# smf_messages

subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Flandre Scarlet
icon: xx
body:
  Using this code but it isn&#039;t doing anything just exits the menu. I am trying to change current/active Box pokemon 1 type 2 into dragon. Maybe the type doesn&#039;t visibly change but I think it does/should. And yes I double checked my item quantities by hand&nbsp; (scrolling up from 1) to make sure I have the right numbers.<br />Elixir Ã—1 (any any)<br />8f<br />Lemonade Ã—26<br />X Accuracy Ã—156<br />Carbos Ã—218<br />Pokeball Ã—119<br />Fresh Water Ã—201<br />


subject: Re: The Member's Guide to Topiclessness
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=3088.msg199752#msg199752 date=1456058495]<br />So speaking o&#039; SSB4 tournaments<br /><br />http://actsmash.challonge.com/capsmash10s4a<br /><br />That&#039;s right motherfuckers, attended my first one. I got 9th place in the amateur bracket (you get sent there if you don&#039;t win pools*), which is in fact not last. I got not last.<br />[/quote]<br />For your first run in a tournament, a 9th place finish, even in the amateur bracket, is pretty good.<br /><br />I created a local biweekly for my region (PNW) where we get around 60+ players every two weeks. I normally place around 17th or so, which as a ROB main is pretty good... it&#039;s also streamed at twitch.tv/satellitesmash [end shameless advertisement].<br /><br />We should organize a netplay tournament for all of us on here who play Smash 4. The Glitch City Championship?


subject: Re: Pokken hype strawpoll
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Extremely hype for Pokken. I play lots of Smash 4, but Pokken looks to be more of a traditional fighting game compared to Smash 4 so I&#039;m eager to try it out.<br /><br />Plus it&#039;s Pokemon. And I [i]always[/i] love me some more Pokemon.


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=3088.msg199856#msg199856 date=1456707302]<br />[quote author=Zowayix link=topic=3088.msg199752#msg199752 date=1456058495]<br />So speaking o&#039; SSB4 tournaments<br /><br />http://actsmash.challonge.com/capsmash10s4a<br /><br />That&#039;s right motherfuckers, attended my first one. I got 9th place in the amateur bracket (you get sent there if you don&#039;t win pools*), which is in fact not last. I got not last.<br />[/quote]<br />For your first run in a tournament, a 9th place finish, even in the amateur bracket, is pretty good.<br /><br />I created a local biweekly for my region (PNW) where we get around 60+ players every two weeks. I normally place around 17th or so, which as a ROB main is pretty good... it&#039;s also streamed at twitch.tv/satellitesmash [end shameless advertisement].<br /><br />We should organize a netplay tournament for all of us on here who play Smash 4. The Glitch City Championship?<br />[/quote]<br /><br />Sounds glorious, i&#039;ll be taking my win now.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Azarokkusu
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Azarokkusu
icon: xx
body:
  	This gave me everything I needed to make my team have maxed out DVs and stat exp, side-effectless! Thanks!<br /><br />	I did this with the first boxed pokÃ©mon in your current box (of course, since you can&#039;t have any pokÃ©mon you want in your party)<br /><br />	Item 1: any item (any quantity)<br />	Item 2: 8F<br />	Item 3: lemonade x 255 <br />	Item 4: X accuracy x 178<br />	Item 5: Carbos x 218 <br />	Item 6: pokeball x 119 <br />	Item 7: fresh water x 201 <br /><br />	Then, use 8F, then throw one X accuracy. repeat. 167 X accuracies is the last value you&#039;ll need for the last stat exp value (I believe 165 and 166 are regular exp, but if you set the exp value controlled by the two too high it will glitch out somewhat (it rolls over into negatives, as far as I can tell), so not reccomended.) <br /><br />	This corresponds with 01FFB2DA for 178 X accuracies, 01FFB1DA for 177 and so on.<br /><br />	01FFB2DA sets speed and special DVs to F (178 x X Special)<br />	01FFB1DA sets attack and defence DVs to F (177 x X Special)<br />	HP DV is based on the other DVs (Can&#039;t remember the exact details)<br /><br />	01FFB0DA and 01FFAFDA affect special stat exp&nbsp; (176 and 175 x X Special)<br />	01FFAEDA and 01FFADDA affect speed stat exp (174 and 173 x X Special)<br />	01FFACDA and 01FFABDA affect defense stat exp (172 and 171 x X Special)<br />	01FFAADA and 01FFA9DA affect attack stat exp (170 and 169 x X Special)<br />	01FFA8DA and 01FFA7DA affect hp stat exp (168 and 167 x X Special)<br /><br />Additionally you can teach a pokemon in the first slot of your current box any move:<br /><br />Item 1: any item (any quantity)<br />Item 2: 8F<br />Item 3: Lemonade, quantity equal to move ID of what move you want to teach<br />Item 4: X Accuracy, quantity 161 for fourth slot, 160 for third slot, 159 for second slot or 158 for first slot<br />Item 5: Carbos, quantity 218<br />Item 6: PokÃ© Ball, quantity 119<br />Item 7: Fresh Water, quantity 201<br /><br />obviously you can use different item values for different box slots, but I find using the first slot in your current box is easy to keep track of.<br /><br />( Gameshark codes from https://www.ocf.berkeley.edu/~jdonald/pokemon/pokemonrbycodes.txt )<br />(Big list of all hex values is here: http://glitchcity.info/biglist.htm )<br />video of the DV and stat exp changing here:&nbsp; https://www.youtube.com/watch?v=CgsSjsJogTw<br />video of the move teaching trick here: https://www.youtube.com/watch?v=qcU3tD_IpTQ<br />


subject: Re: Debug menus in Japanese Crystal
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Damn, that&#039;s some nice reversing writeup if ever I saw one, and I&#039;ve read all of pocorgtfo.<br /><br />That list at 3F:7261... I noticed it&#039;s in order of index number. I doubt that&#039;s a coincidence.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  [quote author=Flandre Scarlet link=topic=6638.msg199855#msg199855 date=1456705921]<br />Using this code but it isn&#039;t doing anything just exits the menu. I am trying to change current/active Box pokemon 1 type 2 into dragon. Maybe the type doesn&#039;t visibly change but I think it does/should. And yes I double checked my item quantities by hand&nbsp; (scrolling up from 1) to make sure I have the right numbers.<br />Elixir Ã—1 (any any)<br />8f<br />Lemonade Ã—26<br />X Accuracy Ã—156<br />Pokeball Ã—119<br />Fresh Water Ã—201<br />Carbon Ã—218<br />[/quote]<br /><br />$DA9C is the address you want to change in [u]english or american[/u] R/B games, and I&#039;m also pretty sure 1A is Dragon-type so yes, your items seem to be correct, although Carbos must be after X Accuracy and before PokÃ© Ball. Check this first, then if it&#039;s not the problem, it probably comes from your PokÃ©mon bootstrap setup. Can you tell us more about it? You didn&#039;t do the HP/PP Up mistake, right?&nbsp; ;D<br /><br />Nice job, Azarokkusu. Might be useful&nbsp; ;) indeed guys, remember [url=http://forums.glitchcity.info/index.php/topic,6638.msg199257.html#msg199257]what Crystal_ explained us[/url] about giving your PokÃ©mon high stats :)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Azarokkusu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I feel like just doing more with these gameshark codes. That &quot;CHANGE ANY BYTE IN RAM TO ANYTHING&quot; bit of code Wack0 posted (back on page 2) is amazingly useful. As someone who never actually had a gameshark, it&#039;s fun being able to mess with these codes without actually having a gameshark!


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Overheat
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Is this confirmed to work on the VC release? I cannot seem to get the codes to max DVs of the first pokemon in the active box to work, but the game does not crash when I use 8F, it just appears to have no effect.<br /><br />Thank you.


subject: Re: Planned server maintenance - weekend of 8 January 2016
poster_name: phriendlybear
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  thank you for continuing to maintain this forum site. i&#039;m happy to have finally discovered glitch city for myself. i&#039;m not certain that i&#039;ll have much to contribute, besides my long time appreciation of pokÃ©mon glitching, but i assume that&#039;s ok. thanks again!


subject: Re: Favorite PokÃ©mon
poster_name: phriendlybear
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  i&#039;ve written a song about bulbasaur. he wasn&#039;t the first starter i picked, but he&#039;s certainly my favorite out of the kanto starters now. (bulbasaur-&gt;cyndaquil-&gt;mudkip-&gt;---&gt;both oshawaat and snivy-&gt;chespin)<br />slowpoke, sandshrew, oddish, mareep, marril, bronzong, emolga, numel, volcarona, galvantula, pikachu, porygon... ;)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Flandre Scarlet
icon: xx
body:
  I actually do have carbos before the Pokeball I made a mistake in my post and didn&#039;t catch it. My bootstrap is<br />Onix <br />Pidgey 24 pp 2nd move 0 pp up 21 pp 3rd move 1 pp up<br />Tentacool <br />Meowth 36 pm 1st move 0 pp up 24 pp 2nd move 0 pp up 20 pp 3rd move 0 pp up<br />Hitmonlee double team, double kick, strength in that order<br />Zapdos 233 attack<br />I have successfully used other codes with this setup before without healing them after getting the right pp.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: SunbroTmac
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SunbroTmac
icon: xx
body:
  [quote author=Overheat link=topic=6638.msg199864#msg199864 date=1456737844]<br />Is this confirmed to work on the VC release? I cannot seem to get the codes to max DVs of the first pokemon in the active box to work, but the game does not crash when I use 8F, it just appears to have no effect.<br /><br />Thank you.<br />[/quote]<br /><br />I can confirm that all of these should theoretically work on the VC release the same way as on cart or another emulator. I have 8F on my 3DS Blue and have successfully used the &quot;change 2nd item&quot; code. The changes made to the VC version do not appear to have made ANY glitches inaccessible as far as we know. I&#039;m going to be trying to get max DVs later today as well so I&#039;ll PM you about it if you&#039;d like.<br /><br />EDIT: I just successfully obtained a max DV/Stat exp Snorlax on by VC Blue. Be sure to start at the X accuracy number listed in the main code and decrease by 1 each time you use 8F until you reach 167 so you max out all the stats. If that and your bootstrap team are intact, I&#039;m not sure what else could be an issue.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Flandre Scarlet link=topic=6638.msg199867#msg199867 date=1456745781]<br />I actually do have carbos before the Pokeball I made a mistake and didn&#039;t catch it. My bootstrap is<br />Onix <br />Pidgey 24 pp 2nd move 0 pp up 21 pp 3rd move 1 pp up<br />Tentacool <br />Meowth 36 pm 1st move 0 pp up 24 pp 2nd move 0 pp up 20 pp 3rd move 0 pp up<br />Hitmonlee double team, double kick, strength in that order<br />Zapdos 233 attack<br />I have successfully used other codes with this setup before without healing them after getting the right pp.<br />[/quote]<br /><br />Seems to be correct also. I&#039;ll try today on my own game to change a PokÃ©mon&#039;s type and I&#039;ll tell you if I succeed.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Your code works perfectly, as you can see if you watch things happen with a Memory Viewer. Your PokÃ©mon now IS a Dragon-Type PokÃ©mon. But yes indeed, the type text in the profile of your PokÃ©mon isn&#039;t changed. Why? I don&#039;t know, maybe the game displays the type that matches with the species byte, no matter what the type actually is.<br /><br />But you now for sure have a Fire/Dragon Charizard!


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Flandre Scarlet
icon: xx
body:
  I&#039;ll test against some electric types at the power plant and will make a edit if it worked. EDIT: It did success!!! Proof video (Potato Cam Quality sorry) https://www.youtube.com/watch?v=2XfrKW1EdgI&amp;


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Overheat
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Overheat
icon: xx
body:
  [quote author=SunbroTmac link=topic=6638.msg199868#msg199868 date=1456758531]<br />[quote author=Overheat link=topic=6638.msg199864#msg199864 date=1456737844]<br />Is this confirmed to work on the VC release? I cannot seem to get the codes to max DVs of the first pokemon in the active box to work, but the game does not crash when I use 8F, it just appears to have no effect.<br /><br />Thank you.<br />[/quote]<br /><br />I can confirm that all of these should theoretically work on the VC release the same way as on cart or another emulator. I have 8F on my 3DS Blue and have successfully used the &quot;change 2nd item&quot; code. The changes made to the VC version do not appear to have made ANY glitches inaccessible as far as we know. I&#039;m going to be trying to get max DVs later today as well so I&#039;ll PM you about it if you&#039;d like.<br /><br />EDIT: I just successfully obtained a max DV/Stat exp Snorlax on by VC Blue. Be sure to start at the X accuracy number listed in the main code and decrease by 1 each time you use 8F until you reach 167 so you max out all the stats. If that and your bootstrap team are intact, I&#039;m not sure what else could be an issue.<br />[/quote]<br /><br />Sorry for the noobish questions. I am away from my game now, but the bootstrap with 233 HP Pidgey, Onix, Kanga, Parasect, and Tentacool (in whatever order listed upthread) would work on VC Red?<br /><br />I did decrement X-Acc in between 8F uses, but I cannot get a single variable to change.<br /><br />Thank you for your help!<br /><br /><br /><br />EDIT:<br /><br />I got it to work. It turns out my glitched character reading abilities suck and I had 10 too few Carbos.<br /><br />Thank you.


subject: Re: Pokemon Yellow - Missing Helix Fossil Glitch!?
poster_name: Pokemario6456
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yep. I fought a bug catcher in Mt. Moon, but I also ran into a couple other Pokemon looking for a Lv. 13 Paras so I could generate a Mew. I also ended up going back to Pewter City to get an escape rope once I beat the trainer in Mt. Moon, so that might&#039;ve done something, too. Never knew you could make Snorlax disappear, or that there could be side effects at all, though.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Azarokkusu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yeah, that&#039;s why I usually save, then throw out the item enough times that I should have exactly 99 (throw out 79 x X accuracy for example, to get from 178 to 99) then if the numbers check out I&#039;m right, and I can just reset and reload my save to be back to the right amount. Of course if you get it wrong, you have to do more messing around with duping, or use another setup to set the item amount to what you want, which is a pain either way, but it&#039;s good to have a way to make sure you have the right amounts.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: phriendlybear
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  i haven&#039;t decided which version to purchase from the e-shop yet. If anyone would like to reccommend me their favorite game excusive glitch, i may come to a more definite decision on going with one or the other.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  There is no exclusive glitch between Red and Blue. The most easy 8F boostrap setup ([url=http://glitchcity.info/wiki/index.php/Arbitrary_code_execution#Using_8F_.28English_Red.2FBlue.29]this one[/url] which doesn&#039;t involve PP stuff) does not include any exclusive PokÃ©mon.<br /><br />Therefore, the question is Yellow vs. Red/Blue.<br /><br />In terms of pure glitchyness:<br />- Yellow doesn&#039;t have the Old Man Trick, rather amusing glitch but to be fair one of the less powerful &#039;PokÃ©mon-getting glitch&#039; available. This glitch is more used in US/UK games as a quick way to get MissingNo., but getting MissingNo. in US/UK Yellow is a pain in the ass anyway.<br />- Yellow doesn&#039;t have the Stone Glitch, allowing you to evolve a PokÃ©mon evolving with a Stone without the Stone. This is a cool glitch to use to save some time, but it&#039;s not one of the most important one.<br />- Yellow doesn&#039;t have the Cooltrainer Trick. That&#039;s a bit more annoying because this glitch is truely awesome (when it works!) But to be fair, we can do pretty much the same with the LOL Glitch, which works in Yellow although it&#039;s more complicated to set it up because you need glitch items.<br />- Red/Blue doesn&#039;t have the POS Code Execution. This was a real argument back when we couldn&#039;t be 100% sure to use 8F Code Execution, especially in non-US/UK Red/Blue where we can&#039;t get pixel MissingNo. using Old Man Trick (which means that if you don&#039;t have an available long-range trainer and can&#039;t make the Cooltrainer Trick to work, you&#039;re basically unable to get the 8F item), so this glitch was an alternative to execute code. But it&#039;s not a problem anymore because of Glitch City RAM Manipulation.<br /><br />Speaking of which, if you guys want to have MissingNo. in Yellow, have you ever tried [url=https://www.youtube.com/watch?v=eLuUWUeUTg4]TheZZAZZGlitch&#039;s method to prevent crashes using GC RAM Manipulation[/url]?


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ghost and fossil only have 3 specific slots and getting a pokemon with 182-184 special with trainer fly is a lot harder when you don&#039;t have duplication of rare candy yet.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  And if you don&#039;t have available long range trainers, you have to have the letters w x or y in good slots of your name to encounter them via Old Man Trick... So no good name, no long range trainer and an unfunctional cooltrainer used to mean no 8F for us europeans :p


subject: Re: Favourite game out of these
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Carl Miller link=topic=7443.msg199877#msg199877 date=1456834893]<br />None of the above.<br />[/quote]<br /><br />feel ya m8


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: rortik
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve encountered an error while trying to recreate Chickasaurus&#039;s Twinleaf Town in R/B glitch.<br /><br />I&#039;ve followed the pastebin (http://pastebin.com/UarVudWr) and successfully gotten the first program down, so walking into Pallet displays Twinleaf town. However, I can&#039;t get the second program (warps, sign) to work. I&#039;ve tried it twice on the 3DS version of the game (where I executed the first program flawlessly) and once on an emulator. When I finish the program, then switch TM10 with TM34 and use 8F, going to Pallet crashes the game (this step is not listed in the Pastebin, but is done in the video). When I don&#039;t swap them/use 8F, going into Pallet does nothing.<br /><br />Anyone know what I could be doing wrong?


subject: Japanese Generation 1 question. (select glitch variation)
poster_name: VapourTrail
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The glitch Iâ€™m referring to is this one, demonstrated in the below video.<br /><br />https://www.youtube.com/watch?v=tcTB_IaNtqU<br /><br />However, this video is all I can find of this glitch. It seems to be a variation of the select glitch (which I only found out about with this glitch), but I canâ€™t find it listed in any of the pages about the select glitch. I found its lack of coverage a little strange since item duplication is generally a desired effect, especially considering that the old man trick doesnâ€™t work in the original Japanese Red and Green.<br /><br />Does anyone have more information on this glitch, such as general applications and side effects? Thanks for your time.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krisp
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Just checking in to confirm everyone else&#039;s frustration with MissingNo. in Yellow, damn that red/green line freeze up! So can anyone confirm a special of 182-184 are the magic numbers? It&#039;s going to take a long time to get a special that high. If anyone has a better solution, please share, because I really need to duplicate these TMs. My Flareon is sad with no fire moves. I don&#039;t care about masterballs or rare candies. 


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  I don&#039;t know how better the solution is, but you can capture MissingNo. in Yellow by several ways that doesn&#039;t require you to encounter it. Fossil Conversion, LOL Glitch, Doko-Kashira Door and, of course, code execution, are available solutions but it requires some time and stuff to apply them.<br /><br />Otherwise, you could still use Glitch City RAM Manipulation (which you would need anyway to trigger those glitches without MissingNo.) to stabilize MissingNo.&#039;s encounter, like in TheZZAZZGlitch&#039;s video that I&#039;ve linked just above.<br /><br />Also, I&#039;m not sure of how MissingNo. behave in Yellow when encountered via Cable Club Escape Glitch with another R/B/Y game containing it, but I&#039;m assuming it also freezes. 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: GeneraLight
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Is it possible to change my Trainer ID to 65535 using 8F? What is the code for that? Can you go above 66535 using 8F? Any side effects, like not being able to nickname your Pokemon? I&#039;m looking for a method to get a TID of 65535, preferably before I get my starter.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi GeneraLight,<br /><br />Trainer ID is encoded by RAM addresses $D359 and $D35A in US/UK games. Every RAM address has an hexadecimal value ranging from 00 to FF. Since we have two addresses, the value for trainer ID can be anything from 0000 to FFFF.<br /><br />If you don&#039;t know how to convert hexadecimal to decimal, note that Windows&#039; Calculator can do that for you. hex:FFFF is dec:65535, so yes, that&#039;s the maximal value for a Trainer ID, and since it&#039;s as simple as changing WRAM values, you can do that with 8F using [url=http://forums.glitchcity.info/index.php/topic,6638.msg189609.html#msg189609]Wack0&#039;s Change any byte code[/url] for example. If you prefer I tried to explain the procedure with colors [url=http://forums.glitchcity.info/index.php/topic,6638.msg199419.html#msg199419]here[/url]&nbsp; ;D<br /><br />If Trainer ID was read as BCD (basically meaning hex:99 would mean dec:99 and not dec:153) like it is the case for Money or Casino Chips, it would be possible to go above the maximum under certain conditions, but you can&#039;t do that in this case.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  While Wack0&#039;s Change any byte code is extremely useful how do I learn to make codes like the ones TheZZAZZGlitch made in the OP post like the catch em all or walk through walls scripts or of course the time he made pong?


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Premierball
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Premierball
icon: xx
body:
  hi all. hope it&#039;s okay to enter this post straight in here, otherwise message me where it would be more suitable please.<br /><br />first, i am a total noob at glitching, just learned 2 days ago how to glitch mons at my VC Pokemon Yellow.<br /><br />Now, why does the long-range Trainer Glitch has different results? i used this map here from your site, but sometimes i have issues.<br />http://puu.sh/257S<br /><br />like, some/many (point of view) trainers are not triggerable, since they won&#039;t challenge me after i triggered the long-range trainer in their region!<br /><br />this happen at route 9 as well as route 11. triggering persons at the MS Anne, as well as the girl from route 10 and some folks in the rock tunnel worked out though. [work out = they challenge me, after battle at the spawning point i get to encounter a pokemon]<br /><br />next, i had another weird thing - i think. i battled&nbsp; a trainer in the rocktunnel, but was not sure where i am. then i recognized it, but i did not like the mons he spawned. so i battled two other guys (first i had to, to reach the next who had mons triggerable whcich i liked to get). then i walked out of the cave again, to the spawn point.<br /><br />the trainers i triggered had as spawing results normally: staryu | pinsir | machoke+slowpoke<br />what finally spawned was: arcanine ???<br />i thought, i&#039;d get simply one of the third trainers&#039; mon with my &quot;method&quot; - thought i am happy with the firedog too :)<br /><br />edit: further, everytime i encountered a choice between missingNO &amp; regular mon, the missingno came out and forced my to close the game ^^&quot; was that just bad luck or does yellow version in such cases always triggers this evil data? ;P<br /><br />i hope u understand my writings (i am native german speaking) and that u can help me out there, i&#039;d really like to understand those - i guess rather simple since i watched some of ZZAZZ videos - glitches.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m a not a big expert of using trainer for the Trainer-Fly glitch as I think it&#039;s always better to use a Ditto to copy the SPE stat of your own PokÃ©mon. I understand that using trainers for this glitch is a good way to get PokÃ©mon early in the game, but I can&#039;t understand why people are still doing this outside of speedruns.<br /><br />Anyway, I&#039;m guessing that maybe, if you encounter the wrong PokÃ©mon, it&#039;s because you encounter a wild PokÃ©mon while going back to the long-range trainer zone, thus changing the value of the &#039;last faced PokÃ©mon SPE stat&#039;?<br /><br />Also note that if you talk to a NPC asking for a trade, even while not doing the trade, the generated PokÃ©mon will be different.<br />


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  What the 8F item basically does is reading the hex values from the RAM addresses controlling your party as assembler code. The party we use then serves as a bootstrap codes which redirect the reading of hex values as code to the RAM section controlling the item menu (specifically from item 3 onwards)<br /><br />So what you need to know is:<br />- What does every single assembler code<br />- Which assembler opcode is called by which item/quantity<br /><br />Well I&#039;m definitively not an expert in assembler, but I know enough to do things&nbsp; ;D<br /><br />First, you need [url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Items]to see in this RAM Map[/url] that item 3&#039;s value is address $D322 and the following addresses control one item, then its quantity, then the following item, then its quantity, etc. So the first opcode called here will be according to the hex value of item 3, then second opcode will match the hexadecimal conversion on the quantity of item 3, then the third opcode will be related to the hex value of item 4, and so on.<br /><br />You can find the hex value of each item in [url=http://glitchcity.info/biglist.htm]GCL&#039;s Big List[/url]. Therefore, the following inventory:<br />- PokÃ© Ball x1<br />- 8F<br />- Master Ball x35<br />- Carbos x47<br />- Fresh Water x7<br /><br />Will give the following hex sequence once 8F is used: 01 23 1D 2F 2E 07.<br /><br />Now [url=http://www.pastraiser.com/cpu/gameboy/gameboy_opcodes.html]this page[/url] will tell you which opcode matches which hex value. So you can build your item menu according to the opcodes you&#039;d like to call. Here are the basics:<br />- LD D,d8 means that the following hex value shall become the value of the variable D. This &#039;second value&#039; does not give any opcode, then, you will skip to the third one.<br />- Inc D would mean that the value of D is increased by 1.<br />- Dec D would decrease it by 1.<br />- LD D,H would change the value of D for the value of H.<br />- LD D,(HL) consults the RAM address $HL, takes its current value and affects it as the value of D.<br />- LD (HL),A changes the value of address $HL to the value of variable A.<br />- jp HL jumps the code-reading to address $HL (this is what the party boostrap does)<br />- ret stops the reading activity.<br /><br />Sometimes to get easy items, you need to add placeholders codes that will not do anything.<br />Let&#039;s take Wack0&#039;s code as an example.<br /><br />Item 3: Lemonade, quantity dec:xx<br />Item 4: X Accuracy, quantity dec:yy<br />Item 5: Carbos, quantity dec:zz<br />Item 6: PokÃ© Ball, quantity 119<br />Item 7: Fresh Water, quantity 201<br /><br />Gives the following code:<br />D322: 3E xx&nbsp; &nbsp; &nbsp; &nbsp;  ld a, xx =&gt; a becomes the hex conversion of Lemonade&#039;s quantity<br />D324: 2E xx&nbsp; &nbsp; &nbsp; &nbsp;  ld l, yy =&gt; l becomes the hex conversion of X Accuracy&#039;s quantity<br />D326: 26 xx&nbsp; &nbsp; &nbsp; &nbsp;  ld h, zz =&gt; h becomes the hex conversion of Carbos&#039; quantity<br />D328: 04&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; inc b =&gt; b is increased (typical placeholder since we&#039;re not using b here)<br />D329: 77&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld (hl), a =&gt; The value of address $HL (currently $YYZZ) is now a =&gt; [u][b]$YYZZ gets the value XX[/b][/u] which is exactly what you wanted!<br />D32A: 3C&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; inc a =&gt; a is inceased (typical placeholder since the code is finished)<br />D32B: C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ret =&gt; end<br /><br />Note that ISSOtm developed [url=http://prama-initiative.com/8F/]a cool thing[/url] in which you chose your opcodes and it gives you the items. But it&#039;s in French.<br /><br />About the way TheZZAZZGlitch did its Pong, it&#039;s a specific code that allows you to create a 254 bytes program. Once active, you can write an opcode by using 8F in specific spots [url=http://www.prama-initiative.com/RBJ/8F4.png]as illustrates this image done by Torchickens[/url].<br /><br />In Torchickens&#039; videos where he uses this to do things like recreating Twinleaf town, I think there&#039;s a pastbin with the code and the instructions to use it.<br /><br />Have fun!


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Premierball
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  well thanks for the fast response.<br /><br />the thing is, i own and played cartrige yellow and blue back then... and did beat them too, so i wanted this time to do sth different. <br /><br />so i rather tried to play it like &quot;gotta glitch em all&quot; - just the mechanics as said before did draw some error through that plan.<br />it is simply more fun like this if u know the whole story yet. ;)<br /><br />also, if these mons will be uploadable to PokeBank, i will have things like my lv4 Nidoqueen, lv7 Gengar in my new games, which is fun because they normally could not exist otherwise :)<br /><br />[quote author=Krys3000 link=topic=7436.msg199891#msg199891 date=1457082708]<br />Anyway, I&#039;m guessing that maybe, if you encounter the wrong PokÃ©mon, it&#039;s because you encounter a wild PokÃ©mon while going back to the long-range trainer zone, thus changing the value of the &#039;last faced PokÃ©mon SPE stat&#039;?[/quote]<br />I thought wild pkmn do not effect this method? Well, that at least might explain the arcanine. i assumed it was like &#039;SPE stat of last used PokÃ©mon by trainer in battle&#039;<br /><br />


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  No, and that&#039;s basically what I meant with the Ditto part. Using trainers for this glitch is cool, but it also works with wild PokÃ©mon. The thing is, you can&#039;t know the special stat of a wild PokÃ©mon.<br /><br />That&#039;s why we use Ditto. When a wild Ditto transforms into YOUR PokÃ©mon for which you know what the special stat is, the glitch will generate the PokÃ©mon YOU wanted (using the Decimal column of the [url=http://glitchcity.info/biglist.htm]big list[/url]), without being limited to trainers output :)


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Premierball
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  gotcha; i read about the ditto glitch too, but this mon just at my current state was not reachable - i just did the third badge [and yet got 27 hours playtime and 39 mons in the dex] ;)<br /><br />will try that ditto glitch too for sure!<br /><br />my questions were really primarily about the mechanics. like, i don&#039;t get why some trainers won&#039;t encounter me, while they have a potential pokemon.


subject: Re: Debug menus in Japanese Crystal
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wow, I&#039;m flabbergasted by this. Apparently, it&#039;s been there for 15 years without anyone finding it :o This is awesome, HÃ¡Äky, so thank you for actually taking the time to study and document it all :) <br /><br />The debug ROM code is from the internal October 17, 2000 build. Crystal was released on December 14, 2000 so that it makes almost 2 months in between the two ROMs. It&#039;d be nice if someone leaked debug ROMs of Crystal, hehe ;D <br /><br />As a reminder, before PokÃ©mon Crystal was officially announced, there was information circulating about [url=https://web.archive.org/web/20000303153731/http://www.asahi.com/tech/news/19991216h.html]an upcoming game tentatively titled [i]Pocket Monsters X[/i] (ãƒã‚±ãƒƒãƒˆãƒ¢ãƒ³ã‚¹ã‚¿ãƒ¼ï¼¸) with support for a Game Boy mobile phone adapter[/url]. X&#039;s initial release date of April 2000 [url=http://park3.wakwak.com/~pokepale/news/0/old/log/38.htm]was seemingly postponed until 2001[/url] because of Nintendo&#039;s decision to delay the Game Boy Advance from August 2000 to 2001. The servers would be hosted by [url=https://en.wikipedia.org/wiki/Kyocera]Kyocera[/url].<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199854#msg199854 date=1456704173]<br />For a Trainer, the trainer class and â€˜levelâ€™ (actually the roster number, just like in the long-range trainer glitch in Generation I) can be set. The trainer class selection has a minor bug: pressing A cycles through values from 001 to 066 (Rocket Grunt â™€), while pressing B when the value is 000 or 001 resets it to 061 (Twins). Either way, itâ€™s not possible to select trainer class 067 (Mysticalman), which was added in Crystal. The â€˜levelâ€™ can be set from 001 to 100, but defaults to 020, even though itâ€™s initially displayed as 000. If the â€˜levelâ€™ is greater than the number of rosters assigned to that trainer class, then the roster is taken from a subsequent trainer class.[/quote]<br /><br />I wasn&#039;t aware that ??? (ï¼Ÿï¼Ÿï¼Ÿ) and RIVAL (ãƒ©ã‚¤ãƒãƒ«) were different Trainer classes, or are they? &quot;???&quot; is 0x09, RIVAL is 0x2A. In the trainer palette test, 0x09 takes the previously loaded Trainer class as its own.<br /><br />Fight seems to generate garbled party PokÃ©mon data at random.<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199854#msg199854 date=1456704173]<br />Pressing Up and Down selects a music track (starting with track 0, ã€Œã‚¹ãƒˆãƒƒãƒ—ã€ [i]Stop[/i]â€”which is, of course, Lanceâ€™s and Redâ€™s encounter themeâ€”and ending with track 102, ã€Œãƒã‚±ã‚³ãƒŸã€ [i]PokÃ©Com[/i]), and pressing A plays it. Left and Right select a sound effect (ranging from 000 to 206), and Start plays it. Not mentioned in the on-screen instructions is that pressing B will stop the music. Thereâ€™s no way to exit this screen, but why would you want to do that?[/quote]<br /><br />Is it me or are a lot of the sound effects the exact same ones from Red, Green, Blue, and Yellow? They don&#039;t seem to be the similar ones from Gold, Silver, and Crystal but it could be a placebo effect. I also remembered the sound effect compilation included with [url=https://www.youtube.com/watch?v=_hoBQ7ULXDA]PokÃ©mon Techno[/url] (ãƒã‚±ãƒ¢ãƒ³ãƒ†ã‚¯ãƒŽ), a bonus track in [url=http://vgmdb.net/album/141]the official soundtrack of Red, Green, and Blue[/url] which was released in Japan on November 1, 1997.<br /><br />Some of the themes are mislabeled. ã€Œã‚­ã‚­ãƒ§ã‚¦ã€ [i]Kikyo[/i] (Violet) plays [url=https://www.youtube.com/watch?v=r8MiUBgyeyY]the Azalea &amp; Blackthorn theme[/url], ã€Œãƒ’ãƒ¯ãƒ€ã€ [i]Hiwada[/i] (Azalea) plays [url=https://www.youtube.com/watch?v=Be-AZvSOhP4]the Ecruteak &amp; Cianwood theme[/url], and ã€Œãƒ¨ã‚·ãƒŽã€ [i]Yoshino[/i] (Cherrygrove) plays [url=https://www.youtube.com/watch?v=LG0-UMOljBU]the Violet &amp; Olivine[/url] theme. ã€Œãƒžã‚¤ãƒ›ãƒ¼ãƒ ã€ [i]My Home[/i] is [url=https://www.youtube.com/watch?v=RT7Hgx_LQN0]Pallet&#039;s theme[/url], which would imply that [url=http://archives.bulbagarden.net/wiki/File:Satoshi_Tajiri_2016.jpg]the creator himself[/url] gave it that name (as Pallet is based on his hometown of Machida, Tokyo).<br /><br />ã€Œãµãˆã€ [i]Flute[/i] is the radio&#039;s PokÃ© Flute channel but is sound 038 (0x26) the old PokÃ© Flute? [url=https://www.youtube.com/watch?v=n938w96Uf_I]It can be played by using a restored Teru-sama 0x38[/url] ([url=https://www.youtube.com/watch?v=3Hw8jM_GKVM&amp;t=47s]in Korean Gold and Silver[/url]) but I&#039;m not sure if they changed the theme.<br /><br />[url=https://www.youtube.com/watch?v=kMcfQSXcZ3I]Route 26&#039;s theme[/url] is called ã€Œã”ã†ãƒ­ãƒ¼ãƒ‰ã€. [url=http://jisho.org/word/å‰›]å‰›[/url] relates to strength, so I guess they see it as the [i]Harsh Road[/i] that precedes [url=https://www.youtube.com/watch?v=mlhA6i7Ynd0]Victory Road[/url] (ã€Œãƒãƒ£ãƒ³ãƒ”ã‚ªãƒ³ãƒ­ãƒ¼ãƒ‰ã€ [i]Champion Road[/i], called ã€Œã¨ã†ï¼‘ï¼•ã€ in the sound test)?<br /><br />ã€Œã‹ã„ã§ã‚“ã±ã€ [i]Mysterious Radio Waves[/i] is obviously [url=https://www.youtube.com/watch?v=awtJoVOFXbE]Team Rocket&#039;s evolution-inducing radio signal[/url] that plays at the Lake of Rage, and this is how it&#039;s called by the official soundtrack of HeartGold and SoulSilver. ã€Œãƒ—ãƒªãƒ³ã‚¿ã€ [i]Printer[/i] is [url=https://www.youtube.com/watch?v=svgdJwCkx1c]the well-known Game Boy Printer theme[/url] from Yellow, which was also rearranged for HeartGold and SoulSilver as [url=https://www.youtube.com/watch?v=MnflpvlLBO4]the PokÃ©walker theme[/url]. Shame that there is no classic-style version that plays the original :( <br /><br />ã€Œã‚¤ãƒ³ãƒ—ãƒƒãƒˆã€ [i]Input[/i] is the [url=https://www.youtube.com/watch?v=vGBrXLPFmrE]Mobile Center[/url] theme ([url=https://www.youtube.com/watch?v=yJO_54pr0P0]in Stadium 2[/url]) while ã€Œãƒ¢ãƒã‚¤ãƒ«ï¼‘ã€ [i]Mobile 1[/i] is the [url=https://www.youtube.com/watch?v=ghv-BHALqZs]Mobile Link[/url] theme. As to [url=https://www.youtube.com/watch?v=Q8Jtt1pKWJE]ã€Œãƒã‚±ã‚³ãƒŸã€ PokÃ©Com[/url], I guess we now know where the unused shortened English name for the PokÃ©mon Communication Center, POKÃ©COM CENTER, comes from ;) <br /><br />[url=https://www.youtube.com/watch?v=L82J495iWrM]ã€Œã‚¹ã‚¤ã‚¯ãƒ³ã€ [i]Suicune[/i][/url] has the same title as its unused rearrangement 0x166 in the ROM of Ruby and Sapphire, [url=https://www.youtube.com/watch?v=kzUewliazHk]SUIKUN[/url]. The official soundtrack of HeartGold and SoulSilver calls the classic-style version, then recycled for Omega Ruby and Alpha Sapphire, ã€Œæˆ¦é—˜ï¼ã‚¹ã‚¤ã‚¯ãƒ³ã€ [i]Battle! Suicune[/i].<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199854#msg199854 date=1456704173]<br />The rest of these functions are used to display a mobile trade between ã‚²ãƒ¼ãƒ•ãƒª [i]Game Freak[/i], who trades a Venusaur with OT 08961 ã‹ã³ãƒ¼ã‚“ (does this mean something?), and ã‚¯ãƒªãƒ¼ãƒãƒ£ [i]Creatures[/i], who trades a Charizard with OT 22020 ãƒžãƒ„ãƒŸãƒ¤ [url=http://bulbapedia.bulbagarden.net/wiki/Toshinobu_Matsumiya][i]Matsumiya[/i][/url]. (Those OT IDs are 23 01 and 56 04 in hexadecimal.)[/quote]<br /><br />èŠ±ç“¶ (ã‹ã³ã‚“) is a flower vase so it makes sense, except that Venusaur is not nicknamed and ã‹ã³ãƒ¼ã‚“ is the OT&#039;s name. [url=http://jisho.org/word/ã‚¬ãƒ“ãƒ¼ãƒ³]ã‚¬ãƒ“ãƒ¼ãƒ³[/url] is apparently manga slang for the depiction of shock and disappointment. ã€Œã‹ã³ãƒ¼ã‚“ã€ in katakana also refers to the name of [url=http://bulbapedia.bulbagarden.net/wiki/List_of_unused_PokÃ©mon_and_character_designs#Kabiin]a scrapped Capsule Monsters design[/url] that was some sort of special in-game encounter.<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199854#msg199854 date=1456704173]<br />[b]Unreferenced Mobile Adapter menu[/b] (3F:579D)<br />[img]http://i.imgur.com/RVIFSzF.png[/img][img]http://i.imgur.com/00leFD8.png[/img]<br /><br />This menu has the options ã€Œãªã—ã€ [i]Nothing[/i], ã€Œã‘ã„ãŸã„ã€ [i]Mobile[/i], ã€Œã‚·ãƒ¼ãƒ‡ã‚£ã‚¨ãƒ ã‚¨ãƒ¼ã€ [i]CDMA[/i], ã€Œãƒ‰ã‚³ãƒ¢ã‘ã„ãƒ”ãƒƒãƒã€ [i]DoCoMo PHS[/i], ã€Œãƒ‡ã‚£ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¢ã‚¤ãƒ”ãƒƒãƒã€ [i]DDI PHS[/i], and ã€Œã‚€ã›ã„ã’ã‚“ã‘ã„ãŸã„ã€ [i]Unlimited Mobile[/i]. Selecting an option will set offsets $E800 and $9000 of the save file (with the value at $9000 being the onesâ€™ complement of the value at $E800) and display a corresponding message:<br /><br />[table]<br />[tr][td][b]Option[/b][/td][td][b]$E800[/b][/td][td][b]$9000[/b][/td][td][b]Message[/b][/td][/tr]<br /><br />[tr][td]ãªã—<br />[i]Nothing[/i][/td]<br />[td]$00[/td][td]$FF[/td]<br />[td]ã€Œãªã«ã‚‚ã€€ã¤ãªãŒã£ã¦ã„ãªã„ã€<br />â€œThere is nothing connected.â€[/td][/tr]<br /><br />[tr][td]ã‘ã„ãŸã„<br />[i]Mobile[/i][/td]<br />[td]$01[/td][td]$FE[/td]<br />[td]ã€Œã‘ã„ãŸã„ã§ã‚“ã‚ã®ã€€ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼ã€<br />â€œCheck cell phone adapter.â€[/td][/tr]<br /><br />[tr][td]ã‚·ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¨ãƒ ã‚¨ãƒ¼<br />[i]CDMA[/i][/td]<br />[td]$02[/td][td]$FD[/td]<br />[td]ã€Œã‚·ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¨ãƒ ã‚¨ãƒ¼ã®ã€€ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼ã€<br />â€œCheck CDMA adapter.â€[/td][/tr]<br /><br />[tr][td]ãƒ‰ã‚³ãƒ¢ã‘ã„ãƒ”ãƒƒãƒ<br />[i]DoCoMo PHS[/i][/td]<br />[td]$03[/td][td]$FC[/td]<br />[td]ã€Œãƒ‰ã‚³ãƒ¢ã‘ã„ãƒ”ãƒƒãƒã®ã€€ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼ã€<br />â€œCheck DOCOMO PHS adapter.â€[/td][/tr]<br /><br />[tr][td]ãƒ‡ã‚£ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¢ã‚¤ãƒ”ãƒƒãƒ<br />[i]DDI PHS[/i][/td]<br />[td]$04[/td][td]$FB[/td]<br />[td]ã€Œãƒ‡ã‚£ãƒ¼ãƒ‡ã‚£ãƒ¼ã‚¢ã‚¤ãƒ”ãƒƒãƒã®ã€€ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼ã€<br />â€œCheck DDI PHS adapter.â€[/td][/tr]<br /><br />[tr][td]ã‚€ã›ã„ã’ã‚“ã‘ã„ãŸã„<br />[i]Unlimited Mobile[/i][/td]<br />[td]$81[/td][td]$7E[/td]<br />[td]ã€ŒãŸã„ã›ã‚“ã‚€ã›ã„ã’ã‚“ã®ã€€ã‘ã„ãŸã„ã€€ã‚¢ãƒ€ãƒ—ã‚¿ã‚’ã€€ã‹ãã«ã‚“ï¼ã€<br />â€œCheck unlimited battle mobile adapter.â€[/td][/tr]<br />[/table]<br /><br />Does anyone have a clue as to what an â€œunlimited battle mobile adapterâ€ is?<br /><br />Setting these values (other than [i]Nothing[/i]) causes the game to act as if the Mobile Adapter has been connected: the Mobile System GB logo is displayed before the copyright screen; the Mobile and Mobile Stadium options are added to the main menu; PokÃ©mon Cable Club attendants ask whether Iâ€™d like to make a mobile or cable connection; the PokÃ©Com Centerâ€™s Administration Office, Trade Corner, and News Machine and the Battle Tower are accessible, and both areas play their special music. Of course, any feature that actually requires sending data through the Mobile Adapter fails with error 10-000:<br /><br />[img]http://i.imgur.com/kk3fZdA.png[/img][/quote]<br /><br />Aw yeah, finally a way to unlock the PokÃ©mon Mobile System GB :D <br /><br />As to the &quot;unlimited battle mobile adapter&quot;, I&#039;ve no idea. For the record, mobile battles could be held by paying the carrier service fees whereas the Battle Tower cost Â¥10. ([url=http://www.scn-net.ne.jp/~tatoo/ma-gb.html]source 1[/url], [url=http://outdoor.geocities.jp/twnfh640/gbcolumn.mobilegb.html]2[/url])<br /><br />I noticed that Mobile Stadium is missing from the main menu. Does this mean that it is only displayed when connected to Stadium 2? Or is the debugging code related only to the Mobile Center and other PokÃ©mon Mobile System GB features?<br /><br />Another interesting thing is that while starting a new game, the Mobile Center takes the place of the regular screen that asks if you are a boy or a girl.<br /><br />[img]https://i.imgur.com/m9L5bin.png[/img] [img]https://i.imgur.com/0wanL4U.png[/img]<br /><br />[url=https://www.youtube.com/watch?v=Br9KYkSZA3E]Forcing Crystal to run in Game Boy mode[/url] shows that it skips the Mobile System GB screen loaded on Game Boy Color mode after the boot ROM.<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199854#msg199854 date=1456704173]<br />Any Fly destination may be selected, in both Johto and Kanto (the map will switch between the two), regardless of whether the location has been visited.[/quote]<br /><br />This would be handy for regular gameplay. In the remakes, they sort of fixed this but you can only fly to either region from Indigo Plateau or Route 26.<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199854#msg199854 date=1456704173]<br />Scrolling below the move list reveals three more values: the first is the Attack/Defense IV byte, the second is the Speed/Special IV byte, and the last represents the square root of the stat experience that will be assigned to every stat. (The square root of stat experience is functionally equivalent to EVs in later generations, except that thereâ€™s no 510 EV cap.) Each of these values can be set between 000 and 255. When one of these values is selected, the PokÃ©monâ€™s stats will be calculated and shown on the right of the screen.[/quote]<br /><br />Are there any references, used or unused, to ã€Œã†ã¾ã‚Œã¤ãã®ã¤ã‚ˆã•ã€ [i]innate strengths[/i], which is apparently the Japanese name that Game Freak has always called individual strengths (IVs)? Japanese fans often use the expression &quot;individual values&quot; (å€‹ä½“å€¤) though. I&#039;ve found the kanji rendering of ã†ã¾ã‚Œã¤ãã®ã¤ã‚ˆã• (ç”Ÿã¾ã‚Œã¤ãã®å¼·ã•) in use alongside å€‹ä½“å€¤ on [url=http://www.poporo.ne.jp/~kou/pokemon/kingin/st.html]an old Japanese fan site from 1999-2000[/url] so it&#039;s safe to assume that the terminology is as old as Gold and Silver, if not older.<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199854#msg199854 date=1456704173]<br />Brings up this submenu with three options and a suspicious gap at the bottom. Selecting an option leads to the prompt ã€Œ[$D066]ã§ã€€ã‚ãã³ã¾ã™ã‹ï¼Ÿã€ â€œWill you play with [$D086]?â€, where the variable is filled with the name of the option you selected.ã€Œã‚¹ãƒ­ãƒƒãƒˆãƒžã‚·ãƒ³ã€ [i]Slot Machine[/i] does exactly what youâ€™d expect, ã€Œãƒãƒ¼ã‚«ãƒ¼ã‚²ãƒ¼ãƒ ã€ [i]Poker Game[/i] is Card Flip, and ã€Œãƒšã‚¢ã‚²ãƒ¼ãƒ ã€ [i]Pair Game[/i] is the [url=https://tcrf.net/PokÃ©mon_Gold_and_Silver#Unused_Memory_Game]unused memory game[/url].<br /><br />Thereâ€™s unused text for a fourth option, ã€Œãƒ”ã‚¯ãƒ­ã‚¹ã€ [i]Picross[/i].[/quote]<br /><br />Given how [url=http://bulbapedia.bulbagarden.net/wiki/PokÃ©mon_Picross_(Game_Boy_Color)]the original PokÃ©mon Picross for the Game Boy and Game Boy Color[/url] appeared on magazines in early 1999, I suppose this may have been carried over from Gold and Silver.<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199854#msg199854 date=1456704173]<br />[table][tr][td]ãƒ†ã‚¹ãƒˆï¼’<br />[i]Test 2[/i]<br />(3F:64D1)[/td]<br />[td]If the player character is a girl, changes her into her Cable Club disguise and says ã€ŒãŠã¨ã“ã®ã“ã«ï¼ã€ â€œFor a boy!â€ If sheâ€™s already wearing the disguise, changes her back to her normal appearance and says ã€ŒãŠã‚“ãªã®ã“ã«ï¼ã€ â€œFor a girl!â€<br /><br />If the player character is a boy, displays ã€ŒãŠã¨ã“ã®ã“ã«ã¯ã€€ã‹ã‚“ã‘ã„ãªã„ã‚ˆï¼ã€ â€œThis doesnâ€™t concern a boy!â€[/td][/tr][/table][/quote]<br /><br />Is this disguise code reused in normal gameplay or does the game use something else?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is great but how exactly do I figure out what the opcodes do? For a code I want to make I would want to change the text of NPCs and what they do EX give me a pokemon or enter a battle like when you talk to the elite four? This seems like really good information I just don&#039;t understand it. I am running on 3DS VC/Cartridge so I don&#039;t have access to a memory editor (might change that soon).


