# smf_messages

subject: Full Control: Real-time RAM writing with 8F
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Cryo
icon: xx
body:
  Whew, it definitely took a few days, and the code may not look all that great, but I&#039;ve finally come up with a method of using the GameBoy&#039;s joypad to write arbitrary bytes to RAM in as little time as possible with as few buttons as possible.<br /><br />[b][u]HOW IT WORKS:[/u][/b]<br />When 8F is used, the screen and sound will function as normal, but the controls will lock up and you will now be in INPUT mode. During this mode, any button you press will add that button&#039;s value to the specified byte in memory, with two exceptions: If you press the same button twice in a row, it will move on to the next byte; and if you hold (or press) the START and SELECT buttons together at the same time, the program will jump to the specified offset and start executing your code.<br /><br />This allows for a 1-to-1 mapping of buttons to values for optimal speed while still providing all necessary functionality.<br /><br />[b]NOTE:[/b] Due to space limitations, you [b]must[/b] press A once before you enter anything on the joypad. When you press A to select the USE option on 8F, the game registers that as the initial value to be executed. Pressing A before you enter your own code skips this junk byte, and it&#039;s also why HL is initially set to $D3FE instead of $D400 in the code below.<br /><br />[b][u]ITEM LIST:[/u][/b]<br />[tt]Item&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Quantity<br />========================<br />8F&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x1<br />[Any Item]&nbsp; &nbsp; &nbsp; xAny<br />X Accuracy&nbsp; &nbsp; &nbsp; x254<br />Escape Rope&nbsp; &nbsp;  x84<br />Potion&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x213<br />HP Up&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x205<br />TM50&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x63<br />Soda Pop&nbsp; &nbsp; &nbsp; &nbsp; x240<br />TM48&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x254<br />Burn Heal&nbsp; &nbsp; &nbsp;  x200<br />TM40&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x178<br />Guard Spec.&nbsp; &nbsp;  x183<br />Rare Candy&nbsp; &nbsp; &nbsp; x241<br />X Speed&nbsp; &nbsp; &nbsp; &nbsp;  x185<br />X Defense&nbsp; &nbsp; &nbsp;  x40<br />TM35&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x79<br />X Attack&nbsp; &nbsp; &nbsp; &nbsp; x134<br />Ether&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x119<br />X Special&nbsp; &nbsp; &nbsp;  x24<br />TM28&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; xAny[/tt]<br /><br />[b][u]ASM:[/u][/b]<br />[code]<br />Start:<br />&nbsp; &nbsp; ld l,$FE&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; Destination = $D3FE<br />&nbsp; &nbsp; dec e&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; Zero out E<br />&nbsp; &nbsp; ld d,h&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; DE = $D300<br />&nbsp; &nbsp; inc d&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; DE = $D400 (Code Start)<br />&nbsp; &nbsp; push de&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; Push onto the stack for later RET<br /><br />Next_Byte:<br />&nbsp; &nbsp; inc hl&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; Go to the next byte<br /><br />Check_Input:<br />&nbsp; &nbsp; call $3FFA&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; Joypad polling subroutine<br />&nbsp; &nbsp; dec a&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; - Padding -<br />&nbsp; &nbsp; ldh a,($F8)&nbsp; &nbsp; &nbsp; &nbsp;  ; Get the current held button<br />&nbsp; &nbsp; cp $0C&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; START + SELECT = exit<br />&nbsp; &nbsp; ret z&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; Jump to arbitrary code ($D400)<br /><br />Check_Released:<br />&nbsp; &nbsp; ldh a,($B2)&nbsp; &nbsp; &nbsp; &nbsp;  ; Get the most recently released button<br />&nbsp; &nbsp; scf&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; - Padding -<br />&nbsp; &nbsp; or a&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; Check whether a button was released<br />&nbsp; &nbsp; jr z,Check_Input&nbsp; &nbsp; ; If not, keep looping until one is<br /><br />Check_Previous:<br />&nbsp; &nbsp; ld b,e&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; - Padding -<br />&nbsp; &nbsp; cp c&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; Check if the button was pressed twice<br />&nbsp; &nbsp; ld b,d&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; - Padding -<br />&nbsp; &nbsp; jr z,Next_Byte&nbsp; &nbsp; &nbsp; ; Move to the next byte if so<br /><br />Modify_Byte:<br />&nbsp; &nbsp; ld c,a&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; Backup the previous button<br />&nbsp; &nbsp; ld b,c&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; - Padding -<br />&nbsp; &nbsp; add a,(hl)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; Add button value to current value<br />&nbsp; &nbsp; ld d,b&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; - Padding -<br />&nbsp; &nbsp; ld (hl),a&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; Save new value in memory<br />&nbsp; &nbsp; ld b,h&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; - Padding -<br />&nbsp; &nbsp; jr Check_Input&nbsp; &nbsp; &nbsp; ; Loop until manually RET<br />End:<br />[/code]<br /><br /><br />[b][u]EXAMPLE:[/u][/b]<br />One of the things that I use this method for the most has to do with [url=http://forums.glitchcity.info/index.php?topic=7722.0]cartridge swapping[/url] capabilities. The setup below simply puts P14 to low and enters STOP mode, followed by a RET instruction to continue normal execution. This means that you can enter STOP mode, swap cartridges, then press any button on the D-Pad to return execution.<br /><br />[b][u]ASM:[/u][/b]<br />[code]<br />ld a,$EF<br />ldh ($00),a<br />stop<br />ret<br />[/code]<br /><br />To execute the code above, simply use the 8F item, then press the buttons below in sequence. Each line represents a byte written to memory, with the first line skipping the junk byte and the last line jumping to the written program.<br /><br />[b][u]BUTTON INPUT:[/u][/b]<br />[tt]A<br />LEFT RIGHT START SELECT B B<br />DOWN UP LEFT START SELECT B A A<br />DOWN UP LEFT LEFT<br />LEFT<br />RIGHT RIGHT<br />A A<br />DOWN UP START A A<br />START + SELECT[/tt]<br /><br />[b]NOTE:[/b] If you pop the cartridge out, put the same cartridge back in, then exit STOP mode, then the game will continue executing as normally. However, the values written to RAM remain there, so in order to re-run the stop routine above, the only buttons you&#039;d have to press are [tt]START + SELECT[/tt].<br /><br />Putting in the same combination twice without resetting will effectively double the existing program&#039;s bytes in RAM, since this is an additive approach. One pretty rad workaround is the polymorphic aspect of the setupâ€”you can alter the items in your bag (to remove padding, etc.) and save the game with your new RAM writing bulldozer. ;D<br /><br /><br />PS: This method was successfully tested on Pokemon Red and Pokemon Blue hardware; I&#039;m not sure about Pokemon Yellow yet, but it should work just fine.


subject: &quot;Out of Bounds&quot; types
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Bulbapedia states that Red/Blue&#039;s Pokemon #205 (dex number, not index)&#039;s types are Normal/Ground. It actually has types 8Dh and 84h, which the game probably interprets as 0Dh and 04h and shows them as Normal (all types between 09h and 13h inclusive are named Normal) and Ground respectively.<br /><br />However when I test the Pokemon out in the game, Grass moves and Poison moves are both normally effective (1x) against it, while Fighting moves are super effective (2x), so it&#039;s essentially pure Normal type. What determines if a type works as it&#039;s shown or not?


subject: Re: &quot;Out of Bounds&quot; types
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  8D and 84 showing up as 0D and 04 is merely visual, [url=https://github.com/pret/pokered/blob/master/engine/battle/print_type.asm#L41]since the game doubles that value[/url] (scrapping the highest bit) to find the pointer to the name.<br />BUT ! These types ARE 8D and 84. So this PokÃ©mon is essentially a Glitch/Glitch PokÃ©mon, not Normal/Ground.<br /><br />I don&#039;t quite get why you got 2x Fighting, since [url=https://github.com/pret/pokered/blob/77c3e22a4ecd3dc81918f00c548cef7c634f3419/engine/battle/core.asm#L5334]this routine[/url] checks exact types (and not the displayed types).


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystalame
icon: xx
body:
  It seems that there is an exploit in Sun and Moon that involves using a Ditto and gathering a lot of eggs in advance (preferably Magikarp) and then hatching them. If one of them is Shiny, you can reset the game and swap out the Magikarp for another Pokemon and the same egg will result in a Shiny of the new species you put in the daycare. Due to this, it&#039;s advised saving every 10 hatched eggs or so, so when you reset you aren&#039;t set back super far.<br /><br />Apparently, the stats of eggs are determined [i]so far in advance[/i] that they&#039;re practically no longer random anymore.


subject: Re: Dragon Ascent Move Tutor Glitch
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  As far as I can tell, the glitch [url=https://redd.it/3kj1v6]was discovered[/url] by someone who cheated to fill their Boxes. They speculated that it would be possible to do using Bank, but as you demonstrated it isn&#039;t.<br /><br />Since the glitch cannot be performed without cheating, I&#039;ve removed it from Bulbapedia.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Well,<br />Ricky = Spewpa<br />Justin = Combee (Male)<br />DaSM64G0D = Chimecho<br />Great... MAKE MOREEEEE<br />&quot;Analyzed QR Code patterns:&nbsp; 85&quot;


subject: Sparkling Aria Multi Battle AI
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Some players have reported that in the Multi Battle at Aether Paradise, if Hau has Primarina, there&#039;s a chance he will use his Z-Move on you (his ally).<br /><br />The speculation is that this occurs because the AI sees Sparkling Aria as a support move due to healing burn. Normally this wouldn&#039;t matter since it targets everyone except the user, but when it&#039;s turned into a Z-Move it&#039;s single-target. I&#039;m not sure if this only occurs if you already have a burn though.<br /><br />I haven&#039;t seen any video of this, so if anyone knows of a video or can produce one, I&#039;d appreciate it.<br /><br />Source: https://www.reddit.com/5e8sva/


subject: Re: Dragon Ascent Move Tutor Glitch
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ummm, did you full all boxes proggressivly? Like, fill all 7, then fill all next ones. You need at least one PokÃ©mon in each box.


subject: Re: Sparkling Aria Multi Battle AI
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I already beaten the story (with choosing Litten), so I can&#039;t test that, sorry.<br />Also, A little offtopic, make a page for unused stuff in Sun and Moon on Bulbapedia, as there&#039;s actually some unused stuff there, like location name references to PokÃ©mon GO. (Yes I found it). Possibly some PoGO connection was planned?


subject: Re: [Utility] 8F Helper - gbz80aid
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I apologize for the double post, but I just pushed a pretty big update to the repo that will, among other things, greatly help with determining the inputs for the recently-posted [url=http://forums.glitchcity.info/index.php?topic=7744.0]Full Control[/url] 8F RAM manipulation method.<br /><br /><br />Due to an oversight on my end, I had neglected to implement translation for the JP instruction and only supported the JR instruction; it now includes full support for both the JP and JR instructions, even when using custom offsets with the [b][tt]-ofs[/tt][/b] flag.<br /><br />The program now supports both the reading and printing of gbz80 ASM in a variety of formats, primarily the BGB formatâ€”for example, the instructions [b][tt]ldi (hl),a[/tt][/b] and [b][tt]ld (hl+),a[/tt][/b] are treated as the same instruction and can be output in BGB format by specifying the [b][tt]-o bgb[/tt][/b] flag.<br /><br />Most notably, however, the program can now convert gbz80 ASM (and gbz80 machine code) into button presses for use with the Full Control 8F method. In this mode, each line of button presses represents a single byte written to memory, and even calculated the total number of button presses required (just for fun). You can specify this mode with the [b][tt]-o joy[/tt][/b] flag.<br /><br /><br />As an example of the 8F Full Control button output, here&#039;s a snippet of the output when using the ASM code for credits warping on Super Mario Land 2 from [url=https://www.youtube.com/watch?v=SL_Zuc0tlvo]TheZZAZZGlitch&#039;s recent ACE video[/url].<br /><br />[b][u]SAMPLE OUTPUT:[/u][/b]<br />[code]<br />C:\gbdev&gt;gbz80aid.exe -o joy -f sml2_ace.asm<br /><br />Joypad Values:<br /><br />A<br />DOWN UP LEFT RIGHT B A A<br />RIGHT SELECT B B<br />START B A A<br />DOWN A DOWN DOWN<br />UP DOWN LEFT RIGHT START SELECT B A A<br />DOWN UP LEFT RIGHT START SELECT B A A<br />START B A A<br />UP LEFT RIGHT START A A<br />DOWN LEFT RIGHT RIGHT<br /><br />[92 lines omitted]<br /><br />LEFT B B<br />DOWN LEFT START SELECT B A A<br />LEFT B B<br />LEFT RIGHT START SELECT B B<br />DOWN UP RIGHT RIGHT<br />LEFT B B<br />DOWN UP B A A<br />DOWN UP LEFT LEFT<br />DOWN UP RIGHT RIGHT<br />START + SELECT<br /><br />Total number of button presses: 506<br />[/code]<br /><br />If you&#039;re interested in testing it out, you can grab the Windows executable all zipped up [url=https://github.com/KernelEquinox/8F-Helper/releases/download/v1.2/gbz80aid.zip]here[/url].


subject: Re: Viet Crystal: ACE with Mobile System GB?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7741.msg203450#msg203450 date=1482178070]<br />[quote author=Torchickens link=topic=7741.msg203446#msg203446 date=1482163752]<br />If you load the game on BGB, open the debugger and go to debug&gt;access breakpoints you can set a breakpoint to A000-FDFF by entering A000-FDFF in the address box, ticking &#039;on write&#039; and adding it. This way if there is any arbitrary code execution the emulator will open up the debugger at the place it&#039;s executing the code.<br />[/quote]<br /><br />I think you meant &#039;on execute&#039;.<br /><br />Also, Viet Crystal has a lot of crashes caused by invalid text commands. All of them could potentially be exploitable, similar to the Coin Case glitch.<br />[/quote]<br /><br />Oops, yeah my mistake. Thanks TheZZAZZGlitch.<br /><br />MartinTVP8, if you still want find the first execution from RAM try &#039;on execute&#039; instead of &#039;on write&#039;. Sorry for giving you wrong instructions.<br /><br />The parameters I shared are for RAM locations, and in case you don&#039;t know the Game Boy writable memory allocation is like this.<br /><br />$FF80-$FFFE	Zero Page - 127 bytes<br />$FF00-$FF7F	Hardware I/O Registers<br />$FEA0-$FEFF	Unused<br />$FE00-$FE9F	OAM - Object Attribute Memory<br />$E000-$FDFF	Echo RAM<br />$D000-$DFFF	Internal RAM - Bank 1-7 (switchable - CGB only)<br />$C000-$CFFF	Internal RAM - Bank 0 (fixed)<br />$A000-$BFFF	Cartridge RAM (If Available)<br />$9C00-$9FFF	BG Map Data 2<br />$9800-$9BFF	BG Map Data 1<br />$8000-$97FF	Character RAM<br /><br />If the debugger comes up at one of these locations, you may be able to write to those addresses (right click on the value; modify code/data) and this will be your code to execute. Then; if you have code written the only obstacle is writing code there and executing it without cheating. <br /><br />Note many times you will come across execution at memory addresses that aren&#039;t the most manipulable, or that could be overwritten. Arbitrary code execution may in fact be common when the game is confronted with a bad operation, and also for undefined things (like glitch items) but is not as often manipulable.<br /><br />E0CF and E139 (which would be 01xxCFE0 and 01xx39E1 in a GameShark code) are [url=http://glitchcity.info/wiki/Pok%C3%A9mon_Crystal_(JP)_GameShark_codes]not documented[/url] on our list of GameShark codes (containing Japanese Crystal addresses) but if luck is good hopefully we can find a unique way of executing arbitrary code in this version.<br /><br />Hope that helps. :)


subject: Re: [Utility] 8F Helper - gbz80aid
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Very cool! It&#039;s funny these are button combinations like classic game cheats. What would the Konami code or Up-Down-Left-Right-A+Start give, lol?


subject: Re: The Luigi Exploit - Could PokÃ©mon be used to ACE / credits warp other games ?
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  After a good bit more testing on a few physical systems with various games, I&#039;ve found that one of the biggest contributor to whether or not the exploit is successful is the cleanliness of the cartridge.<br /><br />With my dirtiest cartridge (Japanese Pokemon Red), which I haven&#039;t touched in ages, I often have to wiggle it a few times just to get it to boot properly. However, with my cleanest cartridge (English Pokemon Blue), I have to make serious efforts in order to get this cartridge to have any read errors.<br /><br />My most recent test involved setting $FF00 to $EF (listening for P14) and entering STOP mode, that way I could break out of it by pressing on the D-Pad. I found that I actually had more success slowly pushing out my Pokemon Blue cartridge than I did yanking it out, even if I removed it by wiggling it slowly back and forth. The only time I got it to fail when inserting or removing the Pokemon Blue cartridge was when I was wiggling it in EXTREMELY slowly, which caused the sound to stop and the system to lock up. The weird part? Whenever I turned it back on (cartridge in the same position as the crash), the power light would come on, but the GameBoy logo would fail to appear. The screen would remain blank until I turned it off and adjusted the cartridge, but nothing else would affect it.<br /><br />On the flip side, I was actually trying TheZZAZZGlitch&#039;s Super Mario Land 2 credits warp with the 8F Full Control method, but after 6 times of entering every button input and attempting the Stop &#039;N&#039; Swop, I was never able to do it. I did just get this cartridge recently and I haven&#039;t cleaned it just yet, so it&#039;s probably dirty as well.<br /><br /><br />[b]UPDATE:[/b] Okay, so as I was typing this, I was experimenting a bit more and came across something that&#039;s constant across all of the cartridges tested. And by &quot;constant&quot;, I mean I&#039;ve been sitting here on my bed surrounded by GameBoy cartridges and I&#039;ve been doing nothing but testing out observations over and over, trying to see if I could get this to always work 100% of the time.<br /><br />It turns out, the [i]angle[/i] at which you insert and remove the cartridge is about 95%of the solution, while the cleanliness of the cartridge is the other 5%. I found that my Pokemon Blue cartridge has to be tilted clockwise slightly (when viewing the LCD) when removing and inserting it, and over the past few hours, while popping it in and out to test other cartridges for their &quot;sweet spots&quot;, my game hasn&#039;t restarted or crashed once due to the insertion/removal of the Pokemon Blue cartridge.<br /><br /><br />Also, we may not even need a time delay on the payload; the code below works just as well (from my experiments, at least).<br /><br />[b][u]ACTIVATOR:[/u][/b]<br />[code]<br />ld a,$EF<br />ldh ($00),a<br />stop<br />[/code]<br /><br />Just press any button on the D-Pad and the rest of the payload gets executed.


subject: Re: ACE via Bad Clones in Crystal.
poster_name: Nostalgia
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Crystal_ link=topic=7706.msg203348#msg203348 date=1481404909]<br />Yeah, the player ID number is at d47b-d47c in Crystal. You can use ACE to write whichever you want into those addresses.<br />[/quote]<br /><br />On Pokemon Yellow it required two inputs, one required changing the ID which changed upon catching a new Pokemon, the other required manually changing the ID of Pokemon already owned to match your new ID (so previously caught Pokemon would still be recognised as yours with the new ID and would obey). It was simple enough to do, but I wondered if the process would be the same in Crystal with the two different inputs and I wonder if someone could test this for me because I don&#039;t have access to the games currently and it should be simple enough to do. :)


subject: Re: Sparkling Aria Multi Battle AI
poster_name: OwnageMuch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh, I just read this thread after posting another one. This actually happened to me. He continued attacking me after using his Z-move on me too.<br /><br />[quote author=blahpy link=topic=7747.msg203485#msg203485 date=1482395173]<br />I assume this is unintended, I was doing the battle with Hau against the Aether green-haired dude and his grunt. Hau&#039;s Raichu got KOed and he sent out his Primarina... and used his Z-move on me (and both opposition pokemon were alive). He then proceeded to attack me on the next turn too so I quickly KOed all his pokemon before beating the opponents, which worked nicely.<br /><br />Never knew Hau had joined Team Skull...<br />[/quote]<br /><br />deleted my thread


subject: Re: [Utility] 8F Helper - gbz80aid
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7731.msg203481#msg203481 date=1482358777]<br />Very cool! It&#039;s funny these are button combinations like classic game cheats. What would the Konami code or Up-Down-Left-Right-A+Start give, lol?<br />[/quote]<br />I know I&#039;m kind of a cheat nazi, but here goes :<br />It&#039;s Up-Up-Down-Down-Left-Right-Left-Right-B-A-Start.<br /><br />(And the answer is probably a crash :D)


subject: Re: &quot;Out of Bounds&quot; types
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Okay, that matches what I expected. All attacks will score 1x against it, and not attack will fail because of the type.<br />This is because the game has a list of scenarios, and since the types of this PokÃ©mon are nowhere in that list, then the game applies no special case.<br /><br />Side note : nope, no way to get past the table&#039;s bounds. Also, it is in ROM. So no glitches are possible.


subject: Re: [Utility] 8F Helper - gbz80aid
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7731.msg203487#msg203487 date=1482401021]<br />[quote author=Torchickens link=topic=7731.msg203481#msg203481 date=1482358777]<br />Very cool! It&#039;s funny these are button combinations like classic game cheats. What would the Konami code or Up-Down-Left-Right-A+Start give, lol?<br />[/quote]<br />I know I&#039;m kind of a cheat nazi, but here goes :<br />It&#039;s Up-Up-Down-Down-Left-Right-Left-Right-B-A-Start.<br /><br />(And the answer is probably a crash :D)<br />[/quote]<br /><br />Mm yes, the Konami code is that code. The Up-Down-Left-Right-A+Start is actually a Sonic the Hedgehog cheat (I think?), in case you thought I was writing the Konami code. On hindsight it&#039;s been a long time since I tried messing around with the Sonic games so I don&#039;t know if that&#039;s the code for sure.<br /><br />Thanks. :)<br /><br />Yeah. It would be fun if you didn&#039;t get a crash, then you could brag using 8F with a set up and entering the Konami code does something cool (or uncool). Perhaps not many people would have believed you if this was back in 2000 or so lol.


subject: Re: The Luigi Exploit - Could PokÃ©mon be used to ACE / credits warp other games ?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  The smallest SNES program I could come up with is 22 bytes long. Thus, we need to send multiple packets to the SNES. I think it would be better to make 8F a SNES packet sender, and have it send several DATA_SND packets before sending a final JUMP packet and crash the game (because SO LONG WE DON&#039;T NEED YOU 8))<br /><br /><br />Now, here is a full guide on how to send appropriate packets to Weegee-fy the Super Game Boy as well !<br />(And even if this doesn&#039;t work, it&#039;s still a way to do SNES ACE via PokÃ©mon Red ^^)<br /><br /><br />[size=14pt][b]Tutorial[/b][/size]<br />We are first going to write a packet and a tiny payload to feed the SNES some code.<br />But then we&#039;re in hell. Why ? [b]Because the bytes we gotta send map to invalid items ![/b] So we can&#039;t use items to store the packet data :(<br />And I&#039;ve thought of a somewhat original (I guess) storage solution. We&#039;re gonna use PokÃ©dex flags. Hell. Yeah.<br />First, setup your pack ! [u]But don&#039;t use 8F quite yet !![/u] The items are actually fairly simple (and cheap) to acquire, and you don&#039;t need many duplications.<br />[code]<br />8F<br />Any item x[any qty]<br />Awakening x[byte to write]<br />HP Up x175<br />Water Stone x4<br />PokÃ© Ball x121<br />Great Ball x3<br />Burn Heal x3<br />X Accuracy x1 (Will change)<br />Antidote x34<br />Parlyz Heal x125<br />Ice Heal x46<br />Leaf Stone x34<br />TM01 x[any qty]<br />Lemonade x28<br />Guard Spec. x3<br />Super Repel x233<br />[/code]<br />The usage is very simple : you just need to make the quantity of Awakenings match the value you&#039;re willing to write, and then you just use 8F.<br />The quantity of X Accuracies will increment each time. Basically, when you use 8F while having &quot;A&quot; Awakenings and &quot;X&quot; X Accuracies, the &quot;X&quot;th byte of the packet will turn into &quot;A&quot;.<br />[size=18pt][color=red][u][b]BIG FAT NOTE : NEVER USE 8F IF YOU HAVE MORE THAN 28 X ACCURACIES !!!! YOU WILL CORRUPT PARTY DATA AND MAKE 8F POTENTIALLY UNUSABLE !!!![/b][/u][/color][/size]<br />This will also corrupt your PokÃ©dex flags. I made this because it makes the code simpler, and I guess when doing SGB to SNES ACE, PokÃ©dex progression doesn&#039;t matter [i]that[/i] much :D<br />You can toss some X Accuracies to write some bytes you may have screwed up. This is built to be fairly forgiving :)<br /><br />So, we&#039;re going to write a packet (they are 16-byte long), and then 10 bytes of code to help send them to the SGB.<br />Use 8F once, and toss the extra X Accuracy.<br />Now, we&#039;re going to toss a certain number of Awakenings, use 8F, and repeat. For quantities greater than 99, I recommend doing multiple tosses to avoid mistakes : to toss 135, you can toss 99 then 36. For 245, you can toss 99 then 99 then 47.<br />Here goes the table :<br />[pre]135 | 0 | 0 | 0 | 245 | 30 | 224 | 87 | 255 (you can just press Down twice, that&#039;s faster) | 115 | 0 | 190 | 136 | 83 | 230 | 190 | 51 | 68 | 203 | 149 | 51 | 21 | 161 | 61 | 51 | 203[/pre]<br />Now, you should swap the Lemonades with the Awakenings, the Guard Spec.s with the HP Ups, and the Super Repels with the Water Stones.<br />Use 8F. Congrats, you&#039;ve successfully sent 11 bytes of code in the SNES&#039;s RAM !<br /><br />I know it doesn&#039;t look like it&#039;s much, but don&#039;t-cha worry : you did 40% of the work, huzzah !<br />Now, do the item swaps again, and toss all X Accuracies but [b]two[/b].<br />You&#039;re going to build another packet ! Do the same as above, with this table this time :<br />[pre]245 | 0 | 0 | 245 | 182 | 112 | 6 | 83 | 51 | 203 | 240 | 11 | 148 | 4 | 129[/pre]<br />Swap the items again, and use 8F.<br />You have successfully poked 22 bytes of code in the SNES&#039;s RAM ! Congrats, because now you&#039;re going to write one final packet. And it will be like, super easy.<br /><br />Swap the items again, toss 111 Awakenings, toss all X Accuracies but [b]one[/b], use 8F. Then use 8F 15 more times without tossing anything.<br />Swap the items one last time, and [b]I recommend that you save[/b]. When you feel ready, plug a controller into SNES port 2, make sure the A button is NOT held, and simply use 8F.<br />Now, control has been removed from the SGB ! [b]The SNES CPU is patiently waiting that you press the A button on controller 2[/b]<br /><br /><br />[size=14pt][b]Source code[/b][/size]<br />Here is the code that builds the packets.<br />[code]<br />ld c, $byte<br />inc hl ; points to third item&#039;s quantity<br />xor a<br />ldi (hl), a ; reset it for next write<br />inc b<br />inc b<br />ld a, c<br />inc bc<br />inc bc<br />inc c<br />inc bc<br />ld l, $01<br />dec bc<br />ldi (hl), a<br />rrca<br />ld a, l<br />dec c<br />ld l, $2F<br />ldi (hl), a<br />ret<br />[/code]<br /><br />Here is the code that prepares the packet send :<br />[code]<br />ld a, $1C<br />scf<br />jr c, $D311 ; start of the second payload<br />[/code]<br /><br />Here is the code appended to the packets :<br />[code]<br />; The caller made a = $1C, so we will switch to bank $1C, home of SendSGBPacket !<br />call BankswitchHome ; $35BC<br />ld l, e ; hl = $D301, start of packet<br />call SendSGBPacket ; $5FEB<br />jp BankswitchBack ; $35CD<br />[/code]<br />Hex :<br />[code]<br />CD BC 35<br />6B<br />CD EB 5F<br />C3 CD 35<br />[/code]<br />This code would have been a pain to write using items, so instead it is jumped to when using 8F.<br /><br />Here are the three packets, in hexadecimal :<br />[code]<br />$79 $00 $00 $00 $0B $E2 $20 $A9 $01 $8D $00 $42 $78 $AD $1A $42<br />$79 $0B $00 $00 $0B $4A $90 $FA $AD $1A $42 $10 $F5 $6C $FC $7F<br />$91 $00 $00 $00 $00 $00 $00<br />[/code]<br />Note that for the second packet, we don&#039;t rewrite the first byte, since it is the same.<br />I built these packets to contain as many $00 bytes as possible (they are more convenient to write)<br /><br />This is the SNES program I wrote and that is sent in the two 11-byte wide packets.<br />[code]<br />E2 20&nbsp; &nbsp;  SEP #$20&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; Make A 8-bit.<br /><br />A9 01&nbsp; &nbsp;  LDA #$01<br />8D 00 42&nbsp; STA $4200&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; Enable autopolling.<br />78&nbsp; &nbsp; &nbsp; &nbsp; SEI&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; Kill interrupts (IRQ) while game cart is removed.<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; NMI is alreay disabled by the SGB.<br /><br />WaitForPlayer:<br />AD 1A 42&nbsp; LDA $4212&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; Status register.<br />4A&nbsp; &nbsp; &nbsp; &nbsp; LSR A&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; Pushes bit 0 into C.<br />90 FA&nbsp; &nbsp;  BCC .WaitForPlayer&nbsp; ; C = 0 ? Joypad not ready :(<br />AD 1A 42&nbsp; LDA $421A&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ; Joypad #2 status register, low byte.<br />10 F5&nbsp; &nbsp;  BPL .WaitForPlayer&nbsp; ; Bit 7 set ? A pressed ! This means GET DAT MOFO!!!1!!11!<br /><br />; At this point, we have ACE on the new cart.<br />6C FC 7F&nbsp; JSR ($7FFC)&nbsp; &nbsp; &nbsp; &nbsp;  ; This just restarts the cart as a PoC.<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; So replace this with whatever you want.<br />[/code]<br /><br /><br />One last thing : I&#039;m going to write a program that gives packet building indications to help use this setup.<br />It should be done in a few days.


subject: Re: Full Control: Real-time RAM writing with 8F
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I did have a usage example previously, but it had a few bugs in it and I removed it. I&#039;ve modified the post with a new example, but an even easier and faster test would be to write the STOP function to RAM, which would just require these button inputs:<br /><br />[tt]A<br />RIGHT RIGHT<br />START + SELECT[/tt]<br /><br />Of course, the only thing you can do is reset the system after that, but it&#039;s a quick and dirty approach if I just want to test how clean a cartridge is when cartridge swapping. Since the system will reset if the game is inserted at the wrong angle or is too dirty, staying in STOP mode after insertion means that the game is (relatively) clean and that it was inserted at the right angle. ;)


subject: Re: [Utility] 8F Helper - gbz80aid
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7731.msg203481#msg203481 date=1482358777]<br />Very cool! It&#039;s funny these are button combinations like classic game cheats. What would the Konami code or Up-Down-Left-Right-A+Start give, lol?<br />[/quote]<br /><br />Hehe, definitely brings me back to being a kid in the 90&#039;s!<br /><br />As far as the instructions go, Up-Down-Left-Right-A-Start would translate to the [b][tt]ld sp,hl[/tt][/b] instruction.<br /><br />The Konami code would actually be 3 instructions: [b][tt]ld b,b[/tt][/b]; [b][tt]add a,b[/tt][/b]; and [b][tt]ld l,e[/tt][/b].<br /><br />And yeah, both would cause the game to NOP slide to its (probable) demise. :P<br /><br />[quote author=ISSOtm link=topic=7731.msg203494#msg203494 date=1482416901]<br />Imagine using 8F in 1996/7 :D<br />[/quote]<br /><br />Oh man, it&#039;s crazy to think what people would have come up with back when the GameBoy was in its prime. With all the GB devs with gbz80 experience, it would&#039;ve only been a matter of time before a few of &#039;em made some truly unique and crazy stuff with it. =&#039;)


subject: Strange Trade With Time Capsule Exploit Pokemon
poster_name: MewFlare
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: question
body:
  I&#039;ve been playing around with the Time Capsule Exploit/Johto Guard Glitch a lot recently and something strange happened when I evolved one of the Pokemon in Yellow and traded it to Red. Be warned- this is a long post!<br /><br />So by going through Bulbapedia, I found that the glitch Pokemonã‚¡ / g J 1 (hex C9) evolves intoã‚¥/ 4ã‚¡ 4, (hex FE) at level 60. If the resulting ã‚¥/ 4ã‚¡ 4, is traded to Red/Blue it would become a &#039;M (hex FE). So I got two Furret in Gold and used the Time Capsule Exploit to send then to Yellow, then used rare candies until they were level 60 and evolved into ã‚¥/ 4ã‚¡ 4,. I kept one in Yellow and traded the other to Red to get &#039;M (FE). But thats not what happened.<br /><br />In Red, the ã‚¥/ 4ã‚¡ 4, was invisible both on the trading screen and party menu, but was completely normal in Yellow. Having played around with Charizard &#039;M and Q this was familiar but the hex FE &#039;M shouldn&#039;t be doing that. In Yellow the ã‚¥/ 4ã‚¡ 4,&#039;s nickname was FE, its level was 60, its OT was KEVIN (my name in Gold) and its ID was 63512. Its moves were Tackle, Toxic, Quick Attack, and Swords Dance. But when I traded it to Red, it didn&#039;t become the hex FE &#039;M like it was supposed to, but rather the hex FF &#039;M! Its name went from being FE to blank, it was asleep, and level 149. Its ID number changed to 00824 and its OT became VIN. Its HP was wrapped around the screen (like Yellow Missingno when it down levels). Its moves changed to Quick Attack, Swords Dance, TM48, and Double Kick. I sent it into battle, woke it up with the Poke flute, and used TM48 after it disobeyed a few times. The game just froze.<br /><br />Does anyone have any idea what in the world happened? How does a hex FE glitch just &quot;transform&quot; into hex FF? If it helps, I did it all on cartridge and no cheating device was ever used.<br /><br />[color=teal]Edit by Torchickens: I&#039;ve reduced the sizes of your images so that they don&#039;t stretch the page. I&#039;ve re-uploaded the original images [url=http://imgur.com/a/GikPQ]here[/url].[/color]<br />


subject: Re: Strange Trade With Time Capsule Exploit Pokemon
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is interesting. It seems the data structure shifted by two bytes. (trainer ID became moves 3 and 4, first 2 bytes of exp. became trainer ID...)<br /><br />Can you give pictures of stats of the PokÃ©mon in Red?


subject: Re: Strange Trade With Time Capsule Exploit Pokemon
poster_name: MewFlare
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: MewFlare
icon: xx
body:
  I can&#039;t....... I get an error that the pictures are too big<br /><br />I can provide &#039;M&#039;s stats. Would that work?


subject: Re: Sparkling Aria Multi Battle AI
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=blahpy link=topic=7746.msg203486#msg203486 date=1482395252]<br />Oh, I just read this thread after posting another one. This actually happened to me. He continued attacking me after using his Z-move on me too.<br /><br />[quote author=blahpy link=topic=7747.msg203485#msg203485 date=1482395173]<br />I assume this is unintended, I was doing the battle with Hau against the Aether green-haired dude and his grunt. Hau&#039;s Raichu got KOed and he sent out his Primarina... and used his Z-move on me (and both opposition pokemon were alive). He then proceeded to attack me on the next turn too so I quickly KOed all his pokemon before beating the opponents, which worked nicely.<br /><br />Never knew Hau had joined Team Skull...<br />[/quote]<br />[/quote]<br />I&#039;m actually at this point in the game and trying to replicate it, but failing. Which PokÃ©mon did you have out that he used it on? Was your PokÃ©mon weak to Water? Having a burn seems to not affect it, and in fact makes it more likely to use Sparkling Aria instead of Hydro Vortex (also, I heard a report of someone&#039;s Arcanine being hit, so unless it got burned after using Burn Up, that&#039;s probably not why this happens).


subject: Double Battle item menu game freeze
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: clip
body:
  So, in trying to replicate [url=http://forums.glitchcity.info/index.php?topic=7746.0]this AI bug[/url], I seem to have stumbled across an entirely different bug.<br /><br />In the Double Battle against Faba and an Employee, I use Dugtrio&#039;s Earthquake, KOing Hau&#039;s Raichu. He then sends out Primarina. I then go into Bag to use an item, and the game freezes. I am playing on an old 3DS.<br /><br />Specifically, the music continues to play as normal, but the game no longer responds to any buttons. It doesn&#039;t respond to the soft reset combination (L+R+Start) or the HOME button. I have to actually hold down the Power button to escape this.<br /><br />This has happened twice now (and I&#039;ve only tried twice). I&#039;ve attached an image of the screen it freezes on.<br /><br />(Sorry about the giant attachment. I don&#039;t know how to put it in a spoiler or shrink it, without resizing the image before uploading.)<br /><br />[color=teal]Edit by Torchickens: That&#039;s OK SnorlaxMonster. I&#039;ve adjusted the size of your image and left the original [url=http://imgur.com/a/mS3P2]here[/url].[/color]


subject: Re: Double Battle item menu game freeze
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [quote author=SnorlaxMonster link=topic=7749.msg203502#msg203502 date=1482487972]<br />(Sorry about the giant attachment. I don&#039;t know how to put it in a spoiler or shrink it, without resizing the image before uploading.)<br />[/quote]<br />Upload the image on imgur, grab the direct picture link, and add a l (lowercase L) to the end of the file name. Then add a &quot;[ i m g ]&quot; tag before the beginning (without the spaces) and &quot;[ / i m g ]&quot; to the end, again, without spaces.<br />A example image code would look like this.<br />[code][img]www.example.com\picture.png[/img][/code]


subject: Re: Pal Park glitch in foreign versions
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SnorlaxMonster
icon: xx
body:
  I compiled a [url=http://bulbapedia.bulbagarden.net/wiki/User:SnorlaxMonster/In-game trades in other languages]list of in-game trades in every language[/url], and from the looks of it the only case not mentioned here is GERMÃN (DUKING) in PokÃ©mon XD, which gets corrupted to GERMã„N. Unless XD&#039;s ZAPRONG is also applicable (I couldn&#039;t find its names in other languages).<br /><br />The full list of applicable cases should be [url=http://bulbapedia.bulbagarden.net/wiki/List_of_glitches_in_Generation_IV#Pal_Park_name_encoding_glitch]here[/url].


subject: Re: Strange Trade With Time Capsule Exploit Pokemon
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=MewFlare link=topic=7748.msg203499#msg203499 date=1482467617]<br />I can&#039;t....... I get an error that the pictures are too big<br /><br />I can provide &#039;M&#039;s stats. Would that work?<br />[/quote]<br /><br />Upload to imgur or some other image host or pomf clone.


subject: Re: Strange Trade With Time Capsule Exploit Pokemon
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  Can you check your other FE in the Trade Centre on Red just so I know this isn&#039;t some weird one-off linking desync?<br /><br />From these stats you can see also that level shifted into move 3 PP, and first byte of max HP shifted into move 4 PP. No idea where level and stats came from, especially special (what was the species and max HP of the PokÃ©mon following your traded FE on Yellow?) and current HP. Are the stats screenshots both of the same hex:FE before and after trade? If not then that would explain the weirdness.


subject: Re: Strange Trade With Time Capsule Exploit Pokemon
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Welcome to the forums and great find MewFlare! :) I think like Wack0 said it appears that the bytes are shifted back by two bytes.<br /><br />I experienced a glitch like this between Yellow and Gold/Silver a few years ago when Yellow had a hex:FE (obtained via the same method as you) and called it the [url=https://www.youtube.com/watch?v=6nwA5cOjyzM]????? (FE) corruption glitch[/url].&nbsp; HÃ¡Äky [url=http://forums.glitchcity.info/index.php?topic=6985.msg195941#msg195941]pointed out[/url] that the glitch causes everything to be shifted by one byte, and with specific planning you can cause it to not be regarded as unstable in Gold/Silver.<br /><br />I don&#039;t know if anybody knows how it works but HÃ¡Äky speculated the glitch between Yellow and Crystal may be related to code in the ROM at $2879E in Crystal.<br /><br />If you want a hex:FE on Red/Blue you&#039;ll have to use arbitrary code execution, CoolTrainer/LOL glitch (preferably [url=https://www.youtube.com/watch?v=HwnymX80ZMc]Rival LG[/url] with an 8 in the Rival&#039;s name) or theoretically you may be able to give hex:FE a current HP of 254 and stabilize it into hex:FE again after it corrupts (this may or may not work but I&#039;m unsure). And actually, since you got this to work between two Generation I games (which don&#039;t have error messages for unstable PokÃ©mon) you could theoretically use it to get any PokÃ©mon like the [url=https://www.youtube.com/watch?v=9l1nuTS3VI0]box remaining HP glitch[/url].<br /><br />I&#039;m just going to reduce the sizes of your attached images as they stretch the thread. I&#039;ll leave links to the original images but not embedded.


subject: Re: Strange Trade With Time Capsule Exploit Pokemon
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  Oh? I didn&#039;t realise this was already known. In fact HÃ¡Äky&#039;s post even says that two hex:FE in the party shifts the structure by two bytes, and it seems that MewFlare did have two hex:FEs in the party at the time (one for keeping in Yellow and one to trade to Red)<br /><br />I&#039;m guessing the bug is related to the patch list, as 0xFE needs patching before transfer and back after transfer as it is SERIAL_NO_DATA_BYTE. (it gets patched to 0xFF, so...)


