url] in PokÃ©mon Ruby and Sapphire.<br /><br />If you deal some damage believed to be over 33,037 via a +6 Kyogre with full HP using Water Spout on a low level Geodude (or Sandshrew I have heard, I used Geodude for my video), then it will faint without its HP bar draining. This does not occur in FireRed or Emerald.<br /><br />One of my Youtube viewers Huskies Plays asked me a question taking this further. What if Kyogre had max Special Attack and [b]65535 HP[/b] out of a normal full HP value before using Water Spout?<br /><br />Something interesting happens and this glitch occurs in FireRed and Emerald the same as well! The HP bar of Geodude drained, but it seems that no damage was dealt. Opening the PokÃ©mon or items menu and closing it refilled the HP bar. I could use Water Spout again a few times before it finally fainted. Sometimes the HP bar stayed fully green and other times it drained.<br /><br />Unfortunately when I caught it with 5 party PokÃ©mon after its HP bar drained/didn&#039;t change it had full HP.<br /><br />Note that to do this glitch you have to disable battle animations to avoid Water Spouts&#039; [url=http://bulbapedia.bulbagarden.net/wiki/Pomeg_glitch#Sprite_glitch]Pomeg sprite glitch[/url] (but that is arguably more cool than this glitch I think).<br /><br />Edit: Forget the &#039;finally fainted&#039; thing. That may be a false memory. On further analysis, it seems the game does negative damage. Lower Geodude&#039;s HP with another PokÃ©mon and repeat the glitch. This will make it so that using Water Spout heals Geodude.<br /><br />Edit 2: Hey, I wonder what would happen if the opponent used Mirror Coat after you healed them with Water Spout?&nbsp; Perhaps you could do this:<br /><br />1) Have a Smeargle with Skill Swap. Skill Swap with Kecleon to give it Color Change.<br />2) Have Smeargle used Endure on an Earthquake to make it the Ground type<br />3) Lower Smeargle&#039;s Special Defense with Metal Sound.<br />4) Set up and finally use Water Spout, and then have Smeargle Mirror Coat it.


subject: Re: Really bad jokes
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=7038.msg197156#msg197156 date=1419184619]<br />Who guards the Samsung store? <br /><br />The guardians of the galaxy.<br />[/quote]<br /><br />I thought that was funny, actually. Guardians of the Galaxy is a film. I don&#039;t have an idea of what makes jokes funny to other people, though.


subject: Re: Really bad jokes
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Heisenberg is driving along when he gets pulled over by the police. The police officer asks &quot;Do you know how fast you were going?&quot;. Heisenberg replies &quot;No, but I know exactly where I am&quot;.<br />[hr]<br />What do you do when you see a spaceman? <br />Park your car, man!<br />[hr]<br />Did you hear about the race between the lettuce and the tomato?<br /><br />The lettuce was a head and the tomato had to ketchup.<br />[hr]<br />Where are average things built?<br /><br />In a satisfactory.<br />[hr]<br />My wife wanted me to take her to hospital because she had a large red mark on her face. I said, &quot;Let&#039;s not make any rash decisions.&quot;<br />[hr]<br />I asked my North Korean friend how life was over there. He said he can&#039;t complain.<br />[hr]<br />Have you ever tried to eat a clock? <br />It&#039;s very time consuming.<br />[hr]<br />Have you heard about the new corduroy pillows?<br /><br />They&#039;re making headlines.<br />[hr]<br />I&#039;ve been saving money by getting the cheaper brand of pasta. You could say I&#039;m a bit of a penne pincher.<br />[hr]<br />Astronomers got tired of watching the moon go around the Earth every 24 hours. So they decided to call it a day.<br /><br />[quote author=Bert link=topic=7038.msg197159#msg197159 date=1419196020]<br />All the jokes I wanna post are horrifically offensive.<br />[/quote]<br />Do eet


subject: Re: Ridiculously high damage glitch, take 2 (Generation III)
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wow, neat. I remember trying this about 4 years ago, but I mustn&#039;t have noticed anything out of the ordinary.<br /><br />Using the Shift/Set malfunction&#039;s Water Absorb activation method, it&#039;s possible to give opponents&#039; PokÃ©mon sub-0 HP. With careful calculation, perhaps this healing effect (if it does in fact function in that way) could be used to faint them via healing in battle. There probably wouldn&#039;t be any subsequent effects as the fainting takes place in a valid timespace, but there&#039;s always the possibility of weirdness.<br /><br />I&#039;m looking forward to hearing about the Mirror Coat thing. I&#039;d test it myself, but I didn&#039;t bring my GBA home for Christmas. :P


subject: Re: Ridiculously high damage glitch, take 2 (Generation III)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Glad you like it.<br /><br />[quote author=VaeporSage link=topic=7147.msg197161#msg197161 date=1419199485]<br />Using the Shift/Set malfunction&#039;s Water Absorb activation method, it&#039;s possible to give opponents&#039; PokÃ©mon sub-0 HP. With careful calculation, perhaps this healing effect (if it does in fact function in that way) could be used to faint them via healing in battle. There probably wouldn&#039;t be any subsequent effects as the fainting takes place in a valid timespace, but there&#039;s always the possibility of weirdness.<br />[/quote]<br /><br />Nice. I should probably play around with that.<br /><br />Perhaps you didn&#039;t boost Kyogre&#039;s Special Attack stage enough 4 years ago. This apparently only works if you boost the Special Attack (with my Sp. Atk 438 Kyogre at least). I Baton Passed Tail Glows and a Substitute (so that if a Geodude tackled me it wouldn&#039;t affect the HP) from a Volbeat to do this.


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  &gt;It&#039;s probably going to be a green Christmas this year<br /><br />My smile and optimism: Gone.


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I found a fun trick with your 0x2007 glitch. I hope it works universally for all save files; i.e. not determined by the memory.<br /><br />1) Go to Evergrande City by the PokÃ©mon Center or PokÃ©mon League building.<br />2) Do the corruption glitch via 0x2007&#039;s summary.<br />3) Exit out and you will be surrounded by water.<br />4) Go one step up and you&#039;ll go in the building, but your sprite will become a doll! The walking animation seems to make the doll change.<br />5) Opening the PokÃ©mon menu once will partially fix the sprite back to Brendan&#039;s (I&#039;m not sure if it would partially fix it to May if you&#039;re playing as her). Opening it again will fix the sprite, until you walk out/in again.<br /><br />[img]http://i1.minus.com/iWbjEIZhMeEZy.png[/img][img]http://i1.minus.com/iZakCaGXEyFuZ.png[/img][img]http://i6.minus.com/ibr6sdnzQVlKwG.png[/img]<br />[img]http://i5.minus.com/i27dKM0h1gEdF.png[/img][img]http://i5.minus.com/ib0n0U8PDKyfHN.png[/img][img]http://i4.minus.com/iuGQ2d5KaFxVL.png[/img]<br />[img]http://i3.minus.com/ibufHlGhns8dfV.png[/img][img]http://i3.minus.com/ivwhxgIRyWNA2.png[/img]<br /><br />Wack0, is there a way to use your Hacking Suite mod to look for glitch PokÃ©mon with long names in Emerald?


subject: Re: The Member's Guide to Topiclessness
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well it&#039;s currently a pretty green christmas here in toronto (only a few snow patches), so I wouldn&#039;t expect more down south.<br /><br />[size=6pt]I think that&#039;s how weather works...[/size]


subject: Re: The Member's Guide to Topiclessness
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  There is absolutely no snow where I am either and it&#039;s kind of disappointing. It&#039;s hardly even cold. Like, right now it&#039;s 44 degrees (Fahrenheit). Really? The other night it was like 57 too.<br /><br />December is unusually warm where I live. November and February are the &quot;I&#039;m literally going to die from the cold&quot; months. It likes to drop to like ~16 degrees during those months and then proceed to not even rise past 30 during the day.


subject: Re: Really bad jokes
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh god, I think this is my favorite thread. Really bad jokes are my absolute [i]favorite[/i] kinds of jokes. The lettuce/tomato one and Spaghetto in particular made me lose it. I also love the Times New Ramen one and Fresh Prints, but I&#039;ve heard those before. Still funny though.


subject: Re: The Member's Guide to Topiclessness
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Dear People Talking About Snow:<br /><br />What the fuck are you guys on about?<br /><br />Sincerely yours,<br />&nbsp; Southern Hemisphere


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spoink
icon: xx
body:
  @torchickens<br /><br />Actually, the 2000-2400 area looks good, a lot of them are long-named<br /><br />Edit: I had also posted a video of a brown glitch screen a few days back. Check it:<br />https://m.youtube.com/watch?v=myiojde97Js<br /><br /><br />Edit2: Yes, I am supposed to be in school, but I felt sick in my stomach, so I am at hOme


subject: Re: Really bad jokes
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  What do you get when you throw a muffin in a trash bag?<br /><br />Muff Garbage! *ba-dum-tsh*<br /><br />That&#039;s one of my own.