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I gave you the function of classical basic opcodes that I know and use to do very simple things; What you are asking for is way beyond my knowledge and capacities regarding GBZ80 assembler. You could use such opcodes to jump to addresses (like the ones involved in NPC&#039;s texts and scripts) to modify them, but I don&#039;t know what those addresses are. There&#039;s a [url=https://github.com/pret/pokered]disassembly[/url] that might help you, otherwise you should contact people like TheZZAZZGlitch, Torchickens, Hacky etc. because they are the top bosses of that kind of things :p


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Raven Freak
icon: xx
body:
  Not sure if this has been documented, forgive me if it has been. This is a very minor glitch. While standing on a warp pad in Silph Co. if you use dig, teleport, or a escape rope to exit the building the game won&#039;t play the normal animation. Instead, the warp pad animation is used. Here&#039;s a very short video demonstrating it. [url=http://www.youtube.com/watch?v=g2mhKqIDYXU&amp;feature=youtu.be]http://www.youtube.com/watch?v=g2mhKqIDYXU&amp;feature=youtu.be[/url]


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Raven Freak link=topic=36.msg199899#msg199899 date=1457138746]<br />Not sure if this has been documented, forgive me if it has been. This is a very minor glitch. While standing on a warp pad in Silph Co. if you use dig, teleport, or a escape rope to exit the building the game won&#039;t play the normal animation. Instead, the warp pad animation is used. Here&#039;s a very short video demonstrating it. [url=http://www.youtube.com/watch?v=g2mhKqIDYXU&amp;feature=youtu.be]http://www.youtube.com/watch?v=g2mhKqIDYXU&amp;feature=youtu.be[/url]<br />[/quote] Yes this is known


subject: Re: Debug menus in Japanese Crystal
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7407.msg199896#msg199896 date=1457106946]I wasn&#039;t aware that ??? (ï¼Ÿï¼Ÿï¼Ÿ) and RIVAL (ãƒ©ã‚¤ãƒãƒ«) were different Trainer classes, or are they? &quot;???&quot; is 0x09, RIVAL is 0x2A. In the trainer palette test, 0x09 takes the previously loaded Trainer class as its own.[/quote]<br /><br />$09 is the rivalâ€™s trainer class for the first five battles; $2A is for the sixth and seventh battles where he has a different sprite. Both of these classes are named RIVAL (ãƒ©ã‚¤ãƒãƒ«) internally, although this name isnâ€™t shown when you battle him. (I guess it would be a bit of a spoiler if the first battle said â€œRIVAL ??? wants to fight!â€)<br /><br />The Test Fight menu gets the trainer class name using the function [url=https://github.com/pret/pokecrystal/blob/11173a3807bde4e2d5b681717258b5b14f5f2d43/main.asm#L6535][tt]GetTrainerClassName[/tt][/url], which inexplicably treats trainer class $09 ([tt]RIVAL1[/tt] in pokecrystal) as a special case and returns the rivalâ€™s given name (in your case ???; in my case itâ€™s ãƒ¬ãƒƒãƒ‰ because I ran that silly quick-start functionâ€¦), but doesnâ€™t do the same for $2A. This function is only used in-game for phone calls, the Bug-Catching Contest, and the Places and People radio show (which cannot mention the rival, Prof. Oak, Cal, or Red), so that behavior is never seen.<br /><br />[quote author=SatoMew link=topic=7407.msg199896#msg199896 date=1457106946]Some of the themes are mislabeled. ã€Œã‚­ã‚­ãƒ§ã‚¦ã€ [i]Kikyo[/i] (Violet) plays [url=https://www.youtube.com/watch?v=r8MiUBgyeyY]the Azalea &amp; Blackthorn theme[/url], ã€Œãƒ’ãƒ¯ãƒ€ã€ [i]Hiwada[/i] (Azalea) plays [url=https://www.youtube.com/watch?v=Be-AZvSOhP4]the Ecruteak &amp; Cianwood theme[/url], and ã€Œãƒ¨ã‚·ãƒŽã€ [i]Yoshino[/i] (Cherrygrove) plays [url=https://www.youtube.com/watch?v=LG0-UMOljBU]the Violet &amp; Olivine[/url] theme.[/quote]<br /><br />I hadnâ€™t noticed that. I wonder if these tracks got shuffled around as the Johto region was redesigned?<br /><br />Looking over it again, another odd track name is ã€Œã‹ã¡ï¼”ã€ [i]Victory 4[/i], which follows the three standard victory themes (Trainer Battle, Wild PokÃ©mon, and Gym Leader). This track is used for Mt. Moon Square (confusingly called [i]Mt. Moon[/i] on the HG/SS soundtrack, whereas the music played inside Mt. Moon is [i]Rock Tunnel[/i]). If it was originally written as a victory theme, that would certainly explain why itâ€™s so short.<br /><br />[quote author=SatoMew link=topic=7407.msg199896#msg199896 date=1457106946]ã€Œãƒ—ãƒªãƒ³ã‚¿ã€ [i]Printer[/i] is [url=https://www.youtube.com/watch?v=svgdJwCkx1c]the well-known Game Boy Printer theme[/url] from Yellow, which was also rearranged for HeartGold and SoulSilver as [url=https://www.youtube.com/watch?v=MnflpvlLBO4]the PokÃ©walker theme[/url]. Shame that there is no classic-style version that plays the original :( [/quote]<br /><br />Completely off-topic, but something I donâ€™t think Iâ€™ve ever seen mentioned is that the looping part of the printer theme is channel 3 of Pikachuâ€™s Beach played at a much slower tempo. The only unique section is the second measure of the intro (B E Dâ™¯ Câ™¯ B A Gâ™¯ Fâ™¯).<br /><br />[quote author=SatoMew link=topic=7407.msg199896#msg199896 date=1457106946]èŠ±ç“¶ (ã‹ã³ã‚“) is a flower vase so it makes sense, except that Venusaur is not nicknamed and ã‹ã³ãƒ¼ã‚“ is the OT&#039;s name. [url=http://jisho.org/word/ã‚¬ãƒ“ãƒ¼ãƒ³]ã‚¬ãƒ“ãƒ¼ãƒ³[/url] is apparently manga slang for the depiction of shock and disappointment. ã€Œã‹ã³ãƒ¼ã‚“ã€ in katakana also refers to the name of [url=http://bulbapedia.bulbagarden.net/wiki/List_of_unused_PokÃ©mon_and_character_designs#Kabiin]a scrapped Capsule Monsters design[/url] that was some sort of special in-game encounter.[/quote]<br /><br />That last point strongly suggests to me that ã‹ã³ãƒ¼ã‚“ is KÅji Nishinoâ€™s nickname (from which ã‚«ãƒ“ã‚´ãƒ³ was derived), which would make sense as a counterpart to Matsumiya.<br /><br />[quote author=SatoMew link=topic=7407.msg199896#msg199896 date=1457106946]I noticed that Mobile Stadium is missing from the main menu. Does this mean that it is only displayed when connected to Stadium 2? Or is the debugging code related only to the Mobile Center and other PokÃ©mon Mobile System GB features?[/quote]<br /><br />The Mobile Stadium option appears if, in addition to those other two Mobile Adapter values being set, offset $E000 of the save file is not $00. This was already set in my save file; I think it was corrupted by a dodgy emulator in the past. It should be possible to use an N64 emulator with Transfer Pak support to see if Stadium GS sets this value.<br /><br />[quote author=SatoMew link=topic=7407.msg199896#msg199896 date=1457106946]Are there any references, used or unused, to ã€Œã†ã¾ã‚Œã¤ãã®ã¤ã‚ˆã•ã€ [i]innate strengths[/i], which is apparently the Japanese name that Game Freak has always called individual strengths (IVs)? Japanese fans often use the expression &quot;individual values&quot; (å€‹ä½“å€¤) though. I&#039;ve found the kanji rendering of ã†ã¾ã‚Œã¤ãã®ã¤ã‚ˆã• (ç”Ÿã¾ã‚Œã¤ãã®å¼·ã•) in use alongside å€‹ä½“å€¤ on [url=http://www.poporo.ne.jp/~kou/pokemon/kingin/st.html]an old Japanese fan site from 1999-2000[/url] so it&#039;s safe to assume that the terminology is as old as Gold and Silver, if not older.[/quote]<br /><br />That term doesnâ€™t appear in the ROM.<br /><br />[quote author=SatoMew link=topic=7407.msg199896#msg199896 date=1457106946][quote author=HÃ¡Äky link=topic=7407.msg199854#msg199854 date=1456704173]<br />[table][tr][td]ãƒ†ã‚¹ãƒˆï¼’<br />[i]Test 2[/i]<br />(3F:64D1)[/td]<br />[td]If the player character is a girl, changes her into her Cable Club disguise and says ã€ŒãŠã¨ã“ã®ã“ã«ï¼ã€ â€œFor a boy!â€ If sheâ€™s already wearing the disguise, changes her back to her normal appearance and says ã€ŒãŠã‚“ãªã®ã“ã«ï¼ã€ â€œFor a girl!â€<br /><br />If the player character is a boy, displays ã€ŒãŠã¨ã“ã®ã“ã«ã¯ã€€ã‹ã‚“ã‘ã„ãªã„ã‚ˆï¼ã€ â€œThis doesnâ€™t concern a boy!â€[/td][/tr][/table][/quote]<br /><br />Is this disguise code reused in normal gameplay or does the game use something else?<br />[/quote]<br /><br />The [i]Test 2[/i] script sets/clears the flag [tt]ENGINE_KRIS_IN_CABLE_CLUB[/tt] and calls the special commands [tt]ReplaceKrisSprite[/tt] and [tt]Special_SetPlayerPalette[/tt], which are the same commands used by the Cable Club scripts. The real Cable Club scripts are slightly more elaborate in that they spin the player around and play a sound effect.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Raven Freak link=topic=36.msg199899#msg199899 date=1457138746]<br />Not sure if this has been documented, forgive me if it has been. This is a very minor glitch. While standing on a warp pad in Silph Co. if you use dig, teleport, or a escape rope to exit the building the game won&#039;t play the normal animation. Instead, the warp pad animation is used. Here&#039;s a very short video demonstrating it. [url=http://www.youtube.com/watch?v=g2mhKqIDYXU&amp;feature=youtu.be]http://www.youtube.com/watch?v=g2mhKqIDYXU&amp;feature=youtu.be[/url]<br />[/quote]<br /><br />Yup, and there&#039;s more to it too. [url=https://www.youtube.com/watch?v=3cimt9ZVWSk]Torchickens made a video about it a few months ago.[/url]


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  [quote author=Flandre Scarlet link=topic=6638.msg199897#msg199897 date=1457112051]<br />This is great but how exactly do I figure out what the opcodes do? For a code I want to make I would want to change the text of NPCs and what they do EX give me a pokemon or enter a battle like when you talk to the elite four? This seems like really good information I just don&#039;t understand it. I am running on 3DS VC/Cartridge so I don&#039;t have access to a memory editor (might change that soon).<br />[/quote]<br /><br />If you want to figure out what some opcodes do, this page should help: http://z80-heaven.wikidot.com/opcode-reference-chart (please note that the full Z80 has some additional/changed opcodes to what the GB&#039;s CPU has, but it should be enough to help anyway)<br /><br />And if you want to see what some NPCs do, you should be able to check out the [url=https://github.com/pret/pokered]pokered disassembly[/url].


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Premierball
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Premierball
icon: xx
body:
  [s]and guys, i have another rather unusual thing i think.[/s] edit:&nbsp; read next posts, my bad&nbsp; :XD:<br /><br />i glitched the third trainer in the Karate Dojo of Saffron City. and really, thy Electabuzz appeared afterwards, but on lv12 - while any other try of the long-range Trainer glitch let lv.7 max mons appear.&nbsp; :o


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I didn&#039;t know that was possible. The level of the encountered PokÃ©mon is related to the ATK status of the last fought PokÃ©mon, which starts at 07 (foe&#039;s ATK is 100 %) and lowers by 1/8 every time you use a move like Growl, going to 06, then 05, etc. <br /><br />The address used to deal with this ATK status during a fight is the same that is used by the encountering script to store the encountered PokÃ©mon&#039;s level / Trainer&#039;s roster during that moment when a battle is set (which is why it matches, in the same way that the address used to store the trainer&#039;s hex ID when it sees you is re-used to store the SPE stat of the current foe, making this glitch to work).<br /><br />If you encountered a lvl 12 PokÃ©mon with the Trainer-Fly Glitch, I guess that would mean that some PokÃ©mon are less affected by Growl than others (they would start with an ATK status of 0C). Is it possible? 


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Premierball
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  hi guys!<br />i experienced a bunch of unusual things at glitching in the VC on 3DS of pokemon yellow.<br /><br />write it down here, has anyone ideas about that?<br />http://forums.glitchcity.info/index.php/topic,7436.45.html<br /><br />maybe its also only the yellow version, and the map is made primarily for pkmn blue/red... lately i got a pinsir at a spot where only Parasect/Cloyster shoudl spawn, and at the 3rd Rocket who should have 5 possible slots i only got 5 tentacools, even the chances were 3*Mew 1*Blastoise 1*Mew.<br /><br />would be cool to get some answers about the mechanics here ;) 


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That Blackbelt in the Fighting Dojo has a Primeape with the move Rage, which (in Generation I) raises its Attack.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello! Longtime lurker here, I never really got to glitch my original red version past glitch city and missingno, so when they rereleased them i got really excited to do all these new and cool glitches and mess with 8F.<br /><br />So I finally got 8F today and for shits and giggles, I decided to use it without any prior setup. Crash, obviously. But when i reset, my save file was gone. No &quot;the save file was destroyed!&quot; or anything, it was just gone.<br /><br />Anyone know what happened? I was under the impression that the game wouldnt delete your save file unless you saved with a name thats too long or whatever, or do the new Virtual Console games have emulator inaccuracies or more failsafes?


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You probably wrote to SRAM and caused a it to crash and then when you reset the save file didn&#039;t properly load or it failed a checksum (I think)


subject: Re: Debug menus in Japanese Crystal
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7407.msg199901#msg199901 date=1457151873]<br />$09 is the rivalâ€™s trainer class for the first five battles; $2A is for the sixth and seventh battles where he has a different sprite. Both of these classes are named RIVAL (ãƒ©ã‚¤ãƒãƒ«) internally, although this name isnâ€™t shown when you battle him. (I guess it would be a bit of a spoiler if the first battle said â€œRIVAL ??? wants to fight!â€)[/quote]<br /><br />I see. If we somehow forced the game to display RIVAL, would that have any negative side effects?<br /><br />Not surprisingly, $09 in Test Fight under a completely fresh save file returns the rival&#039;s name as &quot;???&quot; just like in his actual first battle.<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199901#msg199901 date=1457151873]<br />I hadnâ€™t noticed that. I wonder if these tracks got shuffled around as the Johto region was redesigned?[/quote]<br /><br />You mean during the development of Gold and Silver? It&#039;s likely.<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199901#msg199901 date=1457151873]<br />Looking over it again, another odd track name is ã€Œã‹ã¡ï¼”ã€ [i]Victory 4[/i], which follows the three standard victory themes (Trainer Battle, Wild PokÃ©mon, and Gym Leader). This track is used for Mt. Moon Square (confusingly called [i]Mt. Moon[/i] on the HG/SS soundtrack, whereas the music played inside Mt. Moon is [i]Rock Tunnel[/i]). If it was originally written as a victory theme, that would certainly explain why itâ€™s so short.[/quote]<br /><br />HeartGold and SoulSilver differ from Gold, Silver, and Crystal in this regard.<br /><br />In the originals, Mt. Moon uses [url=https://www.youtube.com/watch?v=ndQX3lbn33s]the same theme as the Rock Tunnel[/url] and [url=https://www.youtube.com/watch?v=sjKJevc3Yvc]a separate theme[/url] for Mt. Moon Square. In the remakes, Mt. Moon plays [url=https://www.youtube.com/watch?v=dWeAd7Rhfog]ã€Œã¤ãªãŒã‚Šã®ã©ã†ãã¤ã€ [i]Union Cave[/i][/url] ([url=https://www.youtube.com/watch?v=QNg80ctR1as]classic-style version[/url]) whereas Mt. Moon Square also plays [url=https://www.youtube.com/watch?v=nUlpbMpeNH8]ã€ŒãŠã¤ãã¿ã‚„ã¾ã€ [i]Mt. Moon[/i][/url] ([url=https://www.youtube.com/watch?v=ofwXs67JZVM]classic-style version[/url]). The Rock Tunnel still plays the same theme so the official soundtrack labeled the track [url=https://www.youtube.com/watch?v=XwgVkd8xwHs]ã€Œã‚¤ãƒ¯ãƒ¤ãƒžãƒˆãƒ³ãƒãƒ«ã€[i]Rock Tunnel[/i][/url] ([url=https://www.youtube.com/watch?v=65Zz5ExHmA0]classic-style version[/url]).<br /><br />Mt. Moon Square in HeartGold and SoulSilver even plays [i]Union Cave[/i] most of the time, except between Monday nights and Tuesday dawns, but it&#039;s been a while so I&#039;ll confirm this next Monday.<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199901#msg199901 date=1457151873]<br />The Mobile Stadium option appears if, in addition to those other two Mobile Adapter values being set, offset $E000 of the save file is not $00. This was already set in my save file; I think it was corrupted by a dodgy emulator in the past. It should be possible to use an N64 emulator with Transfer Pak support to see if Stadium GS sets this value.[/quote]<br /><br />Which N64 emulator do you recommend?<br /><br />[quote author=HÃ¡Äky link=topic=7407.msg199901#msg199901 date=1457151873]<br />The [i]Test 2[/i] script sets/clears the flag [tt]ENGINE_KRIS_IN_CABLE_CLUB[/tt] and calls the special commands [tt]ReplaceKrisSprite[/tt] and [tt]Special_SetPlayerPalette[/tt], which are the same commands used by the Cable Club scripts. The real Cable Club scripts are slightly more elaborate in that they spin the player around and play a sound effect.<br />[/quote]<br /><br />Oh, thanks, as well as for the rest of the information I didn&#039;t quote :) 


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yeah I think it probably would have happened on the original game too, who knows what kind of code you called by doing so! Sorry for you&nbsp; :(


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6638.msg199903#msg199903 date=1457179185]<br />[quote author=Flandre Scarlet link=topic=6638.msg199897#msg199897 date=1457112051]<br />This is great but how exactly do I figure out what the opcodes do? For a code I want to make I would want to change the text of NPCs and what they do EX give me a pokemon or enter a battle like when you talk to the elite four? This seems like really good information I just don&#039;t understand it. I am running on 3DS VC/Cartridge so I don&#039;t have access to a memory editor (might change that soon).<br />[/quote]<br /><br />If you want to figure out what some opcodes do, this page should help: http://z80-heaven.wikidot.com/opcode-reference-chart (please note that the full Z80 has some additional/changed opcodes to what the GB&#039;s CPU has, but it should be enough to help anyway)<br /><br />And if you want to see what some NPCs do, you should be able to check out the [url=https://github.com/pret/pokered]pokered disassembly[/url].<br />[/quote]<br /><br />I think this is better: http://www.pastraiser.com/cpu/gameboy/gameboy_opcodes.html


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: andr2535
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi, I wanted to ask a question that confuses me a bit.<br /><br />I was trying to use Pigdevil2010&#039;s bootstrapping code for w sm([url=http://forums.glitchcity.info/index.php/topic,6638.msg198107.html#msg198107]http://forums.glitchcity.info/index.php/topic,6638.msg198107.html#msg198107[/url]),<br />but my game seems to freeze when I use that bootstrapping code.<br /><br />So I tried to find the cause of it using the bgb debugger, and it seems like the place where it is supposed to goto DA97, it goes to DA98 instead.<br />I fixed that by switching Nidoqueen with Nidoran(female).<br /><br />Does this bootstrapping setup work for anyone(unaltered), or is there some mysterious bug on my end? :P


subject: Re: Project &quot;New Bark Town&quot; poll
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Vote says Raw RGB values. (As it should be since the &quot;hardware colors&quot; varies (Stadium/SGB/GBA-SP Revisions/GBA/Virtual Console/emulator &quot;real colors&quot; are all different))<br /><br />The standard is raw RGB screenshots as the hardware is too varying.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Didn&#039;t we had another guy who had trouble with this setup previously? The G-Meister maybe?<br /><br />I don&#039;t use this one but Torchickens&#039; optimized setup for non-english games (which Haxel slightly modified again I believe) so I don&#039;t know but I&#039;ll double-check the code manually asap to see if it&#039;s a proper boostrap :)


subject: Re: Debug menus in Japanese Crystal
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7407.msg199913#msg199913 date=1457227816]<br />Mt. Moon Square in HeartGold and SoulSilver even plays [i]Union Cave[/i] most of the time, except between Monday nights and Tuesday dawns, but it&#039;s been a while so I&#039;ll confirm this next Monday.[/quote]<br /><br />My memory was correct. In HeartGold and SoulSilver, [i]Mt. Moon[/i] only plays during the weekly Clefairy event.


subject: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Precursor Thread: http://profglitch.proboards.com/thread/302/anybody-play-rbygsc<br /><br />Rundown:&nbsp; MissingNoGuy55 and I are going to be completing a run-through of Pokemon R/B/Y where we cannot fight (not even lose to) a single Team Rocket member.&nbsp; We are doing this without gameshark and without glitch items, and without arbitrary code execution.<br /><br />The main obstacle is obtaining HM01 or getting a .4 so we can teach it cut at level 61 BEFORE we exit Mt Moon.&nbsp; This allows us to cut down the tree in Cerulean, skipping both the nugget bridge Rocket, and the backyard Cerulean Rocket.<br /><br />We&#039;ll be posting videos/screenshots as we go explaining our progress.


subject: How to get the number of party Pokemon back to 6?
poster_name: darksarcasm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello everyone,<br /><br />Is there a way, after the save corruption glitch, to get your party back to a normal level? I tried using Krys3000&#039;s guide for how to get Mew before your starter, but it just doesn&#039;t seem to work for me (I tried about ten times now, with some of my own variations too, but usually get stuck in the Safari Zone where every time I use a Safari Ball it says I missed the Pokemon).<br /><br />My ultimate goal is to get to a point far in the game where I have Surf and Fly and access to most of the areas (so I can mess around with 8F), so I thought the easiest way to do that is to use the expanded item bag to give myself a bicycle and tons of Max Repels, and use the Level 100 Nidoking glitch for the battles I need to fight.<br /><br />Also, a side note, I spent about 4 hours getting everything set up by actually playing the game through til I could get to Cinnabar and start using the &quot;dry&quot; item underflow glitch, and I &quot;used&quot; the 5F item, which glitched the screen up and froze the game. When I reloaded, my save data was deleted (or corrupted or at a wrong memory location or whatever). Hence, my quest for a quick start. Are there any of these glitch items or situations I should be careful around besides using 5F when attempting this again? I&#039;m assuming I shouldn&#039;t ever &quot;use&quot; any of these glitch items again, but my curiosity got the best of me. I wanted to try programming that Pong game ZZAZZ made, but I don&#039;t want to go through all the trouble of all these steps to find that my save file gets deleted after doing it (I&#039;m doing this on the 3DS VC)<br /><br />Another question - do these RAM changes &quot;stick&quot; after resetting? Say I &quot;program&quot; Pong like ZZAZZ does in his video, then save. When I use 8F, I&#039;m redirected to the Pong game, which presumably you get out of by resetting your game. If, upon reloading the save game, I use 8F again, will I be put back in the Pong game? Where exactly is the code &quot;saved&quot; to in the RAM - is it saved somewhere that could be easily overwritten (like your Pokemon data in your Boxes) or somewhere that the game doesn&#039;t touch?<br /><br />Still learning a lot about this - it&#039;s all so fascinating! Thank you for all this work you&#039;ve guys documented, I&#039;ve been geeking out about this for the past week ever since I picked up the games up again since they&#039;ve been released on the 3DS.


subject: Re: How to get the number of party Pokemon back to 6?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  There&#039;s some complexity with the Safari Zone part because I experienced a lot of troubles due to stupid things you have to be careful about when I made the video, and I&#039;m not sure that&#039;s very clear in it, but I wanted to release it asap although at the time it probably needed some more research. As soon as I get the time we could try to figure out what your problem is.<br /><br />Anyway, the Safari Zone part is more an unnecessary shortcut that I developed to fix some freezing issues, especially in Yellow if I remember well, and I didn&#039;t even was an issue in the english version of the game I thing. If it works for you, you might as well catch any PokÃ©mon in any place because the goal of this is only to reduce the number of PokÃ©mon you have currently to 51. You can also don&#039;t do it at all and just store/release the 255 glitch PokÃ©mon you have but of course, it&#039;s longer&nbsp; :P 


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Can&#039;t you already skip the whole Mt. Moon and Cerulean sections with Brock through walls? Or am I missing something?


subject: Re: How to get the number of party Pokemon back to 6?
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Since you mentioned 8F, you&#039;re probably playing Red/Blue. You can reach Saffron City and underflow your item pack easily within 20 minutes with a couple of tricks, and with the expanded item pack, you won&#039;t ever need Fly (modify the 36th item&#039;s quantity instead) and Surf (get the ????? (07) item instead). This is also safer than corrupting your save.


subject: Re: How to get the number of party Pokemon back to 6?
poster_name: darksarcasm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am indeed playing Blue on the 3DS VC (Blue is my &quot;glitch&quot; version and Red is my &quot;real&quot; version haha)<br /><br />What tricks are you talking about exactly? I figured the earliest you could get to Saffron was when you were able to get to Celadon, which by that point means you could also go ahead and get Fly by using the Poke Doll trick on the Ghost Marowak at the Pokemon Tower to get the Pokeflute.<br /><br />Krys, does the Pokemon you catch have to go to your party? I tried just picking up the Eevee in Celadon instead, which transported to my PC, and it didn&#039;t seem to put my party back to 51. I actually spent time just depositing all 254 Pokemon, but then realized that I had deactivated the expanded item pack glitch so I kind of screwed myself haha


subject: Re: How to get the number of party Pokemon back to 6?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  No, and that&#039;s the point of this glitch. When you receive a PokÃ©mon, it goes to the PC even if your party is glitched up, unlike when you catch one. This makes your Mew (or whatever PokÃ©mon you get using the fossil conversion) go to the PC so you can retrieve it after fixing the game. The glitch would be totally useless otherwise.<br /><br />A proper way to do it without the Safari Zone warp would be:<br />- Switch 1-10<br />- Go to Cinnabar using item 36 and follow the instructions to get Fossils. Store one.<br />- Transform the Fossils to Rare Candies (and Proteins) by moving them to item 36 and going left like I show in the video<br />- Use those items to make your first PokÃ©mon have the proper ATK stat (21 in the case of mew)<br />- Switch back the items then leave/enter the PokÃ©mon center and withdraw first the Potion, then the Fossil (underflow fixed).<br />- Give the fossil to the scientist then switch PokÃ©mon 1 and 33. Exit the lab and go back inside to get your PokÃ©mon.<br />- Go catch any PokÃ©mon in the wild. This reduces the party to 51 PokÃ©mon.<br />- Switch PokÃ©mon 3 and 10 (then 10 and 11 if you wish to bring the PokÃ©dex back to 0). The underflow is now active again.<br />- Go to Viridian using item 36. Change the active box (!) and store 50 PokÃ©mon then go back to the original box, withdraw Mew and store the last glitch PokÃ©mon.<br />- Go to Route 1 and take the Potion from the NPC to fix the underflow; continue the game by going back to Pallet Town.<br /><br />I&#039;m quite sure the freezing during the catch that made me come up with the Safari solution doesn&#039;t exist in english games, but in case it is, alternatively you can get your PokÃ©mon in the lab, then do the 3&gt;10 switch, then store 254 PokÃ©mon, withdraw the PokÃ©mon, store the last one, and use item 36 to go to Viridian. Otherwise I&#039;ll try to redefine the Safari steps asap :)<br />


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=camper link=topic=7448.msg199926#msg199926 date=1457429776]<br />Can&#039;t you already skip the whole Mt. Moon and Cerulean sections with Brock through walls? Or am I missing something?<br />[/quote]<br /><br />No, this is not possible in Yellow and some international versions of R/B, so we are not using it.<br /><br />http://glitchcity.info/wiki/index.php/Walk_through_walls_trick_(Youngster_method)<br /><br />Skipping the first gym is not yet possible in the spanish versions and possibly others of R/B.


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  I confirm it doesn&#039;t work in french R/B, so it probably only works in english games (japanese?).


subject: R/B Item Pack and Storage Limits
poster_name: Fox
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello,<br /><br />I&#039;ve been playing Red on my 3DS (US) and recently hit the limit of items in my PC. I was hoping there was a good way to get around that (with as little risk to my data as possible).<br /><br />I read the [url=http://glitchcity.info/wiki/index.php/Expanded_item_pack]expanded item pack[/url] page in the wiki, but from what I understand, the added slots are accessible parts of memory that affect the game in manipulating them? That it&#039;s not really something meant for actually holding your items.<br /><br />Is there maybe some safe zones in the item underflow for holding stuff? Or maybe something that might help me semi-accomplish my goal. I&#039;m mostly hording TMs I&#039;ve duplicated, and so maybe a good way to re-get TMs once tossed/used could be the next best thing?<br /><br />Thank you for taking the time to read. :) I look forward to any insight on dealing with these things.


subject: R/B Choose your PokÃ©mon attempted escape glitch
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Photon-Phoenix
icon: xx
body:
  This glitch involves starting a new game and then walking into the grass on route 1 to trigger the normal lab sequence where you choose your pokemon.<br /><br />Instead of choosing your PokÃ©mon, hold Down while repeated pressing B to ignore Prof. Oak&#039;s attempts to prevent you from leaving.&nbsp; Eventually, you will start to notice sprites of the aides and back wall flyers will take slightly longer to load.&nbsp; Keep holding down while pressing B and eventually you, one of the pokedexes on the table, a ball or two off the table, and possibly your rival will disappear depending on which side of the exit you tried leaving.&nbsp; You won&#039;t be able to move and instead will hear the running into a wall sound.<br /><br />[img]http://i.imgur.com/6KQascd.png[/img]<br /><br />To return the game back to normal, press start and the map will glitch out.&nbsp; Exiting the start menu will return the game back to normal.<br /><br />[img]http://i.imgur.com/Z62AJU9.png[/img]<br /><br />--------------------<br /><br />Without save abuse or save editing, I don&#039;t think this glitch has any use.&nbsp; Maybe someone can tinker with it via item over/underflow manipulation and escape Prof. Oak and Pallet Town without a PokÃ©mon.<br /><br />EDIT: This glitch does not work in Yellow.


subject: Re: R/B Item Pack and Storage Limits
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Every item above 50 in the Expanded PC is a byte of the WRAM and manipulating such items will manipulate game-related data. Now here is what item deals with what, starting from 52 as 51 is the end-of-list marker.:<br /><br />52: Active PokÃ©mon box (2nd byte). Its quantity matches the number of teams in the HoF.<br />53: Unused (or currently unknown) byte. Its quantity matches the first two numbers of the Casino Chips (BCD)<br />54: Two last numbers of the Casino Chips (BCD)<br />55 to 91: Missable Objects Flags (current status of any pickable item of the game)<br />92 to 255: Event Flags<br /><br />I wouldn&#039;t recommend to use event flags as you have all chances to f*ck your game up at some point, but you can use item 53 as an extra slot, also 54 if you don&#039;t care about Casino Chips. Missable objects flags slots could be used, as if you already picked the items the only side effect will probably be to bring them back. But it has some issues as for example, Snorlax is an item, so messing with these slots can put it back (which might or might not be annoying to you).<br /><br />If you wish to do that and since you already seem to have 50 items, instead of doing complicated stuff with MissingNo. you can also quickly perform the [url=http://forums.glitchcity.info/index.php/topic,7353.0.html]Glitch City RAM Manipulation[/url] to expand the PC to 109 items.


subject: Re: Foreign language R/B glitches (project)
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well I&#039;m back but not with glitch mon research! Instead I just noticed this slight oversight in French Blue version. It&#039;s very minor, but I suppose I&#039;ll go ahead and share it here since it is a foreign version. Whenever you or your opponent uses a move in battle, the exclamation point character doesn&#039;t load. I know some moves in French use up all the character slots so maybe that&#039;s why it fails to appear, but it seems strange as it appears after all other text, it just doesn&#039;t show up after you or your opponent uses a move. [img]http://i.imgur.com/kSbLAi0.png[/img]


subject: Re: How to get the number of party Pokemon back to 6?
poster_name: darksarcasm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: darksarcasm
icon: xx
body:
  I wasn&#039;t able to get it to work quite properly, either something would cause the game to freeze in the middle or my party would remain at 255 even after I caught something. I probably did something wrong, maybe I messed some RAM address up from before I saved and started this process. In any case, I ended up just depositing the 255 Pokemon separately, because I found that if I made the text speed go at the fastest setting by switching around items (so that text appears immediately) it was pretty quick to just deposit and release everything. I ended up taking out HM03 and 99 Master Balls, and giving myself all the badges so that when the game started I could surf down to Cinnabar and buy 99 Max Repels. I wasn&#039;t able to give myself a Bike to make the beginning go faster, but it&#039;s not a huge deal.<br /><br />Thanks for all your help! I at least used most of your tutorial :P


subject: Re: R/B Choose your PokÃ©mon attempted escape glitch
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Seems like this minor bug has been known since at least 2012.<br /><br />[youtube]https://www.youtube.com/watch?v=eMMs6DwAl0A[/youtube]<br /><br /><br />[youtube]https://www.youtube.com/watch?v=v643yIvK6pM[/youtube]


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yeah the youngster glitch doesn&#039;t seem to work in the foreign versions that came out in 1999. (So essentially German, French, Italian, and Spanish versions.) It was patched in Yellow , so that would probably be the reason behind the glitch not working in these versions since they came out the same year Yellow did in the US. Any who, I look forward to seeing you guys do this. Unfortunately when I went to visit the link you have posted earlier an ad crashed Chrome so I couldn&#039;t view the topic... (Recently Proboards forums have been causing this to happen. I&#039;ll have to make a visit to their support forums I suppose.)


subject: Re: Roll Call
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yo. Been a while since I&#039;ve posted here. (Well I posted a video a few days ago of a glitch already known, my bad.) :V But hai!


subject: Colored Member Links are back
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Photon-Phoenix
icon: xx
body:
  &lt;--<br /><br />(P.S. Youtube Embed is also updated and fixed along with SMF being updated to 2.0.11)


subject: Re: R/B Item Pack and Storage Limits
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: camper
icon: xx
body:
  You won&#039;t have to hoard TMs since you can always get whatever you want from your expanded item pack using one of the numerous RAM manipulation tricks.<br /><br />Also, your rival&#039;s name (items 23-27) is a good place to store items, unless you want to complete your game normally (then you&#039;ll have to fight your rival at some point).