subject: Re: Pal Park glitch in foreign versions
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SnorlaxMonster link=topic=6256.msg203504#msg203504 date=1482502443]<br />I compiled a [url=http://User:SnorlaxMonster/In-game trades in other languages]list of in-game trades in every language[/url], and from the looks of it the only case not mentioned here is GERMÃN (DUKING) in PokÃ©mon XD, which gets corrupted to GERMã„N. Unless XD&#039;s ZAPRONG is also applicable (I couldn&#039;t find its names in other languages).<br /><br />The full list of applicable cases should be [url=http://bulbapedia.bulbagarden.net/wiki/List_of_glitches_in_Generation_IV#Pal_Park_name_encoding_glitch]here[/url].<br />[/quote]<br /><br />Great! Thanks for sharing SnorlaxMonster.&nbsp; :)


subject: Re: Strange Trade With Time Capsule Exploit Pokemon
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7748.msg203509#msg203509 date=1482515106]<br />Oh? I didn&#039;t realise this was already known. In fact HÃ¡Äky&#039;s post even says that two hex:FE in the party shifts the structure by two bytes, and it seems that MewFlare did have two hex:FEs in the party at the time (one for keeping in Yellow and one to trade to Red)<br /><br />I&#039;m guessing the bug is related to the patch list, as 0xFE needs patching before transfer and back after transfer as it is SERIAL_NO_DATA_BYTE. (it gets patched to 0xFF, so...)<br />[/quote]<br /><br />I see, hmm.


subject: Re: Pal Park glitch in foreign versions
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SnorlaxMonster link=topic=6256.msg203504#msg203504 date=1482502443]<br />I compiled a [url=http://User:SnorlaxMonster/In-game trades in other languages]list of in-game trades in every language[/url], and from the looks of it the only case not mentioned here is GERMÃN (DUKING) in PokÃ©mon XD, which gets corrupted to GERMã„N. Unless XD&#039;s ZAPRONG is also applicable (I couldn&#039;t find its names in other languages).<br /><br />The full list of applicable cases should be [url=http://bulbapedia.bulbagarden.net/wiki/List_of_glitches_in_Generation_IV#Pal_Park_name_encoding_glitch]here[/url].<br />[/quote]<br /><br />Thanks for the list :) 


subject: Re: Safari Zone: Mysterious hidden texts
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SatoMew
icon: xx
body:
  TCRF says that there is an untranslated data corruption error used by the Cable Club in Red and Green.<br /><br />[url=https://github.com/YamaArashi/pokered-jp/blob/master/engine/cable_club.asm#L310-L318]https://github.com/YamaArashi/pokered-jp/blob/master/engine/cable_club.asm#L310-L318[/url]<br /><br />Does it even exist in the English versions and, if so, is it returned as mojibake?


subject: Re: Safari Zone: Mysterious hidden texts
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: HÃ¡Äky
icon: xx
body:
  [quote author=SatoMew link=topic=6888.msg203513#msg203513 date=1482522292]<br />TCRF says that there is an untranslated data corruption error used by the Cable Club in Red and Green.<br /><br />[url=https://github.com/YamaArashi/pokered-jp/blob/master/engine/cable_club.asm#L310-L318]https://github.com/YamaArashi/pokered-jp/blob/master/engine/cable_club.asm#L310-L318[/url]<br /><br />Does it even exist in the English versions and, if so, is it returned as mojibake?[/quote]<br />That message and its associated code only exist in the original Red/Green ROMs, not in Rev. A or any later games.


subject: Re: Safari Zone: Mysterious hidden texts
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=6888.msg203514#msg203514 date=1482526252]<br />[quote author=SatoMew link=topic=6888.msg203513#msg203513 date=1482522292]<br />TCRF says that there is an untranslated data corruption error used by the Cable Club in Red and Green.<br /><br />[url=https://github.com/YamaArashi/pokered-jp/blob/master/engine/cable_club.asm#L310-L318]https://github.com/YamaArashi/pokered-jp/blob/master/engine/cable_club.asm#L310-L318[/url]<br /><br />Does it even exist in the English versions and, if so, is it returned as mojibake?[/quote]<br />That message and its associated code only exist in the original Red/Green ROMs, not in Rev. A or any later games.<br />[/quote]<br /><br />That&#039;s really interesting HÃ¡Äky. I didn&#039;t know there were differences in text between rev 1.0 and rev A. Is the message used in any way (possibly by trading an unstable hybrid glitch PokÃ©mon)? I think probably not if it only exists in one revision but I&#039;m curious.


subject: Re: Safari Zone: Mysterious hidden texts
poster_name: HÃ¡Äky
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6888.msg203515#msg203515 date=1482526411]<br />[quote author=HÃ¡Äky link=topic=6888.msg203514#msg203514 date=1482526252]<br />[quote author=SatoMew link=topic=6888.msg203513#msg203513 date=1482522292]<br />TCRF says that there is an untranslated data corruption error used by the Cable Club in Red and Green.<br /><br />[url=https://github.com/YamaArashi/pokered-jp/blob/master/engine/cable_club.asm#L310-L318]https://github.com/YamaArashi/pokered-jp/blob/master/engine/cable_club.asm#L310-L318[/url]<br /><br />Does it even exist in the English versions and, if so, is it returned as mojibake?[/quote]<br />That message and its associated code only exist in the original Red/Green ROMs, not in Rev. A or any later games.<br />[/quote]<br /><br />That&#039;s really interesting HÃ¡Äky. I didn&#039;t know there were differences in text between rev 1.0 and rev A. Is the message used in any way (possibly by trading an unstable hybrid glitch PokÃ©mon)? I think probably not if it only exists in one revision but I&#039;m curious.<br />[/quote]<br />It looks like the message is shown if either playerâ€™s name starts with $60 (bold [b]A[/b]). I donâ€™t know why that would be the case, and I guess Game Freak didnâ€™t either :P<br /><br />[code]	ld a, [wPlayerName]<br />	cp $60<br />	jr nz, .playerDataNotCorrupted<br />	ld de, OneselfString<br />	jr .corrupted<br />.playerDataNotCorrupted<br />	ld a, [wLinkEnemyTrainerName]<br />	cp $60<br />	jr nz, .parterDataNotCorrupted<br />	ld de, PartnerString<br />.corrupted<br />	call CopyStringToCF4B<br />	ld hl, DataCorruptedString<br />	call PrintText<br />	jr @ ; spin[/code]


subject: Re: Safari Zone: Mysterious hidden texts
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  About interesting trade oddities, and hidden texts, there&#039;s [url=https://github.com/pret/pokered/blob/master/engine/evolve_trade.asm]the nice error regarding evolution of PokÃ©mon received via an NPC trade.[/url]<br /><br />If you&#039;re unwilling to click through (the comments describe it nicely), basically, the first characters of the species names of the received PokÃ©mon are checked with &quot;G&quot; (for Graveler), and what was [b]meant[/b] to be Haunter... but this code was localised before the localised PokÃ©mon names were finalised, so it checks for a species name starting &quot;SP&quot; ([url=http://cdn.bulbagarden.net/upload/9/9c/Generation_I_prototype_English_names.jpg]Haunter&#039;s prototype name being &quot;Spectre&quot;[/url]).<br /><br />(Actually, looking at that image with prototype names.. none of them seem to be more than seven characters long. Maybe the entire reason the names were changed in the first place was because the space was found to increase names from a maximum of seven characters to eleven characters in length! In fact, Graveler&#039;s prototype name was just missing its ending &quot;r&quot;. This wouldn&#039;t matter for Haunter though, its species name being the same length as the one it replaced.)


subject: Re: Strange Trade With Time Capsule Exploit Pokemon
poster_name: MewFlare
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Sorry for the late reply! And thanks for resizing the pics Torchickens :) I never knew that hex FE shifts bytes. You&#039;d think they&#039;d point that out on Bulbapedia :/ I can&#039;t do the remaining HP glitch in Red cuz I&#039;ve completely filled box 1 (I&#039;m assuming the glitch is caused by not having an FF byte in the box, but I&#039;m not that great with technical stuff) but I&#039;ll look into the LOL glitch and see if that&#039;s possible. Then I can get the other glitch Pokemon that can&#039;t be directly obtained from the Johto guard glitch or by evolving another glitch.<br /><br />Alternatively (and this is only theoretical) but if FE was the only Pokemon in my party in Yellow would it not shift any bytes and be safe to trade to Red? I might try it....... but in the meantime I&#039;m keeping that lv. 149 Charizard &#039;M with infinite HP!


subject: Re: Strange Trade With Time Capsule Exploit Pokemon
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=MewFlare link=topic=7748.msg203521#msg203521 date=1482531009]<br />Sorry for the late reply! And thanks for resizing the pics Torchickens :) I never knew that hex FE shifts bytes. You&#039;d think they&#039;d point that out on Bulbapedia :/ I can&#039;t do the remaining HP glitch in Red cuz I&#039;ve completely filled box 1 (I&#039;m assuming the glitch is caused by not having an FF byte in the box, but I&#039;m not that great with technical stuff) but I&#039;ll look into the LOL glitch and see if that&#039;s possible. Then I can get the other glitch Pokemon that can&#039;t be directly obtained from the Johto guard glitch or by evolving another glitch.<br /><br />Alternatively (and this is only theoretical) but if FE was the only Pokemon in my party in Yellow would it not shift any bytes and be safe to trade to Red? I might try it....... but in the meantime I&#039;m keeping that lv. 149 Charizard &#039;M with infinite HP!<br />[/quote]<br /><br />That&#039;s OK, I didn&#039;t think it was late at all and you&#039;re welcome! :) Mm, I think it has been assumed all glitch PokÃ©mon are available through equivalent trade, but because the writers didn&#039;t seem to acknowledge this obscure glitch it wasn&#039;t mentioned you can&#039;t get hex:FE via trade (without maybe a preparation like 254 HP before trading). I was originally under the impression it was only between Generation I and Generation II games as well.<br /><br />Incidentally, I remember trading another PokÃ©mon and the game locking up just before it appears out of its PokÃ© Ball, I&#039;m afraid I can&#039;t remember which glitch PokÃ©mon it was or if this was an unrelated communication error though.<br /><br />Sadly it seems there will still be a shift of one byte with FE as the only PokÃ©mon in the party. I tested this with a party that had all of the other PokÃ©mon deposited and FE became Q but interestingly D16A (species byte 2) remained as FE, meaning that in theory you could take it into the Day Care and out again and it would become hex:FE again.<br /><br />Could you try that please?


subject: Re: Safari Zone: Mysterious hidden texts
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=HÃ¡Äky link=topic=6888.msg203517#msg203517 date=1482526702]<br />[quote author=Torchickens link=topic=6888.msg203515#msg203515 date=1482526411]<br />[quote author=HÃ¡Äky link=topic=6888.msg203514#msg203514 date=1482526252]<br />[quote author=SatoMew link=topic=6888.msg203513#msg203513 date=1482522292]<br />TCRF says that there is an untranslated data corruption error used by the Cable Club in Red and Green.<br /><br />[url=https://github.com/YamaArashi/pokered-jp/blob/master/engine/cable_club.asm#L310-L318]https://github.com/YamaArashi/pokered-jp/blob/master/engine/cable_club.asm#L310-L318[/url]<br /><br />Does it even exist in the English versions and, if so, is it returned as mojibake?[/quote]<br />That message and its associated code only exist in the original Red/Green ROMs, not in Rev. A or any later games.<br />[/quote]<br /><br />That&#039;s really interesting HÃ¡Äky. I didn&#039;t know there were differences in text between rev 1.0 and rev A. Is the message used in any way (possibly by trading an unstable hybrid glitch PokÃ©mon)? I think probably not if it only exists in one revision but I&#039;m curious.<br />[/quote]<br />It looks like the message is shown if either playerâ€™s name starts with $60 (bold [b]A[/b]). I donâ€™t know why that would be the case, and I guess Game Freak didnâ€™t either :P<br /><br />[code]	ld a, [wPlayerName]<br />	cp $60<br />	jr nz, .playerDataNotCorrupted<br />	ld de, OneselfString<br />	jr .corrupted<br />.playerDataNotCorrupted<br />	ld a, [wLinkEnemyTrainerName]<br />	cp $60<br />	jr nz, .parterDataNotCorrupted<br />	ld de, PartnerString<br />.corrupted<br />	call CopyStringToCF4B<br />	ld hl, DataCorruptedString<br />	call PrintText<br />	jr @ ; spin[/code]<br />[/quote]<br /><br />Wow, that is really odd. Thanks HÃ¡Äky! :D I&#039;d love to work out how to set that up without arbitrary code execution so you have a name beginning with the hex:60 character.<br /><br />I&#039;m going to try this on v1.0 and Rev A now and see what happens. (Maybe the function was removed in Rev A but I want to find out whether it wasn&#039;t and the game tries to load it without the text).<br /><br />Edit: Between two v1.0 games the text &quot;ã˜ã¶ã‚“ã®ã€€ãƒ‡ãƒ¼ã‚¿ãŒ ã“ã‚ã‚Œã¦ã„ã¾ã™ï¼ã§ã‚“ã’ã‚“ã‚’ã€€ãã£ã¦ ã‚„ã‚ŠãªãŠã—ã¦ãã ã•ã„ã€‚&quot; (&quot;My data is corrupted! Please turn off the power and try again.&quot;) appeared during a communications message (before the trade list was brought up) and interestingly continuously appeared after the text box closed. Note my none of the player&#039;s names was ã˜ã¶ã‚“ (a Japanese word meaning &quot;myself&quot;). I wonder now whether this was a leftover debugging message.<br />Edit 2: If one player doesn&#039;t have the hex:60 in their name, it is possible to see &quot;ã‚ã„ã¦ã€€ãƒ‡ãƒ¼ã‚¿ãŒ ã“ã‚ã‚Œã¦ã„ã¾ã™ï¼ã§ã‚“ã’ã‚“ã‚’ã€€ãã£ã¦ ã‚„ã‚ŠãªãŠã—ã¦ãã ã•ã„ã€‚&quot; ã‚ã„ã¦ means partner.<br /><br />[img]http://i.imgur.com/sKdl1jr.png[/img]<br /><br />Edit 2: All known revisions of the other Japanese Generation I games seem to allow a trade and cause nothing to happen when the name begins with hex:60. On Japanese Yellow Rev B I encountered a strange communication error at one time but it might be unrelated.<br /><br />[img]http://i.imgur.com/sGzX6KN.png[/img]


subject: Re: Safari Zone: Mysterious hidden texts
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SatoMew
icon: xx
body:
  Like Torchickens posted, this is what happens:<br /><br />- both players have [tt]60[/tt] as the first character in their name<br /><br />[img]https://i.imgur.com/o5G6kzx.png[/img] [img]https://i.imgur.com/j0xYAsC.png[/img]<br /><br />- either player has [tt]60[/tt] as the first character in their name<br /><br />[img]https://i.imgur.com/o5G6kzx.png[/img] [img]https://i.imgur.com/YdNxX2K.png[/img]<br /><br />In both cases, this causes the games to enter a seemingly endless loop.<br /><br />When I connected Red v1.0 with Yellow v1.3, the error was shown by Red once before reloading the normal please-wait message screen.<br /><br />As to Yellow, I could start a battle and get the Red player&#039;s PokÃ©mon to hit mine after I hit it. After that, it gets stuck in the please-wait message after I choose a move. On a second try, I ran from the battle and it worked.<br /><br />Trading works in a similar fashion on Yellow&#039;s side. Initiating and cancelling a trade leaves you stuck with the please-wait message. Attempting to close the trade screen doesn&#039;t work on the first try as you&#039;re returned to it and the second try then causes a stuck please-wait message.<br /><br />[img]https://i.imgur.com/n3EG9DB.png[/img] [img]https://i.imgur.com/e8Q4kHS.png[/img] [img]https://i.imgur.com/dqeo3a5.png[/img] [img]https://i.imgur.com/ixHG1O7.png[/img]


subject: Re: Revision differences in PokÃ©mon games
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I bought my second Japanese Red and Green cartridges and frustratingly they are two v1.1 even though the stock photos looked like v1.0s. :( No Gold Badge glitch for me.<br /><br />Anyway, we now have another detail to add to this thread. [url=http://forums.glitchcity.info/index.php?topic=6888.msg203517#msg203517]HÃ¡Äky posted about a mysterious error message only appearing in v1.0[/url], and it will appear in v1.0: &quot;ã˜ã¶ã‚“/ã‚ã„ã¦ã®ã€€ãƒ‡ãƒ¼ã‚¿ãŒ ã“ã‚ã‚Œã¦ã„ã¾ã™ï¼ã§ã‚“ã’ã‚“ã‚’ã€€ãã£ã¦ ã‚„ã‚ŠãªãŠã—ã¦ãã ã•ã„ã€‚&quot; when linking with a player when either player has the hex:60 (bold [b]A[/b]) character beginning in their name.


subject: Re: Sparkling Aria Multi Battle AI
poster_name: OwnageMuch
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: blahpy
icon: xx
body:
  He used Hydro Vortex on me (not Sparkling Aria). Can&#039;t remember what pokemon I had. Possibly Toucannon? As I said, he attacked me the turn after, too.


subject: Re: Safari Zone: Mysterious hidden texts
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  SatoMew, were the error messages above from after choosing to battle in the Colosseum? I ask because although I tested all Japanese versions I only tested trying to connect in the Trade Corner. Thanks!


subject: Re: Safari Zone: Mysterious hidden texts
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6888.msg203527#msg203527 date=1482543227]<br />SatoMew, were the error messages above from after choosing to battle in the Colosseum? I ask because although I tested all Japanese versions I only tested trying to connect in the Trade Corner. Thanks!<br />[/quote]<br /><br />Yes, I only tested the Colosseum between Red v1.0 and Green v1.0. Strangely, ã€Œã§ã‚“ã’ã‚“ã‚’ã€€ãã£ã¦ã€€ã‚„ãƒªãªãŠã—ã¦ãã ã•ã„ã€‚ã€ is not shown after ã€Œã˜ã¶ã‚“ã®ã€€ãƒ‡ãƒ¼ã‚¿ãŒã€€ã“ã‚ã‚Œã¦ã„ã¾ã™ï¼ã€&nbsp; or ã€Œã‚ã„ã¦ã®ã€€ãƒ‡ãƒ¼ã‚¿ãŒã€€ã“ã‚ã‚Œã¦ã„ã¾ã™ï¼ã€. The games simply keep reloading the same screen again and again.


subject: Re: Revision differences in PokÃ©mon games
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6883.msg203525#msg203525 date=1482541901]<br />I bought my second Japanese Red and Green cartridges and frustratingly they are two v1.1 even though the stock photos looked like v1.0s. :( No Gold Badge glitch for me.<br />[/quote]<br /><br />How can you tell the cartridges apart?&nbsp; :P 


subject: Re: Revision differences in PokÃ©mon games
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=SatoMew link=topic=6883.msg203529#msg203529 date=1482544052]<br />[quote author=Torchickens link=topic=6883.msg203525#msg203525 date=1482541901]<br />I bought my second Japanese Red and Green cartridges and frustratingly they are two v1.1 even though the stock photos looked like v1.0s. :( No Gold Badge glitch for me.<br />[/quote]<br /><br />How can you tell the cartridges apart?&nbsp; :P<br />[/quote]<br /><br />Like a few other games such as [url=https://tcrf.net/Tetris_(Game_Boy)]Tetris[/url], certain Japanese PokÃ©mon cartridges have special imprints. [url=http://glitchcity.info/wiki/List_of_revision_differences_in_the_core_Pok%C3%A9mon_games#Imprints]This table[/url] tells you which imprints correspond with which version, with the data mainly sourced from [url=http://hakuda2.web.fc2.com/wario/poke1/c5.html]here[/url].<br /><br />If you don&#039;t know the imprint however, the easiest way to test whether you have a v1.0 or a v1.1 is to press Select on the items menu from within battle, close the menu with B, open the PokÃ©mon menu and test whether you are able to press A to swap a PokÃ©mon. If you are unable to do this (and have to do press Select on an item from outside of battle first) to perform a Select glitch, you have v1.1 (plus in v1.0 the &#039;only within battle&#039; activated Select glitch allows you to do a [url=https://www.youtube.com/watch?v=x7J9r7u4GpM]partial switch glitch[/url]).<br /><br />Another way to test which revision you have is to use the GameShark code 016AA2D2 to hack a Gold Badge into the items pack (or obtain one using a glitch, hex:6A may not be a valid character for [url=https://www.youtube.com/watch?v=L16bVsyZI10]make your own items glitch[/url] but you may be able to get it via the expanded items pack on Cycling Road, item mutating a Lift Key, or via the Yami Shop glitch) and if it brings up a glitch PokÃ© Mart you have v1.0. If no glitch PokÃ© Mart appears you have 1.1.


subject: Re: Revision differences in PokÃ©mon games
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SatoMew
icon: xx
body:
  [quote author=Torchickens link=topic=6883.msg203530#msg203530 date=1482544914]<br />Like a few other games such as [url=https://tcrf.net/Tetris_(Game_Boy)]Tetris[/url], certain Japanese PokÃ©mon cartridges have special imprints. [url=http://glitchcity.info/wiki/List_of_revision_differences_in_the_core_Pok%C3%A9mon_games#Imprints]This table[/url] tells you which imprints correspond with which version, with the data mainly sourced from [url=http://hakuda2.web.fc2.com/wario/poke1/c5.html]here[/url].<br /><br /><br />If you don&#039;t know the imprint however, the easiest way to test whether you have a v1.0 or a v1.1 is to press Select on the items menu from within battle, close the menu with B, open the PokÃ©mon menu and test whether you are able to press A to swap a PokÃ©mon. If you are unable to do this (and have to do press Select on an item from outside of battle first) to perform a Select glitch, you have v1.1 (plus in v1.0 the &#039;only within battle&#039; activated Select glitch allows you to do a [url=https://www.youtube.com/watch?v=x7J9r7u4GpM]partial switch glitch[/url]).<br /><br /><br />Another way to test which revision you have is to use the GameShark code 016AA2D2 to hack a Gold Badge into the items pack (or obtain one using a glitch, hex:6A may not be a valid character for [url=https://www.youtube.com/watch?v=L16bVsyZI10]make your own items glitch[/url] but you may be able to get it via the expanded items pack on Cycling Road, item mutating a Lift Key, or via the Yami Shop glitch) and if it brings up a glitch PokÃ© Mart you have v1.0. If no glitch PokÃ© Mart appears you have 1.1.<br />[/quote]<br /><br />Interesting, thank you for the information! :) <br /><br />And don&#039;t forget the Cable Club message we found out about. In v1.1, it seems to behave like Yellow, which I detailed in the other thread.


subject: Re: Revision differences in PokÃ©mon games
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A little offtopic. *cough* I just want to *cough* wish you Merry *cough* Christmas *cough*.<br />*more sickness sounds*<br />â„â„â„â„â„â„â„â„â„â„â„â„<br />â›„â›„â›„â›„â›„â›„â›„â›„â›„ <br />&nbsp; &nbsp;  &#127876; <br />&#127876;&#127876;&#127876;<br />&#127873;&#127873;&#127873;<br />Anyway, back to revision differences.


subject: Re: Sparkling Aria Multi Battle AI
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Because of the way Battle Tree Scouting works, I looked up to see if any opponents had any Primarinas with Sparkling Aria and Waterium Z. According to this spread sheet https://docs.google.com/spreadsheets/d/1D7T0jCHBkDppjTB0_rJyK0houk8zE3wLmZ1DlVXEkXg/edit#gid=0 Primarina-4 has both. The only issue is getting a Trainer that can USE Primarina-4 in battle, having it as one of their first 2 pokemon, and scouting them. So its possible to replicate if you didnt choose rowlet as your starter/already beat the game, but will require a lot of luck to find that right trainer in the Battle Tree. I think you have to have a really long streak too before getting -3s and -4s, anyway, but I&#039;m unsure. Tomorrow I may check to see what trainers can use that Primarina set


subject: Re: Sparkling Aria Multi Battle AI
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=blahpy link=topic=7746.msg203526#msg203526 date=1482542386]<br />He used Hydro Vortex on me (not Sparkling Aria). Can&#039;t remember what pokemon I had. Possibly Toucannon? As I said, he attacked me the turn after, too.<br />[/quote]<br /><br />Sparkling Aria is multi-target anyway, so it can&#039;t specifically target you.<br /><br />I swear there must be some trick to this. I&#039;ve tried over and over again, and Hau still refuses to attack me.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Well, I made a QR Code that&#039;s a link to our forums: Female Yellow Floette.<br />Trying the wiki link now.<br />EDIT:Female Venusaur.<br />I have scanned a Squirtle, Charmeleon and now a Venusaur. What a coincidence.


subject: Re: Strange Trade With Time Capsule Exploit Pokemon
poster_name: MewFlare
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: MewFlare
icon: xx
body:
  Yeah, I&#039;ll definitely give it a shot, but once I have more time after Christmas. I guess it would kind of make sense that it would be an unstable hybrid. Merry Glitchmas!<br /><br />UPDATE: I tried what you suggested and it worked! Hex FF became hex FE when I took it in and out of the day care. It&#039;s name is still blank and its ID number and OT are still strange, but is a FE nonetheless.<br /><br />Pics- http://imgur.com/a/ayHPs http://imgur.com/a/PZLpf


subject: Re: Sparkling Aria Multi Battle AI
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Trainers that can use Primarina-4: Dancer Variel, Dancer Atalanta, Aether Foundation Haley, Dancer Jo, Dancer Tasanee, Ace Trainer Hashim, Ace Trainer Tamah, Veteran? Xio, Preschooler Niara, Preschooler Reina.<br /><br />Note that these trainers can use many different pokemon, and sometimes different sets, so it&#039;ll be hard to find them. Once i get a regenerator toxapex i&#039;ll try to see how far i can get in the battle tree, but atm I cant really get a streak of more than 10ish in super singles...


subject: Re: The Member's Guide to Topiclessness
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Murry Crimbus to all of you!<br /><br />i installed cfw my old 3ds since i had no other use for it. Now i can pkhex pokemon! all ive used it for right now was to mass-rename pokemon and change the natures of the ultra beasts and other legends i didnt get to synchro. i&#039;m also playing earthbound on it! (i missed the memo about it being an official vc thing on the new 3ds, but hey, i can play it on my old3ds!) hooray!


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Anyone got any Rowlets or Popplios that they&#039;d be willing to give away? I&#039;m 50 away from completing my Pokedex.


subject: Christmas/Holiday Season
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  As we quickly approach midnight for most of the United States and other parts of the world...<br /><br />Merry Christmas/Happy Hanukkah/Happy Kwanzaa - whatever you celebrate, I hope this holiday season treats you all well and that your days are filled with joy.


subject: Re: Christmas/Holiday Season
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Merry Christmas to everyone !<br /><br />How was it for you ? Hope your Christmas Eve was super cool !<br />[img width=60]http://static.skaip.org/img/emoticons/180x180/f6fcff/festiveparty.gif[/img]


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=3088.msg203549#msg203549 date=1482672500]<br />https://www.youtube.com/watch?v=SxpZwhYO8b4<br />It&#039;s Christmas. Fasten your Grand Dad.<br />[/quote] 0 GRAND DEAD


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  &gt;Mt. Lanakila<br />&gt;Built up as some super terrifying treacherous path full of life-terminating hazards and horrifically strong PokÃ©mon which only the bravest of the brave have ever managed to climb and defeat respectively<br />&gt;Is as big as G/S/C Victory Road and has the same number of trainers: 0<br />&gt;Most threatening PokÃ©mon is Drampa and only if its ability is Berserk.<br /><br />Okay.


subject: Re: Christmas/Holiday Season
poster_name: Ketsuban
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I got:<br />[list]<br />	[li]A new headset[/li]<br />	[li]A new keyboard (sadly not mechanical, though)[/li]<br />	[li]A book about Japan in 1941[/li]<br />	[li]Some nice notebook paper[/li]<br />	[li]An FSU hat whose fit I don&#039;t like[/li]<br />	[li]A charging-device holder thing[/li]<br />	[li]Gel pens[/li]<br />	[li]A smol coloring book[/li]<br />	[li]A leather FSU keychain[/li]<br />	[li]A Nintendo New 3DS[/li]<br />	[li]Alpha Sapphire[/li]<br />	[li]A compilation of classic Sega games[/li]<br />	[li]A Blu-Ray player and streaming device[/li]<br />	[li]A bunch of clothes[/li]<br />[/list]Also, we went to Animal Kingdom. The breakfast buffet at that park is to die for.<br />


subject: Re: Christmas/Holiday Season
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Carl Miller link=topic=7752.msg203552#msg203552 date=1482723980]<br />I got:<br />[list]<br />	[li]A new headset[/li]<br />	[li]A new keyboard (sadly not mechanical, though)[/li]<br />	[li]A book about Japan in 1941[/li]<br />	[li]Some nice notebook paper[/li]<br />	[li]An FSU hat whose fit I don&#039;t like[/li]<br />	[li]A charging-device holder thing[/li]<br />	[li]Gel pens[/li]<br />	[li]A smol coloring book[/li]<br />	[li]A leather FSU keychain[/li]<br />	[li]A Nintendo New 3DS[/li]<br />	[li]Alpha Sapphire[/li]<br />	[li]A compilation of classic Sega games[/li]<br />	[li]A Blu-Ray player and streaming device[/li]<br />	[li]A bunch of clothes[/li]<br />[/list]Also, we went to Animal Kingdom. The breakfast buffet at that park is to die for.<br /><br />[/quote]<br /><br />Sounds like quite the haul!<br /><br />The highlight of my Christmas was probably either the VR headset I got or the Amazon Alexa Dot that I got. The Dot makes me feel like I&#039;m Iron Man and have my own personal assistant, while the VR headset is, while cheap, super cool to experience. I&#039;ve already been in the ocean, in New York, and on a roller-coaster with it... pretty cool.<br /><br />Got a few Wii U games as well - Paper Mario Color Splash, Star Fox Zero, and Xenoblade X. That&#039;ll probably hold me over until March when the Switch comes out.


subject: Re: Christmas/Holiday Season
poster_name: Don Watermeleon
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Christmas was a dazzling success in the Watermeleon family. I received a pair of cowboy boots, a rechargeable toothbrush, a portable waffle iron, and a brand new copy of Windows XP. For brunch we had spaghetti and meatballs (but made out of tuna instead of beef because my uncle is a vegetarian). The only thing on my wish list that got snubbed was a CD of the Mulan soundtrack, but maybe if I&#039;m a good boy I&#039;ll get one for Mardi Gras. <br /><br />Merry Christmas!


subject: Re: Sparkling Aria Multi Battle AI
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Okay, I was finally able to replicate this. I had actually just given up and was just battling Faba and the Employee to progress the story, and all of a sudden Hau attacked me with his Z-Move! I&#039;ve never been so happy to have my own PokÃ©mon faint.<br /><br />I didn&#039;t do anything materially different to many of my other trials, so I assume this occurring is completely random (and somewhat low probability).<br /><br />I had KOed both of Hau&#039;s other PokÃ©mon (Raichu and Flareon) with Earthquake, and Hau had just sent out Primarina. Both of the opponents were still conscious (Faba still had Slowbro out). I was using Dugtrio, until Hau KOed it.<br /><br />Unfortunately, after that, Primarina used Sparkling Aria the next turn, then after that was asleep due to Yawn until it fainted, so I didn&#039;t get to see if Hau would continue to attack me as blaphy did.


subject: Re: Christmas/Holiday Season
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Don Watermeleon link=topic=7752.msg203554#msg203554 date=1482739181]<br />Christmas was a dazzling success in the Watermeleon family. I received a pair of cowboy boots, a rechargeable toothbrush, a portable waffle iron, and a brand new copy of Windows XP. For brunch we had spaghetti and meatballs (but made out of tuna instead of beef because my uncle is a vegetarian). The only thing on my wish list that got snubbed was a CD of the Mulan soundtrack, but maybe if I&#039;m a good boy I&#039;ll get one for Mardi Gras. <br /><br />Merry Christmas!<br />[/quote]<br />Long time no see! Those portable waffle irons are really great. I have one at my apartment and use it nearly every day for breakfast. Super helpful.<br /><br />I don&#039;t know a ton about Mardi Gras aside from the fact that it&#039;s typically the day before Ash Wednesday and it involves a lot of beads and eating. As a member of the US though I see a lot of parades from New Orleans during it, not much from France.


subject: Re: Christmas/Holiday Season
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Christmas over here was pretty awesome.<br /><br />Some of the cooler things were:<br />[list]<br />[li]A SmartBoy dev kit[/li]<br />[li]A black Game Boy (DMG) for development and tinkering purposes[/li]<br />[li]An adorable handmade Weavile plush from my significant other[/li]<br />[li]A bunch of hard-to-find Pokemon merch[/li]<br />[/list]<br /><br />[quote author=Missing? NO! link=topic=7752.msg203559#msg203559 date=1482789738]<br />I don&#039;t know a ton about Mardi Gras aside from the fact that it&#039;s typically the day before Ash Wednesday and it involves a lot of beads and eating. As a member of the US though I see a lot of parades from New Orleans during it, not much from France.<br />[/quote]<br /><br />Oh man, New Orleans is crazy 95% of the year, but it&#039;s a whole different story during Mardi Gras. Tons of parades, parties, drinking (SO much drinking), all sorts of debauchery, and general insanity. There&#039;s so much going on that even the police back off almost entirely, otherwise the whole town might be arrested.<br /><br />Imagine combining about 500 frat parties, some of the best food you&#039;ll ever eat, the term &quot;Southern Hospitality&quot;, tons of beads flying from every direction, and some of the weirdest shenanigans you&#039;ll ever hear of in your lifeâ€”that&#039;s essentially Mardi Gras in New Orleans.


subject: Escaping the SGB : RTA-Friendly SNES ACE via PokÃ©mon R/B(/Y)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Have you seen PokÃ©mon plays Twitch ? If yes, you know that it is possible to gain SNES ACE &quot;through&quot; the SGB.<br />&quot;Isn&#039;t that TAS-only ?&quot; you might ask. Nope ! And here is how to do.<br /><br /><br />[size=14pt][b]Tutorial[/b][/size]<br />We are first going to write a tiny payload to feed the SNES some code.<br />Why not using items ? [b]Because the code maps to invalid items ![/b] So we can&#039;t use items to store the packet data and sending code :(<br />And I&#039;ve thought of a somewhat original (I guess) storage solution. We&#039;re gonna use PokÃ©dex flags. Hell. Yeah.<br />First, setup your pack ! [u]But don&#039;t use 8F quite yet !![/u] The items are actually fairly simple (and cheap) to acquire, and you don&#039;t need many duplications.<br />[code]<br />8F<br />Any item x[any qty]<br />Awakening x[byte to write]<br />HP Up x175<br />Water Stone x4<br />PokÃ© Ball x121<br />Great Ball x3<br />Burn Heal x3<br />X Accuracy x16<br />Antidote x34<br />Parlyz Heal x125<br />Ice Heal x46<br />Leaf Stone x34<br />TM01 x[any qty]<br />Lemonade x28<br />Guard Spec. x3<br />Super Repel x233<br />[/code]<br />First, use 8F once. It&#039;s very important ! Then we&#039;re ready.<br /><br /><br />The setup has two modes : an &quot;entering&quot; mode and a &quot;packet sending&quot; mode.<br /><br />Right now, the setup is in &quot;entering&quot; mode, but we will need to write a bit of code that is essential for the &quot;packet sending&quot; mode to function properly.<br />[size=18pt][color=red][u][b]BIG FAT NOTE : MAKE SURE TO NEVER USE 8F IF YOU HAVE MORE THAN 28 X ACCURACIES !!!! YOU WILL CORRUPT PARTY DATA AND MAKE 8F POTENTIALLY UNUSABLE !!!![/b][/u][/color][/size]<br />This will also corrupt your PokÃ©dex flags. It makes the code simpler (and actually possible), and I guess when doing SGB to SNES ACE, PokÃ©dex progression doesn&#039;t matter [i]that[/i] much :D<br />If you messed up a byte write, toss an X Accuracy and try again. This is built to be fairly forgiving :)<br /><br />So, we&#039;re going to 10 bytes of code to help send packets to the SGB.<br />The method is the following :<br />[list type=decimal]<br />[li]Toss as many Awakenings as indicated by the first number of the table[/li]<br />[li]Use 8F[/li]<br />[li]Repeat with the next number in the table.[/li]<br />[/list]<br />Here goes the table :<br />[pre]51 | 68 | 203 | 149 | 51 | 21 | 161 | 61 | 51 | 203[/pre]<br />Once finished, toss all X Accuracies [b]but one[/b]. You are now ready to write all 16 bytes of the packet to be sent.<br />The usage is very simple : you just need to make the quantity of Awakenings match the value you&#039;re willing to write, and then you just use 8F.<br />Basically, when you use 8F while having &quot;A&quot; Awakenings and &quot;X&quot; X Accuracies, the &quot;X&quot;th byte of the packet will turn into &quot;A&quot;. The quantity of X Accuracies will increment each time to target the next byte to write. Full automation, man !<br />(If you screwed up a write, toss one X Accuracy and do it again.)<br />Also, don&#039;t use 8F if you have 17 X Accuracies or more ! You will screw up the code you have previously written. At best the &quot;packet sending&quot; mode will just not work, at worst you&#039;&#039;l get a crash. Be cautious !<br /><br />Once you have written all 16 bytes, you should swap the Lemonades with the Awakenings, the Guard Spec.s with the HP Ups, and the Super Repels with the Water Stones. The setup will be in &quot;packet sending&quot; mode, so use 8F, and BAM ! The packet is sent.<br />Then you must swap the items again to be in &quot;entering&quot; mode again, toss all X Accuracies [b]but one[/b], and repeat !<br /><br /><br /><br /><br />[size=14pt][b]Source code[/b][/size]<br />Here is the code that builds the packets.<br />[code]<br />ld c, $byte<br />inc hl ; points to third item&#039;s quantity<br />xor a<br />ldi (hl), a ; reset it for next write<br />inc b<br />inc b<br />ld a, c<br />inc bc<br />inc bc<br />inc c<br />inc bc<br />ld l, $01<br />dec bc<br />ldi (hl), a<br />rrca<br />ld a, l<br />dec c<br />ld l, $2F<br />ldi (hl), a<br />ret<br />[/code]<br /><br />Here is the code that prepares the packet send :<br />[code]<br />ld a, $1C<br />scf<br />jr c, $D311 ; start of the second part of the packet sending payload<br />[/code]<br /><br />Here is the code appended to the packets :<br />[code]<br />; The caller made a = $1C, so we will switch to bank $1C, home of SendSGBPacket !<br />call BankswitchHome ; $35BC<br />ld l, e ; hl = $D301, start of packet<br />call SendSGBPacket ; $5FEB<br />jp BankswitchBack ; $35CD<br />[/code]<br />Hex :<br />[code]<br />CD BC 35<br />6B<br />CD EB 5F<br />C3 CD 35<br />[/code]<br />This code would have been a pain to write using items, so instead it is jumped to when using 8F in &quot;packet sending&quot; mode.<br /><br /><br />One last thing : I&#039;m going to write a program that gives packet building indications to help use this setup.<br />It should be done in a few days.