subject: Re: Zowayix's Procrastinated Anime Reviews
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  Alrighty, this is going to most likely be the last anime review of the year. Tonight I am going to be reviewing an actual current anime, namely Sakura Trick. Didn&#039;t I say I was going to review things after watching them? Because I watched this, like, last month. Shit. Well anyway, having seen the trailer for this, there were two things which made me want to check it out:<br />1) It&#039;s made by Studio Deen, who have a reputation for fucking up things, so I was intrigued as to if they did this time.<br />2) Did that girl just kiss that other girl? Niiiiice.<br /><br />So, eventually I ended up drinking 3 beers one night, and promptly went to search out the series. Perhaps it will subvert my expectations. Why did I write that in the future tense when I&#039;ve already watched it? Who the fuck knows. <br /><br />Right off the bat, however, it actually does subvert expectations. I actually thought this was a purely fanservice type of show with no actual content, but it&#039;s actually a romantic comedy. Why do I always end up watching those? Ah well, it&#039;s actually pretty decent. Whoops, that&#039;s the kind of thing I&#039;m supposed to put at the end of the review. But yeah, it&#039;s a nice little comedy series, except it has lesbian schoolgirls. It&#039;s not a visual novel, so Studio Deen&#039;s reputation here is avoided, though it is adapted from a manga. That doesn&#039;t mean that it&#039;s immune to stupid facial expressions and other goofs like the other Deen animes I&#039;ve watched, but this is a review, so I&#039;ll tell you whether or not it does, as well as things that aren&#039;t about the adaptation and are about the series itself. That is to say, it doesn&#039;t. The art is actually pretty well done. Not much to say about it, because... yeah. It&#039;s pretty good. One nitpick I will have about the art style though, not so much the way the characters are drawn, but whenever someone says anything, that character&#039;s hair accessory or whatever flashes up on screen for a bit. Hard to explain without actually showing you, and unfortunately for you readers, I can&#039;t be bothered finding a video showcasing it. Anyway, it&#039;s slightly jarring (if you notice it like I do), and I wonder what the point is. I don&#039;t really get it.<br /><br />Speaking of characters, they are very well written. More expections are subvertated here, as pretty much nobody is a stereotype, unlike how you might expect this to be some cheap and sleazy funfest. But everyone has personality. Let&#039;s look at the protagonists, if I can remember their names: Haruka, Yuu, Yuzu (best girl), umm... Kaena or something like that, Shinjuku, Kotome... I was probably wrong about those last three. I&#039;m not even going to bother remembering their last names. Alright, I&#039;ll stop being a smartarse and look them up. So, Haruka, being the main character, should be completely generic and devoid of any characterization, right? Well, no, she&#039;s a cheerful and romantic and slightly clingy person, but despite my attempted description sounding like one, isn&#039;t a moeblob. Also, she has a handkerchief tied in her hair. What the fuck is with that? It sort of bugs me. Sort of reminds me of that one in Kissxsis with the bandage she never removes, except not quite as annoying. Yuu, despite her relatively childish and naive nature, does actually have some smarts, sometimes more so than Haruka who is otherwise the sensible one. Yuzu and Kaede are what TVTropes might call &quot;Those Two Guys&quot;, except they&#039;re not guys. Just to screw with the audience, they&#039;re not necessarily lesbians, either. Anyway, despite the trope, they provide most of the humour for the series, and Kaede in particular has some hidden depths to her character, in that she&#039;s the first one to figure out that [spoilers]Haruka and Yuu are in a relationship[/spoilers] and the reason for her pranks is to cover up that she&#039;s not very good with sad things or some shit like that. You would think Kotone (for those of you reading this on Yammer, where I have taken all the swearing out, my avatar until I change it again for the 42nd time this month), being a blonde and older looking, is clearly evil, right? Yeah, you would think that. You fucker. But she&#039;s actually a nice person. You might think Shizuku is the shy type who never says anything. Well, she&#039;s not the most social of characters, but she does actually have emotions other than shyness. What does bug me though is the supporting characters, namely Yuu&#039;s sister Mizuki, who is a moeblob for no reason when she was introduced as a perfectly competent character, and reminiscent of the teacher from Kissxsis, thinks the main characters&#039; relationships are any of her damn business.<br /><br />So yeah, the series is basically your standard romantic comedy fare, except with lesbians. The jokes are funny, as they should be, and the writing in general doesn&#039;t treat the characters differently just because they happen to be homosexual, apart from the social issues that they sadly still face because of other characters being prejudiced, which is a topic which is approached surprisingly maturely. Is this not what true equality is all about? Probably. I&#039;ll leave that for people who know what they&#039;re on about more than I do to decide. As for the romance, the kissing is focused on quite a bit, and if you&#039;re not into that sort of thing, it might be a turn-off. It doesn&#039;t go further than that other than the occasional grope (if not for that, you could actually probably watch this with your kids[1]). Because I went into watching this as a yuri fan though, I can&#039;t tell you how it is from the perspective of someone who enjoys romantic comedy but of other genders/orientations. I guess one thing I will say is that I don&#039;t usually like romance at all and would prefer to watch people stab each other[2], but because of how pure the love here is, it leaves you with that wonderful happy feeling, where you don&#039;t necessarily fall in love with the characters, but you feel the love experienced by the characters, if that makes any sense. If someone is still sadly in 2014 of the opinion that homosexual relationships are wrong, this anime might just convince them otherwise. I almost wished that everyone in real life was lesbian after watching this. Even myself. I dunno, I guess it would be kinda neat. I&#039;m talking shit again, aren&#039;t I? Anyway, you get the idea. It&#039;s nice.<br /><br />So, the soundtrack. It&#039;s not by Kenji Kawai. I just thought I&#039;d get that out there to crush everyone&#039;s hopes and dreams who were thinking Studio Deen would use him again. Instead, this is by someone named Ryosuke Nakanishi, who has composed for High School DxD, the Walkure Romanze anime adaptation, more recently &quot;Recently My Sister is Unusual&quot;, and some arrangement work for the Hidamari Sketch OP theme. I just went to VGMDB to find all that out, because I&#039;ve never heard of him. Anyway, it&#039;s okay. It&#039;s not that great and I don&#039;t really know of any standout tracks, but it does the job, and contains some more dramatic stuff in the scenes where it&#039;s appropriate so it&#039;s not all just boring guitars and pianos that most comedy anime seem to have.<br /><br />The opening theme, on the other hand, is one of the most kawaii desu[3] themes I&#039;ve heard. Even if the title of &quot;Won(*3*)Chu KissMe!&quot; is the stupidest sounding thing ever, it&#039;s a nice dance-pop tune by the main cast&#039;s voice actresses and it WILL get stuck in your head. Okay, I won&#039;t be arrogant and declare that you absolutely must like it, it might not. Still though, it&#039;s very cute, and I recommend you blast it in your car while cruisin&#039; round in da hood to show people how gangsta you are[4]. Despite the cuteness and catchiness I have managed to listen to this 52 times over the last month (when I downloaded it), so quite evidently didn&#039;t get sick of it. I&#039;m not much of a music reviewer[6] so there&#039;s not much else I can say.<br /><br />Overall, this was a good anime, and it turns out I enjoy it while sober as well. It is only 12 episodes though, and the ending is one of those that gives them the option to have a season 2. The manga is still ongoing, so that&#039;s probably why there isn&#039;t one yet, but I&#039;m thinking there will be when it&#039;s time. Hopefully.<br /><br />[size=20pt]Final score: Lesbians / 10[/size]<br /><br />[1] The editors of this review would like to remind you that the author of this review has not interacted with any children ever since he was one which was over a decade ago (at which point he still didn&#039;t know what was appropriate for children, one might say), and as such does not actually have any fucking clue what is appropriate for children. <br />[2] Despite what I almost thought in the &quot;test of courage&quot; scene in episode 8B, the series does not at any point devolve into that, like other Studio Deen adaptations.<br />[3] I was using the word ironically please don&#039;t slap me<br />[4] The editors and authors of this review [5] do not accept any responsibility for any shootings or stabbings that may or may not occur if you actually do this. I don&#039;t even know where &quot;da hood&quot; in Canberra actually is. Calwell because of the high school? Shit, I used to live there. Guess I actually am gangsta.<br />[5] They&#039;re the same person, you dingbat. Who are you calling a dingbat, anyway? Stop talking to yourself!<br />[6] Some would argue I&#039;m not much of an anime reviewer either, but the point is that I don&#039;t have any words to wank about with on music like I do with anime.<br /><br />[url=http://imgur.com/a/QuIEP]Obligatory me being a dickhead on FB[/url]


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Spoink link=topic=7125.msg197169#msg197169 date=1419342433]<br />@torchickens<br /><br />Actually, the 2000-2400 area looks good, a lot of them are long-named<br />[/quote]<br /><br />Ah really? Thanks.<br /><br />[quote author=Spoink link=topic=7125.msg197169#msg197169 date=1419342433]<br />Edit: I had also posted a video of a brown glitch screen a few days back. Check it:<br />https://m.youtube.com/watch?v=myiojde97Js<br />[/quote]<br /><br />I&#039;ve also got this, but I originally got a &#039;cleaner&#039; one. I did the glitch here and then stepped right instead of up.<br /><br />[img]http://i.minus.com/iO9kLWHQNm3nA.png[/img][img]http://i.minus.com/iEI8c8tM1xDbm.png[/img]<br /><br />These glitch screens are certainly interesting. We have red (trainer corruption), magenta (from -; hex:019C in FireRed), brown (this) and light blue/green ([url=http://forums.glitchcity.info/index.php/topic,2094.msg197138.html#msg197138]hex:DEAD&#039;s summary after scrolling down[/url]). I wonder how many we can get? :D<br /><br />Additionally, [url=https://www.youtube.com/watch?v=m9pvNYdhldo#t=261]TheZZAZZGlitch got a blue screen from arbitrary code execution[/url], so maybe he may know what can trigger them and how they work? I would personally like to know.<br /><br />[quote author=Spoink link=topic=7125.msg197169#msg197169 date=1419342433]<br />Edit2: Yes, I am supposed to be in school, but I felt sick in my stomach, so I am at hOme<br />[/quote]<br /><br />I&#039;m sure no one minds/don&#039;t worry it&#039;s not your fault that you&#039;re sick and it&#039;s almost Christmas anyway (surely you break up then?)<br /><br />Edit:<br /><br />0x2007&#039;s name is &quot;[77]&nbsp; [77][66] [70][65][76] [67][PO][66] [67][KÃ©][75]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [77]&nbsp;  [67][77]&nbsp; [66][KÃ©]ÃŠ [67][PO][76] [PO][65][76]&nbsp; [67][66][66][40][77][66][76][40][7C][77][66][77]<br />[77][77][70]M&quot; according to Extended Generation III Suite and 0x88A6 is just... &quot;[EF]m-Ã²;uÃ¯[31][74]zkz[EF]&quot;, but both names don&#039;t look like that for me. The program might unfortunately be bugged in that respect. I must also consider that it might not even be the name that does this at all, even though it seems likely it&#039;s a buffer overflow from its species name.<br /><br />EF is an &quot;&gt;&quot; according to [url=http://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_III]this[/url] but I&#039;ll have to check if it does anything else.<br /><br />Edit 2: When I used 88A6 corruption, I kept my 8 badges (maybe it changed to 7 last time, I&#039;m not sure). With my corrupted name I went to the PokÃ©mon League and threw a PokÃ© Ball against Sidney&#039;s Mighteyena (note that I was given no money and no balls, so I had to sell stuff and buy a ball). After some cool corruption (including glitch tiles appearing in the message box, the battle background going mainly light blue, and the screen going mainly black) I was able to use the ball on Mighteyena as if it was a wild PokÃ©mon and possibly catch it.&nbsp; Additionally, the screen went more normal (but not fully) after Mighteyena used Crunch. This is not as &#039;good&#039; as glitch move corruption, it takes much longer and we don&#039;t know how to do this without cheats yet (right?), but I think it&#039;s still cool.<br /><br />Edit 3: Additionally, I got this &quot;The HALL of FAME data is corrupt.&quot; message with 88A6. I knew about this before, however, we may be able to get it without cheats if we find a hatchable Emerald corruption PokÃ©mon. You just have to wait a while for the game to load your overly long name from 88A6 when booting up the PC.<br /><br />[img]http://i.minus.com/ibsT4bFYHfus1x.png[/img]<br /><br />Edit 4: If you catch a new PokÃ©mon with your glitched name, your OT may look blank, but viewing the summary of that PokÃ©mon within a Trainer battle can turn it into a wild battle, even though the game doesn&#039;t pause/take any time scrolling the name.<br /><br />I just thought of something where a &#039;long player name&#039; may be better than a &#039;long move name&#039; too. Perhaps you could turn Safari Zone battles into normal battles.<br /><br />Edit 5: That Safari Zone thing didn&#039;t work. Corruption does occur, but the menus don&#039;t change and when I tried to throw a ball the game seemed to lock up. Note that I had to hack in a PokÃ©block Case to do this; all my items were removed after the glitch and maybe all my stored items (I tried depositing it first but either the glitch removed it or I forgot to deposit). In theory, you could have it so you haven&#039;t received the PokÃ©block Case yet, and then receive it after the corruption.<br /><br />[img]http://i.minus.com/ibyWz5cxSwn8v8.png[/img]<br /><br />Edit 6: This is a lot of edits! But I got a glitch Secret Base ornament called VÃ‰VÃ‰(...). Just viewing its name corrupted my name again, and gave me different start menu options. Sometimes its name causes a Glitch City like effect, but opening and closing a menu may make it less glitchy. One time, I got &#039;retire&#039; and retired from a Safari Zone game I didn&#039;t even enter, and I was surfing on an invisible PokÃ©mon when I returned to the Safari Zone building. This is crazy, I love it.<br /><br />Using it placed an invisible object in the room and you could move out of bounds for the placing thing.<br /><br />What&#039;s good about this is you may be able to do this name glitch with the access PokÃ©mon beyond the sixth slot glitch without Glitzer Popping, as TheZZAZZGlitch demonstrated you can get glitch decorations.<br /><br />[img]http://i.minus.com/ibszLAp4N7EqY8.png[/img][img]http://i.minus.com/ibvX4Edlt6fKr9.png[/img]<br />[img]http://i.minus.com/ibujimKw8JF1vX.png[/img][img]http://i.minus.com/iPpJI5zHGS8pO.png[/img]<br /><br />(No screenshot of retiring from the non-existing Safari Zone game unfortunately as I couldn&#039;t replicate it).


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Don&#039;t want to make even more edits, this is more easily quotable this way, so I&#039;m going to add here that I replicated the &#039;retire&#039; option and more! This was all caused by the Secret Base item&#039;s name:<br /><br />The game corrupted my Secret Base items again, giving me the max of everything:<br /><br />[img]http://i.minus.com/ibpV4c7rIVbnYa.png[/img]<br /><br />They were mainly Pretty Desk in every category:<br /><br />[img]http://i.minus.com/ieWSBKx0zrvcP.png[/img]<br /><br />Choosing to Put Away made my character look like May and the game would freeze or reset if I moved:<br /><br />[img]http://i.minus.com/iUMnks7fXbKL9.png[/img]<br /><br />I am &quot;trapped&quot; in the Glitch City:<br /><br />[img]http://i.minus.com/iTDfF2Iwos6wI.png[/img]<br /><br />But I can retire from a Safari Zone game I haven&#039;t even started after a little screen corruption! :<br /><br />[img]http://i.minus.com/ibjfrg55wpQ3gg.png[/img][img]http://i.minus.com/ilK6FpVYLDeXV.png[/img]<br />[img]http://i.minus.com/i3NhOJd3B1z3o.png[/img][img]http://i.minus.com/iblyYVcy17t6zv.png[/img]<br /><br />At the Safari Zone entrance the Secret Base music is still playing.<br /><br />[img]http://i.minus.com/ibyg6Q6kL5fj3A.png[/img]<br /><br />Some other corrupted data after the Secret Base item corruption and 88A6:<br /><br />&quot;Who is this Rabumi&quot; (ãƒ©ãƒ–ãƒŸ ) -<br /><br />[img]http://i.minus.com/ibT9VO8Q5MN4V.png[/img][img]http://i.minus.com/iU5fAY5tZ7XYq.png[/img]<br /><br />Broken PokÃ©dex -<br /><br />[img]http://i.minus.com/iboM1u1xeaUUpf.png[/img]<br /><br />99999 battles in Trainer&#039;s Eyes:<br /><br />[img]http://i.minus.com/i5XldXPuVXezu.png[/img]<br /><br />Items (May&#039;s bag):<br /><br />Many ???????? x5325:<br /><br />[img]http://i.minus.com/iNjwxacV7U2bN.png[/img]<br /><br />Many registered ???????? Key Items:<br /><br />[img]http://i.minus.com/iMWgulIjzRZHh.png[/img]<br /><br />Many &quot;HM52916 Mega Punch&quot; (lol). Can&#039;t use then, gives the unusable message :( :<br /><br />[img]http://i.minus.com/i6aG7sC0LDUNg.png[/img]<br /><br />Many No?2 glitch berries. They even seem to have their own glitch tag! But I couldn&#039;t back out from the tag:<br /><br />[img]http://i.minus.com/ihZhuY45nJLUR.png[/img][img]http://i.minus.com/iS5LZ7sJ2s6LZ.png[/img]


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s probably unlikely that the VÃ‰VÃ‰(...) decoration exists in Emerald, unless its equivalent happens to work identically.<br /><br />Either way, this is really showing lots of potential. All kinds of Decamarks and decorations will cause lots of other glitch effects. Before long, this could be the second glitchiest generation ever...