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: FroggestSpirit
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: FroggestSpirit
icon: xx
body:
  Has anyone made a better bootstrap code using something like wack0&#039;s gameshark code?<br />I was able to have a JP D53B stored as the last 3 bytes of my trainers name (this only works if your name is short enough)<br />The only downside is that I had my 6th pokemon turn into ID F9, so when I arranged my party like:<br />6 pokemon:<br />anything<br />tentacool<br />ID F9 pokemon<br />anything<br />anything<br />anything<br /><br />it works well, taking you to the first item in the PC, however it messes up battle sprites due to the missingno<br />Edit:also irrelevant, but I did this on the VC re-release


subject: Re: Interesting list of illusory monsters from non-PokÃ©mon m-battling games, etc.
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Sorry for the Necro but I have information regarding DQM2 for you Torchickens:<br /><br />Yeah, I&#039;ve obtained the Dragon quest monsters 2 monsters so I can tell you their localized names: Dimensaur, Lamia, and Kagebou. All three are in the boss Family but don&#039;t have Library entries.&nbsp; Of an interesting note, all three of these event monsters have their levels capped at 9 and cannot breed when legit. This is because of how powerful they are. However, using a code that lets you obtain them in the wild will let you bypass both of these limits.<br /><br />On an unrelated note, there is also a placeholder monster in DQM2. Its name is blank and it uses a Drak slime sprite. its data is located between each family.&nbsp; I haven&#039;t actually attempted to obtain one before so that&#039;s all I know. Not sure if they have different properties or not.&nbsp;  <br /><br />


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  In R/B games, there is luckytyphlosion&#039;s compact setup: http://forums.glitchcity.info/index.php?topic=6638.msg198585#msg198585<br /><br />Also there is a glitch PokÃ©mon setup that only uses 3 PokÃ©mon (but you can have up to 5), I don&#039;t remember who did it:<br />h PokÃ© (hex:C3)<br />Graveler<br />M p u (hex:D3)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: darksarcasm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If I have my party Pokemon arranged correctly for the 8F execution to the third item in my bag (Pidgey, Parasect, Onix, Tentacool, Kangaskhan), am I correct in assuming the sixth slot Pokemon does not matter? By the same token, is the C9 Hex code a stop function, and therefore items below this item won&#039;t affect the code? I&#039;ve noticed that most if not all the example codes in this post end with an item that is multiplied by 201.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  C9 (item TM01 or anything x201) is a ret instruction which ends your code. So yes, any item afterwards does not matter.<br /><br />However, it is very different for the setup, as the bootstrap code starts with the value of address $D163 (number of PokÃ©mon). Having 5 PokÃ©mon calls for a placeholder, useless function, but having 6 PokÃ©mon instead of 5 calls for an assign function which also uses the following hex value, &#039;skipping&#039; it from code reading, and therefore breaking your code.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: darksarcasm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=6638.msg199953#msg199953 date=1457635270]<br />C9 (item TM01 or anything x201) is a ret instruction which ends your code. So yes, any item afterwards does not matter.<br /><br />However, it is very different for the setup, as the bootstrap code starts with the value of address $D163 (number of PokÃ©mon). Having 5 PokÃ©mon calls for a placeholder, useless function, but having 6 PokÃ©mon instead of 5 calls for an assign function which also uses the following hex value, &#039;skipping&#039; it from code reading, and therefore breaking your code.<br />[/quote]<br /><br />Right, forgot that # of Pokemon in the party has a RAM address.<br /><br />I really should learn assembly so I could write my own code and to easier understand the game.


subject: Re: Pokken hype strawpoll
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=7432.msg199954#msg199954 date=1457642900]<br />Whoa fam Wii U can do that?<br /><br />SSB4 LAN patch hype<br />[/quote]<br />Basically, just gotta get 2 wii u&#039;s and 2 adapters.<br />Pokken is confirmed to run at 60 fps in LAN matches, which is probably how evo will be set up. <br /><br />[rant]<br />Yoooo, speaking of pokken, all these youtubers got the game early and it&#039;s rustling my jimmies because some being all [IMG]http://i66.tinypic.com/2rc96au.png[/img] <br />&gt;claiming &quot;best weavile in america&quot;<br />&gt;only played against bots<br />okay so 1: The game ain&#039;t even out worldwide, like dafaq?<br />2: How you even gonna claim that when justin wong was piloting weavile in the worldwide tourney and lost only to rip in finals?<br />3. BOTS!? you think you good because you play bots??? This man, i can&#039;t, OH LAWD HAVE MERCY. <br />[end rant]<br />


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yep, you don&#039;t need to be a super assembler expert to write some nice codes. Understanding a few opcodes is enough! You can also ask if you don&#039;t get how to use one. If you have an emulated game, you can also fearlessly try a few things and see how it reacts&nbsp; :P


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey guys, I&#039;ve been playing Rouge since, well, Tuesday (no kidding there :P) and, after 10 hours of gameplay, I finally bet the game !<br />Because I am lazy, I always bet the game using 8F after Fuchsia City, since in European versions MissingNo&#039;s sprite seems to always crash the game, we need CoolTrainer, and thus Fuchsia City.<br />So, there is a little piece of code that I wrote that makes the game a lot quicker (NOTE : should work in *every version*, from English Red to European Yellow. I did test it on all R/B&#039;s, but on no Yellow) :<br />[code]<br />Any item ; I have some Master Balls, because everyone loves them !<br />8F<br />X Accuracy x56<br />Carbon x205<br />PokÃ© Ball x126<br />Leaf Stone x119<br />TM01 x(any qty)<br />(Items...)<br /><br />corresponding code :<br />ld l, #$38<br />ld h, #$CD<br />ld a, [hl]<br />cpl<br />ld [hl], a<br />ret<br />[/code]<br />As you might guess, this code toggles NoClip each time you use it.<br />Please note that activating NoClip through standard methods (Safari Zone + ledge...) then using this code will NOT toggle NoClip off.<br /><br />So yeah, this was probably expected (and I think it was already confirmed), but ACE seems to work in EVERY version -_-.<br /><br />After all the scandals (Ironhax, Tubehax, Browserhax, Menuhax, and MOAR), I would have expected Game Freak to at least take precautions, but oh well.<br />At least there will also be a PokÃ©hax.<br /><br />Gotta hax&#039;em all !<br /><br /><br />Any hints on how to escape the emulator ? If not, well I&#039;ll be ! (looking for flaws)


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]since in European versions MissingNo&#039;s sprite seems to always crash the game, we need CoolTrainer[/quote]<br /><br />Well or ditto tricking a fossil/ghost MissingNo. :p


subject: Re: Foreign language R/B glitches (project)
poster_name: hpokÃ©_coloradohugge
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  yeah, i should probably get back on getting all the front sprites of all glitch pokÃ©mon in every foreign version, i mean; i allready have jap, eng, ger &amp; spa. so i only have the french and italian versions left to cover. <br />And it would be fun to get back and glitch some more since it&#039;s been a while for me, so maybe i&#039;ll get back soon on that. =)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  by 255 of one item, what do you mean? The Limit is 99 so do I just make multiple stacks, use the Missingno 128 item glitch or what? 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  To get x255 of one item, either:<br />- use MissingNo.&#039;s duplication (capture it or encounter it twice, tossing two items)<br />- use Glitch City RAM Manipulation to overflow the PC and withdraw any x255 item


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Photon-Phoenix
icon: xx
body:
  Photon is currently figuring out why we got a Mr. Mime out of the Cable Club escape glitch.<br /><br />Now it&#039;s silent and he&#039;s in deep thought about the inner workings of what just happened lmao


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Photon-Phoenix
icon: xx
body:
  [quote author=MissingNoGuy55 link=topic=7448.msg199963#msg199963 date=1457780725]<br />Photon is currently figuring out why we got a Mr. Mime out of the Cable Club escape glitch.<br /><br />Now it&#039;s silent and he&#039;s in deep thought about the inner workings of what just happened lmao<br />[/quote]<br /><br />A Lv. 32 Pikachu with a special stat of 54 in Yellow was the only PokÃ©mon in his party.&nbsp; I used the poison blackout method of both the viridian forest trainer and the cable club to escape glitch and fought the rival battle with his pikachu (and lost of course so the method can be repeated indefinitely... however it seems we may have to opt for Mt. Moon.) <br /><br />After the battle, talking to the cable club receptionist allowed the game to return to a normal state (and viewing stats of a pokemon in battle restored item use).&nbsp; When entering Viridian Forest, a Magneton was not encountered, instead I encountered a Mr. Mime.&nbsp; After some tinkering with the Rival&#039;s Pokemon used in the battle and their RAM values, I have come to the conclusion that the game copies ONLY the species, level/exp, and current HP modifier of the pikachu.&nbsp; Because of this, the Pikachu&#039;s HP bar was elongated and all of the Pikachu&#039;s DVs and Stat EXP was that the rival&#039;s first pokemon (because the pikachu was in the first slot of the party).<br /><br />This would mean the Pikachu had a special/speed DV value of 88 and no special stat exp causing the game to calculate a Pikachu with a special stat of 42.&nbsp; After testing the theory in Pokemon Yellow by editing the Pikachu&#039;s stat EXP and Spc/Spd DV and depositing/withdrawing it to refresh and recalculate the stats, a Pikachu with 42 special had been created.&nbsp; (The game was then turned off and back on to return the Pikachu and the game back to normal)<br /><br />What this means is, we cannot force a PokÃ©mon to have a special value by stat exp training here.&nbsp; The special value is heavily reliant on the DV value of the trainer&#039;s PokÃ©mon and the other trade partner&#039;s PokÃ©mon&#039;s species, base stats, and level when using the cable club escape glitch as a method to make needed PokÃ©mon appear using the trainer escape glitch.<br /><br />Making the Mr. Mime appear however makes this one step closer to getting Magneton, .4, and MissingNo (escape rope/rare candy item duplication).


subject: Invalid Names
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So the normal name can only be 6 characters long and have very basic characters (we can&#039;t use a lot of them) because of this the Old Man glitch (and possibly any other name related glitches) don&#039;t let you get some Pokemon or Pokemon at specific levels. My questions are: 1 using the 8F codes like the one TheZZAZZGlitch made (here [url=https://www.youtube.com/watch?v=Sw0h7ImFsAs#t=918s]https://www.youtube.com/watch?v=Sw0h7ImFsAs#t=918s[/url]to change your name using the nickname of the first Pokemon could you make your name more than 6 characters long(and still save). 2 Could you put in an invalid character say the Pokedollar symbol. 3: What happens if you put in a control character (see here [b]http://bulbapedia.bulbagarden.net/wiki/Save_data_structure_in_Generation_I#Control_characters[/b]) if you used this theoretical 8F code (not tested yet but should work[url=http://prntscr.com/aea9km]http://prntscr.com/aea9km[/url]) or had a pokemon with a control character in its name and used the code TheZZAZZGlitch made. Also more importantly is can you save after this and not have your data deleted? This would best be tested on an emulator for safety reasons (save states). However I don&#039;t have an emulator and am running on 3DS VC and don&#039;t want to risk my save file. <br /><br />Side note how do I actually hyperlink text? Whenever I click add hyperlink I have to paste the URL between a [url=http://and] and [/url] but I still see the URL and don&#039;t make specific text hyperlinked like in other posts I have seen here


subject: Re: Invalid Names
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Flandre Scarlet link=topic=7455.msg199965#msg199965 date=1457787926]<br />So the normal name can only be 6 characters long and have very basic characters (we can&#039;t use a lot of them) because of this the Old Man glitch (and possibly any other name related glitches) don&#039;t let you get some Pokemon or Pokemon at specific levels. My questions are: 1 using the 8F codes like the one TheZZAZZGlitch made (here [url=https://www.youtube.com/watch?v=Sw0h7ImFsAs#t=918s]https://www.youtube.com/watch?v=Sw0h7ImFsAs#t=918s[/url]to change your name using the nickname of the first Pokemon could you make your name more than 6 characters long(and still save). 2 Could you put in an invalid character say the Pokedollar symbol. 3: What happens if you put in a control character (see here [b]http://bulbapedia.bulbagarden.net/wiki/Save_data_structure_in_Generation_I#Control_characters[/b]) if you used this theoretical 8F code (not tested yet but should work[url=http://prntscr.com/aea9km]http://prntscr.com/aea9km[/url]) or had a pokemon with a control character in its name and used the code TheZZAZZGlitch made. Also more importantly is can you save after this and not have your data deleted? This would best be tested on an emulator for safety reasons (save states). However I don&#039;t have an emulator and am running on 3DS VC and don&#039;t want to risk my save file. <br /><br />Side note how do I actually hyperlink text? Whenever I click add hyperlink I have to paste the URL between a [url=http://and] and [/url] but I still see the URL and don&#039;t make specific text hyperlinked like in other posts I have seen here<br />[/quote]<br /><br />1. Yes, names are actually 7 characters + 1 $50 End of name marker but internally they have space for 11 (10 useable characters + one $50 End of Name marker).&nbsp; PokÃ©mon names are the same way.&nbsp; 10 Useable characters + an 11th slot for termination.&nbsp; You CAN use the 11th slots but your name will not terminate properly.&nbsp; &nbsp; An example of this in game is if you chose a default name like RED or JACK.&nbsp; This causes your name to actually be something like RED$50JACK$50BL but since $50 is after RED, the game only parses RED.&nbsp; If I remember correctly, there&#039;s a RAM value that can be edited to change the width of the start menu to compensate for the added characters but I can&#039;t seem to find it.<br /><br />2. Yes.<br /><br />3. The control characters just cause text overflow and in instances of text terminators, etc. will cause you to press A or B multiple times.&nbsp; This can be seen with glitch pokemon with extremely long improperly terminated names (no $50 until much later).<br /><br />4. Saving is not affected by changing your name to include illegitimate characters, regardless of function.&nbsp; <br /><br />5. [code][url=http://linkhere]TEXT HYPERLINK HERE[/url][/code]


subject: Re: Invalid Names
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  As Photon said, there is no trouble in changing the length of your name or include other characters, as long as there is a terminator at the end (so if you get your name to be 10 letters long, the 11th has to be the terminator) otherwise it will delete your save.<br /><br />Indeed this is the limitation of the Old Man Trick, but using 8F, you can change that. This is also the basis of Rival&#039;s Cooltrainer and Rival&#039;s LOL glitch. As you might know, both Cooltrainer and LOL Glitch allows you to generate PokÃ©mon from subtiles, but because of the way subtiles are arranged in bigger tiles, some subtiles are never available. It is the case of subtile 15, who matches for Mew.<br /><br />To fix that, one can use two variants of those glitches, and one of them involves a glitch item which displays the name of your Rival&#039;s on the screen. Using this variant, you will be able to live-change the name of your Rival to include non-usual characters like subtile 15, thus generating Mew in the end. Haxel from the PRAMA initiative did a great work in investigating any &quot;Rival&#039;s name item&quot; and determine which item is the best for every Rival&#039;s name letter you would like to change. We currently don&#039;t have an english equivalent of this work, but don&#039;t hesitate to ask if you want to know more about this!


subject: Pokemon XD references the truck
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Pokemon XD: Gale of Darkness Actually makes a reference to the truck from the Generation I games and their remakes. In Verse mode, if you fight a certain CPU trainer in Quick battle&#039;s Normal mode, (I think it&#039;s normal mode anyway) at the start of the battle she&#039;ll say &quot;There&#039;s no pokemon under the truck. You might find a Muk. That&#039;s a little poem I wrote, do you like it?&quot; or something like that. I can&#039;t remember her Roster right off though but I know she&#039;s a Beauty. 


subject: Re: Invalid Names
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Any letter above the normal terminator of a name is hex:00. So, if you change the characters to extend your name without putting a new terminator at the end, it doesn&#039;t have one, and then you lose your save :( 


subject: Re: Invalid Names
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yep, can confirm there was no end $50 terminator.&nbsp; I just named my character as you did with a terminator and it properly loads the save.<br /><br />[img]http://i.imgur.com/f4p3nED.png[/img]


subject: Re: Invalid Names
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well I know what I plan to do when I get back to that point. Speaking of which what is the fastest/easiest/earliest obtainable 8F Setup?


subject: Re: Invalid Names
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Good question, I think ISSOtm worked on determining this. I&#039;ll tell him to come around, he might know that.


subject: Re: Invalid Names
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  Haha, thanks Krys ; anyways, I didn&#039;t look for the earliest setup possible, but I worked on one that can be obtained without big difficulties.<br />I&#039;ll be explaining a setup of my own (it is derived from pigdevil&#039;s), which I posted somewhere on GCLf ages ago. I allows to to put [b]any[/b] PokÃ©mon in your first party slot, which I found neat.<br /><br />Here it is :<br />[code]<br />6 PokÃ©mon, as follows<br />Any PokÃ©mon ; really, it doesn&#039;t matter. Just put one here.<br />Pidgey with 233 HP<br />Parasect<br />Onix (for US R/B, as I play FR R/B, I have a graveler here)<br />Tentacool<br />Arbok<br />[/code]<br />Arbok is also way easier to obtain than Kangaskhan, as there are Trainers which yield Arbok when Ditto Trick&#039;ed.<br /><br />So, here it is ! This setup uses the Ditto Trick extensively, because yay.<br />Also, you don&#039;t even need the PokÃ©flute, although I&#039;m assuming you reached Celadon City to run the Item Underflow Glitch.<br /><br />First order of business is Pidgey ; you can either level him up quickly to level 100 (that, plus some HP Ups, will grant you a Pidgey with at least 233 max HP, which you need), or just get one near Pallet Town then Rare Candy him up, but you&#039;ll need ~1h, as you must cancel his evolutions from as soon as level ~23. HF !<br /><br />To obtain him and level directly to lv 100 :<br />1. Set up a Ditto Trick, and Teleport / Dig / Fly (Fly is better, you&#039;ll see why) to Lavender Town.<br />WARNING : I DON&#039;T recommend saving after this point until you reached the fifth step. You&#039;ll see why.<br />2. Go south of Lavender, and you should fight the Fisherman with only one PokÃ©mon (he should be the third you will meet). Growl at his PokÃ©mon 6 times, then lose or defeat him.<br />3. Go back to Lavender, flash you START menu, and go to the West.<br />4. Catch Pidgey. [b]Level 1 PokÃ©mon freeze the game when withdrawed from the PC !![/b]<br />5. Level him up to level 100 (it is preferable to Fly to Pallet Town in order to do this, that&#039;s why I recommend Fly), but it is [b]VITAL[/b] that he doesn&#039;t evolve ! Remember to press B soon enough ^^<br />6. Once he is level 100, Fly to the Celadon Mart, buy enough HP Ups so that Pidgey has at least 233 max HP.<br />Here is why you still shouldn&#039;t have saved : last time I did this, Pidgey&#039;s IVs were so low, maxing his EVs with HP Ups didn&#039;t grant him enough HP. Thus, I had to spend a hour levelling one &quot;natual&quot; Pidgey all the way to level 100, so be careful.<br />7. If Pidgey has 233 max HP, you&#039;re good to go ; heal him, and let&#039;s get Parasect. Otherwise :<br />8. If Pidgey has 234 max HP, I recommend going to the Viridian Forest, and let any PokÃ©mon attack your Pidgey, that should be weak enough for Pidgey to lose only 1 HP. Poison is another possibility.<br />9. If Pidgey has 235 max HP, you can let him be attacked by a PokÃ©mon on Route 1.<br />10. I never encountered any other cases, but I think you are smart enough to use a combo of the previous solutions ;)<br /><br />Parasect is next. Set up a Ditto Trick, and fight the Nerd right next to the Gambler usually used to set up the Ditto Trick on Route 8. Growling is not required.<br />The first Rocket on top of Lavender Tower also works, btw, and remember PokÃ© Dolls allow you to bypass the use of the Silph Scope !<br /><br />Onix is the one I like the least. You can either catch him naturally, or TFly him from the Rock Tunnel : from the Lavender entrance, go up, right, down, right, up, and then fight either of the two girls there. You may want to preserve the bottommost (is that the way it is written ?) one, as she is TFly-able. And her first PokÃ©mon yields a Mew. And she has 4 PokÃ©mon, VS 2 for the topmost one. Oh well, do as you like.<br /><br />Tentacool is a piece of cake. You could surf, fish, or TFly to fight the Nerd north of Levender Town, or one of the Hikers in the Rock Tunnel, or the eastmost youngster on Route 11. Piece of cake !<br /><br />Arbok really annoys me, as either you are playing Red and you can evolve him from Abo (caught on Routes 4 and 11), or Ditto Trick him... which requires Route 13 or 14. I guess you can remove Snorlax by performing one of the previous Ditto Tricks with either of the long-range Fishermen present here, the second and fourth when coming from Lavender Town.<br />Or just get that stupid PokÃ©flute. You decide.<br />Once you have access to Route 13 or 14, set up a Ditto Trick, and fight either the Trainer looking downwards just as you exit Route 13 (he has two PokÃ©mon), or you can fight the Trainer southmost of Route 14 (he is looking up).<br /><br />Once all of these are obtained, you have a full 8F setup.<br /><br />___________________________________________________________<br /><br />tl;dr section (aka &quot;Do This And Nothing Else, Otherwise Complaints Will Be GTFO&#039;d&quot; section)<br />Here is my method of easily obtaining a 8F setup, so if you are confused about what the previous blobs of text meant, just follow these steps, okay ?<br />Precautions to be taken :<br />[list]<br />[li]Do [b]EXACTLY[/b] what is written there. Any action taken inbetween these steps may fail the whole process.[/li]<br />[li]When &quot;SAVEPOINT&quot; is written right before a step, I recommend saving right before doing the step. However, [b]NEVER EVER[/b] save outside of &quot;SAVEPOINTS&quot;, as again that can fail the process.[/li]<br />[li]Note that Trainers encountered when your START menu is inactive [b]MUST[/b] do at least one step towards you. The game will freeze otherwise.[/li]<br />[li]If a problem occured but you didn&#039;t apply the previous warnings, you are responsible for what you have done. If you did exactly what is written there, and encountered a problem, well, I&#039;m sorry.[/li]<br />[li]Also, this method removes the Snorlax on Route 12, so beware.[/li]<br />[/list]<br /><br />[list type=decimal]<br />[li]Play the game until you arrive at Celadon City, and make sure not to fight any of the following Trainers. I recommend having a level 100 PokÃ©mon to REKT them (connaisseurs will probably already have a Nidoking in their party *wink* *wink*).[/li]<br />[li]Get a PokÃ©mon that knows Fly, Teleport or Dig. I prefer having Fly (hint : Route 1 Pidgeys are good)[/li]<br />[li]Make sure your party is [b]NOT[/b] full. This is [b]VITAL[/b] ![/li]<br />[li]SAVEPOINT ! Go back to Lavender Town, set up a Ditto Trick using the well-known Gambler, and go to Lavender Town[/li]<br />[li]Go south, and fight the third Fisherman (he has a single PokÃ©mon). Growl at said PokÃ©mon [b]EXACTLY[/b] 6 times prior to killing him. Die, potato ![/li]<br />[li]Go back to Lavender, and if you haven&#039;t already, prepare some good Balls (and a lot of them, if you can). Buy an Escape Rope, it will be required later, unless you already have an Onix.[/li]<br />[li]Flash (open then close) your START menu, and exit Lavender west.[/li]<br />[li]Close the menu and catch the level 1 Pidgey. If he is not level 1 or if he is sent to the PC, reset. You did something wrong.[/li]<br />[li]You may be tempted to save now, but really don&#039;t. Instead, make Pidgey gain less than 63 EXP (Route 1 is perfect for this)[/li]<br />[li]He should level up directly to the 100th level ; however, do NOT allow him to evolve ! When the evolution animation begins, hold the B button to cancel it. Trust me, it&#039;s very important.[/li]<br />[li]Go to Celadon City, and give Pidgey enough HP Ups for him to have more than 233 max HP. If Pidgey has less than 233 HP when the HP Ups stop working, reset.[/li]<br />[li]SAVEPOINT ! Heal Pidgey. If he has exactly 233 HP, skip this step. Othewise, make him fight Viridian Forest&#039;s Weedles until he has exactly 233 HP.[/li]<br />[li]If you already have a Paras, level it up until it evolves and skip to step 17 ; if you have a Parasect, you can also skip.[/li]<br />[li]SAVEPOINT ! Go to Lavender Town, go south and set up a Ditto Trick using the second Fisherman (he is looking up). Go to Lavender Town.[/li]<br />[li]Fight the Nerd just north of Lavender Town. From now on, Growling is not required when doing Ditto Tricks.[/li]<br />[li]Flash (open then close) you START menu, then exit Lavender Town south. Close your menu, and catch Parasect.[/li]<br />[li]If you already have an Onix, skip to step 22.[/li]<br />[li]SAVEPOINT ! Set up a Ditto Trick using any Trainer (the previous two work right), and go to Lavender.[/li]<br />[li]Enter the Rock Tunnel. Go up until you bump into a wall ; go one step south, then go east until you bump again, then south until you bump, then east, then north. Walk two steps left, then one up, and a girl will challenge you.[/li]<br />[li]Use an Eascape Rope right after winning the fight. Encountering a PokÃ©mon would ruin the glitch ! (Note : Repels also work)[/li]<br />[li]Back to Lavender, flash your START menu, enter the Route in which you initiatied the glitch, then close the menu and catch the Onix.[/li]<br />[li]If you already have a Tentacool, skip to step 25.[/li]<br />[li]SAVEPOINT ! Set up a Ditto trick like step 18.[/li]<br />[li]The trainer you should fight is the Nerd right north of Lavender Town. Then repeat step 21.[/li]<br />[li]If you already have an Abo, level it up until it evolves and skip to step 27 ; if you already have an Arbok, you also can skip.[/li]<br />[li]SAVEPOINT ! Repeat steps 14-16, this time encountering the Trainer on your left when you exit Route 13 (he is looking downwards and has 2 PokÃ©mon) then going back to the Route where you initiated the glitch. Note that even though you have no PokÃ©flute, the Snorlax on Route 12 will be gone, so you can access Route 13 ;)[/li]<br />[li]SAVEPOINT ! Now that you have all the required PokÃ©mon, deposit and withdraw PokÃ©mon so you only have one PokÃ©mon, which will be the first PokÃ©mon of your party.[/li]<br />[li]Withdraw [u]in this order[/u] the Pidgey, the Parasect, the Onix, the Tentacool then the Arbok. It is OK to save and switch boxes when doing this.[/li]<br />[li]When your party looks like this :<br />[list]<br />[li]Any PokÃ©mon[/li]<br />[li]Pidgey with 233 HP[/li]<br />[li]Parasect[/li]<br />[li]Onix[/li]<br />[li]Tentacool[/li]<br />[li]Arbok[/li]<br />[/list]<br />then you have a completed setup for 8F !<br />[/li]<br />[li]Now go get your 8F and set up your bag, and there you have it ! Happy ACE&#039;ing ! (And you can save now.)[/li]<br />[/list]<br /><br />If someone made a video of this, that&#039;d be cool. I can&#039;t myself, I should already not be on my computer right now, so...


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7436.msg199959#msg199959 date=1457691737]<br />[quote]since in European versions MissingNo&#039;s sprite seems to always crash the game, we need CoolTrainer[/quote]<br /><br />Well or ditto tricking a fossil/ghost MissingNo. :p<br />[/quote]<br />CoolTrainer is that much easier :3


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If you guys want to do a fully international compatible run, remember pixel MissingNo. cannot be encountered in french R/B :p (but you can still catch them using cooltrainer)


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Right, I forgot. Also, I found one of the trainers in Sabrina&#039;s Gym (the Channeler in the bottom-left room) yields some Ditto when Trainer-Fly&#039;ed, which gives a Ditto as early as Celadon City, which still is a gain.<br /><br />Although that&#039;d probably mean double-posting, I&#039;ll be browsing the list of Gen I glitches and testing them on my VC, then posting their status. I&#039;ll only test those that can be performed on EU versions, though, and won&#039;t test save corruption because my preciousss save...


subject: Re: Invalid Names
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Quick question. I know not using 8F 11 times (10 characters and terminate character) will delete my save but what happens if I accidentally use 8F 12 times (1 more than I need)?


subject: Re: Invalid Names
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  What do you mean exactly?<br /><br />You can find informations in the [url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Player]RAM Map[/url] so don&#039;t hesitate to check it. As you can see, player&#039;s last character is $D162 (the terminator - but you&#039;re not forced to have 10 letters + terminator, you can insert a terminator at any address, when you want to stop your name; e.g. 6 letters + terminator). The following address, $D163, is the number of PokÃ©mon in party.<br /><br />If you try to put, let&#039;s say, a PK symbol (hex:E1) in this address, you will end up with 225 PokÃ©mon in your party. If you&#039;re using an automatic 8F code which replaces a letter with something (e.g. a letter of your first PokÃ©mon&#039;s nickname) and jumps to the following letter, you will replace the number of PokÃ©mon in your party with the value of the address after the address where the terminator is taken (in this example, it would be the first letter of your second PokÃ©mon&#039;s nickname).


subject: Re: Invalid Names
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Flandre Scarlet
icon: xx
body:
  Ok thanks. EDIT (1) Success I am now HAXF***IN$ and Prof. Oak shall now call me that forever (or until I change it)


subject: Forum Issues
poster_name: Foxguest
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: exclamation
body:
  Hiya,<br /><br />The registration button for the website is not working. The page is blank or gets a 500 error, depending on the browser. It looks like there was a recent upgrade, so maybe that might have been the cause?<br /><br />I&#039;m not sure if it&#039;s related, but I am unable to get a new password for my account also. (username: Fox) I&#039;m not able to log in, and so I thought I&#039;d try resetting it, but no email is sent. Not even to spam. I suppose it&#039;s always possible that I could&#039;ve botched the email, but yeah.<br /><br />I&#039;ve tried to communicate this a couple times in IRC, but I&#039;m hoping this will get a better response. I just noticed that there was an area for guests to post.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6638.msg192583#msg192583 date=1386434858]<br />___________________________________<br />[b]Walk through walls (no ledge needed):[/b]<br /><br />3E 01 EA 38 CD C9<br /><br />[code]ld a, 01<br />ld (CD38), a<br />ret[/code]<br /><br />Lemonade x1<br />TM34 x56<br />TM05 x201<br /><br />How would you translate this to Red and Blue using 8F instead of ws m?


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Photon-Phoenix
icon: xx
body:
  [quote author=camper link=topic=7448.msg199981#msg199981 date=1457927431]<br />Getting an early Missingno. will allow expanded item pack, which already lets you beat the game :P<br />[/quote]<br /><br />Item underflow hacking not allowed.<br /><br />[quote author=Krys3000 link=topic=7448.msg199983#msg199983 date=1457937532]<br />If you guys want to do a fully international compatible run, remember pixel MissingNo. cannot be encountered in french R/B :p (but you can still catch them using cooltrainer)<br />[/quote]<br /><br />Also possible, but requires more level grinding to achieve.<br /><br />EDIT: Actually, if you have a PokÃ©mon with a special stat of 20, you can proc a level 1 Arcanine to appear via trainer escape glitch + cable club escape glitch then using growl 6 times on it.&nbsp; Catching the level 1 Arcanine then defeating a level 2 pidgey or similar will cause the Arcanine to jump to level 100.&nbsp; At level 100, the Arcanine has an effective special stat of 184 if used in the trainer escape + cable club escape glitch -- the special stat needed for a Ghost MissingNo. to appear.<br /><br />(Effective meaning if used on the rival battle near Viridian or the trainer on Route 3 with a Jigglypuff whose PokÃ©mon both have spd/spc DVs of 88 and no Stat EXP)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You don&#039;t need to. Address $CD38 is in a RAM section that doesn&#039;t change between any international R/B and Y.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It wasn&#039;t working for me earlier because I failed at counting glitch symbols and I had 211 instead of 201.


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  By hacking do you mean no use of underflow period or just beating the game. Since you can encounter ghost missingno you could underflow and hen probably warp to cerulean city or enable walk through walls. However once we get past mount moon we still have the problem of the nugget bridge and dig TM rockets which are required to get the S.S. Ticket and leave cerulean city respectively.


subject: Re: Forum Issues
poster_name: Foxguest
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thank you for your help, Photon-Phoenix.<br /><br />But it seems the problem is still happening. I asked a friend in another country to try and they are also having the same result.<br /><br />[img]http://i.imgur.com/GpuqyP6.png[/img]


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Btw, here is a code (should work on all R/B, and I think it also worked with Yellow although I didn&#039;t test it) that allows toggling NoClip. Note that activating NoClip by conventional means then using this code won&#039;t deactivate NoClip. (Oh well, just enter a building / save&amp;reset and it&#039;s okay)<br />[code]<br />X Accuracy x56<br />Carbon x205<br />PokÃ© Ball x126 ; Super Balls also work.<br />Leaf Stone x119<br />TM01 x(any qty)<br /><br />corresponding code :<br />ld l, #$38<br />ld h, #$CD<br />inc b ; or dec b. Whatevs.<br />ld a, [hl]<br />cpl<br />ld [hl], a<br />ret<br />[/code]<br />Usually, $CD38 is zero, so this code puts #$FF into it, thus activating NoClip.<br />But triggering NoClip using the Safari Zone puts #$01, so when cpl&#039;ed (xor #$FF) it gives #$FE, which is still nonzero.<br />Using the Pewter City Youngster to disable collision puts a non-FF value in $CD38, so it&#039;s the same deal.<br /><br />I already posted that in another topic ([url=http://forums.glitchcity.info/index.php/topic,7436.msg199958.html#msg199958]here[/url]), but I figured out it would be nice to put it there too, maybe to add it to the first post&#039;s code list ?


subject: Re: Pokemon XD references the truck
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You have to go to Vs. Mode and use quick battle then select battle with the CPU. She&#039;s one of the random trainers you can face. Can&#039;t remember what her roster is, but I think she&#039;s one of the ones in normal difficulty iirc. 


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Photon-Phoenix
icon: xx
body:
  [quote author=Flandre Scarlet link=topic=7448.msg199994#msg199994 date=1458048536]<br />By hacking do you mean no use of underflow period or just beating the game. Since you can encounter ghost missingno you could underflow and hen probably warp to cerulean city or enable walk through walls. However once we get past mount moon we still have the problem of the nugget bridge and dig TM rockets which are required to get the S.S. Ticket and leave cerulean city respectively.<br />[/quote]<br /><br />No use of underflow period. Underflow is basically a soft gameshark.<br /><br />And those last two points are covered and we&#039;re skipping the S.S. Anne.&nbsp; We will already have Cut by the time we leave Mt. Moon


subject: Re: Hi GCLF from the Red Raven !
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Welcome RedRaven, I&#039;m Raven Freak. xD Granted my username is based around the Teen Titan, the girl in my avatar. Hope you enjoy your stay here. :)


subject: Re: Foreign language R/B glitches (project)
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Raven Freak
icon: xx
body:
  I&#039;ve recently started work on the Itemdex for German Blue version. I have previously worked on Spanish Yellow, but never completed my research. However I&#039;m wanting to focus on one game at a time, and I&#039;ve decided to go with German Blue for this project. Bellow is itemdex research for items $00, $54-$5D, and $84-$87. I will continue to document other items. I&#039;ve spent about two hours on this small list so far, so I&#039;m taking a break for now and will be returning to it later on tonight. Let me know if the image links ever become broken, I&#039;m using Postimage for my image host since imgur doesn&#039;t allow hotlinking on forums anymore from what I&#039;ve heard and Imageshack costs money now. :\ Also let me know if I misspelled anything. English is literally the only language I know. :P<br /><br />Hex $00 Name SCHAUFLER (DIG in English)<br />Effect in Overworld: Crashes Game<br />Effect in Battle: Crashes Game<br />Effect in Building: Crashes Game<br />Effect in Cave: Crashes Game<br />Costs: $849150<br />Sells for: $424575<br /><br />Hex $54 Name UG2 (Fun fact, this glitch item causes the Elevator in the Rocket Hideout to display the wrong floor number. See image.) <br />Also I had no other codes on at the time, and it was the first item in my bag. None of the other floor items caused this glitch. I named it oversight,<br />since I thought it was a oversight in the German version but it just turned out to be a glitch from this item. xD<br />[url=http://postimage.org/][img]http://s19.postimg.org/43mbqmh7j/Bonus_oversight.png[/img][/url]<br />Effect in Overworld: Same as bellow.<br />Effect in Battle: Plays healing sound effect, game hangs but sound driver continues to work.<br />Effect in Building: Plays healing sound effect, game hangs but sound driver continues to work.<br />Effect in Cave: Same as above.<br />Costs: $0<br />Sells for: $0<br /><br />Hex $55 Name UG1<br />Effect in Overworld: Game crashes.<br />Effect in Battle: Game crashes.<br />Effect in Building: Game crashes.<br />Effect in Cave: Does nothing.<br />Costs:$0<br />Sells for: $0<br /><br />Hex $56 Name EG<br />Effect in Overworld: Does nothing.<br />Effect in Battle: Wastes a turn and does absolutely nothing.<br />Effect in Building: Does nothing.<br />Effect in Cave: Does nothing.<br />Costs: $0<br />Sells for: $0<br /><br />Hex $57 Name S1<br />Effect in Overworld: Does nothing.<br />Effect in Battle: Wastes a turn and does nothing.<br />Effect in Building: Does nothing.<br />Effect in Cave: Does nothing.<br />Costs: $0<br />Sells for: $0<br /><br />Hex $58 Name S2<br />Effect in Overworld: crashes game<br />Effect in Battle: crashes game<br />Effect in Building: game freezes<br />Effect in Cave: crashes game<br />Costs: $0<br />Sells for: $0<br /><br />Hex $59 Name S3<br />Effect in Overworld: crashes game<br />Effect in Battle: crashes game<br />Effect in Building: crashes game<br />Effect in Cave: crashes game<br />Costs: $0<br />Sells for: Can&#039;t sell it, acts as a key item.<br /><br />Hex $5A Name S4<br />Effect in Overworld: Crashes game, deletes your save.<br />Effect in Battle: Does nothing, skips your turn.<br />Effect in Building: freezes game<br />Effect in Cave: Crashes game, deletes your save.<br />Costs: $0<br />Sells for: $0<br /><br />Hex $5B Name S5<br />Effect in Overworld: does nothing<br />Effect in Battle: Does nothing, skips your turn.<br />Effect in Building: does nothing<br />Effect in Cave: Does nothing.<br />Costs: $0<br />Sells for: $0<br /><br />Hex $5C Name S6<br />Effect in Overworld: game crashes.<br />Effect in Battle: game crashes.<br />Effect in Building: Game crashes.<br />Effect in Cave: game crashes.<br />Costs: $0<br />Sells for: $0<br /><br />Hex $5D Name S7 (Can be used for bootstrapping code since it&#039;s English equivalent is 8F.)<br />Effect in Overworld: crashes game.<br />Effect in Battle: crashes game.<br />Effect in Building: crashes game.<br />Effect in Cave: crashes game<br />Costs: $0<br />Sells for: Can&#039;t sell it.<br /><br />Hex $84 Name (Name varies by the map you&#039;re currently in since it takes random tiles from VRAM.)<br />[url=http://postimage.org/][img]http://s19.postimg.org/e27ad3qn3/Glitch_Item_84_not_surfing.png[/img][/url]<br /><br />[url=http://postimage.org/][img]http://s19.postimg.org/oqb1by0m7/glitch_item_84_in_mart.png[/img][/url]<br /><br />[url=http://postimage.org/][img]http://s19.postimg.org/kig936z6n/Glitch_Item_84_german_blue.png[/img][/url]<br />Effect in Overworld: Crashes Game<br />Effect in Battle: Causes TM Trainer Effect<br />Effect in Building: Oak tells you that you can&#039;t use it at this time.<br />Effect in Cave: Game freezes.<br />Costs: $948491<br />Sells for: $474245 (Causes some glitchy effects if you attempt to sell it. The music will hang and some graphical glitches occur. Video will be made later.)<br /><br />Hex $85 Name [url=http://postimage.org/][img]http://s19.postimg.org/6iisosmu7/glitch_item_85.png[/img][/url]<br />Effect in Overworld: Game crashes and IT WILL DELETE YOUR SAVE!!! DO NOT USE THIS ITEM IN THE OVERWORLD!<br />Effect in Battle: Causes TM Trainer Effect<br />Effect in Building: Game hangs but the sound driver continues to run.<br />Effect in Cave: Game hangs.<br />Costs: $878488<br />Sells for: $439244 (Causes some glitch effects like $84 if you attempt to sell it.)<br /><br />Hex $86 Name H RED POKE RED (Name varies by map you&#039;re currently in. See bellow.)<br />[url=http://postimage.org/][img]http://s19.postimg.org/emqwtj99b/glitch_item_86_inside_building.png[/img][/url]<br /><br />[url=http://postimage.org/][img]http://s19.postimg.org/hfk4dk9lr/glitch_item_86_overworld.png[/img][/url]<br />Effect in Overworld: Game crashes<br />Effect in Battle: Causes TM Trainer Effect<br />Effect in Building: Game crashes and THIS WILL DELETE YOUR SAVE!<br />Effect in Cave: Game hangs.<br />Costs: $8 8491 (the name overwrites the second number in the price...)<br />Sells for: Unknown (game hangs if you try to sell it)<br /><br />Hex $87 Name TAUSCH VOLLZOGEN! (Trade Completed!)<br />Effect in Overworld: Tells you that you cannot surf on trade completed! here. This is basically identical to ?????, which acts like a surfboard.<br />Effect in Battle: Same as overworld.<br />Effect in Building: Tells you that you cannot surf on trade completed! here, though of course in German. :P <br />Effect in Cave: Same as above. <br />Costs: $508488<br />Sells for: $254244


subject: Re: Forum Bug List and Reports
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Raven Freak
icon: xx
body:
  I&#039;ve noticed that the youtube tags don&#039;t work properly, and you can&#039;t seem to embed a youtube video in posts anymore. Likewise, all the previous embedded videos don&#039;t work at all anymore and just show up as non clickable images. I made a search for Youtube but nothing seemed to pop up so forgive me if this has been brought up before. :P Edit on another note, I notice if you try to click account settings under the profile tab you get a 500 error stating the page isn&#039;t working. Just thought I&#039;d bring that up as well.


subject: Re: PokÃ©mon Yellow: SGB/GBC differences
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yellow came out in Japan on September 12, 1998. Nintendo only released the Game Boy Color on October 21, 1998.<br /><br />Here&#039;s a video showing Japanese Yellow being played on a Game Boy Color:<br /><br />[youtube]https://www.youtube.com/watch?v=NnymALe4Twk[/youtube]<br /><br />The Game Boy Tower yields different results for non-Japanese Yellow as well as Gold and Silver because it loads the SGB border before booting the games in GBC mode. This can be emulated in BGB by enabling &quot;GBC + initial SGB border&quot; under &quot;Emulated system&quot; in the System tab of BGB&#039;s options.<br /><br />Western Yellow still uses the Japanese Yellow&#039;s GBC palette in certain areas like the Pikachu&#039;s Beach hi-score screen. In Japanese Yellow, thanks to this palette, Pikachu is properly colored in the minigame on GBC mode.<br /><br />To run Western Yellow on GBC mode like Japanese Yellow, the ROM has to be changed from DMG+GBC (0x80) to DMG (0x00) in address 0x0143. The header and global checks need to be updated in order to return an OK status as well (change address 0x014D to 0x17 from 0x97 and address 0x014E to 0x03 from 0x04). The corresponding Game Genie codes that simplify this process are 001-43F-E68, 171-4DF-B34, and 031-4EF-F7A.<br /><br />[img]https://i.imgur.com/zTttLax.png[/img] [img]https://i.imgur.com/404OrVH.png[/img]<br />[img]https://i.imgur.com/9GUd7HE.png[/img] [img]https://i.imgur.com/5Rdq3QU.png[/img]<br /><br />For some reason, part of the early opening replaces Pikachu with a black box. I don&#039;t know why that happens.<br /><br />[img]https://i.imgur.com/hgvTZ5N.png[/img] [img]https://i.imgur.com/KifrJNf.png[/img]


subject: Re: PokÃ©mon Yellow: SGB/GBC differences
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Glisp
icon: xx
body:
  iirc, on SGB also I think the HP meter changes color after it stops rather than during while it&#039;s moving. so if a pokemon is OHKO&#039;d the HP bar on SGB mode will remain green as it empties. <br /><br />Not really noteworthy, but it&#039;s a difference nonetheless. 


subject: Pokemon Glitchventures: A Comic
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Since i logged in after many years just to ask questions on how i nuked my blue file, i decided i might as well do more than disappear and start a comic on my glitch adventures in Blue! I&#039;ve started over and I already have my team back, though it took a while to catch some of them... (looking at you guys, pikachu, nidoran male, and clefairy) <br />Anyway, this will be a comic following my misadventures in Kanto, documenting pokemon captures, glitch abuse, and other silly things i&#039;ve done. Also, there&#039;s going to be a lot of musical references. Can you catch them all?<br /><br />[b]COMIC 1: He might not be a shiny, but he sure shines.[/b]<br />[img]https://40.media.tumblr.com/caa4ecda2e6d7170083ff51066e1e2f6/tumblr_o47vwdVY0x1qfpgblo1_1280.png[/img]<br />Team: Todd (Charmander), Level 6


subject: Hello, its me
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: CytricAcid
icon: xx
body:
  i&#039;ve thought about us for a long, long time...<br /><br />hello! i&#039;m cy. as you can see, i&#039;ve had this account for a while. However, I haven&#039;t used it in what, 3 years? And i&#039;m practically a new person now, so I wanted to do a reintroduction, if that&#039;s alright. I&#039;m in the process of going through Blue on my 3ds now, using all the glitches I never got to do on my old red game. It&#039;s really fun!<br />I&#039;ve been a longtime lurker, and I really find glitches interesting. you might say they&#039;re a special interest of mine. Either way, they&#039;re a huge inspiration to me, as odd as it seems, and being someone who is majoring in Game Design, I&#039;ve been coming up with ideas on games inspired by glitches of pokemon and other games. Studying glitches has also really opened up my eyes to how video games work and will help me a lot when i eventually get into programming. (Lucky me, the college i&#039;m going to is focused on art and i&#039;m not going to learn any programming :&#039;)))) )<br /><br />I&#039;m an artist and I&#039;m a huge progressive rock enthusiast. my favorite bands at the moment are Supertramp, Budgie, and Todd Rundgren&#039;s Utopia. Hi!


subject: Re: Hello, its me
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Welcome back! I tend to leave and return multiple times myself, been here since 2006 though this account says I joined in August of 2008. :P Anyway, glitches are tons of fun to experiment with. Ever since I found out about Missingno. when I was 10 years old I&#039;ve been very fascinated with the many number of glitches in the Gen 1 Pokemon games. Anyway hope you enjoy your stay here!


subject: Re: Forum Bug List and Reports
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Photon-Phoenix
icon: xx
body:
  [youtube]http://www.youtube.com/watch?v=CnCAcMS8FkE[/youtube]<br /><br />That should work, at least it does for mobile chrome.<br /><br />Hit shift+refresh and try it.<br /><br />If not, is JavaScript disabled and what browser are you using?


subject: Re: R/B Choose your PokÃ©mon attempted escape glitch
poster_name: kaikun97
poster_ip: ***.***.***.***
icon: xx
body:
  You reckon this glitch is related to the glitch in Pokemon yellow where in the Pokemon Centre with the Jigglypuff that sings and makes pikachu sleep, if you go off screen from him and walk ages the screen glitches up?