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=3088.msg202676#msg202676 date=1476394889]<br />&gt;A toy of your [url=http://digimon.wikia.com/wiki/Brachiomon]favorite obscure Digimon[/url] will never be made.<br /><br />T-thanks Bandai.<br /><br />&gt;Digimon stuff isn&#039;t even sold anymore<br /><br />T-thanks stores.<br /><br />Time to get a 3D printer.<br />[/quote]<br /><br />Now that it&#039;s appeared in Xros Wars, it just might after all. Bandai&#039;ll give literally any Digimon that appeared in the back row of a crowd a toy, and since Brachiomon was part of the bad guy&#039;s army I&#039;m betting on at least a 1.5&quot; minifig.<br /><br />[quote author=Bert link=topic=3088.msg202862#msg202862 date=1477623533]<br />Two years ago today I posted the final chapter of The Story of Glitchy, the 4. ..<br /><br />Huh.<br />[/quote]<br /><br />I might do a sequel. I&#039;ve got a title, a plot outline, a character sheet and all that shit.<br /><br />[size=7pt]Your personal blog has been updated. Click refresh to view your changes.[/size]<br />


subject: Re: The Luigi Exploit - Could PokÃ©mon be used to ACE / credits warp other games ?
poster_name: MrCheeze
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  FYI: I heard from some smart people who generally know what they&#039;re talking about (DwangoAC/Myriachan) that the reason SNES cartridges can&#039;t be swapped is the CIC lockout chip, same as the N64.


subject: Small evolution visual error
poster_name: Crystalame
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystalame
icon: clip
body:
  Not really a big glitch or anything, but I thought it was a little interesting.<br /><br />In Sun and Moon, when evolving a Pokemon, the model of the evolved Pokemon appears near the top-left corner of the screen for a split second before disappearing. At the very least, this has happened to me when evolving Pichu into Pikachu. If I had to guess, I&#039;d say that the model loads in while the Pokemon is evolving, but appears for a very small period of time before it moves off-screen?<br /><br />I&#039;ll see if I can get a picture of it soon. Has this happened to any of you guys?<br /><br />[b]EDIT: Ok, here&#039;s a kind of crappy picture. I took a video too, but there&#039;s a glare of my face in it despite all of my attempts not to catch that, ack[/b]


subject: Re: The Luigi Exploit - Could PokÃ©mon be used to ACE / credits warp other games ?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That makes sense, but I&#039;m wondering if a piggybacking adapter (those that let you play bootlegged or out-of-region cartridges) may solve the problem by leaving a CIC plugged into the console while we swap cartridges.


subject: Re: Small evolution visual error
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I have definitely noticed a flashing model in the top-left, but never bothered to record it or anything. I&#039;d always assumed it was the evolving Pokemon itself being rendered on-screen before moving into position, but it&#039;s interesting to see that it&#039;s actually the evolved form of the Pokemon that&#039;s rendered in that area.<br /><br />Nice find! :D


subject: Semi-Maintenance Mode
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Abwayax
icon: xx
body:
  Until further notice, Glitch City Laboratories is in [b]semi-maintenance mode[/b]. This means that, at any time, it may be offline, or it may start returning errors unexpectedly.<br /><br />I am currently investigating possible performance issues and need the site to stay up in order to do so.


subject: Re: Emulating the Mobile Adapter GB
poster_name: PokeAcer
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  For this, instead of it running as Python, perhaps it&#039;d make more sense to be PHP for the web scripts with a Python/C handler on the client end so the client connects to the Internet but then uses the server you define?<br /><br />It&#039;d also be cool if we made a GBC to USB link cable (using some serial adapter perhaps?) so we could connect REAL hardware :D


subject: Re: Semi-Maintenance Mode
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Abwayax link=topic=7755.msg203567#msg203567 date=1482958418]<br />Until further notice, Glitch City Laboratories is in [b]semi-maintenance mode[/b]. This means that, at any time, it may be offline, or it may start returning errors unexpectedly.<br /><br />I am currently investigating possible performance issues and need the site to stay up in order to do so.<br />[/quote]<br /><br />I see, thanks for this Abwayax. :)


subject: Pokedex Entries for Glitchmon- How?
poster_name: jaybug_jimmies
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is probably a silly question, but it&#039;s something I have never been clear on. Bulbapedia has images of pokedex entries for glitch pokemon other than the ones you can encounter via the Ditto trick. (i.e., ones past index #199) How on earth did they get these images? I&#039;ve never been able to see glitch pokedex entries for those pokemon through glitching or use of cheating devices. (I can get the pokes via ACE or fossil conversion or etc. but not the dex entries)<br /><br />Is there a method I can use to see these entries? Or do folks directly hack to accomplish it?


subject: Re: Small evolution visual error
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is almost certainly unintended, but it&#039;s kinda cool to have if you&#039;re evolving Tyrogue, or maybe even Eevee. You can B-cancel if it&#039;s the wrong one.


subject: Re: Pokedex Entries for Glitchmon- How?
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: TheZZAZZGlitch
icon: xx
body:
  Every glitch Pokemon can be forced as an opponent by modifying RAM address $CFD8 while already in battle. This can be accomplished without hacking, either with Cooltrainer corruptions or with ACE. Once that&#039;s done, it&#039;s possible to catch the resulting Pokemon, which will display its Pokedex entry (provided that its Pokedex caught flag isn&#039;t already set).<br />There&#039;s also the [url=http://glitchcity.info/wiki/Expanded_Pok%C3%A9dex]Expanded Pokedex glitch[/url] that makes it possible to see Pokedex entries for several index 199+ glitch Pokemon.<br /><br />But I&#039;m pretty sure that people don&#039;t bother to go through all that trouble and just hack the game to take the images. It&#039;s not like the Pokedex entry will be different if obtained legitimately.


subject: Re: Pokedex Entries for Glitchmon- How?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [url=http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9dex_flags]These[/url] are the PokÃ©dex flags for glitch PokÃ©mon with PokÃ©dex numbers 152+ or 000. When an &#039;own&#039; flag is unset, catching the PokÃ©mon will allow you to view its PokÃ©dex entry.<br /><br />The &#039;own&#039; flags for these glitch PokÃ©mon are extrapolated from the last &#039;own&#039; address (D309 - Own 145-152). From D30A onward are the &#039;seen&#039; flags for normal PokÃ©mon; hence it is required for most glitch PokÃ©mon with dex numbers over 151 to have seen a specific PokÃ©mon in the PokÃ©dex (such as Cubone for Missingno. #000; or #256) to be able to view its PokÃ©dex entry after catching it.<br /><br />There are two exceptions re: glitch PokÃ©mon that don&#039;t require you to have seen the PokÃ©mon from the above PokÃ©dex flags article.<br /><br />These are:<br /><br />1) Glitch PokÃ©mon with PokÃ©dex numbers below 152 but above 000; which require you to have not registered the PokÃ©dex number of the real PokÃ©mon with that dex number. The game registers the real PokÃ©mon but shows a glitch PokÃ©dex entry after catching it.<br /><br />2) PokÃ©mon No. 152, which actually registers a #152 entry in the PokÃ©dex and requires you not to have the 152nd entry registered. The only glitch PokÃ©mon I know of with this number is ã‚¢ãƒŽ ï¾ž (hex:CC) in Japanese Blue.


subject: Re: Pokedex Entries for Glitchmon- How?
poster_name: jaybug_jimmies
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thank you folks so much for the replies!&nbsp; :D I didn&#039;t even think about the &#039;seen&#039; flags for certain legit pokes ticking the &#039;owned&#039; flags for some glitchmon. I started a fresh game and used the Gameshark code to modify the pokemon captured and I got the Dex entries no problem! Super happy, I have a silly little project where I&#039;m editing these to write my own glitchdex entries, so gonna use &#039;em for that.<br />


subject: Re: Pokedex Entries for Glitchmon- How?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=jaybug_jimmies link=topic=7756.msg203577#msg203577 date=1483064470]<br />Thank you folks so much for the replies!&nbsp; :D I didn&#039;t even think about the &#039;seen&#039; flags for certain legit pokes ticking the &#039;owned&#039; flags for some glitchmon. I started a fresh game and used the Gameshark code to modify the pokemon captured and I got the Dex entries no problem! Super happy, I have a silly little project where I&#039;m editing these to write my own glitchdex entries, so gonna use &#039;em for that.<br />[/quote]<br /><br />You&#039;re welcome! Glad you were able to get the dex entries.&nbsp; :D Good luck with your project.&nbsp; :) The only difficulty if you&#039;re editing the actual PokÃ©dex entry for a ROM hack is that you may be editing unrelated code and that could cause the game to not work correctly, so you&#039;d have to work around that problem somehow (add code to repoint the dex entry to unused space possibly).


subject: Re: The Luigi Exploit - Could PokÃ©mon be used to ACE / credits warp other games ?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Nah, we tested this and sadly the N64 checks if there is a cartridge in. That&#039;s sad, but we can&#039;t do anything :(


subject: YEAR 2017
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Well, for us, europans, year 2017 has JUST BEGUN!<br />Sorry to all the US people though.<br /><br /><br />yay


subject: Re: YEAR 2017
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  &gt;New Year&#039;s Eve<br />&gt;People are out partying, fucking and having fun<br />&gt;I&#039;m here, a Czechoslovakian Keitai DenjÅ« Telefang rule 34-dedicated forum<br /><br />I mean it&#039;s not like I have anything else to do so WOO.


subject: Required register values after 8F execution?
poster_name: undergroundmonorail
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m just starting to get into pokemon glitch stuff and I&#039;ve found a lot of useful information here, and this seems like a silly question but I haven&#039;t been able to find the answer anywhere. I guess I could test it out myself but it would be faster to ask here and it means the answer is available for other people to see :â€‹)<br /><br />I know what the Game Boy&#039;s registers hold when 8F execution begins:<br /><br />[code]af = 6300<br />bc = 22B8<br />de = 0001<br />hl = D322[/code]<br /><br />I also know that the HL registers don&#039;t have to be set back to D322 when your code finishes executing. Is this true for all the registers, or do some of them have to have the same value as when 8F execution begins?<br /><br />For example, I recently wrote this 8F script to copy the quantity of the second item to the first (please excuse anything about it that&#039;s suboptimal, it&#039;s one of the first 8F scripts I&#039;ve ever written and I&#039;m still learning about Game Boy machine code):<br /><br />[code]Burn Heal&nbsp;  x45<br />Dire Hit&nbsp; &nbsp; x45<br />Ice Heal&nbsp; &nbsp; x119<br />Lemonade&nbsp; &nbsp; x98<br />Fresh Water x201<br /><br />inc c&nbsp; &nbsp; &nbsp; &nbsp; ; Together with line 5, creates a nop<br />dec l&nbsp; &nbsp; &nbsp; &nbsp; ; hl now points at the quantity of second item<br />ld a,(hl-)&nbsp;  ; a now holds quantity of second item, hl now points at ID of second item<br />dec l&nbsp; &nbsp; &nbsp; &nbsp; ; hl now points at quantity of first item<br />dec c&nbsp; &nbsp; &nbsp; &nbsp; ; Together with line 1, creates a nop<br />ld (hl),a&nbsp; &nbsp; ; Overwrite quantity of first item with contents of a<br />ld a,$62&nbsp; &nbsp;  ; Set a to its original value minus 1<br />inc a&nbsp; &nbsp; &nbsp; &nbsp; ; Increment it by 1 (done over two instructions so ret falls on a quantity rather than an ID)<br />ret&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; Return to game code[/code]<br /><br />Some of the code is devoted to making sure A holds a value of 0x63 when the game&#039;s code takes over. If I didn&#039;t do that, the code could be simplified slightly to something like this:<br /><br />[code]Burn Heal&nbsp;  x45<br />Dire Hit&nbsp; &nbsp; x45<br />Ice Heal&nbsp; &nbsp; x119<br />TM01&nbsp; &nbsp; &nbsp; &nbsp; xAny<br /><br />inc c&nbsp; &nbsp; &nbsp; &nbsp; ; Together with line 5, creates a nop<br />dec l&nbsp; &nbsp; &nbsp; &nbsp; ; hl now points at the quantity of second item<br />ld a,(hl-)&nbsp;  ; a now holds quantity of second item, hl now points at ID of second item<br />dec l&nbsp; &nbsp; &nbsp; &nbsp; ; hl now points at quantity of first item<br />dec c&nbsp; &nbsp; &nbsp; &nbsp; ; Together with line 1, creates a nop<br />ld (hl),a&nbsp; &nbsp; ; Overwrite quantity of first item with contents of a<br />ret&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ; Return to game code[/code]<br /><br />However, I&#039;m afraid that something in the game&#039;s code will expect A to hold 63 and break when it doesn&#039;t. Is that the case, for A or for any of the other registers?<br /><br />Thanks :â€‹)


subject: Re: Presidential Candidate
poster_name: ravioli
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=drc link=topic=7630.msg203017#msg203017 date=1479020060]<br />both candidates are bakas.<br />[/quote]<br /><br />Why do you say that?


subject: Re: YEAR 2017
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  HAPPY NEW YEAH MOTHERFUCJERS<br />GET READY TO RUMBLLLLE !!!<br /><br /><br />And best wishes from me.<br />And lasagna.


subject: Re: Pokemon Yellow: All Defined Functions
poster_name: Nerator
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Nerator
icon: clip
body:
  Hello!<br />I thought you might be interested in this little work I&#039;ve done.<br />Here is the list of jump locations of all predefined functions in debug yellow ROM (including glitch ones). Some of them jump to RAM, so may be they can be manipulated.<br />Also about predef 0x1E, which is stated to be nonfunctional in your list. Actually it calls GiveItem, which gives item based on registers BC: item ID comes from B, amount from C. I always got 32 Repels from using it (i checked in overworld and in battle), not sure, if it can be manipulated though.<br /><br />P.S. Sorry for necrobumping


subject: Re: Pokemon Yellow: All Defined Functions
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  Necro is fine if info is added. and... Thanks! Go ahead and add it to the Wiki page... or the Talk page if you don&#039;t want to edit the page itself. As the page states, things may have changed based on different factors. Feel free to keep looking!


subject: Re: Presidential Candidate
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=drc link=topic=7630.msg203017#msg203017 date=1479020060]<br />both candidates are bakas.<br />[/quote]<br />Logic or GTFO. :P


subject: Re: YEAR 2017
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Me playing AC:New Leaf:<br />Ok, ok. Happy 2017, now let me into my secretary.<br />LET ME INTO THE F***ING SECRETARY!!!


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  My PokÃ©mon Red battery is dead.<br /><br />But I bought a DMG and PokÃ©mon Yellow.<br />And PokÃ©mon Crystal. Oh boy this is gonna be fuuuun 8)


subject: Re: Semi-Maintenance Mode
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Was wondering why the site was having trouble some days. A few weeks ago I tried to access it but couldn&#039;t.<br /><br />Thanks for the heads up!


subject: Re: YEAR 2017
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Spent my New Years in an airport thanks to a flight delay. I got home a few hours ago and have only slept and eat since then. Looks like it&#039;ll be a great year!


subject: Re: The Luigi Exploit - Could PokÃ©mon be used to ACE / credits warp other games ?
poster_name: RFan573
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7722.msg203580#msg203580 date=1483189605]<br />Nah, we tested this and sadly the N64 checks if there is a cartridge in. That&#039;s sad, but we can&#039;t do anything :(<br />[/quote]<br />Well that sucks. Well, we&#039;ve still got the header-editing method.<br />Tried with any other Game Boys? (i.e. GB Boy Colour and the Game Boy Player w/ both official software and GB Interface)


subject: Re: The Luigi Exploit - Could PokÃ©mon be used to ACE / credits warp other games ?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I dunno if anyone tried the GB Player, but all handheld consoles&nbsp; plus SGB and N64 have been tested.


subject: Programming the Snake game in Pokemon Crystal in real hardware!
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystal_
icon: xx
body:
  During the part 2 weeks I picked up my Game Boy Advance SP and my spanish Pokemon Crystal cart and was determined to do something cool with them now that we know so much about how to exploit ACE in these games. So I thought I&#039;d pick up the code of my Snake program that I once implemented in Pokemon Silver using an emulator and ported it to spanish Crystal. Obviously, doing this stuff in real hardware isn&#039;t the same story since you can&#039;t memory hack your way into whatever you want to achieve, so I had to come up with more efficient ways to do different things.<br /><br />So yeah, if you want to see how I did it, just follow [url=https://sites.google.com/site/crystalglitchystuff/articles/snake]this link[/url]! It includes a demonstration video and covers all the process with a lot of details. The end will seem familiar, since it&#039;s mostly what TheZZAZZGlitch did in order to implement Pong into Pokemon Blue. It was a bit harder considering that ACE in Gen 2 isn&#039;t as accessible though.<br /><br />Or if you prefer, here&#039;s just the video with a ligher explanation:<br /><br />https://www.youtube.com/watch?v=g2mCyh7Y2xM


subject: My Generation VII Invalid PokÃ©mon Research
poster_name: zxSuperGlitch
poster_ip: ***.***.***.***
modified_name: zxSuperGlitch
icon: lamp
body:
  Hey guys, I&#039;m going to be documenting all of my research into glitch PokÃ©mon for the Gen VII games here!<br /><br />[b][size=24pt][color=red]WHEN TRYING THIS, MAKE SURE TO BACK UP YOUR SAVE. NOBODY HAS REPORTED THEIR SAVE BEING HARMED BUT IT COULD VERY WELL HAPPEN.[/color][/size][/b]<br /><br />[b][size=36pt]1011[/size][/b]<br /><br />This was the first glitch PokÃ©mon I tried. It actually got put into my box and I was able to access the PC (unlike on my friend&#039;s 3ds when I was trying this last night!) <br /><br />This appears to be it&#039;s menu icon:<br />[img]https://i.imgur.com/JKZuOyj.png[/img]<br /><br />When I viewed it&#039;s summary, as expected, it crashed the game. This was the only shot I was able to get of it before it crashed spectacularly:<br /><br />[img]https://images.discordapp.net/.eJwtykEOgyAQAMC_cAfcdRfB3yAg2mghQE9N_94eep3MW7zaJVZxjFH7qnU8eygtqj5K8zmpXEq-kq9nV6Hc2o_hw3Gn5-gaDZuFyU5IxAzGwp8WRIAZrQEivTlPcbYgOQaUFNHLLe2T5BR-bUc0IQKQY2JHrB41i88X3h0ryQ.nx9dNZgTiA70LL2NN-GcmJmj6DQ?width=829&amp;height=467[/img]<br /><br />As you can see from the picture, it has no ability, no sprite and it seems to default to the name &quot;100&quot; even if I try to nickname it something else. Hm. All stats are 5 except HP, which is 11. The move &quot;Pound&quot; has no real relevance, it&#039;s just the default move in PKHeX.<br /><br />Afterwards, I injected it into my party instead:<br /><br />[img]https://images.discordapp.net/.eJwly0sOgyAQANC7sAec4TODt0FAtNFihK6a3r1Nun3Je4vXfYhZbGNcfdY67z21O6s-2h1rUbW1epR47V2lduo4RkzbWZ6ja_TOk7M8obXOgWf4U8AATMiGvEHNeSGYFisz-CBtRpJLMkWiB3ZxNSsVI4EDkpl-Tz2uKj5f-8YrkA.M90hh13b_KbIJi6tsfkamGa7mgA?width=829&amp;height=467[/img]<br /><br />Firstly, I tried SWITCHING it into battle. In this example, I battled a Pichu. As I expected, it crashed as soon as it tried to bring it out.<br /><br />Then I switched it OUTSIDE of battle and then go into battle. A similar effect happened, except it crashes during you throwing the ball, not when it tries to enter the menu (run, fight, bag, etc.) Here&#039;s a picture:<br /><br />[img]http://image.prntscr.com/image/abeb7b9a88c848b6b97f0564e75a6a96.png[/img]<br />this is where it crashed<br /><br />[b][size=36pt]b05a[/size][/b]<br /><br />The second PokÃ©mon I tried was &quot;b05a&quot;.<br /><br />[img]http://image.prntscr.com/image/117025b958f5474da2b5ac42943f52c1.png[/img]<br /><br />I genned in two, one a normal form (in my party) and a shiny form (in my PC).<br /><br />Firstly, the normal form.<br /><br />[img]http://image.prntscr.com/image/4f70927fbb71497a9d615f38e1aff345.png[/img]<br /><br />For some reason, it knew X-Scissor + the last 3 moves of my Slowpoke?? I swear I only put &quot;Pound&quot; on it.<br /><br />It&#039;s sprite changed from Bulbasaur to Venusaur to a non-sprite which crashed the game. There&#039;s about a 2/3 chance that you&#039;ll be able to view the summary.<br /><br />[img]http://image.prntscr.com/image/7f8a86e2b6664ea19bd76f37b7b60a26.png[/img]<br /><br />[img]http://image.prntscr.com/image/0c528cf471ff49b3b0b65ca95f4444ec.png[/img]<br /><br />Why is it from PokÃ©mon Go? I have no idea. I haven&#039;t edited the Met location.<br /><br />Now, the [b]shiny[/b] form.<br /><br />Usually when I viewed this PokÃ©mon it would show a shiny Bulbasaur sprite, which isn&#039;t too interesting, but ONE time, it showed THIS.<br /><br />[img]http://image.prntscr.com/image/ab3909131f1e4906b5eb78f3107c59ee.png[/img]<br /><br />Any time I chucked either one out into battle, it&#039;d crash in a similar fashion to 1011, except one time. It was chucked out into battle and it was just a white cube. I didn&#039;t manage to take a picture (because it crashed as soon as I entered the &quot;fight&quot; menu) and I haven&#039;t been able to replicate it.<br /><br />[b][size=36pt]ff80[/size][/b]<br /><br />[img]http://image.prntscr.com/image/c9c05846ea3d488f9e9681d1c615369b.png[/img]<br /><br />Firstly, the shiny. It normally has the sprite of a shiny Bulbasaur, although I occasionally got a Shiny Starly and Pidgeot sprite. Hm. Seems to be a 50/50 chance whether or not it&#039;ll crash when you view it&#039;s sprite.<br /><br />[img]http://image.prntscr.com/image/de9f802b899d4f9c86044b31e727001a.png[/img]<br /><br />It crashes when sent into battle, as is the norm.<br /><br />The non-shiny version has a sprite of a Staraptor and doesn&#039;t crash when you view it&#039;s sprite (I&#039;ve been scrolling on and off of the PokÃ©mon for a while and it hasn&#039;t crashed yet.) Still on the hunt for a PokÃ©mon that can be used in battle, however.<br /><br />[img]http://image.prntscr.com/image/3a398c0469fc4a9fa5a5dd04e312ac94.png[/img]<br /><br />From now on I&#039;ll be trying the PokÃ©mon in PokÃ© Refresh to see if that works. So let&#039;s try ff80, shall we?<br /><br />The shiny version WORKS! It is an INSANELY zoomed in version of shiny Bulbasaur! I think that&#039;s pretty badass. Here&#039;s a photo:<br /><br />[img]http://image.prntscr.com/image/0ec91db42fca4d38bd4e004da74e9a35.png[/img]<br /><br />A similar result happens with the non-shiny version, except it is a non-shiny Bulbasaur.<br /><br />[img]http://image.prntscr.com/image/a1125da3584a4f999ee57904e62417d2.png[/img]<br /><br />[b][size=36pt]b00b (ha, ha)[/size][/b]<br /><br />So, I decided to continue this thread. <br /><br />With b00b, I decided to use my QR code exploit to gen it in and see what happens.<br /><br />[img]http://image.prntscr.com/image/3827f0cb93704770b2e615850bb4d94f.png[/img]<br /><br />It showed up as a Raticate! Too bad when I entered the box it crashed straight away. Surprising. Other times the game crashed as soon as I tried scanning the QR code.<br /><br />As mentioned earlier, this PokÃ©mon seems to crash the game the majority of the time when trying to view it&#039;s sprite. When ever I put it into my party the game crashed as soon as it loaded my save, which was rather fun (I thought I had bricked my save, but I just restored a backup and it worked fine.) I thought it could have been the fact it has no nickname, so I nicknamed it;<br /><br />[img]http://image.prntscr.com/image/b4f20a08ed414adba463c517d72d2eec.png[/img]<br />How mature of me.<br /><br />I also tried genning in a shiny version, which always seemed to crash when I scanned the QR code.<br /><br />I couldn&#039;t get any photos as they seemed to crash the game 100% of the time whenever I viewed their sprite. Luckily having these in your boxes doesn&#039;t seem to cause any save instability, as I still haven&#039;t got around to releasing them from my box. Helpful.<br /><br />[b]Edit regarding b00b:[/b] Glitch PokÃ©mon can be safely stored in Bank! A couple screenshots as proof;<br /><br />[img]https://images.discordapp.net/.eJwFwUkSgyAQAMC_cGcbZ1j8zQQBTWmgBE-p_D3dX_Hcp1jFPmcfq9bbMVK7NzVmu7lmVVurZ-Z-DJXapXlOTvuVP3NocOQ8YTCASGRdsBq8J0sGI0a7OAoh6AyGcyokIxNK5CXK8EKQYAuiy2iggHr3Kn5_NFIpGA.yuJTL8-HBDrsZCGO2-M5TvH4W-A?width=624&amp;height=468[/img]<br /><br />[img]https://images.discordapp.net/.eJwVyVESwxAQANC7-Gcxu5bcRlBJJymDfnV6907f7_uI97jEJo61-twA8jlTG1nN1UasRdXW6lViP6dK7Ya4VkzHXV5rgnXkmNBri0hknDdgmcmQZefQGvo_MHIpZQ_SU04SNaPcDT9kzkjoTAjaJvXsVXx_M3gpKQ.kURpSsNds9cP2QiAn8XUCwZUA04?width=624&amp;height=468[/img]<br /><br /><br /><br />[b]SOFTWARE USED:[/b] JKSV, Illegal PKHeX, Homebrew Launcher (soundhax, to be exact), Luma3ds<br /><br />I recorded all of this on a European O3DS running CFW &amp; software version 11.2


subject: Re: Semi-Maintenance Mode
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I just hope that the site won&#039;t go down for a week.<br />Anyway, I hope the maintenance will go smoothly.


subject: Re: My Generation VII Invalid PokÃ©mon Research
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for the pictures, I never really took any with my research.<br /><br />As I mentioned in my thread, species names of invalid PokÃ©mon seem to be derived from the level of the last PokÃ©mon you touched in the PC, and the model seems to be derived from unknown data of the last PokÃ©mon you touched in the PC (I got Kirlia and Staravia).


subject: Map distortion glitch help wanted for Gold
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Wondering if any speedrunners could help me out here. I obtained a bad clone with PokÃ©mon Stadium 2 in Gold and used it to withdraw over six PokÃ©mon (to get 27 or so) mainly Abra named GEODUDE like in Bobmario&#039;s TAS until the glitch dimension occurred.<br /><br />The only problem is every time I try to open the PokÃ©mon menu the game hangs like this instead of loading a glitched menu.<br /><br />[img]http://i.imgur.com/DnxPCtw.png[/img]<br /><br />Does anybody know what causes the game to lock-up?<br /><br />I have a suspicion that if any of my PokÃ©mon have 0 maximum HP that may be the problem. Thanks in advance. <br /><br />Edit: Forcing the top PokÃ©mon to be a hex:FF didn&#039;t work.


subject: Re: Name Changes
poster_name: Ketsuban
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Old name: This one<br />New name: HÄlian<br /><br />If possible, please also remove all of my previous name changes from the list, as my real name is among them, and I no longer wish to use that here.


subject: Re: My Generation VII Invalid PokÃ©mon Research
poster_name: zxSuperGlitch
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7760.msg203605#msg203605 date=1483564555]<br />As I mentioned in my thread, species names of invalid PokÃ©mon seem to be derived from the level of the last PokÃ©mon you touched in the PC, and the model seems to be derived from unknown data of the last PokÃ©mon you touched in the PC (I got Kirlia and Staravia).<br />[/quote]<br /><br />I can now confirm that the species names correspond to the level of the last PokÃ©mon you viewed the summary of (whether in party or PC).<br /><br />The model doesn&#039;t always correspond to the last PokÃ©mon you interracted with, as I don&#039;t have a Staraptor, a mega Mawile and definitely not an Ash-Pikachu. In fact, I&#039;ve got literally none of the PokÃ©mon that the sprites belong to in that save and never have. Can you even get the Starly line without Bank?


subject: Re: Glitch-Inspired Music
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  I had downloaded your music, Yeniaul, soon after its release, and I didn&#039;t like it. But I didn&#039;t delete it because I have a few gigas to spare on my disk.<br /><br />Now I stumbled on it again, and after listening to it again, I find it super duper uber cool.<br />If you could make a second album, that would be GREAT !<br /><br /><br /><br /><br />Also, necrobump.


subject: Re: My Generation VII Invalid PokÃ©mon Research
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=zxSuperGlitch link=topic=7760.msg203610#msg203610 date=1483585465]<br />Can you even get the Starly line without Bank?<br />[/quote]<br />No. You can get the Jotho and Unova starter lines though. And a select few other PokÃ©mon, but not Starly.


subject: Re: My Generation VII Invalid PokÃ©mon Research
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=zxSuperGlitch link=topic=7760.msg203610#msg203610 date=1483585465]<br />The model doesn&#039;t always correspond to the last PokÃ©mon you interracted with, as I don&#039;t have a Staraptor, a mega Mawile and definitely not an Ash-Pikachu. In fact, I&#039;ve got literally none of the PokÃ©mon that the sprites belong to in that save and never have. Can you even get the Starly line without Bank?<br />[/quote]<br /><br />I said &quot;unknown data of the last PokÃ©mon touched in the PC&quot;. As I said, I touched several different PokÃ©mon before touching the invalid PokÃ©mon and got Kirlia, Staravia, and crashes. I have no idea what data the model is being derived from.


subject: Walkthrough for Shiny Celebi glitch (classical bad clone method)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Back in 2009, gia discovered how to use the bad clone glitch to obtain a Shiny Celebi in a three video walkthrough.<br /><br />https://www.youtube.com/watch?v=BnSEbS2vk-4<br />https://www.youtube.com/watch?v=y5U4BoAy-gg<br />https://www.youtube.com/watch?v=YId1oDlUAzI<br /><br />Since it&#039;s a little hard to follow I decided to put everything into 48 steps.<br /><br />Sadly I don&#039;t know if it&#039;s possible to get a Shiny Celebi in an Egg because happiness (also used for egg cycles) is being used as a variable for Celebi and Rattata&#039;s egg cycle value isn&#039;t as high as hex:FB.<br /><br />Notes: The PokÃ©mon you put in front of Lab Rat shouldn&#039;t have any FF values in their data. So it&#039;s a good idea to clone many PokÃ©mon first. I don&#039;t know if any of my PokÃ©mon had this data when I did the initial test, so the steps below may be adjusted soon.<br /><br />Step 1: Get bad clone ready and stabilized<br />Step 2: Catch Rattata (&quot;Lab Rat&quot; or nickname you choose for Celebi) in Friend Ball<br />Step 3: Put it to sleep<br />Step 4: Catch any PokÃ©mon preferably in a Friend Ball for it to have 200 happiness and max out its happiness, call it &quot;wall&quot;<br />Step 5: Catch a Growlithe and give it Polkadot Bow, call it &quot;donor&quot;. (These are for the DVs 3A, AA; which enable Shininess)<br />Step 6: Feed Lab Rat 28 vitamins (happiness =255)<br />Step 7: Give Lab Rat Heal Powder (happiness =245)<br />Step 8: Give Lab Rat 3 more vitamins (happiness =251)<br />[hr]<br />Step 1: Party: Bad clone, donor, wall, victim, lab rat, victim<br />Step 2: Add PokÃ©mon to top of party with move w/o mail (&quot;GOLD&quot;)<br />Step 3: Party: GOLD, victim, lab rat, donor, wall, bad clone, victim<br />Step 4: Deposit x3, with donor as last mon deposited<br />(S1*) Step 5: Full Heal on lab rat<br />Step 6: Party: Wall, lab rat, bad clone, (&quot;bad clone&quot;)/victim<br />Step 7: Three PokÃ©mon to the top with move w/o mail (corrupted name, two mon, wall, lab rat, cancel)<br />Step 8: Select lab rat and move with wall with move w/o mail (don&#039;t select wall) so that lab rat above wall<br />Step 9: With lab rat in front (PokÃ© 4), deposit two times again.<br />Step 10: Full Heal on lab rat<br />Step 11: Deposit top PokÃ©mon (get lab rat, wall)<br />Step 12: Use move PkMn w/o mail to swap lab rat with wall (line directly above cancel)<br />Step 13: Add three PokÃ©mon to the top of the party using move w/o mail<br />Step 14: Swap lab rat one spot above wall<br />Step 15: Deposit top three PokÃ©mon (so it goes like switch rat with wall, move 3 PokÃ©mon in, switch rat and wall back, and deposit the three PokÃ©mon); seven/eight sets<br />(S2*)Step 16: Move lab rat with wall (move w/o mail)<br />Step 17: Move 3 PokÃ©mon in at top<br />Step 18: Move lab rat with wall<br />Step 19: Deposit top three PokÃ©mon<br />Step 20: Move lab rat with wall (move w/o mail)<br />Step 21: Move 3 PokÃ©mon in at top<br />Step 22: Move lab rat with wall<br />Step 23: Deposit top three PokÃ©mon<br />Step 24: Move lab rat with wall<br />Step 25: Move 3 PokÃ©mon in at top<br />Step 26: Move lab rat with wall<br />Step 27: Deposit top three PokÃ©mon<br />Step 28: Move lab rat with wall (move w/o mail)<br />Step 29: Move 3 PokÃ©mon in at top<br />Step 30: Move lab rat with wall<br />Step 31: Deposit top three PokÃ©mon<br />Step 32: Move lab rat with wall<br />Step 33: Move 3 PokÃ©mon in at top<br />Step 34: Move lab rat with wall<br />Step 35: Deposit top three PokÃ©mon<br />Step 36: Move lab rat with wall<br />Step 37: Move 3 PokÃ©mon in at top<br />(S3*) Step 38: Move lab rat with wall<br />Step 39: Deposit top three PokÃ©mon<br />Step 40: Take Lab Rat into the Day Care and out and it will become Celebi<br /><br />Note: If the game freezes when you try to view the party, you don&#039;t have to heal future Celebi&#039;s status but Celebi may appear at a higher level.<br /><br />[img]http://i.imgur.com/QvQwvxn.png[/img]<br /><br />Edit: I uploaded a video.<br /><br />https://www.youtube.com/watch?v=cCsgvv1EzmU


subject: Re: ProjectLinkCable
poster_name: xtreme713ify
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oof, man, I abandoned this forum... I kinda forgot about all this, sorry guys.<br /><br />So we have the cord, but obviously just plugging the thing into the computer, turning on the GameBoy, and attempting trade with the emulator isn&#039;t gonna do anything without some kind of external program. Where does that leave us?


subject: Weird glitch in Super Mario Bros.
poster_name: xtreme713ify
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The other day, I was playing a good ol&#039; game of Super Mario Bros, and I made it as far as 2-1 when something very strange happened. See, there&#039;s a spring in this level that&#039;s needed to jump over a wall to get to the flagpole, but when I jumped on it, it just disappeared out of thin air! What&#039;s worse is that Mario was isolated in the air, unable to move. All he could do was a running animation, but he wouldn&#039;t move left or right at all. It looked like if I just sat the timer out it would&#039;ve been okay. I ended up just resetting the game though, and it hasn&#039;t happened since.<br /><br />So... WHAT THE HELL HAPPENED?!


subject: Re: Weird glitch in Super Mario Bros.
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  Tick one of the following boxes :<br />â–¡ A glitch no one had heard of before<br />â–¡ A slight hardware malfunction<br /><br />My glitch theories :<br />1. You crossed a tile border the frame where / after you landed on the spring, which made Mario not above it anymore, putting Mario in a state where he was unable to move.<br />2. A really precise timing made an interrupt break the execution of the spring code, which resulted in a partial spring state (spring disappearing but no animation, Mario&#039;s position being locked...<br />Do you remember where you were on the switch ? Like, did you bounce on an edge of it or in the middle ? That&#039;d help.<br /><br />These theories aren&#039;t backed by anything. Just intuition. But looking at spring code disassembly could maybe help, yet I don&#039;t know NES ASM (6502 if I&#039;m correct)


subject: Re: Weird glitch in Super Mario Bros.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7765.msg203619#msg203619 date=1483792940]<br />Tick one of the following boxes :<br />â–¡ A glitch no one had heard of before<br />â˜‘ A slight hardware malfunction<br />[/quote]<br />Was that on a emulator? If yes, possibly a emulation error, if not, possibly it happened because your NES is old.


subject: Re: The Member's Guide to Topiclessness
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Sorry to hear about your Red.<br /><br />Today my Crystal battery died. Strangely the save died then worked for a long time but died again, so will have to replace its battery.<br /><br />On positive my Mega Memory Card has Crystal states, so if the game is powered on long enough can replace the save with one of those until it dies again.<br /><br />I still haven&#039;t got a v1.0 Red/Green (have multiple v1.1s :().


subject: Patching a Pokemon game with 2 ROM hacks!
poster_name: MarcinTVP8
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: clip
body:
  I somehow managed to patch some Pokemon games with 2 ROM Hacks. The results are interesting. Some games won&#039;t boot up at all, and some games are partially unplayable.<br /><br />In the attachments are the games with 2 ROM hacks patched in and tested to run.<br /><br />Notes:<br /><br />(All attachments) You may need the walk through walls gameshark codes to advance in the game.<br />(2nd attachment) You will need the walk through walls gameshark code to progress through the intro.<br /><br />[color=#ff1493]Edit by Torchickens: Removed attachments in interest of copyright.[/color]


subject: Re: Weird glitch in Super Mario Bros.
poster_name: xtreme713ify
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  @ISSOtm I jumped on the spring, it pushed down, and the split second I began ascending it vanished. I was right above where the spring was.<br /><br />@Charmy I was using Wii Virtual Console


subject: Re: Steam IDs
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  http://steamcommunity.com/id/zowayix<br /><br />I guess you can add me if you want but I might not remember who you are or might just be too lazy / in a low mood to check Steam anyway. I still haven&#039;t even rebuilt my gaming PC.


subject: Re: Steam IDs
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=7658.msg203627#msg203627 date=1483871192]<br />I still haven&#039;t even rebuilt my gaming PC.<br />[/quote]<br />[quote author=Zowayix link=topic=7658.msg203627#msg203627 date=1483871192]<br />rebuilt<br />[/quote]<br />That only word gives you one extra swag level.


subject: Re: Weird glitch in Super Mario Bros.
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [size=1em]First of all, check the ROM version you have. In the case of Super Mario Bros., the Wii Virtual Console release for PAL regions matches the original PAL release on the NES since it has the same distorted music, etc. (t[font=verdana]he conversion from NTSC 60 Hz, used in Japan and the US, to PAL 50 Hz, used in Europe and Australia, causes bugs).[/font]<br /><br />If you have access to the ROM file, check its hash to confirm its version:<br />[/size][list]<br />	[li][url=http://datomatic.no-intro.org/?page=show_record&amp;s=45&amp;n=2147][size=1em]http://datomatic.no-intro.org/?page=show_record&amp;s=45&amp;n=2147[/size][/url][/li]<br />	[li][url=http://datomatic.no-intro.org/?page=show_record&amp;s=45&amp;n=2146][size=1em]http://datomatic.no-intro.org/?page=show_record&amp;s=45&amp;n=2146[/size][/url][/li]<br />[/list][size=1em]There&#039;s also some discussion on TCRF about the revisional differences: [url=https://tcrf.net/Talk:Super_Mario_Bros.#Regional_and_Revisional_Differences]https://tcrf.net/Talk:Super_Mario_Bros.#Regional_and_Revisional_Differences[/url][/size]


subject: Re: Weird glitch in Super Mario Bros.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=xtreme713ify link=topic=7765.msg203618#msg203618 date=1483780302]<br />The other day, I was playing a good ol&#039; game of Super Mario Bros, and I made it as far as 2-1 when something very strange happened. See, there&#039;s a spring in this level that&#039;s needed to jump over a wall to get to the flagpole, but when I jumped on it, it just disappeared out of thin air! What&#039;s worse is that Mario was isolated in the air, unable to move. All he could do was a running animation, but he wouldn&#039;t move left or right at all. It looked like if I just sat the timer out it would&#039;ve been okay. I ended up just resetting the game though, and it hasn&#039;t happened since.<br /><br />So... WHAT THE HELL HAPPENED?!<br />[/quote]<br /><br />Very interesting glitch. Must have felt weird for it to suddenly happen like that.<br /><br />I&#039;d like to offer an explanation but sadly can&#039;t because I don&#039;t know much about Mario series glitches.<br /><br />A good place to ask about it re: what causes it and whether somebody else experienced it before may be on the talk page of the Mario Wiki article. https://www.mariowiki.com/List_of_Super_Mario_Bros._glitches


subject: Re: Patching a Pokemon game with 2 ROM hacks!
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I played around with some of the hacks and noticed if you set a bootrom on BGB none of the games want to boot up at all past the Game Boy Nintendo screen, which may mean that these wouldn&#039;t work on a real Game Boy.<br /><br />I like otherwise how the games are glitched but still load. It&#039;s also the first time I&#039;ve heard of PokÃ©mon Blue DX. It looks like a very well made hack and I like how you can play as a character who looks like Green.<br /><br />Edit: I&#039;m afraid because it&#039;s illegal to host copyrighted ROMs I&#039;ve decided to remove your links (and if anybody has the ROMs they can patch it). Though many of us likely use emulators I don&#039;t want to promote the distribution of ROMs.


subject: Re: Patching a Pokemon game with 2 ROM hacks!
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: clip
body:
  [quote author=Wack0 link=topic=7766.msg203633#msg203633 date=1483896738]<br />Torchickens: mind providing ips patches of those roms from whatever the base roms were?<br />[/quote]<br /><br />OK sure, IPS files for Red (MD5 3d45c1ee9abd5738df46d2bdda8b57dc) (which seemed to be the best way) should be in the attachments below.<br /><br /><br />


subject: Re: The Member's Guide to Topiclessness
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=3088.msg203634#msg203634 date=1483903898]<br />[url=https://www.youtube.com/watch?v=x3fmTe_9cNA]Rolling with your geek crew like[/url]<br />[/quote]<br />That&#039;s really neat!&nbsp; :)


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Ummm, am I the first person to complete the S/M PokÃ©Dex 100% legit?<br /><br />Also, if you ever want to play MK7 online, just press HOME then return to the game if you can&#039;t find anyone to play with. It worked everytime I tried.


subject: PMD: Red Rescue Team: Arbitary code execution with hex:0999 glitch move info
poster_name: MarcinTVP8
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  Finally! I found arbitary code execution in PokÃ©mon Mystery Dungeon: Red Rescue Team!<br /><br />Viewing an hex:0999 glitch move info will cause the game to start executing code somewhere around 5ec1200c.<br /><br />Viewing the glitch move name rarely occurs, so I have prepared a save state for this.<br /><br />Just load the save state in VBA, click Info, and enjoy the glitchness!<br /><br />(Note: The save state has been created on VBA version 1.8.0)


subject: Re: PMD: Red Rescue Team: Arbitary code execution with hex:0999 glitch move info
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Did you use original VBA? Since that emulator is very old and inaccurate, could you please try [url=https://github.com/visualboyadvance-m/visualboyadvance-m/releases]VBA-M[/url] and/or [url=https://mgba.io/]mGBA[/url]?


subject: Re: PMD: Red Rescue Team: Arbitary code execution with hex:0999 glitch move info
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: TheZZAZZGlitch
icon: xx
body:
  I checked it, this is a buffer overflow caused by the glitch move&#039;s description. Code execution takes place by overwriting the IRQ handler (similar to what happens in Gen III with decamark summary screens)<br />This exact move is not exploitable, since the instruction pointer lands in unmapped memory. But there probably is an index that would work for ACE.<br /><br />Edit: Never mind, it actually locks up the game in both mGBA and No$gba Debug, so I&#039;m forced to think that this is just an emulation error


subject: Changed PokÃ©mon weights
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I found something really interesting today by Scott-san [url=http://hakuda2.web.fc2.com/wario/poke3/n3.html]on the Japanese glitch site Legendary Star Blob[/url] (ä¼èª¬ã®ã‚¹ã‚¿ãƒ¼ãƒ–ãƒ­ãƒ–ï¼’ã®ãƒã‚±ãƒ¢ãƒ³æ”»ç•¥).<br /><br />In PokÃ©mon Red and Green (v1.0 and v1.1), Nidoqueen originally weighed 6.0 kg, which is much less than what Nidoking weighs (62.0kg). In Japanese Blue and Pikachu (all three revisions) it became 60 kg.<br /><br />In the English version and Yellow, it became 132.0 lb which is about 60 kg.<br /><br />Furthermore, Geodude was originally 20 kg in Red/Green v1.0 and v1.1 but dropped to 2.0 kg in Japanese Blue. In Pocket Monsters Pikachu v1.0, v1.1, v1.2, Rev C, it is still 20 kg still (I still wonder about the differences between these revisions). In English Red/Blue/Yellow, Geodude weighs 44.0 lb (about 20kg).