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=VaeporSage link=topic=7125.msg197174#msg197174 date=1419359567]<br />It&#039;s probably unlikely that the VÃ‰VÃ‰(...) decoration exists in Emerald, unless its equivalent happens to work identically.<br /><br />Either way, this is really showing lots of potential. All kinds of Decamarks and decorations will cause lots of other glitch effects. Before long, this could be the second glitchiest generation ever...<br />[/quote]<br /><br />I think when you consider how arbitrary some of these glitches are it already is the second glitchiest generation. If there were a greater variety of major &#039;natural&#039; glitches (i.e. glitches that do not require other glitches) it would rival Generation I even more than it does now.<br /><br />I am hesitant to say it would beat it because you&#039;d expect that a later generation console would have more stable games, and we know that Generation III has protective measures like the Decamark sprites (though I don&#039;t know how important this is, you still get discoloured and flipped Decamark sprites and Spoink got a totally glitched sprite) and memory randomization (making hidden party glitches harder, though you still end up corrupting things). But surprisingly we have got things in Generation III which you&#039;d think something a later console wouldn&#039;t handle and would cause a lock-up (or unexpected error message on a console like the Nintendo 3DS).<br /><br />However, Generation IV has major glitches as well, like tweaking, sending out what is believed to be a &#039;hex:0000&#039; with Generation IV Pomeg if you like, and in the Japanese versions, various things including Elite Four door glitch, broken escalator glitch (though I can&#039;t replicate this in my early Japanese Diamond copy), underground Sunyshore bridge glitch and who knows what else. It is at least the third glitchiest generation.


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  At the moment, I would call Gen II more glitchy due to Bad Clones and Coin Case abuse to the point of well-developed arbitrary code execution. Once Gen III gets that far, it earns silver.


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Oh. Yep.<br /><br />I agree access to powerful arbitrary code is really important, even though the requirements may take time, or resetting if you need certain TMs, or maybe item cloning (but quantities over 1 can possibly be avoided if you use the ld bc,$aabb (01 bb aa) operation).<br /><br />TheZZAZZGlitch did Emerald arbitrary code execution without hacking to modify the save location to the Hall of Fame, however, it is TAS only because you need to know a checksum for the code.<br /><br />I think Emerald ACE is also less accessible in the way that a value (which apparently determines memory locations) has to be 06, but on your save it may be an odd number, and since saving reduces it by 02 every time (or to 0D if it was 01), you may not be able to access 06. I&#039;ve tried doing Generation III arbitrary code myself but haven&#039;t been able to. :(<br /><br />Arbitrary code execution in Gold is much more accessbile (all you need is a Coin Case and certain PokÃ©mon and a set up for somewhere else). Plus you may be able to write longer codes, I&#039;m not sure. But you can certainly do more powerful things than what you can do in Emerald with Gold Coin Case arbitrary code, at least at the moment.<br /><br />With the Coin Case you can still get cool effects without planned code, like glitch dimensions, glitchy coin counts, freezes, [url=https://www.youtube.com/watch?v=44dCksQ8M0E]this[/url] chaotic glitch and I think tile corruption.<br /><br />The bad clone glitch is important as well. If you&#039;re good at it, it opens up party PokÃ©mon corruption, the Johto guard glitch, glitch Unown and the Trainer House glitch, werster&#039;s map distortion glitch (Crystal) and the Celebi glitch of course, without complex requirements.<br /><br />Plus there is the duplicate key items glitch that you can get with arbitrary code from Generation I or theoretically the bad clone glitch when cloning PokÃ©mon holding relevant key items, and you can use that to set the GS Ball inspected flag in Crystal or for different arbitrary code, like [url=https://www.youtube.com/watch?v=BgCJxChdonc]arbitrary code execution with TM33[/url] in Crystal (but I find doing all that complicated, you know the details).<br /><br />What generation has a better variety of &#039;natural&#039; game glitches; glitches that you can do without another glitch? Generation II or Generation III? Well I&#039;ve realized it isn&#039;t the number that matters for how glitchy a game may look, because the &#039;surf on land&#039; glitch (JP Ruby) is not as major as the &#039;Dewford footprint glitch&#039;, for instance, but on the other hand if there were a lot &#039;minor&#039; glitches that were easily noticeable together they would make the game look glitchy.<br /><br />I like some Generation III glitches more than Generation II for their stereotypical &#039;glitchy&#039; behaviour, like the names of glitch moves corrupting battles so that you can run/turn it into a double battle, etc. and exiting a battle after hidden party glitch and ending up in the middle of the water or in trees.<br /><br />Sorry if my post is long. I hope it&#039;s OK.


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7125.msg197172#msg197172 date=1419347039]<br />0x2007&#039;s name is &quot;[77]&nbsp; [77][66] [70][65][76] [67][PO][66] [67][KÃ©][75]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [77]&nbsp;  [67][77]&nbsp; [66][KÃ©]ÃŠ [67][PO][76] [PO][65][76]&nbsp; [67][66][66][40][77][66][76][40][7C][77][66][77]<br />[77][77][70]M&quot; according to Extended Generation III Suite and 0x88A6 is just... &quot;[EF]m-Ã²;uÃ¯[31][74]zkz[EF]&quot;, but both names don&#039;t look like that for me. The program might unfortunately be bugged in that respect. I must also consider that it might not even be the name that does this at all, even though it seems likely it&#039;s a buffer overflow from its species name.<br />[/quote]<br /><br />There is indeed a bug related to there, mainly because at the time I couldn&#039;t be bothered to (at least partially) emulate the GBA memory map, and so therefore if the name pointer is to beyond the end of the ROM it uses the text from (pointer % ROM size) or something like that. I need to fix that when I get time.


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  OK, thanks for your reply! I think the species names from the ROM needs revising as well, I&#039;m afraid to say, because G3ES says 0x2FD&#039;s species name is &quot;DOOM DESIRE&quot;, when in actuality it&#039;s &quot;NCE&quot;.<br /><br />Edit: Emerald 0x033F is called BOOST. Maybe that&#039;s the true end of the list, or near it.<br />Edit 2: I found a glitch symbols name non-freezing Decamark with Attack EV:03 HP EV: 73 (hex:0349), but its name has various characters superimposed on each other and you get a freeze on the summary, second page or not. I&#039;ll keep searching. I also tried viewing its name in the Battle Dome contestants screen, I got no freeze but no corruption either.<br /><br />Edit 3: No luck yet, I&#039;ve got to 3 Attack 108 HP (0x036C). Not that far away from BOOST, but it may be that this superimposing thing prevents the glitch from working. I talked to a news reporter in Slateport&#039;s PokÃ©mon Fan Club for a few of these PokÃ©mon and she said the original names, but it may not have been long enough for corruption. If you want to test this quickly, get SEASOR the Horsea and maybe DOTS the Seedot (has to be the in-game trade PokÃ©mon), edit its HP and Attack EVs with A-Save, put it in the first position and modify address 020244EF to 40 with memory viewer, then use the [url=http://pastebin.com/cQPasayn]quick egg hatch code[/url].<br /><br />I tried 0xC7A3 (HP 131 Attack 199). I used a random number generator for the HP and Attack values. It gave a murky green screen when scrolling up to page 2 of its status. New glitch screen. :P<br />[img]http://i.minus.com/ibymkl1KBXU5MP.png[/img]<br /><br />Oh, I&#039;m not actually sure why I tried such a late index number, because its name may be taken from memory and not the ROM if it&#039;s that late.


subject: Re: Things I Learned Playing Mario Kart: Double Dash!!
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=xtreme713ify link=topic=7132.msg197148#msg197148 date=1419107895]<br />I&#039;ve never had any issues like this in Mario Kart, not even in MK64. And I don&#039;t even like MK64 that much, overrated dated garbage compared to the rest of the series.<br />[/quote]<br /><br />What universe do you live in where Mario Kart isn&#039;t bullshit central?


subject: Re: Glitch Dreams
poster_name: kimmon
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I have these all the time! but the most memorable one was when it was a poke glitch school! each student was a certain pokemon glitch and the teacher was a missingno!&nbsp;  


subject: Re: Glitch Dreams
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=kimmon link=topic=5726.msg197181#msg197181 date=1419391595]<br />I have these all the time! but the most memorable one was when it was a poke glitch school! each student was a certain pokemon glitch and the teacher was a missingno! <br />[/quote]<br /><br />Cool. I wish I had interesting glitch dreams more often, in fact, I can&#039;t remember having any glitch dreams (anymore) even though glitches take up most of my free time :(.<br /><br />The only thing that I know came close to a glitch dream for me was a dream when my Game Boy Advance stayed on even when I turned it off, so I threw it out of the window for some reason (I used to be more like that when I was young, far from aggressive, but eccentric, now I&#039;ve grown quite a bit). On an old forum post of mine I say I encountered an actual Missingno. in FireRed in that dream but I don&#039;t know if I was lying, lol.<br /><br />Another thing I clearly remember doing was when I was much younger, in nursery, I told my teacher I had this messed up (corrupted but I doubt I knew that word) file on a floppy disk with &#039;random&#039; letters/symbols for its name. That could have been a dream, or was it real? It would be interesting if it was.


subject: Re: Glitch Dreams
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=5726.msg197182#msg197182 date=1419392486]The only thing that I know came close to a glitch dream for me was a dream when my Game Boy Advance stayed on even when I turned it off, so I threw it out of the window for some reason (I used to be more like that when I was young, far from aggressive, but eccentric, now I&#039;ve grown quite a bit).[/quote]<br /><br />I had something fairly similar recently.<br /><br />My roommate and I were on top of a building kind of like Celadon Mall and also like the building in which The Room is set. I was messing around with a glitch that was sort of like NPC script corruption and also much like the Void glitch in other ways. He wants to give it a try, so I hand him my GameBoy (with my Emerald cartridge in it). He drops it off the edge. I get pissed off majorly at him and don&#039;t talk to him for 10 minutes, then decide to forgive him and I hand him my half-eaten pack of Oreos.<br /><br />So then, all of a sudden, he walks off the building and falls to his death, taking my Oreos with him. He wasn&#039;t afraid to make a mess on his way out - with his guts and everything strewn about, it was kind of like a big pile of ketchup and mayonnaise mix. In my dream, I call his mom to tell him what happened. I was really freaked out and on the verge of tears waking up, but he&#039;s my roommate, so he was right there. Then I thought it was funny. :)


subject: Re: Glitch Dreams
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=5726.msg197182#msg197182 date=1419392486]The only thing that I know came close to a glitch dream for me was a dream when my Game Boy Advance stayed on even when I turned it off[/quote]<br /><br />I&#039;ve had a couple dreams like that as well. I don&#039;t even remember what would have caused them now lol.<br /><br />They&#039;re a little creepy, actually. I think I like it much more when things [i]actually turn off[/i] when I turn them off. Probably would have thrown it out the window too. :P


subject: Re: A picture of myself having dinner with my waifu
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Zowayix
icon: xx
body:
  Time for the good old traditional festive celebration. Has it seriously been over a year since I&#039;ve started doing this? Damn, yo. Anyway, yeah. My cooking attempt sucks, my lack of preparation in terms of beverages sucks, I got lazy and reused the same picture from Valentine&#039;s Day, and my photo skills suck. But I still do it anyway for my waifu.<br />[img width=1000]http://i.imgur.com/6yxYEy0.jpg[/img]