subject: Strange NPC controlling effect
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Flandre Scarlet
icon: xx
body:
  Note this requires 8F and I haven&#039;t tested in anything outside US Red/Blue so I can&#039;t confirm the results on other versions.<br /><br />---------------The Code------------------<br />8F<br />Anything<br />Lemonade x(0,2-255, 1 reverts to normal)<br />X accuracy x0 A bit difficult to get but not too hard<br />Carbos x193<br />Pokeball x119<br />Fresh Water x201<br /><br />Credit to Wack0 for the template<br />-------------------------------------------<br /><br />----------------Effects--------------------<br />Sprite stays in the same direction it was before (Not shown in video but if you activate your bike you will get on the bike facing the same direction as before)<br />Can sometimes walk through NPCs<br />Warps are weird and can disappear causing you to crash<br />Control of some NPCs (notably mobile ones) at the cost of getting stuck until you fix it (note controls are inversed up = down left = right etc.)<br />Can get stuck on walls possibly you control more sprites than NPCs<br />Still won&#039;t animate if you activate walk through walls<br />Forgot to test ledges or put them in video will edit when I have time<br />Setting Lemonade to 1 and activating again restores normal control<br />Carries over through doors<br />Only works in caves or buildings (all buildings work so far)<br />Seemingly doesn&#039;t carry over after flying<br />Won&#039;t carry over after resetting from a save with the effect active<br />Can make NPCs who won&#039;t normally turn turn sometimes ex Pokemon Center nurse or Cable Club Lady<br />EDIT: Clefairy in Pewter Pokemon center and the Pokemon in the Pokemon fan club move Snorlax doesn&#039;t work because its outside<br />Teleport Panels work fine<br />Spinning Panels are weird the ones they generally cause the player to transform either into a rocket/gentleman in the Rocket Hideout or Oak/Giovanni in the Vermilion Gym and then cause the screen to scroll down with the player walking down slowly while going in the intended direction the map is off so collisions are weird because???<br />-------------------------------------------<br /><br />Video [youtube]https://youtu.be/eWXtvflqPfU[/youtube]


subject: Re: R/B Item Pack and Storage Limits
poster_name: Fox
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Fox
icon: xx
body:
  Thank you both for the input, Krys and camper. :)<br /><br />I suppose an actual &quot;expanded item pack&quot; is not really possible then, not without botching some things, which I&#039;m trying to avoid for this particular VC gamepack.<br /><br />[quote author=camper link=topic=7451.msg199946#msg199946 date=1457519109]<br />You won&#039;t have to hoard TMs since you can always get whatever you want from your expanded item pack using one of the numerous RAM manipulation tricks.<br />[/quote]<br /><br />This sounds like a better route to try to go.<br /><br />The Gitch City RAM Manipulation glitch that Krys shared seems like it might be limited in doing something like this. Any ones that you think might fit better in this situation?<br /><br />I think I&#039;ll probably try to play with these in a ROM or a different gamepack before doing anything on the actual game in question, if I can find a decent one. 8F looks interesting, but I&#039;m iffy about the Pokedex corruption that comes from it.<br /><br />Else, maybe I&#039;ll just have to deal with the limited space and just toss the TMs that aren&#039;t so good (Water Gun, Mega Punch, etc.). Maybe see about tossing things like the S.S. Ticket.<br /><br />Being kinda picky with this particular save, I know. Just how it is for this case.


subject: Hiya!
poster_name: Fox
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Fox
icon: xx
body:
  Hiya everybody,<br /><br />For me, Pokemon RBY and GSC inspired an interest in coding and technology that continues to this day. Though I continued onward through each of the following generations, it was in those two that I made much more use of glitches and Gameshark codes.<br /><br />It&#039;s thanks to the RBY re-release that I ended up here. I gave the Trainer Escape glitch a try and really enjoyed learning about how it worked and making the most of it. After using that to help stock up on items with MissingNO., I ended up stuck trying to figure out [url=http://forums.glitchcity.info/index.php/topic,7451.msg200027.html]how to deal with stuffing both my held and PC inventory[/url] and yeah.&nbsp; :XD: <br /><br />I somehow ended up sucked into tinkering with the Coin Case glitch in GS after that, and I hope to talk more about that too. :) <br /><br />I&#039;m glad there&#039;s so much information on all these things, having a technical understanding rather than just &quot;knowing&quot; that it works and leaving it at that. It&#039;s all so very interesting.


subject: Re: R/B Choose your PokÃ©mon attempted escape glitch
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yeah, this glitch isn&#039;t actually anything new (I&#039;ve done it myself for lulz) and it probably doesn&#039;t have any benefits. It&#039;s just fun to do.&nbsp; Not sure what the letter A&#039;s significance is though. 


subject: Re: R/B Choose your PokÃ©mon attempted escape glitch
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=camper link=topic=7452.msg200022#msg200022 date=1458422910]<br />It looks more like the screen distortion caused by scrolling past the 6th Pokemon.<br />[/quote]<br /><br />Yeah that&#039;s what I thought too :)


subject: Re: Debug menus in Japanese Crystal
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  While looking up &quot;unlimited battle mobile adapter&quot; elsewhere, I found [url=https://www.math.miami.edu/~jam/azure/forum/buzz/ultimatebb.cgi?ubb=get_topic;f=4;t=000745]a thread on The Azure Heights Forums from 2001[/url] and [url=http://www.serebiiforums.com/showthread.php?105571-Official-GSC-Programming-amp-Beta-Glitch-Thread/page9]another thread on the Serebii.Net Forums from 2006[/url] with posts mentioning some of the debug text found here. I still don&#039;t know what it is, though.


subject: Re: R/B Item Pack and Storage Limits
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]The Gitch City RAM Manipulation glitch that Krys shared seems like it might be limited in doing something like this. Any ones that you think might fit better in this situation?[/quote]<br /><br />If you want a RAM Manipulation trick related to the item underflow glitch, that allows you to get any item, you can use the Celadon Loop Trick which is described in the 8F thread. It involves triggering the underflow and switching a given item with the 35th item. We traditionnally use this to get the 8F item, but each step gives you a different item. <br /><br />[quote]8F looks interesting, but I&#039;m iffy about the Pokedex corruption that comes from it.[/quote]<br /><br />What kind of corruption are you talking about?


subject: Re: R/B Item Pack and Storage Limits
poster_name: Fox
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Fox
icon: xx
body:
  Oh, I think I may have misread something in [url=http://forums.glitchcity.info/index.php/topic,6638.0.html]the 8F thread[/url]. The Pokedex corruption is only a side-effect for one of the processes for getting 8F that is not recommended. Not for using 8F. My mistake. Glad that&#039;s all cleared up!<br /><br />So it only botches the player name when you use 8F? But that&#039;s fixable, and so long as that doesn&#039;t cause any trouble, that&#039;s not too bad.<br /><br />I will definitely check that Celadon Loop Trick out though. Thanks, Krys! :D That sounds like it might be a bit nicer.<br /><br />It makes me think of a question though. Does item underflow mess with using the items one has or in picking up new ones? I read [url=http://glitchcity.info/wiki/index.php/Expanded_item_pack]in the wiki[/url] that buying 3 items will return your pack to normal, though you&#039;ll lose the first one.


subject: Re: Forum Issues
poster_name: Fox
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes, everything seems to be fine now. :) Thank you Abwayax and Photon-Phoenix for your help! Much appreciated.


subject: Re: Hello, its me
poster_name: Fox
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Fox
icon: xx
body:
  Heya CytricAcid,<br /><br />Very cool! :) I personally find coding to be easier to learn in a more self-paced environment anyway, so I&#039;d say it&#039;s not all bad. Kind of weird that some coding wouldn&#039;t be part of a game design major, since game design is about working with all the parts to make something great. But nobody&#039;s without their bias, I suppose.<br /><br />But at least there&#039;s a pretty good supply of free learning resources out there. I think if you&#039;re interested in something more closely related to the glitches, [url=https://www.openlearning.com/courses/unsw/computing1]Richard Buckland&#039;s intro course on Open Learning[/url] might be a good place to start. One of the early things covered is some really simple machine code, with a little input station you get to play with. That&#039;s the sort of thing used in the arbitrary code execution glitches.


subject: Re: Hiya!
poster_name: Fox
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thank you, SatoMew and Raven Freak. :D I&#039;ve learned a lot in lurking around, and I hope to keep learning.


subject: Re: R/B Item Pack and Storage Limits
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello again,<br /><br />Nothing is botched by [u]USING[/u] 8F.<br /><br />Some obsolete and unrecommended methods that are used to [u]GET[/u] 8F can mess up things (your name in the case of Super Glitch corruption, the PokÃ©dex in the case of Cooltrainer corruption or save abuse related stuff), but nothing unfixable as you can fix everything once you have the 8F item. And it&#039;s not even an issue, since you actually don&#039;t mess ANYTHING by getting 8F with the Celadon Loop Trick ; but indeed you will lose your items, which is why it is recommended to store everything in the PC except for a useless item (like PokÃ© Ball x1) you can buy specifically for the trick.<br />


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7436.msg199811#msg199811 date=1456505551]<br />There&#039;s a printer in Summer Beach House for printing Pikachu Beach&#039;s hi-scores. Maybe it&#039;s related to that? If you accept the request to print, it prints the hi-score; if you decline, it displays the hi-score in-game.[/quote]<br /><br />Turns out that there is a scrapped patch related to this printer, [tt]disable_print_check[/tt], but it&#039;s only found in the Japanese Yellow VC release ([url=https://ghostbin.com/paste/mk78g]DMGAPSJ3.E58.patch[/url]). Specifically, it changes the values of addresses 0xE84A5-0xE84AD from [tt]D4 CD 0C 47 AF E0 0F F1 E0[/tt] to [tt]00 00 00 00 00 00 00 00 00[/tt]. I don&#039;t know what they intended with this but it seems they at least planned to patch more printer features.<br /><br />[code]<br />[BTS 20 A]<br />Mode = 1<br />;Address = 0xF9881<br />;Fixcode = 0xFF<br />Address = 0xF9CFE<br />Fixcode = 0x8D<br />[/code]<br /><br />Does anyone know what is this? It&#039;s not part of [url=https://ghostbin.com/paste/qrqe7]Dmgapse0.h08.patch[/url] (English Yellow VC).


subject: Re: PokÃ©mon Yellow: SGB/GBC differences
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve spotted another difference between Japanese Yellow and Western Yellow on the Game Boy. The equivalent Virtual Console versions don&#039;t apply here as they were all patched to do the same thing regardless of language.<br /><br />https://www.youtube.com/watch?v=oezMoxAn4ng<br /><br />Issuing a print job of a PokÃ©dex entry in Western Yellow (GB) is preceded by the PokÃ©mon&#039;s cry, unlike in Japanese Yellow (GB) where it goes straight to the error / the Game Boy Printer connection messages. [url=http://forums.glitchcity.info/index.php/topic,7436.msg199809.html#msg199809]In Yellow (VC), the button-press sound effect is played instead and nothing happens.[/url]


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7436.msg200041#msg200041 date=1458558731][code]<br />[BTS 20 A]<br />Mode = 1<br />;Address = 0xF9881<br />;Fixcode = 0xFF<br />Address = 0xF9CFE<br />Fixcode = 0x8D<br />[/code]<br /><br />Does anyone know what is this? It&#039;s not part of [url=https://ghostbin.com/paste/qrqe7]Dmgapse0.h08.patch[/url] (English Yellow VC).[/quote]<br />It increases the length of each scene in the intro except the first (running Pikachu silhouette) and fourth (surfing Pikachu) from 128 frames to 141, making the intro run about one second longer overall.<br /><br />The commented-out version would increase the length of the first scene from 130 frames to 255.<br /><br />It doesnâ€™t even slow down the animations, it just makes them play longer. I canâ€™t fathom what the purpose of that would be.


subject: Re: Hello, its me
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Don&#039;t feel bad about your procrastination of introduction, 3 years is nothing compared to some shit I haven&#039;t done yet.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7436.msg200045#msg200045 date=1458602786]<br />It increases the length of each scene in the intro except the first (running Pikachu silhouette) and fourth (surfing Pikachu) from 128 frames to 141, making the intro run about one second longer overall.<br /><br />The commented-out version would increase the length of the first scene from 130 frames to 255.<br /><br />It doesnâ€™t even slow down the animations, it just makes them play longer. I canâ€™t fathom what the purpose of that would be.<br />[/quote]<br /><br />I see, thanks. I suppose they could have been testing a few tweaks but forgot to delete them from the patch file, especially considering that [tt]BTS 20 A[/tt] is Japanese-only.<br /><br />Are there any other silly changes like this? There&#039;s also [url=http://serebii.net/yellow/virtualconsole.shtml]the eyesore that is Jynx&#039;s GBC-mode sprite in Western Yellow VC[/url] but that one wasn&#039;t really unexpected. The posters at Summer Beach House weren&#039;t patched so you still need a Surfing Pikachu to receive tips.


subject: ItemDex &amp; AttackDex question
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So out of curiosity, how come the itemdex and attackdex pages are completely blank? I know the description states that it was created by an extension, but was there supposed to be stuff added to the page at a later date? I know you could just use the Wayback archive to check the old pages, but I was curious on to why these pages were blank. 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ok so I bought Yellow to screw around with some of its glitches and glitch Pokemon. I got ws m and its not working for me at all. Using the following bootstrap to try and do a basic item duplication code. I got my bootstrap from here http://glitchcity.info/wiki/index.php/Arbitrary_code_execution#Using_.22ws_m.22_.28Yellow.29 When I try to use the code the map reloads and I get stuck in a box where I can&#039;t move forever.<br />Pokemon in box 1 (also current box)<br />Seel with 233 HP<br />Parasect<br />Growlithe<br />Magikarp<br />Psyduck<br />Flareon<br />Tentacool<br />Nidoqueen<br />Missingno Aerodactyl (any pokemon 1)<br />Snorlax (any pokemon 2)<br />Gyarados (any pokemon 3)<br /><br />items<br />ws m<br />rare candy x1<br />burn heal x43<br />ice heal x53<br />revive x201


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I never used that setup, can&#039;t understand how it works and I keep hearing people having trouble with it. Maybe some expert could do some troubleshooting on this. Anyway I would recommend this easier 10-PokÃ©mon setup instead:<br /><br />Tangela with 233 HP (actual)<br />Nidoking<br />Metapod<br />Haunter<br />Flareon<br />Parasect<br />Growlithe<br />Tentacool<br />Grimer<br />Any PokÃ©mon<br /><br />Your item code is alright so it should work.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: glitchhunter09
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If I may say something, would it be possible map data is strung about like the game Earthbound? In Earthbound each location is part of one big map.<br />Eg: http://starmen.net/mother2/maps/fullmap.png<br /><br />every interior and every exterior is located on a mishmash of data. What I&#039;m wondering is if the void is like this. If it is, it may be possible to map locations


subject: Anything about glitch types?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey everyone,<br /><br />As you know, gen 1 games had 15 types. <br /><br />Normal&nbsp; &nbsp;  00<br />Fighting&nbsp;  01<br />Flying&nbsp; &nbsp;  02<br />Poison&nbsp; &nbsp;  03<br />Ground&nbsp; &nbsp;  04<br />Rock&nbsp; &nbsp; &nbsp;  05<br />Bug&nbsp; &nbsp; &nbsp; &nbsp; 07<br />Ghost&nbsp; &nbsp; &nbsp; 08<br />Fire&nbsp; &nbsp; &nbsp;  14<br />Water&nbsp; &nbsp; &nbsp; 15<br />Grass&nbsp; &nbsp; &nbsp; 16<br />Electric&nbsp;  17<br />Psychic&nbsp; &nbsp; 18<br />Ice&nbsp; &nbsp; &nbsp; &nbsp; 19<br />Dragon&nbsp; &nbsp;  1A<br /><br />There are missing numbers in the list of hex IDs for types (no 06, 09-&gt;13) and I suddenly realize I don&#039;t know much about potential glitch types. When you change a PokÃ©mon&#039;s type using Gameshark/Memory Viewer/ACE, the new type, while active, is not shown in the stat view. Do you guys know if every missing slot and everything from 1B to FF matches a &quot;null type&quot; with no effect at all or if someone has tested every slot against every real type to check for resistance and super-effectiveness? <br /><br /><br />Thanks


subject: Re: Anything about glitch types?
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Type effectiveness is defined by a [url=https://github.com/pret/pokered/blob/master/data/type_effects.asm]list of the pairings that are super effective, not very effective, or ineffective.[/url] Any pairing not in the list results in neutral damage.


subject: Hello Everybody!
poster_name: Alzerek
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello all,<br /><br />My name is Alzerek, and I am a programmer who joined the forum mainly because of my recent return to the Gen 1 pokemon games on the 3ds VC. I am particularly interested with arbitrary code execution with 8F and wsm,so hopefully in the near future I will be able to make some kind of significant contribution to that thread. Also, this is basically the first ever forum Ive ever joined, so if I am completely oblivious and end up breaking some forum etiquette I apologize beforehand. Looking forward to meeting all the great minds there are here! <br /><br />Best Regards,<br />Alzerek


subject: Re: Playthrough: Completing Generation I without fighting a Team Rocket member
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=MissingNoGuy55 link=topic=7448.msg200070#msg200070 date=1458978827]<br />UPDATE: I DESTROYED MT. MOON<br /><br />IT NO LONGER EXISTS<br />[/quote]<br /><br />HOW DID YOU PERFORM THIS TERRORIST ACT? PLEASE SPEAK CLEARLY INTO THIS HIDDEN MICROPHONE


subject: Re: .xlsx file for every possible glitch PokÃ©dex number (PokÃ©mon Yellow)
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=MissingNoGuy55 link=topic=7316.msg200071#msg200071 date=1458978926]<br />What is an .xlsx file even used for? I&#039;ve never seen this extension.<br />[/quote]<br /><br />.docx, .pptx, .xlsx, etc. are the extensions for the XML-based zipped files that follow [url=https://en.wikipedia.org/wiki/Office_Open_XML]the Microsoft Office Open XML (OOXML) format[/url] and have been in use since Microsoft Office 2007. Unlike the old format used by Microsoft Office 2003 and earlier (file extensions: .doc, .ppt, .xls, etc.), [url=http://www.howtogeek.com/50628/easily-extract-images-text-and-embedded-files-from-an-office-2007-document/]you can rename these files with the .zip extension and extract their contents[/url], which might be helpful in case you don&#039;t or can&#039;t have Microsoft Office.<br /><br />Other similar software like LibreOffice instead use [url=https://en.wikipedia.org/wiki/OpenDocument]the OpenDocument format (ODF)[/url], which is also XML-based and zipped.


subject: I have a problem with the Trainer Scape Glitch
poster_name: Addri Trainer
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, Is time ago since my last post in this section, and now I want to break this data. I come here to ask one succes (well, one succes that they occurred two times) and is relacionated with the Trainer Scape Glitch. I want to complete my PokeDex in Pokemon Blue right now and I use several times this glitch to capture a big number of Pokemon, until in one occasion I return to he Trainer rute to repeat the glitch and I check that the glitch don&#039;t works, the trainer don&#039;t comes to me when I escape. I return and I see that the trainer acts like I fought with him. I don&#039;t was fought when him before, and I don&#039;t understand xD<br /><br />This happened to me two times, and this not happened before (in emulator or Game Boy). If someone know for what happen this, say in a post for what. I don&#039;t want to happen this because I lost the most famous trainers to do this glitch (Cerulean City and Lavender Town). Thank you for reading.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Flandre Scarlet link=topic=6638.msg200050#msg200050 date=1458676509]<br />Ok so I bought Yellow to screw around with some of its glitches and glitch Pokemon. I got ws m and its not working for me at all. Using the following bootstrap to try and do a basic item duplication code. I got my bootstrap from here http://glitchcity.info/wiki/index.php/Arbitrary_code_execution#Using_.22ws_m.22_.28Yellow.29 When I try to use the code the map reloads and I get stuck in a box where I can&#039;t move forever.<br />Pokemon in box 1 (also current box)<br />Seel with 233 HP<br />Parasect<br />Growlithe<br />Magikarp<br />Psyduck<br />Flareon<br />Tentacool<br />Nidoqueen<br />Missingno Aerodactyl (any pokemon 1)<br />Snorlax (any pokemon 2)<br />Gyarados (any pokemon 3)<br /><br />items<br />ws m<br />rare candy x1<br />burn heal x43<br />ice heal x53<br />revive x201<br />[/quote]<br /><br /><br />Hello all,<br /><br />I was just looking into that ws m bootstrap. Seems to me like the problem is Nidoqueen.<br /><br />According to pigdevil2010 ASM here: http://forums.glitchcity.info/index.php/topic,6638.msg198107#msg198107<br /><br />the command regarding Tentacool and Nidoqueen is: <br />$DA86 &lt;- 18 10 || jr DA97 ; pc = DA97<br /><br />I am pretty sure this actually jumps to $DA98. Wich in yellow would be Seels LVL instead of current HP. Changing Nidoqueen with Nidoran(female) should fix this. tho i have not tested this. (I&#039;m also verry new at all this, so if im horribly wrong... sorry&nbsp; :P)<br />


subject: Re: I have a problem with the Trainer Scape Glitch
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t see why the trainer has been beaten. Did you make sure to always flash your start menu right before entering the route you initiated the glitch in ?<br /><br />Well, don&#039;t worry, these games are full of Trainer-Flyable trainers (see [url=http://puu.sh/257S]this i!age[/url] and look for trainers in an orange rectangle).<br /><br />But did you know Trainer-Fly can be pulled off without any long-range trainer ? Well, you really don&#039;t need any trainers at all ! See [url=http://glitchcity.info/wiki/index.php/Trainer_escape_glitch#Trainerless_method]this section of the TFly article[/url] for info. Have fun !


subject: Re: I have a problem with the Trainer Scape Glitch
poster_name: Addri Trainer
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7468.msg200080#msg200080 date=1459019338]<br />I don&#039;t see why the trainer has been beaten. Did you make sure to always flash your start menu right before entering the route you initiated the glitch in ?<br /><br />Well, don&#039;t worry, these games are full of Trainer-Flyable trainers (see [url=http://puu.sh/257S]this i!age[/url] and look for trainers in an orange rectangle).<br /><br />But did you know Trainer-Fly can be pulled off without any long-range trainer ? Well, you really don&#039;t need any trainers at all ! See [url=http://glitchcity.info/wiki/index.php/Trainer_escape_glitch#Trainerless_method]this section of the TFly article[/url] for info. Have fun !<br />[/quote]I remember sometimes that the menu is not open, but a text message appear. The words of a trainer and one time appear the text message of the Long-distance trainer and after I fought with her, but I inmediately shut down the Game Boy and I re-start the game. I remember works after this. And other times appear the words of other trainer, but was happened the same. Is the problem for this?<br /><br />Yeah, I know others long-distance trainers in the game, but I prefer the most nearest to use D:&nbsp; I post here because I don&#039;t found any information about this. Thank you for posting.


subject: Re: I have a problem with the Trainer Scape Glitch
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It sounds like you may have talked to a NPC or interacted with a sign, causing some text to show up. This triggers the beginning of the Walking-Lag glitch. Instead of encountering a Pokemon, you end up being challenged by one of the trainers on the route. It sounds like maybe you were challenged by the Gambler, the trainer you fly or teleport away from, causing the &quot;already fought&quot; flag to be set in RAM. Also I never even knew that you could trigger this glitch by tossing items from your PC. :V Do you recall interacting with a sign, NPC, or healing your Pokemon at a Pokemon Center? Also when you returned back to the route, could you barely walk and did you hear random sounds being played?


subject: Re: I have a problem with the Trainer Scape Glitch
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes, if you read a sign or talk to someone, you&#039;re provoking a text box mismatching (the last called text box is not the start menu anymore, hence ISSOtm asking you if you flashed the start menu). The text thing you describe is typical, and sometimes a text box mismatching triggers the walking lag glitch (if the text box refers to a non-existing npc/sign on this route). But I&#039;m not sure whether this could be the cause of your trainer being already defeated.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  8th PokÃ©mon is $DA87 in Yellow, so jr 10 makes it jump to $DA97, Seel&#039;s hex ID. Probably not what we wanted indeed. I will rethink of all this.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=6638.msg200085#msg200085 date=1459073662]<br />8th PokÃ©mon is $DA87 in Yellow, so jr 10 makes it jump to $DA97, Seel&#039;s hex ID. Probably not what we wanted indeed. I will rethink of all this.<br />[/quote]<br /><br />How does that work? I was under the impression that the yellow adresses were the red/blue ones -1. Doesn&#039;t that make Seel&#039;s index nr $DA95?<br />Also, looking at relative jumps in other bootstraps they all seem to jump 1 adress further then the value given. So it was my idea that a relative jump takes the value in the following adress, jumps it and pick up from 1 adress further.<br /><br />like this:<br />$DA86 &lt;- Tentacool - index 18 = jr<br />$DA87 &lt;- Nidoqueen - index 10 = jump 10 adresses<br />$DA97 &lt;- end of jump<br />$DA98 &lt;- continues reading<br /><br />Am i missing something?&nbsp;  );


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  I am not such an assembler expert, you might be right about relative jumps, I have no idea. Maybe ISSOtm knows, I&#039;ll ask. However,<br /><br />[quote]How does that work? I was under the impression that the yellow adresses were the red/blue ones[/quote]<br /><br />Yes they are decreased by 1 in some RAM section, such as this one. For most address you might change using 8F:<br />- if US Red/Blue = 0<br />- then US Yellow = -1<br />- European R/B = +5<br />- And European Y = +4<br />So here, Stored PokÃ©mon 8 ($DA88) is $DA87 in Yellow.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Skeef, you are right, as most of (but not all, an example is $CD38) Yellow&#039;s RAM data is shifted from R/B by 1 byte. But beware, as this only means [i]absolute[/i] jumps (jp, call) have to be changed, [i]relative[/i] jumps (jr) should not change.<br /><br />Take it like this :<br />jr $#XX means that the execution skips #XX bytes counting after jr&#039;s last byte.<br />Example for clarity :<br />hex:: 18 02 C0 DE C9<br />[code]<br />jr $02<br />.db $C0, $DE<br />ret<br />[/code]<br />the &quot;18 02 / jr $02&quot; skips two bytes after itself, leading directly to the ret.<br />Say 18 is located at $DA86.<br />We have<br />$DA86:: 18<br />$DA87:: 02<br />$DA88:: C0<br />$DA89:: DE<br />$DA8A:: C9<br />Your reasoning would be &quot;jr 02, so I take $DA87 and add $02, that is $DA89&quot;<br />But you saw that the code jumps to the C9 at $DA8A, right ?<br />The flaw was that the byte the jump starts from is not the operand byte, but rather the byte after it.<br /><br />In another way : remember jr $00 does nothing, i.e. it jumps right after itself.


subject: Re: &quot;Void Knowledge Archive, by the members of HallofOrigin&quot;
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am not a pro of this generation&#039;s mapping, but I&#039;d say no.<br /><br />The game has what is called a &quot;centerpiece&quot;, and it loads data according to said centerpiece.<br />Example : when you are in Jubilife City, you current map is Jubilife City (obviously) but your centerpiece is Sinnoh, because Jubilife is just part of Sinnoh.<br />This means that every location in Sinnoh is in one gigantic map ; however, interiors each have their centerpiece, meaning that they are completely independent from the rest.<br />You could say, &quot;well, the maps have to be stored in ROM, so by sufficient walking, I could go to any map !&quot;<br />Again, this is not based on solid evidence, but what I am going to say has chances to be true.<br />Remember the DS has a filesystem (like the GB&#039;s ROM banks) that you may have to switch between to load maps ; and also, the maps the game usually use are copied from ROM to RAM. So that means you should walk from the RAM [b]all the way[/b] to the ROM. Good luck in doing this ;)<br />Last thing : during your walk, you would certainly encounter data interpreted by the game as collision, and while in RAM I guess you have ways to be trapped. And maybe that some portions of the ROM would simply be non-accessible because of their layout.<br /><br /><br />tl;dr : sadly no, it&#039;s not like earthbound.


subject: Re: Strange NPC controlling effect
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am doing so much stuff that I don&#039;t do it myself, but suggestion : place a read breakpoint on this address in BGB, and look up in [url=http://github.com/pret/pokered/]PokÃ©red[/url] which routine reads this.


subject: Re: Strange NPC controlling effect
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7460.msg200090#msg200090 date=1459088403]<br />I am doing so much stuff that I don&#039;t do it myself[/quote]<br /><br />Yeah, what about that PRAMA page you need to finish?&nbsp; :P


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=6638.msg200088#msg200088 date=1459086841]<br />Skeef, you are right, as most of (but not all, an example is $CD38) Yellow&#039;s RAM data is shifted from R/B by 1 byte. But beware, as this only means [i]absolute[/i] jumps (jp, call) have to be changed, [i]relative[/i] jumps (jr) should not change.<br /><br />Take it like this :<br />jr $#XX means that the execution skips #XX bytes counting after jr&#039;s last byte.<br />Example for clarity :<br />hex:: 18 02 C0 DE C9<br />[code]<br />jr $02<br />.db $C0, $DE<br />ret<br />[/code]<br />the &quot;18 02 / jr $02&quot; skips two bytes after itself, leading directly to the ret.<br />Say 18 is located at $DA86.<br />We have<br />$DA86:: 18<br />$DA87:: 02<br />$DA88:: C0<br />$DA89:: DE<br />$DA8A:: C9<br />Your reasoning would be &quot;jr 02, so I take $DA87 and add $02, that is $DA89&quot;<br />But you saw that the code jumps to the C9 at $DA8A, right ?<br />The flaw was that the byte the jump starts from is not the operand byte, but rather the byte after it.<br /><br />In another way : remember jr $00 does nothing, i.e. it jumps right after itself.<br />[/quote]<br /><br /><br />I considered that it could work like that, but since the result is the same it didn&#039;t really matter.<br /><br />[quote author=Krys3000 link=topic=6638.msg200087#msg200087 date=1459083788]<br />I am not such an assembler expert, you might be right about relative jumps, I have no idea. Maybe ISSOtm knows, I&#039;ll ask. However,<br />[/quote]<br /><br />i&#039;m not an expert either&nbsp; :P before the release of the vc games last month i didn&#039;t know any of this... 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So here isso, $DA86 is Tentacool (jr) and $DA87 is Nidoqueen (10) so the jump goes to $DA97 and reads $DA98? Aren&#039;t we supposed to read $DA99 since 233 HP is 00 ($DA98) E9 ($DA99) in Yellow?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=6638.msg200093#msg200093 date=1459099602]<br />So here isso, $DA86 is Tentacool (jr) and $DA87 is Nidoqueen (10) so the jump goes to $DA97 and reads $DA98? Aren&#039;t we supposed to read $DA99 since 233 HP is 00 ($DA98) E9 ($DA99) in Yellow?<br />[/quote]<br /><br />Its like this:<br /><br />$DA86 &lt;- Tentacool - index 18 = jr<br />$DA87 &lt;- Nidoqueen - index 10 = jump 10 adresses<br />$DA88 &lt;- start the jump<br />$DA98 &lt;- continues readin<br />A bit different from what i originally posted, but the result is the same.<br /><br />Also, you seem to be doing +1 on you&#039;re yellow adresses insead of -1<br />$DA97-$DA98 = current hp in red/blue. That means $DA96-$DA97 = current hp in yellow (right?)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If the Nidoqueen is located at $DA87, the jump should land at $DA98.<br />If $DA98 is $00, that doesn&#039;t matter, it&#039;s just a NOP (No OPeration) instruction. It wastes 4 processor cycles. Boo.<br />So the poblem doesn&#039;t seem to be there, but it means that using the PokÃ©mon with the following ID should also work.<br />Otherwise we are making a mistake somewhere ?


subject: GSC item morphing due to poison?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  I have been playing Silver and just before Bugsy, I went to the PKMNCenter because poison. Nothing weird about that. What is weird is all of a sudden my Nugget is replaced by an item called &quot;?&quot; that cannot be tossed, used or given. It has a selling price of 19660. Anyone know WTF just happened?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh yeah, sure. So Skeef is right, the reading continues at $DA98 instead of $DA97. Therefore, Nidoran (female) should do the job. 


subject: Re: GSC item morphing due to poison?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That item is the item of hex ID 00, one of the rare non-usual items not being a teru-sama. You can get it through glitches, but it normally never just pops out from one legit item. This is really weird, but probably is an &quot;individual glitch&quot; if you never used any glitch.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: technocolor
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  so I see &#039;homebrew&#039; mentioned in the op ( Í¡Â° ÍœÊ– Í¡Â°)<br />I know the gb and 3ds are like completely different but you think itd be possible? Itd probably have to involve &#039;breaking out&#039; of the vc emulator in order to access sd card data. Theres plenty of ways to crash the emulator already but I havnt seen anyone talk about really bring this up.<br />Another thing I thought of along the same lines. Code execution via secret base in oras. Like having a qr code set up for a hacked secret base that will run code upon entering it. Im no programmer though, so maybe I sound ludicrous. But its been on my mind for a little bit recently and thought Id ask. 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Several glitchers from here are thinking about emulator escaping. That would be great yes, unfortunately I can&#039;t help&nbsp; :(


subject: Re: GSC item morphing due to poison?
poster_name: Yeniaul
poster_ip: ***.***.***.***
modified_name: Yeniaul
icon: xx
body:
  The only thing I can think of that would cause this is the fact my GBA has a nearly-unusable slot. Other than that, no reason comes to mind. No cheats, no glitches, no tilting. Although I am happy about a near 15k sale increase xD


subject: DSi Browser Compatibility?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: lamp
body:
  The sidebar should be either on the RIGHT or put further down in the HTML file for better DSi support. The site is okay already, but it&#039;s annoying to have to scroll all the way PAST the sidebar to see new info.<br /><br />Better yet, make an inline URL flag or something for DSi formatting and compatibility. <br />Then you&#039;d be able to look stuff up here without a PC or phone, which is always nice.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Alzerek
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Im relatively new to this whole arbitrary code execution thing but i am looking into figuring out how to work with it on a larger scale. By larger scale, I mean the whole TheZZAZZGlitches&#039; Pong in Pokemon Blue and Torchicken&#039;s rewritting of Pallet town to look like Twinleaf town. How reasonable would it be to apply those methods of writing arbitrary code in Pokemon Yellow, given that the bootstrapping code is already written using the PC box? Is there a setup that is optimal enough to leave a significant amount of memory space in the current box to do such code writing? 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Alzerek link=topic=6638.msg200105#msg200105 date=1459229008]<br />Im relatively new to this whole arbitrary code execution thing but i am looking into figuring out how to work with it on a larger scale. By larger scale, I mean the whole TheZZAZZGlitches&#039; Pong in Pokemon Blue and Torchicken&#039;s rewritting of Pallet town to look like Twinleaf town. How reasonable would it be to apply those methods of writing arbitrary code in Pokemon Yellow, given that the bootstrapping code is already written using the PC box? Is there a setup that is optimal enough to leave a significant amount of memory space in the current box to do such code writing?<br />[/quote]<br /><br />Most of the bootstraps posted here are ofcourse focussed on setting up 8F or WS M without using 8F or WS M to do so. But if you already have a working bootstrap, you could use that to make a more compact one if thats what you need. You can for instance change the EV and IV&#039;s from one pokÃ©mon to do what you need them to do.<br /><br />Something like this:<br />3 pokemon (2 might work to, but i don&#039;t really know what the BC register does so loading A into (bc) could do anything)<br />Tentacool - 9939 hp EV / 11809 Att EV / 59648 def EV<br />Pidgey<br />Any<br /><br />[code]<br />; Initial hl = DA7F<br />$DA7F &lt;- 03&nbsp; &nbsp; || inc bc<br />$DA80 &lt;- 18 24 || jr DAA6<br />$DAA6 &lt;- 26 D3 || ld h, D3 ; h = D3<br />$DAA8 &lt;- 2E 21 || ld l, 21 ; l = 21<br />$DAAA &lt;- E9&nbsp; &nbsp; || jp [hl] ; hl = D321<br />[/code]<br /><br />I hope that&#039;s correct and helpfull ^.^&nbsp; 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Alzerek
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Alzerek
icon: xx
body:
  Ah yes thats exactly what I was looking for! I did the basic &quot;simple&quot; setup with the 6 slowpokes and 10 geodudes but it didnt cross my mind to use wsm to make the pokemon for a smaller bootstrap. Thanks!<br /><br />Edit: The only thing thats unclear to me at this point is rewriting those triggered events like the map pointer of pallet town in order to get the box code to execute.


subject: Re: Colored Member Links are back
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Member+ and above have colored usergroups. So you&#039;ll have to be promoted in one of the groups to have a colored username.


subject: Re: tfw i get banned from another forum
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Meh some forums have pretty strict rules. But ultimately it&#039;s up to the admins and staff who make the rules, and members must follow them in order to continue posting. Though that&#039;s a pretty harsh thing to be banned over IMO. 


subject: Auto Approve Wiki Edits
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Now I can see why staff need to approve edits on the wiki, because I know it&#039;s a pain in the butt to fix edits made by people who purposely vandalize a page. But I&#039;ve been fixing the Glitchdex making it look a bit more organized than it is now, and it&#039;s slightly annoying to wait for someone to approve the edits. Plus, even if someone was to mess up a page, anyone with the rollback option can quickly revert the page to a previous revision, and then ban whoever messed the page up. I was just wondering if maybe this feature can be removed for members who are Members+ and above. If not that&#039;s fine. :P


subject: Re: Hello Everybody!
poster_name: Addri Trainer
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Welcome to Glitch City! Im beginning to return here and I think that its a great site if you like the firts Pokemon generations. Enjoy it!


subject: Re: tfw i get banned from another forum
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Raven Freak link=topic=7470.msg200111#msg200111 date=1459293729]<br />Meh some forums have pretty strict rules. But ultimately it&#039;s up to the admins and staff who make the rules, and members must follow them in order to continue posting. Though that&#039;s a pretty harsh thing to be banned over IMO.<br />[/quote]<br /><br />It was only for a day though. I&#039;ve also had really bad luck with staying on forums with strict rules.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Finally managed to test the ws m bootstraps. I can now confirm that Nidoran(female) instead of Nidoqueen works.<br />Also tested my 3 pokÃ©mon ws m bootstrap. Also works. :D<br /><br />So that makes:<br /><br />11 PokÃ©mon in active box:<br />Seel with 233 HP<br />Parasect<br />Growlithe <br />Magikarp<br />Psyduck<br />Flareon<br />Tentacool<br />Nidoran (female) &lt;--- instead of Nidoqueen<br />any<br />any<br />any<br /><br />And a mini tutorial to make the Tentacool for the 3 pokÃ©mon bootstrap:<br /><br />Having Tentacool as first pokÃ©mon in party needs to change these adresses with these value&#039;s.<br />Adress- Hex- Decimal<br />$D17B - 26 - (38)<br />$D17C - D3 - (211)<br />$D17D - 2E - (46)<br />$D17E - 21 - (33)<br />$D17F - E9 - (233)<br /><br />Turned that into an item list bases on Wack0&#039;s template (Starting at $D17F):<br /><br />ITEM LIST (starting from the first slot):<br />Ws m<br />Any<br />Lemonade x(233) &lt;-- change this to match the numbers in the brackets for different adresses.<br />X Accuracy x127 (-1 each adress)<br />Carbos x209<br />PokÃ©ball x119<br />TM01 x any &lt;-- for sale in Celadon dept. store<br />


subject: Re: tfw i get banned from another forum
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Spoink link=topic=7470.msg200103#msg200103 date=1459198749]<br />for &quot;overquoting&quot; even though the quote was 5 lines<br />[/quote]<br /><br />Did someone say overquoting?<br /><br />I like to think we&#039;re pretty chill around here, just don&#039;t be a dick.


subject: Re: Colored Member Links are back
poster_name: Addri Trainer
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Addri Trainer
icon: xx
body:
  I think it&#039;s about the time that you stay register in the forums. Can be this? I not remember why I have green link ._.


subject: Re: tfw i get banned from another forum
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: MissingNoGuy55
icon: xx
body:
  Overquoting? And just for five lines? Are you kidding?<br /><br />[quote author=Spoink link=topic=7470.msg200115#msg200115 date=1459304983]<br />[quote author=Raven Freak link=topic=7470.msg200111#msg200111 date=1459293729]<br />Meh some forums have pretty strict rules. But ultimately it&#039;s up to the admins and staff who make the rules, and members must follow them in order to continue posting. Though that&#039;s a pretty harsh thing to be banned over IMO.<br />[/quote]<br /><br />It was only for a day though. I&#039;ve also had really bad luck with staying on forums with strict rules.<br />[/quote]Sounds like Facepunch to be honest. It&#039;s a good forum, just enforces its rules well enough that it isn&#039;t a total cesspool.


subject: Removing ICQ, MSN, AIM, YIM, other obsolete chat services from profiles
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Title is self-explanatory, a lot or all of the ones listed seem to be obsolete and serve no purpose on profiles anymore.


subject: Re: Auto Approve Wiki Edits
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The GlitchDex is powered by an extension, which parses the raw content of the subpages to generate the finished output. Adding wiki markup to the raw data would break the parser.<br /><br />However, this extension broke with a recent MediaWiki update. The extension was poorly created anyway, and will need to be thrown away and completely redone. When this is done, all of those subpages will be rewritten eventually. The plan will be to use native wiki template language in place of the custom parser the current extension uses, which will cut down on the complexity of the extension.<br /><br />On a more general topic, there is a group of users who are not sysops who have the ability to approve edits, the QC (quality control) group. It&#039;s probably possible to have a group which can approve their own edits, although I think&nbsp; anyone who can be trusted to bypass approval can likewise be trusted to approve the edits of others, so maybe we can just expand the approval right to Member+ and above.


subject: Periodic server and website maintenance during April 2016
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Expect occasional downtime both for the server and GCL specifically during the entire month of April this year.


subject: Re: Removing ICQ, MSN, AIM, YIM, other obsolete chat services from profiles
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  These services, despite declining usage, are still active. I see no reason to remove them from profiles for any user who still uses these services.


subject: Re: Removing ICQ, MSN, AIM, YIM, other obsolete chat services from profiles
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Abwayax link=topic=7473.msg200126#msg200126 date=1459452041]<br />These services, despite declining usage, are still active. I see no reason to remove them from profiles for any user who still uses these services.<br />[/quote]I never checked. Thanks for the heads up though, my bad.


subject: Re: Auto Approve Wiki Edits
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Abwayax link=topic=7472.msg200124#msg200124 date=1459451850]<br />The GlitchDex is powered by an extension, which parses the raw content of the subpages to generate the finished output. Adding wiki markup to the raw data would break the parser.<br /><br />However, this extension broke with a recent MediaWiki update. The extension was poorly created anyway, and will need to be thrown away and completely redone. When this is done, all of those subpages will be rewritten eventually. The plan will be to use native wiki template language in place of the custom parser the current extension uses, which will cut down on the complexity of the extension.<br /><br />On a more general topic, there is a group of users who are not sysops who have the ability to approve edits, the QC (quality control) group. It&#039;s probably possible to have a group which can approve their own edits, although I think&nbsp; anyone who can be trusted to bypass approval can likewise be trusted to approve the edits of others, so maybe we can just expand the approval right to Member+ and above.<br />[/quote]Is this parser what converted the base stats into bars before it broke? Or am I thinking of something completely different?


subject: Re: Removing ICQ, MSN, AIM, YIM, other obsolete chat services from profiles
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Abwayax link=topic=7473.msg200126#msg200126 date=1459452041]<br />These services, despite declining usage, are still active. I see no reason to remove them from profiles for any user who still uses these services.<br />[/quote]<br /><br />MSN Messenger/Windows Live Messenger, Windows Messenger (a more basic MSN Messenger included with Windows XP which was also available to Windows 2000 users), and Microsoft Messenger for Mac are no longer operational. While Microsoft-owned Skype dropped the old Skype protocol in favor of an updated version of the Microsoft Notification Protocol (MSNP) that was used by the Microsoft Messenger service to power the old clients, they&#039;re still different services.<br /><br />At least the MSN Messenger service in profiles should be removed as it no longer works. [url=http://forums.glitchcity.info/index.php/topic,6360.msg197830.html#msg197830]I previously pointed this out.[/url] Over a year later, the difference is that clicking on a link from a profile returns an SSL/TLS certificate error, which after being accepted temporarily, still leads the user to OneDrive with an &quot;item not found&quot; error:<br /><br />[quote author=OneDrive]<br />This item might not exist or is no longer available<br /><br />This item might have been deleted, expired, or you might not have permission to view it. Contact the owner of this item for more information.<br />[/quote]<br /><br />I&#039;ve also tested the ICQ and Yahoo Messenger service links in [url=http://forums.glitchcity.info/index.php?action=profile;u=20]Zowayix&#039;s profile[/url] but they are dead ends now. The AIM link seems to be a protocol redirect URL to the client so I don&#039;t know if it works.<br /><br />For the most part, the service links in profiles are now useless.