subject: DeepDream Photos
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  DeepDream is a Google neural net that is used in the Photos app and the like, with a twist: If it recognises something in a photo, even if it&#039;s erroneous, its handler says &quot;Yeah, gimme more of that.&quot; Well... just look at what it did to my dog. http://psychic-vr-lab.com/deepdream/pics/1159111.html<br />Post the results of passing your photos through it!


subject: Re: Revision differences in PokÃ©mon games
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  So apparently via 2chan (http://tamae.2ch.net/test/read.cgi/poke/1477904768/l50) in Japanese Yellow revisions later than v1.0, the item &quot;Gold&quot; (ã‚´ãƒ¼ãƒ«ãƒ‰ hex:6F) will give you a stack of Soda Pops, and FalconBadge (ã¯ã‚„ã¶ã•ãƒãƒƒãƒ‚ hex:65) executes arbitrary code from the 9th PC item.<br /><br />Furthermore the names of hex:A2 and hex:B6 differ may between different versions of Japanese Yellow.<br /><br />There is also away to execute code from box 19 apparently in a forest map (Viridian Forest?) apparently. This may be referring to invalid map scripts created with the Trainer-Fly glitch (aka walking lag glitch) though I don&#039;t know for sure.<br /><br />Edit: The glitch seems to be this.<br />https://www.youtube.com/watch?v=qGo_p_8Wapk


subject: Re: Project &quot;Gotta Document 'Em All!&quot;
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  I can help, but only from 6:00 to 7:00 AM and 4:00 to 6:00 PM, not that anyone cares... Anyway, I propose we reserve &quot;tricks&quot; for things that are easy to pull off and cannot break things to an extent that the game cannot be restarted if saved, can wipe a save, or cannot be easily fixed (which would entail no 8F or equivalent) because most newer members start with the &quot;tricks&quot; when diving into replicating glitches.


subject: Re: Revision differences in PokÃ©mon games
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;d be easier to get all the revision differences in relation to glitches if we had ASM files for the US version and the version in question to compare side-by-side...


subject: Re: Revision differences in PokÃ©mon games
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Yeniaul link=topic=6883.msg203649#msg203649 date=1484066043]<br />It&#039;d be easier to get all the revision differences in relation to glitches if we had ASM files for the US version and the version in question to compare side-by-side...<br />[/quote]<br /><br />Yeah. I have files like that comparing the files byte by byte but I haven&#039;t looked into what was changed.<br /><br />https://sites.google.com/site/torchickens2/pokemon-file-comparions


subject: Re: DeepDream Photos
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Looks like something my friend would do with her magical app of magicness, I might try it out, but I&#039;m busy so I can&#039;t. Looks like a good idea though.


subject: Re: PokÃ©mon R\S\E\FR\LG GenderDex (W.I.P)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Man, this will take a while,<br />Anyway, the updates will be very sporadic now, as IRL kicks in, a lot.<br />Also, is (necro)bumping a topic to add relevant information on the research progress\results allowed?<br />Chapter 1: Emerald Chapter<br />[s]<br />Hex:32<br />Normal:GenGirl<br />Running:GenGirl 2.0<br />Bike (Mach):Dolls and Cushions<br />Acro Bike FEATURES:<br />Trainer Card:None.<br />Surf:Dollz<br />Dive:The Stalker Girl Strikes Back!<br />Back sprite:Hangs<br />Map icon:Brendan<br /><br />Hex:33<br />Normal:What is wrong with her?<br />Running:Why?<br />Bike (Mach):PikaRed and other PokÃ©Gods, (and a Pikachu for some reason)<br />Acro Bike FEATURES:No, just not her again.<br />Trainer Card:None.<br />Surf:Oh, hi Archie<br />Dive:WHY IS SHE STILL HERE [size=1pt][sub]Placeholder sprite?[/sub][/size]<br />Back sprite:Crash, fills WRAM with garbage data.<br />Map icon:Brendan<br /><br />Hex:34<br />Normal:Cushions, glitches sprite id 1. (overflow)<br />Running:More cushions<br />Bike (Mach):That Girl Again!<br />Acro Bike FEATURES:Moar cushions and dolls<br />Trainer Card:Knees up Juan<br />Surf:<br />Dive:<br />Back sprite:Hangs<br />Map icon:Brendan[/s]<br />Just noticed that Eusine already did those, my bad.<br /><br />Hex:37<br />Normal:She will.<br />Running:She will make you cry.<br />Bike (Mach):Archie<br />Acro Bike FEATURES:Your pain is powering her. (ok ok does it sound like a creepypasta already?)<br />Trainer Card:None.<br />Surf:Archie<br />Dive:You will hear her laugh when you die.<br />Back sprite:The Greeniest buffer overflow I&#039;ve seen yet.<br />Map icon:Brendan<br /><br />Hex:35<br />Normal:PIKAQ<br />Running:BEST PIKAQ BORT<br />Bike (Mach):She&#039;s always watching us.<br />Acro Bike FEATURES:Archie (can actually hop!)<br />Trainer Card:One eyed Hiker (only the head is visible, rest cuts off)<br />Surf:She&#039;s always there.<br />Dive:Archie<br />Back sprite:Hangs<br />Map icon:Brendan<br /><br />Hex:36<br />Normal:She will find you.<br />Running:She will get you.<br />Bike (Mach):Dolls and Cushions 2.0<br />Acro Bike FEATURES:You will fear her.<br />Trainer Card:None.<br />Surf:Ky[b]ogre[/b]<br />Dive:She&#039;s waiting for you.<br />Back sprite:Hangs<br />Map icon:Brendan


subject: Re: Revision differences in PokÃ©mon games
poster_name: MeseInsanity
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6883.msg203647#msg203647 date=1484065846]<br />There is also away to execute code from box 19 apparently in a forest map (Viridian Forest?) apparently. This may be referring to invalid map scripts created with the Trainer-Fly glitch (aka walking lag glitch) though I don&#039;t know for sure.<br /><br />Edit: The glitch seems to be this.<br />https://www.youtube.com/watch?v=qGo_p_8Wapk<br />[/quote]<br /><br />Hi there, I posted that video.<br />&quot;Route 6 ACE&quot; is found at 2ch on 2016/03/29(NOT FOUND BY ME).<br />Someone wondered that &quot;Can I obtain Glitched Item via Trainer-Fly Glitched text box ?&quot;, and it works.<br />http://tamae.2ch.net/test/read.cgi/poke/1389422437/371<br />http://tamae.2ch.net/test/read.cgi/poke/1389422437/474<br /><br />After that he found that trick worked on Viridian Forest.<br />http://tamae.2ch.net/test/read.cgi/poke/1389422437/518 <br /><br />This trick is similar to &quot;Sea Route 21 arbitrary text box&quot; in US Yellow.<br /><br />I write down this, as you use Viridian Forest method.<br /><br />Step 0) The 3rd bug catcher (he is added on Yellow Version) should be remain, or you should have ability of &quot;Rival&#039;s&quot; Trainer-Fly method.<br />Step 1) Do the TF on Viridian Forest.<br />Step 2) Save with box change, and reset.<br />Step 3) Talk to Pewter Gym guy, and rend to Pewter Gym.<br />Step 4) Enter Pewter Gym, and exit. (This is not required but recommend for bug catcher method, because without this step, bug catcher will not spot you.)<br />Step 5) Enter any house, see the town map, and exit.<br />Step 6) Enter Viridian Forest. Text box appears, text pointer jump to $DED0 (19th storage pokemon&#039;s nickname), and execute.<br /><br />To use this ACE trick, you should check two things.<br />#1: Your text code must be started with &quot;ã‚²&quot;(Hex:08). This is text command of &quot;execute code after that&quot;.<br />#2: At the time of &quot;ret&quot;, (HL) must point address that value of Hex:50 because $(HL) will be next command.<br /><br />If you do it on Route 6, in the Step 5), you see &quot;a catalog of TMs&quot; on Celadon Mansion, and jump to $DEB8.<br /><br />Sorry for bad English, my skill sucks =(


subject: Re: Revision differences in PokÃ©mon games
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi there MeseInsanity, welcome to the forums.&nbsp; :)<br /><br />Ah, so it was somebody else who found it. That&#039;s interesting, thanks for the links and method.<br /><br />I will try this method soon.<br /><br />[quote author=MeseInsanity link=topic=6883.msg203653#msg203653 date=1484073764]<br />Sorry for bad English, my skill sucks =(<br />[/quote]<br /><br />Don&#039;t worry, your English is good!<br /><br />ã‚ãªãŸã®è‹±èªžã¯ã˜ã‚‡ã†ãšã§ã™ã€‚ ^_^


subject: Re: PokÃ©mon R\S\E\FR\LG GenderDex (W.I.P)
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  If it&#039;s OK with the OP and the admins, I may start on a &quot;faux Dex&quot; (recreation of the Dex plugin with wiki formatting and not... completely fucking broken) for this if one is not already in the works...


subject: Re: Project &quot;Gotta Document 'Em All!&quot;
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  (I am bumping AND adding info; please excuse the double-posting.)<br />I&#039;m currently working on making the Select Glitch page a sort of disambiguation AND article, you can find the rough-draft at /wiki/Select_glitch_unfinished_conversion


subject: Re: Project &quot;Gotta Document 'Em All!&quot;
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7705.msg203648#msg203648 date=1484065869]<br />I can help, but only from 6:00 to 7:00 AM and 4:00 to 6:00 PM, not that anyone cares... Anyway, I propose we reserve &quot;tricks&quot; for things that are easy to pull off and cannot break things to an extent that the game cannot be restarted if saved, can wipe a save, or cannot be easily fixed (which would entail no 8F or equivalent) because most newer members start with the &quot;tricks&quot; when diving into replicating glitches.<br />[/quote]<br /><br />[quote author=Yeniaul link=topic=7705.msg203656#msg203656 date=1484086203]<br />(I am bumping AND adding info; please excuse the double-posting.)<br />I&#039;m currently working on making the Select Glitch page a sort of disambiguation AND article, you can find the rough-draft at /wiki/Select_glitch_unfinished_conversion<br />[/quote]<br /><br />Thanks for this! I&#039;ve made a few edits and moved the new page over already.


subject: Re: PokÃ©mon R\S\E\FR\LG GenderDex (W.I.P)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7674.msg203655#msg203655 date=1484085509]<br />If it&#039;s OK with the OP and the admins, I may start on a &quot;faux Dex&quot; (recreation of the Dex plugin with wiki formatting and not... completely fucking broken) for this if one is not already in the works...<br />[/quote]<br /><br />I&#039;m all right with it personally. :) I remember making a faux UnownDex (http://glitchcity.info/wiki/UnownDex). It&#039;s not supported by the Dex plugin but I feel it&#039;s better to get the information out.


subject: Re: Project &quot;Gotta Document 'Em All!&quot;
poster_name: Yeniaul
poster_ip: ***.***.***.***
modified_name: Yeniaul
icon: xx
body:
  [s]Hmmm... what to work on next... I&#039;ll give one of the Dexes a whirl.[/s]<br />EDIT: WOW. You guys are on the ball. Every time I think of a page, it&#039;s already been fixed.


subject: Obtaining Arceus via the Void Glitch
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Cryo
icon: xx
body:
  By using the RETIRE trick, it is possible to obtain Arceus via the Void glitch.<br /><br />The steps below must be followed exactly. The RAM values being manipulated are loaded map data, and entering any map different than the ones you&#039;d encounter by following the steps below may overwrite the data we need.<br /><br />[b][u]STEPS:[/u][/b] (from the Poketch Co. door)<br />[tt]<br />=======<br />Step 1<br />=======<br />1 S<br />17 W<br />14 N<br />2015 W<br />512 S<br />Save &amp; Reset<br /><br />=======<br />Step 2<br />=======<br />32 E<br />384 S<br />32 W<br />1792 S<br />128 W<br />32 S<br />192 W<br />64 S<br />160 W<br /><br />=======<br />Step 3<br />=======<br />96 S<br />96 E<br />32 S<br />63 E<br />1 N<br />[color=red]63 E[/color] (or [color=red]64 E[/color] if you&#039;ve already been to Pal Park before)<br />191 N<br />1 N<br /><br />=======<br />Step 4<br />=======<br />192 E<br />66 S<br />1 N<br /><br />=======<br />Step 5<br />=======<br />192 W<br />64 N<br />64 W<br />32 N<br />128 W<br />64 N<br />64 W<br />96 N<br />226 E<br />Start -&gt; RETIRE<br /><br />=======<br />Step 6<br />=======<br />34 S<br />33 W<br />128 S<br />160 W<br />160 S<br />160 E<br />31 S<br />1 S<br />64 E<br />166 N<br />1 N<br />Start -&gt; RETIRE[/tt]<br /><br />Video: https://www.youtube.com/watch?v=VrhHXG3cuAw<br /><br /><br />[u][b][size=12pt]EXPLANATION[/size][/b][/u]<br /><br />Each of the steps listed above loads a desired map property into memory, which we then travel to in order to encounter that property as our current map ID (in turn loading different map properties). Below are the target maps that get loadedâ€”as well as the map property that determines the next map IDâ€”in order to activate the RETIRE trick.<br /><br />[tt]<br />(2) Underground<br />&nbsp; &nbsp; Sprite 1:<br />&nbsp; &nbsp; &nbsp; &nbsp;  X Coordinate: 392 ([b]Route 221[/b])<br /><br />(392) Route 221<br />&nbsp; &nbsp; Warp 1:<br />&nbsp; &nbsp; &nbsp; &nbsp; Map ID: 393 ([b]Pal Park entrance[/b])<br /><br />(393) Route 221 R1-01<br />&nbsp; &nbsp; Warp 1:<br />&nbsp; &nbsp; &nbsp; &nbsp; Map ID: 251 ([b]Pal Park[/b])<br />[/tt]<br /><br />The maps and properties below lead to the Hall of Origin.<br /><br />[tt]<br />(45) Oreburgh City<br />&nbsp; &nbsp; Sprite 13:<br />&nbsp; &nbsp; &nbsp; &nbsp; X Coordinate: 316 ([b]Lake Valor cavern[/b])<br /><br />(316) Lake Valor R1-03<br />&nbsp; &nbsp; Sprite 0:<br />&nbsp; &nbsp; &nbsp; &nbsp; Flag: 510 ([b]Hall of Origin[/b])<br />[/tt]<br /><br />Once Arceus is captured, the only thing left to do is to disable Pal Park mode and exit the void, which is done by using RETIRE in the Pal Park map. This is the only way to initiate the [tt]StopGreatMarsh 1[/tt] function.<br /><br />Note: Encountering maps with IDs greater than 558 will overwrite almost all of the map data, so RAM values 0x022F - 0xFFFF should be avoided.<br /><br /><br />[b][u]THE RETIRE TRICK[/u][/b]<br />Using the RETIRE option in Pal Park works as expectedâ€”asking if you&#039;d like to leave, then either warping you out or doing nothing. However, when used anywhere else, the RETIRE option will immediately run the 4th script loaded in a given map.<br /><br />An important distinction to make is that this does [b]not[/b] refer to the script at index 3 of the map data. Instead, it refers to the order that the scripts are run. For example, the Hall of Origin has only 3 scripts, but the order that the scripts are run is as follows:<br /><br />[list type=decimal]<br />[li]Script 2[/li]<br />[li]Script 3[/li]<br />[li]Script 1[/li]<br />[li]Script 3[/li]<br />[/list]<br /><br />Since the 3rd script is loaded twice, using the RETIRE option runs Script 3, which happens to be the encounter script for Arceus.<br /><br /><br />[b][u]EDIT:[/u][/b] After doing research into a few rare cases of the game crashing after Arceus is caught, I noticed that the cause of the freeze was caused by users hacking the Shaymin event into their game. Specifically, the data at [Base + 0x23998] is permanently changed from 0x76 to 0x7A after using the Oak&#039;s Letter key item and opening up Seabreak Path.<br /><br />This can be fixed by doing these steps in place of the [tt]1792 S[/tt]:<br /><br />[tt]1152 S<br />32 E<br />64 S<br />32 W<br />576 S[/tt]


subject: Re: Revision differences in PokÃ©mon games
poster_name: Bent`
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6883.msg203650#msg203650 date=1484066682]<br />[quote author=Yeniaul link=topic=6883.msg203649#msg203649 date=1484066043]<br />It&#039;d be easier to get all the revision differences in relation to glitches if we had ASM files for the US version and the version in question to compare side-by-side...<br />[/quote]<br /><br />Yeah. I have files like that comparing the files byte by byte but I haven&#039;t looked into what was changed.<br />[/quote]<br /><br />[url=https://github.com/pret/pokecrystal/search?utf8=%E2%9C%93&amp;q=DEF+CRYSTAL11]These are the changes between Crystal 1.0 and 1.1.[/url] (Most of the byte differences are just noise from data shifts causing pointers to change.)<br /><br />[quote author=Yeniaul link=topic=6883.msg203649#msg203649 date=1484066043]<br />It&#039;d be easier to get all the revision differences in relation to glitches if we had ASM files for the US version and the version in question to compare side-by-side...<br />[/quote]<br /><br />Well, the first step to doing that is [url=https://github.com/YamaArashi/pokered-jp]disassembling the Japanese versions[/url]. That work has barely started, but weâ€™re always looking for more contributorsâ€¦


subject: State of the disassemblies
poster_name: Bent`
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The disassembly projects have really grown over the years thanks to the work of a number of individuals. Hereâ€™s where they are now:<br /><br />[url=https://github.com/pret/pokered]Red/Blue USA[/url]: completely disassembled.<br /><br />[url=https://github.com/einstein95/pokered-fr/]Red/Blue France[/url]: completely disassembled.<br /><br />[url=https://github.com/einstein95/pokered-de/]Red/Blue Germany[/url]: nearly completely disassembled.<br /><br />[url=https://github.com/YamaArashi/pokered-jp]Red/Green Japan[/url]: needs work.<br /><br />[url=https://github.com/pret/pokeyellow]Yellow USA[/url]: completely disassembled.<br /><br />[url=https://github.com/pret/pokecrystal]Crystal 1.0/1.1 USA[/url]: completely disassembled.<br /><br />[url=https://github.com/pret/pokeruby]Ruby USA[/url]: completely disassembled. Decompilation to C is making good progress.<br /><br />[url=https://github.com/pret/pokeemerald]Emerald USA[/url]: completely disassembled. Decompilation to C has mostly stalled in favor of Ruby, which is a more practical codebase to work with at the moment.<br /><br />[url=https://github.com/pret/pokepinball]PokÃ©mon Pinball[/url]: needs work.<br /><br />[url=https://github.com/pret/poketcg]PokÃ©mon TCG[/url]: needs work.<br /><br />Weâ€™re always looking for more contributors. The more games we can disassemble, the more glitches, TAS techniques, and beta leftovers can be discovered. Even the games marked complete can still use more comments in the code and scripts, better labels, and so on.<br /><br />Most discussion of the projects goes on in IRC (#pret on Freenode).


subject: Re: Weird glitch in Super Mario Bros.
poster_name: Dandaman955
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Speaking of which, there is a mention of a disappearing trampoline on World 3-1 in that page. Exact same one you describe, by the sounds of it.


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wow, amazing discovery, Cryo! :) Is this for Diamond and Pearl only?<br /><br />[quote author=Cryo link=topic=7770.msg203660#msg203660 date=1484112021]<br />After saving at 430N and resetting, your position in RAM is set to [tt][base] + 0x227D0[/tt]. We&#039;re looking for a specific X coordinate&#039;s location in RAM, which is at [tt][base] + 0x24A8C[/tt]. There are multiple areas in RAM that hold your X coordinate, but this one in particular has a slight delay that allows us to battle Arceus in the Hall of Origin itself.<br />[/quote]<br /><br />These addresses are for the English versions, correct?


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Amazing find Cyro! :D Is this your work or did somebody else make the initial discovery? Nevertheless kudos to you.<br /><br />So after so many years we can now get Arceus with the void glitch (but with walk through walls).<br /><br />Do you think there might be a way to bypass the invisible walls by making different steps?


subject: Re: Revision differences in PokÃ©mon games
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for this IIMarckus :). I was aware of the corrupt tilemap and new PokÃ©dex status variable but didn&#039;t know there was a bug in the Battle Tower texts, interesting.


subject: Re: State of the disassemblies
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Nice to hear they&#039;ve grown so much.&nbsp; :) I remember looking at the Red/Blue disassembly recently and thinking, &quot;wow it&#039;s neat how all the data is organized into their own directories now&quot;.


subject: Re: State of the disassemblies
poster_name: SatoMew
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  There are also WIP disassembly projects for FireRed by [url=https://github.com/shinyquagsire23/DisFire]Shiny Quagsire[/url] and [url=https://github.com/cosarara97/pokefirered]cosarara97[/url].


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Cryo
icon: xx
body:
  [quote author=SatoMew link=topic=7770.msg203664#msg203664 date=1484134441]<br />Wow, amazing discovery, Cryo! :) Is this for Diamond and Pearl only?<br />...<br />These addresses are for the English versions, correct?<br />[/quote]<br /><br />Thanks! The steps will only work with the English editions of Diamond and Pearl, but the steps could definitely be modified to work with Platinum as well as the various languages of each!<br /><br /><br />[quote author=Torchickens link=topic=7770.msg203665#msg203665 date=1484134863]<br />Amazing find Cyro! :D Is this your work or did somebody else make the initial discovery? Nevertheless kudos to you.<br />[/quote]<br /><br />Ahh thank you! ;w;<br /><br />But yes, I discovered the new findings utilized in the method (mostly controlled RAM jumping and the RETIRE trick) and crafted the steps to encounter the legit HoO (map ID 510) and battle Arceus.<br /><br /><br />[quote author=Torchickens link=topic=7770.msg203665#msg203665 date=1484134863]<br />Do you think there might be a way to bypass the invisible walls by making different steps?<br />[/quote]<br /><br />Absolutely! As long as we can encounter our X and/or Y coordinate data in the void, all that would need to be altered are the steps to get there. My exact method in the original post isn&#039;t the only way to obtain Arceus though.<br /><br />In practice, all that matters is the following process:<br />[list type=decimal]<br />[li]Obtain the Pal Park menu[/li]<br />[li]Use RETIRE in the Hall of Origin[/li]<br />[/list]


subject: Idea for PokÃ©mon Stadium Nintendo 64 arbitrary code execution
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Aru Aru made a box full of Diglett with different types and when the &#039;graphic&#039; for one of the (presumably) glitch types was displayed the game locked up.<br /><br />Could we theoretically adjust a PokÃ©mon&#039;s stored typing (e.g. addresses D170 and D171) and find a glitch type which executes ideal arbitrary code (maybe from PokÃ©dex flags) or something else that can vary in the memory?<br /> <br />https://www.youtube.com/watch?v=ZOaG2aYqQno


subject: Re: Idea for PokÃ©mon Stadium Nintendo 64 arbitrary code execution
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oh wow, that&#039;s a pretty great idea!<br /><br />I&#039;ll definitely be experimenting with the English versions of Pokemon Stadium and Pokemon Stadium 2 later today. :D


subject: Re: Idea for PokÃ©mon Stadium Nintendo 64 arbitrary code execution
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Cryo link=topic=7772.msg203672#msg203672 date=1484158736]<br />Oh wow, that&#039;s a pretty great idea!<br /><br />I&#039;ll definitely be experimenting with the English versions of Pokemon Stadium and Pokemon Stadium 2 later today. :D<br />[/quote]<br /><br />Cool. Thanks! ^^


subject: Offgao's memory viewer and Tetris ACE exploits
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Somebody made Tetris with ï¼•ã‹ã„, lol.<br /><br />https://www.youtube.com/watch?v=baXxP6b7ANQ<br /><br />Also a memory editor.<br /><br />https://www.youtube.com/watch?v=IJ7mRJISeO0<br /><br />Sadly I don&#039;t know if they have hosted their code :(<br /><br />Incidentally offgao is also an infamous Twitter account who has blocked many people (see https://twitter.com/search?q=offgao&amp;src=typd).


subject: Re: Idea for PokÃ©mon Stadium Nintendo 64 arbitrary code execution
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7772.msg203676#msg203676 date=1484161360]<br />Are there any relatively accurate N64 emulators with debugging functionality?<br />[/quote]<br /><br />I did a search for you and found [url=https://hulkholden.github.io/n64js/]this[/url] (which is apparently based on the emulator Daedalus). [url=http://nemu.emuunlim.org/]Nemu64[/url] apparently has a debugger as well, though the version listed there (and The Emulator Zone) is as old as 2003.<br /><br />There is also [url=https://www.openhub.net/p/n64db]a debugger project[/url] that from what I gather may be designed for real hardware, but I don&#039;t know what point in development it&#039;s at.<br /><br />Hope that helps.<br /><br />I remember that IIMarckus worked on analyzing PokÃ©mon Stadium so he may likely be of help.<br /><br />Edit: I tried running PokÃ©mon Stadium on the first emulator and it said &quot;Warning! Unhandled savegame type: FlashRam.&quot;, &quot;Error! Exception :Writing to rom&quot; and refused to load, so that may not work.<br /><br />Edit 2: Project64 [url=http://pj64wiki.com/index.php?title=Project64_Debugger]apparently[/url] has debugger support.


subject: Re: Idea for PokÃ©mon Stadium Nintendo 64 arbitrary code execution
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Cryo
icon: xx
body:
  There&#039;s also an unofficial [url=http://origami64.net/showthread.php?tid=549]WIP debugger[/url] for Project64. Not sure how usable/useful the debugger is though.<br /><br />Edit: Setting Diglett&#039;s secondary type to 0x10 does indeed cause the same crash on the English version of Pokemon Stadium.


subject: Re: State of the disassemblies
poster_name: Yeniaul
poster_ip: ***.***.***.***
modified_name: Yeniaul
icon: xx
body:
  If I had more time I could use gbasm documentation to help out with the disasms, but my body cries out in pain when I do so much as twitch... and I have to help move my uncle into an apartment. It hurts to type this with my thumb on my phone. That&#039;s how fucked up my body is...I&#039;m gonna go fall onto my bed and stare at network debug info for a few hours, maybe get some sleep for the first time in a week...<br />EDIT: NVM, more bullshit...


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Flandre Scarlet
icon: xx
body:
  [quote author=Torchickens link=topic=6638.msg203675#msg203675 date=1484160876]<br />Sadly I don&#039;t know if they have hosted their code :(<br />[/quote]<br />Good news it appears offgao has hosted the Poketetris and what is probably the memory editor codes on his website http://offgao.net Specifically on the section about Pokemon http://offgao.net/poke/<br />It appears that he/she is using bytes for box storage for tetris and nicknames for the editor? (I used an English R/B RAM map and am unsure of how fare off JP is.)<br />It also seems that he/she thinks Poketetris is impossible in English R/B? &quot;æµ·å¤–ç‰ˆã¯å¤šåˆ†ç„¡ç†&quot; which google translate says means &quot;Overseas version is probably impossible.&quot; However I know nothing of Japanese and google translate is already known to not be a 100% accurate source. Hopefully the Memory editor can be used overseas as that seems like one of the most useful innovations in years. Although it might need to be rewritten since it seems that party Pokemon are corrupted to an extent?<br />Also if anyone can read Japanese the video with the memory editor appears to have another fun looking game in it that he/she might explain in it.


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Flandre Scarlet link=topic=6638.msg203680#msg203680 date=1484176226]<br />[quote author=Torchickens link=topic=6638.msg203675#msg203675 date=1484160876]<br />Sadly I don&#039;t know if they have hosted their code :(<br />[/quote]<br />Good news it appears offgao has hosted the Poketetris and what is probably the memory editor codes on his website http://offgao.net Specifically on the section about Pokemon http://offgao.net/poke/<br />It appears that he/she is using bytes for box storage for tetris and nicknames for the editor? (I used an English R/B RAM map and am unsure of how fare off JP is.)<br />It also seems that he/she thinks Poketetris is impossible in English R/B? &quot;æµ·å¤–ç‰ˆã¯å¤šåˆ†ç„¡ç†&quot; which google translate says means &quot;Overseas version is probably impossible.&quot; However I know nothing of Japanese and google translate is already known to not be a 100% accurate source. Hopefully the Memory editor can be used overseas as that seems like one of the most useful innovations in years. Although it might need to be rewritten since it seems that party Pokemon are corrupted to an extent?<br />Also if anyone can read Japanese the video with the memory editor appears to have another fun looking game in it that he/she might explain in it.<br />[/quote]<br /><br />Wow, thanks for that Flandre Scarlet :). Glad to hear they seem to have the code publicly! Yeah, I don&#039;t know where DA00-DDFF are in the box data either.<br /><br />I get the impression maybe what they meant about it possibly not working on Blue (Japanese), Yellow (Japanese) and international versions is if they are calling any routines, changing any specific addresses the code would have to be adjusted for different versions.<br /><br />I think since TheZZAZZGlitch made Pong which was already a big accomplishment we should be able to make any modifications necessary and create Tetris.<br /><br />I agree it would be nice if we had a nice memory editor GUI based on offgao&#039;s. The button combination method is nice but this seems amazing if we can port it (incidentally [url=https://www.youtube.com/watch?v=lRNQrkFXA-0]k(ry made a similar memory editor a few years ago[/url]). Other memory editor codes we have already include TheZZAZZGlitch&#039;s coordinates based one and mine which resets item quantities representing address bytes back to 0 after each use.<br /><br />I think with æµ·å¤–ç‰ˆã¯å¤šåˆ†ç„¡ç† the only ambiguity in the text might be in ç„¡ç† [muri], which apparently may mean both &quot;impossible&quot;, &quot;unreasonable&quot;, though it isn&#039;t elaborated on whether this is because code would likely have to be changed or they might not be aware of the glitch items 8F and ws m and how to obtain them, etc.


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  Given that box data starts at 0xDE06 in the English versions of Pokemon Red/Blue, it seems like this could totally be possible, especially by using 8F. Unfortunately, it doesn&#039;t seem like it&#039;d persist between resets as-is since the last 3 bytes would be truncated to fit the 440-byte limit. (the code is 446 bytes)<br /><br />Storing it elsewhere (some parts of WRAM) or modifying the code a bit to make it fit should make it persist across resets, but it definitely does work after a few modifications, such as changing the [b]call $3867[/b] instruction to [b]call $3831[/b], which is the [b]JoypadLowSensitivity[/b] function in the English version.<br /><br />[img]http://i.imgur.com/naRbemp.png[/img]<br /><br />I&#039;ve attached the source code with modifications to make it work with the English versions when executed from $DE21.


subject: Re: State of the disassemblies
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You don&#039;t have anything Stadium ? That&#039;d be a nice next step (although harder to do than RSE)


subject: Re: Sun and Moon Memento and Parting Shot Z Bug
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=https://www.nintendo.co.jp/support/3ds/soft/bnda/update/index.html]According to Nintendo[/url], this has been fixed in version 1.1, the patch for which was released yesterday. However, we won&#039;t be able to test this until the moves are unbanned from Battle Spot.


subject: Re: State of the disassemblies
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Having a disassembly also means better romhacks! That is, until Nintendo decides to be a bigger dick and C&amp;D them all.


subject: Re: Sun and Moon Memento and Parting Shot Z Bug
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  If Nintendo says they patched it, they did, and they tested the patch for god only knows how many manhours before releasing it.


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Cryo link=topic=6638.msg203683#msg203683 date=1484193177]<br />Given that box data starts at 0xDE06 in the English versions of Pokemon Red/Blue, it seems like this could totally be possible, especially by using 8F. Unfortunately, it doesn&#039;t seem like it&#039;d persist between resets as-is since the last 3 bytes would be truncated to fit the 440-byte limit. (the code is 446 bytes)<br /><br />Storing it elsewhere (some parts of WRAM) or modifying the code a bit to make it fit should make it persist across resets, but it definitely does work after a few modifications, such as changing the [b]call $3867[/b] instruction to [b]call $3831[/b], which is the [b]JoypadLowSensitivity[/b] function in the English version.<br /><br />[img]http://i.imgur.com/naRbemp.png[/img]<br /><br />I&#039;ve attached the source code with modifications to make it work with the English versions when executed from $DE21.<br />[/quote]<br /><br />Thanks for this!<br /><br />Cryo, I used your port and the menu loads but in a PokÃ©mon Center the characters are black space, and outside the characters appeared as white space.<br /><br />[img]http://i.imgur.com/tBLwCtt.png[/img]<br /><br />I put jp da80 in de22 and put the following code at da80, where each part directly follows on from each other (copied in with BGB debugger):<br /><br />[code]<br />ld&nbsp;  bc,$DA00<br />push bc<br />dec&nbsp; bc<br />dec&nbsp; bc<br />ld&nbsp;  d,$12<br />ld&nbsp;  hl,$C3AA<br />call $d3c6<br />inc&nbsp; bc<br />push bc<br />ld&nbsp;  bc,$000A<br />add&nbsp; hl,bc<br />pop&nbsp; bc<br />dec&nbsp; d<br />jr&nbsp;  nz,$F3<br />pop&nbsp; bc<br />ld&nbsp;  a,$ED<br />ld&nbsp;  ($C3D3),a<br />ld&nbsp;  a,$FF<br />ldh&nbsp; ($B7),a<br />halt<br />push bc<br />call $3831<br />pop&nbsp; bc<br />ldh&nbsp; a,($B5)<br />cp&nbsp;  $02<br />ret&nbsp; z<br />cp&nbsp;  $03<br />jr&nbsp;  nz,$02<br />push bc<br />ret<br />cp&nbsp;  $40<br />jr&nbsp;  nz,$01<br />dec&nbsp; bc<br />cp&nbsp;  $80<br />jr&nbsp;  nz,$01<br />inc&nbsp; bc<br />cp&nbsp;  $20<br />jr&nbsp;  nz,$06<br />ld&nbsp;  hl,$FFF0<br />add&nbsp; hl,bc<br />ld&nbsp;  b,h<br />ld&nbsp;  c,l<br />cp&nbsp;  $10<br />jr&nbsp;  nz,$06<br />ld&nbsp;  hl,$0010<br />add&nbsp; hl,bc<br />ld&nbsp;  b,h<br />ld&nbsp;  c,l<br />cp&nbsp;  $24<br />jr&nbsp;  nz,$06<br />ld&nbsp;  hl,$FF00<br />add&nbsp; hl,bc<br />ld&nbsp;  b,h<br />ld&nbsp;  c,l<br />cp&nbsp;  $14<br />jr&nbsp;  nz,$06<br />ld&nbsp;  hl,$0100<br />add&nbsp; hl,bc<br />ld&nbsp;  b,h<br />ld&nbsp;  c,l<br />ld&nbsp;  d,$00<br />cp&nbsp;  $88<br />jr&nbsp;  nz,$02<br />ld&nbsp;  d,$FF<br />cp&nbsp;  $48<br />jr&nbsp;  nz,$02<br />ld&nbsp;  d,$01<br />cp&nbsp;  $28<br />jr&nbsp;  nz,$02<br />ld&nbsp;  d,$F0<br />cp&nbsp;  $18<br />jr&nbsp;  nz,$02<br />ld&nbsp;  d,$10<br />ld&nbsp;  h,b<br />ld&nbsp;  l,c<br />cp&nbsp;  $44<br />jr&nbsp;  nz,$08<br />push af<br />ld&nbsp;  a,(hl-)<br />push af<br />ld&nbsp;  a,(hl+)<br />ld&nbsp;  (hl-),a<br />pop&nbsp; af<br />ld&nbsp;  (hl),a<br />pop&nbsp; af<br />cp&nbsp;  $84<br />jr&nbsp;  nz,$08<br />push af<br />ld&nbsp;  a,(hl+)<br />push af<br />ld&nbsp;  a,(hl-)<br />ld&nbsp;  (hl+),a<br />pop&nbsp; af<br />ld&nbsp;  (hl),a<br />pop&nbsp; af<br />ld&nbsp;  b,h<br />ld&nbsp;  c,l<br />ld&nbsp;  a,d<br />and&nbsp; a<br />jr&nbsp;  z,$03<br />ld&nbsp;  a,(bc)<br />add&nbsp; a,d<br />ld&nbsp;  (bc),a<br />jp&nbsp;  $d324<br />ld&nbsp;  a,$7C<br />ld&nbsp;  (hl+),a<br />ld&nbsp;  a,$7F<br />ld&nbsp;  (hl+),a<br />ld&nbsp;  a,b<br />call $d3df<br />ld&nbsp;  a,c<br />call $d3df<br />ld&nbsp;  a,$E3<br />ld&nbsp;  (hl+),a<br />ld&nbsp;  a,(bc)<br />call $d3df<br />ld&nbsp;  a,$7C<br />ld&nbsp;  (hl+),a<br />ret<br />push af<br />swap a<br />call $d3e6<br />pop&nbsp; af<br />push hl<br />ld&nbsp;  h,$DE<br />or&nbsp;  $F0<br />ld&nbsp;  l,a<br />ld&nbsp;  a,(hl)<br />pop&nbsp; hl<br />ld&nbsp;  (hl+),a<br />ret<br />db $F6<br />db $F7<br />db $F8<br />db $F9<br />db $FA<br />db $FB<br />db $FC<br />db $FD<br />db $FE<br />db $FF<br />db $60<br />db $61<br />db $62<br />db $63<br />db $64<br />db $65<br />[/code]<br /><br />(I also tried storing the entire code from D321 then later D322 and it still didn&#039;t work, hmm)<br /><br />It seems hl becomes DEFD, so I tried placing the graphics there in case that is where the game expects to find the graphics nd the graphics changed but they were still loaded wrongly.<br /><br />Do you know what changes I need to make to my code to make it work properly? Thanks!


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Cryo link=topic=6638.msg203683#msg203683 date=1484193177]<br />Given that box data starts at 0xDE06 in the English versions of Pokemon Red/Blue, it seems like this could totally be possible, especially by using 8F. Unfortunately, it doesn&#039;t seem like it&#039;d persist between resets as-is since the last 3 bytes would be truncated to fit the 440-byte limit. (the code is 446 bytes)<br />[/quote]<br />Unless Datacrystal&#039;s RAM map (found here http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Stored_Pok.C3.A9mon) is off box data starts at DA96. According to Datacrystal DE06 is the start of Pokemon nicknames which would mean that box data is definitely large enough space seeing as according to the same source box data ends at DEE1 which would give you 1099 Bytes to work with.


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Flandre Scarlet link=topic=6638.msg203689#msg203689 date=1484232904]<br />[quote author=Cryo link=topic=6638.msg203683#msg203683 date=1484193177]<br />Given that box data starts at 0xDE06 in the English versions of Pokemon Red/Blue, it seems like this could totally be possible, especially by using 8F. Unfortunately, it doesn&#039;t seem like it&#039;d persist between resets as-is since the last 3 bytes would be truncated to fit the 440-byte limit. (the code is 446 bytes)<br />[/quote]<br />Unless Datacrystal&#039;s RAM map (found here http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Stored_Pok.C3.A9mon) is off box data starts at DA96. According to Datacrystal DE06 is the start of Pokemon nicknames which would mean that box data is definitely large enough space seeing as according to the same source box data ends at DEE1 which would give you 1099 Bytes to work with.<br />[/quote]<br /><br />Yes. It actually begins at 0xDA80 in the format (number of PokÃ©mon), (PokÃ©mon species byte 1 for PokÃ©mon 1-20), (end of list), but PokÃ©mon 1&#039;s data begins at DA96.<br /><br />I noticed later I&#039;ve been using DA80 instead of DE06 so I tried making the adjustments for that but it sadly still didn&#039;t load the tiles.


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Cryo
icon: xx
body:
  [quote author=Torchickens link=topic=6638.msg203688#msg203688 date=1484231028]<br />It seems hl becomes DEFD, so I tried placing the graphics there in case that is where the game expects to find the graphics nd the graphics changed but they were still loaded wrongly.<br /><br />Do you know what changes I need to make to my code to make it work properly? Thanks!<br />[/quote]<br /><br />Sure thing! To make it work when executing from $D321, the following modification will do the trick:<br /><br />Line 125:<br />[tt]ld h,$DE&nbsp; =&gt;&nbsp; ld h,$D3[/tt]<br /><br />Also, the final [tt]db $65[/tt] instruction must end on byte $xxFF because of how the code refers to the necessary sprites.<br /><br /><br />[quote author=Flandre Scarlet link=topic=6638.msg203689#msg203689 date=1484232904]<br />...box data starts at DA96. According to Datacrystal DE06 is the start of Pokemon nicknames which would mean that box data is definitely large enough space seeing as according to the same source box data ends at DEE1 which would give you 1099 Bytes to work with.<br />[/quote]<br /><br />Ah whoops, my bad! I was just looking around-about where the original code resided, but I wasn&#039;t expecting that big of a change. That&#039;d definitely explain why the data I was seeing was only 11 bytes long per Pokemon. Sorry about that!


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Cryo link=topic=6638.msg203691#msg203691 date=1484233646]<br />[quote author=Torchickens link=topic=6638.msg203688#msg203688 date=1484231028]<br />It seems hl becomes DEFD, so I tried placing the graphics there in case that is where the game expects to find the graphics nd the graphics changed but they were still loaded wrongly.<br /><br />Do you know what changes I need to make to my code to make it work properly? Thanks!<br />[/quote]<br /><br />Sure thing! To make it work when executing from $D321, the following modification will do the trick:<br /><br />Line 125:<br />[tt]ld h,$DE&nbsp; =&gt;&nbsp; ld h,$D3[/tt]<br /><br />Also, the final [tt]db $65[/tt] instruction must end on byte $xxFF because of how the code refers to the necessary sprites. I&#039;ll be working on shortening the code today so that it can be done using PC boxes in the English version of R/B.<br />[/quote]<br /><br />Ah, cool. Will this work if D321 contains jp DA80 too or would more adjustments have to be made?