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  Regarding the bug in G3EH, I just used IDA and the no$gba debugger (which I found somewhere on the internet) to find out how the game ACTUALLY gets the PokÃ©mon name.<br /><br />It basically does<br />[code]strcpy(pokemon-&gt;name,&amp;PokemonNames[NAME_LENGTH * PokemonIndexNumber]);[/code]<br /><br />In other words, the start of the name is actually the greatest valid name length (11) multiplied by the index number, rather than how I was getting it, which was using the bytes directly after the previous terminator.<br /><br />I&#039;ve modified G3EH to do the same thing, I&#039;m just testing it out right now.<br /><br />edit: ...oh it HAS to make the load time higher doesn&#039;t it<br /><br />edit: and I&#039;m finding decamarks that could potentially have really long names here. Someone try R/S 0xA53D, if my calculations are correct its name is 188,288 bytes long..<br /><br />edit: I&#039;ve modified it such, that if the name is over 100 bytes long, it just shows the hex identifier and the length of the name, instead of the full name. Because it&#039;s very likely you&#039;d get out of memory otherwise, and also it would take 30 minutes to load a ROM. Now it takes maybe 1-2 minutes, and most of that is the dialog being rendered.<br /><br />[img]http://i.imgur.com/ef7mRy7.png[/img]<br /><br />I&#039;ll upload the latest version asap.<br /><br />edit: Released the latest update.


subject: merry christmas/happy holiday
poster_name: kimmon
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: kimmon
icon: clip
body:
  or should I say glitchmas....<br />I drew the picture in the attachment. zazzz is as Santa and I will let you guys figure out which glitch PokÃ©mon the reindeer represent (hint: they have name tags around their necks look at them)&nbsp; &nbsp; &nbsp; 


subject: Re: Gen III Extended Hacking Suite [for viewing Decamark info]
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The program has been updated. The glitch PokÃ©mon names are now retrieved in the same way as the games themselves.<br /><br />If the name is above 100 bytes, the name shown by the application will be the hex identifier of the PokÃ©mon and the length of the name.<br /><br />ROMs should also load a bit faster now.


subject: Re: merry christmas/happy holiday
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Nice drawing. Looks nice!<br /><br />The black one is â™€ . from Yellow (hex:C1, decimal/special stat 193). The white one next to it, is that Aã‚¥ G (hex:D4, dec:212) from Red/Blue? I could make out an &quot;A&quot; and possibly a &quot;G&quot;, and maybe a ã‚¥ but drawn like [img]http://i.minus.com/ij8CXxFbiErPd.gif[/img].<br /><br />The Charizard, maybe that&#039;s actually Charizard &#039;M from Red/Blue (FF, dec:255), however, it could also be . ã‚¥ ( .I&#039; . from Yellow (hex:F0, dec:240) or [img]http://cdn.bulbagarden.net/upload/2/2c/YGlitchNameC7.png[/img] from Yellow (hex:C7, dec:199).<br /><br />I don&#039;t know who is next to the Charizard-like PokÃ©mon.<br /><br />Merry Glitchmas to you too!<br /><br />Rudolph the Red-Nosed Reindeer, glitch version:<br /><br />â™« X -x, the purple-tint glitchmon, had a very shiny sprite, and if you ever saw him, you would even say he&#039;s bright (and strong). All of the other glitchmon, used to laugh and call him names (like &#039;dead face&#039;). They never let poor X -x glitch up any Game Boy games.&nbsp; Then one foggy Glitchmas eve, Jacred came to say: &quot;X -x with your sprite so bright, let us break our games tonight&quot;. Then all the glitchmon loved him, and they shouted out with glee: &quot;X -x the purple-tint glitch mon, you are such a mystery!&quot; â™«<br /><br />Mistletoe and Wine, glitch version:<br /><br />â™« Glitchmas time, Missing-4 4Hy. Doing the old man glitch, while feeling so high. Let&#039;s do the ZZAZZ glitch, and save our games. Oops, we just.. erased the save. Glitchmas time where is 4 4Hy? Maybe he vapourized into the sky. I think he e-volved, into a Q, but poor old Q is stuck in glitch zoo.<br /><br />Q escaped, he turned in-vis-ible. Thanks to dec 255. But Q wasn&#039;t happy, he turned to glitch crime, hybridizing.. people with pie. â™«


subject: Re: Gen III Extended Hacking Suite [for viewing Decamark info]
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  um, wack0? I&#039;ve ran into a problem.<br /><br />You see, sometimes the rom doesn&#039;t work, but other times, it gives me this: [attachimg1]


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Wack0, you&#039;re a genius.&nbsp; ;) With your tool, I found Emerald hex:1337 has a name length of 17523, and you should be able to get it with Glitzer Popping because I hatched one. Even though the &#039;normal&#039; method (view the second page of a summary and scroll up) doesn&#039;t work, talking to a news reporter in Slateport&#039;s PokÃ©mon Fan Club and having her say the glitch PokÃ©mon&#039;s name does. Only problem is you can&#039;t escape, like in my NPC text corruption&#039;s mass corruption effect. Your PokÃ©mon are turned into Bad Eggs so even if Teleport would work you can&#039;t use it, and maybe the game would freeze anyway.<br /><br />I will have to try a shorter name.<br /><br />Edit: 0x15B1 (length 10549) corrupts the PokÃ©mon (gave me three Bad Eggs, one that seemed to be a 0x000 Decamark Bad Egg, and set the party counter to three)&nbsp; but not the items or overworld data it seems. It corrupted my party PokÃ©mon sprites too. I wonder if it&#039;s possible to corrupt these addresses TheZZAZZGlitch mentioned ~$2028070 - Secret base decorations ~$2025F80 - Items in bag ~$2025EF0 - Boxed items, and make it so you can escape (note though those addresses aren&#039;t constant according to TheZZAZZ). Since personality value is 020244EC, it&#039;s not that far away.<br />Edit 2: 0x1552 (length 11594) is another party PokÃ©mon corrupter.<br />Edit 3: Lol, check out 0x146F (length 14080) - this one seems to be just right. It corrupts your name and items but lets you move. Secret Base items I don&#039;t know, but it corrupts your name so you may be able to get glitch Secret Base items with that method of corruption, possibly including long name ones. You can do beyond slot six corruption outside of battle. You can get it in Emerald with 20 Attack EVs, 111 HP EVs.


subject: Re: merry christmas/happy holiday
poster_name: kimmon
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7148.msg197190#msg197190 date=1419455310]<br /><br />Rudolph the Red-Nosed Reindeer, glitch version:<br /><br />â™« X -x, the purple-tint glitchmon, had a very shiny sprite, and if you ever saw him, you would even say he&#039;s bright (and strong). All of the other glitchmon, used to laugh and call him names (like &#039;dead face&#039;). They never let poor X -x glitch up any Game Boy games.&nbsp; Then one foggy Glitchmas eve, Jacred came to say: &quot;X -x with your sprite so bright, let us break our games tonight&quot;. Then all the glitchmon loved him, and they shouted out with glee: &quot;X -x the purple-tint glitch mon, you are such a mystery!&quot; â™«<br /><br />Mistletoe and Wine, glitch version:<br /><br />â™« Glitchmas time, Missing-4 4Hy. Doing the old man glitch, while feeling so high. Let&#039;s do the ZZAZZ glitch, and save our games. Oops, we just.. erased the save. Glitchmas time where is 4 4Hy? Maybe he vapourized into the sky. I think he e-volved, into a Q, but poor old Q is stuck in glitch zoo.<br /><br />Q escaped, he turned in-vis-ible. Thanks to dec 255. But Q wasn&#039;t happy, he turned to glitch crime, hybridizing.. people with pie. â™«<br />[/quote]<br /><br />nice job with the songs! I like!<br /><br />the black one is indeed â™€ . but the one next to it is actually missingno. and for the Charizard one you where right the first time it is Charizard &#039;M&nbsp; and the last one was suppose to be pkmn R pkmn from red/blue...<br /><br />and the reason for this picture is.....it&#039;s my first Christmas knowing about the glitch pokemon.....&nbsp; &nbsp; &nbsp; 


subject: Strange Emerald sprite (not the Mendel Palace guy)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I got a weird Battle Frontier sprite with a long name glitch PokÃ©mon in Emerald (Decamark 0x146E, which is 20 Atk, 110 HP for Glitzer Popping) that looks a little like [url=http://bulbapedia.bulbagarden.net/wiki/Tomoaki_Imakuni]Imakuni[/url], but I don&#039;t know if it&#039;s glitched.<br /><br />You have to talk to the news reporter in Slateport&#039;s PokÃ©mon Fan Club to make her say 0x146E&#039;s excessively long name ([url=http://forums.glitchcity.info/index.php/topic,7127.msg197192]G3EHS version 2[/url] says its 14102 characters long). This corrupts things including your party PokÃ©mon, some of your items (but not key items), your PokÃ©dex, your name, Secret Base items maybe?<br /><br />It also changes your character to a normally non-playable character (maybe it&#039;s an invalid gender value). As your TM/HMs may be wiped and the game may not let you use a PC, you can&#039;t Fly to the Battle Frontier, you have to take a ferry there.<br /><br />When you get there, select your name on the menu and choose the Battle Frontier map.<br /><br />Left: &#039;Imakuni&#039; character icon. Right: Normal male icon.<br />[img]http://i.minus.com/iLIsaH4gYhihi.png[/img]


subject: Re: merry christmas/happy holiday
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Glad you like them!&nbsp;  :)<br /><br />[quote author=kimmon link=topic=7148.msg197194#msg197194 date=1419464414]<br />the black one is indeed â™€ . but the one next to it is actually missingno. and for the Charizard one you where right the first time it is Charizard &#039;M&nbsp; and the last one was suppose to be pkmn R pkmn from red/blue...<br />[/quote]<br /><br />Oh, I thought that the &quot;M&quot; was an &quot;A&quot;. How wrong was I, ha ha.<br /><br />[quote author=kimmon link=topic=7148.msg197194#msg197194 date=1419464414]<br />and the reason for this picture is.....it&#039;s my first Christmas knowing about the glitch pokemon.....&nbsp; &nbsp; &nbsp; <br />[/quote]<br /><br />That&#039;s cool.


subject: Re: Strange Emerald sprite (not the Mendel Palace guy)
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystalame
icon: xx
body:
  I clipped it out of that map to get a better view of it and, after zooming in on it and staring at it because I just couldn&#039;t even tell WHAT the heck, my conclusion is that it looks like negative-color May. But I&#039;ve never seen the May sprite for that particular Frontier map (I didn&#039;t even know that map [i]existed[/i]) so I wouldn&#039;t actually know for certain. I think I&#039;ll go look it up now.<br /><br />EDIT: I can&#039;t find it. I can&#039;t even find the Brendan Frontier Map sprite. :( Maybe I&#039;m just searching in the wrong places. Either way, it looks like a &quot;coherent&quot; sprite to me. By that I mean it doesn&#039;t look like just a trash sprite, even if it does seem to be corrupted palette-wise.


subject: Re: Strange Emerald sprite (not the Mendel Palace guy)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Crystalame link=topic=7149.msg197197#msg197197 date=1419466534]<br />I clipped it out of that map to get a better view of it and, after zooming in on it and staring at it because I just couldn&#039;t even tell WHAT the heck, my conclusion is that it looks like negative-color May. But I&#039;ve never seen the May sprite for that particular Frontier map (I didn&#039;t even know that map [i]existed[/i]) so I wouldn&#039;t actually know for certain. I think I&#039;ll go look it up now.<br />[/quote]<br /><br />Thanks. You&#039;re right, it&#039;s just a corrupted version of the May sprite.<br /><br />The valid May sprite looks like this.<br /><br />[img]http://i.minus.com/itfbIJ4Th7ROI.png[/img]<br /><br />If you invert the colours of the corrupted sprite it looks more like May:<br /><br />[img]http://i.minus.com/in7o0MgnHs5G.png[/img]


subject: Re: Strange Emerald sprite (not the Mendel Palace guy)
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  :S Weird. But the one you found looks a lot different somehow. Could it possibly be a prototype version of it, or are my eyes just playing tricks on me?


subject: Re: Strange Emerald sprite (not the Mendel Palace guy)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Crystalame link=topic=7149.msg197199#msg197199 date=1419467523]<br />:S Weird. But the one you found looks a lot different somehow. Could it possibly be a prototype version of it, or are my eyes just playing tricks on me?<br />[/quote]<br /><br />Partly, that may be an illusion of some sort. Both the normal and glitched May sprite have a white outline, but when I inverted the colours it inverted the outline too. Maybe the black outline is be making the picture look bigger than it is? Not sure.<br /><br />It may look like that May has a mouth and her face is longer in the inverted corrupted version, but if you replace the colours left and right of the black outline, it looks more like the original.<br /><br />Her face only has one colour in the corrupted version (no cheeks or dark bits near the eyes), which would make the sprite look different, but that may more likely be part of the glitch, though I think it&#039;s worth extracting the sprites for this screen from the ROM.<br /><br />The picture I provided: [img]http://i.minus.com/in7o0MgnHs5G.png[/img]<br />Outline made white. [img]http://i.minus.com/iQJ9uLYCI0Hr8.png[/img]<br />Outline made white, bottom edge colours adjusted and cheeks added: [img]http://i.minus.com/iFptHqkElk70a.png[/img]


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I realized something: Decamarks are terrible. With all the restrictions like the blue glitch screen and the freeze encounters, most freeze anyway. I&#039;ll post statistics soon, but why are all these restrictions exist?<br />


subject: Re: Glitch Dreams
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  When I was ~10 and first learned of MissingNo, I had a dream where I fought him in the Jungle Japes stage from Super Smash Bros. Melee. He laughed like a madman during his entrance.<br /><br />Also, when I started writing The Story of Glitchy, I had a dream where the original ending I had planned for it played out. It was pretty cool and even played &quot;The Legend Comes to Life.&quot;<br /><br />I think MissingNo and Glitchy have appeared in different dreams since, but I can&#039;t recall them.