subject: Missingno.exe - a PokÃ©mon glitch quiz (TheZZAZZGlitch's April Fools' event 2016)
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [i]I might have gone too far. The game has become self-aware.<br />Save me from the grasps of MISSINGNO., the world&#039;s ultimate glitch creature.[/i]<br /><br />This small game is something special I made for this year&#039;s April Fools&#039; Day ([url=https://www.youtube.com/watch?v=GfH2oAOjTRE]original video[/url]). It&#039;s already 2nd of April, so I decided to publish the game here as a fun challenge.<br /><br />I might have been a bit inconsiderate when researching PokÃ©mon glitches. I was captured by MISSINGNO. and sent into his world. Now, you need to save me, and MISSINGNO. really wants you to answer a few questions in the meantime...<br /><br />Oh, and there&#039;s also an online high score list - that&#039;s what the event is about.<br />All participants will have their names, scores and messages showcased in a special video on my channel.<br /><br />[b]Features![/b][list]<br />[li]You can rescue me.[/li]<br />[li]Actually, I&#039;m rescuing myself. You only keep MISSINGNO. busy in the meantime.[/li]<br />[li]30 questions with increasing difficulty.[/li]<br />[li]Connected to an online high score list (at least for the next 2 days).[/li]<br />[li]If someone plays this game, could you count the Undertale references for me? I&#039;m not very good at it.[/li][/list]<br />[b]Screenshots![/b]<br /><br />[url=http://i.imgur.com/Yvcqq89.png][img]http://i.imgur.com/YuPEcOy.png[/img][/url] [url=http://i.imgur.com/lnTmSfG.png][img]http://i.imgur.com/7y9MknW.png[/img][/url]<br /><br />[b]Download![/b]<br /><br />[url=http://zzazz.ml/zzazz/fools2016/missingno.exe]http://zzazz.ml/zzazz/fools2016/missingno.exe[/url]<br /><br />[b]Note:[/b] For some unknown reason, Microsoft Security Essentials recognizes this game as a virus. It&#039;s most likely because of the code obfuscation techniques used to prevent people from examining the game too easily. To make things even worse, Chrome will also treat the executable as &#039;unsafe&#039;, since Chrome pretty much blocks any EXE that is not commonly downloaded. These are all just false-positives. A virus would make a really bad joke, don&#039;t you think? I miss the times when you could make shitty fangames in RPG Maker or something, send them to the Internet and no one would ever complain.<br /><br />Also, people reported problems with running this game on 64-bit Windows 10 machines. The framework used to create this game was released 9 years ago - this was to be expected. But I didn&#039;t have anything better handy, and I had to code the game in a few days. The game runs fine on Wine - there may be some problems with sound, but they can be fixed by installing additional <br /><br />[b]High scores![/b]<br /><br />[url=http://zzazz.ml/zzazz/fools2016/]http://zzazz.ml/zzazz/fools2016/[/url]<br /><br />The high score list will be active for the next 2 days (until 4th of April 2016 14:30:00 GMT).


subject: Re: Missingno.exe - a PokÃ©mon glitch quiz (TheZZAZZGlitch's April Fools' event 2016)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spoink
icon: xx
body:
  i did all of this for nothing<br /><br />of course the &quot;times played&quot; anti bonus is preventing me from getting on the leaderboard<br /><br />fucking hell<br /><br />i guess i&#039;ll settle for around 16th place


subject: Re: Missingno.exe - a PokÃ©mon glitch quiz (TheZZAZZGlitch's April Fools' event 2016)
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7475.msg200133#msg200133 date=1459612387]<br />It&#039;s most likely because of the code obfuscation techniques used to prevent people from examining the game too easily.<br />[/quote]<br /><br />This sentence made me treat this as a reversing challenge.<br /><br />That was easy. Not saying anything here to stop people from cheating of course.<br /><br />Deliberately getting some questions wrong helps to get into the actual leaderboard though - and that wasn&#039;t me forgetting that the answer key was 0-based, not 1-based, definitely not.


subject: MissingNo's sprite in Red and Green on Bulbapedia
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  As some of you may know, Bulbapedia in its MissingNo article has in the trivia section a sprite of MissingNo in Red and Green, but as far as I&#039;m concerned MissingNo always opcodes every time its encountered or sent out. If this sprite is to be believed, how was it obtained? Via a debugger on an opcode crash? I am legitimately confused here.


subject: Re: .xlsx file for every possible glitch PokÃ©dex number (PokÃ©mon Yellow)
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7316.msg200074#msg200074 date=1459004667]<br />[quote author=MissingNoGuy55 link=topic=7316.msg200071#msg200071 date=1458978926]<br />What is an .xlsx file even used for? I&#039;ve never seen this extension.<br />[/quote]<br /><br />.docx, .pptx, .xlsx, etc. are the extensions for the XML-based zipped files that follow [url=https://en.wikipedia.org/wiki/Office_Open_XML]the Microsoft Office Open XML (OOXML) format[/url] and have been in use since Microsoft Office 2007. Unlike the old format used by Microsoft Office 2003 and earlier (file extensions: .doc, .ppt, .xls, etc.), [url=http://www.howtogeek.com/50628/easily-extract-images-text-and-embedded-files-from-an-office-2007-document/]you can rename these files with the .zip extension and extract their contents[/url], which might be helpful in case you don&#039;t or can&#039;t have Microsoft Office.<br /><br />Other similar software like LibreOffice instead use [url=https://en.wikipedia.org/wiki/OpenDocument]the OpenDocument format (ODF)[/url], which is also XML-based and zipped.<br />[/quote]That is very helpful, thank you.


subject: Re: Missingno.exe - a PokÃ©mon glitch quiz (TheZZAZZGlitch's April Fools' event 2016)
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: TheZZAZZGlitch
icon: xx
body:
  [quote author=Wack0 link=topic=7475.msg200135#msg200135 date=1459642265]This sentence made me treat this as a reversing challenge.[/quote]<br /><br />So that should be an easy challenge. The protection was designed to stop script kiddies who know how to type [i]&quot;game maker decompiler&quot;[/i] and [i]&quot;cheat engine download&quot;[/i] into Google, not actual people who think. It&#039;s not a crackme.<br /><br />Only having some simple code obfuscation causes at least 2 antivirus detections, and the video&#039;s comment section is filled with people wanting to try it on a VM or in a sandbox. Imagine what would happen if I tried something more (maybe I should&#039;ve, because I&#039;m deleting 2-3 hacked scores every day). <br /><br />---<br /><br />Edit: I didn&#039;t read the whole post.<br /><br />[quote author=Wack0 link=topic=7475.msg200135#msg200135 date=1459642265]That was easy.[/quote]<br /><br />I knew it.


subject: Re: MissingNo's sprite in Red and Green on Bulbapedia
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Glitch PokÃ©mon that crash sometimes work in no-color mode for some reason, like the #205s<br />Either that or it&#039;s the ECHO ram.


subject: Re: Minor Glitch when Setting Up CoolMew; Not sure if this is new?
poster_name: TwilightHakuryuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  My appologies for taking so long to get back to this.<br /><br />So apparently &quot;--&quot; ended up in slot 2, which means I likely made a slip-up during switching without realizing it. It&#039;s the only situation that yields the result I found. So due to the cooltrainer move&#039;s move-hiding ability, the third slot, which still contained pound, was hidden from me and unselectable; however, by teaching Mew a new move, the cooltrainer move was automatically replaced and Pound became visible again. <br /><br />This just gave me two ideas for experiments, though. 


subject: Re: Missingno.exe - a PokÃ©mon glitch quiz (TheZZAZZGlitch's April Fools' event 2016)
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7475.msg200133#msg200133 date=1459612387]<br />[list]<br />[li]If someone plays this game, could you count the Undertale references for me? I&#039;m not very good at it.[/li][/list]<br />[/quote]<br /><br />Well, here&#039;s one! :P


subject: Re: MissingNo's sprite in Red and Green on Bulbapedia
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Spoink link=topic=7476.msg200141#msg200141 date=1459698668]<br />Glitch PokÃ©mon that crash sometimes work in no-color mode for some reason, like the #205s<br />Either that or it&#039;s the ECHO ram.<br />[/quote]Non-SGB didn&#039;t do anything unfortunately, and I&#039;m not sure what the pointer fix code would be in those (0155C2D0 in normal Red and Blue)<br /><br />As for ECHO ram, I need to look into that. I haven&#039;t gone this deep since 2006.


subject: Re: MissingNo's sprite in Red and Green on Bulbapedia
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Crashes are sometimes caused by sound bank corruption, this by forcing addresses C0EF and C0F0 (if i&#039;m correct) to a valid value using gameshark, crashes can be avoided.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  Just did it, although and admin&#039;s approval (usually torchicken&#039;s) is required for the change to appear.


subject: Re: exploring the ruby/sapphire jp mail glitch
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Torchickens made a video about this one, read its description, I believe you will find what you are looking for.<br /><br />https://youtu.be/_JCUkA0UWJg


subject: Re: MissingNo's sprite in Red and Green on Bulbapedia
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: MissingNoGuy55
icon: xx
body:
  [quote author=ISSOtm link=topic=7476.msg200151#msg200151 date=1459873922]<br />Crashes are sometimes caused by sound bank corruption, this by forcing addresses C0EF and C0F0 (if i&#039;m correct) to a valid value using gameshark, crashes can be avoided.<br />[/quote]I did this as per your suggestion and ended up with something pretty strange, gonna post a vid of it soon.<br /><br />Since recording is not working I can provide screenshots. Basically the sound bank IDs being forced to stay via Gameshark does indeed avoid a crash, but it begins to corrupt RAM at a rapid pace and produces a glitch trainer similar to Jacred, the game doesn&#039;t really crash but runs at a very slow pace (the pace is insufferable). Dunno if I did something wrong, but those RAM addresses you gave me are probably correct.<br /><br />Here&#039;s the screens, hopefully I did it right:<br /><br />[img]https://dl.dropboxusercontent.com/u/73775541/bgb00005.bmp[/img]<br /><br />[img]https://dl.dropboxusercontent.com/u/73775541/bgb00006.bmp[/img]


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I did something... This has interested me for some time now.<br /><br />http://forums.glitchcity.info/index.php/topic=6638.msg196498#msg196498<br /><br />First thing I thought when I read it was &quot;Why not use the daycare as a bootstrap?&quot; So that&#039;s what I tried ^.^<br />Since the daycare data is not set back to 0 when you take out a pokÃ©mon my idea was to use 8F to make a pokÃ©mon i could put in and take back out instantly, loading its data into the adresses. But since the daycare has nickname and OT of the pokÃ©mon first, this proved to be... difficult.<br />The next idea was maybe I could just use Wack0 code to insert the value&#039;s into the adresses directly. This could work, but it kinda rules out using the daycare. Since then you&#039;d have to Re-insert the data.<br />And then I realised i could combine the idea&#039;s! Instead of runnig a code made with items... run a code made with a pokÃ©mon! In other words using 8F to make a pokÃ©mon wich when using 8F inserts the data into the adresses! This fixes the first problem cuz we are not putting a pokemon directly into the daycare. And should you ever want to use the daycare again, afer you are done you can simply take the pre-made pokÃ©mon out the box and re-run 8F.<br />So here is what i worked out.<br /><br />The pokÃ©mon list:<br />6 pokÃ©mon<br />any<br />Tentacool &lt;- jumping powers!<br />Wigglytuff &lt;- the actual pokÃ©mon<br />any<br />any<br />any<br /><br />Wigglytuff specifications:<br />Move 2 - Roar (2E)<br />Move 3 - Leech Seed (49)<br />Move 4 - Double Edge (26)<br />Id: 55862 - (DA 36)<br />Xp: 2.501.686 - (26 2C 36)<br />HP EV: 54060 - (D3 2C)<br />Att EV: 13870 - (36 2E)<br />Def EV: 11318 - (2C 36)<br />Spd EV: 8748 - (22 2C)<br />Spec EV : 14057 - (36 E9)<br />Att, Def IVs: 12,9 - (C9)<br /><br />Wich translates to the following asm:<br />[code]<br />; Initial hl = D163<br />$D163 &lt;- 06 xx || ld b XX<br />$D165 &lt;- 18 65 || jr D1CC<br />$D1CC &lt;- 2E 49 || ld l, 49 	; l=49<br />$D1CE &lt;- 26 DA || ld h, DA 	: h=DA<br />$D1D0 &lt;- 36 26 || ld (hl), 26<br />$D1D2 &lt;- 2C&nbsp; &nbsp; || inc l		; l=4A<br />$D1D3 &lt;- 36 D3 || ld (hl), D3<br />$D1D5 &lt;- 2C&nbsp; &nbsp; || inc l		; l=4B<br />$D1D6 &lt;- 36 2E || ld (hl), 2E<br />$D1D8 &lt;- 2C&nbsp; &nbsp; || inc l		; l=4C<br />$D1D9 &lt;- 36 22 || ld (hl), 22<br />$D1DB &lt;- 2C&nbsp; &nbsp; || inc l		; l=4D<br />$D1DC &lt;- 36 E9 || ld (hl), E9<br />$D1DE &lt;- C9&nbsp; &nbsp; || ret<br />[/code]<br /><br />In other words, it loads the following value&#039;s in the following adresses:<br />DA49 &lt;- 26<br />DA4A &lt;- D3<br />DA4B &lt;- 2E<br />DA4C &lt;- 22<br />DA4D &lt;- E9<br /><br />Now you may have noticed that -gm starts reading at $DA47, but I start putting in data at $DA49, 2 adresses later.<br />Here&#039;s the first 2:<br />$DA47 is safari balls, this gets set to 0 when you get the &quot;pa: ding dong&quot; but stays at whatever amount you got left should you leave early.<br />$DA48 is daycare in use or not, this is 0 when there is no pokÃ©mon in the daycare.<br />In other words they do nothing. :D And there you have it. The -gm bootstrap is set up! Without needing any specific party or active box!<br /><br />[code]<br />; Initial hl = DA47<br />$DA47 &lt;- 00&nbsp; &nbsp; || nop<br />$DA48 &lt;- 00&nbsp; &nbsp; || nop<br />$DA49 &lt;- 26 D3 || ld h, D3 ; h=D3<br />$DA4B &lt;- 2E 22 || ld l, 22 ; l=22<br />$DA4D &lt;- E9&nbsp; &nbsp; || jp [hl] ; hl = D322<br />[/code]<br /><br />Note: The daycare adresses used here are used to store the pokÃ©mon&#039;s name. But none of the value&#039;s inserted correspond to an actuall letter. I have no idea if thats safe or harmfull for a save file. (I felt i needed to mention that&nbsp; :P)


subject: Posting really slow?
poster_name: Ketsuban
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Is anyone else having a problem where posts take a while to go through? (Granted, it&#039;s faster than it used to be, but stillâ€¦)


subject: Re: MissingNo's sprite in Red and Green on Bulbapedia
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The addresses I gave you may not be correct in Japanese versions (although if you avoided crashing, they were probably correct).<br />The behavior you got is quite unexpected ; which emulator are you using ?<br />See [url=http://gbdev.gg8.se/wiki/articles/Test_ROMs]here[/url] to check which emulators are the most accurate (it seems that these are BGB and Gambatte (included in BizHawk)), as VBA is actually quite clumsy, more than GBAs.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ever thought Tentacool could jump ? No ? YOU WERE SO WRONG.<br />That method you created is cool, but looks quite heavy to set up (c&#039;mon, ID = DA36 ?)<br /><br />Also, have you tried to use the game&#039;s copying routine ?<br />It is called CopyData in [url=http://github.com/pret/pokered]PokÃ©red[/url], but I can&#039;t remember its ROM address.<br /><br />The problems comes from that we cannot easily create PokÃ©mon like that. We&#039;d need easier methods of arbitrarily placing data wherever we want, but also simpler to set up.


subject: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: pMD
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: pMD
icon: xx
body:
  Hello there,<br /><br />I have a Leaf Green save file which I had traded the &quot;Question mark&quot; glitch to. I left the &quot;Question mark&quot; glitch at the Daycare but whenever I try to take it back, the game freezes permanently.<br /><br />My question is this: Is there any way to remove the &quot;Question mark&quot; glitch from the Daycare by changing occupied by the glitch values or by using other methods?<br /><br />Let me know if more info is needed. Thanks in advance!


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  By &quot;Question mark&quot;, are you speaking of a PokÃ©mon with HP that fell below 0 (HP with a value of ?35 or something like that), or of a Glitch PokÃ©mon you obtained using Pomeg Glitch ?<br /><br />On the second case, do you know the identifiant of the Glitch PokÃ©mon you had ?<br />If not, do you remember some details (name, type, things like that), that would help identifying it ?<br /><br />I tried depositing and withdrawing Glitch PokÃ©mon at Day Care, but I didn&#039;t get any freeze.<br /><br />When is the game freezing exactly ? (when the day care lady talks about gained levels, when deposited PokÃ©mon are shown, when the deposited PokÃ©mon is taken back and its cry is heard,..)<br /><br />I might have ways to help you remove that PokÃ©mon from day care, but I would like to have more information about what happened.


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: pMD
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  By &quot;Question Mark&quot;, I mean the Glitch Pokemon (??????????) that is obtained by using a GameShark code for a PokÃ©mon that doesn&#039;t exist. I received it ~11 years ago as an egg via trade from a friend.<br /><br />The name of the glitch Pokemon is ??????????â™‚, it&#039;s normal type and it is able to produce eggs when I put Ditto at the daycare. Immediately after I receive the generated egg, the state of the egg is &quot;It&#039;s making sounds. It&#039;s almost ready to hatch!&quot; and it&#039;s Trainer Memo is &quot;An odd Pokemon EGG found by the DAY-CARE couple.&quot;. This is the glitch Pokemon that hatches from the egg: http://imgur.com/a/KZ3kN<br /><br />When I try to withdraw the glitch Pokemon from the Daycare Lady, my game freezes when the lady says &quot;If you want your ?????????? back, it will cost (x amount of PokeDollars).&quot; The music is still playing in the background, but the gameplay is frozen.<br /><br />As an additional note, I remember some years ago that when I tried to play this save file after 1 or 2 years of inactivity, the save file was deleted. I did some hard resets and the save file was restored but the PokeDex was resetted at 0 Pokemon. After some extra hard resets, the PokeDex was back as well.<br /><br />I hope that helps. Let me know if you want extra info.


subject: Re: Posting really slow?
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Carl Miller link=topic=7478.msg200158#msg200158 date=1460004179]<br />Is anyone else having a problem where posts take a while to go through? (Granted, it&#039;s faster than it used to be, but stillâ€¦)<br />[/quote]<br /><br />yep, it&#039;s always been like that for me


subject: Re: MissingNo's sprite in Red and Green on Bulbapedia
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7476.msg200159#msg200159 date=1460010808]<br />The addresses I gave you may not be correct in Japanese versions (although if you avoided crashing, they were probably correct).<br />The behavior you got is quite unexpected ; which emulator are you using ?<br />See [url=http://gbdev.gg8.se/wiki/articles/Test_ROMs]here[/url] to check which emulators are the most accurate (it seems that these are BGB and Gambatte (included in BizHawk)), as VBA is actually quite clumsy, more than GBAs.<br />[/quote]I was using BGB, and I double-checked the addresses. They were the same in Red/Blue and Red/Green, strangely enough.


subject: Re: MissingNo's sprite in Red and Green on Bulbapedia
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, no idea why this happens. Maybe the reason&#039;s the same as Yellow&#039;s regular Missingno ?


subject: Re: MissingNo's sprite in Red and Green on Bulbapedia
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7476.msg200169#msg200169 date=1460103168]<br />Well, no idea why this happens. Maybe the reason&#039;s the same as Yellow&#039;s regular Missingno ?<br />[/quote]I&#039;m thinking the same thing.


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Are you sure the game is indeed locked up (by waiting a few minutes) instead of just loading an incredibly long string?


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  <br />Okay, so that&#039;s from a certain Glitch PokÃ©mon you obtained through the use of codes.<br />There isn&#039;t A Glitch PokÃ©mon in Gen III, but man of them (species bewteen 0x19C and 0xFFFF are Glitch PokÃ©mon).<br />But in FrLg, Glitch PokÃ©mon with a species higher than 0x19C are called ?????????? in their summary, as well as in some other cases (like during hatching).<br />That change (compared to RSE) hasn&#039;t been applied in PC, so you can still see the beginning of the species name of your Glitch PokÃ©mon there.<br /><br />And here, I think that your freeze is caused by a specificity of a certain Glitch PokÃ©mon.<br />Thus, I&#039;m trying to find back the species of the Glitch PokÃ©mon you have.<br /><br />Do you have a way to extract your save ? This would be the easiest way to know which Glitch PokÃ©mon it is.<br />Else, I will need pieces of data like types, special abilities, number of egg cycles, name lenght, beginning of the name, base stats,..<br />Using you pictures, we know that its first type is Normal (its second type could be a glitch one) and that its 1st special ability is blank (maybe both of them).<br /><br />Check the beginning of the name of your Glitch PokÃ©mon in the PC and take it to the woman on Two Island too (the one in the northest house). That woman reads the species name of the first party PokÃ©mon, and the game crashes if the name is too long.<br />If you can trade that PokÃ©mon to an Emerald/Fire Red version, that would provide additional data to pinpoint your Glitch PokÃ©mon more easily.<br />


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: pMD
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: pMD
icon: xx
body:
  Answering to camper, yes. I had left my console running for 1 full day and after I checked it again, the gameplay was still frozen.<br /><br />Metarkrai, you can see its name here - http://imgur.com/F7NIKcz. The egg hatches after 255 steps while having a Flame Body Pokemon in the party.<br /><br />Do you want me to send you the .sav or the .pkm file of the glitch?<br /><br />Edit: The same &quot;freeze&quot; happens when the glitch is leveled up. 


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=pMD link=topic=7479.msg200175#msg200175 date=1460127606]<br />Answering to camper, yes. I had left my console running for 1 full day and after I checked it again, the gameplay was still frozen.<br /><br />Metarkrai, you can see its name here - http://imgur.com/F7NIKcz. The egg hatches after 255 steps.<br /><br />Do you want me to send you the .sav or the .pkm file of the glitch?<br /><br />Edit: The same &quot;freeze&quot; happens when the glitch is leveled up.<br />[/quote]<br /><br />I would like the .sav file please.<br />I think with the beginning of its name and few things on its summary, I would have pinpointed the specied of your Glitch PokÃ©mon, but if you have a .sav file of it, testing will be smoother.<br /><br /> The game freezes for certain Glitch PokÃ©mon when levelling them up. <br />I&#039;m unsure if this freeze is caused by the stat increases caused by the glitch experience curve (the PokÃ©mon gain too much stats), by a Glitch move the PokÃ©mon wants to learn (I doubt it, but maybe), by an important amunt of moves the PokÃ©mon wants to learn (he wants to learn like 5-6 moves or more, and the game freezes when trying to store all of them), or by an evolution (I&#039;ve never been able to make a glitch PokÃ©mon evolve, so I don&#039;t know if evolving them is possible, and what could be the requirements).<br /> It is also very easy to freeze the game when removing a Glitch Move, as the glitch move name overwrites stuff that&#039;s needed for the current script.<br /><br /> The different summary structure in FrLg is also oftenly glitched with Glitch PokÃ©mon. Aside the graphical glitches, it allows you to scroll down on party slots behind 6th party slot (as well as scrolling past the 30th PokÃ©mon of a PC Box).<br />But I didn&#039;t find anything interesting to do with this.


subject: Re: Debug menus in Japanese Crystal
poster_name: Bent`
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7407.msg199901#msg199901 date=1457151873]<br />Looking over it again, another odd track name is ã€Œã‹ã¡ï¼”ã€ [i]Victory 4[/i], which follows the three standard victory themes (Trainer Battle, Wild PokÃ©mon, and Gym Leader). This track is used for Mt. Moon Square (confusingly called [i]Mt. Moon[/i] on the HG/SS soundtrack, whereas the music played inside Mt. Moon is [i]Rock Tunnel[/i]). If it was originally written as a victory theme, that would certainly explain why itâ€™s so short.<br />[/quote]<br />Itâ€™s worth noting that it [i]is[/i] used as a victory theme in Stadium 2.


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: pMD
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: pMD
icon: xx
body:
  Can I have an email where I can send you the .sav?<br /><br />By the way, the glitch has the cry of a Bulbasaur.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=6638.msg200152#msg200152 date=1459874192]<br />Just did it, although and admin&#039;s approval (usually torchicken&#039;s) is required for the change to appear.<br />[/quote]<br /><br />Approved!


subject: Re: exploring the ruby/sapphire jp mail glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=g_heinz link=topic=7438.msg199786#msg199786 date=1456373661]<br />hi everyone,<br /><br />i am a speedrunner interested in utilizing the effects of the mail glitch in japanese sapphire as described [url=http://glitchcity.info/wiki/index.php/Mail_and_Trick_glitches]here[/url].<br /><br />a particular application i am interested in is its ability to skip surf. i found that if you use the glitch to walk on water, then corrupt a tile into the secret base entrance (using a phrase such as &quot;golduck&quot;, like in [url=https://www.youtube.com/watch?v=5fgE2D8M4dU]this[/url] video), then enter and exit the door, you will enter a surfing state regardless of whether you have a pokemon with surf, or even the balance badge, or even hm03. this could be accomplished on route 118 to skip most of western hoenn, in theory.<br /><br />the problem is that the tile corruption always affects the same 9 tiles on a given map, making such an exploit impossible on maps where the location of the corrupted tiles does not permit walk-on-water. the wiki link above provides a table of coordinates of the corrupted tiles, but these coordinates appear to only apply to the mossdeep city map--other maps have their own coordinates. i am curious how the game decides which tiles to corrupt when using the mail glitch, perhaps a bit more of what the mail glitch is/does, and perhaps how we could exercise more control over which tiles become corrupted.<br /><br />thanks,<br /><br />g_heinz<br />[/quote]<br /><br />Hi g_heinz. Yes, this is a question I&#039;m afraid I&#039;ve never found the answer to. Certain maps do not work for the glitch, or the start of the affected tiles may be at different coordinates (e.g. Mossdeep City seems to be x=06, y=0C for keyword 1, but Sootopolis City is x=0B, y=11 and some maps do not have visible changes). These may be defined in the ROM or memory somewhere, but I haven&#039;t been able to find them after a brief look.<br /><br />I did some extra research and this is what I found.<br /><br />You can walk through some tiles in ways that would otherwise be unpassable (e.g. walking up, left, right through the &quot;ã‚­ãƒ³ã‚°ãƒ‰ãƒ©&quot; ledge), but there are other tiles which you cannot pass through.<br /><br />In at least Route 113, where the corruptible tiles begin six-fourteen tiles west of Route 111, these include phrases including, most likely not limited to, ã‚ã„ã•ã¤ã€‰ã‚ã‚ŠãŒã¨ã† (&quot;thank you&quot;) - it looks like part of what AdvanceMap calls a border block, and ã‚ã„ã•ã¤ã€‰ã‚¤ã‚¨ã‚¹ (possibly &quot;yes&quot;), which is surprising because it looks like a passable tile.<br /><br />Gloom (ã‚¯ã‚µã‚¤ãƒãƒŠ) happens to give you a water tile. If you have HM03 and the Balance Badge, you still cannot Surf on it from the menu at least.<br /><br />ã‚°ãƒ©ã‚¨ãƒŠ (Mightyena) will give you a ledge that will allow you to jump right.&nbsp; ãƒãƒã‚¨ãƒŠ (Poochyena) will give you a ledge that will allow you to jump left. ã¸ãƒ©ã‚¯ãƒ­ã‚¹ (Heracross) or ã‚µãƒ‹ãƒ¼ã‚´ (Corsola) or ã‚­ãƒ³ã‚°ãƒ‰ãƒ© (Kingdra) will give you a ledge that will allow you to jump down.<br /><br />Secret Base cave entrances seem to work like the Secret Base tree entrances - you have to enter them from below to access the warp.<br /><br />Memory address 02001014 controls the middle Mail phrase. These correspond with tile index numbers, and a tile index number can be looked up in AdvanceMap if you assume the top-left tile (black space) as ID 0000, the plain grass tile that follows as ID 0001, and so on.<br /><br />There is a way to obtain a hex:0000 ????????. I&#039;m unsure if this is useful in any way, and I wasn&#039;t able to sell it, but I got it after activating glitch 2 and immediately giving another PokÃ©mon (other than the original) Mail and confirming the phrases without changing them. You can continue to give it Mail from the PokÃ©mon menu and accessing the items with give (not the items menu directly) to obtain multiple hex:0000 ????????.<br /><br />Hope this may come in handy.


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yup, here&#039;s a contact email : metarsky01@live.fr<br /><br />Its cry might be related to its Dex number, but I don&#039;t really know for now where that value is stored. (or if there&#039;s a kind of correspondance table somewhere)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=6638.msg200162#msg200162 date=1460011811]<br />Ever thought Tentacool could jump ? No ? YOU WERE SO WRONG.<br />That method you created is cool, but looks quite heavy to set up (c&#039;mon, ID = DA36 ?)<br /><br />Also, have you tried to use the game&#039;s copying routine ?<br />It is called CopyData in [url=http://github.com/pret/pokered]PokÃ©red[/url], but I can&#039;t remember its ROM address.<br /><br />The problems comes from that we cannot easily create PokÃ©mon like that. We&#039;d need easier methods of arbitrarily placing data wherever we want, but also simpler to set up.<br />[/quote]<br /><br />Hehe, you think the id nr is a bit far fetched? The xp puts it at lvl 146 :P<br /><br />I have not cosidered to use the copy routine. No idea what that is O.o<br /><br />An easyer way so set up would be to put the data into the daycare directly. If you don&#039;t use the daycare the value&#039;s wont change. The Wigglytuff i made is just an easyer way to set up the bootstrap again after using the daycare.<br />its 19 bytes to make Wigglytuff, but only 5 bytes need to be set to do it directly. As an added bonus, on a cartridge the daycare value&#039;s stay after starting a new game. Not sure if they do on VC tho.<br /><br />Also, With both 8F and -gm. You can make one start reading at item 3 as usuall and make the other go to the stored items on the PC. That way you can run a code you use ofter (say walk through walls or mulitply items) from the computer. And run others from carried items.<br /><br />


subject: Re: Debug menus in Japanese Crystal
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=IIMarckus link=topic=7407.msg200177#msg200177 date=1460151561]<br />Itâ€™s worth noting that it [i]is[/i] used as a victory theme in Stadium 2.<br />[/quote]<br /><br />[url=https://www.youtube.com/watch?v=mxrfo-meMdI]Huh[/url] :P 


subject: Re: Posting really slow?
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I think the issue is not that posts take long to be submitted but rather the page having refresh issues. If you open a new tab of the main page while the thread is being reloaded and check the Recent Posts section, you&#039;ll find that the post already went through.


subject: Re: Posting really slow?
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: camper
icon: xx
body:
  I think the loading time is directly proportional to the size of the thread?<br /><br />EDIT: Apparently not, since this takes a long time to load as well.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Uh, the copy routine is located somewhere in ROM bank 0 ; it copies a chunk of data from somewhere to elsewhere.<br />You have to call it like so :<br />ld hl, pointer_to_source<br />ld de, pointer_to_destination<br />ld bc, number_of_bytes_to_copy<br />call copy<br />(total : 12 bytes)<br /><br />Still, I cannot find its ROM address.


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: PokeBec
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If your goal is only to remove it from the daycare then this would probably work: trade ?35 HP pokemon to your game from emerald, perform the pomeg glitch turning your glitch pokemon to a bad egg. Withdraw the bad egg.<br /><br />Keep in mind that you can not get rid of your bad egg in fire red/ leaf green.


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=PokeBec link=topic=7479.msg200189#msg200189 date=1460276046]<br />If your goal is only to remove it from the daycare then this would probably work: trade ?35 HP pokemon to your game from emerald, perform the pomeg glitch turning your glitch pokemon to a bad egg. Withdraw the bad egg.<br /><br />Keep in mind that you can not get rid of your bad egg in fire red/ leaf green.<br />[/quote]<br /><br />Yeah, that was the way I wanted to do too.<br />I wanted to have more information about the cause of the glitch first, because if it&#039;s related to the PokÃ©mon species, turning the PokÃ©mon into a Bad Egg without changing its species could maybe not work.<br /><br />It is also possible to remove Bad Eggs and clone in FrLg (unfortunately not in RS for now) using Glitch PokÃ©mon like in Emerald, by seeing their species name on PC.<br />(cloning : https://www.youtube.com/watch?v=I8Mio5cA9fs / Anti-cloning : https://www.youtube.com/watch?v=GDSJY0ScjzU )<br />For Leaf Green US and Fire Red US, Glitch PokÃ©mon 0x3200 works. (50 Atk, 0 HP)<br /><br />This Glitch PokÃ©mon also provides invisible Bad Eggs (Bad Eggs of PokÃ©mon nÂ°0000) that are useful to perform Decaswitch, a way to perform Pomeg Glitch without relying on Pomeg Berries and 1HP/?35HP PokÃ©mon. (Decaswitch : https://youtu.be/HhHlANrnOCI?t=13m )<br />This way, Pomeg Glitch can be easily done in FrLg without having to redo trades with Emerald.


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: pMD
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=PokeBec link=topic=7479.msg200189#msg200189 date=1460276046]<br />If your goal is only to remove it from the daycare then this would probably work: trade ?35 HP pokemon to your game from emerald, perform the pomeg glitch turning your glitch pokemon to a bad egg. Withdraw the bad egg.<br /><br />Keep in mind that you can not get rid of your bad egg in fire red/ leaf green.<br />[/quote]<br /><br />After I trade a ?35 HP Pokemon to my Leaf Green from Emerald, what do I have to do?<br /><br />Thanks for your answer!


subject: Re: Brn/Psn/Par donâ€™t affect catch rate in GSC
poster_name: Halfshadow
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Halfshadow
icon: xx
body:
  Sorry if I up but i Think is important.<br /><br />Are you sure IImarkus that the code is correct? If I change the asm instructions with your, decrease the catch rate of the pokÃ©mon in full health. Rattata and other pokÃ©mons of the Route 1 become almost impossible to catch with a MEGA BALL in full heal, a PIDGEY have lost all it&#039;s PP &#039;cause the balls haven&#039;t catched it.<br /><br />You have wrote that the right code will be this:<br /><br />[code]<br />&nbsp; &nbsp; &nbsp; &nbsp; ld b, a<br />&nbsp; &nbsp; &nbsp; &nbsp; ld a, [WildPokemonStatus]<br />&nbsp; &nbsp; &nbsp; &nbsp; and a<br />&nbsp; &nbsp; &nbsp; &nbsp; ld c, 0<br />&nbsp; &nbsp; &nbsp; &nbsp; jr z, .done<br />&nbsp; &nbsp; &nbsp; &nbsp; and SLP|FRZ<br />&nbsp; &nbsp; &nbsp; &nbsp; ld c, 10<br />&nbsp; &nbsp; &nbsp; &nbsp; jr nz, .done<br />&nbsp; &nbsp; &nbsp; &nbsp; ld c, 5<br />.done[/code]<br /><br />But the catch rate of a full health pokÃ©mon back normal if I tipe this instead:<br /><br />[code]<br />&nbsp; &nbsp; &nbsp; &nbsp; ld b, a<br />&nbsp; &nbsp; &nbsp; &nbsp; ld a, [WildPokemonStatus]<br />&nbsp; &nbsp; &nbsp; &nbsp; and a<br />&nbsp; &nbsp; &nbsp; &nbsp; ld c, 0<br />&nbsp; &nbsp; &nbsp; &nbsp; jr nz, .done<br />&nbsp; &nbsp; &nbsp; &nbsp; and SLP|FRZ<br />&nbsp; &nbsp; &nbsp; &nbsp; ld c, 10<br />&nbsp; &nbsp; &nbsp; &nbsp; jr nz, .done<br />&nbsp; &nbsp; &nbsp; &nbsp; ld c, 5<br />.done[/code]<br /><br />Have you mistaked something when you tiped the code?


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=pMD link=topic=7479.msg200193#msg200193 date=1460379388]<br />After I trade a ?35 HP Pokemon to my Leaf Green from Emerald, what do I have to do?<br /><br />Thanks for your answer!<br />[/quote]<br /><br />Use it to perform Pomeg Glitch on your Leaf Green version in order to corrupt the Day Care PokÃ©mon.<br /><br />-Remove all PokÃ©mon from Boxes 1 and 2.<br />-Buy Balls, Potions, Poke Dolls.<br />-Make a party with : KO PokÃ©mon - KO Fly PokÃ©mon - KO Surf PokÃ©mon - ?35 HP PokÃ©mon<br />-Save at Island 4 while surfing in the pond.<br />- Make a wild battle and flee.<br />Your 4th party PokÃ©mon was sent into the fight<br />- Open your PC and deposit the KO PokÃ©mon (not in boxes 1/2)<br />Now, your party has only 3 PokÃ©mon, and the 4th party slot is empty<br />- Use a Potion on ?35 HP PokÃ©mon to make its HP overflow to 0.<br />Now, your party is fully KO<br />- Make a second wild battle.<br />The game will send the &quot;PokÃ©mon&quot; on the 4th party slot to the fight. Thus, an empty slot (nÂ°0000) is sent to the fight.<br />Don&#039;t check the moves of the ? PokÃ©mon sent in battle, or you would black out.<br />- Open the party.<br />The empty slot is moved into first party slot.<br />- Open and close the summary of the Fly PokÃ©mon.<br />The amount of party PokÃ©mon is recalculated. Because the first party slot is empty, the game thinks that there are 0 party PokÃ©mon.<br />This makes the Party PokÃ©mon Selection Pointer underflow : It can select 256 different party slots.<br />- Maintain Up for 10 seconds (90 Up pushes will work)<br />You need to scroll party slots until you reach the RAM adresses area that contains Day Care PokÃ©mon<br />- Use a PokÃ© Doll to flee.<br />Fleeing would make you black out and heal your party.<br />- Check if your Glitch PokÃ©mon at Day Care was turned into a Bad Egg.<br />If no, reset and redo the Pomeg Glitch part.<br />If yes, try to withdraw him and see if the game crashes again or not.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Fullmetal5
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi, I was trying to learn the best method for preforming a double corruption to obtain items, moves, and pokemon described here (http://pastebin.com/2kJpBQCr).<br />At the beginning of the instructions listed in that pastebin it says that you can have higher success chances if you use a Corruption Initiator. As I understand it the instructions for making an initiator in that pastebin are just for a rough one that still has a lower chance of success. However Metarkrai posted instructions for a Perfect Initiator here on the forum.<br /><br />First question, is the Perfect Initiator a better replacement for the initiator listed in the pastebin or is the one in the pastebin specialized for that type of corruption?<br /><br />Second question, if the Perfect Initiator is a better replacement then which one do you use (the one with the heart mark or the one with the one without)? It says in Metarkrai&#039;s instructions that it depends on the pokemon you are corrupting so for the Seedot and Plusle from the pastebin which would you use for each?<br /><br />Thanks!


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I saw a lot of discussions ongoing on PRAMA&#039;s skype group about this recently. Couldn&#039;t take much part in it, but nice to see you come up with new stuff, Metarkrai&nbsp; ;)


subject: Assign a sprite to a MissingNÂ°. in G/S/C
poster_name: Halfshadow
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Is possible assign the fossils sprite to a 2 of the 4 existing MissingNÂ°. that when appear show the tileset graphic instead of a real pic?<br /><br />I can compress and add the sprites of the fossils into the rom, but the pokÃ©pic script string need to show a pic of an existing pokÃ©mon and the only way without overwrite existing pokÃ©mon will be assign to a 2 missingNÂ°.


subject: Re: Assign a sprite to a MissingNÂ°. in G/S/C
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: MissingNoGuy55
icon: xx
body:
  [quote author=Halfshadow link=topic=7480.msg200203#msg200203 date=1460451435]<br />Is possible assign the fossils sprite to a 2 of the 4 existing MissingNÂ°. that when appear show the tileset graphic instead of a real pic?<br /><br />I can compress and add the sprites of the fossils into the rom, but the pokÃ©pic script string need to show a pic of an existing pokÃ©mon and the only way without overwrite existing pokÃ©mon will be assign to a 2 missingNÂ°.<br />[/quote]I have been trying this myself to no avail. I have assigned pic pointers to 252 and also defined said sprites, but it refuses to work for some reason. Maybe there&#039;s something I&#039;m missing?


subject: Re: Assign a sprite to a MissingNÂ°. in G/S/C
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello,<br /><br />You are talking about glitch PokÃ©mon whose hex ID is 00, FC, FE and FF. MissingNo. is a very specific case that only happens in 1G.<br /><br />I have a tutorial that once was published on PRAMA to add sprites to glitch PokÃ©mon in 1G. Unfortunately, I don&#039;t know how to do in 2G.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Fullmetal5 link=topic=6868.msg200200#msg200200 date=1460423429]<br />First question, is the Perfect Initiator a better replacement for the initiator listed in the pastebin or is the one in the pastebin specialized for that type of corruption?<br />[/quote]<br /><br />The initiator given in the pastebin (in-game traded Plusle with Growl only) works perfectly with the in-game traded PokÃ©mon.<br />Thus, you don&#039;t need to make Caterpies corruption initiators if you only want to corrupt the in-game traded PokÃ©mon. (it easens the procedure)<br />More generally, that Plusle will be a corruption initiator for all PID / TID whose leftmost hexadecimal character is 0,1,2,3,8,9,A,B.<br /><br />But for PID/TID whose leftmost hexadecimal character is 4,5,6,7,C,D,E,F, you need a second corruption initiator.<br />And the fastest (and only) method I have to make one in Emerald is with the in-game traded Horsea.<br />With this Horsea, you can obtain corruption initiators for both cases (so 2 different corruption initiators). <br />&nbsp; I only discovered more recently that the in-game traded Plusle would fit as one corruption initiator, so I left the indications to obtain both corruption initiators from Horsea because I was used to it (to having two similar corruption initiators, one marked and one unmarked, instead of two different PokÃ©mon acting as corruption initiators).<br /><br />But if you wanted to corrupt a PokÃ©mon of yours (like a Smeargle), that PokÃ©mon would have your TID, and you would need one of the corruption initiators to corrupt that PID (but you won&#039;t know which one before testing it, or before knowing your Secret ID), same thing for the PID of the PokÃ©mon (for the PID, you can still reset and catch other PokÃ©mon with different PID).<br /><br />By &quot;perfect&quot; corruption initiators, I meant corruption initiators that work (if you have both of them) for all PID and TID.<br />So don&#039;t worry, if you only want to obtain a Glitch PokÃ©mon/Move/Item, you&#039;ll be fine with only Seedot and Plusle.<br />There are no &quot;better&quot; corruption initiators, the explanations about them aren&#039;t that clear nor that organized.<br />


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: pMD
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for the info!<br /><br />I have sent you my save file. You can do some tests in order to confirm that the method you described above works.<br /><br />I&#039;ll try to test as soon as I can. Feel free to put any pokemon in the save file, as I have removed most of them.


subject: Re: Assign a sprite to a MissingNÂ°. in G/S/C
poster_name: Halfshadow
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  In alternative there is a way to add an asm for load a sprite by offset into a script instead of the pokÃ©pic command? Will be however fine.