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6638.msg203692#msg203692 date=1484233818]<br />Ah, cool. Will this work if D321 contains jp DA80 too or would more adjustments have to be made?<br />[/quote]<br /><br />Nah, it&#039;d only work if that code was at D321 and was executed from there. That&#039;s a good point though, I&#039;ll modify it so that it&#039;s not entirely location-dependent. (e.g. doesn&#039;t need to end on an xxFF boundary)


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Yay! It worked. ^w^ Thank you very much Cryo&nbsp; :D<br /><br />[img]http://i.imgur.com/99UCliX.png[/img]<br /><br />Sadly I encountered another problem. I scrolled down to D059 (instant encounter address) but it won&#039;t let me change the value, only view it.<br /><br />[quote author=Cryo link=topic=6638.msg203693#msg203693 date=1484234078]<br />[quote author=Torchickens link=topic=6638.msg203692#msg203692 date=1484233818]<br />Ah, cool. Will this work if D321 contains jp DA80 too or would more adjustments have to be made?<br />[/quote]<br /><br />Nah, it&#039;d only work if that code was at D321 and was executed from there. That&#039;s a good point though, I&#039;ll modify it so that it&#039;s not entirely location-dependent. (e.g. doesn&#039;t need to end on an xxFF boundary)<br />[/quote]<br /><br />I see. Thanks! Yeah, it would be a good idea to fit a version in DA80 (the actual start of the boxed data) due to map data changing for every step, etc. There is enough room because current box data is a whopping 1122 bytes.<br /><br />Edit: I think I get what you mean. Register HL=D3FF for the D321 version, so if we adjusted hl to another value with the 65 (as in D3FF) maybe that would work? I will try various modifications to your code.<br /><br />Edit: This code is from DA80<br /><br />[code]<br />0100DAC50B0B161221AAC3CD25DB03C5010A0009C11520F3C13EEDEAD3C33EFFE0B776C5CD3138C1F0B5FE02C8FE032002C5C9FE4020010BFE80200103FE20200621F0FF09444DFE10200621100009444DFE2420062100FF09444DFE14200621000109444D1600FE88200216FFFE4820021601FE28200216F0FE18200216106069FE442008F53AF52A32F177F1FE842008F52AF53A22F177F1444D7AA728030A8202C383DA3E7C223E7F2278CD3EDB79CD3EDB3EE3220ACD3EDB3E7C22C9F5CB37CD45DBF1E526D3F6F06F7EE122C9<br />[/code]<br />The code makes hl DBFD, and when we place:<br />F6F7F8F9FAFBFCFDFEFF00606162636465<br />@DBEE so the 65 lands at DBFD, the tiles load correctly!<br /><br />[img]http://i.imgur.com/ZLjf22n.png[/img]<br /><br />But sadly the wrong memory addresses are displayed, and when you go past FFFF it goes to FFF9/you get other errors.<br /><br />Edit 2: Well we&#039;re getting somewhere nice. The memory can be edited by holding down Start and pressing Up/Down to decrease/increase the value by 1 or Left/Right to decrease/increase the value by 10.


subject: Re: Sun and Moon Memento and Parting Shot Z Bug
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  What? The patch was released already? At least I still have my Shiny Charm.<br />Did it add the NationalDex?<br /><br />Anyway, good luck with these glitches!


subject: Re: State of the disassemblies
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [quote author=camper link=topic=7771.msg203686#msg203686 date=1484220534]<br />That is, until Nintendo decides to be a bigger dick and C&amp;D them all.<br />[/quote] PokÃ©mon Prism, rest in piss, forever miss.


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Cryo
icon: clip
body:
  [quote author=Torchickens link=topic=7773.msg203694#msg203694 date=1484235038]<br />I see. Thanks! Yeah, it would be a good idea to fit a version in DA80 (the actual start of the boxed data) due to map data changing for every step, etc. There is enough room because current box data is a whopping 1122 bytes.<br />[/quote]<br /><br />Okay, so I came up with a method that uses the box, but it involves glitch Pokemon and normally-unobtainable values.<br /><br />Using 8F to insert the Pokemon into the box is totally worth it though, since it&#039;s essentially a permanent hex editor.<br /><br />Only 7 Pokemon are used; just insert this at DA80 and you&#039;ll be good to go. ;D<br /><br />[code]<br />07F60100FE01181FFF00000000000000000000000000<br />F6F7F8F9FAFBFCFDFEFF606162636465660100DAC50B0B161221AAC3CD4FDB03C5<br />010A0009C11520F3C13EEDEAD3C33EFFE0B776C5CD3138C1F0B5FE02C8FE032003<br />00C5C9FE4020010BFE80200103FE20200621F0FF09444DFE10200621100009444D<br />FE2420062100FF09444DFE14200621000109444D1600FE88200216FFFE48200216<br />01FE28200216F0FE18200216106069FE442008F53AF52A32F177F1FE84200AF52A<br />1800F53A22F177F1444D7AA728030A8202C3AADA3E7C223E7F2278CD6ADB791E1F<br />CD6ADB3EE3220ACD6ADB3E7C22C9F5CB37CD71DBF1E526DAE60FC6966F7EE122C9<br />[/code]<br /><br />[img]http://i.imgur.com/nYSuPjI.png[/img]<br /><br />I&#039;ve also attached the ASM equivalent of the code above. 


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Cryo link=topic=7773.msg203697#msg203697 date=1484252461]<br />[quote author=Torchickens link=topic=7773.msg203694#msg203694 date=1484235038]<br />I see. Thanks! Yeah, it would be a good idea to fit a version in DA80 (the actual start of the boxed data) due to map data changing for every step, etc. There is enough room because current box data is a whopping 1122 bytes.<br />[/quote]<br /><br />Okay, so I came up with a method that uses the box, but it involves glitch Pokemon and normally-unobtainable values.<br /><br />Using 8F to insert the Pokemon into the box is totally worth it though, since it&#039;s essentially a permanent hex editor.<br /><br />Only 7 Pokemon are used; just insert this at DA80 and you&#039;ll be good to go. ;D<br /><br />[code]<br />07F60100FE01181FFF00000000000000000000000000<br />F6F7F8F9FAFBFCFDFEFF606162636465660100DAC50B0B161221AAC3CD4FDB03C5<br />010A0009C11520F3C13EEDEAD3C33EFFE0B776C5CD3138C1F0B5FE02C8FE032003<br />00C5C9FE4020010BFE80200103FE20200621F0FF09444DFE10200621100009444D<br />FE2420062100FF09444DFE14200621000109444D1600FE88200216FFFE48200216<br />01FE28200216F0FE18200216106069FE442008F53AF52A32F177F1FE84200AF52A<br />1800F53A22F177F1444D7AA728030A8202C3AADA3E7C223E7F2278CD6ADB791E1F<br />CD6ADB3EE3220ACD6ADB3E7C22C9F5CB37CD71DBF1E526DAE60FC6966F7EE122C9<br />[/code]<br /><br />[img]http://i.imgur.com/nYSuPjI.png[/img]<br /><br />I&#039;ve also attached the ASM equivalent of the code above.<br />[/quote]<br /><br />Awesome work! I plan to eventually do this on console when I have lots of spare time.


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Amazing. Thank you Cryo! :)<br /><br />I worked out another way to do it but [s]your version looks a lot shorter[/s].<br /><br />Edit: Mine is shorter but it needs the code at DBF0.<br /><br />@DA80:<br />[code]<br />01 00 DA C5 0B 0B 16 12 21 AA<br />C3 CD 25 DB 03 C5 01 0A 00 09<br />C1 15 20 F3 C1 3E ED EA D3 C3<br />3E FF E0 B7 76 C5 CD 31 38 C1<br />F0 B5 FE 02 C8 FE 03 20 02 C5 <br />C9 FE 40 20 01 0B FE 80 20 01 <br />03 FE 20 20 06 21 F0 FF 09 44 <br />4D FE 10 20 06 21 10 00 09 44 <br />4D FE 24 20 06 21 00 FF 09 44 <br />4D FE 14 20 06 21 00 01 09 44 <br />4D 16 00 FE 88 20 02 16 FF FE<br />48 20 02 16 01 FE 28 20 02 16<br />F0 FE 18 20 02 16 10 60 69 FE<br />44 20 08 F5 3A F5 2A 32 F1 77<br />F1 FE 84 20 08 F5 2A F5 3A 22<br />F1 77 F1 44 4D 7A A7 28 03 0A<br />82 02 C3 83 DA 3E 7C 22 3E 7F<br />22 78 CD 3E DB 79 CD 3E DB 3E<br />E3 22 0A CD 3E DB 3E 7C 22 C9<br />F5 CB 37 CD 45 DB F1 E5 26 DB<br />F6 F0 6F 7E E1 22 C9<br />[/code]<br />@DBF0:<br />[code]<br />F6 F7 F8 F9 FA FB FC FD FE FF<br />60 61 62 63 64 65<br />[/code]


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Cryo
icon: xx
body:
  Hehe, yeah, I actually wasn&#039;t sure how the game would handle itself if you viewed the box when having an invalid sequence for the number of Pokemon, so I played it safe and set up the box as it expects for testing purposes.<br /><br />Guess I forgot the part about optimization. :D


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I see, I think generally you&#039;ll have no trouble when viewing the contents of a box as far as the list.<br /><br />However I remember when experimenting with player name IDs there was a control character (not player name) that caused a freeze, hence there may be a chance a problematic nickname could cause the game to freeze.<br /><br />Additionally, when you try to withdraw a PokÃ©mon with [url=http://glitchcity.info/wiki/Unterminated_name_glitch_Pok%C3%A9mon]an unterminated name[/url] the game may freeze if you didn&#039;t view the summary of a PokÃ©mon with a specific move 4, such as Counter beforehand.<br /><br />Plus if a PokÃ©mon has 0 max HP and greater than 0 current HP on the summary and/or knows Super Glitch viewing its summary may be problematic.<br /><br />So you can view the box list but should never try press A on a PokÃ©mon on the Withdraw screen or risk a freeze that could erase your save due to 00 39 corruption (although you would be destroying the memory editor code you set up).<br /><br />This is what my box looks like:<br />[img]http://i.imgur.com/z3mi9Nu.png[/img]<br /><br />And what I got when I tried yours:<br />[img]http://i.imgur.com/UMxkZc1.png[/img]<br />


subject: Re: Sun and Moon Memento and Parting Shot Z Bug
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7717.msg203687#msg203687 date=1484226912]<br />If Nintendo says they patched it, they did<br />[/quote]<br /><br />ah, so many have botched patches in the past. Including Nintendo for that matter...


subject: Nintendo switch official hype+bashing thread
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Nintendo Switch live presentation : 13/01/2017, 4:00 GMT<br /><br />Yeah, I know that was this morning, but whatevs.<br />Let&#039;s talk about it !<br /><br />Did you watch the Switch presentation ?<br />Do you think it&#039;ll be better than the Wii U ?<br />Do you think it&#039;ll suxx way harder ?<br />Will you buy it ?<br />Y&#039;know, stuff like that.<br /><br />I love the features Nintendo added. The &quot;HD vibration&quot; thingy and this &quot;Arms&quot; game hype me near 0%, but the semi-portability rings a few bells for me.<br />I also give a kudo for Splatoon 2 (looks even better than the original ? Wah.), Mario Odyssey and MK8 Deluxe (just for the new characters and tracks. 0 fuck given about the engine being the same)<br />Plus, Skyrim and Breath of the Wild. FREAKING BREATH OF THE WILD AS A LAUNCH TITLE. If I was working hard enough for my ever-nearing terms, I&#039;d pre-order all right now, but gotta work hard, heh.<br />Whatcha think &#039;bout it ?


subject: Re: The Member's Guide to Topiclessness
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I just realized that I&#039;ve been a member on here for 10 years now. o_o Joined back in late 2006 under the horrible name &quot;Raventhet.t.ishot&quot; and made a complete a** of myself. Time flies doesn&#039;t it? Glad I&#039;ve changed since then, but I was 16. xD


subject: Re: Nintendo switch official hype+bashing thread
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I missed about 15 minutes of the beginning. xD But I really do want to pre-order a Switch but problem is that I&#039;ll be moving soon, and I work that Friday so I wouldn&#039;t be able to stand in line to pick it up or have it get sent to my address... Super Mario Odyssey gives me a huge Sonic Adventure/Unleashed vibe though it still looks really cool. xD


subject: Using registers before value set and setting registers to theirselves?
poster_name: 0x00_0x39
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  People keep doing things like<br /><br />[tt]ld b,b[/tt]<br /><br />in their 8f codes<br />and using b and a and hl and stuff before they have even set the values.<br />Any explanation as to why?<br />Or are these things predefined, and if so, which values?


subject: Re: Using registers before value set and setting registers to theirselves?
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is because many item configurations are setup such that they can be obtainable at any time during normal gameplay. Certain instructions, such as [b]ld (hl),a[/b] (item 0x77, &quot;4&quot;), can&#039;t be obtained without utilizing a glitch or a cheating device.<br /><br />To get around this, 8F setups that would normally have invalid items are typically padded with a valid item immediately before it, such as an Elixir ([b]ld d,d[/b]), so that the invalid item now becomes the valid item&#039;s quantity.<br /><br />You can find a list of what hex values correspond to each Pokemon, item, instruction, and move in [url=http://glitchcity.info/wiki/The_Big_HEX_List]The Big HEX List[/url].


subject: Re: State of the disassemblies
poster_name: Bent`
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7771.msg203684#msg203684 date=1484208154]<br />You don&#039;t have anything Stadium ? That&#039;d be a nice next step (although harder to do than RSE)<br />[/quote]<br />Iâ€™ve extracted [url=https://github.com/pret/pokestadium/]a fair amount of data from Stadium 2[/url], but no code so far.


subject: Re: Nintendo switch official hype+bashing thread
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m not going to buy one at launch, I&#039;ll probably get one several months later, hopefully launch-time bugs will be ironed out, more games will be out and i&#039;ll be able to pick a preowned one up for a cheaper price.


subject: Re: Project &quot;Gotta Document 'Em All!&quot;
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  I confirm the &quot;top 3 pixel rows animated&quot; glitch on a DMG running Yellow. [s]We still need a screenshot.[/s]<br /><br />[EDIT] Could this also work with Screech ?


subject: Re: Using registers before value set and setting registers to theirselves?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Also, since 8F codes are called by the game from the UseItem function which then runs the bootstrap code (from the party) which jumps to the actual code (in the pack), the values of said registers are consistent.<br />Except on the 6-PokÃ©mon setup which has B&#039;s value depend on the internal ID of the player&#039;s first PokÃ©mon in the party.<br /><br />As Cryo pointed out, we need to make the code writable using items. Problem is, some of them are invalid, may not be tossed and have fixed quantities. So, we place instructions to serve as padding and make it more user-friendly. Usually we trash the b register, since inc b and dec b map to Super Ball and Poke Ball and quantities 3 and 4 respectively, so they are cheap.<br /><br />Also, we sometimes use inefficient or absurd code to follow this guideline. For example, any &quot;ld (hl), reg8&quot; instruction maps to an invalid item. So we use &quot;ld (hli), a&quot;, which maps to Water Stone.<br /><br />Cryo didn&#039;t mention it, but he has developed a neat tool that converts GB ASM into RBY item setups. [url=http://forums.glitchcity.info/index.php?topic=7731.0]Check it out ![/url]


subject: Re: Nintendo switch official hype+bashing thread
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [quote author=Wack0 link=topic=7775.msg203711#msg203711 date=1484399226]<br />I&#039;m not going to buy one at launch, I&#039;ll probably get one several months later, hopefully launch-time bugs will be ironed out, more games will be out and i&#039;ll be able to pick a preowned one up for a cheaper price.<br />[/quote]<br /><br />I totaly agree.<br /><br />Also...<br />I missed the stream by 1 hour, goddamn it I would at least catch the ending.


subject: Re: ACE via Bad Clones in Crystal.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Nostalgia link=topic=7706.msg203484#msg203484 date=1482387981]<br />[quote author=Crystal_ link=topic=7706.msg203348#msg203348 date=1481404909]<br />Yeah, the player ID number is at d47b-d47c in Crystal. You can use ACE to write whichever you want into those addresses.<br />[/quote]<br /><br />On Pokemon Yellow it required two inputs, one required changing the ID which changed upon catching a new Pokemon, the other required manually changing the ID of Pokemon already owned to match your new ID (so previously caught Pokemon would still be recognised as yours with the new ID and would obey). It was simple enough to do, but I wondered if the process would be the same in Crystal with the two different inputs and I wonder if someone could test this for me because I don&#039;t have access to the games currently and it should be simple enough to do. :)<br />[/quote]<br /><br />Yes. The changes to your player ID don&#039;t automatically change your PokÃ©mon&#039;s IDs, so if you wanted to update all of them you&#039;d first have to update your current player ID with one code and then the player IDs of the PokÃ©mon you own that you wish to give your ID (preferably the code could change PokÃ©mon 1&#039;s ID for instance and you could swap multiple PokÃ©mon into slot 1).<br /><br />Additionally, if a PokÃ©mon with an unterminated name has the Trainer ID 09947 (26 DB) or 09979 (26 FB) and has 233 experience (this PokÃ©mon can be manipulated with 8F or ws m in Generation I and you may just have to change its ID, not your ID on Generation II but I&#039;m unsure), you could possibly use it over a Lapras with Perish Song, Bide and Safeguard (to redirect the code to box 1 character 1&#039;s name) or a PokÃ©mon with Perish Song, Return, Whirlpool (to redirect the code to item 5), [url=https://youtu.be/YqD68-2aAjg?t=124]or Crystal_&#039;s method to redirect the code to items[/url].<br /><br />But the Trainer ID method may not go as expected, when the program counter gets to D114 there would be ld h, db, nop, nop, jp hl and depending on what &#039;l&#039; happens to be after the game was running through CD52 you may not safely get to the box names.<br /><br />For the Lapras and Trainer ID methods you would need to go to toss an item x21 at the bottom of the items pack but cancel out, then scroll down and press A on cancel before viewing the PokÃ©mon&#039;s summary.<br /><br />I&#039;m afraid I don&#039;t know whether you would need to update your player ID for the Trainer ID execution method or if it&#039;s just for your PokÃ©mon.<br /><br />Hope that helps!&nbsp; :)


subject: Re: Project &quot;Gotta Document 'Em All!&quot;
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: VaeporSage
icon: xx
body:
  I never really got around to documenting my old Pomeg stuff properly on the Wiki. It&#039;d be nice for the GCL Wiki to become the #1 go-to resource for glitching info over Bulbapedia (even if my stuff is by and large a footnote at this point). I&#039;ll chip in at some stage lol


subject: Should I buy Blue or Yellow on 3DS VC?
poster_name: Cotni
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  Ignoring classics I don&#039;t care about like the old man glitch is there a good glitch-related reason to buy Blue over Yellow? I&#039;d also like to know if the emulator packed with Yellow is different.


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The only major changes are patching the &quot;print&quot; function and the ablity to play Pikachu&#039;s beach without a Surfing Pikachu, you decide.


subject: I can't open the debug menu in Pokemon Mystery Dungeon: Explorers of Darkness!
poster_name: MarcinTVP8
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: exclamation
body:
  I used the Action Replay code<br />0202A09C A3A01000<br />94000130 FE7F0000<br />0202A09C E3A01008<br />D0000000 00000000<br /><br />and scrolled to the last menu option, pressed R + Down, and the debug menu did not appear!<br />I have even holded it down and nothing happened.<br />Can someone give a way for activating the debug menu?<br />I am using the USA version.


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I just discovered the Pewter Museum guy is controlled my &quot;missable objects flags&quot;.<br />And I did a Trainer-Fly, loading Pewter City then Lavender Town... and now he&#039;s gone.<br />Plus, I saved. Fuck me &gt;.&lt;


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Encountering Missingno in Yellow is literally a tryhard (he crashes the game soooo often), whereas on R/B it&#039;s a breeze.<br /><br />The Cooltrainer glitch is hard to unlock in Yellow, in R/B it&#039;s no problem.<br /><br />Also a few glitches are Red/Blue only, such as the Remaining HP glitch.<br /><br />And setting up a party for 8F code execution is way simpler than for ws m code execution. Plus most of the codes are written for R/B and you need some skill to do the translation to Yellow.<br /><br />You also got the AI glitch in R/B (where Trainers get locked up on type-effective but non-damaging attacks.<br /><br />However, getting Nidoking before Brock takes roughly one hour of tryhard in R/B, whereas in Yellow all you need is an Escape Rope.<br /><br />The SRAM glitch is slightly easier in Yellow, too.<br /><br />I prefer Red :P


subject: Re: I can't open the debug menu in Pokemon Mystery Dungeon: Explorers of Darkness!
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  As I remember it, the majority of Action Replay codes end in &quot;D2000...&quot; rather than &quot;D0000...&quot;.<br /><br />Maybe swap out the last line of code [code]D0000000 00000000<br />[/code]<br /><br />With the following line? [code]D2000000 00000000<br />[/code]


subject: Re: Nintendo switch official hype+bashing thread
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t really think this belongs in Calendar Events. I&#039;ll move it to Video Game Discussion.<br /><br />Also, I&#039;m mostly hyped about the Switch, but the three things that irk me the most are how expensive the accessories are ($80 for another Joy-Con set? $70 for a Pro Controller? Goodbye local multiplayer), the lack of launch titles outside of Zelda, and the paid online subscription fee. If it&#039;s reasonable (say, $30 a year) I&#039;ll be okay, but any more than that and I may have a problem.


subject: MOVED: Nintendo switch official hype+bashing thread
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: moved
body:
  This topic has been moved to [url=//forums.glitchcity.info/index.php?board=14.0]Video Games/Glitches Discussion[/url].<br /><br />[iurl]//forums.glitchcity.info/index.php?topic=7775.0[/iurl]


subject: Re: The Member's Guide to Topiclessness
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So in December I got the chance to travel to Atlanta for the first time. I&#039;d never been to the South before so it was a bit of a culture change for me - the most jarring being when the staff for the football game brought out a pastor before the game to lead the stadium in prayer.<br /><br />Got to meet one of my closest friends from the internet, though, who I&#039;d known for over 5 years but never met in real life. That was pretty much the highlight of the entire trip. Gonna try to do that more often.


subject: Re: Using registers before value set and setting registers to theirselves?
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It does nothing, it serves no purpose.<br />But it&#039;s there to make the item list easier to get. It&#039;s good practice to make item lists as clean as possible.<br /><br />Let&#039;s say you want to use the instruction: [b]ld (hl), a[/b]<br />When converted to an item list, it would become [b]Glitch item 0x77, xAny[/b].<br /><br />However, glitch items are difficult to get. Also, it&#039;s not a good idea to have some random glitch items lying around in the inventory, since many of them can easily crash the game or have very long names. It&#039;s like walking around while carrying a loaded gun pressed against your head.<br /><br />The solution is to add a useless instruction before the one we wanted.<br />[b]ld d,d; ld (hl),a[/b] would translate to [b]Elixer, x119[/b].<br />No glitch items needed!


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7778.msg203724#msg203724 date=1484494138]<br />However, getting Nidoking before Brock takes roughly one hour of tryhard in R/B,<br />[/quote]<br />Yeah, on VC Blue, it took me 2 days of TriHard-ing, when I finaly got the RNG to listen to me, i encountered a few Pidgeys and got a Nidoking, lel, meh &#128156; glitches.


subject: Re: Nintendo switch official hype+bashing thread
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Paid online starts fall of 2017 so we have a quite long trial period, I also heard that Wii U ports wouldn&#039;t use this system.


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Darn, since I have begun getting PokÃ©mon Yellow ACE ready, I miss both Cooltrainer and the easy 8F setup from my poor Red cartridge :(<br /><br />Also, I guess we need to add an European ws m setup to the page, no ?


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:
  [b][u][size=14pt]European PokÃ©mon Yellow ws m bootstrap setup[/size][/u][/b]<br />The US setup doesn&#039;t work because of a 5-byte offset. As such, two more PokÃ©mon are needed, and we replace another one.<br /><br />All the listed PokÃ©mon must be in the correct order in the active PC box when running ws m.<br />[list type=decimal]<br />[li]Seel / Mr. Mime / Butterfree first[/li]<br />[li]Female Nidoran second[/li]<br />[li]Tauros third[/li]<br />[li]Parasect fourth[/li]<br />[li]Kadabra fifth[/li]<br />[li]Magikarp sixth[/li]<br />[li]Psyduck seventh[/li]<br />[li]Flareon eight[/li]<br />[li]Tentacool ninth[/li]<br />[li]Grimer tenth[/li]<br />[li]Any PokÃ©mon eleventh[/li]<br />[li]The first PokÃ©mon&#039;s HP (whether it being Seel, Mr. Mime or Butterfree) must be exactly 233[/li]<br />[/list]<br />[code]<br />Initial hl = DA84<br />$DA85 &lt;- 3A || ld/ldi/ldd a, (hl) ; a = 0B<br />$DA86 &lt;- 0F || rrca ; a = 05<br />$DA87 &lt;- 3C || inc a : a = 06<br />$DA88 &lt;- 2E ||<br />$DA89 &lt;- 26 || ld l, 26<br />$DA8A &lt;- 85 || add l ; a = 2C<br />$DA8B &lt;- 2F || cpl ; a = D3<br />$DA8C &lt;- 67 || ld h,a ; hl = D326<br />$DA8D &lt;- 18 ||<br />$DA8E &lt;- 0C || jr 0C ; pc = DA9C<br />(...)<br />$DA9C &lt;- E9 || jp (hl) ; pc = D326<br />[/code]<br /><br />[EDIT] If getting Tauros is too much of a pain, remove it an place a Slowbro right after Flareon. Slowbro can be obtained via Trainer-Fly, Tauros cannot. Also easier to catch legitimately,&nbsp; I guess.<br /><br />[s]I would like to know if an eleventh PokÃ©mon really is needed (since the ld a, [bc] is cancelled by the following ld(i/d) a, [hl]. This could save one [s]A press[/s] PokÃ©mon from both US and EU setups.<br />Plus, since we overwrite hl during the setup, doing add hl, bc shouldn&#039;t be an issue, so 9 PokÃ©mon could be enough for the US setup, saving an extra slot. EU still requires 10, though :P[/s]<br />[EDIT] NVM, 11 PokÃ©mon are required for the US Setup, but the EU one can have only 10.<br /><br />Also, does ws m work in EU ? Since 8F doesn&#039;t in EU R/B, I&#039;m a little bit doubtful.<br /><br />Thanks in advance !


subject: Trainer-Fly plus Cycling Road
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m playing EU PokÃ©mon Yellow, and I have triggered a Trainer-Fly using the Gambler we all know about. This doesn&#039;t seem important for what&#039;s next, but I say in case it might come in handy.<br />I flew to Celadon City for a match with a Cue Ball (I was aiming for a Kadabra), but when I entered the &quot;sloped&quot; area, I wasn&#039;t forced downwards ! All non-downwards movement is still slow, but Red doesn&#039;t move when not holding any button.<br />Both wild battles and Trainer battles cancel the glitch.<br /><br />I assume this comes from that the game doesn&#039;t apply downwards movement when Red engages a battle, but the fact that wild battles also cancel the glitch proves that non-Trainer battles also unset a few flags. These flags might be worth researching.


subject: Re: Nintendo switch official hype+bashing thread
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7775.msg203740#msg203740 date=1484526227]<br />So... any bets on how long it&#039;ll take to hack the Switch? I&#039;m guessing 6-10 months.<br />[/quote]<br />Probably significantly longer is my bet. I don&#039;t think, outside of hacks made in Wii mode, that he Wii U had any large-scale hacks/homebrew released for it a la the Homebrew Channel on the Wii. It also took a few years of the 3DS being released for any real notable hacks to come out for it, so I&#039;d imagine we&#039;re looking at a 2-3 year timeframe before we get any significant hack of the Switch.


subject: Re: Nintendo switch official hype+bashing thread
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=7775.msg203742#msg203742 date=1484535405]<br />[quote author=Yeniaul link=topic=7775.msg203740#msg203740 date=1484526227]<br />So... any bets on how long it&#039;ll take to hack the Switch? I&#039;m guessing 6-10 months.<br />[/quote]<br />Probably significantly longer is my bet. I don&#039;t think, outside of hacks made in Wii mode, that he Wii U had any large-scale hacks/homebrew released for it a la the Homebrew Channel on the Wii. It also took a few years of the 3DS being released for any real notable hacks to come out for it, so I&#039;d imagine we&#039;re looking at a 2-3 year timeframe before we get any significant hack of the Switch.<br />[/quote]Take some time to notice that it takes forever to hack the handhelds, but not very long to hack the consoles.<br />64? ...About a year. GBA? Flashcarts came out pretty recently for it.<br />Gamecube? Datel did it in a few months. DS? No softmods yet!<br />Wii? Pretty damn fast. DSi? Not even softmoddable yet.<br />Wii U? Piss easy. 3DS? ...probably the only exception.<br />


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  So... I&#039;ve gotten snappy answers to problems via Stack Exchange Chat, reported a piracy lord, eaten a fish stick and lived, found a game I&#039;ve looked for for the last 2 years, earned some money, made a few friends... Today has been a good day.


subject: Re: Nintendo switch official hype+bashing thread
poster_name: Xiphiidae
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  To me, the only things that really appeal to me are Mario and Zelda, which both look amazing (especially Zelda). Hopefully we actually get the Dragon Quest releases in the West without waiting 1,000 years. <br /><br />The price, paid online, ports, gimmicks, and weeb games I just do not care for. Ultimately, I doubt I&#039;ll get it on launch, I&#039;ll have to wait to see what other new games (Metroid, hopefully) will be released in the future before I throw my wallet in. 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Also, I think we should make a separate thread for ws m and move posts there. Since this thread is about 8F, I think it would make more sense...


subject: Re: Nintendo switch official hype+bashing thread
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  My father keeps telling me &quot;Nintendo needs to just give up and die!&quot; because the newest consoles are overpriced. I just keep telling him &quot;They&#039;re not going bankrupt any time soon!&quot;


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  However, things like R/B to Yellow script conversions would become a pain to collaborate with and talk about, as you would end up posting it in both locations.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Ummm, should I randomize Sun now? Or should I wait a bit?<br /><br />MAJOR NOTE:<br />I think I found a new glitch field move. I was just randomly looking at the glitchyness that&#039;s OOB PokÃ©mon and I found a field move with a blank name, and the message of &quot;Cycling is fun! Forget SURFing!&quot;<br />DebugYellow btw.


subject: Re: Nintendo switch official hype+bashing thread
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7775.msg203743#msg203743 date=1484546252]<br />[quote author=Missing? NO! link=topic=7775.msg203742#msg203742 date=1484535405]<br />[quote author=Yeniaul link=topic=7775.msg203740#msg203740 date=1484526227]<br />So... any bets on how long it&#039;ll take to hack the Switch? I&#039;m guessing 6-10 months.<br />[/quote]<br />Probably significantly longer is my bet. I don&#039;t think, outside of hacks made in Wii mode, that he Wii U had any large-scale hacks/homebrew released for it a la the Homebrew Channel on the Wii. It also took a few years of the 3DS being released for any real notable hacks to come out for it, so I&#039;d imagine we&#039;re looking at a 2-3 year timeframe before we get any significant hack of the Switch.<br />[/quote]Take some time to notice that it takes forever to hack the handhelds, but not very long to hack the consoles.<br />64? ...About a year. GBA? Flashcarts came out pretty recently for it.<br />Gamecube? Datel did it in a few months. DS? No softmods yet!<br />Wii? Pretty damn fast. DSi? Not even softmoddable yet.<br />Wii U? Piss easy. 3DS? ...probably the only exception.<br /><br />[/quote]<br />Actually, Switch is a home console, so...


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=6638.msg203738#msg203738 date=1484523184]<br />Also, does ws m work in EU ? Since 8F doesn&#039;t in EU R/B, I&#039;m a little bit doubtful.<br />[/quote]<br /><br />It should do. I ported the bootstrap payload [url=http://forums.glitchcity.info/index.php?topic=6638.msg192543#msg192543]what seems like forever ago[/url]; however I did cheat and poked the values directly to memory when porting.


subject: Re: I can't open the debug menu in Pokemon Mystery Dungeon: Explorers of Darkness!
poster_name: MarcinTVP8
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I tried to open the debug menu with the edited code.<br /><br />It did not work.<br /><br />In case, I have a proof video in the link below.<br /><br />https://www.youtube.com/watch?v=_lilG1nTekc


subject: Routing a &quot;PokÃ©mon Red Playaround&quot; TAS
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The principle of a TAS, for those that don&#039;t know, is basically to program an emulator to play a game &quot;perfectly&quot;. To do so, tools such as frame advance, rewind and save states are allowed, hence the name Tool-Assisted Speedrun. The goal is usually to finish the game as fast as possible, using glitches most of the time but not always.<br /><br />Here, I would like the discuss a route for a TAS that doesn&#039;t aim at finishing PokÃ©mon Red as fast as possible - others do that already and way better than me - but instead to showcase glitches in an entertaining way.<br /><br /><br />The goal I planned for this TAS is to obtain 8F ACE, use WTW to skip all Victory Road, then 8F-induced WTW to skip the whole Elite Four. I think winning by pure ACE or underflow somewhat sucks.<br /><br />Here is the current planned route :<br />1. Maybe manipulate the female NPC to trigger the Oak softlock ?<br />2. Trigger the sprite overflow in the lab<br />3. Manipulate Charmander&#039;s stats for Brock Through Walls (BTW) later<br />4. Open the START menu after the Rival battle, just for fun<br />5. Go and heal in Viridian<br />6. Get and deliver the Parcel<br />6 1/2. Buy items to have 6 item slots filled. The highest-selling must be bought last<br />7. Set up the death Trainer-Fly in Viridian Forest<br />8. Battle the Rival<br />9. Get Oak&#039;s glitched text (pause on it for like a second, have slow text speed)<br />10. On the way back, get the level 3 Pidgey encounter, Growl 6 times<br />11. Capture Nidoking 8)<br />12. Level it up in the forest to speed future battles up<br />13. Heal at Pewter to set Teleport destination<br />14. Perform Brock Skip<br />15. Reload the map to respawn the NPC<br />16. Perform BTW<br />17. Reach Cerulean, skipping Mt. Moon<br />18. Catch an Abra for Teleport<br />19. Go to Celadon while making a detour through Lavender and Vermilion to add to the Fly list<br />20. Obtain Fly HM<br />21. Go back to Pewter using Teleport<br />22. Perform BTW again<br />23. Set up a Trainer-Fly on Route 24 using Teleport<br />24. Save at the PC then reset<br />25. Return to Cerulean by BTW<br />26. Engage the swimmer in Misty&#039;s Gym<br />27. Let Charmander against his second PokÃ©mon to showcase the dumb AI<br />28. Obtain level 1 Mew, if possible we should remove Snorlax to save another BTW later<br />29. Set up another Teleport TFly<br />30. Save at the PC, then reset<br />31. Perform BTW still again<br />32. Beat Misty, levelling Mew up in the process. If not possible, it has to be levelled up ASAP since we need to deposit it later, and that crashes if it has negative XP<br />33. Encounter Missingno, rearrange items and catch it to make maximal profit<br />34. Teach Fly to Mew<br />35. Fly to Celadon<br />36. Sell the 256 cloned items<br />37. Buy a Water Stone and an X Special. The X Special should land in the inventory&#039;s sixth slot<br />38. Go to Cycling Road. If Snorlax cannot be removed by TFly, do another BTW<br />39. Bypass the bike requirement. If doing BTW, pass through the loading zone (described at the end of this post) and go on the road without a bike to showcase downwards movement being applied anyways, but go back to be forced on the (faster) bike<br />40. Go to Fuchsia to set on Fly list<br />41. Catch Ditto and set it up for Cooltrainer (faster item duplication than TFly)<br />42. Fly to Vermilion<br />43. Enter Diglett&#039;s Cave<br />44. Duplicate X Specials. Might as well dupe Water Stones if possible<br />45. Fly to Celadon<br />46. Obtain 8F. Deposit items in the PC instead of tossing (avoid wasting the Water Stone(s) and buy items to stabilize the inventory)<br />47. Fly to Cerulean<br />48. Deposit 8F, withdraw items to stabilize the inventory<br />49. Set up a Trainer-Fly, going to Lavender<br />50. Engage the guy that yields a Pidgey, Growl 6 times with Charmander and finish with Mew<br />51. Fly to Cerulean<br />52. Capture Pidgey at level 1, manipulating its stats so it will have 233 Max HP later<br />53. Teach Fly to Pidgey (can open START menu for TFly, teach then fly)<br />54. Get it to level 100 and cancel the evolution<br />55. Set up TFly again, going to Celadon<br />56. Go to the PC, deposit Abra, Nidoking and Mew, then save and reset<br />57. Set up another TFly using the famous Gambler, going to Pewter<br />58. Trigger BTW again<br />59. Fly to Fuchsia, this doesn&#039;t cancel the glitch<br />60. Go on the water to catch a Tentacool<br />61. Go east of Fuchsia and fight an Arbok-yielding Trainer<br />62. Fly back to Cerulean<br />63. Obtain Arbok through the warp<br />64. Battle the guy to the Gambler&#039;s left to get a Parasect yield (other Trainers may be faster, though, but I found none)<br />65. Go back to Cerulean to get it<br /><br />Now what is left is :<br />- getting Onix (or another PokÃ©mon to tweak where ACE will begin in the pack)<br />- getting the required items<br />- optimizing the route<br />- doing the thing<br />- [s]being showcased at AGDQ[/s]<br /><br /><br />[b][size=14pt]Removing Snorlax[/size][/b]<br />TheZZAZZGlitch explained it in one of his videos. Basically we need to load Snorlax&#039;s map right before doing a TFly, and due to the glitch&#039;s properties, this will remove Snorlax.<br /><br />[b][size=14pt]Passing through loading zones[/size][/b]<br />If a warp is triggered not by stepping on a door, it can be passed through. To do so, NoClip (aka WTW) is required. Then, the player must be on the title that he should stand on to trigger the warp, but not facing the warp. By pressing and holding towards the warp, he will pass right through.<br /><br />An example will be given on the Cycling Road gate west of Celadon City. The player should stand one step north of where exiting the gate puts him, with NoClip active. Then, move one step down. Pressing and holding left will have the player step on the gate. Tapping left to turn, releasing then holding will have the player enter the gate, however.


subject: Re: Using registers before value set and setting registers to theirselves?
poster_name: 0x00_0x39
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  oh ok, thanks a lot :P<br />although imo getting over 100 of an item is less of a pain than getting a glitch item


subject: Cannot get 8f to work without torchickens saves
poster_name: 0x00_0x39
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I want to do 8f in bgb, and I tried starting a new game, changing all the memory adresses required for the bootstrap code, to find that it did not work. Crash. Viewing my pokemon screen ended in a white screen. Please, starting from my number of pokemon, what adresses do I need to change? The reason I cannot use torchickens saves in bgb is because bgb cannot load .sav files...


subject: Re: Trainer-Fly plus Cycling Road
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystal_
icon: xx
body:
  This probably: https://github.com/pret/pokered/blob/bf67f7174d8e3f1348c786618ee5a3a076d1eff8/home/overworld.asm#L1852-L1854<br />[code]	ld a,[wFlags_D733]<br />	bit 3,a ; check if a trainer wants a challenge<br />	jr nz,.notForcedDownwards[/code]<br /><br />Set when a trainer engages the played, before walking to him: https://github.com/pret/pokered/blob/46a94c63fc287e7290502776d02648476bc44171/home.asm#L2338-L2340<br />[code].trainerEngaging<br />	ld hl, wFlags_D733<br />	set 3, [hl][/code]<br /><br />Reset only when a battle (any kind of battle) occurs:<br />https://github.com/pret/pokered/blob/bf67f7174d8e3f1348c786618ee5a3a076d1eff8/home/overworld.asm#L326-L330<br />[code].battleOccurred<br />	ld hl,wFlags_D733<br />	res 3,[hl][/code]<br /><br />The game is assuming that one of the trainers in route 17 has engaged the player, so it prevents the player from moving down as the trainer walks to him.


subject: Re: Cannot get 8f to work without torchickens saves
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That&#039;s probably because you didn&#039;t set either the number of PokÃ©mon in the party or you forgot to add a $FF after all PokÃ©mon. Which setup are you using ?


subject: Re: Trainer-Fly plus Cycling Road
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Neat, thanks Crystal_ !<br />Also, on an unrelated note, I noticed that the function right below is said to have a bug that doesn&#039;t show up, but it might be the explanation to the &quot;walking on water glitch&quot;


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:
  Like, WOW.<br />I tried my setup with<br />Mr. Mime with 233 HP<br />Female Nidoran<br />Parasect<br />Kadabra<br />Magikarp<br />Arbok<br />Psyduck<br />Flareon<br />Tentacool<br />Grimer<br />Pikachu (11th PokÃ©mon)<br /><br />...<br />This threw a ball that wiggled twice, failed, gave me a &quot;Pas d&#039;bol, hein ?&quot; (&quot;Tough luck, eh ?&quot;)<br />And then I had no more ws m. WOW.<br /><br />[EDIT] I messed up big time, this setup jumped to $D425. Epic fail.<br /><br />We need to remove Arbok and put a Slowpoke right after Flareon.


subject: Re: Safari Zone: Mysterious hidden texts
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for your input! I now have a video about the error messages.<br /><br />https://www.youtube.com/watch?v=kPZFUyeShOk<br /><br />I suddenly realized something about hex:60. It might be relevant that there is apparently code so that all characters below hex:60 (hex:60 specifically) apart from control characters have a dakuten ( ï¾ž ) or handakuten&nbsp; ( ï¾Ÿ ) .<br /><br />https://hax.iimarck.us/post/8858/#p8858<br /><br />This could be unrelated however.


subject: Re: Trainer-Fly plus Cycling Road
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I just want to mention, it&#039;s easy to reproduce on JP Red/Green with the trainer mutation select glitch, give it a try.


subject: 2nd Glitch Pokemon in Pokemon Platinum
poster_name: Shadow Tyrant
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So while messing around with action replay codes to run into different pokemon I ran into a glitch pokemon that i can&#039;t find referenced anywhere. This pokemon appears as an orange box during it&#039;s &quot;cry&quot; animation then loses its sprite afterwards. During the fight it appears to have only one move, covet, and can&#039;t take a hit without fainting. Upon capture the game freezes. The game also displays the name as just a space and funnily enough this thing can have a gender of male or female. I would like to know has anyone run into this thing. As far as I can tell this can only be encountered by action replay/ Game shark/ hacking.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Bumpity bump, the Slowpoke version of the setup works fine, it should be added to the wiki alongside Wack0&#039;s. I don&#039;t have enough DETERMINATION to do so, since I&#039;m locked on my phone and I really miss a PC.


subject: Re: 2nd Glitch Pokemon in Pokemon Platinum
poster_name: Shadow Tyrant
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The action replay code is 94000130 FDFF0000<br />62101D40 00000000<br />B2101D40 00000000<br />D9000000 00111D10<br />C0000000 0000000C<br />DC000000 00000004<br />D6000000 000233E8<br />D1000000 00000000<br />C0000000 0000000A<br />D6000000 000233E8<br />D2000000 00000000<br />94000130 FEFF0000<br />62101D40 00000000<br />B2101D40 00000000<br />D9000000 00111D10<br />C0000000 0000000C<br />D6000000 000233E8<br />DC000000 00000004<br />D2000000 00000000<br />94000130 FFFB0000<br />62101D40 00000000<br />B2101D40 00000000<br />DA000000 00111D10<br />D4000000 00002400<br />D3000000 00000000<br />D7000000 0207404C<br />D2000000 00000000<br /><br />It is the one that uses the calculator in your watch. When you have it set up just type in the number #999999999 where #=blank number, and hold the L button when entering grass.