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Who knows. It may be something like the Decamark&#039;s ability, something to do with its sprite? Something else like a bad PokÃ©dex flag? Sorry, I unfortunately don&#039;t know much about the inner workings of Generation III.<br /><br />I am going to take a break from looking for long name Decamarks that allow glitch decorations, because with the hidden party glitch we may be able to get a long name glitch decoration anyway even though the items you can get are limited. I have achieved what I wanted to do other than that.<br /><br />I tried a length that corrupted the key items (other than 0x1337&#039;s 17523; a shorter one than that), indicating it was closer to corrupting Secret Base items or maybe did, but this glitch PokÃ©mon&#039;s name messed up my position on the overworld trapping me/making a freeze if I moved. It didn&#039;t seem that far away from 14080 (maybe a 16K something length? I&#039;m not sure) Perhaps I just haven&#039;t checked well enough for a &quot;Goldilocks&quot; length, which would not corrupt your position but would give you glitch Secret Base items. I could try to get &quot;Retire&quot; to come up in the menu to escape from the PokÃ©mon Fan Club too, assuming that would even work.<br /><br />I don&#039;t know exactly why I&#039;m searching for a way to get a Secret Base long name glitch item with this, however, it may allow more glitch items than through direct hidden party corruption. You can only get bit 0 and 2 (+05), bit 6 (+40) or bits 0, 2 and 6 (+45) (through double corruption) on Secret Base items with just the hidden party glitch in theory, but with a Decamark, you may get more results you can&#039;t get otherwise, and different types of them may give different decorations.<br /><br />By the way, I said that one of these corruptions allowed outside of battle hidden party glitch. I think I may have been mistaken because scrolling up may not have done anything.<br /><br />I haven&#039;t been able to use the PC with all my corruptions so far. The game would freeze after my name was displayed and it was booted up. Additionally, with one Decamark&#039;s corruption PokÃ©mon Centers would break the start menu or the PC, or make the game freeze after you step on an escalator or leave.<br /><br />Last note, 0x1412 (length 15114) is good in the way it leaves your sprite/battle sprite to Brendan, letting you fight. However, I noticed no long player name battle corruption (i.e. Trainer battle into a wild battle, etc.) after trying to use a Fluffy Tail in a Trainer battle and getting my long name to come up in Dad&#039;s advice. But in the Safari Zone the game acted as if I was in a non-Safari battle, with Girafarig attacking the player.<br /><br />I need to go to bed and enjoy Christmas with my family. May be taking a break from Glitch City and Youtube, so see you later.


subject: Re: Things I Learned Playing Mario Kart: Double Dash!!
poster_name: Krazyguy75
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=7132.msg197180#msg197180 date=1419377578]<br />[quote author=xtreme713ify link=topic=7132.msg197148#msg197148 date=1419107895]<br />I&#039;ve never had any issues like this in Mario Kart, not even in MK64. And I don&#039;t even like MK64 that much, overrated dated garbage compared to the rest of the series.<br />[/quote]<br /><br />What universe do you live in where Mario Kart isn&#039;t bullshit central?<br />[/quote]<br /><br />The always in first universe!<br /><br />#modest


subject: Debug Mode
poster_name: Rena
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Rena
icon: smiley
body:
  Here&#039;s a fun one, based on Wack0&#039;s &quot;set any address to anything&quot;:<br />[b]Debug Mode:[/b]<br /><br />[code]ld a,$03<br />ld l,$32<br />ld h,$D7<br />inc b<br />ld (hl),a<br />inc a<br />ret<br /><br />3E 03 2E 32 26 D7 04 77 3C C9[/code]<br /><br />Starting from item #1:<br />[tt]Any Item&nbsp; &nbsp; xAny<br />8F&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; xAny<br />Lemonade&nbsp; &nbsp; x&nbsp; 3<br />X Accuracy&nbsp; x 50<br />Carbos&nbsp; &nbsp; &nbsp; x215<br />PokÃ© Ball&nbsp;  x119<br />Fresh Water x201[/tt]<br /><br />This sets a flag in address $D732 (bit 1) that enables some nice debug functions:<br /><br />[list]<br />[*]When starting a new game, skips most of Oak&#039;s opening sequence. (Uses the default names NINTEN and SONY.)<br />[*]When starting a new game, you start outside your house instead of in your room.<br />[*][b]Holding B prevents random encounters.[/b]<br />[/list]<br /><br />The last one is the only one we really can see because unfortunately the flag gets reset at new game. It saves, though, so after executing this and saving the game, the effect remains indefinitely. As far as I know, the only things that reset this flag are starting a link battle or starting a new game. (Possibly forced bike/surf areas might affect it too?)<br /><br />BTW, does ws m work in Red/Blue? When I use it, it says the PC box is full.


subject: Re: Oh God What Have I Done (R/S Decamark 0x88A6)
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  When I get time I&#039;ll probably look further into Gen III.<br /><br />I for one am interested in memory corruption caused by long names: I assume it strcpy()s directly into an 11-byte buffer.<br /><br />No$GBA debugger and IDA 6.5 with ARM Hex-Rays (found online if you look hard enough) can help. I may have to start work on Gen III ida databases.<br /><br />Who knows, we may be able to get a fully decompiled Gen III src with enough work thanks to ARM Hex-Rays.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Cool, thanks Rena. The more 8F codes the merrier :D.<br /><br />No, ws m can&#039;t be used to activate arbitrary code in Red and Blue, because its effect pointer is 65B1 (in ROM). It can only be used to activate arbitrary code in Yellow, where it runs WRAM DA7F.<br /><br />However, as memdump shared, there is an item called -g m that executes code from WRAM DA47 in Red/Blue, and if you don&#039;t have bad Day Care data or number of Safari Balls data; you can make the code fall through to DA80 and use Pigdevil2010&#039;s [url=http://forums.glitchcity.info/index.php/topic,6638.msg196499.html#msg196499]latest Yellow stored party PokÃ©mon bootstrap code[/url], but with one small change; Onix instead of Growlithe so the code goes to D322 instead of D321.


subject: Re: Strange Emerald sprite (not the Mendel Palace guy)
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystalame
icon: xx
body:
  That would make sense. I guess I can&#039;t/shouldn&#039;t take the inverted color image for super-serious since the palette is just corrupted.<br /><br />[size=6pt](Also, the colors on the images you provided kind of make it look like a Game Boy sprite. :P)[/size]


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  By using map script pointer, would it be possible to create a code to make mew appear under the truck :o? (actually it is possible, it&#039;s just no one has made a code yet)<br /><br />EDIT: This code won&#039;t work because you can&#039;t walk while the game is running through your custom script pointer. Possibly replace it with a &quot;check sprite&quot; piece of code instead?<br /><br />I have some code for a &quot;make mew appear under the truck&quot; code here, but I need help on sprite related aspects and a text pointer.<br /><br />[code]; make mew appear under the truck<br />ld a,[$d35e] ; make sure that you&#039;re on the ss anne map with the truck<br />cp a,$5e<br />ret nz<br />ld hl, $d728 ; used strength address<br />bit 0,(hl)<br />ret z ; return if not using strength<br />ld hl,$c109 ; player facing direction<br />ld a,(hl) ; load address value into a<br />cp a,$08 ; is player facing right?<br />ret nz ; return if not facing right<br />ld a,[$d35f] ; top left pointer blocks comparison because I can&#039;t<br />cp a,$08 ; figure out how GetCoordsAndTileinFrontOfPlayer works (help pls)<br />ret nz<br />ld a,[$d360]<br />cp a,$c6<br />ret nz<br />xor a <br />ld b,[$d363] ; compare block coords<br />cp a,b <br />ret nz <br />ld b,[$d364]<br />cp a,b<br />ret nz<br />call $0bd1 ; collision check<br />ret nc ; return if no collision (collision check sets carry)<br />; insert sprite data and stuff here<br />; replace truck block with regular dock block, then make the truck into two sprites<br />; move each sprite one left<br />; place a slowbro sprite on the empty space where the truck is<br />; text pointer for slowbro sprite points to &quot;Mew!&quot;<br />; starts battle after (can be cheap and set W_ISINBATTLE/d057 to 1)<br />; set W_CUROPPONENT to $15<br />; end text pointer[/code]


subject: Re: Things I Learned Playing Mario Kart: Double Dash!!
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krazyguy75 link=topic=7132.msg197205#msg197205 date=1419487163]<br />[quote author=Bert link=topic=7132.msg197180#msg197180 date=1419377578]<br />[quote author=xtreme713ify link=topic=7132.msg197148#msg197148 date=1419107895]<br />I&#039;ve never had any issues like this in Mario Kart, not even in MK64. And I don&#039;t even like MK64 that much, overrated dated garbage compared to the rest of the series.<br />[/quote]<br /><br />What universe do you live in where Mario Kart isn&#039;t bullshit central?<br />[/quote]<br /><br />The always in first universe!<br /><br />#modest<br />[/quote]<br /><br />Huehuehue.<br /><br />Also, fuck Mario Kart 7&#039;s AI. It&#039;s not even cheap, it&#039;s just meanspirited.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Comatose
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The getting any pokemon isn&#039;t working for me anymore for some reason. I tried so many times with new seasors and all im getting is seasor in regular pokeballs as bad egg. Very arely I get them in nestballs but when I try to use it in battle to see what&#039;s inside, when I press fight the game crashes :s


subject: Re: The Member's Guide to Topiclessness
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So any kind of fruit/vodka cocktail can fuck off for the rest of my life. They don&#039;t even taste great, they&#039;re sugarier than raw sugar. And I&#039;m sick of throwing up all the damn time.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Rena
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Rena
icon: xx
body:
  That would be a pretty sophisticated hack to pull off with ACE. You&#039;d need to store that all somewhere; it&#039;d probably be longer than the inventory, so you&#039;d need a second stage bootstrap to read values into some other buffer (maybe save RAM?) and then resume execution as normal.<br /><br />You could save some space by reusing Mewtwo&#039;s text (when you speak to him, he says &quot;Mew!&quot;) and by not bothering to turn the truck into a sprite (just update the map to move the truck tiles, or even just flash the screen and have Mew appear as soon as you push the truck). It might not look quite as good but it&#039;d probably be much easier to pull off. Also it&#039;s enough to set W_CUROPPONENT (D059 in Red/Blue) to trigger an encounter; you don&#039;t have to set W_ISINBATTLE. (You&#039;d want to set their level, though.)<br /><br />IIRC, the map script pointer in gen 1 is just a pointer to code that gets called every frame (and maybe a counter?), so you&#039;d have to point that to your new function (and maybe also call the original script after yours finishes). I don&#039;t know about walking while the script is running; there&#039;s probably a flag that you can set. Or you might be able to take over the animation function; IIRC that&#039;s also just a pointer to a function.<br /><br />Also, [url=https://github.com/RenaKunisaki/pokered/blob/master/hacks/overworld-hms.asm]see here[/url] for an example of GetTileAndCoordsInFrontOfPlayer(). (It just sets some global variables. I don&#039;t remember if it also returns something in the registers.)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  you could probably use box data for the code, I don&#039;t think it&#039;ll be that long. You could also use a custom text pointer manip from ram (but I don&#039;t know exactly how that would work), and have it put values into &quot;W_CUROPPONENT&quot; through script mode.<br /><br />I don&#039;t think there&#039;s any special map script pointer for SS anne (maybe when you leave the boat and you have the boat cutscene) and space isn&#039;t much of a problem either, because of box data.