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Your Glitch PokÃ©mon was Glitch PokÃ©mon 0x05B8.<br />The issue was related to its level up. (the game freezes at one point of the levelling)<br />I tried to give it a Rare Candy at different levels, but the game still froze, so I don&#039;t really know the cause behind that freeze.<br /><br />It has a short name (6 characters), and no specific thing.<br /><br />And I confirm that transforming it into a Bad Egg allows you to remove it from Day Care as the game can&#039;t level up Bad Eggs.<br /><br />I made a save of your game without the Glitch PokÃ©mon in Day Care, along with few things (Invisible Bad Egg for pomeg glitches, cloning glitch PokÃ©mon, Emerald in-game traded PokÃ©mon, some PC Items)<br />I don&#039;t really know if that was what you wanted since you erased most of your PC/Bag contents on the save you gave me (I saw remains of PC PokÃ©mon from a save editor), but here it is : http://www.petit-fichier.fr/2016/04/12/leafgreen-pmd/leafgreen-pmd.sav


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: pMD
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for the help!<br /><br />I modified the save file in a way that some Pokemon/info couldn&#039;t be spoiled, that&#039;s why most of the pokemon were erased. Removing the glitch Pokemon from the daycare was all I wanted.<br /><br />Did you remove the invisible bad eggs using the pomeg glitch?


subject: Re: [Question]: Decamark Glitch causes Leaf Green to freeze
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I could have changed the Glitch PokÃ©mon into a Bad Egg then remove it using a cloning Glitch PokÃ©mon (the one I left in your PC), but I removed the Glitch PokÃ©mon manually.<br />I added the Invisible Bad Egg (for easier Pomeg Glitch setup) after that.


subject: Re: Posting really slow?
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That&#039;s happened to me too, it takes awhile for a post to go through. Regardless of the post size, thread, forum, etc.


subject: Re: tfw i get banned from another forum
poster_name: SCared_Fir3
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Didn&#039;t we have a forum game called &quot;Quote the person above you&quot; or something to that extent? Just sayin lol.


subject: Re: Assign a sprite to a MissingNÂ°. in G/S/C
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: MissingNoGuy55
icon: xx
body:
  Okay, I have figured out a way to actually get this to work when placing PokÃ©mon sprite data in place of 252.<br /><br />The sprite data is used in conjunction with other functions by a constant called NUM_POKEMON defined in pokemon_constants.asm. Adding a new Pokemon here can only be done via the same way the Egg was added, otherwise WRAM0 will overflow.<br /><br />Now, the sprite data is actually loaded into memory by a check in wildmons.asm on whether something is an actual species or not, and it uses NUM_POKEMON + 1 (+1 being an Egg of course), so if you put + 2 instead, it will interpret 252 as an actual Pokemon if you defined all its proper data, including sprites. Eggs won&#039;t be affected, of course. The function in question on where to change this is ValidateTempWildMonSpecies.<br /><br />Cries will not work, however. This can be changed in cry.asm under a similar function, called GetCryIndex.<br /><br />Hope this helps, it took me three days to figure this out on my own. Couldn&#039;t have done it without Photon-Phoenix&#039;s help.


subject: Re: Assign a sprite to a MissingNÂ°. in G/S/C
poster_name: Halfshadow
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t use assembly, but usaully the hex editor. Please can you tell me where is the offset of the pokÃ©mon number and after where is the pointer for the sprites? I have to add 2 pokÃ©mon sprites, 2 fossils from R/G/B/Y. Can you help me please? :)


subject: Re: Assign a sprite to a MissingNÂ°. in G/S/C
poster_name: Missingnoguy55
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Halfshadow link=topic=7480.msg200219#msg200219 date=1460532641]<br />I don&#039;t use assembly, but usaully the hex editor. Please can you tell me where is the offset of the pokÃ©mon number and after where is the pointer for the sprites? I have to add 2 pokÃ©mon sprites, 2 fossils from R/G/B/Y. Can you help me please? :)<br />[/quote]The pointers to the pics are around 48000-485DF if I recall correctly. I&#039;m not sure about the others, but [url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Gold:ROM_map]this[/url] might prove useful to you if you haven&#039;t utilized it already.


subject: Re: Assign a sprite to a MissingNÂ°. in G/S/C
poster_name: Halfshadow
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ok, and the way to add 2 more pokÃ©mons like you have sayied? I can&#039;t find it into the Crystal repository, but I think maybe will be something like FF01 (251 + 1 for the egg) only I don&#039;t know where is the right offset in the rom to edit it with the hexing. Can you tell me where is please?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Made a few random codes that i havent seen on this thread.<br /><br />Cloning via daycare:<br />8F<br />Any<br />X Accuracy x72<br />Carbos x218<br />Max Revive x01<br />TM01 x(any)<br /><br />Put the pokÃ©mon to clone in the daycare, take it back out. And run the 8F code. The pokÃ©mon is now in the daycare again, ready to be taken out.<br />[code]<br />$D322 &lt;- 2E 72 || ld l, 72<br />$D324 &lt;- 26 DA || ld h, DA<br />$D326 &lt;- 36 01 || ld (hl), 01<br />$D328 &lt;- C9&nbsp; &nbsp; || ret<br />[/code]<br /><br />ATT, DEF, SPD and SPEC IV&#039;s 10:<br />8F<br />Any<br />X Accuracy x135(134) &lt;--- first 135, then 134.<br />Carbos x209<br />Max Revive x170<br />TM01 x(any)<br /><br />This seems a bit random, but this IV spread makes it shiny in gen2 games. Not verry usefull atm unless you still play the cartridges. But if they release them on VC... :D <br />[code]<br />$D322 &lt;- 2E 87(86) || ld l, 87(86)<br />$D324 &lt;- 26 D1&nbsp; &nbsp;  || ld h, D1<br />$D326 &lt;- 36 AA&nbsp; &nbsp;  || ld (hl), AA<br />$D328 &lt;- C9&nbsp; &nbsp; &nbsp; &nbsp; || ret<br />[/code]<br /><br />Turn Badges on/off<br />- 8F<br />- Any<br />- X Accuracy x86<br />- Carbos x211<br />- Max Revive x(XX) &lt;- binary switches<br />- TM01 x(any)<br /><br />Pretty straight forward. Just pick the badges you want (or don&#039;t want) and convert the byte to decimal to determine the Max Revive quantity.<br /><br />Binary switches:<br />00000001 = boulder badge<br />00000010 = cascade badge<br />00000100 = thunder badge<br />00001000 = rainbow badge<br />00010000 = soul badge<br />00100000 = marsh badge<br />01000000 = volcano badge<br />10000000 = earth badge<br />[code]<br />$D322 &lt;- 2E 56 || ld l, 56<br />$D324 &lt;- 26 D3 || ld h, D3<br />$D326 &lt;- 36 xx || ld (hl), xx <br />$D328 &lt;- C9&nbsp; &nbsp; || ret<br />[/code]


subject: A new rom Hack I'm making
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Spoink
icon: xx
body:
  I have a basic to do list:<br /><br />This is a rom that will have all of the PokÃ©mon from both games, based off of PokÃ©mon Red. Here are the major features.<br /><br />To do list:<br /><br />âœ—=need help<br />âœ“=can do<br /><br />- A good name âœ—<br />- New starters âœ— (tried, failed)<br />- New logo âœ“<br />- New graphics âœ“<br />- Learn multiple moves per level âœ— (somewhere here: [url=https://github.com/pret/pokered/blob/6057f285ad1a930315d1a45fa3d1aa08efe6801d/engine/learn_move.asm]https://github.com/pret/pokered/blob/6057f285ad1a930315d1a45fa3d1aa08efe6801d/engine/learn_move.asm[/url], but I don&#039;t know which one<br />- Rearranged maps âœ— (can somebody provide a working map program? PokÃ©map seems to be broken)<br />- New palletes âœ“<br />- New text âœ— (again, need a program. Also, anybody know what happened to ZZAZZ&#039;s RBText? I can&#039;t find the video or the program anymore, but it looks like a good option. PokÃ©text is terrible.)<br />- New mart items âœ“<br /><br />For bigger changes, send patches. For smaller ones (&lt;100 bytes), tell me what to modify


subject: Re: Count to one million
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This link contains the very meaningful content that this thread will generate over the timespan from now until it gets locked.<br /><br />http://ge.tt/78me1gZ2


subject: Re: tfw i get banned from another forum
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Carl Miller link=topic=7470.msg200225#msg200225 date=1460615669]<br />I miss all the forum games :(<br />[/quote]<br /><br />You can revive ones by posting meaningful content, as far as I&#039;m concerned. Meaningful meaning you actually have to play the game and not just post &#039;bump&#039; or whatever.


subject: Re: What the Berry glitch is and how it was fixed
poster_name: xparasite9
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=7192.msg197610#msg197610 date=1423487393]<br />[quote author=Wack0 link=topic=7192.msg197609#msg197609 date=1423481706]<br />BTW, you mentioned an &quot;in-game clock adjustment function&quot;, but I don&#039;t think I&#039;ve heard of that. I assume it&#039;s an e-Reader card because you said it&#039;s to do with Mystery Events?[/quote]<br />Thereâ€™s an unreleased Mystery Event that causes the message â€œThe in-game clock adjustment function is now useable.â€ to be displayed. After itâ€™s activated, pressing Left + Select + B on the title screen will open a screen which asks â€œReset RTC?â€ and then invites you to â€œPlease reset the timeâ€ with options to adjust the day number, hours, minutes, and seconds. For obvious reasons, it was never actually released in the form of an e-Reader card, but one could be made. From my limited experimentation, I think it only adjusts the save file timestamp rather than the RTC itself.<br />[/quote]<br />It would be greatly useful if someone could make these cards.


subject: Re: What the Berry glitch is and how it was fixed
poster_name: Halfshadow
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I used the tool via GBA flash cart and set the time in an old cartidge of Ruby, stopped since 3-4 years and I&#039;ve set the time to 2016, today, after the replacement of the battery. Is ok or the berries will not growth however?


subject: Re: The Member's Guide to Topiclessness
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So the other day I was on Discord, and I saw an intro message pop up from someone named &quot;SCF3&quot;.<br />I was like &quot;huh, this looks familiar, I wonder who this person is on Twitter&quot; and looked up who SCF3 was on Twitter and sent them a brief message asking them if they had an account on GCL.<br /><br />They did. Basically, I accidentally found Scared_Fir3 on Twitter. I didn&#039;t even know she played competitive Smash Bros/streamed on Twitch! It was cool.


subject: Aren't carts great?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve got a dying Silver cart. It screws up the intro (All intro sprites are the same square with lines inside), items morph, pokemon tend to become Lv 129 Squirtles that know 4x Splash randomly, and when any pokemon goes over Lv 87, all its stats are set to 0. (0/0 hp, 0 atk, etc.) This is driving me FUCKING INSANE. Halp?


subject: Re: Aren't carts great?
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Spoink link=topic=7482.msg200239#msg200239 date=1460910048]<br />you should dump it, it sounds very interesting<br />[/quote]<br /><br />i&#039;m still interested in dumping my dead red cart that doesn&#039;t display textboxes right (gets the text from an incorrect ptr i think).


subject: Re: Brn/Psn/Par donâ€™t affect catch rate in GSC
poster_name: Bent`
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Halfshadow link=topic=6448.msg200194#msg200194 date=1460382695]<br />Sorry if I up but i Think is important.<br /><br />Are you sure IImarkus that the code is correct? If I change the asm instructions with your, decrease the catch rate of the pokÃ©mon in full health. Rattata and other pokÃ©mons of the Route 1 become almost impossible to catch with a MEGA BALL in full heal, a PIDGEY have lost all it&#039;s PP &#039;cause the balls haven&#039;t catched it.<br />[/quote]<br /><br />It works fine when I try it (Ultra Ball catches level 2â€“3 PokÃ©mon easily in 1â€“3 tries, whether paralyzed or not). Iâ€™m guessing you made some sort of mistake when modifying the code.


subject: Re: The Member's Guide to Topiclessness
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=3088.msg200236#msg200236 date=1460880122]<br />So the other day I was on Discord, and I saw an intro message pop up from someone named &quot;SCF3&quot;.<br />I was like &quot;huh, this looks familiar, I wonder who this person is on Twitter&quot; and looked up who SCF3 was on Twitter and sent them a brief message asking them if they had an account on GCL.<br /><br />They did. Basically, I accidentally found Scared_Fir3 on Twitter. I didn&#039;t even know she played competitive Smash Bros/streamed on Twitch! It was cool.<br />[/quote]<br />who she main?


subject: Re: Aren't carts great?
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It doesn&#039;t sound like a bad connection with the pins, at that point it&#039;s pretty much unfixable/not worth trying to fix. <br /><br />


subject: Re: Brn/Psn/Par donâ€™t affect catch rate in GSC
poster_name: Halfshadow
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Halfshadow
icon: xx
body:
  Have you tried also with the MEGA (GREAT) BALL? I&#039;ve tried with it before and after the fix and was different.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: realsamusaran
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I feel silly asking this, but just to clarify, it doesn&#039;t matter what you end your code with as long as it has a hex value of C9?<br /><br />So every code can be ended with TM01 or any item x201?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: realsamusaran
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=realsamusaran link=topic=6638.msg200254#msg200254 date=1461362733]<br />I feel silly asking this, but just to clarify, it doesn&#039;t matter what you end your code with as long as it has a hex value of C9?<br /><br />So every code can be ended with TM01 or any item x201?<br />[/quote]<br />hm. I tried this, but the codes worked slightly different from how they worked before.<br /><br />The item duplication code turned my 1 Nugget into 0 (256), and the code to change the item into a different item went -1 instead of +1.<br /><br />The only thing I changed was swapping the Revive x201 or Full Heal x201 with a TM01. I was very careful, double-checking my bootstrap and the items in the code. I&#039;m not sure what I must have done wrong. Is the Revive read as part of the code before the x201 tells it to end? I guess that was more what I meant to ask.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes, the Revive or Full Heal are both part of the code.<br /><br />The duplication code basicly decreases the ammount of the second item by 2. So having 1 item - 2 rolls to 255. By replacing the <br />Revive with TM01 the code only does -1. Turning the second item to 00. (but you can still drop them so its not that big a deal)<br /><br />Not sure what happens with the code to chance the second item tho. If you simply replaced Full Heal x201 with TM01 that code does nothing. If you replaced the Full Heal x201 with Revive x201 however it goes -1.<br /><br />Either ways, if you don&#039;t want to use 201 item quantity, you could do Revive/Full Heal x04 followed by TM01


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6868.msg199627#msg199627 date=1453217901]<br />So I&#039;ve been doing some research recently into possible getting code exec (and not needing TAS or a crafted save file).<br /><br />Luckily for us, forums like pokecommunity have basically reversed gen 3 to pieces trying to do more with ROM hacking. So we can search their site for interesting things.<br /><br />Moves use *two* seperate VM bytecodes. One for animation and one for move effects.<br /><br />The move effects one is essentially useless, it grabs a byte as an index into an array, and so we have not that many invalid entries.<br /><br />However the move animations.. It grabs a pointer from an array, using the move identifier as an index.<br /><br />This array of pointers starts at 0x2C8D6C in English Emerald.<br /><br />I coded some quick dumper to get any interesting info about all attacks, and plenty of attacks have animation pointers in RAM somewhere.<br /><br />So, assuming we can find a way to write stuff there, how do we escape from the interpreter of this VM bytecode?<br /><br />Easy.<br /><br />[url=http://www.pokecommunity.com/showthread.php?t=354621]This thread on Pokecommunity[/url] details the bytecode opcodes for the animation VM.<br /><br />Notice that opcode 03 calls a native function.<br /><br />Opcode 08 ends the animation, so in theory, if we can write 03 xx xx xx xx FF 00 08 at a certain place in RAM (where xx xx xx xx is a little endian pointer to our final payload, and this assumes that 0xFF is highest priority, it might not be), and use a certain glitch move, then we&#039;d get code exec.<br /><br />[url=http://pastebin.com/vwqm16kc]Here&#039;s a list of moves in English Emerald with interesting animation pointers.[/url]<br />[/quote]<br /><br />In case anybody hasn&#039;t seen, TheZZAZZGlitch finally PoC&#039;d this method of code exec! https://www.youtube.com/watch?v=1pb-6hMDQBs


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: PokeBec
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I tried to replicate it on cartridge but it does not seem possible to get the amount of items needed in the PC.<br /><br />Anyone figured it out?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: realsamusaran
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes, that must have been what I did for the code to change the item&#039;s index. Oopsies. I should pay more attention.<br /><br />So then if I understand you correctly, the relevant item x 04 followed by TM01 x any would be suitable for any code requiring x 201 of the item at the end?


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, it&#039;s not that simple. The quantity of the &#039;relevant item&#039; will be read as code. Skeef gave you the example of a quantity of x04, which is a very good example since 04 matches the opcode &#039;inc b&#039;. Since you finished your code already and won&#039;t use b anymore (or never did), then it won&#039;t cause any harm.<br /><br />However, your codes might be more complex than just a one-shot instruction. If you write a function which will, for example, increase something everytime the code is activated, and that function uses the value of b for some reason, it will mess up your code, so you have to find another quantity for your final item - one that matches an opcode that cannot mess with your code.


subject: Increment a byte in RAM: Crash (PokÃ©mon Blue)
poster_name: NunoLava1998
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I found that, in RAM at FF80 (PokÃ©mon Blue), incrementing the first byte by 1 will crash the game. But, if you increment the first 3 bytes, some stuff dissapears.<br /><br /><br /><br />That&#039;s how sensitive PokÃ©mon Blue is. Yep.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Exactly. My 8F bootstrap code has 6 pokÃ©mon tho, so the first thing it does is ld b xx. Meaning b always resets when i use 8F.<br /><br />I made a small adjustmen to pigdevil2010&#039;s bootstrap to better fit my needs:<br />Any &lt;--- woot!<br />Pidgey - 233 hp remaining<br />Parasect<br />Onix<br />Tentacool<br />Arbok<br /><br />I can go out with my bootstrap and not mess up the opcodes when i catch a pokÃ©mon :D


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Step 1. Do the Mew glitch with 195 special to catch h POKÃ©<br />Step 2. Catch Onix<br />Step 3. Do the Remaining HP glitch with HP of 211 to get M p&#039;u<br />Step 4. Faint them all<br />Step 5. Put them in this order: h POKÃ©, Onix, M p&#039;u<br />Step 6. Now you have three free slots with the same effect as 5!<br /><br />Yes, this requires glitches, but 8F is a glitch too.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Skeef link=topic=6638.msg200266#msg200266 date=1461607140]<br />Why do you need to faint them? O.o<br />[/quote]<br /><br />so you can use any pokemon you want


subject: Re: Increment a byte in RAM: Crash (PokÃ©mon Blue)
poster_name: NunoLava1998
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Also, at FF80, if you change the 9th byte to FF, the game will crash. For some reason, FE and below doesn&#039;t crash the game. But FF just crashes the game for no reason.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Skeef link=topic=6638.msg200264#msg200264 date=1461520515]<br />Exactly. My 8F bootstrap code has 6 pokÃ©mon tho, so the first thing it does is ld b xx. Meaning b always resets when i use 8F.<br /><br />I made a small adjustmen to pigdevil2010&#039;s bootstrap to better fit my needs:<br />Any &lt;--- woot!<br />Pidgey - 233 hp remaining<br />Parasect<br />Onix<br />Tentacool<br />Arbok<br /><br />I can go out with my bootstrap and not mess up the opcodes when i catch a pokÃ©mon :D<br />[/quote]<br />I remeber posting this one a while ago on PRAMA&#039;s forums... However, you just made me realize I never added it to the wiki page ! Let&#039;s do this.<br />It won&#039;t show up right away tho, as it needs the approval of someone like Torchickens. My edits have to be approved by an &quot;authorized user&quot;.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I also tried putting pidgey on the 4th place. To see if i could use a pokÃ©mon thats not version exlusive instead of Arbok. But apparantly relative jumps can only jump for 128 bytes, making the 4th pokÃ©mon out of range&nbsp; :(.<br /><br />Also, the change to the wsm bootstrap is still not visible either. It still says Nidoqueen instead of Nidoran (female).


subject: Re: Increment a byte in RAM: Crash (PokÃ©mon Blue)
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=NunoLava1998 link=topic=7489.msg200268#msg200268 date=1461668460]<br />Also, at FF80, if you change the 9th byte to FF, the game will crash. For some reason, FE and below doesn&#039;t crash the game. But FF just crashes the game for no reason.<br />[/quote]<br />0xFF actually calls ROM address $0038, which is an 0xFF opcode. You can see why it crashes.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Arbok is not version-exclusive. It can be caught easily using the Ditto Glitch (the bottommost Trainer in Route 14 does), check [url=http://puu.sh/257S]this[/url] out.<br />Cooltrainer may also help (I did make this setup on a Red cartridge, but without ever encountering an Abo or Arbok :P)


subject: Re: Increment a byte in RAM: Crash (PokÃ©mon Blue)
poster_name: NunoLava1998
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  And in 0040, if you replace the first byte with FF the game crashes. <br /><br />And it didn&#039;t say &quot;Unknown opcode FF at 0038&quot;, it just went to that line type of crash.<br />


subject: Re: Increment a byte in RAM: Crash (PokÃ©mon Blue)
poster_name: Ketsuban
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Because opcode ff is known â€” it&#039;s rst $38. And what&#039;s at 0038? Always ff. So the stack floods with an unending deluge of 39.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Implying you can actually perform the Ditto Trick or Cooltrainer Trick, which might not be the case.<br /><br />Of course, you can still rely on Old Man/GC RAM Manipulation to get a MissingNo., but it&#039;s true that having a setup with no version-exclusive or glitch PokÃ©mon is an improvement.


subject: Re: Increment a byte in RAM: Crash (PokÃ©mon Blue)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Literally unending. (Hopefully the values written to ROM don&#039;t enable SRAM edition, otherwise... meh)<br /><br />(Fake) hysterical time : Why didn&#039;t they just put a simple ret there ? Aw yeah, I forgot how many glitches exist in Gen I games thanks to wonderful programming. They should get a special award for these. I love these games : &quot;Sup guyz, for the first three champions the data structure {beaten, TM got} is this one&quot; &quot;But I want this completely different one now !&quot; &quot;Okay, but I&#039;m too lazy to change back the previous.&quot;


subject: Re: Increment a byte in RAM: Crash (PokÃ©mon Blue)
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7489.msg200276#msg200276 date=1461795984]<br />(Fake) hysterical time : Why didn&#039;t they just put a simple ret there ?<br />[/quote]<br /><br />probably they had a breakpoint set there when debugging.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: realsamusaran
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Has anyone thought about making a comprehensive list of codes in a single post? My memory is not great and I&#039;ve got a bit of a learning disability so I&#039;m having trouble doing this on my own without writing down specific instructions others already made. It&#039;s a bit time-consuming to comb through 25 pages too.<br /><br />Maybe a separate list for each one, like a ws m list and an 8F list, etc.<br /><br />I might as well ask if anyone wants to be generous, has anyone made codes for changing Trainer ID numbers or names? both for the player character and for PokÃ©mon. I want to change my ID number to 01996 in the English PokÃ©mon Yellow with ws m, for when I transfer my PokÃ©mon to Gen 7 from the virtual console.<br /><br />Changing an owned PokÃ©mon&#039;s catch rate would also be useful, if they give Gen 1 PokÃ©mon held items based on that like they did in Gen 2. And being able to overwrite moves 2-4 without going into battle to swap with move 1 would be a time-saver. And I might want to change my Trainer&#039;s name too possibly, to RED or Red.<br /><br />If anyone can help it would be very much appreciated, though only if you have the time and want to do it.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Krys3000
icon: xx
body:
  If you want to change something in your game, just use [url=http://forums.glitchcity.info/index.php/topic,7428.msg199720.html#msg199720]the general single-address change code[/url]. You don&#039;t need to remember anything since you have all the addresses you need in either the [url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map]RAM Map[/url] or [url=https://github.com/pret/pokered/blob/941d2b9eb8a59b42ea71a08b34b25c06477cf36d/wram.asm]the Disassembly[/url].<br /><br />If you don&#039;t get how to use this, ask for details&nbsp; ;)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Or use these instead.<br /><br />Change id nr to 01996 on yellow(2 codes):<br />wsm<br />Any<br />X Accuracy	x89<br />Carbos		x211<br />Max Revive	x204<br />TM01		x(any)<br />-<br />wsm<br />Any<br />X Accuracy	x88<br />Carbos		x211<br />Max Revive	x07<br />TM01		x(any)<br /><br />Note: Remember this does not change the ID of any pokÃ©mon already owned.<br />---<br /><br />Changing moves of the fist pokÃ©mon in party on yellow:<br />wsm<br />Any<br />X Accuracy x 117/116/115 (move 4, 3 and 2 respecively)<br />Carbos x 209<br />Max Revive x Index nr of wanted move<br />TM01 x(any)<br /><br />Note: The pokÃ©mon may need to have a move in the respective slot before it can be overwritten.<br />---<br /><br />Change trainer name to the first pokÃ©mon&#039;s nickname on yellow:<br />wsm<br />Any<br />TM50		x180<br />TM10		x64<br />TM34		x87<br />TM09		x46<br />Carbos		x52<br />X Accuracy	x34<br />Full Heal	x201<br /><br />Note1: Change the nickname of pokÃ©mon 1 to RED (or red) and press 8F exaclty 4 times.(or lenght of the pokÃ©mons nickname +1)<br />Note2: This is TheZZAZZGlitch&#039;s code from red adapted for yellow. Credit to him.<br /><br />I didn&#039;t do a code to change catch rate cuz i don&#039;t know if its a good idea to change that and send them to another generation. Also, if you need the codes for red/blue. For theID nr and changing move 2,3,4. All you need to do is +1 to X Accuracy. The code for changing the players name in red/blue is in the first post.<br /><br />I tested all these codes on yellow. (on a real cartridge to!) My name on yellow is now RED &lt;-- :P


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: realsamusaran
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  @Skeef: thanks a bunch! As far as catch rate goes I was only planning on changing them for PokÃ©mon evolutions who aren&#039;t legitimately available to be caught, such as Alakazam or Gengar, since a legal Gengar would have the catch rate of Haunter or Gastly because catch rate stays the same after evolving a PokÃ©mon you own.<br /><br />I was also considering changing catch rates for PokÃ©mon whose values changed from Red/Blue to Yellow, such as Kadabra or Dragonair. The starter Pikachu also has a unique catch rate when you receive it that no other Pikachu has, even when forcing an encounter with a wild one in Yellow. I messed up my PC box data somehow and lost my starter Pikachu actually...<br /><br />@Krys3000: I looked at those and I&#039;m having trouble understanding them right now but I&#039;ll try figuring something out on my own and when I&#039;ve got something I&#039;ll come here to ask if I&#039;ve got it right (I don&#039;t wanna mess up my save trying it out on my own).


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hmm, as far as messing up save data goes... If you are playing virtual console, wouln&#039;t backing up your SD card also back up the pokÃ©mon save?


subject: Re: Aren't carts great?
poster_name: kaikun97
poster_ip: ***.***.***.***
modified_name: kaikun97
icon: xx
body:
  [quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=7482.msg200252#msg200252 date=1461287507]<br />It doesn&#039;t sound like a bad connection with the pins, at that point it&#039;s pretty much unfixable/not worth trying to fix.<br />[/quote]<br /><br />I would say this could be happening to the carts<br />[url=https://en.wikipedia.org/wiki/Data_degradation]https://en.wikipedia.org/wiki/Data_degradation[/url]<br /><br />But Mask ROM has a really long life which is usually the type of ROM chip the game on GB and GBC cartridges are stored on.<br /><br />Although saying that, there are other points of failure on a cartridge board anyway.<br /><br />[quote author=Yeniaul link=topic=7482.msg200237#msg200237 date=1460908866]<br />I&#039;ve got a dying Silver cart. It screws up the intro (All intro sprites are the same square with lines inside), items morph, pokemon tend to become Lv 129 Squirtles that know 4x Splash randomly, and when any pokemon goes over Lv 87, all its stats are set to 0. (0/0 hp, 0 atk, etc.) This is driving me FUCKING INSANE. Halp?<br />[/quote]<br />[quote author=Wack0 link=topic=7482.msg200240#msg200240 date=1460922304]<br />[quote author=Spoink link=topic=7482.msg200239#msg200239 date=1460910048]<br />you should dump it, it sounds very interesting<br />[/quote]<br /><br />i&#039;m still interested in dumping my dead red cart that doesn&#039;t display textboxes right (gets the text from an incorrect ptr i think).<br />[/quote]<br />Relating to this, I once had a 38 games in 1 GBC game multicart and it had a badly dumped version of Pokemon Yellow on it that when you saved by changing boxes on the PC, all the boxes would then be filled up with glitched up pokemon. Pokemon Blue and Red were also on the cartridge but they did not have that issue (Neither did the other 35 games on the cartridge, which weren&#039;t repeats, rare for a multicart&nbsp; :P )


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=6638.msg200275#msg200275 date=1461754610]<br />Of course, you can still rely on Old Man/GC RAM Manipulation to get a MissingNo., but it&#039;s true that having a setup with no version-exclusive or glitch PokÃ©mon is an improvement.<br />[/quote]<br />Took me a while to figure this out, but oh well. Still worth posting, I guess.<br />Well, if your first PokÃ©mon&#039;s Special Stat is in the following list, you can use Hitmonchan instead of Arbok.<br />That will make the game read the lower byte of the first PokÃ©mon&#039;s Special Stat, and all of these were selected to be harmless, 1-byte instructions.<br />0, 3, 4, 5, 7, 10, 11, 12, 13, 15, 19, 20, 21, 23, 26, 27, 28, 29, 31, 39, 47, 56, 60, 61, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 118, 120, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143, 144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159, 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 172, 173, 174, 175, 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191, 192, 193, 194, 195, <br />(Note : if the stat is higher than 255, subtract 256 and look up the value in this list.<br /><br />If the stat is in the list and is less than 256, then Hitmonlee will work too.<br /><br />Under certain circumstances (depending on the Speed Stat, actually), Mr. Mime will also work, but it is more complicated.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  Hey guys, a heads up about test ROMs.<br />[code]<br />If not(you know about them) Then<br />&nbsp; Goto http://gbdev.gg8.se/wiki/articles/Test_ROMs<br />End<br />Keep reading<br />[/code]<br /><br />Using totally legit means, we (a friend and I) ran these Test ROMs using the 3DS virtual Console, and the results are... unexpected. I don&#039;t know how to interpret these results yet, I&#039;m waiting for him to run more detailed tests, but he seems to be AFK for a month now.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7436.msg200286#msg200286 date=1462450882]<br />Goto [url=http://gbdev.gg8.se/wiki/articles/Test_ROMs;]http://gbdev.gg8.se/wiki/articles/Test_ROMs;[/url]<br />[/quote]<br /><br />The semicolon in the URL breaks the link ;)<br /><br />Here&#039;s the correct URL: http://gbdev.gg8.se/wiki/articles/Test_ROMs


subject: Re: The Member's Guide to Topiclessness
poster_name: Meganium Man
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey dudes and dudettes, it&#039;s me, Bert.<br /><br />So after some bullshit involving me losing my Internet at the end of October and getting it back in March, I&#039;ve come to discover I have no clue what my password is!<br /><br />I was wondering if someone could reset my password for me? If so, thanks!<br /><br />My email is weirdcapedguy@aol.com, so contact me through that if necessary.<br /><br />Thanks again.<br />


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Kraust
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7436.msg200286#msg200286 date=1462450882]<br />Hey guys, a heads up about test ROMs.<br />If not(you know about them) Then<br />&nbsp; Goto http://gbdev.gg8.se/wiki/articles/Test_ROMs;<br />End<br />Keep reading;<br /><br />Using totally legit means, we (a friend and I) ran these Test ROMs using the 3DS virtual Console, and the results are... unexpected. I don&#039;t know how to interpret these results yet, I&#039;m waiting for him to run more detailed tests, but he seems to be AFK for a month now.<br />[/quote]<br /><br />Ewww gotos are icky.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SatoMew link=topic=7436.msg200287#msg200287 date=1462455906]<br />[quote author=ISSOtm link=topic=7436.msg200286#msg200286 date=1462450882]<br />Goto [url=http://gbdev.gg8.se/wiki/articles/Test_ROMs;]http://gbdev.gg8.se/wiki/articles/Test_ROMs;[/url]<br />[/quote]<br /><br />The semicolon in the URL breaks the link ;)<br /><br />Here&#039;s the correct URL: http://gbdev.gg8.se/wiki/articles/Test_ROMs<br />[/quote]<br />Just edited it :3 (thanks)


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=PokeBec link=topic=6868.msg200259#msg200259 date=1461499787]<br />I tried to replicate it on cartridge but it does not seem possible to get the amount of items needed in the PC.<br /><br />Anyone figured it out?<br />[/quote]<br /><br />It is possible to give a PC Item any quantity you would like (0x0000 to 0xFFFF).<br /><br /><br />Here is a rough explanation : <br />-If the target quantity is between 0x0001-0x4001 :<br />Duplicate the Item, then toss the exceeding amount (start by tossing multiples of 1.000 to make things easier)<br />0x0001 -&gt; 0x4001 -&gt; target quantity<br />You can also clone a PokÃ©mon holding the Item for small quantities.<br /> <br />-If the target quantity is between 0x4002-0x7FFF :<br />Duplicate the Item, toss 2 exemplaries, then duplicate the item again.<br />0x0001 -&gt; 0x4001 -&gt; 0x3FFF -&gt; 0x7FFF -&gt; target quantity<br /> <br />-If the target quantity is 0x0000 or between 0x8000 - 0xFFFF :<br />Duplicate the Item, toss 1 exemplary of your desired Item.<br />Duplicate the Item again. (This time, to decrease its quantity by 0x4000, ending up at 0x0000).<br />Toss 1 exemplary of your item. (Its quantity underflows to 0xFFFF)<br /> Toss the exceeding amount.<br />0x0001 -&gt; 0x4001 -&gt; 0x4000 -&gt; 0x0000 -&gt; 0xFFFF -&gt; target quantity<br /><br /><br />I made up a procedure to obtain, duplicate, and place Items in PC for potential uses of ACE in cartridge.<br />http://pastebin.com/yHBhvbLh<br /><br />It is quite long, and I don&#039;t have any image/video to go with for now, but I tried as much as possible to make each part understandable.<br />As Glitch Items have the same displayed name (??????????) and as Glitch Quantities aren&#039;t accurately displayed (only the last two digits), I had to make specific steps to minimize as much as possible the risk of doing a mistake (obtaining the wrong Glitch Item, placing a Glitch Item at a wrong slot, obtaining the incorrect quantity).<br /><br />Thus, the procedure ends up being quite long in order to be easily doable on console.<br /><br />I tried to provide a procedure that is already good to go, but I&#039;m not protected from a small mistake as I nearly wrote it in one go. So please, tell me if there are incomprehensible/strange parts.<br /><br /><br />If you want to directly try certain things, here is a save with an Instant Pomeg Glitch PokÃ©mon and PC Items already placed :<br />http://www.petit-fichier.fr/2016/05/06/emerald-ifg-for-ace/<br />Like this, you can perform Instant Pomeg Glitch and duplicate Guard Spec and Dire Hit (the first duplication in my paste, required for other duplications).<br /><br /><br />If I obtain more information about the ways to perform ACE on Gen 3 and about the kind of commands that could be executed (and the required Item/Quantities that go with it), I&#039;ll provide saves with more content.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  For the last few weeks I didn&#039;t have enough free time to elaborate on the idea of fully controllable ACE method in Gen III. Now that I found a little bit more time, I can offer all the help I can give. Here&#039;s everything I know about the subject.<br /><br />So, in case some people haven&#039;t noticed yet, a few weeks ago [url=https://www.youtube.com/watch?v=1pb-6hMDQBs]I uploaded a simple proof of concept video to show that ACE with glitch move animations is in fact possible[/url]. [url=http://forums.glitchcity.info/index.php/topic,6868.msg199627.html#msg199627]This post[/url] was the inspiration for all of my actions (also I would probably miss it if Metarkrai didn&#039;t tell me to take a look at it).<br /><br />I decided to dump all the move animation pointers and see if there are any jumps to easily controllable RAM addresses - preferably PC items at around 0x02025F00 (affected by DMA, but fully controllable and unencrypted, and the DMA unpredictability can be at least partially circumvented by either predicting DMA state by scrolling past the sixth slot, or just with a nice [url=https://en.wikipedia.org/wiki/NOP_slide]NOP sled[/url]). The full list of animation pointers for all glitch moves can be found [url=http://zzazz.ml/zzazz/AnimationPointers.txt]here[/url]. I thought there obviously needs to be a glitch move that works. Addressing on-board RAM ignores bits 18-23, which essentially means that addresses in the range (0x02000000 .. 0x02FFFFFF) loop around every 0x40000 bytes. So we only need to get a pointer like 0x02X25F00, 0x02X65F00, 0x02XA5F00 or 0x02XE5F00, and we have 65535 chances to get that.<br /><br />Apparently we&#039;re unlucky, because there&#039;s no pointer like this anywhere.<br />So instead, maybe we can use a pointer to party/PC Pokemon data and use it to make a jump to bag items?<br /><br />Well, it&#039;s possible. Let&#039;s assume there is a glitch move that will execute animation opcodes from somewhere in the PC Pokemon data or party Pokemon data - I didn&#039;t investigate if there is such a move, but it&#039;s a fair assumption, since box data is a huge chunk of RAM. We can insert some animation bytecode there to have the game execute code from PC items. 10 consecutive bytes of Pokemon data would need to be manipulated in order to make the jump to PC items. There is a way to predict DMA positioning by observing the in-battle Pokemon menu after scrolling past the sixth slot, so there would be an easy way to tell if everything&#039;s going to work or not.<br /><br />In my proof of concept video, I decided to go in a different way, because I don&#039;t exactly know how to generate such a &quot;bootstrap Pokemon&quot; without cheating. Instead, I found a glitch move that has its animation pointer in save data, and I manipulated the save file to move PC item data into this exact position in my save.<br /><br />SRAM in GBA memory map is from $E000000 to $EFFFFFF. When addressing SRAM, bits 17-23 are ignored (addresses loop around every 0x10000 bytes). So, unlike on-board RAM, where we only had 64 good pointer ranges, here we have 256 possible working pointer ranges. But wait, there&#039;s more! Since Gen III save files are split into sections, and every section can appear on 7 different addresses depending on how many times the game was saved, we have 7*256 = 1792 possible jump addresses that could work for our purposes! So it&#039;s almost certain that there&#039;s a glitch move that will meet the necessary requirements.<br /><br />I settled for using move 0x27A2, which had its animation pointer at $0E0F14C0. It also had a short name (70 characters) that didn&#039;t cause any corruption, a non-crashing glitch type, and had a completely non-crashing valid effect of hitting myself with 102 power and 100% accuracy. I thought this move was perfect for my needs.<br /><br />Before executing the code, the save file needs to be properly manipulated to have its PC items at address $E0F14C0, which is surprisingly easy and difficult at the same time. Gen III save files are split into 14 sections - each section contains different information about the save data, and is 0x1000 bytes long. There are two saves in total - one of them is primary, and the other functions as a backup. Sections are stored contiguously in SRAM one after another. The first save is at $E000000, the second is at $E00E000. For the exploit to work, we need [b]the first save to contain section 1 at address $E001000[/b]. The equivalent requirement is: [b]the first save has to have section 0 saved first[/b].<br /><br />How difficult is to do that? Sections within a save file are stored in a semi-randomized order. When your save data is written to SRAM for the first time, the game chooses a random number between 0 and 13, and stores the section with that number first. And every time a file is saved again, the sections are rotated by two spaces. Sections are always stored in ascending order (except for the point where the section number loops back to 0). The game alternates between writing to file 1 and file 2 every time the data is saved. We only care about file 1 for our purposes, so let&#039;s ignore it for now. This is how all the sections in a save file look like after saving X number of times:<br /><br />[tt]Starting section number: 4<br />456789ABCD0123 (save #1 and #2)<br />6789ABCD012345 (save #3 and #4)<br />89ABCD01234567 (save #5 and #6)<br />ABCD0123456789 (save #7 and #8)<br />CD0123456789AB (save #9 and #10)<br />[b]0123456789ABCD (save #11 and #12)[/b]<br />23456789ABCD01 (save #13 and #14)<br />456789ABCD0123 (save #15 and #16)<br />(repeat to infinity)[/tt]<br /><br />Every second save is useless to us, since we only care about file 1. In this example, we were able to properly align our save file after saving 11 times. This number may vary depending on the save file&#039;s starting section. If the save file is aligned, saving 14 times will align it again. If the save becomes misaligned, it needs to be aligned again for this ACE setup to work.<br /><br />However, there is a big problem with this method of code execution - it doesn&#039;t work on 50% of save files. Notice that sections only shift by two spaces - so if the save file had an odd-numbered starting section, shifting section 0 to the beginning becomes impossible and the file is permanently misaligned. It would be possible to create a similar method that works on odd-numbered saves. Still, if you try to do a multiple hour long setup on cartridge, only to find out that the save file does not align properly and you have to use a different method... that&#039;s really disappointing. Finding a setup that does not require properly aligned save data should be our priority now.<br /><br />So, what&#039;s my ACE setup and what can we do with it? <br />Here&#039;s the setup I used in my video, along with some example code to warp me to Birch Island:<br /><br />[tt]At $0E0F14C0 (box item 11):<br />&nbsp; ; Launch task at $E0F14D1, priority 0xFF<br />&nbsp; ; Effectively runs code at $E0F14D0 and switches CPU to THUMB mode<br />&nbsp; dcb 0x03<br />&nbsp; dcd 0x0E0F14D1<br />&nbsp; dcb 0xFF, 0x00<br />&nbsp; ; End script<br />&nbsp; dcb 0x08<br />At $0E0F14D0 (box item 15):<br />&nbsp; ; Load 0x3A to R0<br />&nbsp; mov r0, #0x3a<br />&nbsp; ; Shift left by 1 byte (R0 is now 0x3A00)<br />&nbsp; lsl r0, r0, #8<br />&nbsp; ; Add 0x26 to R0 (R0 is now 0x3A26 - that&#039;s Birch Island&#039;s map ID)<br />&nbsp; add r0, #0x26<br />&nbsp; ; Load the RAM address containing Escape Rope exit location to R1<br />&nbsp; ldr r1, [r15+0x4]<br />&nbsp; ; Stores the 32-bit value at R0 to R1, little endian. Essentially:<br />&nbsp; ; $02065A3C = 0x26, $02065A3D = 0x3A, $02065A3E = 0x00, $02065A3F = 0x00<br />&nbsp; str r0, [r1]<br />&nbsp; ; Pops registers R4 through R7 from the stack and returns.<br />&nbsp; ; (R15 is instruction pointer)<br />&nbsp; pop {r4-r7, r15}<br />&nbsp; ; This is where the destination RAM address is loaded from<br />&nbsp; dcd 0x02065A3C<br />As items (starting from item 11):<br />&nbsp; Item $D103 x3860<br />&nbsp; Item $FF0E x2048<br />&nbsp; Any item, any quantity<br />&nbsp; Any item, any quantity<br />&nbsp; Item $203A x512<br />&nbsp; Item $3026 x18689<br />&nbsp; ; (the 3A and 26 in the item IDs above can be replaced to warp to a different map!)<br />&nbsp; Item $6008 x48624<br />&nbsp; Item $3C5A x518[/tt]<br />&nbsp; <br />The code overwrites the RAM address responsible for holding the map ID the player will be transported to after using an Escape Rope. The code should be executed in a cave (so that using Escape Rope is actually possible). After executing the code, Escape Rope should be used to warp to the desired map. The address we&#039;re changing is affected by DMA, so unless the DMA offset is predictable, the code only has a 1/32 chance of working. Writing some code that will account for DMA offset is possible, but would require lots of items and wouldn&#039;t be practical.<br /><br />[quote][b]Quick explanation about some ARM architecture basics, because I&#039;m sure not everyone knows this stuff.[/b]<br /><br />Here are some important things to know for what we&#039;re doing. GBA processor is ARM, so:<br />- ARM sucks at loading 32-bit constants. There is no such thing as a 32-bit version of &quot;ld a,$13&quot;. Since instructions can be at most 32 bits in size, there is no way to load a 32-bit constant to a register in a single instruction. You either have to load it in multiple instructions, or load it indirectly from somewhere else (most commonly by using the LDR instruction, which is similar to Z80&#039;s &quot;ld a,($1234)&quot;).<br />- ARM sucks at absolute jumps. All jumps, whether you want them or not, are relative. There are register jump instructions (bx r0, bx r1, etc.), but you need to load your jump target to a register beforehand (and ARM sucks at loading 32-bit constants). In THUMB mode, the shortest code to jump to an arbitrary address is either 8 or 10 bytes long, depending on where the code is in memory.<br />- ARM instructions are bit-encoded. They don&#039;t have to follow the usual format of [opcode byte][operand byte(s)]. And in most cases, they don&#039;t.<br />- ARM (at least on GBA) has two instruction sets. More info below.<br /><br />GBA processor has two different instruction sets - ARM and THUMB. The CPU ignores the least significant bit of the instruction pointer - this bit is instead used to exchange instruction sets. If during a branch the least significant bit of a jump address is set, the CPU will switch to THUMB instruction set. If it is unset, it will switch to ARM instruction set instead. For example, jumping to address $02021501 will cause the instruction set to switch to THUMB, and execution will resume at address $02021500. However, just jumping to $02021500 will switch the instruction set to ARM (and code will also start executing at $02021500).<br /><br />What are the differences between ARM and THUMB? There are a lot of them - but most importantly for us, ARM instructions are 32 bits long, and THUMB instructions are 16-bit. For executing code within our item box, we&#039;ll want to use THUMB mode, since it has better code density (we&#039;ll be able to pack more code inside our item box). Also, all code in ROM runs in THUMB mode. <br /><br />RISC architecture is gonna change everything.[/quote]<br /><br />So, any other ideas?<br />How about a piece of code that will change any RAM address to any value?<br /><br />[tt]At $0E0F14C0 (box item 11):<br />&nbsp; ; (same stuff as before)<br />At $0E0F14D0 (box item 15):<br />&nbsp; ; Load whatever we want to R0<br />&nbsp; mov r0, #0x[byte to write]<br />&nbsp; ; Load the address we want to write to<br />&nbsp; ldr r1, [r15+0x4]<br />&nbsp; ; Store the value of R0 to byte at R1<br />&nbsp; strb r0, [r1]<br />&nbsp; ; Pops registers R4 through R7 from the stack and returns.<br />&nbsp; ; (R15 is instruction pointer)<br />&nbsp; pop {r4-r7, r15}<br />&nbsp; ; This is where the destination RAM address is loaded from<br />&nbsp; dcd 0x[address, 1st byte][address, 2nd byte][address, 3rd byte][address, 4th byte]<br />As items (starting from item 15):<br />&nbsp; Item $[byte to write]20 x18689<br />&nbsp; Item $7008 x48624<br />&nbsp; Item $[address, 3rd byte][address, 4th byte] x$[address, 1st byte][address, 2nd byte][/tt]<br /><br />This piece of code only requires 3 items (besides the bootstrap animation bytecode), and will write any byte value to any RAM address.<br /><br />Here&#039;s some code that will transfer execution to a subroutine. The primary use for it would be calling the script engine subroutine to execute some script commands, calling the credits subroutine to do an early credits warp, or calling the gift Pokemon subroutine to obtain any Pokemon easily. There is no finished Pokemon Emerald disassembly/decompilation yet, so I don&#039;t know where to look for these functions though.<br /><br />[tt]At $0E0F14C0 (box item 11):<br />&nbsp; ; (same stuff as before)<br />At $0E0F14D0 (box item 15):<br />&nbsp; ; Load R15 (instruction pointer) to R0<br />&nbsp; mov r0, r14<br />&nbsp; ; Offset the instruction pointer to create a return address<br />&nbsp; add r0, #0x7<br />&nbsp; ; Save the return address in the link register R14<br />&nbsp; mov r14, r0<br />&nbsp; ; Load the destination address<br />&nbsp; ldr r0, [r15+0x4]<br />&nbsp; ; Jump to the subroutine<br />&nbsp; bx r0<br />&nbsp; ; Return gracefully<br />&nbsp; pop {r4-r7, r15}<br />&nbsp; ; This is where the destination address is loaded from<br />&nbsp; dcd 0x[address, 1st byte][address, 2nd byte][address, 3rd byte][address, 4th byte]<br />As items (starting from item 15):<br />&nbsp; Item $4678 x$3007<br />&nbsp; Item $4686 x$4801<br />&nbsp; Item $4700 x$BDF0<br />&nbsp; Item $[address, 3rd byte][address, 4th byte] x$[address, 1st byte][address, 2nd byte][/tt]<br /><br />At this point I just decided to just search the ROM for stuff that looks like subroutines (subroutines usually start with a &#039;push {r14}&#039; and its variations) and try to jump to everything I find. I got some cool glitchy effects, but nothing too useful. I will probably mess around with this some more and then upload a video for some laughs.<br /><br />[img]http://i.imgur.com/jPGXKIL.png[/img]<br /><br />Using the &#039;write anything anywhere&#039; code along with the &#039;call any subroutine&#039; code, I can write some code to some place in memory and then execute it without crashing, just like the Gen I days. In my video I used that to play some one-player Pong, because that&#039;s how I roll. <br /><br />Aaand I think that&#039;s it.<br /><br />TL;DR: ACE in Gen III is real. But some work is needed to:<br /> a) create a method that works on all save files, and to <br /> b) find addresses of subroutines necessary to create some useful payloads