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7778.msg203724#msg203724 date=1484494138]<br />Encountering Missingno in Yellow is literally a tryhard (he crashes the game soooo often), whereas on R/B it&#039;s a breeze.<br />[/quote]<br />He could always encounter a Ghost, or fossil Missingno. of course. :P Sure all the other Missingno. that occupy other slots make the game crash or do other undesirable effects but those three are &quot;safe&quot;. Though honestly I prefer Blue over Red/Yellow since it&#039;s my third favorite color and we didn&#039;t get the option of buying Green here. (Though I have a physical copy of the game anyways. xD) Plus like you mentioned glitches tend to be easier to execute in R/B over Y. But keep in mind that certain glitches are different while playing the VC version of the games because the VC emulator ignores unknown opcodes and switches them to &quot;nop&quot; or &quot;no operation&quot; in GBZ80.


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Flandre Scarlet
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Would it be possible to have the code in SRAM Bank 0 Hall of Fame data? According the Datacrystal&#039;s RAM MAP it is about 4.8KB of space (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Bank_0) and would also allow you to use your boxes without corrupting them.


subject: Pointless Glitch in Sonic Generations
poster_name: Shadow Tyrant
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So sometime early last year I was playing Sonic Generations when I made the shadow fight unbeatable. Now this is like the glitch where shadow decides to just run into a wall and do that forever, but with this one sonic gets to join in on the fun of running into a wall just by doing some simple things. To start this glitch you need to go to the shadow fight and continue until you have 2 orbs to do your special attack (3 in hard mode) and dodge all the meteors except the middle meteor on the curving part, side step into the meteor and just keep running missing the other meteors and once your boost runs out just jump and stomp until you get to the rainbow dash pads jump over them and stomp. You will know if the glitch is in effect because rings will not bring your boost up any amount and you should keep running forward unable to stop. I have found no way to stop the glitch and you can only side step so far until you start running at the wall again, but you can see that shadow is also stuck running at a wall by side stepping far enough but he will never attack you and you are unable to hurt him so if you do this glitch you will need to exit the level or restart it to have the fight work as it normally would.


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I forgot about special Missingnos, but the slight problem is that encountering them requires a precise Special stat as well as going all the way to Cinnabar Island. Also, encountering Missingno on Yellow VC crashes much more than on hardware.<br /><br />Glitches behaving differently due to ignoring invalid opposes are rare and negligible.


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7778.msg203778#msg203778 date=1484762571]<br />I forgot about special Missingnos, but the slight problem is that encountering them requires a precise Special stat as well as going all the way to Cinnabar Island. Also, encountering Missingno on Yellow VC crashes much more than on hardware.<br /><br />Glitches behaving differently due to ignoring invalid opposes are rare and negligible.<br />[/quote]<br /><br />Actually stable Missingno. can be encountered with an easier method using the Cubone trade girl in Underground Path so you don&#039;t have to go to Cinnabar Island to find Ditto. You have to talk to her before returning to the route to manipulate a level 80 Starmie and the Special stat of this Starmie may give you a Fossil/Ghost Missingno.<br /><br />https://www.youtube.com/watch?v=73fAlzIbi9k<br /><br />This is what I did to set up ws m on PokÃ©mon Yellow. I used it to expand the items pack and used the Rival LG glitch to get the ws m bootstrap PokÃ©mon.<br /><br />Additionally the first time you encounter normal Missingno. it will never freeze the game (but it will take a while for you to be able to make an action in battle) provided that you reset the save data with Up+Select+B, haven&#039;t got a save file and haven&#039;t encountered any other glitch PokÃ©mon.<br /><br />https://www.youtube.com/watch?v=DDkema91-vo<br /><br />That said I believe it&#039;s still much easier to use PokÃ©mon Red and Blue for dry underflow glitch, and if you don&#039;t want to do it the Trainer-Fly method you can use old man trick Missingno. to duplicate items.


subject: Re: Pointless Glitch in Sonic Generations
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Do you have a video showcasing this glitch? If so, post it over at Sonic Retro if you are a Trial Member. DarioFF, S0lV0, and Twilightzoney are fellow Tech Members who know the inner workings of the game, and would most likely be able to explain why this happens. I&#039;ve never encountered any glitches while playing Generations, but it&#039;s been a while since I played it. Was this on the steam release or console?


subject: Re: State of the disassemblies
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I just wanted to say that the Pokemon Red disassembly is the cleanest, most organized disassembly of a game I&#039;ve ever seen. It puts my Sonic Chaos disassembly to shame, since it&#039;s so unorganized. xD Nice work to all who have been contributing to these projects!


subject: Re: Gen VII invalid PokÃ©mon / etc research
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Can you upload this on Mega please and I&#039;ll host it on my Google Sites? That lucasm.cf website is blocked for me for some reason.


subject: Re: Gen VII invalid PokÃ©mon / etc research
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7730.msg203782#msg203782 date=1484803329]<br />Can you upload this on Mega please and I&#039;ll host it on my Google Sites? That lucasm.cf website is blocked for me for some reason.<br />[/quote]<br /><br />How&#039;s another pomf clone? https://aww.moe/nsqoyy.zip


subject: Re: Pointless Glitch in Sonic Generations
poster_name: Shadow Tyrant
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  When I did it I did the glitch on the Xbox 360 version of the game and have not tried it on any other version, and if I can figure out how to screen record from my Xbox then yes I can definitely do a show case for it.


subject: Improving the homepage
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The homepage doesn&#039;t link to wiki articles, except in the sidebar, which I find not that easy to browse.<br />I suggest we put some thing along the lines of &quot;If you want to start browsing glitches, then here is the [[glitch list]]&quot; right before &quot;Want to help?&quot;<br /><br />[[glitch list]] should contain links to glitch categories, such as a &quot;Browse per generation&quot; section, a &quot;Getting Mew&quot; section, a &quot;Catch&#039;em all&quot; section, etc.<br />I don&#039;t want to start working on the page unless it gets approved by the community.


subject: Kojima tried to warn us
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  So... I&#039;ve just seen the Metal Gear Survive trailer. I&#039;m probably the last one the news reached, but that&#039;s beside the point. To try not to flip the fuck out, I decided to play some MGSV:GZ. I fired up one of the special missions,&nbsp; I think it was called Deja Vu or something of that sort. the one where you go around and erase the logos and the graphics looked like the PS1. I noticed something... peculiar. All the logos that were erasable... were Kojima&#039;s Metal Gear games, and the ones that you couldn&#039;t erase were Metal Gear games that Kojima had no part in. This probably sounds sketchy, but there&#039;s more. The line about the logos &quot;living inside you&quot; also alludes to the Konami-Kojima brand-removal. This is fairly creepy, especially when figuring all this out myself in a flash of epiphany at 2:00 AM.


subject: Re: Offgao's memory viewer and Tetris ACE exploits
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Flandre Scarlet link=topic=7773.msg203776#msg203776 date=1484751330]<br />Would it be possible to have the code in SRAM Bank 0 Hall of Fame data? According the Datacrystal&#039;s RAM MAP it is about 4.8KB of space (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Bank_0) and would also allow you to use your boxes without corrupting them.<br />[/quote]<br />Didn&#039;t we do this with one or another member&#039;s video on 9F?


subject: PokÃ©mon Stadium - N64 ACE HYPE !
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  MrCheeze did it. Basically, attempting to use PokÃ©mon Stadium to trade PokÃ©mon to a Gen I cartridge with more than 20 PokÃ©mon, you get a buffer overflow.<br />[url=https://twitter.com/MrCheeze_/status/822650771258961920]Tweet[/url]<br />[url=https://youtu.be/Bb0v-VDsBkQ]Demonstration video[/url]<br />[url=https://github.com/MrCheeze/pokestadium-ace?files=1]Tech stuff[/url]<br /><br />Get hyped guys, if we manage to make cartswap real on the N64, we basically pwn the fifth generation of consoles.<br /><br />I&#039;m going to send a R.O.B to Game Freak at this point. Via mail.


subject: Re: PokÃ©mon Stadium - N64 ACE HYPE !
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  i don&#039;t think N64 cartswap will be a thing because the protection.<br /><br />Transfer Pak swapping on the other hand will be a breeze now N64 code exec has been obtained.<br /><br />I love that the GB emulator seems to have been good enough, yet the save file parsing is terrible.


subject: Re: PokÃ©mon Stadium - N64 ACE HYPE !
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am fully aware of the protection.<br />AFAIK, building a N64 cartridge adapter like those for NES and SNES would fix the issue. I do know there are multiple protection chips for the N64, but I bet we could still perform cartswap on some games. Or maybe find a way to bypass the protection altogether, although that sounds unlikely to me.<br /><br />Maybe we could break the emulator in funny ways now that we have ACE on the game :P<br />Just for the show, I guess. Still wonder how TASBot will total control the N64 with this.


subject: Re: Gen VII invalid PokÃ©mon / etc research
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Wack0 link=topic=7730.msg203783#msg203783 date=1484834675]<br />[quote author=Torchickens link=topic=7730.msg203782#msg203782 date=1484803329]<br />Can you upload this on Mega please and I&#039;ll host it on my Google Sites? That lucasm.cf website is blocked for me for some reason.<br />[/quote]<br /><br />How&#039;s another pomf clone? https://aww.moe/nsqoyy.zip<br />[/quote]<br /><br />This works, thanks Wack0! :)<br /><br />I now have a mirror here. https://sites.google.com/site/torchickens2/glitching-tools


subject: Re: PokÃ©mon Stadium - N64 ACE HYPE !
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  [quote author=ISSOtm link=topic=7789.msg203795#msg203795 date=1485008483]<br />I am fully aware of the protection.<br />AFAIK, building a N64 cartridge adapter like those for NES and SNES would fix the issue. I do know there are multiple protection chips for the N64, but I bet we could still perform cartswap on some games. Or maybe find a way to bypass the protection altogether, although that sounds unlikely to me.<br /><br />Maybe we could break the emulator in funny ways now that we have ACE on the game :P<br />Just for the show, I guess. Still wonder how TASBot will total control the N64 with this.<br />[/quote]<br /><br />With ACE on the game you can probably somehow swap GB carts in Transfer Pak, then init the new cart and call the emulator.


subject: Pocket Monsters Green: The hex:C2 PokÃ©dex description fails to be displayed!
poster_name: MarcinTVP8
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  I did some research on glitch PokÃ©mon in Pocket Monsters Green.<br /><br />I ecountered hex:C2 glitch PokÃ©mon, and caught it. There were differences in PokÃ©dex descriptions in regular and translated Green.<br /><br />In the translated Green, the game actually displayed a description that don&#039;t seem to be translated... (1st image)<br /><br />In the regular Green, the PokÃ©dex description of the hex:C2 glitch PokÃ©mon showed nothing but a single character... (2nd image)<br /><br />Can someone research the game for this text and translate it?


subject: Does anyone know what caused this?
poster_name: WildShinyEgg
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I started playing Yellow (US version) yesterday. I chose the name &#039;Ash&#039; for me and &#039;Blue&#039; for my rival. I saved in front of that grass from Pallet Town, before getting Pikachu, since I had something else to do. Today when I loaded the game, my name was &#039;A&#039;vH&#039;. I got the Pikachu and had that battle against Blue&#039;s Eevee normally, no infinite looping cries nor level 255 wild 3TrainerPokÃ©$. Everything is normal except for my Trainer name. I never read about something like this happening, honestly. Does someone here know why did this happen? I&#039;m sure my name was the preset &#039;ASH&#039;. I chose it from the preset names list that pops out when Oak asks for your name. I even have a savestate (I&#039;m on emulator) I don&#039;t know why I made where my trainer name was Ash.<br /><br />Here&#039;s a screenshot of the savestate:<br />[img]http://i.imgur.com/gUsQkR4.png[/img]<br />And here&#039;s one for the battery save with the effed up name:<br />[img]http://i.imgur.com/l5T4kIk.png[/img]


subject: Re: Pocket Monsters Green: The hex:C2 PokÃ©dex description fails to be displayed!
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You can&#039;t quite translate Glitch PokÃ©mon descriptions, since they take their characters from unrelated data. Modifying them would alter sensitive data such as code, PokÃ©mon stats, pictures etc.


subject: Re: Does anyone know what caused this?
poster_name: WildShinyEgg
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7791.msg203803#msg203803 date=1485035138]<br />What emulator is it ?<br />[/quote]<br /><br />GBCoid.


subject: Re: Does anyone know what caused this?
poster_name: Yeniaul
poster_ip: ***.***.***.***
modified_name: Yeniaul
icon: xx
body:
  GBCoid has some problems. Yes, it&#039;s an Android emulator... but it&#039;s pretty bad. Retroarch or nothing for reliability on Android my friend!<br />EDIT: If I remember right its DMA and some op code emulation is really, really s**t. So... either wait for an update or switch emulators.


subject: Re: Project &quot;Gotta Document 'Em All!&quot;
poster_name: Yeniaul
poster_ip: ***.***.***.***
modified_name: Yeniaul
icon: xx
body:
  So... this is why we need better page checking.<br />http://glitchcity.info/wiki/ItemDex/RB:095<br />It almost seems like it was written by an 8-yr old, but that might just be me. Gonna rewrite...<br />EDIT: Rewrote, but the page layout is now COMPLETELY screwed... whoops.


subject: Re: Does anyone know what caused this?
poster_name: WildShinyEgg
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7791.msg203806#msg203806 date=1485041521]<br />GBCoid has some problems. Yes, it&#039;s an Android emulator... but it&#039;s pretty bad. Retroarch or nothing for reliability on Android my friend!<br />EDIT: If I remember right its DMA and some op code emulation is really, really s**t. So... either wait for an update or switch emulators.<br />[/quote]<br /><br />I never thought the emulator could be the problem. I&#039;ve beaten both Red and Silver on it and never experienced any problem. The only problematic emulator for me so far has been MyOldBoy, which crashes at the smallest attempt at experimenting with glitches and GS codes but I still keep because as far as I know it&#039;s the only Android GB(C) emulator where trade is possible. I&#039;ll give a try to other emulators just to be sure, but I&#039;m starting to think it&#039;s a problem with the battery save. Mainly because I tried to load the same save file on MyOldBoy and VBA (on my computer) and both keep showing &#039;A&#039;vH&#039; instead of Ash. Also, when I used MyOldBoy, I battled a Rattata that almost killed Pikachu, so I went to a PokÃ©mon Center, healed it and when I got out Pikachu was a weird square. Entering the PokÃ©mon Center fixed it, though. I don&#039;t think GBCoid, be it bad or good, can screw up battery saves.


subject: Re: Does anyone know what caused this?
poster_name: WildShinyEgg
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7791.msg203809#msg203809 date=1485050502]<br />Try Retroarch&#039;s Gambatte core. 30/10 BEST CORE EVER<br />[/quote]<br /><br />I might try the thing, but I don&#039;t see how switching emulators can fix a problem with the .sav file. The savestate is alright. It&#039;s the save file that shows A&#039;vH instead of Ash. I maybe corrupted the save or something. I saved the game and closed the emulator instantly. I don&#039;t know where I closed it exactly but I think it was on the Saving... screen. Maybe I closed the thing at the wrong time and something in the name got corrupted. Still doesn&#039;t explain the glitchy Pikachu though.


subject: Re: Does anyone know what caused this?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  Try checking your ROM&#039;s &#039;sums. (Got ES File Explorer? You do? Good... Select file &gt; Properties &gt; Generate sums.)


subject: Re: Does anyone know what caused this?
poster_name: Unused Trainer
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7791.msg203809#msg203809 date=1485050502]<br />Try Retroarch&#039;s Gambatte core. 30/10 BEST CORE EVER<br />[/quote]You win this thread^


subject: Re: Project &quot;Gotta Document 'Em All!&quot;
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7705.msg203807#msg203807 date=1485041693]<br />So... this is why we need better page checking.<br />http://glitchcity.info/wiki/ItemDex/RB:095<br />It almost seems like it was written by an 8-yr old, but that might just be me. Gonna rewrite...<br />EDIT: Rewrote, but the page layout is now COMPLETELY screwed... whoops.<br />[/quote]<br /><br />I think I may have fixed it somehow by making an edit without changing the summary. Perhaps unapproved edits may show up wrong.


subject: If i save with a corruption caused by 8f, I can start new save /w no problems?
poster_name: 310cpt
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: 310cpt
icon: xx
body:
  Hello,<br />If i corrupt my save file with 8f &amp; i accidentally save it, I can simply start a new save with no problems with that game, right?<br /><br /><br />just double checking.<br /><br />-thanks


subject: Categorization
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve got a list of categories that should be created and special properties that should be applied (if any). I&#039;ve made a few already, but I&#039;m putting this here so they can be seen, used, and/or created.<br />[list]<br />[li]Working pages (pages that are actively under construction, all pages in this category would need to be hidden from all guests)[/li]<br />[li]Unfinished pages (ANY unfinished pages, whether actively being worked on. Would include Working pages AND need to have all pages to be hidden from guests.)[/li]<br />[li]Discovered here (or something along those lines, would include all pages on glitches, info, etc. found by a GCL member.)[/li]<br />[li]Not discovered here (the opposite of above category, would also need a better name.)[/li]<br />[/list]<br />If I think up any more I&#039;ll add them, suggestions below would be appreciated.


subject: Re: Does anyone know what caused this?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Switch emulators, dump the save from the SD, go to address D158 in the VBA mem[s][u][i][b]e[/b][/i][/u][/s]ory viewer, and change it to 92, then save, and here you go, fixed.


subject: Re: If i save with a corruption caused by 8f, I can start new save /w no problems?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  My save on 3DS VC Blue was corrupted by a unterminated name item, everything worked like normal, except my save file, which died a pain[b]t[/b]ful death.


subject: Re: Project &quot;Gotta Document 'Em All!&quot;
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [quote author=Yeniaul link=topic=7705.msg203807#msg203807 date=1485041693]<br />So... this is why we need better page checking.<br />http://glitchcity.info/wiki/ItemDex/RB:095<br />It almost seems like it was written by an 8-yr old, but that might just be me. Gonna rewrite...<br />EDIT: Rewrote, but the page layout is now COMPLETELY screwed... whoops.<br />[/quote]<br />This is why we have a &quot;Undo revision&quot; function on our wiki.


subject: Re: Categorization
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t quite understand why adding &quot;GCL-found&quot; and &quot;not GCL-found&quot; categories other than to say &quot;hey, look at us ! We&#039;re quite good, eh ?&quot;


subject: GCLf member sprites
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Anyone that wants to can submit here a 16x16 pixel image that represents them. 4 levels of grayscale are allowed (yep it&#039;s for gray GB). I accept anything that can be safely shown to anyone under 18.


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7770.msg203665#msg203665 date=1484134863]<br />Do you think there might be a way to bypass the invisible walls by making different steps?<br />[/quote]<br /><br />I&#039;ve actually been working on this for some time now, and I&#039;ve come up with a completely safe method that will always work on any version of Pokemon Diamond and Pearl, regardless of save progress. In addition, it can be performed in under 15 minutes (8,046 steps) and allows you to encounter Arceus an unlimited amount of times.<br /><br />I&#039;ve updated the original post with the steps. ;)


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wow ! Amazing. Could... could there be a way to obtain ACE using such a method ? Maybe using an invalid map to overwrite a script pointer, then adding the RETIRE option, then using the option to run some payload code in RAM ?<br />Not sure if that&#039;s even possible x)


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Cryo link=topic=7770.msg203822#msg203822 date=1485197851]<br />[quote author=Torchickens link=topic=7770.msg203665#msg203665 date=1484134863]<br />Do you think there might be a way to bypass the invisible walls by making different steps?<br />[/quote]<br /><br />I&#039;ve actually been working on this for some time now, and I&#039;ve come up with a completely safe method that will always work on any version of Pokemon Diamond and Pearl, regardless of save progress. In addition, it can be performed in under 15 minutes (8,046 steps) and allows you to encounter Arceus an unlimited amount of times.<br /><br />I&#039;ve updated the original post with the steps. ;)<br />[/quote]<br /><br />Amazing! I didn&#039;t expect it to be found this quickly. Congratulations!! This is groundbreaking. :D


subject: Opelucid Gym Surf glitch (Japanese Black/White)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This glitch was already documented on Japanese websites but I&#039;m unsure if it has ever been discussed in English before.<br /><br />https://www23.atwiki.jp/pkmnbw/pages/95.html<br />https://www.youtube.com/watch?v=ZZh6g3FQQaQ<br /><br />The glitch is there is a spot in Opelucid Gym one step above the picture below you can Surf on. Surfing into this spot will trap you and it seems like if you save and reset the game you are stuck forever(?).<br /><br />This glitch is similar to the [url=http://bulbapedia.bulbagarden.net/wiki/List_of_glitches_in_Generation_V#Opelucid_Gym_air_walk_oversight]Opelucid Gym air walk oversight[/url] but unlike the Opelucid Gym air walk oversight (which occurs in both Japanese and English versions) the Surf glitch seems to be Japanese only.<br /><br />[img]http://i.imgur.com/9hNcUgW.png[/img]<br /><br />I plan on uploading a video of this glitch tomorrow.


subject: Strange Audio Glitch in Leaf Green
poster_name: MewFlare
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I was trying to catch Mewtwo in Leaf Green when something very weird happened. I had my Raichu use thunderbolt and the sound effect got stuck! The game didn&#039;t freeze there was just a continuous loop of the thunderbolt SFX until i caught Mewtwo and the music changed to the &quot;you caught the Pokemon!&quot; music.<br /><br />Link to a clip I recorded (not the best since it was shot on my cell phone)- https://www.youtube.com/watch?v=4t1G6hO-TPQ<br /><br />What in the world happened? There was no glitches or cheats.


subject: Re: Strange Audio Glitch in Leaf Green
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This is a documented glitch that occurs rarely described here:<br />http://bulbapedia.bulbagarden.net/wiki/List_of_glitches_in_Generation_III#Stuck_audio_freeze<br /><br />I remember it happening in my Fire Red like you, possibly while in the Trainer Tower.


subject: Re: ACE via Bad Clones in Crystal.
poster_name: Nostalgia
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I want to use Crystal_&#039;s method with items, but I don&#039;t know what item list I would need for this code. I have most of the requirements already: Quagsire with Return as it&#039;s first move, Spearow holding TM50, a bad clone in the PC, I just need a Max Elixer or TM21. So currently stuck at the moment. 


subject: Re: Strange Audio Glitch in Leaf Green
poster_name: MewFlare
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That&#039;s really strange! I never heard about that until now. I thought there might have been something wrong with my game!


subject: Re: Opelucid Gym Surf glitch (Japanese Black/White)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Unused Trainer link=topic=7796.msg203829#msg203829 date=1485260580]<br />Interesting find!<br />[/quote]<br /><br />Thanks!&nbsp; :)


subject: Re: Categorization
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7793.msg203820#msg203820 date=1485187077]<br />I don&#039;t quite understand why adding &quot;GCL-found&quot; and &quot;not GCL-found&quot; categories other than to say &quot;hey, look at us ! We&#039;re quite good, eh ?&quot;<br />[/quote]<br />Mostly for situations like &quot;wait, who discovered that one?&quot; or &quot;Wasn&#039;t that found by a GCL member?&quot;


subject: Re: Semi-Maintenance Mode
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shatteredClockworks
icon: xx
body:
  Hope the maintenance goes well!<br /> ;) :D<br />So I think this was why the site wasn&#039;t working last time I tried going on.<br />Me<br />[img]http://vignette2.wikia.nocookie.net/mspaintadventures/images/4/4c/TwinShadeless.gif/revision/latest?cb=20100623021122[/img]<br />


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So the Pokemon Bank update has been released! However guess what&#039;s blocked from being able to be transported over? Mew and glitches. :P However upon trying to transfer a Missingno. over I got a glitch to occur. All the Pokemon I had after Missingno. got all their nicknames changed! I had a Mew, Snorlax, Missingno., Venusaur, Blastoise, and Electabuzz in that order in the box. Mew and Missingno. got blocked, so only Snorlax, Venusaur, Blastoise, and Electabuzz was able to be sent over. However my Venusaur is now named &quot;MISSINGNO_&quot;, my Blastoise is named &quot;VENUSAUR&quot;, and my Electabuzz is named &quot;AQUAMAN&quot; since I named my Blastoise that. So if you wish to keep the names you gave your Pokemon to, I advise you not to try and send Missingno. Here&#039;s my video showcasing it. Haven&#039;t caught any other glitches yet in my VC Blue version. http://www.youtube.com/watch?v=WuvQrswKskk


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Now THIS looks interesting.<br /><br />Any chance of a more technical writeup? I still don&#039;t fully understand why this actually works, in fact, the explanations that have been given just make more questions.<br /><br />The list of steps and the current explanation, to me, seem like bits are being flipped somewhere useful, and this is being abused to gain some kind of write primitive. Is this basically correct?


subject: PokÃ©mon Bank Generation I transfer experiments
poster_name: MarcBrightside
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: MarcBrightside
icon: xx
body:
  Not sure if this belongs in the Gen 1 thread, but I can confirm that attempting to transfer &#039;M (hex: 00) through the Transporter will morph it into a Charizard &#039;M (hex: FF) on its return to the original file. Doing so also shuffled around some of the names of the Pokemon following its place in Box 1 - my Exeggutor came into Moon nicknamed &#039;EXEGGCUTE&#039; and my Exeggcute nicknamed &#039;KRABBY&#039;.<br /><br />I&#039;ll continue exploring this one for a while, see if anything else noteworthy comes up.<br /><br />[b]EDIT #1:[/b] Glitch hybrids, sadly, don&#039;t seem to go through. I tried ã‚¥L ||ã‚¥M 4 (hex: C6) and ã‚¥$ 6ã‚¥ (hex: FD), but no joy. Pure glitch Pokemon, unsurprisingly, don&#039;t register. Tried hiding them with Charizard &#039;M&#039;s cancel-exploit but that didn&#039;t achieve anything.<br /><br />[b]EDIT #2:[/b] The move legality checker has been significantly improved, to the point where it&#039;s either very hard or impossible to bypass.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I hear that Mew only transfer with OT: GF and ID: 22796.<br /><br />How long before 8F/ws m payload for that?


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  You can just start a new game naming yourself GF, expand your pack, make your item 30 quantity 89 and change item 31 to Burn Heal.


subject: GameShark induced glitches or corruptions.
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Talk about your glitches or corruptioms caused by using a GameShark here!<br /><br />For me I got the cooltrainer female corruption glitch<br /> ;D


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;d advise blue, in my opinion,&nbsp; at least. Yellow fixed some glitches exclusive to R/B. And if you&#039;re looking for glitches,&nbsp; you&#039;re gonna find less in yellow.<br /> ;)<br />But the thats just what I&#039;m saying.


subject: Re: &quot;ZZAZZ glitch&quot;?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  If you want a normal save, save before you do the glitch and when you&#039;ve done it restart to your last save.<br />From what I know,&nbsp; it&#039;s a mass corruption glitch, and you&#039;re basically effed if you save after doing it.<br />I once did this and accidentally saved afterwards.<br />I lost everything in my save.<br />Rip.


subject: Re: Favorite PokÃ©mon
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Dewgong!<br />I don&#039;t&nbsp; even know why they are.<br />But I always love dewgong.<br />And alakazam.<br />Those two are my faves.<br /> :)


subject: Best battle teams for Gen 7
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shatteredClockworks
icon: xx
body:
  You can always have the best pokemon, but you can&#039;t always have the best battle teams.<br />In fact, if they aren&#039;t carefully planned, you could seriously get effed in pokemon gl<br />My battle team:<br />[b]Alakazam<br />Salamence<br />Lunala (Moon Lord)<br />Gengar (Aradia)<br />Pheromaaosa (Roxy)<br />Guzzlord (Lunatic)[/b]<br /><br />What&#039;s yours? <br />Also post any dream teams<br /> :D<br />


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: jelome1989
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Pavel link=topic=6638.msg202684#msg202684 date=1476622900]<br /><br />Apply max DV and stats experience to first pokemon of the team: (http://www.prama-initiative.com/index.php?page=modification-rbj)<br />1: Any item<br />2: wsm<br />3: Lemonade x255<br />4: X Accuracy x139<br />5: Carbos x209<br />6: Poke Ball x119<br />7: Fresh Water x201<br />This will modify the stats of the first pokemon of the team.<br />First, use wsm once.<br />Second, toss one X Accuracy, then use wsm. Repeat this second step 11 times, until the number of X Accuracy equals 128.<br />Now store in and retrieve from the PC the first pokemon of your team, in order to force the game to compute its stats anew.<br />Beware of the item duplicating glitch with Lemonade x255: do not remove / store an item that is above Lemonade x255, lest you want one item below it to be lost forever. To prevent this, switch Lemonade x255 with the first item when you do not use the code. If the duplicating glitch happened, buy one object to fix the inventory.<br /><br />Second Pokemon: X Accuracy from x183 to x172, Carbos x209<br />Third Pokemon: X Accuracy from x227 to x216, Carbos x209<br />Fourth Pokemon: X Accuracy from x15 to x4, Carbos x210<br />Fifth Pokemon: X Accuracy from x59 to x48, Carbos x210<br />Sixth Pokemon: X Accuracy from x103 to x92, Carbos x210<br /><br />[/quote]<br /><br />Is there any other way to manipulate DVs --- meaning not just max them out?<br />For example, I want a specific combination, say I want to make the Pokemon shiny when transferred to Gen 7. I want the DVs to be:<br />Atk Spe Spc = 10 and Def = 2


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Why Blue over Red ?<br /><br />I slightly prefer Red since you have slightly higher changes to get a non-Metapod PokÃ©mon to get yourself poisoned when trying to obtain Nidoking.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: jelome1989
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: jelome1989
icon: xx
body:
  Sorry, not familiar with these at all, but can you link me that Gameshark-like code? I do know how to convert that to items list but don&#039;t know which item holds the data address for the DVs.


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=Wack0 link=topic=6638.msg189609#msg189609 date=1367338119]<br />Well, just decided to quickly code something for 8F...<br /><br />[u][b][size=12pt]CHANGE ANY BYTE IN RAM TO ANYTHING[/size][/b][/u]<br />[i][size=8pt](or, psuedo-GameShark in software)[/size][/i]<br /><br />This code uses only 5 basic items, and will easily allow you to modify any byte in RAM one wants to.<br /><br />Item 1: any item<br />Item 2: 8F<br />Item 3: Lemonade, quantity (byte to change to, or 2nd byte of GScode)<br />Item 4: X Accuracy, quantity (low byte of RAM address to change, or 3rd byte of GScode)<br />Item 5: Carbos, quantity (high byte of RAM address to change, or 4th byte of GScode)<br />Item 6: PokÃ© Ball, quantity 119<br />Item 7: Fresh Water, quantity 201<br /><br />[u][b]ASM:[/b][/u]<br />[code]D322: 3E xx&nbsp; &nbsp; &nbsp; &nbsp;  ld a, xx<br />D324: 2E xx&nbsp; &nbsp; &nbsp; &nbsp;  ld l, xx<br />D326: 26 xx&nbsp; &nbsp; &nbsp; &nbsp;  ld h, xx<br />D328: 04&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; inc b<br />D329: 77&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ld (hl), a<br />D32A: 3C&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; inc a<br />D32B: C9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ret[/code]<br /><br />So, for GameShark code 011559D0, which would encounter a Mew after you close the menu (and yes, this is the one i tested it with -- on a real cart no less), use the following item list:<br /><br />Item 1: any item (but I guess you&#039;d want Master Balls here for this example!)<br />Item 2: 8F<br />Item 3: Lemonade, quantity 21<br />Item 4: X Accuracy, quantity 89<br />Item 5: Carbos, quantity 208<br />Item 6: PokÃ© Ball, quantity 119<br />Item 7: Fresh Water, quantity 201<br /><br />By the way, since no address is hardcoded, this *should* work on Yellow too; but I haven&#039;t tested it there. (obviously the example posted above won&#039;t!)<br />[/quote]


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: jelome1989
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That&#039;s not what I&#039;m looking for, but thanks anyway. I found the code to manipulate the DVs, but unfortunately, you can only manipulate the DVs by pairs and not individually, so it would be impossible to manipulate DVs to force shininess when transferring to Gen 7


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Unused Trainer
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=jelome1989 link=topic=6638.msg203855#msg203855 date=1485336579]<br />That&#039;s not what I&#039;m looking for, but thanks anyway. I found the code to manipulate the DVs, but unfortunately, you can only manipulate the DVs by pairs and not individually, so it would be impossible to manipulate DVs to force shininess when transferring to Gen 7<br />[/quote]Yes i agree with you.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: SnorlaxMonster
icon: xx
body:
  [quote author=camper link=topic=7799.msg203842#msg203842 date=1485318811]<br />You can just start a new game naming yourself GF, expand your pack, make your item 30 quantity 89 and change item 31 to Burn Heal.<br />[/quote]<br />I want to know if this actually works.<br /><br />The real UK Mew has its nickname and OT name padded with 00 (blank) before being terminated by 50 at the end of the maximum name length, so it might actually check for those null characters. I don&#039;t know about the Japanese Mew.<br /><br />EDIT: theSLAYER of Project PokÃ©mon has [url=https://projectpokemon.org/forums/forums/topic/39235-vc-rby-virtual-console-mew-uk/?do=findComment&amp;comment=208555]confirmed[/url] that the 00 characters are not needed to be recognized as legal. So yes, this method would work.


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Actually, you&#039;re right about that.<br />I was saying blue because he asked Blue or Yellow<br /> :P


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I was kinda expecting a &quot;Lunar&quot; or &quot;Celestial&quot; type when I first heard of it.<br />But nope.<br />It&#039;s still awesome though.<br />...<br />Next up! Pokemon FORK and Pokemon SPOON!<br />Hahahaha.<br /> :D


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shatteredClockworks
icon: xx
body:
  I don&#039;t have Pokemon bank.<br />I use PKSM&#039;s bank function.<br /><br />I&#039;m such a bootleg.<br />But if the banks can communicate with Gen 1 VC (R/B/Y), does that mean you can smuggle a Missingno. in? ( I don&#039;t have the official one)<br />How cool could that be?<br /> :XD:


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: jelome1989
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: jelome1989
icon: xx
body:
  Hold on, I might have something here. I executed the code with x10 Lemonades but ended up with 0 Atk and Speed DVs and 10 Defense and Special DVs... Why is that? The Atk should be paired with the Def DVs thus they should end up with equal DVs but why are my results different? <br /><br />I used this code to manipulate the DVs but replaced &#039;FF&#039; with &#039;10&#039;:<br />01FF85D1<br />01FF86D1<br /><br />Please advise. Thanks<br /><br />Edit: Hold on, I think I get it now. Seems I made a stupid mistake. Will update later. It seems WE CAN MANIPULATE THE DVs to force shininess after all! 


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: clip
body:
  DID SOMEBODY SAY [s]WIZARD[/s] 8F ?<br /><br />1. Obtain 8F<br />2. Set up your party like so :<br />[code]<br />Mew<br />Pidgey with 233 current HP (I recommend getting it at level 1 through TFly then leveling it up, and using as many HP Ups as needed)<br />Parasect<br />Onix<br />Tentacool<br />Arbok (can be obtained via TFly even if not playing Red)<br />[/code]<br />3. Setup your item pack like so :<br />[code]<br />8F<br />Any item x89<br />Dire Hit x58<br />Iron x37<br />X Accuracy x119<br />Water Stone x62<br />Burn Heal x50<br />PokÃ© Ball x43<br />Antidote x43<br />Protein x62<br />PP Up x60<br />Ice Heal x50<br />Lemonade x133<br />Great Ball x50<br />Fresh Water x34<br />TM01 x[any qty]<br />[/code]<br />4. Use 8F<br />5. Transfer 100% legit Mew !!!1<br /><br />Hex dump, paste while having an empty bag (paste starting at $D31D) :<br />[code]<br />105D0101593A3A25252E77223E0C32042B0B2B243E4F3C0D323E8503323C22C901FF<br />[/code]<br />Code :<br />[code]<br />ldd a, [hl] ; hl = $D321, 2nd item qty<br />ldd a, [hl] ; a = $59<br />dec h<br />dec h ; hl = $D122<br />ld l, $77 ; hl = $D177<br />ldi [hl], a ; hl = $D178<br />ld a, $0C<br />ldd [hl], a ; hl = $D177<br />inc b ; padding<br />dec hl ; hl = $D176<br />dec bc ; padding<br />dec hl ; hl = $D175<br />inc h ; hl = $D275<br />ld a, $4F<br />inc a ; a = $50, string terminator<br />dec c<br />ldd [hl], a<br />ld a, &#039;F&#039; ; $85<br />inc bc ; padding<br />ldd [hl], a<br />inc a<br />ldi [hl], a<br />ret<br />[/code]<br />(TID = $590C big-endian, &quot;GF&quot; is $86,$85,$50)<br />[s]Someone should try, might be refused if original Trainer name was not 1 or 2 characters long.[/s]<br />SnorlaxMonster corrected me.<br /><br />I must say...&nbsp; this is way too big. This setup makes the correct data be displayed (see attached pic for a modified Charmander) but if anyone can make it smaller... it would be cool.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yep, you can manipulate DVs. There&#039;s no problem to manipulate them individually either.<br /><br />Take the number of ATK DVs, turn it into hex digit #1.<br />Take the number of DEF DVs, turn them into hex digit #2.<br />Use the code 01(digit #1)(digit #2)85D1 to manipulate both.<br />Replace ATK with SPD, DEF with SPE and 85 with 86 and you can manipulate both SPD and SPE DVs !


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: jelome1989
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yeah, I got it. I actually recorded it and made it on my first try. Will upload it soon in my channel. 


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: MarcBrightside
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  Also, for anyone who doesn&#039;t already know (and cares), the natures of the transferred Pokemon are determined by their current experience:


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: MarcinTVP8
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m not sure it belongs to Gen I thread.<br /><br />Can someone try transfer MISSINGNO. or other glitch PokÃ©mon to Gen VII?<br /><br />I&#039;m impatiently waiting for the results of the transfer!<br /><br />PS You can try to transfer any glitch PokÃ©mon in Gen I.


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  @ISSOtm<br />But yeah I once tried doing that 100 Nidoking glitch in blue.<br />I get a....<br />Metapod.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  In blue, I tried doing the &#039;M glitch, I eventually got it, but I got some weird encounters before actually getting Missingno.<br />Like a level 160 Rattatta<br />PROFESSOR OAK(!)<br />And Mewtwo.<br />By the way.<br />&#039;M sounds like Zapdos on crack.<br /> :P<br />


subject: Re: Strange Audio Glitch in Leaf Green
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I think I remember getting it on Ruby as well, so it&#039;s not FRLG exclusive, just letting you know.


subject: Re: Opelucid Gym Surf glitch (Japanese Black/White)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Generation 5 is the only one that had a surf-where-you-weren&#039;t-supposed-to glitch in both the original, and the sequel\remake... interesting (and no, surfing on the S.S Anne dock doesn&#039;t count).


subject: Re: GameShark induced glitches or corruptions.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  0120EFC0<br />Yellow<br />plz help<br />(note:doesn&#039;t work on emulators that set the value every frame (works on emulators like GBC.emu Free (Android only)))


subject: Re: GameShark induced glitches or corruptions.
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  What were the effects of that?&nbsp;  :o<br />I haven&#039;t used my GameShark because when I got my save corrupted, I got my GS corrupted, too!<br />Which sucked ass, I got it for my Bday.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: forsyz
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Looks like the glitch mew won&#039;t go though poke transporter because of the ot and trainer id how would you change your trainer id and name with 8f.


subject: OT fuckup
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I got charmander for a starter (MY OT) , but then after Pewter gym, he was just like, &quot;Fuck you I&#039;m gonna act like you&#039;re not my trainer&quot;&nbsp; and started disobeying me and acting like a traded Pokemon.<br />Fucking rip charmander.


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7778.msg203844#msg203844 date=1485322804]<br />I&#039;d advise blue, in my opinion,&nbsp; at least. Yellow fixed some glitches exclusive to R/B. And if you&#039;re looking for glitches,&nbsp; you&#039;re gonna find less in yellow.<br /> ;)<br />But the thats just what I&#039;m saying.<br />[/quote]<br />But Yellow has &quot;PikaWalk&quot;...