subject: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  I&#039;ve looked at the key items glitch that hacky found, and now that crystal has a way to mess with important memory parts, I&#039;m thinking if there&#039;s a way to beat PokÃ©mon Crystal as fast as possible.<br /><br />My current route was to go through the game as normal, catching a sentret as well for a cut slave and another important part of the glitch.<br /><br />I&#039;d pick up tm39 swift, because swift&#039;s index number corresponds to an Egg Ticket, which has an index value greater than 100.<br /><br />Water Gun has an index value lower than 100 and corresponds to an Itemfinder, and you get water gun in the normal crystal route.<br /><br />After teaching cut to Sentret, I would also teach Mud-Slap (filler move) and Swift to Sentret to get Swift in the fourth slot.<br /><br />At the Daycare, I would start duplicating Croconaw until I get a bad clone, and I would perform the celebi trick to get a PokÃ©mon with an Itemfinder. Then, I would do the same to sentret to get an Egg Ticket.<br /><br />I&#039;d duplicate Sentret and Crocanaw to get enough Key items, then I would perform the key items glitch.<br /><br />Unfortunately, I&#039;m not so familiar with the prerequisites of the Key Items glitch for crystal (how many balls you need in your balls pocket, what do you need in your balls pocket) and I haven&#039;t tested this out because I can&#039;t get a bad clone.<br /><br />The route after achieving Key Items Glitch would possibly be:<br /><br />[list]<br />[li]Set your party count to 0 using $FF&#039;s &quot;Masking&quot; ability[/li]<br />[li]Somehow get to Kanto, either by:[/li]<br />[list]<br />[li](Better Option) Distorting to Magnet Train[/li]<br />[li](Worse Option) going to the Fast Ship and setting the flag for allowing you to sail to Vermillion[/li]<br />[/list]<br />[li]Distorting around Snorlax to get to Route 2[/li]<br />[li]Biking to Mt. Silver, bypassing guards through more map distortion/something else[/li]<br />[li]Setting the flag to make Red Appear at Mt Silver? (not sure if you could access that point, otherwise just beat e4[/li]<br />[li]Biking through Mt. Silver and &quot;beating&quot; Red[/li]<br />[/list]<br /><br />If someone can give me a code to set the number of balls to 255, that would be very appreciated. ;)


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7150.msg197216#msg197216 date=1419619202]<br />If someone can give me a code to set the number of balls to 255, that would be very appreciated. ;)<br />[/quote]<br /><br />You can set D8D7 to FF (01FFD7D8).


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7150.msg197218#msg197218 date=1419626986]<br />Also, does it matter if I&#039;m using Version 1.0 or Version 1.1 to get bad clones?<br />[/quote]<br /><br />Ah. I don&#039;t know, sorry, but I&#039;m going to guess no. The only known differences between them is a fix in how the &quot;PokÃ©dex details submenu&quot; works, and Unix to Windows newlines in data that isn&#039;t supposed to be text, [url=http://hax.iimarck.us/post/6767/#p6767]according to Tauwasser[/url].


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  Finally figured out where the Pokedex Mode byte is (D959) although I realized Torchickens already found it. :P<br /><br />Interestingly, Glitch Mode 6 Runs code from &quot;somewhere&quot; and landed into echo ram, which it then hit a corrupted stop. (the corrupted stop was at FB4E). FB4E is actually in event flags somewhere, so could we possibly execute Arbitrary code&nbsp; :o?<br /><br />EDIT: PokÃ©dex Mode $0B ran code to CF6A (another corrupted stop)<br />EDIT2: Mode $11 also runs to FB4E. If only there was a way to figure out the start of execution. (Can&#039;t use bizhawk&#039;s trace logger it&#039;s way too laggy) Some of the modes crash when I try to look at them, other modes crash when I hit select in the Pokedex. (some of them crash because of bad access to oam dma) I know it couldn&#039;t have ran from before FAC7 (assuming no jumps/calls/returns etc.), because there was another corrupted stop there.<br /><br />EDIT3: Found the exact point where the code starts (trial and error with corrupted stops), which is at $FB20. Unfortunately this is out of our reach to edit with key items glitch though :(


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  The PC box names begin at DB75 (the same as FB75). Could you could make the code fall through to there?<br /><br />Edit: There are some potentially dangerous opcodes at FB20 (rst 38), FB22 (call nz FF1F), FB26 (ld (hl), 7F) :(. Any idea what these addresses represent?<br />Edit 2: Even though this region is 00 from a new game, there is more &#039;dangerous&#039; code starting at FB49 after you start a new game.<br /><br />Your glitch PokÃ©dex mode execution of arbitrary code idea sounds brilliant (except it may mess up the stack like Coin Case and there may be problems exiting the PokÃ©dex, but we could probably make a workaround)<br /><br />[quote author=luckytyphlosion link=topic=7150.msg197220#msg197220 date=1419634236]<br />EDIT2: Mode $11 also runs to FB4E. If only there was a way to figure out the start of execution. (Can&#039;t use bizhawk&#039;s trace logger it&#039;s way too laggy) Some of the modes crash when I try to look at them, other modes crash when I hit select in the Pokedex. (some of them crash because of bad access to oam dma) I know it couldn&#039;t have ran from before FAC7 (assuming no jumps/calls/returns etc.), because there was another corrupted stop there.<br />[/quote]<br />If you use BGB, then you can go to debug&gt;access breakpoints and enter 8000-FEFF and check execute. The game will tell you if it&#039;s executing code from memory; and it should do this from the start. You could adjust this to whatever memory range you want.<br /><br />Edit: I may as well make a RAM DexDex.<br /><br />Here goes (I&#039;ll be editing this a lot):<br />05 - C6D0<br />06 - FB0E<br />09 - FA20<br />0B - C94C<br />0C - D021<br />0D - 9000<br />11 - FB20<br />13 - C94C<br />14 - CA21<br />17 - EA3A<br />18 - D265<br />19 - D0CD<br />1E - D2EA<br />1F - C9C7<br />20 - EAAF<br />21 - C7D2<br />22 - D021


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: HÃ¡Äky
icon: xx
body:
  Underflowing the Key Items pocket should be faster than overflowing it, since it only requires a few duplicate items. I started working out a method for this a while back, but then moved on to other things.<br /><br />You can get three Itemfinders at once with a variation of the Celebi trick. Put two PokÃ©mon in the party with Water Gun as their first move. (Catching Wooper on Route 32 is an easy way to get these, so Iâ€™ll just call them Wooper.) Give the bad clone to the Day Care, take it back, and put it at the front of the party, then move a third Wooper from the PC into the front of the party. Give the bad clone back to the Day Care, and the first Wooper will be holding an Itemfinder. Take the item, and deposit that Wooper into the PC, and now the other two Wooper will be holding Itemfinders. (For best results, youâ€™ll need to ensure that the PokÃ©mon data doesnâ€™t contain an $FF byte, which could appear in their IVs or your OT ID. A slightly longer method would be needed to get around that.)<br /><br />After depositing all Key Items into the PC other than the three Itemfinders, swap the second Itemfinder with the third. The Key Items pocket now has 2 items, and a Coin Case in place of the Cancel button. Deposit the Coin Case into the PC. Now you have 1 item, and an Itemfinder in place of the Cancel button. Swapping the two Itemfinders will leave the pocket with 0 items, an Itemfinder in place of the Cancel button (first slot), and a Coin Case in the second slot which you canâ€™t access. Deposit the Itemfinder into the PC, and now the pocket has 255 items.<br /><br />Making use of this is a bit tricky, because in a pocket with 255 items, the cursor always jumps back to the top of the list after any operation (I donâ€™t know why this happens, but it does), which makes it impossible to move out-of-bounds items around without viewing ? ($00)â€™s glitch description. Thereâ€™s now a Coin Case in the first slot, and depositing it would leave 254 items in the pocket. But that wonâ€™t help, because then all the accessible items would be Cancel buttons ($FF), which the Select button doesnâ€™t work on.<br /><br />Instead, buy 54 PokÃ© Balls of any type. (54 is the index number of the Coin Case.) Put another type of PokÃ© Ball with index &lt; 100 (Master Ball, Ultra Ball, Great Ball, or PokÃ© Ball) in the slot after those 54 balls. Go into the Key Items pocket, press Select on the Coin Case, and scroll down just past your 54 balls, where a Coin Case will appear to be. Press A to merge the two Coin Cases.<br /><br />Now the Key Items pocket has 254 items, with only Cancels in the first few slots followed by ?s. Move the remaining Coin Case to the position of the first ?. This ensures that there is one movable item that you can press Select on to scroll past the ?s. All the ?s will move down one slot, so the last one will now be the number of items in the Balls pocket ([i]i.e.,[/i] 0 items), and the original number of items in the pocket will now be the index of the first item. If the original number of items was 1, 2, 4, or 5, then depositing or tossing the resulting ball will underflow the Balls pocket to 255 items.<br /><br />When used outside the TM/HM pocket, TM15 executes code from $FA10, TM17 from $FA47, and TM21 and TM25 from $FA69, any of which can be modified from the Balls pocket. Of those, TM21 is the most easily obtained: itâ€™s given by an NPC at the Goldenrod Department Store on Sunday. The idea of using a glitch PokÃ©dex mode is new to me, so I donâ€™t know if that might work better.


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I&#039;ll be updating my last post with execution locations for glitch PokÃ©dex modes.<br /><br />Does anyone want to team up and work FF-80?


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7150.msg197224#msg197224 date=1419643361]<br />I&#039;ll be updating my last post with execution locations for glitch PokÃ©dex modes.<br /><br />Does anyone want to team up and work FF-80?[/quote]<br />No, I just want to tell you that the pointer table is at $40BF0. :)


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7150.msg197225#msg197225 date=1419643823]<br />[quote author=Torchickens link=topic=7150.msg197224#msg197224 date=1419643361]<br />I&#039;ll be updating my last post with execution locations for glitch PokÃ©dex modes.<br /><br />Does anyone want to team up and work FF-80?[/quote]<br />No, I just want to tell you that the pointer table is at $40BF0. :)<br />[/quote]<br /><br />OK, thanks :D.


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  TM21 seems like the best method for now (but there could be new memory locations for glitched dex values). You can simply get an item with 0 quantity, toss it to get 195 (jp $xxyy) and have an item with a good quantity that can represent an address corresponding to box names. The start of box names is $db75. The quantity of the item represents the high byte of the address and the item identifier equals the low byte of the address.


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7150.msg197227#msg197227 date=1419644329]<br />TM21 seems like the best method for now (but there could be new memory locations for glitched dex values). You can simply get an item with 0 quantity, toss it to get 195 (jp $xxyy) and have an item with a good quantity that can represent an address corresponding to box names. The start of box names is $db75. The quantity of the item represents the high byte of the address and the item identifier equals the low byte of the address.<br />[/quote]<br />But you can only decrease the quantity of an item if it belongs in thatâ€”Huh. You can toss items while theyâ€™re in the PC? I never even knew that.