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Krisp link=topic=7436.msg199885#msg199885 date=1456951924]<br />Just checking in to confirm everyone else&#039;s frustration with MissingNo. in Yellow, damn that red/green line freeze up! So can anyone confirm a special of 182-184 are the magic numbers? It&#039;s going to take a long time to get a special that high. If anyone has a better solution, please share, because I really need to duplicate these TMs. My Flareon is sad with no fire moves. I don&#039;t care about masterballs or rare candies.<br />[/quote]<br /><br />182-184 are indeed the magic numbers.<br /><br />I hope you find or have found a solution. I have a late reply in case you&#039;re still trying to duplicate your items.<br /><br />If you have access to another Nintendo 3DS with a PokÃ©mon Red or PokÃ©mon Blue, then you can possibly duplicate your items with the &quot;Cooltrainer&quot; glitch if you:<br /><br />1) Catch a Ditto.<br />2) Transform, swap move 1 with move 2 to make it have move 00 as move 1 after the battle.<br />3) Trade the Ditto on to PokÃ©mon Yellow.<br />4) Enter a battle, open the PokÃ©mon menu and close it (important).<br />5) Open the fight menu to bring up &quot;-&quot;, keep scrolling up and down until the music fades out.<br />(If this never works, TheZZAZZGlitch says you may be able to get it to work if you try increasing or decreasing the amount of increasing the lengths of your PokÃ©mon nicknames but this might not apply if Yellow move 00 gets its name from a different source)<br />6) The opponent will become a Missingno. hex:32. Capture it (you can easily do this even with a low catch rate PokÃ© Ball) and the sixth item will be increased by 128 if the quantity is less than 127.<br /><br />(On Miiverse, I found a screenshot of somebody who may have activated the PokÃ©mon&gt;CoolTrainer effect on VC PokÃ©mon Yellow because they corrupted the sprites on Route 1 to turn an NPC into a Chansey)<br />[hr]<br />Another method you can use is via &quot;stable unstable Missingno.&quot; This is only if you want to start the game all over again to keep a supply of particularly useful TMs such as Flamethrower, Thunderbolt, Ice Beam, Swords Dance.<br /><br />If your PokÃ©mon Yellow has no save file (and the save file was wiped using Up+Select+B); then it is possible to have a (what is at least assumed to be by PokÃ©mon speedrunners) [url=https://youtu.be/DDkema91-vo?t=180]guaranteed chance[/url] of encountering Yellow normal Missingno. without it freezing the game.<br /><br />Duplicating your items and making stacks of x0 (effectively x256) items:<br />1) Play the game up to Pewter City, [b]avoiding the long-range Trainer in Viridian Forest[/b].<br />2) Heal at Pewter City PokÃ©mon Center.<br />3) Buy an Escape Rope at Pewter City PokÃ©mart, as many PokÃ©balls as you can, and other items (as you want to aim to get 6).<br />4) Escape from the long-range Trainer.<br />5) Enter Pewter Gym and have the Trainer before Brock walk up to you.<br />6) Use Growl on his Diglett six times.<br />7) Faint to Diglett, talk to the PokÃ©mon Center sign (this gives you a free PokÃ©ball when you return to Viridian Forest due to text box mismatching) and return to Viridian Forest without pressing Start or talking to anything else.<br />8) Level 1 Gengar will appear. Weaken and capture it.<br />9) Enter level 1 Gengar in battle, switch it, and finish the battle with it gaining less than 54 experience. It will jump to level 100.<br />10) Progress to Cerulean City [b]without healing at a PokÃ©mon Center[/b], keeping Pikachu at a low level and preferably beating everyone with Gengar.<br />11) Battle Misty and have her faint your Pikachu, then finish the battle with Gengar.<br />12) Enter the Cerulean City PokÃ©mon Center, [b]don&#039;t heal[/b], and deposit Gengar.<br />13) You should have only a fainted Pikachu. Take one step and black out back to Pewter City.<br />14) Put an item in slot 6 to be duplicated. If you want to duplicate Rare Candies, then you may perform the dry underflow glitch by obtaining a stack of x255 Potions first.<br />15) Open the start menu. If you want to set up dry underflow to duplicate other items like Rare Candies, have a Potion x1 in slot 6.<br />16) Encounter the &quot;stable unstable&quot; Missingno. and wait(*) until you can continue. You will obtain x129 of item 6.<br />17) After the specific no save corruption, you&#039;ll be able to throw a PokÃ© Ball and capture Missingno without weakening it or the PokÃ© Ball even rolling.<br />18) If you want to set up dry underflow to duplicate other items like Rare Candies, use two Potions until you have x127 and then throw the PokÃ© Ball. This will give you a Potion x255 in slot 6.<br />19) The overworld will be corrupted with walking characters and objects. Save the game and reset before going up, otherwise you may go out of bounds and have the game freeze.<br />20) Progress to Cerulean City, play normally, and catch an Abra on Route 5; south of Cerulean City (note, there is a hidden Great Ball on the &#039;highest&#039; raised ground closest to the Route 4 exit of Mt. Moon)<br />21) Set up [url=http://forums.glitchcity.info/index.php?topic=7175.0]dry underflow[/url].<br />22) Enter Cerulean City PokÃ©mon Center, and step on the exit mat. Swap Ultra Ball x0 in the expanded items pack with Master Ball x 3 (left of mat) or &quot;x&quot; x3 (right of mat).<br />23) Toss 250 of the Ultra Ball x0 and then step down, to &#039;wrong warp&#039; to Celadon City.<br />24) Heal at Celadon City PokÃ©mon Center.<br />25) Go out and immediately take one step left from the PokÃ©mon Center door. Open the items menu, and you will find a Rare Candy x0 (but really x256). This represents your x coordinate (Rare Candy) and &quot;y-block&quot; (00) value.<br />26) You can now swap the Rare Candy x0 to the top of your items. To avoid becoming trapped, simply use Teleport to fix the coordinates and displacements. If you want to fix your items, I think you be able to deposit the Rare Candies into the PC, and then buy three more unique items.<br /><br />[b]Edit[/b]: I didn&#039;t see that you needed TMs. What you can do is keep the Bide TM from Brock, and then perform [url=https://www.youtube.com/watch?v=98_azamLeh4]TheZZAZZGlitch&#039;s (almost)[/url] any item trick (but with the TM instead of X Special x1). You can walk left to have the TM number decrease, or walk right to have the TM number increase and moving up/down will toggle the quantities between 1 and &quot;0&quot; (actually 256).<br /><br />Keeping more than one TM. You will be able to manipulate a TM at Celadon City with TMs other than Bide you may find on the way, and any item with an [url=http://glitchcity.info/biglist.htm]ID[/url] greater than or equal to hex:33 (PokÃ© Doll).<br /><br />This &quot;stable unstable&quot; Missingno. method can be very frustrating if you are unlucky. Diglett can faint your Pikachu, you may get an encounter in the Viridian Forest long-range Trainer&#039;s sight (preventing you from pressing Start after the battle), Gengar may faint from a Thundershock critical hit, and Gengar may break out of all your PokÃ©balls.<br /><br />It is a good idea to get your Pikachu to level 7 (or perhaps level 8 where it learns Thunder Wave, but I don&#039;t know if Gengar is likely to faint from the Thundershock).<br /><br />(*)I got this to work on VC release PokÃ©mon Yellow with a cleared save file twice, but on the VC release it appears that you have to wait a considerably longer time for &quot;Wild Missingno. appeared&quot; to come up.<br />


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
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body:
  I knew that a PoC would eventually come out of my post. Thanks for doing all the stuff which i was too lazy to do thanks to me shitposting on reddit, hanging around on irc, reversing other stuff etc.<br /><br />The disassembly may not be complete but I know there are some idbs around pokecommunity. Like I said they basically reversed lots of gen 3 already.


subject: Re: Pokemon Red Blue and Yellow 3DS Glitch Confirmation
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Pikachu off-screen arbitrary code execution glitch (A third possible option):<br /><br />My memory about this is vague, so it may not be a good option as it stands and is dangerous.<br /><br />[url=https://www.youtube.com/watch?v=evdxp0UgunQ]The Pikachu off-screen glitch[/url] can be used to enable an expanded item pack of 255 (for TheZZAZZGlitch&#039;s [url=https://www.youtube.com/watch?v=98_azamLeh4]TheZZAZZGlitch&#039;s (almost) any item trick[/url] such as TMs x0 [effectively 256]) without Missingno. but it can take a long time to prepare and if your PokÃ©mon for the glitch has a &#039;bad&#039; Trainer ID (I don&#039;t know of specifics sadly) it may prevent the glitch from working.<br /><br />Additionally, the code I used for getting 255 items had the game run D261 (PokÃ©mon 6 Special EV, IVs, PPs, level, stats data). For that reason having a certain PokÃ©mon in slot 6 may cause the glitch not to work; and if the game freezes with a 00 39 pattern you may risk losing your save file.<br /><br />Note that I haven&#039;t confirmed it on the Virtual Console release.<br /><br />You need:<br /><br />A PokÃ©mon with 2242 HP stat experience and 7635 Attack stat experience.<br /><br />It will be suitable for the trick if it is a level 44 Graveler from Victory Road, knows the moves Take Down, Submission, Earthquake, Explosion, and then fights the following PokÃ©mon, and no more:<br /><br />71 Krabby, 1 Farfetch&#039;d, 1 Dugtrio, and 1 Magnemite<br />(Thanks FMK for working this out)<br /><br />You also need the following items from item 1, which will give you 255 item stacks.<br /><br />Protein x1<br />Repel x1<br />X Accuracy x28<br />Lemonade x1<br />PokÃ© Ball x61<br />Antidote x61<br />Water Stone x37<br />X Accuracy x97<br />TM01 x1<br /><br />Steps:<br /><br />1) Have the PokÃ©mon you trained as PokÃ©mon 5, and have working PokÃ©mon 6.<br />2) Go in and out of the Vermilion City PokÃ©mon Fan Club until Pikachu falls in love with Clefairy. There is a chance of this happening even if you have already been in once.<br />3) Go to the bottom-left walkable tile (putting Pikachu off the screen), then walk up to the top and down to the bottom of the left-most column 11 times, but for the 11th time step one tile short on the final way back down.<br />4) Step right, step left, then walk up to the top and down to the bottom of the left-most column 10 times.<br />5) Step right, then go the top-left tile you can walk to, face right and press A.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6868.msg200295#msg200295 date=1462645714]<br />The disassembly may not be complete but I know there are some idbs around pokecommunity. Like I said they basically reversed lots of gen 3 already.<br />[/quote]<br /><br />This changes things.<br /><br />[b]lol credits[/b]<br />(aka execute any overworld script)<br /><br />[tt][b]Bootstrap (at $E0F14C0):[/b]<br />&nbsp; [i]; Same as before[/i]<br />[b]Code (at $E0F14D0):[/b]<br />&nbsp; [i]; Previous setup to execute a subroutine[/i]<br />&nbsp; mov r0, r15<br />&nbsp; add r0, #0x9<br />&nbsp; mov r14, r0<br />&nbsp; [i]; Pointer to the script engine subroutine[/i]<br />&nbsp; ldr r1, =RunScriptOffset<br />&nbsp; [i]; The script engine subroutine takes the pointer to a script in R0[/i]<br />&nbsp; ldr r0, =ScriptDataOffset<br />&nbsp; [i]; Do some magic[/i]<br />&nbsp; bx r1<br />&nbsp; pop {r4-r7, r15}<br />&nbsp; [i]; This nop is necessary because 4 byte alignment for ldr[/i]<br />&nbsp; nop<br />RunScriptOffset:<br />&nbsp; [i]; Pointer to the script engine subroutine[/i]<br />&nbsp; dcd 0x08098EF9<br />ScriptDataOffset:<br />&nbsp; [i]; Pointer to the script data[/i]<br />&nbsp; dcd 0x0E0F14E8<br />[b]The overworld script to execute (at $E0F14E8):[/b]<br />&nbsp; [i]; lol credits[/i]<br />&nbsp; special 0x0113<br />&nbsp; [i]; yes, we&#039;re officially executing three types of bytecode in this setup[/i]<br />&nbsp; end<br />[b]As items (starting from box item 15):[/b]<br />&nbsp; $4678 x$3009<br />&nbsp; $4686 x$4903<br />&nbsp; $4801 x$4708<br />&nbsp; $BDF0 x(Any quantity)<br />&nbsp; $14E8 x$0E0F<br />&nbsp; $8EF9 x$0809<br />&nbsp; $1325 x$0201[/tt]<br /><br />The code can obviously be adapted to execute any overworld script (overworld scripts are those fancy commands that ROM hackers use because ASM is too difficult for them). The script will execute immediately after exiting the battle.<br /><br />Interesting things to try in overworld scripts:<br />&nbsp; - Predefined commands (&#039;special&#039;)<br />&nbsp; - givepokemon for all dem legendaries<br />&nbsp; - applymovement for some walk through walls action<br />&nbsp; - pokemart command for some nice items


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Metarkrai
icon: xx
body:
  This is splendid !<br /><br />I am really impatient to see ACE being doable on console, that would be neat !<br /><br />But for now, I have some questions/comments regarding all of that.<br /><br /><br />1) Pyramid Bag Items can be manipulated and contrary to PC/Bag Items, the identifiants are separated from their quantities.<br />This gives 20 words to manipulate but only with Item IDs (and not quantities).<br />Lv 50 Pyramid Bag Items stat at 0x02025880. (so 0x02025880 - 0x020258FC with the 32 DMA positions).<br /><br />Would there exist a Glitch Move with an animation pointer on 0x02X25YYY/0x02X65YYY/0x02XA5YYY/0x02XE5YYY (YYY between 880-8FC) ?<br /><br />- Unlike Glitch Moves with animation pointers on PC PokÃ©mon data, I doubt that every Emerald version would have pointers towards these Items (or towards PC Items in RAM), but they could be a good way to set things up.<br /><br /><br />2) With an animation pointer towards PC PokÃ©mon data, what would be the value of the 8-10 consecutive bytes for a &quot;bootstrap&quot; PokÃ©mon ?<br /><br />Since there is a jump towards PC Items to do, I believe that would depend on the size of the jump.<br />With a glitch move like 0x0D1D with an animation pointer of 0x020304C0, a jump towards 0x02025E9C (beginning of PC Items) would be A624 bytes long.<br />Would you be able to provide (if it doesn&#039;t bother you) the values of these 8-10 consecutive bytes for that &quot;bootstrap&quot; PokÃ©mon ?<br /><br />There are multiple ways to manipulate PokÃ©mon data, and using Double Corruptions allows you to make some &quot;combinations&quot;. <br />Thus, without knowing the values in advance, I can&#039;t tell if a/the desired combination can be obtained or not.<br /><br /><br />3) I was about to ask for script commands, but you already answered it.<br />Thus, I have two side-questions :<br /><br />3.a) Do you know if a more &quot;native&quot; way to execute overworld scripts using the move animation procedure would be possible ?<br />(Having something shorter than 2+3 PC Items to execute the subroutine)<br /><br />Regarding the amount of slots for PC Items, it&#039;s not that much of an issue, but that would make the setup procedure less long (less items to generate then duplicate).<br /><br />3.b) Would it take less code to make the console execute overworld script from a certain ROM adress (like execute the script of a special NPC to unlock something cool instead of recreating the unlock command) than making it execute overworld script as you&#039;ve shown in your last post ?<br /><br />I doubt it, but I wanted to know for curiosity.<br /><br /><br />And thanks for your informations, they already were quite useful for me. : )


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote]Would there exist a Glitch Move with an animation pointer on 0x02X25YYY/0x02X65YYY/0x02XA5YYY/0x02XE5YYY (YYY between 880-8FC) ?[/quote]<br /><br />Nope.<br />Move 0xA00F comes close with an animation pointer at $02025[b]301[/b]. This could potentially work if there are around 0x600 bytes of non-crashing data before the target address, but I doubt this is possible.<br /><br />[quote]With an animation pointer towards PC PokÃ©mon data, what would be the value of the 8-10 consecutive bytes for a &quot;bootstrap&quot; PokÃ©mon ?[/quote]<br /><br />Assuming the game would start executing an animation script starting from somewhere in Pokemon data, we would need the exact same &#039;bootstrap bytecode&#039; as before, except the task address should be replaced.<br /><br />[tt]; Launch task<br />dcb 0x03<br />; At address 0x02025E9C in THUMB mode<br />dcd 0x02025E9D<br />; Priority 255<br />dcb 0xFF, 0x00<br />; End script<br />dcb 0x08<br /><br />[b]Hex:[/b] 03 [u]9D 5E 02 02[/u] FF 00 08<br />(8 bytes)[/tt]<br /><br />The address where the code begins execution can be modified by just changing the underlined bytes.<br />Just remember to add 1 to the address, so the CPU will switch instruction sets to THUMB (which we always want; I can&#039;t think of a use case where we&#039;d use ARM mode to execute code in the PC item box).<br /><br />[quote]3.a) Do you know if a more &quot;native&quot; way to execute overworld scripts using the move animation procedure would be possible ?<br />(Having something shorter than 2+3 PC Items to execute the subroutine)[/quote]<br /><br />Not really, the code I presented is probably the shortest possible one that could execute arbitrary overworld scripts on demand.<br />We could execute overworld scripts with less items by not using a subroutine and just directly writing into RAM, replacing the script of a person/object in the overworld. This could bring the item count down to 3 (not counting the script itself, so if the script we want to execute isn&#039;t anywhere in the ROM, we&#039;d need additional items to store the script).<br /><br />[tt][b]Code (at $E0F14D0):[/b]<br />&nbsp; [i]; Pointer to the script[/i]<br />&nbsp; ldr r1, =ScriptPtr<br />&nbsp; [i]; Pointer to some place in RAM where a script pointer for some person on the map is stored.<br />&nbsp; ; Make sure that it&#039;s aligned to 4 bytes.[/i]<br />&nbsp; ldr r0, =ScriptTarget<br />&nbsp; [i]; Yay[/i]<br />&nbsp; str r1, [r0]<br />&nbsp; pop {r4-r7, r15}<br />ScriptPtr:<br />&nbsp; [i]; Let&#039;s pretend this is a pointer to a script[/i]<br />&nbsp; dcd 0x0822950F<br />ScriptTarget:<br />&nbsp; [i]; RAM address where a script pointer for some person on the map is stored<br />&nbsp; ; The address below is not real, it&#039;s just an example[/i]<br />&nbsp; dcd 0x0202370C[/tt]<br /><br />[quote]3.b) Would it take less code to make the console execute overworld script from a certain ROM adress (like execute the script of a special NPC to unlock something cool instead of recreating the unlock command) than making it execute overworld script as you&#039;ve shown in your last post ?[/quote]<br /><br />Absolutely. If the script is in the ROM, we don&#039;t need extra items to store it. So the subroutine method would then take 6 items, and the &quot;just write to RAM, who needs subroutines anyway&quot; method would take 3 items.


subject: Re: Studies on the possibility of getting ????? in G/S/C
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Major observation! I sadly cannot remember the exact events anymore but..<br /><br />In PokÃ©mon Gold I was playing around with Quick Attack while asleep (a glitch related to this exists in Red/Blue/Yellow).<br /><br />For that glitch in R/B/Y, you have Quick Attack as your last used move, and then get put to sleep on the same turn. While you are asleep (and cannot select a move), you will always move first even if Quick Attack is changed to no longer be one of your attacks.<br /><br />Additionally, if the foe was put to sleep on the same turn as the foe using Quick Attack, they will always move first while asleep regardless of whether the non priority move was removed via memory viewer.<br /><br />In Generation II, it turns out you can select your moves while asleep and the glitch does not apply there. If you choose a move other than Quick Attack while asleep the priority won&#039;t be kept. For the other side, a sleeping foe that knows Quick Attack and a non-priority move may either act first or not act first (possibly if they tried to use a non priority attack).<br /><br />Something happened regardless. I did some things and flew to Goldenrod City, I think(?) I replaced all of my moves on memory viewer with Quick Attack either then, or before flying away. I went into the grass and encountered a Drowzee and sent out a level 3 Rattata. I probably used Quick Attack and my PokÃ©mon got put to sleep. Drowzee ended up defeating me, possibly with one critical hit Pound. Then I either ran away without changing PokÃ©mon or switching, or switched to Ho-Oh and ran, and the next encounter in Goldenrod City appeared to be a ????? FF.<br /><br />Unfortunately I could not do anything in battle because it turned the battle into a link battle. Any action resulted in a (possibly) infinite &quot;Waiting...&quot; message.<br /><br />However, if this happens to be a glitch (and not an accidental result of me using memory viewer) that works on Crystal in the same way, you may be able to avoiding the &quot;Waiting...&quot; message and capture ????? (FF). ????? (FF)&#039;s PokÃ©dex entry made the game hang in Crystal, but it seems like its PokÃ©dex entry may actually be taken from the memory (see http://bulbapedia.bulbagarden.net/wiki/Five_question_marks#255 and the many 9s. These 9s did not appear for me). There may be a means of registering it without a freeze. If you make the text start with an 08, is text code arbitrary code execution a possibility too?<br /><br />I was messing around with D149-D14C earlier. Datacrystal calls this enemy move 1-4, but this actually updates when you view one of your PokÃ©mon&#039;s own moves from the summary.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Metarkrai
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=6868.msg200299#msg200299 date=1462686551]<br />Assuming the game would start executing an animation script starting from somewhere in Pokemon data, we would need the exact same &#039;bootstrap bytecode&#039; as before, except the task address should be replaced.<br /><br />[tt]; Launch task<br />dcb 0x03<br />; At address 0x02025E9C in THUMB mode<br />dcd 0x02025E9D<br />; Priority 255<br />dcb 0xFF, 0x00<br />; End script<br />dcb 0x08<br /><br />[b]Hex:[/b] 03 [u]9D 5E 02 02[/u] FF 00 08<br />(8 bytes)[/tt]<br /><br />The address where the code begins execution can be modified by just changing the underlined bytes.<br />Just remember to add 1 to the address, so the CPU will switch instruction sets to THUMB (which we always want; I can&#039;t think of a use case where we&#039;d use ARM mode to execute code in the PC item box).<br />[/quote]<br /><br />After few hours at calculations, I noticed that I was doing it in the wrong way.<br />First, I need to choose a Glitch Move with an animation pointer on PC PokÃ©mon data.<br />Then, I look at in-game traded PokÃ©mon.<br />Since the part of their data that will be manipulated depends on the in-game traded PokÃ©mon, the DMA position will also change, which changes the adress of PC Item NÂ°1, which changes the 8 bytes we want.<br /><br />Starting adresses :<br />PC Item Slot 1 : 0x02025E98<br />Code : 03 99 5E 02 02 FF 00 08 / 025E9903 0800FF02 (32-bit format)<br /><br />Pyramid Bag Slot 1 : 0x02025880<br />Code : 03 81 58 02 02 FF 00 08 / 02588103 0800FF02 (32-bit format)<br /><br />General form : 03 xx yy 02 02 FF 00 08 / 02yyxx03 080FF02 (32-bit format)<br />yy is either 5E or 98<br />xx is higher than 0x80<br /><br />Possible starts in PC :<br />Emer US :<br />0x02030400 (0x1608)<br />0x02030208 (0x392C)<br />0x02030120 (0x4871)<br />0x02030008 (0x41A7)<br /><br />Emer Fr : (In 4 days)<br />Emer Spa :<br />Emer Jap : <br /><br />In-game traded PokÃ©mon :<br />Seedot : PID 0x00000084, TID 0x00009746, PID xor TID : 0x000097C2<br />Plusle : PID 0x0000006F, TID 0x0001210C, PID xor TID : 0x00012163<br />Meowth : PID 0x0000008B, TID 0x00016559, PID xor TID : 0x000165D2<br />Horsea : PID 0x0000007F, TID 0x0000B4CD, PID xor TID : 0x0000B4B2<br /><br />Doable Methods :<br />- Seedot : None<br />Growth, Miscellanous substructures can&#039;t be used.<br />EVs substructure can&#039;t be used because of these damn Contest stats.<br />Attacks substructure can&#039;t be used because 0800FF02 xor 000097C2 = 080068C0&nbsp; and both 0x0800, 0x68C0 can&#039;t be sketched.<br /><br />- Plusle : Two (one long, one shorter)<br />0800FF02 xor 00012163 = 0801DE61<br />02yyxx03 xor 00012163 = 02yyxx60<br />Miscellanous substructure can&#039;t be used.<br />Growth substructure can&#039;t be used (Growth -&gt; EVs -&gt; Growth) because 1FE - (DE+61+60) = 5F. And xx xor 21 is always higher than 5F. (510 EVs are not enough to get the right values)<br /><br />Attacks substructure can be used. (Attacks -&gt; Growth -&gt; Attacks)<br />This is the long method.<br /><br />EVs substructure can be used. (EVs -&gt; Attacks -&gt; EVs)<br /><br /><br />- Meowth : One (long)<br />Miscallanous, Growth, EVs substructures can&#039;t be used.<br /><br />Attacks substructure can be used. (Attacks -&gt; Growth -&gt; Attacks)<br />The method is the same as Plusle.<br /><br />- Horsea :&nbsp; One<br />Miscallanous and Attacks substructures can&#039;t be used.<br />EVs substructure can&#039;t be used because of the contest stats.<br /><br />Growth substructure can be used. (Growth -&gt; EVs -&gt; Growth)<br /><br /><br />--- Procedure nÂ°1, Pyramid Bag :<br />PC Start : 0x02030008 (0x41A7)<br />Horsea&#039;s Growth used : (Growth -&gt; EVs -&gt; Growth)<br />DMA : Translation of 0x10 bytes at Box 12 Slot 3. (DMA nÂ°4)<br />Start : Pyramid Bag Slot 1. (0x02025890 with translation)<br /><br />New Code : 02589103 0800FF02<br />XORed : 025825B1 08004BB0 - Works. <br /><br />- Make a PokÃ©block with an Oran Berry, 2 NPCs, a maximal RPM lower than 23.3 RPM. (takes 10 boring minutes to do) (PokÃ©block with 00 Coolness, 08 Beauty)<br />- Have an in-game traded Horsea clone with no EVs and less than 65.536 exp.<br />- Obtain Glitch Item 0x0258.<br />- Give Horsea 0x10 Atk, 0x01 HP EVs.<br />- Double corrupt Horsea into Glitch PokÃ© 0x1001. <br />Its experience curve leaves it at Lv 0 with 0x05060000 exp, so he can still gain EVs.<br />- Give the PokÃ©block to the PokÃ©.<br />- Give Pomeg, Hondew, Grepa Berries to the PokÃ© to decrease its HP, SpAtk, SpDef EVs to 0.<br />12 Pomeg Berries will be enough. Up to 26 Hondew and Grepa Berries can be required (depending on Horsea&#039;s exp)<br />- Give the PokÃ© 0x4B SpDef, 0xB0 SpAtk, 0x25 Def, 0xB1 HP EVs. (Total 465)<br />- Double corrupt the PokÃ©.<br />It becomes Glitch PokÃ©mon 0x25B1.<br />- Give Item 0x0258 to the new PokÃ©.<br />End.<br /><br /><br />--- Procedure nÂ°1, PC Items :<br />PC Start : 0x02030008 (0x41A7)<br />Horsea&#039;s Growth used : (Growth -&gt; EVs -&gt; Growth)<br />DMA : Translation of 0x10 bytes at Box 12 Slot 3. (DMA nÂ°4)<br />Start : PC Items Slot 1. (0x02025EA8 with translation)<br /><br />New Code : 025EA903 0800FF02<br />XORed : 025E1DB1 08004BB0 - Works. <br /><br />- Same method, but with Glitch Item 0x25E instead of 0x258, and with 0x1D Def EVs instead of 0x25 Def EVs.<br /><br /><br /><br />--- Procedure nÂ°2, PC Items :<br />PC Start : 0x02030400 (0x1608)<br />Plusle&#039;s EVs subsructure used : (Evs -&gt; Attacks -&gt; EVs) <br />DMA : Translation of 0x4 bytes required at Box 12 Slot 16. (DMA nÂ°1)<br />Start : PC Item Slot 3. (0x02025EA4 with translation)<br /><br />New Code : 025EA503 0800FF02<br />XORed : 025F8460 0801DE61. - Works.<br /><br />- Obtain the in-game traded Plusle and Horsea.<br />- Obtain both unmarked Caterpie and Heart Caterpie corruption initiators.<br />- Give a Plusle clone 0x60 HP EVs and 0x84 Atk EVs. Teach it Flash as 4th Move.<br />- Give a Plusle clone 0x16 HP EVs and 0x04 Atk EVs. Teach it Flash as 4th Move.<br />- Give a Plusle clone 0x13 HP EVs, 0x06 Atk EVs, 0x5F Def EVs, 0x02 Speed EVs, 0x01 SpDef EVs, 0x08 SpAtk EVs.<br />Teach it Flash as 4th Move. (for a good double corruption on US Emerald)<br />- Double corrupt these Plusles using unmarked Caterpie as corruption initiator.<br /> The first Plusle will become a PokÃ©mon knowing 0x8460 and 0x0505.<br /> The second Plusle will become a PokÃ©mon knowing 0x0416&nbsp; and 0x0505.<br />Glitch Move 0x0416 changes the battle type into a wild battle with Battle Palace mechanics when seen.<br /> The third Plusle will become a PokÃ© that knows 0x613, 0x025F, 0x0801, 0x0505. (0x0505 is because of the contest stats)<br />Glitch Move 0x613 has the same effect as Sketch (but takes less EVs to obtain)<br /><br />- Make a wild battle with PokÃ© (the one from the third Plusle) and swap 0x0801 with 0x0505.<br />Flee.<br />Make PokÃ© eat a Pomeg Berry.<br />- Double corrupt PokÃ© using Heart Caterpie as corruption initiator.<br />Here, you might need to use an older double corruption strategy where you don&#039;t move the Egg obtained after the first corruption, because the 4th move can&#039;t be changed.<br />PokÃ© becomes a Walrein. (for easier identification)<br />That Walrein has 0x05 SpAtk EVs and 0x05 SpDef EVs.<br />- Give Walrein 1 Hondew and 1 Grepa Berries.<br />- Give Walrein 0x61 SpAtk EVs and 0xDE SpDef EVs.<br /><br />- Double corrupt Walrein using unmarked Caterpie as corruption initiator.<br />Walrein becomes a PokÃ© that knows 0x0613, 0x025F, 0xDE61, 0x0801.<br /><br />- Take the three PokÃ©s with you.<br />- Go to Desert Underpass and fight a wild Ditto.<br />Switch to the first PokÃ© that knows 0x8460 to let Ditto use Morphing.<br />Switch to the second PokÃ© that knows 0x0416 and look at its moves to change the battle type into a Battle Palace Battle.<br />Switch to the third PokÃ©. Attack and pray that he uses 0x0613 to sketch 0x8460. (If not, reset and try again)<br />Flee.<br /><br /><br /><br />--- Procedure nÂ°2, Pyramid Bag :<br />PC Start : 0x02030400 (0x1608)<br />Plusle&#039;s EVs subsructure used : (Evs -&gt; Attacks -&gt; EVs) <br />DMA : Translation of 0x4 bytes required at Box 12 Slot 16. (DMA nÂ°1)<br />Start : Pyramid Bag Slot 1. (0x02025884 with translation)<br /><br />New Code : 02588503 0800FF02<br />XORed : 0259A460 0801DE61. - Works.<br /><br />- Same method as Procedure nÂ°2, but with 0x259 instead of 0x25F and 0xA460 instead of 0x8460<br /><br /><br /><br />Here is a save file with a PokÃ©mon made from Procedure nÂ°2 for PC Items Slot 1 : http://www.petit-fichier.fr/2016/05/08/emer-us-bootstrap-poke-1/<br />I also provided a Pidgey with Glitch Move 0x1608.<br />There is also Glitch PokÃ©mon 0x0600 in the same box. Putting the hand over it has a nice effect I haven&#039;t studied yet.<br /><br /><br /><br />EDIT : <br />I probably had other things in mind this morning, but I completely forgot it for now. <br />


subject: Re: The Member's Guide to Topiclessness
poster_name: GARYM9
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Meganium Man link=topic=3088.msg200288#msg200288 date=1462488487]<br />Hey dudes and dudettes, it&#039;s me, Bert.<br /><br />So after some bullshit involving me losing my Internet at the end of October and getting it back in March, I&#039;ve come to discover I have no clue what my password is!<br /><br />I was wondering if someone could reset my password for me? If so, thanks!<br /><br />My email is weirdcapedguy@aol.com, so contact me through that if necessary.<br /><br />Thanks again.<br /><br />[/quote]<br /><br />Done


subject: Re: A new rom Hack I'm making
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Spoink link=topic=7481.msg200227#msg200227 date=1460660533]<br />- New starters âœ— (tried, failed)<br />[/quote]<br /><br />I might be able to help here; I like to draw, but I have no clue how to sprite. Could that be helpful in any way?


subject: NPCs that can be removed by the Mew Glitch?
poster_name: Ephraim225
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Ephraim225
icon: xx
body:
  Hello, I was messing around with the Mew Glitch in Yellow recently, and I noticed that the guy guarding Cerulean Cave was gone after I&#039;d done it. This was very odd to me as I know about NPCs vanishing after the Mew Glitch but usually when I do it, the guard in front of the sacked house disappears. Then I realized that this time I had done the glitch BEFORE getting the S.S. Ticket. Later after that I noticed the Rocket in Saffron that sleeps in front of Silph Co. was also completely gone.<br /><br />So does that mean depending on certain events different NPCs can disappear depending on how far you are in the game? Has this been thoroughly looked into? (I&#039;d be willing to do that if it hasn&#039;t been explored quite yet)<br /><br />EDIT: So I tried getting the cave guard to disappear again and it didn&#039;t work, but I did forget to mention that I was doing the Mew Glitch to encounter Yellow Missingno. at the time, and I did it by healing at the Route 4 PokÃ©mon Center, escaping the Bug Catcher in Viridian Forest, advancing to Misty, beating her, and then depositing all non-fainted PokÃ©mon for an instant blackout. Then I went back to Viridian Forest with no extra encounters. So that makes me wonder if Yellow Missingno. had something to do with that?