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Report working on French games<br /><br />[img]https://pbs.twimg.com/media/C3B6a_aUEAArMOK.jpg[/img]


subject: Re: If i save with a corruption caused by 8f, I can start new save /w no problems?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7792.msg203867#msg203867 date=1485360543]<br />Yeah, you can.<br />Data from old saves don&#039;t carry into new saves.<br /> :o 8)<br />[/quote]<br />SRAM glitch m8.


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=36.msg203870#msg203870 date=1485360751]<br />In blue, I tried doing the &#039;M glitch, I eventually got it, but I got some weird encounters before actually getting Missingno.<br />Like a level 160 Rattatta<br />PROFESSOR OAK(!)<br />And Mewtwo.<br />By the way.<br />&#039;M sounds like Zapdos on crack.<br /> :P <br /><br />[/quote]<br />Your name is the key.<br />[quote author=forsyz link=topic=36.msg203876#msg203876 date=1485362780]<br />Looks like the glitch mew won&#039;t go though poke transporter because of the ot and trainer id how would you change your trainer id and name with 8f.<br />[/quote]<br />[url=http://forums.glitchcity.info/index.php?topic=7799.msg203862#msg203862]http://forums.glitchcity.info/index.php?topic=7799.msg203862#msg203862[/url]


subject: Re: 2nd Glitch Pokemon in Pokemon Platinum
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Congrats, you broke the 16-bit value barrier.<br />I will try other weird indexes later, so don&#039;t worry about that (but setting up cheats for R4 is pain).


subject: Re: If i save with a corruption caused by 8f, I can start new save /w no problems?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7792.msg203884#msg203884 date=1485363924]<br />[quote author=shatteredClockworks link=topic=7792.msg203867#msg203867 date=1485360543]<br />Yeah, you can.<br />Data from old saves don&#039;t carry into new saves.<br /> :o 8)<br />[/quote]<br />SRAM glitch m8.<br />[/quote]<br />Oh-


subject: Re: OT fuckup
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m pretty sure that the quote mentioned above is from ProtonJon.<br />Your Charmander...<br />rest in piss, forever miss.


subject: Re: Opelucid Gym Surf glitch (Japanese Black/White)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=camper link=topic=7796.msg203891#msg203891 date=1485367538]<br />inb4 Sinnoh Remake has some sort of Surf glitch as well<br />[/quote]<br />They weren&#039;t even announced, so... no.<br />


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7778.msg203881#msg203881 date=1485362980]<br />[quote author=shatteredClockworks link=topic=7778.msg203844#msg203844 date=1485322804]<br />I&#039;d advise blue, in my opinion,&nbsp; at least. Yellow fixed some glitches exclusive to R/B. And if you&#039;re looking for glitches,&nbsp; you&#039;re gonna find less in yellow.<br /> ;)<br />But the thats just what I&#039;m saying.<br />[/quote]<br />But Yellow has &quot;PikaWalk&quot;...<br />[/quote]<br />It does, but the Pikachu in yellow is pretty pointless tbh.<br />Being the only one you get in the game.<br />Or at least without trades.


subject: Re: OT fuckup
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shatteredClockworks
icon: xx
body:
  [quote author=Charmy link=topic=7803.msg203895#msg203895 date=1485369444]<br />I&#039;m pretty sure that the quote mentioned above is from ProtonJon.<br />Your Charmander...<br />rest in piss, forever miss.<br />[/quote]<br />Now that I look back at it, it does look like you were quoting someone.<br /> I don&#039;t know what ProtonJon is so I was a bit confused.<br />Thanks for clearing that up.<br /> ;)


subject: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t care about my screwed HoF when I encounter a missingno.<br />Unless someone just really values that for some reason.<br />


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=camper link=topic=7778.msg203890#msg203890 date=1485367263]<br />Why getting level 100 Nidoking when you can just skip Brock and get something better?<br />[/quote]<br />&#039;Cause it doesn&#039;t work on EU versions T_T<br />But on US, yeah, y&#039;can skip Brock. But it&#039;s cool to rape all Trainers in Mt Moon with sweet Nidoking before getting sweeter Mew.


subject: Re: If i save with a corruption caused by 8f, I can start new save /w no problems?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Not everything carries over. For example, your PokÃ©mon will be carried over into your new party, but since you have a different TID and probably OT, they ain&#039;t obeying ya.<br />Items may also carry over, but I&#039;m unsure about that.


subject: Re: If i save with a corruption caused by 8f, I can start new save /w no problems?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7792.msg203884#msg203884 date=1485363924]<br />[quote author=shatteredClockworks link=topic=7792.msg203867#msg203867 date=1485360543]<br />Yeah, you can.<br />Data from old saves don&#039;t carry into new saves.<br /> :o 8)<br />[/quote]<br />SRAM glitch m8.<br />[/quote]DOWN+SELECT+B.<br />FF for life!


subject: Re: GameShark induced glitches or corruptions.
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7800.msg203875#msg203875 date=1485362519]<br />What were the effects of that?&nbsp;  :o<br />I haven&#039;t used my GameShark because when I got my save corrupted, I got my GS corrupted, too!<br />Which sucked ass, I got it for my Bday.<br />[/quote]...how did you trash ROMdata? Look up the recovery button combo and if ROM isn&#039;t fucked (physically impossible to overwrite) it&#039;ll wipe everything on the cart, allowing you to continue.


subject: Re: 2nd Glitch Pokemon in Pokemon Platinum
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7784.msg203887#msg203887 date=1485364413]<br />Congrats, you broke the 16-bit value barrier.<br />I will try other weird indexes later, so don&#039;t worry about that (but setting up cheats for R4 is pain).<br />[/quote]Platinum AFAIK doesn&#039;t load a battle if a 16-bit overflow occurs based on previous testing. The instant the species ID is checked after a 16-bit OF the system just stops executing code in my tests from ~2015.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  Oh, cool, nickname shifting! Well... not surprised considering the current track record (y&#039;know, 99% of the Wiki)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Masked_koopa
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Masked_koopa
icon: xx
body:
  Hi, I hate to be a bother, but is it possible to convert this R/B item script to be compatible with yellow? I tried decreasing the quantities of the items that were &quot;D&quot; in the code by one, but I&#039;m reluctant to do more due to risk of save file loss (and I already lost one by being too reckless wi the walk through walls code)<br /><br /><br /><br />Code: (change character name, from OP)<br /><br /><br />Video: http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=918s<br /><br />ITEM LIST (starting from the first slot):<br />* Any item<br />* 8F<br />TM50&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x181<br />TM10&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x64<br />TM34&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x88<br />TM09&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x46<br />Calcium&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x52<br />X Accuracy&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x35<br />Full Heal&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  X201


subject: Re: GameShark induced glitches or corruptions.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7800.msg203906#msg203906 date=1485371520]<br />[quote author=shatteredClockworks link=topic=7800.msg203875#msg203875 date=1485362519]<br />What were the effects of that?&nbsp;  :o<br />I haven&#039;t used my GameShark because when I got my save corrupted, I got my GS corrupted, too!<br />Which sucked ass, I got it for my Bday.<br />[/quote]...how did you trash ROMdata? Look up the recovery button combo and if ROM isn&#039;t fucked (physically impossible to overwrite) it&#039;ll wipe everything on the cart, allowing you to continue.<br />[/quote]<br />RomFuckening?<br />Bending, dropping (in water), hitting with a axe, throwing into radioactive waste... there&#039;s tons of ways that his GS&#039;s ROM would be trashed...


subject: Re: Categorization
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  We do that for some articles already (i.e. giving credit to the person who found the glitch) so I think it&#039;s a good idea. As long as we&#039;re not going to other websites like Bulbapedia and altering their Celebi Trick article to say &quot;found by Glitch City Laboratories user Paco81&quot;. :)


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Same thing happens when you try to transfer a Mew, caught via the Mew glitch, to the Gen VII games. It just rejects it.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Anyone know if the Pokemon in your bank will stay there if you haven&#039;t renewed your bank subscription and have yet to update? I&#039;m gonna update soon after I renew my subscription but I don&#039;t want to lose my living dex.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=MarcBrightside link=topic=7799.msg203840#msg203840 date=1485315690]<br />Not sure if this belongs in the Gen 1 thread, but I can confirm that attempting to transfer &#039;M (hex: 00) through the Transporter will morph it into a Charizard &#039;M (hex: FF) on its return to the original file. Doing so also shuffled around some of the names of the Pokemon following its place in Box 1 - my Exeggutor came into Moon nicknamed &#039;EXEGGCUTE&#039; and my Exeggcute nicknamed &#039;KRABBY&#039;.<br /><br />I&#039;ll continue exploring this one for a while, see if anything else noteworthy comes up.<br /><br />[b]EDIT #1:[/b] Glitch hybrids, sadly, don&#039;t seem to go through. I tried ã‚¥L ||ã‚¥M 4 (hex: C6) and ã‚¥$ 6ã‚¥ (hex: FD), but no joy. Pure glitch Pokemon, unsurprisingly, don&#039;t register. Tried hiding them with Charizard &#039;M&#039;s cancel-exploit but that didn&#039;t achieve anything.<br />[/quote]<br /><br />Cool find! This could save you from transferring Q from Yellow or having to use CoolTrainer/LG to get &#039;M (FF). Can you elaborate on this please? I have my box as Pidgey, &#039;M (00), Ninetales, Articuno (with the intention of getting &#039;M 00 transform into &#039;M (FF) and getting &#039;Alolan Ninetales&#039;) and Transfer detected a problem in the the box but after going back to the original file I still seemed to have an &#039;M (00).<br /><br />Edit: Ah, it was trying to transfer box 1. I&#039;ll put my PokÃ©mon in that box and try again.<br /><br />Edit 2: I set up my box &#039;M (00), Ninetales, Articuno, Tentacool and did a transfer.<br /><br />The game kept &#039;M (00) in my box but I ended up with these PokÃ©mon, neat!<br /><br />[img]http://i.imgur.com/MJCtDB4.png[/img]<br />[img]http://i.imgur.com/XyzWzrY.png[/img]<br />[img]http://i.imgur.com/tu8v9kj.png[/img]


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Cryo
icon: clip
body:
  [quote author=Torchickens link=topic=7770.msg203835#msg203835 date=1485293137]<br />SM confirmed it in the Korean version.<br />https://www.youtube.com/watch?v=WqkKYRcOgOQ<br />[/quote]<br />[quote author=Krys3000 link=topic=7770.msg203882#msg203882 date=1485363837]<br />Report working on French games<br />[/quote]<br /><br />Oh awesome!<br /><br />[quote author=Wack0 link=topic=7770.msg203839#msg203839 date=1485313065]<br />Now THIS looks interesting.<br /><br />Any chance of a more technical writeup? I still don&#039;t fully understand why this actually works, in fact, the explanations that have been given just make more questions.<br /><br />The list of steps and the current explanation, to me, seem like bits are being flipped somewhere useful, and this is being abused to gain some kind of write primitive. Is this basically correct?<br />[/quote]<br /><br />Sure thing!<br /><br />It (unfortunately) doesn&#039;t provide any form of arbitrary write capabilities; rather, it forces known values to be loaded into RAM for chained exploitation.<br /><br /><br />[size=12pt][b][u]BACKGROUND[/u][/b][/size]<br /><br />Pokemon D/P uses dynamic addressing, so the base address and most associated memory offsets will be different across each localization of D/P. For consistency, I&#039;ll be using the addresses and offsets for the US version of D/P.<br /><br />All maps in the game have 4 main event properties associated with them: [b]Furniture[/b] (statues, plants, etc.), [b]Objects[/b] (sprites), [b]Warps[/b] (doors, cave entrances, etc.), and [b]Triggers[/b] (automatic script-triggering tiles). Below is a table of the base address and memory offsets that will come into play later.<br />[code]<br />Base Address&nbsp; &nbsp; &nbsp; = [0x02106FC0]<br /><br />Map Matrix Height = Base + 0x22AD8<br />Map Matrix Width&nbsp; = Base + 0x22AD9<br />Map Matrix Layout = Base + 0x22ADA<br />Map Data&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = Base + 0x23C6E<br /><br />Furniture Count&nbsp;  = Map Data + 0x20<br />Object Count&nbsp; &nbsp; &nbsp; = Map Data + 0x24<br />Warp Count&nbsp; &nbsp; &nbsp; &nbsp; = Map Data + 0x28<br />Trigger Count&nbsp; &nbsp;  = Map Data + 0x2C<br /><br />Furniture Address = Map Data + 0x30<br />Object Address&nbsp; &nbsp; = Map Data + 0x34<br />Warp Address&nbsp; &nbsp; &nbsp; = Map Data + 0x38<br />Trigger Address&nbsp;  = Map Data + 0x3C<br /><br />Furniture Data&nbsp; &nbsp; = [Furniture Address]<br />Object Data&nbsp; &nbsp; &nbsp;  = [Object Address]<br />Warp Data&nbsp; &nbsp; &nbsp; &nbsp;  = [Warp Address]<br />Trigger Data&nbsp; &nbsp; &nbsp; = [Trigger Address]<br />[/code]<br /><br /><br />[size=12pt][b][u]MAP MATRIX LAYOUT[/u][/b][/size]<br /><br />At offset [tt]0x22ADA[/tt] from the base address, we&#039;ve got the layout of the map matrix. This is an 1800-byte section that defines which map ID you&#039;ll enter when you travel a certain distance in that map. In Sinnoh, this takes up much of the 1800-byte space, whereas indoor areas take up hardly any of it.<br /><br />The reasoning behind the 1800-byte length comes from the maximum matrix height and width allowedâ€”30x30. Let&#039;s use Sinnoh as an example, which has matrix dimensions 30x30. This means that the layout of map IDs contained within this area wrap around every 30 map IDs, or every 60 bytes. It may be hard to visualize by just looking at a stream of map IDs, so I&#039;ve placed the 1800-byte map matrix layout over the Town Map so you can see just how it all fits together.<br /><br />Hex view with padded zeroes: http://i.imgur.com/zOn4ZHR.png<br />Decimal view without padding: http://i.imgur.com/OCFVokR.png<br /><br />Visually, traveling downwards from Jubilife City into Route 202 is simply going from map ID 3 to map ID 343, which is true, but what&#039;s also happening is that your position in RAM is being offset by a number of map IDs equal to the value of the matrix widthâ€”30 in this case. This means that traveling downwards by 1 map ID is the same as traveling to the right 30 map IDs. Since each map ID takes up 2 bytes, it can be more accurately said that traveling downwards by 1 map ID (32 steps) actually seeks 60 bytes forward in RAM.<br /><br />Following the map matrix layout is a 900-byte section that defines the border map height. Following that is another 1800-byte section that defines the actual map data indices (which contain movement permissions, 3D model data, terrain information, etc.), but we&#039;re only concerned with the data after all of the previous 4500 bytes.<br /><br /><br />[size=12pt][b][u]MAP DATA[/u][/b][/size]<br /><br />The previous 4500 bytes are all determined upon loading your saved game. As long as you don&#039;t initiate a warp (such as entering a doorway or triggering an automated warp like the Vista Lighthouse elevator), the aforementioned bytes will remain unchanged. The bytes concerned with map data, however, will predictably change depending on which map you&#039;re currently in.<br /><br />Starting at offset [tt]0x23C80[/tt] from the base address is the loaded data for the current map ID. When a new map is entered, such as when traveling downwards from Jubilife City to Route 202, the previous 4500-byte section will remain the same while the map data after it will change depending on what furniture, objects, warps, and triggers are present.<br /><br />What&#039;s even more interesting is that old data will only ever be overwritten by new data. Even if a new area is loaded, if the previous map contained more map data than the new map, then the old map data will still remain there. For example, traveling downwards from Jubilife City to Route 202 will cause many of the sprites that Jubilife City loaded to remain in memory since Jubilife City loads many more sprites than Route 202.<br /><br />This is the data that we&#039;ll be manipulating in order to successfully exploit this mechanism to load any location we want.<br /><br /><br />[size=12pt][b][u]HOW IT WORKS[/u][/b][/size]<br /><br />With all the necessary background information out of the way, it&#039;s time to explain what&#039;s really going on from start to finish.<br /><br />Since the Poketch Co.&#039;s map matrix is only 1x1, traveling down or right will seek 2 bytes forward in memory, while traveling left or up will seek 2 bytes backward in memory. That being said, the first 5 steps before the Save/Reset will seek 126 bytes backward in memory, then 32 bytes forward in memory.<br /><br />This places us 94 bytes behind the beginning of the map matrix layout, which happens to be a map whose ID is greater than 558. Map IDs above that point default to the properties of Jubilife City, making them safe to save in, but they also overwrite nearly all of the current map data due to how many objects it loads.<br /><br />After saving and resetting, however, our position in RAM is vastly different; instead of being 94 bytes behind the beginning map matrix layout, we&#039;re now 834 bytes into the map matrix layout. This is because of how the game recalculates your current offset in relation to your current X/Y coordinates.<br /><br />Upon saving the game, the map matrix layout data associated with that map ID is written to your save file. After resetting at this point, our position in RAM was recalculated to conform to the new map matrix dimensions, which are now 30x30.<br /><br />This recalculation can be described in the following pseudocode:<br />[code]<br />x_offset = floor(x / 32) * 2<br />y_offset = floor(y / 32) * (2 * matrix_width)<br /><br />current_offset = matrix_layout_start + x_offset + y_offset<br />[/code]<br /><br />The 32 E and 32 W steps before and after the 384 S are to bypass an area that contains map IDs between 176 and 188, which will guarantee a crash when an action that redraws the entire screen (such as exiting a battle or returning from the Pokedex, bag, etc.) is performed.<br /><br />The 1792 S is to get through the entirety of the map matrix layout, placing us in the actual map data. At step 1664 S, we actually encounter an Underground area (map ID 2), which loads all of its map data; Sprite 1 of the Underground is located at X coordinate 392, which is the map ID for Route 221.<br /><br />If we can encounter that X coordinate data for Sprite 1 in RAM, then the map data for Route 221 will load, immediately changing every piece of data around us and opening up new avenues of map loading and map resource loadingâ€”effectively allowing a form of controlled teleporting in the void. The 160 W steps at the end of Step 2 put us at that very address, and the map data for Route 221 loads around us.<br /><br />Route 221 happens to contain a warp whose destination is map ID 393, which is the Pal Park entrance. Repeating the previous methodology, that first 1 N step in Step 3 lands us at that address and loads the map data for the Pal Park entrance.<br /><br />The Pal Park entrance understandably contains a warp to map ID 251, which is Pal Park itself. We use the same method to travel to the address containing that warp destination data, and that second 1 N step in Step 3 is what loads the map data for Pal Park and also puts us into Pal Park mode.<br /><br />Step 4 is short, but the 66 S step does two important things. The 65 S step loads the map data for map ID 45, Oreburgh City.&nbsp; Sprite 13 in this data has an X coordinate of 316, which is the map ID for Lake Valor cavern. Funny enough, this destination is loaded in the exact spot that we traveled to for Oreburgh City (map ID 45) just immediately before. The last final step of those 66 S steps loads the map data for Lake Valor cavern. The 1 N step afterwards is to correct for the previous 1 S needed to get to Lake Valor cavern.<br /><br />Sprite 0 in Lake Valor cavern has a flag value of 510, which is the map ID for the Hall of Origin.<br /><br />Even now the Hall of Origin would be impossible to access, since every single movement would end up in that particular address being impossible to access. The only mechanism that saves this method is that entering a Mystery Zone area clears out the first few dozen bytes where the addresses and furniture, object, warp, and trigger counts are stored, since Mystery Zones all have a value of 0 for these.<br /><br />That final 226 E in Step 5 traverses this now-cleared space in order to arrive at Sprite 0&#039;s flag value and, as a result, load the map data for the Hall of Origin.<br /><br />Unfortunately, the Hall of Origin itself doesn&#039;t have any event properties with a value of 510, meaning that we only have 1 tile (the tile we&#039;re currently on) in which to encounter Arceus. This does mean that we have to battle and catch Arceus in the Mystery Zone, since Arceus&#039;s script moves us up 2 spaces, but that&#039;s a sacrifice made in the interest of catching Arceus for the first time ever in under 15 minutes.<br /><br />After the battle is over, we repeat the same method for the first few stepsâ€”Route 221, then the Pal Park entrance, and finally Pal Park. Using the RETIRE option in Pal Park is literally the only way to get out of the void and Pal Park mode both at once.<br /><br /><br />[size=12pt][b][u]OTHER STUFF[/u][/b][/size]<br />I&#039;ve attached dumps of all of the scripts and event properties for every map in the US version of D/P for convenience. (mostly for looking up usable map properties for map data loading purposes)<br /><br />Also, it [i]is[/i] possible to catch Arceus in the Hall of Origin, but it involves an 11k trek downwards and utilizes the (quite chaotic) loading of 3D models in order to spawn a map that contains a model with ID 510 (which itself is a broken pillar). Ironically, the only map in the game to contain this specific 3D model happens to be Spear Pillar. I chose this method because it&#039;s much shorter and much easier to predict what data is going to be loaded.


subject: Re: If i save with a corruption caused by 8f, I can start new save /w no problems?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7792.msg203903#msg203903 date=1485369907]<br />Not everything carries over. For example, your PokÃ©mon will be carried over into your new party, but since you have a different TID and probably OT, they ain&#039;t obeying ya.<br />Items may also carry over, but I&#039;m unsure about that.<br />[/quote]<br />Well if ITEMS carry over, then that 8f glitch would probably carry over.<br />Also maybe that since Pokemon carry over it could explain my disobedient charmander in my previous save?


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7778.msg203896#msg203896 date=1485369501]<br />&#039;cuz it&#039;s fun to wreck him.<br />[/quote]<br />Hell yes.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=7441.msg200478#msg200478 date=1465110219]<br />It&#039;s strange to me that the new legendaries are weak to the type you&#039;d think would correspond to their game. Solgaleo is weak to Fire, Lunala is quad weak to Dark. That had to be intentional.<br /><br />From what I&#039;ve seen of the region, it looks to be a lot more detailed/expansive than how Kalos looked. Rather than simple routes it actually looked like, from the few clips I saw, a world that I&#039;d want to explore every nook and cranny of.<br /><br />#teamLitten<br />[/quote]<br />True actually, I didn&#039;t notice that until now.


subject: Which starters are your favorites?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: exclamation
body:
  Starters, the first Pokemon you get on your journey, some may choose just to level up only their starter and leave the rest as chumps, but this isn&#039;t usually the best approach. Starters are Pokemon you usually can&#039;t get in the wild, in Pokemon XY, you can, however, get one of the Gen 1 starters from Professor Sycamore, I personally chose Bulbasaur, even though I think grass is the worst type out there.<br />What is your favorite batch of starters? Let us know through the poll!<br />(NOTE: Answers will only be available to you after you vote)<br /> 8)<br />


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I just tried to transfer an &#039;M (00) and got a pseudo-hybridization effect in the PokÃ©transporter as screenshotted here:<br /><br />http://forums.glitchcity.info/index.php?topic=7799.msg203915#msg203915<br /><br />MarcBrightside talked about it becoming &#039;M (FF) but after refusing to transport them &#039;M (00) was left how it was.


subject: Re: Game Boy Camera emulation driver - help?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t really know how you could emulate this.<br />But why would you want to do that? It&#039;s quality is comparable to human shit.<br />Unless someone found a way to emulate the swivel camera part.


subject: Re: Game Boy Camera emulation driver - help?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7692.msg203922#msg203922 date=1485381048]<br />I don&#039;t really know how you could emulate this.<br />But why would you want to do that? It&#039;s quality is comparable to human s**t.<br />Unless someone found a way to emulate the swivel camera part.<br />[/quote]<br /><br />It&#039;s possible as TheZZAZZGlitch did it (and BGB has support for loading the ROM), so I think maybe spowell&#039;s question was how to get this to work.


subject: Re: Which starters are your favorites?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  My favourite is probably the Generation III line as Torchic is my favourite and Treecko, Mudkip are pretty cool as well.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Masked_koopa link=topic=6638.msg203909#msg203909 date=1485372316]<br />Hi, I hate to be a bother, but is it possible to convert this R/B item script to be compatible with yellow? I tried decreasing the quantities of the items that were &quot;D&quot; in the code by one, but I&#039;m reluctant to do more due to risk of save file loss (and I already lost one by being too reckless wi the walk through walls code)<br /><br /><br />Code: (change character name, from OP)<br /><br /><br />Video: http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=918s<br /><br />ITEM LIST (starting from the first slot):<br />* Any item<br />* 8F<br />TM50&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x181<br />TM10&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x64<br />TM34&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x88<br />TM09&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x46<br />Calcium&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; x52<br />X Accuracy&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  x35<br />Full Heal&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  X201<br />[/quote]<br /><br />Hi Masked_koopa, no worries. Sure!<br /><br />As thought you need to decrease addresses and other values by 1. We need to decrease both the addresses and the values for l.<br /><br />Your code represents the following:<br /><br />[code]<br />ld a, D2B5<br />ld b,b<br />ld (D158),a<br />ld l, 27<br />inc (hl)<br />ld l, 23<br />inc (hl)<br />ret<br />[/code]<br /><br />We need to change D2B5 to D2B4, D158 to D157, 27 to 26 and 23 to 22, which results in the following items you&#039;ll need for Yellow (note Carbos is used instead of Calcium):<br /><br />TM50 x 180<br />TM10 x 64<br />TM34 x 87<br />TM09 x 46<br />Carbos x 52<br />X Accuracy x 34<br />Full Heal x 201<br /><br />Hope that helps!&nbsp; :)


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I actually posted about this glitch in the Sun and Moon topic before this topic was created. :P I should have made a topic but eh. And yep, &#039;M also did that to me so now I got a Venonat named &quot; M &quot;, Hitmonchan named &quot;DITTO&quot; (since I caught that Ditto at level 0 after catching &#039;M and the Ditto didn&#039;t get transferred), and since my Venonat was originally named &quot;KILLERMOTH&quot; my Ponyta which was next in the box is now named &quot;KILLERMOTH&quot;. :V


subject: Re: GameShark induced glitches or corruptions.
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7800.msg203910#msg203910 date=1485373997]<br />[quote author=Yeniaul link=topic=7800.msg203906#msg203906 date=1485371520]<br />[quote author=shatteredClockworks link=topic=7800.msg203875#msg203875 date=1485362519]<br />What were the effects of that?&nbsp;  :o<br />I haven&#039;t used my GameShark because when I got my save corrupted, I got my GS corrupted, too!<br />Which sucked ass, I got it for my Bday.<br />[/quote]...how did you trash ROM data? Look up the recovery button combo and if ROM isn&#039;t fucked (physically impossible to overwrite) it&#039;ll wipe everything on the cart, allowing you to continue.<br />[/quote]<br />RomFuckening?<br />Bending, dropping (in water), hitting with a axe, throwing into radioactive waste... there&#039;s tons of ways that his GS&#039;s ROM would be trashed...<br />[/quote]By trashed&quot;, I meant something like a complete overwrite, or fucking up the MMC, or... etc.<br />Y&#039;know, pretty much impossible to do with a GS code.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Zowayix
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=7441.msg203551#msg203551 date=1482704380]<br />&gt;Mt. Lanakila<br />&gt;Built up as some super terrifying treacherous path full of life-terminating hazards and horrifically strong PokÃ©mon which only the bravest of the brave have ever managed to climb and defeat respectively<br />&gt;Is as big as G/S/C Victory Road and has the same number of trainers: 0<br />&gt;Most threatening PokÃ©mon is Drampa and only if its ability is Berserk.<br /><br />Okay.<br />[/quote]<br /><br />Truth be told, I think this is S&amp;M&#039;s flaw in that it really drops off towards the end of the game. At the start and middle it&#039;s like &quot;whoa holy shit dang&quot;, but... what even is Poni Island? It&#039;s like they just gave up. And then there&#039;s the mountain as you mention, and then the post-game...<br /><br />&gt;tfw no Battle Frontier ever again<br />&gt;tfw no game will ever have as much post-game sidequests as gens 3/4/5


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Raven Freak link=topic=7799.msg203926#msg203926 date=1485383899]<br />I actually posted about this glitch in the Sun and Moon topic before this topic was created. :P I should have made a topic but eh. And yep, &#039;M also did that to me so now I got a Venonat named &quot; M &quot;, Hitmonchan named &quot;DITTO&quot; (since I caught that Ditto at level 0 after catching &#039;M and the Ditto didn&#039;t get transferred), and since my Venonat was originally named &quot;KILLERMOTH&quot; my Ponyta which was next in the box is now named &quot;KILLERMOTH&quot;. :V<br />[/quote]<br /><br />Oh cool! :)<br /><br />I have some extra information. Do this with one PokÃ©mon, &#039;M (00) and 18 other PokÃ©mon. After transferring your box you can withdraw from your box on Red/Blue to pick up a Cancel which is actually a Charizard &#039;M (FF)!<br /><br />After withdrawing it:<br /><br />[img]http://i.imgur.com/GxUIAon.png[/img][img]http://i.imgur.com/xuEejCL.png[/img]<br /><br />So you should be able to use this to obtain &#039;M (FF), unless it only works once but since the end terminator would be for PokÃ©mon 21 (if its related to that) you can probably do it infinite times.<br /><br />Edit: This PokÃ©mon is a hybrid between &#039;M (FF) and &#039;M (00) and taking it into the Day Care would convert it back to &#039;M (00).<br />Edit 2: I dumped my save file and this &#039;M (FF)&#039;s name bytes are 50 87 98 83 8e 8d 50 50 50 50 50. The bytes starting from 87 read HYDON, which is probably part of Rhydon&#039;s name who was in the box before it.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  There are actually a lot of things that need to be tested here.<br />- Trying to transfer a box with more than 20 Pokemon<br />- Trying to transfer a box without an 0xFF terminator<br />- Transferring glitch Pokemon and/or hybrids<br />- Transferring Pokemon with levels over 100 and level 0<br />- How are invalid characters handled in nicknames and OT names?<br />- Transferring glitch moves and transferring a Cooltrainer Ditto<br />- Transferring invalid combinations of moves, like Exploding Bulbasaurs, Crabhammer Charizards and Surfing Pikachus<br />- Transferring Pokemon with underflowed PP<br />- Transferring Pokemon with multiple status conditions (frozen burn and so on)


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7802.msg203930#msg203930 date=1485385764]<br />There are actually a lot of things that need to be tested here.<br />- Trying to transfer a box with more than 20 Pokemon<br />- Trying to transfer a box without an 0xFF terminator<br />- Transferring glitch Pokemon and/or hybrids<br />- Transferring Pokemon with levels over 100 and level 0<br />- How are invalid characters handled in nicknames and OT names?<br />- Transferring glitch moves and transferring a Cooltrainer Ditto<br />- Transferring invalid combinations of moves, like Exploding Bulbasaurs, Crabhammer Charizards and Surfing Pikachus<br />- Transferring Pokemon with underflowed PP<br />- Transferring Pokemon with multiple status conditions (frozen burn and so on)<br />[/quote]<br /><br />Ah, I can test all of these maybe tomorrow.<br /><br />What happened with &#039;M (00) is that the invalid characters were replaced with blank spaces. Additionally none of the PokÃ©mon after having their nickname shifted with &#039;M (00) had invalid moves, which makes me wonder whether the game changed them to be valid moves or if the shifting only affects the nicknames.


subject: Re: GameShark induced glitches or corruptions.
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7800.msg203906#msg203906 date=1485371520]<br />[quote author=shatteredClockworks link=topic=7800.msg203875#msg203875 date=1485362519]<br />What were the effects of that?&nbsp;  :o<br />I haven&#039;t used my GameShark because when I got my save corrupted, I got my GS corrupted, too!<br />Which sucked ass, I got it for my Bday.<br />[/quote]...how did you trash ROMdata? Look up the recovery button combo and if ROM isn&#039;t fucked (physically impossible to overwrite) it&#039;ll wipe everything on the cart, allowing you to continue.<br />[/quote]<br />It couldn&#039;t open any codes or function as a normal Gameshark<br />And this could be entirely unrelated&nbsp; to my&nbsp; corrupt save, I&#039;m drawing this connection&nbsp; solely because they happened at very close times.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ãƒ‰ãƒŠãƒ«ãƒ‰ãƒ»ãƒžã‚¯ãƒ‰ãƒŠãƒ«ãƒ‰ link=topic=7441.msg200447#msg200447 date=1464322816]<br />[quote author=Photon-Phoenix link=topic=7441.msg200446#msg200446 date=1464261732]<br />[quote author=Bert link=topic=7441.msg200405#msg200405 date=1463534542]<br />There&#039;s, like, five different &quot;leaks&quot; of the starter&#039;s final evos. All of them look horrible. Especially [size=1pt]evil clown Poppolio[/size].<br />[/quote]<br /><br />Of course those leaks are fake.&nbsp; This one contains the REAL evolutionary chains.<br /><br />[img]http://i.imgur.com/V142sBU.png[/img]<br /><br />As you can see, Bert, that clown is NOT evil as it&#039;s the legit one.<br />[/quote]<br />Glad you cleared that up!<br /><br />So how much pokemon does that make now? Over 1000?<br />[/quote]<br />[font=trebuchet ms]That just made my day[/font]


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ravioli link=topic=7441.msg203078#msg203078 date=1479414968]<br />Not too interested in new Pokemon games but was Gnoggin right?<br />[/quote]<br />I really like that ASCII.<br />Can I use it?


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  Considering Gen 1 had 256 possible moves and Gen 7 has... well, I won&#039;t be able to play it for at least another 3 years due to lack of system AND lack of money, I have no idea, but it&#039;s probably a metric f***ton ANYWAY... there&#039;s a valid move for every single index (except maybe 0h) so the invalid moves are being &quot;replaced&quot; (equivalency for the win!) with their valid Gen 2 (..?) counterparts.


subject: Re: Using The Hooked Metapod in greetings
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Abwayax link=topic=2711.msg36416#msg36416 date=1198213095]<br />Recently I&#039;m seeing threads devolve into border-level flamewars over the use of &quot;The Hooked Metapod&quot;. I&#039;ll say this once:<br /><br />[b]The Hooked Metapod is GCL&#039;s mascot. No one &quot;owns&quot; or &quot;copyrights&quot; phrases related to the Metapod. If I see anyone throwing a fit because of &quot;catchphrase theft&quot; I WILL increase your meter.[/b]<br /><br />Thank you.<br />[/quote]<br />What does it mean to increase someone&#039;s meter?<br />


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: MarcBrightside
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Tried transferring a 8F-ed Pikachu with Surf and a Kangaskhan with Fly (inherited from &#039;M) earlier, didn&#039;t work. I&#039;m going to try a Ditto with the Cooltrainer move but I don&#039;t expect great results.


subject: Re: Best battle teams for Gen 7
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Â«AradiaÂ»<br />Come give me a big hug brother.<br />Sorry, I misspelled it.<br />C0M3 G1V3 M3 4 B1G HUG BR0TH3R


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I&#039;ve been doing some more research for a video. I noticed a Level 5 Ditto didn&#039;t make it through (due to being underleveled maybe??). Furthermore I had several glitch PokÃ©mon that weren&#039;t Hex:00 or MissingNo. and they didn&#039;t cause the name shift glitch.<br /><br />I set up a box with one PokÃ©mon, 3TrainerPokÃ© and 18 other PokÃ©mon in Yellow and the results were the same as Red/Blue; so you can do this to get a Q (FF) in Yellow too but I didn&#039;t know if you can do it with MissingNo. yet.<br /><br />I got a Q (FF)/3TrainerPokÃ© (00) hybrid with no moves. The 3TrainerPokÃ© had &#039;no nickname&#039; and appeared with no nickname (probably because you can&#039;t input 3 and Trainer, PokÃ© are actually control characters).<br /><br />I stabilized the Q (FF) into 3TrainerPokÃ© and tried it out in battle. Sadly it used Struggle instead of enabling CoolTrainer glitch. I dumped my save file like before and its name is a 50 character hidden before IDGEY&nbsp; (88 83 86 84 98) probably because Pidgey was the PokÃ©mon before it.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ditto with the Cooltrainer move cannot be transferred. A Ditto at level 1 will also be blocked by the app, because you can&#039;t breed a Ditto to get a Ditto after all. So you&#039;re not supposed to be able to obtain a level 1 Ditto. Likewise, Pokemon such as Kagaskhan will blocked as well if it knows Flying type moves as it&#039;s not supposed to know those moves. I caught a &#039;M, and evolved it to test this out. I&#039;ve found another interesting glitch, if the Pokemon next to an invalid Pokemon isn&#039;t nicknamed, it&#039;s name will show up as it does in Sun and Moon. (Say for example you had a Raticate named &quot;RATICATE&quot; that you wanted to transfer over, and had a invalid Ditto named Ditto, &quot;RATICATE&quot; will change to &quot;Raticate&quot; rather than having the nickname/name swap glitch occur.) I&#039;m assuming hybrids will not be able to be transferred as well, since again it&#039;ll show up as invalid. Finally Pokemon can be transferred if they are over level 100, but will automatically be dropped down to level 100 when you go to check it&#039;s stats in Pokemon Bank.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Raven Freak link=topic=7799.msg203941#msg203941 date=1485396242]<br />Ditto with the Cooltrainer move cannot be transferred. A Ditto at level 1 will also be blocked by the app, because you can&#039;t breed a Ditto to get a Ditto after all. So you&#039;re not supposed to be able to obtain a level 1 Ditto. Likewise, Pokemon such as Kagaskhan will blocked as well if it knows Flying type moves as it&#039;s not supposed to know those moves. I caught a &#039;M, and evolved it to test this out. I&#039;ve found another interesting glitch, if the Pokemon next to an invalid Pokemon isn&#039;t nicknamed, it&#039;s name will show up as it does in Sun and Moon. (Say for example you had a Raticate named &quot;RATICATE&quot; that you wanted to transfer over, and had a invalid Ditto named Ditto, &quot;RATICATE&quot; will change to &quot;Raticate&quot; rather than having the nickname/name swap glitch occur.) I&#039;m assuming hybrids will not be able to be transferred as well, since again it&#039;ll show up as invalid. Finally Pokemon can be transferred if they are over level 100, but will automatically be dropped down to level 100 when you go to check it&#039;s stats in Pokemon Bank.<br />[/quote]<br /><br />Thanks for the research!


subject: Re: Using The Hooked Metapod in greetings
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=2711.msg203937#msg203937 date=1485393595]<br />[quote author=Abwayax link=topic=2711.msg36416#msg36416 date=1198213095]<br />Recently I&#039;m seeing threads devolve into border-level flamewars over the use of &quot;The Hooked Metapod&quot;. I&#039;ll say this once:<br /><br />[b]The Hooked Metapod is GCL&#039;s mascot. No one &quot;owns&quot; or &quot;copyrights&quot; phrases related to the Metapod. If I see anyone throwing a fit because of &quot;catchphrase theft&quot; I WILL increase your meter.[/b]<br /><br />Thank you.<br />[/quote]<br />What does it mean to increase someone&#039;s meter?<br />[/quote]<br /><br />Everybody has a warning meter although it is rarely used. It can be raised in % points up to 100% and I think if it&#039;s 100% you can get banned (although it&#039;s possible to ban people without the meter e.g. bots).


subject: Re: Using The Hooked Metapod in greetings
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=2711.msg203943#msg203943 date=1485396589]<br />[quote author=shatteredClockworks link=topic=2711.msg203937#msg203937 date=1485393595]<br />[quote author=Abwayax link=topic=2711.msg36416#msg36416 date=1198213095]<br />Recently I&#039;m seeing threads devolve into border-level flamewars over the use of &quot;The Hooked Metapod&quot;. I&#039;ll say this once:<br /><br />[b]The Hooked Metapod is GCL&#039;s mascot. No one &quot;owns&quot; or &quot;copyrights&quot; phrases related to the Metapod. If I see anyone throwing a fit because of &quot;catchphrase theft&quot; I WILL increase your meter.[/b]<br /><br />Thank you.<br />[/quote]<br />What does it mean to increase someone&#039;s meter?<br />[/quote]<br /><br />Everybody has a warning meter although it is rarely used. It can be raised in % points up to 100% and I think if it&#039;s 100% you can get banned (although it&#039;s possible to ban people without the meter e.g. bots).<br />[/quote]<br />OK thanks for clearing that up


subject: Re: Best battle teams for Gen 7
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7801.msg203939#msg203939 date=1485395612]<br />Â«AradiaÂ»<br />Come give me a big hug brother.<br />Sorry, I misspelled it.<br />C0M3 G1V3 M3 4 B1G HUG BR0TH3R<br />[/quote]<br />ARE YOU A HOMESTUCK TOO??<br />EEEEEEE


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  I decided to release everything in my box 1 but then set the number of PokÃ©mon in box value to 255. This gave me a box full (20; not 30) of Level 9 Spearow. Very strange, I don&#039;t have a level 9 Spearow anywhere. O.o<br /><br />There is nothing wrong with the Spearow though. Wonder what will happen if I try to transfer again.<br />Edit: &quot;No PokÃ©mon found&quot; for the next transfer.<br />Edit 2: I probably did have a level 9 Spearow at some point because its OT is YELLOW and moves are Peck, Growl, Leer, Fly which are normal looking. Their nicknames are also still &quot;Spearow&quot;.<br />Edit 3: After dumping the save it indeed took away 20 from the box. This left the box with 235 PokÃ©mon.


subject: Gen 2 block workaround
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  So... ideas for Gen 2 tradeup. I&#039;ve had several so far...<br />1. DS Pal Park to [s]trade[/s]catch Pokemon, then trade down if possible<br />2. Gen 3 ACE if it exists<br />3. PPSEDS to recreate via hex editing in Gen 4 then trade down if possible


subject: Re: Best battle teams for Gen 7
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Mine are:<br /><br />Cloyster<br />@Focus Sash<br /><br />Icicle Spear<br />Rock Blast<br />Shell Smash<br />Hydro Pump<br /><br />Latios<br />@Dragonium Z<br /><br />Dragon Pulse<br />Psyshock<br />Thunderbolt<br />Calm Mind<br /><br />Landorus<br />@Groundium Z<br /><br />Stone Edge<br />Earthquake<br />Swords Dance<br />Substitute<br /><br />Volcarona<br />@Lum Berry<br /><br />Quiver Dance<br />Heat Wave<br />Bug Buzz<br />Hidden Power (Ground)<br /><br />All are obtained and EV trained legitimately. Decent IVs. Latios has max Sp. Atk and Sp. Def (bottle capped, its Sp. Def was previously &quot;no good&quot;) and if I get another Bottle Cap I may max out its &quot;Decent&quot; Defense. Landorus has max Speed. Volcarona&#039;s IVs are all very high but not perfect.<br /><br />I don&#039;t know how good this set is, but it&#039;s not that great. Fast ice types like Frosslass and also bulky ones might get me unless I&#039;m using Volcarona, as Rock Blast could easily miss, not be powerful enough etc.<br /><br />In one of Verlisify&#039;s videos he talks about an exploit to get Bottle Caps really easily.<br />https://www.youtube.com/watch?v=VUa6F7uGmKQ


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Zowayix link=topic=7441.msg203928#msg203928 date=1485384794]<br />Truth be told, I think this is S&amp;M&#039;s flaw in that it really drops off towards the end of the game. At the start and middle it&#039;s like &quot;whoa holy s**t dang&quot;, but... what even is Poni Island? It&#039;s like they just gave up. And then there&#039;s the mountain as you mention, and then the post-game...<br />[/quote]<br /><br />Yeah, I was pretty underwhelmed with the late game. After the Aether Foundation, really, the game drops off exploration-wise. I really felt like the true &quot;Victory Road&quot; of the game was Vast Poni Canyon. Mt. Lanakila just felt like a formality after I&#039;d made it through that mess of a canyon.<br /><br />The postgame as well was pretty disappointing. Rather than having interesting sidequests to find the UBs, the UBs basically amounted to &quot;go to X place, encounter X UB, throw one Beast Ball, repeat&quot; over and over and over. No real puzzles involved with getting to them - hell, not even any overworld sprites for the UBs. I feel like Game Freak got lazy towards that part of the game and it led the UB sidequest - which could have been something really cool - to be super forgettable.<br /><br />Plus, what in the f**k are the grinding options postgame? There&#039;s hardly anything outside of battling wild Pokemon in Poni Gauntlet that&#039;s useful for leveling up stuff quickly. I really miss the Secret Base system from Generation III and ORAS. Those made leveling so much easier. I guess that Festival Plaza can level stuff up quickly, but I haven&#039;t really delved into the Plaza very much. I still don&#039;t know how to level up the Plaza and, as a result, mine is very underdeveloped and underleveled.


subject: Re: Which starters are your favorites?
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m very biased towards the Gen III starters because they were my first starter Pokemon. Though, I did like the Umbreon and Espeon that the game gives you as starters in Pokemon Colosseum.


subject: Re: The Member's Guide to Topiclessness
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  As someone who&#039;s been here for years, it&#039;s great to see the activity come back to this place slowly but surely. Having 7-8 users online simultaneously is much more than I remember having in the recent years. Really brings me back to 2007-2008ish, when we had tons of people online at the same time (like, 20).