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  Actually, glitch mode 9 would be best for execution, as it&#039;s somewhere in the glitched inventory (sample code to jump there):<br />[url=http://puu.sh/dKMog/82f09cf2ca.png]http://puu.sh/dKMog/82f09cf2ca.png[/url] (link because it&#039;s too big)<br /><br />I need to think of box names suitable for Crystal (and I&#039;m not even sure where I return with the ret opcodes).<br /><br />It&#039;s cool that we now have an easy way to execute arbitrary code in Crystal though :D<br /><br />[size=6pt]Sanqui will also be so proud that there&#039;s a Coin Case and Box Names in the &quot;current&quot; route[/size]<br /><br />EDIT: Does anyone know what the flag for setting red on the map is?<br />EDIT2: A ret simply displays a blank dex data, which makes execution much easier. Not sure if if messing with the registers does anything to the return address, but I&#039;ll test it out.<br />


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: HÃ¡Äky
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7150.msg197229#msg197229 date=1419647393]EDIT: Does anyone know what the flag for setting red on the map is?<br />[/quote]<br />Looking at the map script in the disassembly, it appears to be event flag $762, which is bit 2 of $DB5E.<br /><br />[s]Iâ€™d convinced myself that using 4 Itemfinders wouldnâ€™t make it any easier to get the Key Items pocket down to 254 items, but now Iâ€™ve realized that it can: Swap the 3rd Itemfinder with the 4th; deposit the Coin Case; sway the 2nd Itemfinder with the 3rd; swap the 1st Itemfinder with the 2nd; deposit the Itemfinder; deposit one of the two Coin Cases. Then there are 254 items in the pocket and a Coin Case left in the first slot. That doesnâ€™t do anything to the Balls pocket, but you could then store a high-index-number item (such as TM49) in the PC and move it into the Balls quantity byte from the Key Items pocket.[/s]<br />No, I was right the first time. That fourth step doesnâ€™t work, because thereâ€™s a Coin Case rather than a Cancel button as the â€œquantityâ€ of the second Itemfinder.


subject: Re: PokÃ©mon Crystal &quot;Glitched&quot; Speedrun.
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  Well, assuming we can get the key items glitch to work, here&#039;s the method I used to beat the game quickly!<br />(this assumes you jump to the first character of the first box, or before that)<br /><br />[code]<br />; BOX 1<br />; p 0 &#039;v 0 B Ã© A 5<br />xor a<br />or $d6<br />or $81; get $d7<br />ld $fb80,a<br /><br />; BOX 2<br />; p Ã© Ã©* 6 &#039;v c<br />xor a<br />ld $fc(d7),a ; 0 pkmn in party<br />sub $a2 ; get $5e<br /><br />; BOX 3<br />; Ã© M 5 p Ã© Ã©* 5 <br />ld $fb8c,a ; load letter into later box letter<br />xor a<br />ld $fb(5e),a ; make red appear<br /><br />; BOX 4<br />; &#039;v 7 Ã© v 6 &#039;v x<br />sub $fd ; get $03<br />ld $fcb5,a ; change map group to $03<br />sub $b7 ; get $4c<br /><br />; BOX 5<br />; Ã© w 6 x &#039;d<br />ld $fcb6,a ; change map to silver cave<br />or a ; unset carry flag<br />ret nc<br />[/code]<br /><br />Big thanks to the people that made the current coin case route so I&#039;d have a sense of what I was doing, Sanqui for this awesome pastebin [url=http://pastebin.com/raw.php?i=arPmsvYu]here[/url] so I could easily convert characters to opcodes, Hacky for giving me the address for the Red Flag, [url=http://skeetendo.proboards.com/thread/75/pokemon-golds-ram]this[/url] so I could figure out each address in Gold, and I could get an idea of what addresses in the Gold Coin Case Route would I need to change for crystal, and the [url=https://github.com/kanzure/pokecrystal]Pokemon Crystal Disassembly[/url]<br /><br />EDIT: Could I use a Bicycle for Key Items Glitch instead, because it has a lower index value so I&#039;d need to buy less Poke Balls?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6868.msg197062#msg197062 date=1418001872]<br />Here&#039;s a minor thing I want to add, as I think someone asked what would happen if an Egg hatched from an Egg with Glitzer Popping.<br /><br />You should be able to hatch a &quot;-&quot; (hex:019C) with Glitzer Popping, and it will be at level 45, not 5; with glitch moves as usual.<br /><br />[img]http://i5.minus.com/ib0uLnSpSsSU4d.png[/img][img]http://i1.minus.com/ibfRfzDyPMrR8d.png[/img]<br /><br />IIRC, I previously breeded two corrupted PokÃ©mon together and got &quot;-&quot; from the Egg, but I haven&#039;t tried to replicate this.<br /><br />I&#039;m interested in its glitch ability. Could someone experienced with GBA language and Emerald check what it does, please?<br />[/quote]<br /><br />I don&#039;t know what it does, but I have decoded it&#039;s name into 3:<br /><br />A8 C6 2E 08 51 F4 04 08<br />THUMB:<br />stmia r6!, {r3, r5, r7}<br />lsr r6, r5, #0x00<br />bl $02c51030<br />(Doesn&#039;t show for some reason:&nbsp; lsr, r4, r0, #0x00)<br />ARM (more likely:<br />stmeqda lr! {r3,r5,r7,r10,lr,...(cuts off)}<br />stmeqda r4, {r0,r4,r6,r10,r12-pc}


subject: Re: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Great. Thanks and well done lucky!<br /><br />I just have a few comments though. Can you type in your code as opcodes, like AF F6 D6...&nbsp; (with sample junk code or optional code if necessary just so it runs on to the next box) please? You have &quot;*&quot;s in your code. I don&#039;t know what these mean. Some of these names aren&#039;t 8 characters long but you could probably fill the rest with junk code.<br /><br />Additionally, I&#039;m confused with what you do; I know that you set &#039;a&#039; to $d7 (as part of fcd7) with or, and to $5e with sub (as part of fb5e) but how are you getting the game to put a into the addresses you show? I would have thought that you&#039;d have to store these values in l first to use ld (hl),a but that opcode is a N/A.<br /><br />[quote author=luckytyphlosion link=topic=7150.msg197231#msg197231 date=1419657347]<br />Big thanks to the people that made the current coin case route so I&#039;d have a sense of what I was doing, Sanqui for this awesome pastebin [url=http://pastebin.com/raw.php?i=arPmsvYu]here[/url] so I could easily convert characters to opcodes, Hacky for giving me the address for the Red Flag, [url=http://skeetendo.proboards.com/thread/75/pokemon-golds-ram]this[/url] so I could figure out each address in Gold, and I could get an idea of what addresses in the Gold Coin Case Route would I need to change for crystal, and the [url=https://github.com/kanzure/pokecrystal]Pokemon Crystal Disassembly[/url]<br />[/quote]<br /><br />Plus (though not exactly related to the execution) if it wasn&#039;t for Hacky for actually finding the balls pocket corruption method, or Paco81 for finding the duplicate key items glitch in the first place this wouldn&#039;t be possible. And maybe I deserve a bit of credit for discovering that TMs can execute code from RAM and how to get a glitch PokÃ©dex mode. *shot*


subject: Re: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  [quote author=Torchickens]Plus (though not exactly related to the execution) if it wasn&#039;t for Hacky for actually finding the balls pocket corruption method, or Paco81 for finding the duplicate key items glitch in the first place this wouldn&#039;t be possible. And maybe I deserve a bit of credit for discovering that TMs can execute code from RAM and how to get a glitch PokÃ©dex mode. *shot*[/quote]<br />The thanks was just for the actual code writing, but of course other people helped in discovering the glitches<br />[quote author=Torchickens]You have &quot;*&quot;s in your code. I don&#039;t know what these mean.[/quote]<br />I forgot to specify what the asterisks were. The asterisks mean that the letter gets overwritten with the earlier code, so I could access addresses I couldn&#039;t access with only the standard letters.<br /><br />[quote author=Torchickens]Additionally, I&#039;m confused with what you do; I know that you set &#039;a&#039; to $d7 (as part of fcd7) with or, and to $5e with sub (as part of fb5e) but how are you getting the game to put a into the addresses you show? I would have thought that you&#039;d have to store these values in l first to use ld (hl),a but that opcode is a N/A.[/quote]<br /><br />To get &quot;a&quot; into the addresses, I use EA (ld $xxyy,a) to write another letter into the box so the game reads that as the address value instead. It&#039;s a bit awkward, but it works out.<br /><br />[quote author=Torchickens]Some of these names aren&#039;t 8 characters long but you could probably fill the rest with junk code.[/quote]<br />You don&#039;t need to name your boxes exactly 8 characters; they can be shorter. :P<br /><br />[quote author=Torchickens]Great; but can you type in your code as opcodes, like AF F6 D6...[/quote]<br /><br />I&#039;ll write the code in opcodes, but it&#039;ll take a while so it&#039;ll look &quot;neat&quot; (i.e. would look like [url=http://wiki.pokemonspeedruns.com/index.php/User:Dabomstew/Gold_Coin_Case_CrazyReset_Route#Box_Names_Beta2]this[/url])<br /><br />EDIT: Done :)<br /><br />[code]<br />af f6 d6 f6 81 ea 80 fb af ea ea fc d6 a2 ea 8c fb af ea ea fb d6 fd ea b5 fc d6 b7 ea b6 fc b7 d0<br /><br />; BOX 1<br />; p 0 &#039;v 0 B Ã© A 5<br />af&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  xor a<br />f6 d6&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; or $d6<br />f6 81&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; or $81; get $d7<br />ea 80 fb&nbsp; &nbsp; &nbsp;  ld $fb80,a<br /><br />; BOX 2<br />; p Ã© Ã©* 6 &#039;v c<br />af&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  xor a<br />ea ea fc&nbsp; &nbsp; &nbsp;  ld $fc(d7),a ; 0 pkmn in party<br />; (d7) number above changed to d7<br />d6 a2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sub $a2 ; get $5e<br /><br />; BOX 3<br />; Ã© M 5 p Ã© Ã©* 5 <br />ea 8c fb&nbsp; &nbsp; &nbsp;  ld $fb8c,a ; load letter into later box letter<br />af&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  xor a<br />ea ea fb&nbsp; &nbsp; &nbsp;  ld $fb(5e),a ; make red appear<br />; (5e) number above changed to 5e<br /><br />; BOX 4<br />; &#039;v 7 Ã© v 6 &#039;v x<br />d6 fd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sub $fd ; get $03<br />ea b5 fc&nbsp; &nbsp; &nbsp;  ld $fcb5,a ; change map group to $03<br />d6 b7&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sub $b7 ; get $4c<br /><br />; BOX 5<br />; Ã© w 6 x &#039;d<br />ea b6 fc&nbsp; &nbsp; &nbsp;  ld $fcb6,a ; change map to silver cave<br />b7&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  or a ; unset carry flag<br />d0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ret nc<br />[/code]<br /><br />Actually, does it matter if your original PokÃ©mon that was cloned is slightly different then the clones (different hp value, stats differ a bit because of stat exp + box trick)? :o


subject: Re: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7150.msg197235#msg197235 date=1419704916]<br />The thanks was just for the actual code writing, but of course other people helped in discovering the glitches<br />[/quote]<br /><br />Yes, sorry. I was just being matter of fact and figured out that you were just listing people who helped in making the code. I maybe should have said nothing. Sorry if I sounded like I wanted you to list more people.<br /><br />[quote author=luckytyphlosion link=topic=7150.msg197235#msg197235 date=1419704916]<br />I forgot to specify what the asterisks were. The asterisks mean that the letter gets overwritten with the earlier code, so I could access addresses I couldn&#039;t access with only the standard letters.<br />[/quote]<br /><br />OK.<br /><br />[quote author=luckytyphlosion link=topic=7150.msg197235#msg197235 date=1419704916]<br />[quote author=Torchickens]Great; but can you type in your code as opcodes, like AF F6 D6...[/quote]<br /><br />I&#039;ll write the code in opcodes, but it&#039;ll take a while so it&#039;ll look &quot;neat&quot; (i.e. would look like [url=http://wiki.pokemonspeedruns.com/index.php/User:Dabomstew/Gold_Coin_Case_CrazyReset_Route#Box_Names_Beta2]this[/url])<br />[/quote]<br /><br />I don&#039;t mind if you just put the opcodes in one string. It&#039;s easy to just copy it into BGB that way, and the debugger disassembles it for you.<br /><br />Edit: Just did your code and beat the game too :D.<br /><br />[quote author=luckytyphlosion link=topic=7150.msg197235#msg197235 date=1419704916]<br />Actually, does it matter if your original PokÃ©mon that was cloned is slightly different then the clones (different hp value, stats differ a bit because of stat exp + box trick)? :o<br />[/quote]<br /><br />What part of the route is this? Why might a different HP value/different stats matter?<br /><br />Do you have a draft route written out? Because the bad clone glitch for getting held key items is one of the glitches I&#039;ve never actually done.<br /><br />I will be routing/copying the route if I get used to Bizhawk.