subject: Re: Meganium Man, Season 1!
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [u][b]Meganium Man #6: Here be Dragons[/b][/u] <br /> Harley stood at the edge of the river, looking down at the rushing water. He could see many Magikarp and Dratini swimming upstream, north to Blackthorn City, where the latter lived.<br /> â€œYou can jumpâ€¦â€ the sauropod began, becoming less decipherable as something formed in his mouth, â€œbut you canâ€™t hide!â€<br /> And he spat out a glowing, yellow seed, and then another, and another, as a Dratini leapt through the water and in an arc. Every single seed missed Dratini by miles, and either didnâ€™t go very far or landed in the water. The blue serpent dove headfirst into the river but immediately turned around, poking its head out.<br /> â€œYouâ€™re [i]awful[/i] at this!â€ he scolded. â€œI mean, yeah, thereâ€™s a big olâ€™ space, but come on!â€<br /> The Meganium sighed in disdain. â€œHey, Iâ€™ve never even used this attack before. Itâ€™s not [i]my[/i] fault I suck at it.â€<br /> â€œAll right, letâ€™s try something. Meet me at that bridge over by the little waterfall just south of here.â€<br /> Harley looked to his left, asked, â€œWhich one?â€<br /> â€œThe first one. Itâ€™s the closest.â€<br /> The two headed south, down Route 45 â€“ a long, mountain road. It had many branching paths accessible by ramp-like ledges and a river ran through the middle of the road. Wooden bridges were over the river to connect both sides of the Route, although the west end had a few cave entrances. If one continued south, they would arrive at Route 30, and east of that is New Bark Town.<br /> Soon after reaching the first bridge, Dratini jumped up and landed on top of it, standing in the middle.<br /> â€œOkay, Iâ€™m gonna stand perfectly still. Right in this spot. You stand at the end of the bridge and try shooting your Bullet Seeds again.â€<br /> Harley shrugged, readied some seeds â€“ his cheek puffed as he did so â€“ and fired. When Dratini realized that none of the bullets were going to hit him, despite being just ten feet away from Harley, the blue serpent hung his head in disdain.<br /> â€œClearly, Iâ€™m a master marksman,â€ Harley joked.<br /> â€œIâ€™ve seen better marksmanship when bullets werenâ€™t even involved!â€ Dratini teased, looking at all the seeds around him. â€œWhy am I helping you with this, again?â€<br /> â€œYou offered!â€<br /> â€œMaybe weâ€™re going about this the wrong way. Have you tried aiming at a wall? It might help the whole â€˜accuracyâ€™ thing.â€<br /> Harley smacked himself on the forehead, replied, â€œThatâ€™s a great idea!â€ He turned around, Dratini slithered up beside him, and Harley took aim at the mountain wall. â€œHere goes nothing!â€<br /> â€œProbably.â€<br /> Unlike before, the bullets reached their target, albeit weakly. An expert Bullet Seed shooter could bore right through the wall, but Harleyâ€™s seeds just bounced off and onto the ground. A rapid fire ptewptewptewptew was heard as the seeds were fired, but Harley was forced to stop due to the lack of expellable air.<br /> While he caught his breath, Dratini commented, â€œBetter.â€<br /> A womanâ€™s voice added, â€œMuch so!â€<br /> Harley and Dratini turned around and saw Kingdra, Blackthorn Cityâ€™s Mayor, approaching them. She hovered above the ground, as many legless and wingless PokÃ©mon tend to do. Kingdra was a blue seahorse PokÃ©mon with a yellow belly and a single fin on her back. Two antler-like horns were on her head.<br /> â€œHowdy, Mayor! Howâ€™s things?â€ Harley asked.<br /> â€œI canâ€™t complain. How about you?â€ she asked, in a much more concerned manner. Dratini raised an eyebrow.<br /> [i]Thatâ€™s it, Mayor. Just a little to the left[/i].<br /> â€œErm, Iâ€™m fine. So, how long have you been watching me try to shoot Dratini?â€<br /> â€œJust a few minutes. Youâ€™ll get the hang of it eventually. When I was a Horsea and learning to use Dragon Rage, I set at least two barns on fire. My aim was that bad.â€<br /> â€œFrom pyromaniac to Mayor,â€ Dratini commented.<br /> â€œThatâ€™s [i]accidental[/i] pyromaniac to you,â€ Kingdra joked.<br /> [i]Bingo.[/i] <br /> As the three continued to make small talk, a glob of brown sludge had been hurled from overhead, dropping straight down on Mayor Kingdra. When they saw the shadow, it was already too late.<br /> Once they were aware of the Sludge Bombâ€™s pungent smell, the large blob hit Kingdra and instantly exploded, sending goop everywhere. The Mayor was instantly taken down, and Harleyâ€™s skin was blotched a sickly beige when the poison splashed onto him. He seethed as he tried to keep the scorching pain at bay, gritting his teeth.<br /> â€œWhere did that come from?â€ Harley wondered aloud, looking up around the towering mountain walls and cliffs. He could see cave holes in many of them, but no PokÃ©mon were inside that he could see.<br /> Kingdra was a shivering, disheveled mess. She was covered in the poison and her breathing was labored. If Harley and Dratini had to guess, she had swallowed some.<br /> â€œNever mind that. You stay here; Iâ€™ll go get a Chansey from the PokÃ©mon Center!â€ Dratini said, hurrying north to Blackthorn City. Harley immediately went on guard, looking every which way.<br /> Did he dare don the cape and cowl?<br /> After a few minutes, Dratini returned with a Chansey, who, he found out, could move surprisingly fast if need be.<br /> â€œMy goodness! What happened to her?â€ Chansey asked.<br /> â€œSomeone dropped a Sludge Bomb, thatâ€™s what,â€ Harley explained.<br /> â€œHow about you?â€ Chansey asked when she noticed Harleyâ€™s skin. â€œAre you going to be okay?â€<br /> â€œIâ€™ll be fine. I think Mayor Kingdra accidentally swallowed some of the poison.â€<br /> Chansey picked up Kingdra, said, â€œThis does not look good. We might be able to find out which PokÃ©mon it came from, but that could take some time.â€ She started returning to Blackthorn City. Harley and Dratini followed her dutifully.<br /> Blackthorn City is nestled between three surrounding mountain walls, and north of the city is the Dragonâ€™s Den, a large clearing which has become a popular tourist attraction. Blackthorn City is accessible primarily through the frigid Ice Cave, connecting it to Mahogany Town in the west. Its buildings were built of white bricks with dark green roofs. City Hall rests against the shore connecting the city to the Dragonâ€™s Denâ€™s entrance cave.<br /> The trio followed Chansey to the PokÃ©mon Center, smack dab in the cityâ€™s middle. It was a cozy building with an inviting pink carpet, a reception desk on the left wall, and many hallways and stairways. Chansey lightly placed Kingdra on a bed and started wheeling her to a room.<br /> Another Chansey wheeled Kingdra into her room, while the Chansey Harley and Dratini had met stood in the door and said, â€œIâ€™m sorry, but youâ€™re not permitted to come in right now. You can wait in the foyer, however.â€<br /> â€œFine with me,â€ Harley said. He and Dratini took a seat on the yellow cushions in the waiting room.<br /> â€œWho would do that?â€ Dratini asked to nobody. â€œJust up and drop a Sludge Bomb like that, in broad daylight.â€<br /> Harley shook his head. â€œSomeone who was born evil, Iâ€™d say.â€<br /> â€œThatâ€™s kinda dramatic, doncha think?â€<br /> â€œNot really. I could make it more dramatic if you want.â€<br /> Dratini was about to say, â€œIâ€™ll pass,â€ but he barely made a peep when Harley stood up.<br /> â€œWhat foul creature would dare attempt to assassinate the Mayor in the middle of the day, one which, as a result of his actions, shall live on in despicable infamy? A mere coward they are for not showing themselves and letting us see the evil that lurks in the hearts of men!â€<br /> He sat down. â€œDramatic enough?â€<br /> â€œOi,â€ Dratini sighed.<br /> Roughly a half hour passed before an Altaria rushed into the building. He was a sky blue draconic PokÃ©mon with a round head, long, stringy antenna, and large, fluffy white clouds for wings. He had a small beak for a mouth and black, expressive eyes.<br /> Altaria tucked in his wings, covering his back. He walked up to a Linoone orderly, asked, â€œWhatâ€™s going on? Is she okay?â€<br /> Linoone was a ferret-like PokÃ©mon with brown stripes on the length of its body. He told Altaria that Kingdra was currently being looked after by Chansey, but visiting her at the moment was strictly prohibited.<br /> Soon after this, a Weavile entered the building. A slender, black-furred PokÃ©mon with a red feathery collar around her neck and a red, feathery crown on her head, armed with three sharp claws on both hands, Weavile was Chief of the police around these parts, with her authority stretching to western Johto.<br /> â€œAltaria,â€ Weavile began, â€œI [i]told[/i] you my boys will look after it.â€<br /> â€œI know who it is! Itâ€™s Dragalge! It has to be!â€ Altaria hysterically replied. He flapped his wings ineffectively.<br /> Harley and Dratini exchanged confused glances.<br /> â€œDragalge up and left town after the election,â€ Weavile said. â€œHer loss to Kingdra pretty much guaranteed she had nothing left here.â€<br /> [i]Oh, goodie, a political drama,[/i] Harley thought in disdain.<br /> â€œWhatâ€™d I miss?â€ he asked Dratini.<br /> â€œThere was an election a while ago, and it boiled down to Kingdra and Dragalge. Kingdra won by a slim margin. Dragalge hasnâ€™t been seen since,â€ the blue serpent replied.<br /> Harley nodded in understanding, until he realized Altaria might be on to something. Jealousy can make people to awful things, and heâ€™d had first-hand experience in that regard.<br /> The green Apatosaurus stood up and approached the duo. â€œExcuse me. I hate to interrupt, but I think Altaria may have a point.â€<br /> Weavile was silent for a moment, staring at Harley. â€œWhat?â€ she asked, flatly.<br /> â€œYou do?â€ Altaria giddily asked.<br /> Harley nodded. â€œYeah, absolutely. You remember that whole thing in Goldenrod City a while ago?â€ He appeared to shudder at the comment. â€œScyther and his friends attacked because of jealousy, wanting to prove that bugs arenâ€™t dainty PokÃ©mon. Altaria, does Kingdra have any, err, enemies?â€<br /> â€œHold on just a minute,â€ Weavile interjected. â€œWho in the world are you? Iâ€™ve never seen you around here before. Secondly, you are not a cop, and this doesnâ€™t concern you.â€ At that moment, she appeared to recognize Harley, although she couldnâ€™t be sure of her reasoning. â€œEven if Altaria is correct, Dragalge might not even be on Route 45 anymore.â€<br /> â€œAnd if she is?â€<br /> â€œThen [i]I[/i] will deal with her.â€<br /> Meganium Man! She thought. Weavile turned away, but gave Harley a quick second glance.<br /> She headed to the PokÃ©mon Centerâ€™s doors. Two officers were stationed outside: the hardy, orange and beige crab with a massive left pincher, Kingler, and the white wolf with a dark face, tail and claws, with a thin, curved horn on the right side of its head, Absol.<br /> â€œYou two. Iâ€™m going to call for backup and put this city on lockdown. Nobody is to enter or leave its grounds, understood?â€<br /> â€œLoud and clear,â€ Kingler replied. Absol nodded.<br /> Weavile returned to the PokÃ©mon Centerâ€™s foyer and picked up the phone near the reception desk. She did indeed ask for backup and emphasized her desire for air patrol. Soon, she hung up.<br /> â€œAll right. If the Mayorâ€™s attacker is still in the area, they wonâ€™t get far. They wonâ€™t get far if they arenâ€™t in the area, for that matter.â€<br /> â€œHow can you be so sure?â€ Altaria asked.<br /> â€œBecause I say so,â€ Weavile replied, almost cheekily. She then asked Harley, â€œSo, whatâ€™re you doing here, exactly? Apparently you saw the attack?â€<br /> Harley nodded. â€œSure did. Was caught in it, too. Anyway, yeah, they attacked from one of the caves on the mountain cliffs, but Iâ€™m not sure from which direction. Dratini was with me, too.â€<br /> The blue snake slithered over to Harley and the police. â€œI can confirm what he said.â€<br /> â€œFine.â€ She turned to Altaria. â€œUnfortunately, we wonâ€™t know if your hunch is correct until we can extract a sample of the poison out of Kingdra.â€ She then asked Harley, â€œWhatâ€™re your plans?â€<br /> â€œI got none. Iâ€™d like to get back to New Bark Town, though.â€<br /> â€œNo can do, sorry. You canâ€™t leave until we get this sorted out. However, you are free to spend your time in the city if that suits you.â€<br /> â€œAinâ€™t like I got anything else to do,â€ Harley replied.<br /> Weavile left the hospital so she could give the incoming officers the scoop.<br /> Harley and Dratini also left, and Dratini suggested they check out Dragonâ€™s Den. He led Harley north to City Hall; a bridge had been constructed connecting the pond to the cavernâ€™s entrance.<br /> Dragonâ€™s Den was a small cave with two levels: the entrance, and a lower level leading to the lake, surrounded by more towering mountain walls. The lakeâ€™s shore was grass and had several lookout points around it, binoculars and all. A few scant whirlpools were also present. The long river on Routes 45 started here, and there were many PokÃ©mon living in the lake. Harley swore he saw a red Gyarados, but the waves were quite violent and he couldnâ€™t be sure; it was probably just a Magikarp, he reasoned.<br /> He started looking through the binoculars, but there wasnâ€™t a whole lot else to see other than the caves in the mountain walls. He caught glimpses of Ursaring, Golem, Onix and Dunsparce roaming around the pitch-black caves, but nothing remarkable.<br /> He caught a sudden glimpse of a brown, leaf-like appendage. He had no clue what Dragalge looked like, but at that moment, Harley thought he saw her.<br /> As soon as the appendage disappeared, Harley removed himself from the binoculars.<br /> â€œThis is a pretty cool place,â€ he commented.<br /> â€œSure is! I canâ€™t believe a house used to be here,â€ Dratini said, motioning towards Route 45. â€œAnyway, whatcha wanna do now?â€<br /> Harley yawned. â€œIâ€™m a little tired. How about you?â€<br /> Dratini nodded, said, â€œMe too. Uh, think we should just crash here? I mean, thereâ€™s nowhere else we can really go.â€<br /> â€œFine with me! As long as weâ€™re here, we may as well check out those caves in the morning,â€ added Harley.<br /> â€œThat sounds like fun!â€<br /> The two took a spot close to the denâ€™s entrance, just in case they had to leave. Once they were settled in, they soon drifted off to sleep.<br /> But Harley had other ideas.<br /> He considered it a blessing when he woke up just a couple hours later, when night had settled in. The den was brilliantly illuminated by the moonlight, its rays making the water sparkle. Dratini was still curled up and catching zâ€™s, so Meganium got up and started up a slope. Every few steps he would look back, but other than an occasional fidget or rollover, Dratini didnâ€™t move. His trek was an easy one, and after a couple of minutes he had reached a cave.<br /> It was pitch black inside. Harley took his costume out of hammerspace and donned his blue cape and cowl, becoming Meganium Man once again.<br /> â€œAnother cave, another shenanigan with a flippinâ€™ dragon. How can the same thing happen to the same guy twice?â€ he wondered aloud as he began his search for whoever Dragalge was.<br /> He was almost completely blind in the cave, having only the moonlight to guide him, and even then, Dark Cave was so dark it almost absorbed light. If Ari the Typhlosion was with him, or he knew how to use Flash, he wouldâ€™ve had an easier time getting around.<br /> Meganium Man had no clue Dragalge was right there, just a few feet away from him. She was a crafty one, making no audible sounds as she hovered ominously. Meganium Man was remaining close to the cave entrances, and she wouldnâ€™t dare try to kill him with Dratini outside.<br /> Unfortunately, both of them had a bigger problem.<br /> â€œShe couldnâ€™t have gotten far!â€ Weavile said from somewhere in the distance. â€œFan out!â€<br /> [i]The heat![/i] Dragalge though, taking off. Meganium Man didnâ€™t hear her moving.<br /> Meganium Man started heading deeper into the floor, listening closely for Chief Weavile and the police. A low hum from behind him caught him off guard, and he jumped behind a rock for cover.<br /> [i]Found you,[/i] Magneton thought. Magneton looked like three steel spheres connected together, each one with a single wide eye in the center, and a horseshoe-shaped magnet also on each sphere. The tips of the magnets started glowing blue and red, and he started approaching the rock.<br /> â€œConstable Magneton. You are under aâ€”uhâ€¦â€<br /> There was Meganium Man, hiding. The dinosaur was squinting as the magnetâ€™s lights flashed brightly.<br /> â€œMagneton? Magneton, whatâ€™s going on?â€ Weavile asked, also approaching. â€œWhat theâ€”â€<br /> â€œHowdy, Chief!â€ Meganium Man said as he got up.<br /> â€œYou have got to be kidding me,â€ Chief Weavile grumbled. â€œWhatâ€™re you doing here? I told you, weâ€™d take care of this. I ought to arrest you for interfering in a police investigation!â€<br /> â€œN-no, youâ€™ve got me all wrong! I have no reason to let Dragalge escape. I just thought, yâ€™know, what with it being an assassination attempt and all, you could use more help.â€<br /> â€œAre you even from this planet? Dragalge is both a poison and a dragon type PokÃ©mon. She resists your Razor Leafs! Furthermore, do you even know what she looks like?â€<br /> â€œNot fully,â€ Meganium Man said. Weavile pulled out a picture of a brown, slender seahorse shaped like the letter 3. Its body was brown with purple striping. Dragalge had two kelp-like pectoral fins, and a red, kelp-like trident crown. Its tail also had a brown, kelp-like fan.<br /> â€œThis is her. What do you mean, â€˜not fullyâ€™?â€ Magneton asked.<br /> Meganium Man replied, â€œI saw something leaf-shaped while looking through the binoculars. Not sure if itâ€™s her tail or hands, but it was definitely Dragalge.â€<br /> â€œHow far ago was this? Weavile asked.<br /> â€œJust a couple hours. No more than three.â€<br /> â€œThereâ€™s no way she could have gotten away from us now,â€ Weavile said to Magneton. She said to Meganium Man, â€œBut we can discuss vigilante-police relations later. If you see Dragalge, do not, I am begging you, let her escape.â€<br /> â€œYou know I wonâ€™t,â€ Meganium Man said with a smile.<br /> She told Magneton to keep looking, and left the two of them to go separate ways.<br /> Dratini woke up.<br /> â€œHarley?â€ he asked. â€œHarley, whereâ€™d you go?â€<br /> The serpent got up and had a quick look around, but saw no sign of the Apatosaurus. He returned to Blackthorn City, but the city was dead. Only the police were out and about other than him.<br /> â€œEvening,â€ Kingler said as Dratini passed him.<br /> â€œOfficer, have you seen Harley around?â€ Dratini asked.<br /> â€œWho?â€<br /> â€œThe Meganium. Green, walks on four legs, long neck, flower petals around his neck.â€<br /> â€œOh! Nope, sorry. I thought he was with you?â€<br /> â€œWell, he was, but weâ€™ve been in Dragonâ€™s Den for a couple hours now. I just woke up and he was gone.â€<br /> â€œHeâ€™s not in here,â€ Kingler motioned to the PokÃ©mon Center. â€œSo unless heâ€™s in the Dark Cave, I donâ€™t know where heâ€™d be.â€<br /> Back in Dark Cave, Meganium Man had gone through a hole in a wall and happened upon a pond on top of a hill. How this body of water even got here was a mystery.<br /> The vigilante approached it, thinking maybe he could see Dragalge swimming around. Nada. Just a few Poliwag, who waved at him with their tails. One popped out of the water to greet him.<br /> â€œHi there!â€ said the round, blue PokÃ©mon. The spiral on its belly spun once.<br /> â€œEvening,â€ Meganium Man said. â€œHave you seen Dragalge around?â€<br /> â€œDragalge?â€ Poliwag asked, not knowing who the PokÃ©mon was. Meganium Man gave a brief description of the seahorse. â€œI think I saw a PokÃ©mon like that heading east, but I canâ€™t be sure.â€<br /> â€œThanks for your help!â€ Meganium Man complimented, taking off. Poliwag returned to the water.<br /> Meganium Man headed right and saw a towering slope up ahead. He started up it, feeling his joints starting to ache.<br /> Iâ€™m not this out of shape, am I? he wondered as he trudged up the hill. Naw, he couldnâ€™t be. Itâ€™d only been a couple months since his last adventure.<br /> When he reached the peak of the slope, he saw multiple cave entrances or exits, and another mountain wall directly across. He looked out one of the holes, and realized something.<br /> This exact spot was where he, Dratini and Mayor Kingdra were hit.<br /> Standing on the ledge, Meganium Man craned his head north and saw the PokÃ©mon Center. He thought nothing of it at the time, but Kingdraâ€™s room was in the wing facing his general direction, and her bed was near a window.<br /> If there were more holesâ€¦<br /> He rushed north and saw another hole, this one facing the PokÃ©mon Center. Kingdraâ€™s roomâ€™s windows were closed, which was of little comfort. If Dragalge indeed shot the Mayor, sheâ€™d been planning this for a while. Of course, it could very well be a coincidence.<br /> As he turned around, dozens of pin-sized poisonous darts were fired at him. They only made a faint whoosh sound only the likes of an Audino could hear, and he only knew he was under fire when he heard them dig into the rock walls. He hit the ground and rolled behind a rock for cover. The assault was a quick one, but Meganium Man didnâ€™t come out unscathed: he could feel the burning, stinging sensation of the Poison Sting attack, but at least he wasnâ€™t poisoned. So he hoped.<br /> No doubt it was Dragalge.<br /> When his opponent ceased fire, Meganium Man poked his head out to see if he could spot his attacker. He gathered up some spit and prepared to fire some Bullet Seeds, but he heard a quick whistle behind him.<br /> [i]Sneaky,[/i] he thought.<br /> â€œMeganium Man, I take it?â€ asked a female voice.<br /> â€œDragalge, I take it?â€ the vigilante asked back.<br /> â€œGet up.â€<br /> The caped crusader slowly did so. Heâ€™d seen enough action movies to know that villains donâ€™t like their enemies to get up quickly for whatever reason. He then turned and faced her.<br /> â€œYou realize this is your last day of freedom,â€ Meganium Man said.<br /> â€œYou realize this is your last day alive?â€ Dragalge shot back. â€œAs soon as I kill you and the cops, Iâ€™ll be out of here and back home in Kalos in time for Corn Flakes.â€<br /> â€œThe police have swarmed Route 45, Blackthorn City, and I assume most of the surrounding area by now. What makes you think youâ€™ll escape?â€<br /> â€œMultiple things. First, this is the biggest cave in Johto. Do you know how many underground tunnels and channels there are? No? I do. Much like Mt. Mortar, exploding Graveller regularly create such passageways. By the time police figure out which one Iâ€™ve taken, itâ€™ll be too late. Kingdra will die from my Sludge Bomb attack, and you will die from Poison Sting unless I kill you now.â€<br /> â€œBefore you kill me, I want to know something. What do you get out of killing the Mayor? It wonâ€™t put you in her seat.â€<br /> â€œIâ€™m aware of that. The fact of the matter is, I deserve to be Mayor, not her. Sheâ€™s an interloper! Kingdraâ€™s only lived here for the last twenty years! But, but, but, I, the lifelong citizen, get snubbed!â€<br /> â€œOr maybe she has more political experience than you.â€<br /> â€œI was molded by this city. I â€“ and everyone else whoâ€™s spent their whole lives here â€“ have become one with its pulse, but obviously they would rather the outsider be the one in charge!â€<br /> â€œOr maybe she has more political experience than you.â€<br /> â€œNow theyâ€™ll understand how foolish they are! By letting an interloper have power, theyâ€™re dooming themselves, because only someone like me could control this city!â€<br /> â€œOr maybe she has more political experience than you. Are you even listening to me?â€ Meganium Man asked.<br /> â€œAs for you. Itâ€™s unfortunate that your brief time as a superhero has to end here. I was impressed when I heard about how you handled that Gyarados. But that victory was one-of-a-kind. Unlike you, I know my way around here.â€ Noxious, purple fumes formed in her mouth. â€œBut that means Iâ€™ll have the pleasure of killing you!â€<br /> As she fired another Sludge Bomb, Meganium Man ducked and rolled behind a nearby rock. Dragalgeâ€™s head followed his movements. The red leaf petals around Meganium Manâ€™s neck were launched at the poisonous seahorse, pushing Dragalge back and slicing her skin. The wounds werenâ€™t deep â€“ nothing more serious than what a common housecat could do. Meganium Manâ€™s leaves reattached themselves to the base of his neck, prompting Dragalge to back away.<br /> He was forced to move, lest he be trapped there. Dragalge hurried into the blackness and Meganium Man followed, but the sauropod quickly lost sight of her.<br /> [i]Thatâ€™s it,[/i] Dragalge thought as she watched Meganium Man creeping in.<br /> The blackness was so thick that Meganium Man couldnâ€™t see the bright yellow sparks forming in Dragalgeâ€™s snout. As soon as he was in the line of fire she fired her Thunderbolt attack, and he only realized what just happened when he was hit. As those volts of electricity coursed through him and forced him towards the edge of the slope, he felt his joints stiffen and his stomach churn.<br /> [i]Please, no,[/i] he thought as he rolled to a stop. [i]Not now.[/i]<br /> He had not only been paralyzed, but poisoned. The toxic agents in the Poison Sting attack quickly went to work breaking down his immune system, and he struggled to turn his head to see if Dragalge was approaching. If by some miracle he could regain mobility, then he might be able to use Synthesis and stave off the poison, if only temporarily. Synthesis wouldnâ€™t work well at night, but if it meant he could keep fighting, then it was his best chance.<br /> Meganium Man didnâ€™t hear Dragalge approaching, not that she made any sounds when moving around anyway. She was still cloaked in the darkness, pacing, wondering what to do. Meganium Man, the noble defender of Johto, killer of Butterfree, stopper of Gyarados, looked unspeakably pathetic lying atop that slope while slowly dissolving from the inside.<br /> She decided to put him out of his misery.<br /> When she moved forward one pace, she noticed Meganium Manâ€™s petals faintly glowing as he tried to regain his strength with Synthesis. He also started moving his limbs, struggling to do so, but when a front leg showed something resembling usefulness, he dragged himself across the floor and behind another rock. He grunted all the while, and as his head jerked, Dragalge swore he made eye contact.<br /> The dinosaur felt the chilly night breeze glide across his skin as the wind blew in from a cave entrance. He thrashed about behind that rock while continuing to use the moonlight to recover, but he stopped feeling rejuvenated after a minute or two. Paralysis was staring to wear off, and he could move his legs and neck a little more freely now, but he was still a sitting duck.<br /> Dragalge decided sheâ€™d wasted too much time and emerged from the shadows, and whether or not Meganium Man noticed was of no concern to her. He could faintly hear her fins brushing in the wind.<br /> When Dragalge was in front of him, he forcefully sprung forth and tackled her. She was quick enough to wrap her hands around the dinosaur and flip him over. There he was again, on the edge of the slope. That waste of an attack appeared to drain what little energy he had left. His body went limp, and Dragalgeâ€™s tail started glowing purple.<br /> â€œGoodbye, Meganium Man. Hopefully you wonâ€™t feel this.â€<br /> Before she could decapitate Meganium Man with Poison Tail, the vigilante rolled over the ledge, onto his back, and fired a single Bullet Seed at her with what little strength he could muster. It was bafflingly effective: it hit her head with enough force to knock her out, and she rolled down the slope along with him. Just as Meganium Man saw her collapse, he blacked out.<br /><br /> The vigilante woke up not in a hospital, but at the bottom of the slope. Chief Weavile, Constable Magneton, a handcuffed Dragalge, and Dratini were at his side. His head was resting on Dratiniâ€™s squishy tail. He felt a bit better, but his stomach was still a tsunami. It was the early afternoon, heâ€™d guess, if the sunlight was any indication. A small seed was lodged in Dragalgeâ€™s crown, which Dratini was taking occasional glances at.<br /> â€œUrfâ€¦ What happened?â€ Meganium Man asked.<br /> â€œI found you here, Harâ€”I mean, Meganium Man,â€ Dratini said. â€œI kept calling for help, and they showed up after a couple of hours.â€<br /> â€œWeavile used a Full Heal on you. You were in pretty bad shape,â€ Magneton added.<br /> â€œPoisoned and paralyzed!â€ Meganium Man piped up. â€œThatâ€™s one for the autobiography.â€<br /> He started to get up, but he still had trouble moving his legs. Weavile helped him onto his feet.<br /> â€œYouâ€™re probably going to have difficulty getting around for a couple months. Best thing for you would be rest and exercise,â€ Weavile said.<br /> â€œYou sound like my gym teacher,â€ Meganium Man joked.<br /> Magneton was looking around. He asked, â€œErr, does anyone know a way out of here?â€<br /> â€œIâ€™m glad you asked,â€ the vigilante replied.<br /> Meganium Man and company had to take the long way out, returning to Dragonâ€™s Den and walking down the slope the vigilante had suggested. Weavile agreed it was an easy walk, but before they could enter the small cave leading back to Blackthorn, Altaria appeared.<br /> â€œ[i]You[/i],â€ Altaria growled, his teeth showing.<br /> â€œEasy there,â€ Dratini cautioned. â€œWe got her.â€ Weavile gave him a curious look. â€œWell, sheâ€™s got her.â€<br /> â€œI donâ€™t care. She tried to kill my wife.â€<br /> â€œAnd? Dragalge almost killed me,â€ Meganium Man said in a reasoning tone.<br /> Blue and grey flames formed in Altariaâ€™s mouth. Dragon Pulseâ€™s fumes seeped out of his beak.<br /> â€œThis is justice!â€ Altaria declared, going airborne and unleashing his Dragon Pulse attack.<br /> Weavile took Altaria out by quickly lobbing an Ice Ball at him, but as the projectile made contact, so did the flames. Dragalge was immediately burned and knocked backwards to the raging waves, but Weavile caught her before she rolled in.<br /> Meganium Man and Dratini helped the shivering Altaria on his feet. A mark was visible on his cloud wings where Weavile had struck, almost black.<br /> Weavile stormed over to him. â€œYou idiot! If you killed Dragalge, Iâ€™d have to take [i]you[/i] in!â€<br /> â€œButâ€”â€<br /> â€œShut up!â€ the Chief barked once again. She then calmed herself down, taking deep breaths. â€œI am going to let that slide, but only because arresting you wouldnâ€™t be the right thing to do. Go on. Mayor Kingdraâ€™s probably wondering where you are.â€<br /> Altaria stared at Weavile for a few awkward seconds before leaving. He clearly understood, but there was something in his eyes that showed he thought he did the right thing.<br /> â€œWell, Iâ€™ll take it from here. Thanks for your help, Meganium Man, reckless as it was,â€ Weavile said.<br /> â€œAnytime, Chief.â€ The vigilante smiled. â€œI canâ€™t wait â€˜til I recklessly help you again.â€<br /> Weavile rolled her eyes and, along with Magneton, led the defeated Dragalge to Blackthorn City.<br /> Meganium Man and Dratini turned to watch the sunlight dance on the lake.<br /> â€œSo, you know my name,â€ Meganium Man said to Dratini without looking away.<br /> â€œYouâ€™re not exactly a man of subtlety,â€ Dratini pointed out.<br /> â€œQuite true.â€ Meganium Man turned and faced him. â€œHow can I trust you? How do I know you wonâ€™t reveal my true identity?â€<br /> â€œBecause I donâ€™t think anyone would believe me. Admittedly, I donâ€™t know you very well, but from the little I do know of you, it doesnâ€™t seem like something anybody would believe. And even if I did tell, your list of suspects wouldnâ€™t be very long. Your secret is safe with me.â€<br /> The two turned to look at the waves again, and although Meganium Man wanted to believe Dratini, something told him not to. Maybe it was some kind of prophecy. Maybe he was just dwelling on it too heavily. Perhaps it just came with the job.<br /> â€œI told you I was a master marksman.â€<br /> â€œOi.â€<br /><br />[center]The End of Episode #6[/center]<br />


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t think the phenomenon has been seriously investigated, and have personally no idea why it happens. It might be related to the summoned text box, but since most Ditto Tricks are done using the Start Menu, I would not get why.


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I was under the impression it had something to do with RAM bytes being changed or somesuch, since glitches are known to mess with that. I&#039;ve had overworld NPCs disappear because of my shenanigans involving Save Abuse, which [i]does[/i] involve corrupting various values*.<br /><br />*Programming [i]and[/i] moral in my case.


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Ephraim225
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I know why NPCs disappear in general, it&#039;s because the game thinks the Mew Glitch encounter is a legendary, and because it&#039;s a legendary an NPC is supposed to vanish when it&#039;s done. You can get Snorlax to disappear this way.<br /><br />I&#039;m just befuddled as to how the Cerulean Cave guard vanished.


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  To my knowledge, special stat encounters are nothing more than modifying $CD2D (opponent trainer&#039;s hex ID) into a given PokÃ©mon&#039;s hex ID, while the eye-contact script is forced on. I don&#039;t know of any relation with legendaries, nor what kind of corruption it could provoke, unlike Save abuse&#039;s WMD-like, massive 400+ memory addresses turning into FF.&nbsp; 


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: TheZZAZZGlitch
icon: xx
body:
  I decided to look into it.<br /><br />Indeed, encounters generated by the Mew Glitch count as legendary encounters. That&#039;s because legendary encounters are the only legitimate way of starting a wild Pokemon battle after talking to a sprite. The game explicitly checks if the previously activated trainer battle was with a wild Pokemon, and if so, it activates some &quot;special code&quot;.<br /><br />[tt]EndTrainerBattle: <br />&nbsp; &nbsp; [i](...)[/i]<br />&nbsp; &nbsp; ld a, [W_ENEMYMONORTRAINERCLASS]<br />&nbsp; &nbsp; [i]; is the opponent&#039;s hex ID &gt;= 200?[/i]<br />&nbsp; &nbsp; cp $c8<br />&nbsp; &nbsp; [i]; if not, we have better stuff to do[/i]<br />&nbsp; &nbsp; jr nc, .skipRemoveSprite<br />&nbsp; &nbsp; [i]; otherwise, some magic happens[/i][/tt]<br /><br />What happens with legendaries after finishing the battle? Of course, they disappear. To do that, the game sets appropriate missable object flags, corresponding to the sprite ID we recently talked to. The missable object flags are later checked upon entering any map, and if the flag is set, the corresponding sprite will disappear.<br /><br />[tt]&nbsp; &nbsp; ld hl, W_MISSABLEOBJECTLIST<br />&nbsp; &nbsp; ld de, $2<br />&nbsp; &nbsp; ld a, [$cf13]<br />&nbsp; &nbsp; [i]; search for most recent sprite ID in the missable object list[/i]<br />&nbsp; &nbsp; call IsInArray<br />&nbsp; &nbsp; [b][i]; obviously there&#039;s no error checking for when the ID wasn&#039;t found.[/i]<br />&nbsp; &nbsp; [i]; what could possibly go wrong?[/i][/b]<br />&nbsp; &nbsp; inc hl<br />&nbsp; &nbsp; ld a, [hl]<br />&nbsp; &nbsp; [i]; get the missable object index for our sprite ID<br />&nbsp; &nbsp; ld [$cc4d], a<br />&nbsp; &nbsp; [i]; indirect jump to RemoveMissableObject[/i]<br />&nbsp; &nbsp; ld a, $11<br />&nbsp; &nbsp; call Predef<br />.skipRemoveSprite<br />&nbsp; &nbsp; [i]; normal stuff again[/i][/tt]<br /><br />The missable object list is just that - a list of all sprites that could potentially disappear from the current map, along with their missable object flag offsets. This list is updated every time the player enters a new area.<br /><br />So, if we use textbox matching to change the sprite ID we recently talked to, we can trigger certain missable object flags on the map the Mew Glitch is performed. Let&#039;s see an example. This is the missable object list on Route 24:<br /><br />[tt][b][color=red]01 24[/color] [color=blue]08 25[/color] FF[/b][/tt]<br /><br />The FF at the end is to terminate the list.<br />[color=red]01 24[/color] means that sprite ID 0x01 is a missable object, and has its missable object flag at bit 0x24. That&#039;s the Team Rocket member that gives a Nugget to the player.<br />[color=blue]08 25[/color] means that sprite ID 0x08 is a missable object, and has its missable object flag at bit 0x25. That&#039;s the Pokeball with TM45, which disappears after picking it up.<br /><br />So, if we do the Mew Glitch on Route 24, we can make either of those two objects disappear, by first displaying a textbox ID 0x01 or 0x08, and encountering a wild Pokemon there. The game will assume this was a legendary encounter, and will set the missable object flag for either the Pokeball or the Nugget script tile. That doesn&#039;t seem very useful, and that doesn&#039;t seem like the whole story. It was reported that Cerulean Cave and Silph Co. guards could also disappear, yet it&#039;s not possible to do a Mew Glitch on their maps (at least not through normal means).<br /><br />What would happen if the person ID we previously talked to isn&#039;t on the missable object list? For example, opening the Start menu counts as talking to person 0. What if we try to remove the missable object flag for person 0? The game does not have an error handler for this case - the developers expected the object to always be on the list - like legendaries.<br /><br />If the item is not found, the IsInArray subroutine exits with the hl register set to the end of the array. The game then assumes that hl is a pointer to a valid list entry, reads one byte beyond the list, takes that as a missable object flag index and sets it. What&#039;s beyond the missable object list? The buffer containing the list is 32 bytes long, so we&#039;re probably not going to read past it. Instead, we will be reading garbage entries from other maps. Let&#039;s take a look. This is the missable object list for Cerulean City:<br /><br />[tt][b]01 05 02 06 06 07 0A 08 0B 09 FF[/b][/tt]<br /><br />Now, we go to Route 24. The list was now updated to look like this:<br /><br />[tt][b]01 24 08 25 FF[/b] 07 0A 08 0B 09 FF[/tt]<br /><br />The new list is only 5 bytes long, and the remaining bytes are just garbage data from the previous map.<br />Now, if we trigger a wild encounter through the Mew Glitch, with last textbox ID other than 0x01 and 0x08, the game will set missable object flag 0x07. That&#039;s the flag for one of the guards next to the house (not the one blocking the entrance, but the one standing next to it). Basically, this oversight allows us to set missable object flags from different maps.<br /><br />So, if the player already visited Bill, did the Mew Glitch on Route 24, and then returned there through Cerulean City... the guard in front of the house will disappear completely.<br /><br />[img]http://i.imgur.com/Tenliw4.png[/img]<br /><br />For all those years, I thought that the disappearing guard was normal behavior... This is a fun way to tell whether the original Mew Glitch was ever performed on a save file. <br /><br />The Cerulean Cave guard uses missable object flag 0x08, so to make him disappear, we&#039;d need to perform the Mew Glitch on a route with 3 missable objects (like Route 12), fight a trainer, fly to Cerulean City, then to Lavender Town (this won&#039;t screw up the process, since Lavender Town has no missable objects and won&#039;t overwrite the fourth list entry), make sure that the Start menu was the last textbox loaded into memory, then go back to Route 12 to finish the Mew Glitch and run away from the resulting encounter.<br /><br />This makes me think if making objects disappear this way would be a viable strategy in &quot;no save corruption&quot;/&quot;no item underflow&quot; speedruns.


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Very nice job TheZZAZZGlitch, as always! Indeed it might open some interesting strategies in skipping stuff using Mew Glitch&nbsp; ;D


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: camper
icon: xx
body:
  That explains why the Snorlax blocking Route 16 didn&#039;t disappear when Twitch Plays Pokemon did the Jack-fly trick (John-fly, actually) on Route 17 recently! Celadon has much more missable objects than Route 16 (thanks Team Rocket), so something else was set to disappear instead.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So the starters are an owl name Rowlet, a cat named Litten, and what appears to be an otter(?) named Popplio. Possible legendaries are a lion named Solgaleo and some kind of bat thing named Lunaala who is totally not Count Bleck guize srsly:<br /><br />http://gamerant.com/pokemon-sun-and-moon-starters-legendaries/<br /><br />Region appears to be based on Hawaii, and named Alola:<br /><br />http://www.ign.com/articles/2016/05/10/pokemon-sun-and-moon-first-gameplay-new-starters-region-revealed<br /><br />Customization is back.<br /><br />http://www.vg247.com/2016/05/10/pokemon-sun-and-moon-will-have-trainer-customization-options/<br /><br />Release dates are November 18 2016 for everywhere except Europe, where it comes out on the 23rd.<br /><br />


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Spectramark
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Just letting you guys know, but do NOT give glitch pokemon 0x0A0D (the one that makes the music glitch) the heart marking. For some reason, it produces an EXTREMELY loud, continuous noise, louder than anything I&#039;ve heard come out of a GBA. The noise stops when you either remove the marking or hover over a pokemon which doesn&#039;t have a heart marking.<br />Also, giving 0x0A0D the triangle marking makes the game glitch and stutter. Again, the effect stops when you hover over a pokemon which doesn&#039;t have the triangle marking. The game eventually crashes if left in this stuttery state for more than a few seconds.<br />Why the markings do all this is unknown.<br /><br />A rather unrelated question, but do glitch moves in Pokemon Platinum have the same effects as in Diamond &amp; Pearl? If not, has anyone tried experimenting with glitch moves in Platinum?


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Ephraim225
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh my god did I just contribute to finding another use for the Mew Glitch I&#039;m so happy<br /><br />Thanks, ZZAZZ, you&#039;re incredible :D<br /><br />[quote author=camper link=topic=7490.msg200313#msg200313 date=1462888188]<br />That explains why the Snorlax blocking Route 16 didn&#039;t disappear when Twitch Plays Pokemon did the Jack-fly trick (John-fly, actually) on Route 17 recently!<br />[/quote]<br /><br />They got Jack&#039;s item?? And did that?? How in the world?


subject: Hey guys!
poster_name: Surfingpichu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Surfingpichu here! Or, Pichu. Or SP. Or whatever.<br /><br />I used to be a part of this forum a looooooong time ago. Probably a little over a decade now. Just figured I&#039;d pop in and see how things are. This place got huge! =O Amazing! You go Abwayax, this is fantastic.<br /><br />Aaanyway, I&#039;m around. Just popping in to say hello. I love what you&#039;ve done with the place. =]


subject: Re: Hey guys!
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Howdy, Surfingpichu! Welcome to GCLF!<br /><br />[img]http://images4.wikia.nocookie.net/__cb20120510221731/unanything/images/8/80/Don&#039;t_forget_you&#039;re_here_forever.jpg[/img]


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Surfingpichu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I like the owl starter&#039;s design a lot. I&#039;m debating whether to start this one off with a Nuzlocke or not... I might.


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Ephraim225 link=topic=7490.msg200317#msg200317 date=1462931411]<br />[quote author=camper link=topic=7490.msg200313#msg200313 date=1462888188]<br />That explains why the Snorlax blocking Route 16 didn&#039;t disappear when Twitch Plays Pokemon did the Jack-fly trick (John-fly, actually) on Route 17 recently!<br />[/quote]<br /><br />They got Jack&#039;s item?? And did that?? How in the world?<br />[/quote]<br />Democracy. [url=https://www.youtube.com/channel/UCskjCXK_u4EvFvXiPgezsEw]This channel[/url] has all the footage. (check the recent videos)


subject: Re: Hey guys!
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hey there! I also came back last year after something like 6 years of inactivity, so I know how it feels. Welcome back, then!


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=camper link=topic=7490.msg200321#msg200321 date=1462940584]<br />[quote author=Ephraim225 link=topic=7490.msg200317#msg200317 date=1462931411]<br />[quote author=camper link=topic=7490.msg200313#msg200313 date=1462888188]<br />That explains why the Snorlax blocking Route 16 didn&#039;t disappear when Twitch Plays Pokemon did the Jack-fly trick (John-fly, actually) on Route 17 recently!<br />[/quote]<br /><br />They got Jack&#039;s item?? And did that?? How in the world?<br />[/quote]<br />Democracy. [url=https://www.youtube.com/channel/UCskjCXK_u4EvFvXiPgezsEw]This channel[/url] has all the footage. (check the recent videos)<br />[/quote]<br /><br />That&#039;s amazing!


subject: Re: Hey guys!
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Surfingpichu link=topic=7491.msg200318#msg200318 date=1462933520]<br />Surfingpichu here! Or, Pichu. Or SP. Or whatever.<br /><br />I used to be a part of this forum a looooooong time ago. Probably a little over a decade now. Just figured I&#039;d pop in and see how things are. This place got huge! =O Amazing! You go Abwayax, this is fantastic.<br /><br />Aaanyway, I&#039;m around. Just popping in to say hello. I love what you&#039;ve done with the place. =]<br />[/quote]<br /><br />Welcome back to the forums Surfingpichu! Hope you enjoy browsing the forums for your return.


subject: Re: Hey guys!
poster_name: Surfingpichu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks so much for the warm welcome, you guys.<br /><br />It&#039;s so weird. I remember pretty vividly when these forums were literally just Abwayax, Zowayax, and a bunch of our friends clowning around on a proboards site. How times change.<br /><br />It&#039;s really nice to be back though. =] I&#039;m glad to see the community is still really friendly.


subject: Re: Hey guys!
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hello.<br />I was browsing here in around 2012 but I was confused so I went to bulbapedia instead<br />4 years later I&#039;m here


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=Spectramark link=topic=6868.msg200316#msg200316 date=1462921791]<br />Just letting you guys know, but do NOT give glitch pokemon 0x0A0D (the one that makes the music glitch) the heart marking. For some reason, it produces an EXTREMELY loud, continuous noise, louder than anything I&#039;ve heard come out of a GBA. The noise stops when you either remove the marking or hover over a pokemon which doesn&#039;t have a heart marking.<br />[/quote]<br /><br />Did it sound like this? https://youtu.be/e6rt1Zd2xsA?t=9s<br /><br />If not, try to record it.


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Dante
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi guys! I&#039;m doing a &quot;Pokemon Red Glitched Adventure&quot; series on my channel on youtube (italian), and I was looking for some great glitch to show off. Now I found this and I think it would be amazing to exploit it to get rid of the Snorlax on route 12. I&#039;m in Vermillion City right now, do you think there&#039;s some way to achieve that?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Spectramark
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, I&#039;m happy to report it sounds almost nothing like that. I&#039;ll get a recording when I have the chance.


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: TwilightHakuryuu
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: TwilightHakuryuu
icon: xx
body:
  [quote author=Dante link=topic=7490.msg200330#msg200330 date=1462997417]<br />Hi guys! I&#039;m doing a &quot;Pokemon Red Glitched Adventure&quot; series on my channel on youtube (italian), and I was looking for some great glitch to show off. Now I found this and I think it would be amazing to exploit it to get rid of the Snorlax on route 12. I&#039;m in Vermillion City right now, do you think there&#039;s some way to achieve that?<br />[/quote]<br /><br />I recommend that you check the wiki next time, because that particular use of the tainer-escape glitch was found ages ago. The methodology is summed up in [url=http://glitchcity.info/wiki/index.php/Remove_Snorlax_glitch]this[/url] article on the GCL wiki. <br /><br />Good luck on your glitch series. :)


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Dante
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thank you :)<br /><br />Sadly this isn&#039;t useful since I have not access to Lavander Town. <br />The series is meant to exploit glitches to beat the game in a cool way while helping me, so I&#039;m trying to find a balance between beating it as fast as I can and making the series long enough. <br /><br />Right now I was thinking about reaching the super store to get X special without getting cut and avoiding the rock tunnel, then after obtaining 7F (I&#039;m using the Italian version since I want my viewers able to try the glitches for themselves) use this to get the badges without actually beating the gyms, and then the noclip glitch to avoid victory road.<br /><br />But I assume that I can&#039;t do that D:<br />I&#039;ll go to lavander town by normal means.<br />


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: TwilightHakuryuu
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Dante link=topic=7490.msg200333#msg200333 date=1463002249]<br />Sadly this isn&#039;t useful since I have not access to Lavander Town. <br />The series is meant to exploit glitches to beat the game in a cool way while helping me, so I&#039;m trying to find a balance between beating it as fast as I can and making the series long enough. <br /><br />Right now I was thinking about reaching the super store to get X special without getting cut and avoiding the rock tunnel, then after obtaining 7F (I&#039;m using the Italian version since I want my viewers able to try the glitches for themselves) use this to get the badges without actually beating the gyms, and then the noclip glitch to avoid victory road.<br />[/quote]<br /><br />I wonder if the cuttable trees are also missable objects? But you wouldn&#039;t be able to trainer-fly from route 9 without being able to get on route 9 in the first place.<br /><br />Alternatively, there might be a way to get a fresh water/lemonade/soda pop without going to celadon city first. Then you could simply go right through saffron city to get to celadon and lavander. Actually, I&#039;m sure there&#039;s a way, I just don&#039;t know it myself, and I don&#039;t recall seeing it posted anywhere. Maybe ask around a bit?


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Dante
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Dante
icon: xx
body:
  [quote author=TwilightHakuryuu link=topic=7490.msg200334#msg200334 date=1463005346]<br /><br />I wonder if the cuttable trees are also missable objects? But you wouldn&#039;t be able to trainer-fly from route 9 without being able to get on route 9 in the first place.<br /><br />Alternatively, there might be a way to get a fresh water/lemonade/soda pop without going to celadon city first. Then you could simply go right through saffron city to get to celadon and lavander. Actually, I&#039;m sure there&#039;s a way, I just don&#039;t know it myself, and I don&#039;t recall seeing it posted anywhere. Maybe ask around a bit?<br />[/quote]<br />I know for sure that you can just trade the fresh water from Pokemon Stadium 2, but I cannot do that since I&#039;m playing it on emulator.<br />I&#039;ll try to investigate more about that, thanks for the aid :)


subject: How would I change my username?
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I would rather use the name &quot;drc&quot; than &quot;Spoink&quot; (case sensitive)<br /><br />How would that happen? 


subject: Re: How would I change my username?
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Bert
icon: xx
body:
  Ask a mod/admin. <br /><br />Edit: There&#039;s a [url=http://forums.glitchcity.info/index.php/topic,3109.0.html]thread[/url] for this.<br /><br />[size=1pt]Did I just say &#039;Edit&#039; in my post oh god I&#039;m becoming Yuzihax.[/size]


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: shaggs
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hyped. I like Popplio, I hope he has an awesome design in his last stage<br />and that he lives up to the bro that Blastoise was to me back in red.<br />The only one to ever get close to that is Empoleon


subject: Re: NPCs that can be removed by the Mew Glitch?
poster_name: Ephraim225
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Have you shown Brock Through Walls yet? If that&#039;s not an option you could show Item Underflow and hope the RAM gives you one of the drinks, it&#039;s how I got the Surfboard :D