subject: Re: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  The Stat exp/HP thing was related to getting a bad clone, since I thought that a bad clone wasn&#039;t appearing normally because my original Croconaw had different stats, hp.<br /><br />I assumed that getting a bad clone was possible in Crystal, but I can&#039;t seem to get one. One time it seemed like I got a bad clone was when I actually got a hex FF PokÃ©mon, which was only &quot;half&quot; a bad clone.<br /><br />I pasted what I have on the wiki, but I&#039;m stuck at the bad clone part. However, I checked in pikasav what box 1 looked like, and the results where interesting:<br />[IMG]http://puu.sh/dLycv/c8938999be.png[/img]<br /><br />Maybe I need to clone in other boxes with 00s for empty spaces for the glitch to work.<br /><br />EDIT: I think I figured out why cloning wasn&#039;t working.<br /><br />When I started cloning, I got a corrupted clone with a name similar to &quot;.KP&quot;. I released it and continued cloning. Despite my efforts, I couldn&#039;t get a bad clone.<br /><br />Then, I loaded a state pre-cloning, saved, and decided to check the first box in pikasav. Like the image above, it was a giant garbled mess of garbadge data.<br /><br />The first PokÃ©mon was a sunflora, and interestingly, it had the same name of &quot;.KP&quot;. I&#039;m sure that someone discovered it already, but my guess is that you get a bad clone because your PokÃ©mon has mixed data of hex 00 and your old PokÃ©mon, which explains why I couldn&#039;t get a bad clone on BOX 1.<br /><br />tl;dr don&#039;t clone on box 1 for bad clone.


subject: Re: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  For what it&#039;s worth, in Gold and Silver an empty box 1 has data filled with FF while boxes 2-14 have data filled with 00. This may also be the case in Crystal. I do not exactly know how the box corruption works, so this is just something I thought would be worth sharing. Do you know what the equivalent of AD82 (stored PokÃ©mon 1) for Crystal is?


subject: Re: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  According to the disasm, sBoxMons is at $ad26, which is where the first box PokÃ©mon is stored. I can check werster&#039;s old gold glitched% videos and see what box he used for cloning, to see if I need to clone in a box with 00s or FFs.<br /><br />EDIT: When werster cloned abra in the old gold glitched route, after the inital cloning attempts, he used &quot;Move Pokemon without Mail&quot; to put Abra back to the front of the party, instead of withdrawing it. Wonder what difference does that make. He also used Box 1 to clone Abra, and then switched to box 2 to hunt for bad clones.<br /><br />After depositing abra into box 2, he switched to box 1 to clone, however it might be better to switch to another empty box, since Crystal Cloning is much harder.<br /><br />EDIT2: writing exactly what werster did in his old gold glitched% run, starting from getting abra.<br /><br />- Deposit Abra and the egg in the pc in box 1<br />- swap to box 2 and clone.<br />- use Move pkmn without mail to move Abra to the front of the party, then to move the egg in the party to the box.<br />- Deposit the two abras and clone again (still in box 1)<br />- use move pkmn without mail to move the two abras to the front of the party.<br />- deposit 3 abras and croconaw into box 1 and clone.<br />- withdraw 1 abra, and change boxes to box 2.<br />- deposit all abras into box 2 and clone.<br />- deposit all abras into box 2 again and clone.<br />- deposit 3 abras into box 2 and clone.<br />- deposit 4 abras into box 2 and clone.<br />- deposit 2 abras into box 2 and attempt to get a bad clone.<br />- check if box quantity in box 2 is 19, if it isn&#039;t then attempt to bad clone again.<br /><br />My guess is that you clone in box 1 first to get 4 abras, then you switch to box 2 because there&#039;s only 1 FF at the end of your party, and box 1 would have FFs because you withdraw PokÃ©mon.<br /><br />When he did get a bad clone, it was the last 2 Pokemon, which means that bad clones can only be created by the PokÃ©mon that were just deposited.<br /><br />I&#039;ll try to see if I can get a bad clone now, doing what werster did and adapting it to crystal. I&#039;ll probably clone in box 2 first to get four clones, then switch to box 3/4 to hunt for a bad clone. I don&#039;t know if I need to fill my box almost entirely full like werster did, though.<br />


subject: Re: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=luckytyphlosion link=topic=7150.msg197239#msg197239 date=1419709582]<br />According to the disasm, sBoxMons is at $ad26, which is where the first box PokÃ©mon is stored. I can check werster&#039;s old gold glitched% videos and see what box he used for cloning, to see if I need to clone in a box with 00s or FFs.<br />[/quote]<br /><br />Thanks. From that address I found the equivalent of AD6D (stored PokÃ©mon 1 byte 1) is AD11.<br /><br />Interestingly, when I started a new save in Crystal, box data from the old save still existed, so when I hacked a Bulbasaur as the first PokÃ©mon it was called Mew.<br /><br />Crystal had FFs in box 1 too, but only from AD11 to AD41; but if you erase your save completely, there are more FFs exclusive to box 1.


subject: Re: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  Another thing I thought of. If only the nickname is corrupted, it may mean that you reset too late, but not late enough to corrupt the nickname data, since it is stored after the Main Pokemon data.<br /><br />EDIT: now that I think about it, you wouldn&#039;t need to clone so many abras, because werster needed them to overflow party, while we don&#039;t need to overflow party.


subject: Re: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: luckytyphlosion
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: luckytyphlosion
icon: xx
body:
  Testing out timings for Bad Clones (note because of human error, some times may be off)<br /><br />Started the timer at the same time I press &quot;Yes&quot; to save, and stopped at 2.43 seconds at the time I reset. I got perfectly normal clones.<br /><br />Second time timing, timer ended at 2.30 seconds, and no PokÃ©mon in the box this time.<br /><br />Still testing more times, so I may edit this a few times.<br /><br />EDIT: 2.33 seconds doesn&#039;t give anything in the box.<br />EDIT2: 2.41 seconds gives glitch nicknames and nothing else. This means we need to reset between 2.33 and 2.41 seconds.<br />EDIT3: Okay, 2.41 seconds is off, I tried again with 2.39 seconds and I got perfectly good clones, so my timing must be off.<br />EDIT4: 2.35 seconds still gives corrupted nicknames. I&#039;m starting to wonder if switching to a different box than box 1 would make any difference.<br />EDIT5: The box you switch to doesn&#039;t make any difference; I still got the same glitched nicknames.


subject: Re: PokÃ©mon Crystal: Better ACE through Key Items Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I&#039;m just going to dump PokÃ©dex Mode execution pointers from Hacky&#039;s pointer table here for reference, and in case using another one turns out to be quicker for getting/executing arbitrary code. I reversed the endianness to the addresses you would find in BGB debugger or VBA memory viewer.<br /><br />[code]00: 4B F6 (?)<br />01: 4C 08 (?)<br />02: 4C 30<br />03: 60 11<br />04: 21 4D<br />05: C6 D0<br />06: FB 0E<br />07: 13 1A<br />08: 0D 22<br />09: FA 20<br />0A: 18 CD<br />0B: C9 4C<br />0C: D0 21<br />0D: 3E C6<br />0E: 0E 01<br />0F: 22 FB<br />10: 0D 3C<br />11: FB 20<br />12: 18 CD<br />13: C9 4C<br />14: CA 21<br />15: 16 C7<br />16: 5A FB<br />17: EA 3A<br />18: D2 65<br />19: D0 CD<br />1A: 20 4B<br />1B: 15 04<br />1C: 20 1D<br />1D: 7A F3<br />1E: D2 EA<br />1F: C9 C7<br />20: EA AF<br />21: C7 D2<br />22: D0 21<br />23: 11 C6<br />24: 4C 65<br />25: FB 0E<br />26: 1A C5<br />27: 65 EA<br />28: CD D2<br />29: 4B D0<br />2A: 0B 28<br />2B: 65 FA<br />2C: 22 D2<br />2D: D2 FA<br />2E: 3C C7<br />2F: D2 EA<br />30: 13 C7<br />31: 0D C1<br />32: E6 20<br />33: D2 FA<br />34: 0E C7<br />35: FE 00<br />36: 28 FB<br />37: 71 05<br />38: 3C 23<br />39: F7 18<br />3A: 3F C9<br />3B: BE 8E<br />3C: B5 41<br />3D: 3B 18<br />3E: 90 A8<br />3F: 99 B8<br />40: B6 0F<br />41: 09 45<br />42: 01 F2<br />43: 0A 0C<br />44: 71 FB<br />45: 04 06<br />46: 98 05<br />47: 24 AA<br />48: AD 23<br />49: DE 5B<br />4A: 9F A9<br />4B: 9B 68<br />4C: 57 E1<br />4D: 84 32<br />4E: 54 55<br />4F: 94 E8<br />50: 93 95<br />51: 33 60 <br />52: 85 CE<br />53: 7D 17<br />54: EF 65<br />55: C4 F4<br />56: 67 66<br />57: 16 53<br />58: B4 A0<br />59: CD 88<br />5A: 5C A2<br />5B: 4A 5E<br />5C: CF CB<br />5D: 2A 2C<br />5E: 37 76<br />5F: D2 4C<br />60: 58 4B<br />61: 82 3A<br />62: D6 5D<br />63: 6A 6B<br />64: FA ED<br />65: BB A3<br />66: E5 74<br />67: 61 E4<br />68: 02 AE<br />69: 87 27<br />6A: 7C BD<br />6B: 8D 8C<br />6C: 0E 40<br />6D: E6 73<br />6E: 6D 63<br />6F: AB 62<br />70: F6 83<br />71: A5 A6<br />72: F9 6C<br />73: 43 44<br />74: F0 42<br />75: 81 DB<br />76: 51 7E<br />77: 38 52<br />78: B3 E2<br />79: 69 B7<br />7A: 34 9A<br />7B: 97 0B<br />7C: F1 96<br />7D: 92 C8<br />7E: 59 7A<br />7F: B1 C6<br />80: 1F 22<br />81: 20 1D<br />82: 21 1E<br />83: A4 26<br />84: 2B E0<br />85: 8B 8A<br />86: 2E 5F<br />87: 35 2F<br />88: AC E7<br />89: 11 12<br />8A: 19 10<br />8B: CC DD<br />8C: BA 7F<br />8D: 3D 3C<br />8E: 4D 3E<br />8F: E9 89<br />90: 36 39<br />91: C3 F7<br />92: D3 9C<br />93: F3 1A<br />94: 14 4E<br />95: DF 13<br />96: 6F 70<br />97: 1C 1B<br />98: 7B D4<br />99: 77 75<br />9A: A1 56<br />9B: D5 5A<br />9C: BC E3<br />9D: C7 50<br />9E: DA 4F<br />9F: EE EB<br />A0: 8F D7<br />A1: 15 D1<br />A2: 07 A7<br />A3: 79 EA<br />A4: D0 78<br />A5: F5 B9<br />A6: BF C0<br />A7: 72 DC<br />A8: D8 80<br />A9: 49 48<br />AA: B0 AF<br />AB: 9D 9E<br />AC: EC F8<br />AD: C9 C5<br />AE: 86 D9<br />AF: 30 31<br />B0: 47 03<br />B1: 64 2D<br />B2: 08 25<br />B3: 46 0D<br />B4: 28 6E<br />B5: C2 CA<br />B6: C1 B2<br />B7: 29 91<br />B8: 99 98<br />B9: 9B 9A<br />BA: 9D 9C<br />BB: 9F 9E<br />BC: 10 A0<br />BD: 12 11<br />BE: 16 15<br />BF: A4 A3<br />C0: 14 13<br />C1: A2 A1<br />C2: 19 AC<br />C3: 0A 1A<br />C4: 0C 0B<br />C5: 0E 0D<br />C6: A5 0F<br />C7: A7 A6<br />C8: 4A A8<br />C9: 4C 4B<br />CA: 2A 29<br />CB: AD A9<br />CC: 24 23<br />CD: 27 AE<br />CE: AF 28<br />CF: 1B B0<br />D0: 17 1C<br />D1: CE 18<br />D2: B4 B3<br />D3: C2 B5<br />D4: 5C C3<br />D5: 5E 5D<br />D6: 5F C9<br />D7: 45 D0<br />D8: 47 46<br />D9: BC BB<br />DA: 2E BD<br />DB: 3C 2F<br />DC: 3E 3D<br />DD: 81 BA<br />DE: 76 82<br />DF: 4F 77<br />E0: C7 50<br />E1: 2C 2B<br />E2: B6 2D<br />E3: 61 60<br />E4: 40 3F<br />E5: 84 41<br />E6: CD CC<br />E7: 1E 1D<br />E8: 20 1F<br />E9: 22 21<br />EA: BF C1<br />EB: 66 C0<br />EC: B9 67<br />ED: 30 CA<br />EE: 7B 31<br />EF: 7F D4<br />F0: 6D D6<br />F1: 58 6E<br />F2: 51 59<br />F3: 64 52<br />F4: BE 65<br />F5: D2 D1<br />F6: 26 25<br />F7: 3B 3A<br />F8: B7 EA<br />F9: 32 B8<br />FA: 38 33<br />FB: 34 39<br />FC: 36 35<br />FD: 42 37<br />FE: 44 43<br />FF: 6A EC[/code]<br /><br />72 looks good (F9 6C or D96C) but you&#039;d need a RageCandyBar?<br /><br />Edit: No changes between v1.0 and v1.1.