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Has anyone tried transferring a Pokemon obtained from [url=http://imgur.com/gallery/cSSqG]this[/url] glitch? I&#039;m not quite sure of the name but I&#039;m curious to see if Pokemon obtained from that glitch will transfer, since, outside of being obtained in an illegal location, they have legal movesets and stats.<br /><br />I&#039;d do it myself but unfortunately I haven&#039;t been able to catch the Gengar that pops up. :(


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: rortik
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: rortik
icon: xx
body:
  The following 8F code can be used to make anything you transfer shiny (sorry for the shitty formatting, I don&#039;t know these forums very well).<br /><br />any item (any #), 8F, Lemonade x170 (AA in Hex), X Acc x178/177, Carbos x218, Pokeball x119, Fresh Water x201.<br /><br />Put the Pokemon you want to make Shiny in the current box, then use 8F with 178x X Acc, then toss one and use it again. What this does is sets the atk/def/spc/spe DVs to 10, which makes it shiny on transfer. I didn&#039;t make this, just edited a code Chickasaurus had on the sticky.


subject: Time Capsule exploit typing oddity
poster_name: OLDEN
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: OLDEN
icon: xx
body:
  So I had my suspicions on whether the Normal/Ground type held by Chisai-u (RB:C1) and several other glitch PokÃ©mon was legit - even though their types are stated as &quot;Type 1/Normal Type 2/Ground&quot; in-game, the internal data for the types of a PokÃ©mon with a PokÃ©dex number of #205 don&#039;t seem to correspond to the Normal type or the Ground type at all. I often use Gameshark to expedite glitch research, but since all the glitch PokÃ©mon with dex number #205 freeze the game, I decided to use the Time Capsule exploit to sneak one of those in.<br /><br />First, I traded over a Hoothoot to my Red save file, resulting in a PC4SH. I then headed over to the Power Plant to test my hypothesis, expecting it to take normal damage from the wild Pikachu&#039;s Thundershocks... but surprisingly, it was super-effective! Confused, I did the exploit again, trading a Meganium over and transforming it into Chisai-u. This time, however, Thundershock was not very effective. They&#039;re definitely the correct glitch PokÃ©mon, as PC4SH learned Swords Dance and Slam as advertised - they just act like they have the wrong types. It doesn&#039;t look like I&#039;m the only one who ran into this problem, as evidenced by the poor schmuck who wrote the [url=http://bulbapedia.bulbagarden.net/wiki/%27r_%27r_4]&#039;r &#039;r 4[/url] article on Bulbapedia - even though it&#039;s a pure Fighting-type, the author recorded its type effectiveness as Water, probably because its corresponding Time Capsule PokÃ©mon is Politoed.<br /><br />My guess is that this is happening because Generation I [url=http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_structure_in_Generation_I#Type]stores the type of individual PokÃ©mon[/url], for whatever reason, but that&#039;s just a guess. Can anyone shed some light on this?


subject: Re: Sun and Moon Memento and Parting Shot Z Bug
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The only video of the glitch I could find was a Twitter video, so I asked the uploader if I could upload it to my YouTube channel, and I did [url=https://www.youtube.com/watch?v=pgtT2NdDhpA]here[/url].


subject: PokÃ©mon XD Box overflow
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Sorry if this is already known, but I didn&#039;t see it listed here.<br /><br />If you have a full party and Boxes in XD (only possible by evolving a lot of Nincada), when you obtain one of the Mt. Battle Johto starters, everything in your PC except Shadow PokÃ©mon will be deleted to make room for it.<br /><br />Source: https://twitter.com/ItsProfOak/status/820333569235095555<br /><br />Note that I haven&#039;t tried this myself (or even played XD). [url=https://twitter.com/ItsProfOak/status/820327983869284352]According to the same source[/url], if you would obtain Ho-Oh with full PC/Boxes you instead are just told to come back another time.


subject: Re: PokÃ©mon XD Box overflow
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=SnorlaxMonster link=topic=7808.msg203959#msg203959 date=1485406246]<br />Sorry if this is already known, but I didn&#039;t see it listed here.<br /><br />If you have a full party and Boxes in XD (only possible by evolving a lot of Nincada), when you obtain one of the Mt. Battle Johto starters, everything in your PC except Shadow PokÃ©mon will be deleted to make room for it.<br /><br />Source: https://twitter.com/ItsProfOak/status/820333569235095555<br /><br />Note that I haven&#039;t tried this myself (or even played XD). [url=https://twitter.com/ItsProfOak/status/820327983869284352]According to the same source[/url], if you would obtain Ho-Oh with full PC/Boxes you instead are just told to come back another time.<br />[/quote]<br /><br />Cool! Never knew about this anywhere else either, maybe it&#039;s newly documented. I may try this once my brother has finished borrowing my Nintendo GameCube to play through Super Mario Sunshine.


subject: Re: Sun and Moon Memento and Parting Shot Z Bug
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SnorlaxMonster link=topic=7717.msg203958#msg203958 date=1485405246]<br />The only video of the glitch I could find was a Twitter video, so I asked the uploader if I could upload it to my YouTube channel, and I did [url=https://www.youtube.com/watch?v=pgtT2NdDhpA]here[/url].<br />[/quote]<br /><br />I noticed, thanks for that SnorlaxMonster.&nbsp; :)


subject: Re: Time Capsule exploit typing oddity
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  That&#039;s likely what happened, yes. The PokÃ©mon&#039;s stored type (not ROM type) as you linked is what determines effectiveness in battle; so the ã‚¥ (C1) glitch PokÃ©mon may have taken HootHoot&#039;s Normal/Flying typing.<br /><br />Additionally something else to look out for is glitch PokÃ©mon with misleading types. For example, 94/94h are 80h and 88h-typed. This is displayed as Normal/Ghost but there is no resistance to Normal type moves for this combination; unlike the valid equivalent 00h and 08h.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Missing? NO! link=topic=7799.msg203955#msg203955 date=1485402807]<br />Has anyone tried transferring a Pokemon obtained from [url=http://imgur.com/gallery/cSSqG]this[/url] glitch? I&#039;m not quite sure of the name but I&#039;m curious to see if Pokemon obtained from that glitch will transfer, since, outside of being obtained in an illegal location, they have legal movesets and stats.<br /><br />I&#039;d do it myself but unfortunately I haven&#039;t been able to catch the Gengar that pops up. :(<br />[/quote]<br />I imagine this should work but haven&#039;t tried it yet so will let you know if it does. :)<br /><br />The location as far as I know doesn&#039;t matter; I caught many level 100 PokÃ©mon in a PokÃ©mon Center with 01xx58D0, saved the game (and injected the Game Boy save into my 3DS) and they transferred over.<br /><br />The glitch is called experience underflow glitch and occurs because level 1 PokÃ©mon with the medium-slow growth rate have a negative amount of experience due to the algorithm: (6/5n^3)-(15n^2)+100n-140.


subject: Re: Which starters are your favorites?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=7805.msg203953#msg203953 date=1485401618]<br />I&#039;m very biased towards the Gen III starters because they were my first starter Pokemon. Though, I did like the Umbreon and Espeon that the game gives you as starters in Pokemon Colosseum.<br />[/quote]<br /><br />I see, cool! Ahh, same. I forgot about those and Eevee is one of my favourite starters because it&#039;s grown on me as one of my favourite PokÃ©mon.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=7441.msg203913#msg203913 date=1485377474]<br />Anyone know if the Pokemon in your bank will stay there if you haven&#039;t renewed your bank subscription and have yet to update? I&#039;m gonna update soon after I renew my subscription but I don&#039;t want to lose my living dex.<br />[/quote]<br /><br />I think I may have left mine un-renewed for a while relatively early after it was no longer free and my PokÃ©mon didn&#039;t disappear. However my memory is faint, this may not have actually happened and I don&#039;t know if TPC/Game Freak/Nintendo do this now so I&#039;d renew your subscription as soon as possible to be safe.


subject: Re: Which starters are your favorites?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shatteredClockworks
icon: xx
body:
  [quote author=Torchickens link=topic=7805.msg203964#msg203964 date=1485409393]<br />[quote author=Missing? NO! link=topic=7805.msg203953#msg203953 date=1485401618]<br />I&#039;m very biased towards the Gen III starters because they were my first starter Pokemon. Though, I did like the Umbreon and Espeon that the game gives you as starters in Pokemon Colosseum.<br />[/quote]<br /><br />I see, cool! Ahh, same. I forgot about those and Eevee is one of my favourite starters because it&#039;s grown on me as one of my favourite PokÃ©mon.<br />[/quote]<br />Eevee as a starter? Ive heard of it in one of the games but, haven&#039;t played it.


subject: Is there a way to make a pokebank transferable mew using pokemon Yellow?
poster_name: ScorelessPine
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I am looking if anyone knows of a way to do what they did [url=https://www.reddit.com/r/pokemon/comments/5q4meg/how_to_trick_pokebank_into_thinking_your_gen_1/]here[/url] in pokemon Yellow instead of pokemon red/blue? I have heard that there is a similar arbitrary code execution glitch item in yellow besides 8F, but I do not know how to do it by myself. If at all possible, I would also like to know how to edit the pokemon&#039;s DV&#039;s to make it 10/15/10/10 so that when it transfers it will become shiny. Thank you if you are able to help me.


subject: Re: Is there a way to make a pokebank transferable mew using pokemon Yellow?
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=ScorelessPine link=topic=7809.msg203967#msg203967 date=1485412388]<br />I am looking if anyone knows of a way to do what they did [url=https://www.reddit.com/r/pokemon/comments/5q4meg/how_to_trick_pokebank_into_thinking_your_gen_1/]here[/url] in pokemon Yellow instead of pokemon red/blue? I have heard that there is a similar arbitrary code execution glitch item in yellow besides 8F, but I do not know how to do it by myself. If at all possible, I would also like to know how to edit the pokemon&#039;s DV&#039;s to make it 10/15/10/10 so that when it transfers it will become shiny. Thank you if you are able to help me.<br />[/quote]<br /><br />Hi, the glitch item is known as &quot;ws m&quot; (hex:63). This runs on stored PokÃ©mon first instead of party PokÃ©mon, so you need [url=http://forums.glitchcity.info/index.php?topic=6638.msg194861#msg194861]specific PokÃ©mon in the storage system[/url] for it to work.<br /><br />The fastest way to set it up is probably via unstable stable Missingno. from a save file erased with Up+Select+B (if the sixth item was a Potion, you use two of them after getting 129 and then catch unstable stable Missingno. which should have 100% catch rate due to the corruption). It&#039;s wise to pick up as many items as possible to fill the items pack.<br /><br />Then you can use [url=http://glitchcity.info/wiki/Expanded_item_pack]dry underflow[/url] to get the expanded items pack. From here consult [url=http://forums.glitchcity.info/index.php?topic=6914.0]luckytyphlosion&#039;s guide[/url] for what the items beyond slot 20 pertain to.<br /><br />Video tutorial: https://www.youtube.com/watch?v=DDkema91-vo<br /><br />Or if you want to do it later you can encounter a Fossil/Ghost MissingNo. with Trainer-Fly, either via the [url=http://glitchcity.info/wiki/Trainer_escape_glitch#Ditto_trick]Ditto trick[/url] with a Special stat between 182-184 or a [url=https://www.youtube.com/watch?v=73fAlzIbi9k]double Trainer-Fly; you talk to a Cubone trade girl to encounter a level 80 Starmie and use it&#039;s Special for a low chance of stable MissingNo.[/url] (I think the latter option is better personally).<br /><br />Then you can warp to Celadon and use [url=http://glitchcity.info/wiki/Celadon_looping_map_trick]Celadon looping map trick[/url] to dig up items like &quot;ws m&quot; and the other items you need from your x-coordinate (and if x-block or the quantity is 0 you can toss from 0 to get any quantity as it is essentially a x256), teleporting back to Celadon for every item you obtain.<br /><br />Then you can use [url=http://glitchcity.info/wiki/Rival LOL glitch]Rival LOL glitch[/url] to get the stored PokÃ©mon you need (you will still need to dig up Rare Candies from Celadon to adjust Tangela&#039;s HP to 233), or just trade them over from another Red/Blue/Yellow.<br /><br />I will try to port over the Red/Blue codes for event Mew and Shiny Mew in the Reddit, one moment.<br /><br />[color=#C71585]Edit: The only adjustment you need for the Mew OT and ID change code is to have X Accuracy x118 instead of X Accuracy x119.<br /><br />Here is a code dump from D31D as it&#039;s useful for fast editing with a memory viewer:<br />[/color]<br />[code]<br />630101593A3A25252E76223E0C32042B0B2B243E4F3C0D323E8503323C22C901<br />[/code]<br />[color=#C71585]<br />For the Shiny Mew code you&#039;d need to deposit Mew as the first stored PokÃ©mon, and use X Accuracy x177/ x176 where you must use ws m twice, tossing from the X Accuracy before the second time. The only problem is that ws m runs from stored PokÃ©mon and you need a specific set up, not Mew there. So will rewrite this to work for party PokÃ©mon.<br /><br />Edit 2: OK, you can replace X Accuracy x 178/177 with X Accuracy x 134/133 as well as Carbos x 218 with Carbos x 209. This should modify party PokÃ©mon 1&#039;s DVs instead of stored PokÃ©mon 1&#039;s DVs, and you need to use it once with the X Accuracy x 134 and again with X Accuracy x 133 instead.<br /><br />Below is another code dump from D31D.<br />[/color]<br /><br />[code]<br />630101593EAA2E8626D104773CC9<br />[/code]<br /><br />I haven&#039;t tested this myself yet but there should be a significantly easier way. If you name yourself &quot;GF&quot;, save the Slowpoke Trainer for later, set up [url=http://glitchcity.info/wiki/Expanded_item_pack]dry underflow glitch[/url], change item 30 quantity to 89 and item 31 to Burn Heal when you catch Mew it should have the same details as the event Mew (ID 22796) and be valid. Not sure if giving it a nickname will make it invalid but it&#039;s best not to to be safe. This works because 22796 in hexadecimal is 590C. hex:59 as an item quantity is x89 and hex:0C as an item is Burn Heal.


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thank you for these explanations Cryo, makes it very easier to understand.<br />I am interested in the 11k path you mention to get Arceus in the HoO. Could you explain how to do that theorically? Thanks :)


subject: Balloon Fight GB glitch stages
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve been looking into glitch stages in Balloon Fight GB, the Japanese enhanced version of the Game Boy game Balloon Kid. I feel it is a change to something like for example Super Mario levels in which glitch levels have been researched relatively well (which makes me wonder what glitch Kirby&#039;s Dream Land, Trip World stages there might be).<br /><br />Years ago I got at least one of these to work in Balloon Kid as well. I don&#039;t know anything about glitch worlds in Hello Kitty World for Famicom (based on Balloon Kid but with Hello Kitty instead) however.<br /><br />To access a glitch world use 01XX07C0 on the stage select screen and press A.<br /><br />0A (Stage-L):<br /><br />A glitchy Vs. Stage. Samm appears.<br /><br />[img]http://i.imgur.com/lTtCDTB.png[/img][img]http://i.imgur.com/yUMWQAs.png[/img]<br /><br />0B (Stage-I):<br /><br />A glitchy Vs. Stage. A glitchy Samm appears.<br /><br />[img]http://i.imgur.com/Zi5F16q.png[/img][img]http://i.imgur.com/Om3mv30.png[/img]<br /><br />0C (Stage-C):<br /><br />Another glitchy Vs. Stage with a glitchy Samm.<br /><br />[img]http://i.imgur.com/AyT6JgO.png[/img][img]http://i.imgur.com/23w4oCA.png[/img]<br /><br />0D (Stage-| ||):<br /><br />Balloon Trip mode but you get multiple attempts. You don&#039;t get a Game Over screen however, just the &#039;failed&#039; jingle from the original Balloon Fight and are sent back to the title screen.<br /><br />[img]http://i.imgur.com/w5KqktF.png[/img][img]http://i.imgur.com/jdVJMzM.png[/img][img]http://i.imgur.com/1jkeRiB.png[/img]<br /><br />0E (Stage-|| ||):<br /><br />Takes you to the bonus room where you have to get balloons from pipes. Later you are warped to a glitchy exit. The game said Stage 1 cleared and unlocked Stage 2.<br /><br />[img]http://i.imgur.com/EB3vP55.png[/img][img]http://i.imgur.com/qJ26cO3.png[/img][img]http://i.imgur.com/WxkZC61.png[/img][img]http://i.imgur.com/ZMxk8vt.png[/img]<br /><br />0F (Stage &#039;right side of a blue zero on the left and white space on the right&#039;):<br /><br />A sound effect for getting knocked out plays. The game loads a glitchy screen and freezes.<br /><br />[img]http://i.imgur.com/TATDYXG.png[/img][img]http://i.imgur.com/JEbYi3q.png[/img][img]http://i.imgur.com/vkFPVTs.png[/img]<br /><br />I&#039;ve looked into the Stages up to $50 and there were no more Stages that actually load something and keep it, unless the memory could be adjusted for the Stages which execute RAM. Hopefully there will be more Stages which do and are worth noting.<br /><br />Perhaps all of the aforementioned Stages are technically used but they were loaded in the wrong way.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: SnorlaxMonster
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Has anyone tried to see if Transporter allows duplicate moves? You could get Kangaskhan or Clefairy with Water Gun twice (it&#039;s a legal move for both of them) by evolving them from &#039;M (00). Obviously you would need to replace any of &#039;M&#039;s moves they can&#039;t normally learn.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=SnorlaxMonster link=topic=7799.msg203973#msg203973 date=1485423579]<br />Has anyone tried to see if Transporter allows duplicate moves? You could get Kangaskhan or Clefairy with Water Gun twice (it&#039;s a legal move for both of them) by evolving them from &#039;M (00). Obviously you would need to replace any of &#039;M&#039;s moves they can&#039;t normally learn.<br />[/quote]<br /><br />Good question. I caught a level 80 &#039;M and evolved it into a level 81 Kangaskhan with a Rare Candy, and taught it Strength, Surf, replacing Sky Attack with Strength so it knows Water Gun, Water Gun, Strength, Surf.<br /><br />I tried to transfer it but the game said &quot;Attention! There is at least one PokÃ©mon in the Box that cannot be sent. A problem has been detected with one of the PokÃ©mon. Sorry. The problematic PokÃ©mon cannot be sent. Any PokÃ©mon that could not be transported have been removed from the Transport Box.&quot; Upon withdrawing it again it changed to level 61 so I fixed its glitched HP, deposited it back in box 1 and tried again but got the same error message.<br /><br />Later I replaced the second Water Gun with Mega Punch (so that it knows Water Gun, Mega Punch, Strength, Surf) and it worked. So it seems the answer is PokÃ© Transporter does detect duplicate moves and the two Water Guns were responsible for Kangaskhan not getting through.<br /><br />[img]http://i.imgur.com/8vtGhht.png[/img]


subject: PokÃ©mon Bank transfer bugs
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Apparently there are a number of bugs in how PokÃ©mon Bank works, according to [url=https://www.reddit.com/r/pokemon/comments/5q2ayz/so_it_turns_out_transferring_rby_pokemon_to/]this post[/url] on Reddit.<br /><br />[quote author=ChezMere]<br />Discovered so far:<br />In Generation 2, shininess is determined by IVs - specifically, Speed/Defense/Special must be equal to 10, and Attack must be 2/3/6/7/10/11/14/15. (Note that IVs only go up to 15 in the Game Boy games). Pokebank attemps to take this into account, but gets the role of the Attack and Defense IVs exactly backwards. Meaning, Pokemon that would be shiny in GSC lose their shininess, and other pokemon will gain shininess.<br />Pokemon will not be allowed to transfer if they have moves that can be learned in one Gen 1 game, but not another. For example, your friend can transfer his Charizard with Fly that he taught it in Yellow, but if he trades it to your copy of Red it cannot be transferred.<br />Gender when transferring is completely random, rather than based on the Attack IV like in gen 2. Considering the above (failed attempt at) shiny compatibility, they obviously are trying to keep everything consistent with GSC, but random genders mean that - once GSC is released for VC - a Pokemon traded from gen 2 to gen 1 to gen 7 will lose its gender.<br />There&#039;s also a few other... oddities, shall we say, with how the conversion is done. Ones that aren&#039;t outright bugs like the above, but are surprising.<br />Nature is generated from - of all things - the Pokemon&#039;s EXP. This means that 1) catching the same Pokemon at the same level and immediately transferring will always get you the same nature, and 2) it is simple to choose the nature you want by only transferring when the experience is right.<br />EVs are simply set to zero, the Pokemon&#039;s previous stat exp is ignored entirely. This is actually the only thing on the list that makes sense, since the two systems are fundamentally incompatible.<br />The original IVs are also ignored entirely. After being used for the (incorrect) shiny calculation mentioned above, they are simply regenerated from scratch. All Pokemon will automatically have 3 perfect IVs, except for Mew which will automatically have 5.<br />Kudos to SciresM for discovering most of this.<br />[/quote]<br /><br />Zai Redwinters also stated in a comment [url=https://www.youtube.com/watch?v=GLHE2DZ5wCk]on my latest video[/url] that legal moves are based on a Yellow version whitelist. This goes against the claim that Charizard knowing Fly cannot be transferred over from a Red/Blue, but they give the example of Mewtwo knowing Pay Day (in all Generation I games except for Yellow) being unable to be transferred over in a certain version (or possibly both versions).


subject: Remember when nintendo tried demonizing Missingno.?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shatteredClockworks
icon: xx
body:
  But the players loved it anyway?<br />&quot;MissingNO is a programming quirk, and not a real part of the game. When you get this, your game can perform strangely, and the graphics will often become scrambled. The MissingNO PokÃ©mon is most often found after you perform the Fight Safari Zone PokÃ©mon trick.<br /><br />To fix the scrambled graphics, try releasing the MissingNo PokÃ©mon. If the problem persists, the only solution is to re-start your game. This means erasing your current game and starting a brand new one.&quot;<br />I think they were desperate to get players not to use it for item duping.<br />Also they lied about it being a programming quirk, it was intentional as an error handler.<br />Nintendo.<br />Such anti-glitch.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: camper
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Summarizing the findings,<br /><br />- Trying to transfer a box with more than 20 Pokemon<br />Need more research on a box with more than 20 but not 255 Pokemon. Possibly the easiest way to clone shiny &quot;event&quot; Mew?<br /><br />- Trying to transfer a box without an 0xFF terminator<br />Haven&#039;t been tested.<br /><br />- Transferring glitch Pokemon and/or hybrids<br />Blocked.<br /><br />- Transferring Pokemon with levels over 100 and level 0<br />Levels over 100 are reverted to 100. Not sure about level 0.<br />Normally we&#039;d need to test for level 101+ Pokemon with negative growth rate, but they&#039;re blocked so...<br /><br />- How are invalid characters handled in nicknames and OT names?<br />Invalid characters (including numbers) are all changed to spaces. The PK and MN symbols are changed to P and M respectively. The &quot;period&quot; in MR.MIME and MISSINGNO. is changed to -. The multiplication symbol is changed to x. Square brackets are changed to normal brackets.<br /><br />Note that the &quot;bad name filter&quot; checks the nicknames [i]after[/i] the character swaps, so [PK]ENIS won&#039;t pass through.<br /><br />- Transferring glitch moves and transferring a Cooltrainer Ditto<br />- Transferring invalid combinations of moves, like Exploding Bulbasaurs, Crabhammer Charizards and Surfing Pikachus<br />Blocked.<br /><br />Blocked since those aren&#039;t in the Pokemon&#039;s learnset.<br /><br />- Transferring Pokemon with underflowed PP<br />- Transferring Pokemon with multiple status conditions (frozen burn and so on)<br /><br />Pokemon are probably healed before the transfer?


subject: Re: Time Capsule exploit typing oddity
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  To answer your question, yes, Gens I and II store the types in the PokÃ©mon data structure, mostly for efficiency purposes (the game has to do loads of calculations during battle time, and getting data from ROM takes a ton of time).<br /><br />So yeah, basically the PokÃ©mon kept the data your previous PokÃ©mon had.<br />To capture one and not view its Dex entry, you need to have a certain PokÃ©mon already registered as &quot;seen&quot; in the PokÃ©dex. Marking PokÃ©mon #41 in the PokÃ©dex as &quot;seen&quot; should prevent the Dex entry from popping upon capture. You can then use any glitch or GameShark to capture it !<br /><br />I might be wrong, and the Dex entry might still pop up, and if it does, tell me here, I&#039;ll figure out how to safely get one.


subject: Re: Best battle teams for Gen 7
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7801.msg203945#msg203945 date=1485398173]<br />[quote author=ISSOtm link=topic=7801.msg203939#msg203939 date=1485395612]<br />Â«AradiaÂ»<br />Come give me a big hug brother.<br />Sorry, I misspelled it.<br />C0M3 G1V3 M3 4 B1G HUG BR0TH3R<br />[/quote]<br />ARE YOU A HOMESTUCK TOO??<br />EEEEEEE<br />[/quote]<br />hey ii found 2omeone el2e to talk about thii2 2hiit.<br />ii diidnt read the whole 2tuff, 2adly. but &quot;[2] Wake&quot; ii2 AMAZIING. Plu2 tiime-travel 2henaniigans.


subject: Re: Remember when nintendo tried demonizing Missingno.?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s no error handler. More of a half of a placeholder.<br />Its name is valid.<br />In Japanese Blue, it was given a valid PokÃ©dex entry.<br /><br />But its stats are taken form the data of a Cue Ball&#039;s PokÃ©mon.<br />And when the game tries to set its PokÃ©dex bit, it ends up causing the famous duplication thingy.<br /><br />So yeah, it&#039;s more of a programming quirk in my opinion, but certainly no error handler.<br />But they did lie about how to reset the graphics.<br />Releasing him won&#039;t do anything to the GFX.<br />Starting a new save will.<br />But viewing any PokÃ©dex entry also will. That&#039;s where they lied.


subject: Re: Which starters are your favorites?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7805.msg203966#msg203966 date=1485410924]<br />[quote author=Torchickens link=topic=7805.msg203964#msg203964 date=1485409393]<br />[quote author=Missing? NO! link=topic=7805.msg203953#msg203953 date=1485401618]<br />I&#039;m very biased towards the Gen III starters because they were my first starter Pokemon. Though, I did like the Umbreon and Espeon that the game gives you as starters in Pokemon Colosseum.<br />[/quote]<br /><br />I see, cool! Ahh, same. I forgot about those and Eevee is one of my favourite starters because it&#039;s grown on me as one of my favourite PokÃ©mon.<br />[/quote]<br />Eevee as a starter? Ive heard of it in one of the games but, haven&#039;t played it.<br />[/quote]<br />It&#039;s the starter in PokÃ©mon Yellow.<br /><br />[size=4pt]Although it doesn&#039;t end up being [i]your[/i] starter[/size] :P


subject: Re: Best battle teams for Gen 7
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shatteredClockworks
icon: xx
body:
  But this is a Pokemon Glitch forum.<br />Guess this belongs more in the &quot;General&quot; topic group.<br />Because that is where you can talk about almost anything.<br /> ;D


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=3088.msg203954#msg203954 date=1485401857]<br />As someone who&#039;s been here for years, it&#039;s great to see the activity come back to this place slowly but surely. Having 7-8 users online simultaneously is much more than I remember having in the recent years. Really brings me back to 2007-2008ish, when we had tons of people online at the same time (like, 20).<br />[/quote]Most half-Lurkers are mainly here for information flow (I&#039;m managing the Guest Watch &lt;insert trademark symbol here, on mobile&gt;, but I&#039;m still here for information flow), but we add what we can, even if it is on a topic we have near-zero knowledge on.


subject: Re: Remember when nintendo tried demonizing Missingno.?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7813.msg203977#msg203977 date=1485435846]<br />But the players loved it anyway?<br />&quot;MissingNO is a programming quirk, and not a real part of the game. When you get this, your game can perform strangely, and the graphics will often become scrambled. The MissingNO PokÃ©mon is most often found after you perform the Fight Safari Zone PokÃ©mon trick.<br /><br />To fix the scrambled graphics, try releasing the MissingNo PokÃ©mon. If the problem persists, the only solution is to re-start your game. This means erasing your current game and starting a brand new one.&quot;<br />I think they were desperate to get players not to use it for item duping.<br />Also they lied about it being a programming quirk, it was intentional as an error handler.<br />Nintendo.<br />Such anti-glitch.<br />[/quote]<br />Don&#039;t forget the &quot;If starting a new game doesn&#039;t fix the graphics, you have to buy a new cart and trading Pokemon from the old cart to the new one will break the game again&quot; part.


subject: Re: Which starters are your favorites?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7805.msg203984#msg203984 date=1485448933]<br />[quote author=shatteredClockworks link=topic=7805.msg203966#msg203966 date=1485410924]<br />[quote author=Torchickens link=topic=7805.msg203964#msg203964 date=1485409393]<br />[quote author=Missing? NO! link=topic=7805.msg203953#msg203953 date=1485401618]<br />I&#039;m very biased towards the Gen III starters because they were my first starter Pokemon. Though, I did like the Umbreon and Espeon that the game gives you as starters in Pokemon Colosseum.<br />[/quote]<br /><br />I see, cool! Ahh, same. I forgot about those and Eevee is one of my favourite starters because it&#039;s grown on me as one of my favourite PokÃ©mon.<br />[/quote]<br />Eevee as a starter? Ive heard of it in one of the games but, haven&#039;t played it.<br />[/quote]<br />It&#039;s the starter in PokÃ©mon Yellow.<br /><br />[size=4pt]Although it doesn&#039;t end up being [i]your[/i] starter[/size] :P<br />[/quote]<br />Y&#039;know, the starter you cannot have!


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Cryo
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Krys3000 link=topic=7770.msg203971#msg203971 date=1485421157]<br />Thank you for these explanations Cryo, makes it very easier to understand.<br />I am interested in the 11k path you mention to get Arceus in the HoO. Could you explain how to do that theorically? Thanks :)<br />[/quote]<br /><br />Sure!<br /><br />Whenever you load Spear Pillar (map ID 220), the value at [Base + 0x2A576] becomes 510. This area is preceded by a ton of other data though, so it&#039;s extremely difficult to get to, if not impossible. It would require loading areas that replaced the data in front of it such that it was made safe.<br /><br />A more efficient method, however, may be loading the Battle Tower&#039;s WiFi Battle Room (map ID 331), since that&#039;s located at [Base + 0x2974D], which is very near the start of that data section. It might be doable, but it&#039;s definitely a better shot than the Spear Pillar one.<br /><br />Here are my personal notes on the path, for reference:<br /><br />[tt]Model Path<br />==========<br /><br />Bypass softlock zone (176-188)<br />&nbsp; &nbsp; 32 E<br />&nbsp; &nbsp; 384 S<br />&nbsp; &nbsp; 32 W<br /><br />Bypass minefield and hit 0x2 (Underground)<br />&nbsp; &nbsp; 1792 S<br /><br />Get to map 0x188 (Route 221)<br />&nbsp; &nbsp; 128 S<br />&nbsp; &nbsp; 128 W<br />&nbsp; &nbsp; 32 S<br />&nbsp; &nbsp; 192 W<br />&nbsp; &nbsp; 64 S<br />&nbsp; &nbsp; 160 W<br /><br />Get to map 0x189 (Pal Park Entrance)<br />&nbsp; &nbsp; 96 S<br />&nbsp; &nbsp; 96 E<br />&nbsp; &nbsp; 32 S<br />&nbsp; &nbsp; 63 E<br />&nbsp; &nbsp; 1 N<br /><br />Get to map 0x251 (Pal Park)<br />&nbsp; &nbsp; 64 E<br />&nbsp; &nbsp; 191 N<br />&nbsp; &nbsp; 1 N<br /><br />Get to map 0xA7 (Snowpoint Gym)<br />&nbsp; &nbsp; 416 S<br />&nbsp; &nbsp; 128 E<br /><br />Get to map 0xA5 (Snowpoint City)<br />&nbsp; &nbsp; 128 N<br />&nbsp; &nbsp; 160 E<br />&nbsp; &nbsp; 32 S<br />&nbsp; &nbsp; 224 E<br />&nbsp; &nbsp; 32 N<br /><br />Get to map 0x41 (Eterna City)<br />&nbsp; &nbsp; 224 E<br />&nbsp; &nbsp; 32 N<br />&nbsp; &nbsp; 64 E<br />&nbsp; &nbsp; 32 S<br />&nbsp; &nbsp; 96 E<br />&nbsp; &nbsp; 320 N<br />&nbsp; &nbsp; 96 E<br /><br />Get to map 0x14B (Wi-Fi Battle Room)<br />&nbsp; &nbsp; 32 W<br />&nbsp; &nbsp; 32 N<br />&nbsp; &nbsp; 128 W<br />&nbsp; &nbsp; 128 N<br />&nbsp; &nbsp; 384 W<br />&nbsp; &nbsp; 64 S<br />&nbsp; &nbsp; 32 E<br />&nbsp; &nbsp; 64 S<br /><br />Get to the Hall of Origin<br />&nbsp; &nbsp; 320 S<br />&nbsp; &nbsp; 32 E<br />&nbsp; &nbsp; 11520 S<br />&nbsp; &nbsp; ...[/tt]


subject: WTW and battles
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The game actually checks whether you&#039;re being guided by the game before sending you into a battle, be it Trainer or wild.<br />https://github.com/pret/pokered/blob/master/home/overworld.asm#L366<br /><br />The called function resides here :<br />https://github.com/pret/pokered/blob/master/home.asm#L2149-L2158<br /><br />Notes that it returns non-zero is bit 7 of $D730 is set.<br />This bit is used by the game when a sprite is following scripted movement.<br />But did you know the Pewter Museum and Brock Through Walls of activating NoClip actually set this flag ? Yeah, no kidding !<br />After testing (setting $CD38 to $FF, $CD3B to $FF and $D730 to $80 enables NoClip and makes you being controlled by the game unless you hold any button), I found out two interesting things.<br />First, wild battles do NOT trigger. Like when you enable bit 1 of $D732 and hold down B.<br />Second, Trainer battles... stuff. First, Trainers do notice you, and bring their text properly. They don&#039;t have to walk to you. However, when you close their text... no battles begins until $D730 bit 7 is zero, which happens when $CD38 hits zero.<br /><br />tl;dr : using Pewter Museum Guy NoClip or Browk Through Walls disables wild battles as long as the glitch stays active (eg it cancels when entering any building). Trainers don&#039;t begin their battle until CD38 has hit 0, which may take a couple seconds, but you can&#039;t avoid Trainers that way. Too bad !


subject: Re: Which starters are your favorites?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7805.msg203990#msg203990 date=1485449807]<br />[quote author=ISSOtm link=topic=7805.msg203984#msg203984 date=1485448933]<br />[quote author=shatteredClockworks link=topic=7805.msg203966#msg203966 date=1485410924]<br />[quote author=Torchickens link=topic=7805.msg203964#msg203964 date=1485409393]<br />[quote author=Missing? NO! link=topic=7805.msg203953#msg203953 date=1485401618]<br />I&#039;m very biased towards the Gen III starters because they were my first starter Pokemon. Though, I did like the Umbreon and Espeon that the game gives you as starters in Pokemon Colosseum.<br />[/quote]<br /><br />I see, cool! Ahh, same. I forgot about those and Eevee is one of my favourite starters because it&#039;s grown on me as one of my favourite PokÃ©mon.<br />[/quote]<br />Eevee as a starter? Ive heard of it in one of the games but, haven&#039;t played it.<br />[/quote]<br />It&#039;s the starter in PokÃ©mon Yellow.<br /><br />[size=4pt]Although it doesn&#039;t end up being [i]your[/i] starter[/size] :P<br />[/quote]<br />Y&#039;know, the starter you cannot have!<br />[/quote]<br />Gary fuckin stole Eevee<br />Impatient much?


subject: Re: Which starters are your favorites?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7805.msg203990#msg203990 date=1485449807]<br />[quote author=ISSOtm link=topic=7805.msg203984#msg203984 date=1485448933]<br />[quote author=shatteredClockworks link=topic=7805.msg203966#msg203966 date=1485410924]<br />[quote author=Torchickens link=topic=7805.msg203964#msg203964 date=1485409393]<br />[quote author=Missing? NO! link=topic=7805.msg203953#msg203953 date=1485401618]<br />I&#039;m very biased towards the Gen III starters because they were my first starter Pokemon. Though, I did like the Umbreon and Espeon that the game gives you as starters in Pokemon Colosseum.<br />[/quote]<br /><br />I see, cool! Ahh, same. I forgot about those and Eevee is one of my favourite starters because it&#039;s grown on me as one of my favourite PokÃ©mon.<br />[/quote]<br />Eevee as a starter? Ive heard of it in one of the games but, haven&#039;t played it.<br />[/quote]<br />It&#039;s the starter in PokÃ©mon Yellow.<br /><br />[size=4pt]Although it doesn&#039;t end up being [i]your[/i] starter[/size] :P<br />[/quote]<br />Y&#039;know, the starter you cannot have!<br />[/quote]<br />Implicit ROM hack challenge accepted !<br /><br />&quot;PokÃ©mon Yellow - The One Where Blue Gets The Pikachu Edition&quot;<br />&quot;Blue isn&#039;t a douchebag anymore ! [size=4pt]...for thirty seconds ![/size]&quot;


subject: Re: Remember when nintendo tried demonizing Missingno.?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7813.msg203989#msg203989 date=1485449660]<br />[quote author=shatteredClockworks link=topic=7813.msg203977#msg203977 date=1485435846]<br />But the players loved it anyway?<br />&quot;MissingNO is a programming quirk, and not a real part of the game. When you get this, your game can perform strangely, and the graphics will often become scrambled. The MissingNO PokÃ©mon is most often found after you perform the Fight Safari Zone PokÃ©mon trick.<br /><br />To fix the scrambled graphics, try releasing the MissingNo PokÃ©mon. If the problem persists, the only solution is to re-start your game. This means erasing your current game and starting a brand new one.&quot;<br />I think they were desperate to get players not to use it for item duping.<br />Also they lied about it being a programming quirk, it was intentional as an error handler.<br />Nintendo.<br />Such anti-glitch.<br />[/quote]<br />Don&#039;t forget the &quot;If starting a new game doesn&#039;t fix the graphics, you have to buy a new cart and trading Pokemon from the old cart to the new one will break the game again&quot; part.<br />[/quote]<br />Where did they say that?


subject: Re: Remember when nintendo tried demonizing Missingno.?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7813.msg203998#msg203998 date=1485452771]<br />[quote author=Yeniaul link=topic=7813.msg203989#msg203989 date=1485449660]<br />[quote author=shatteredClockworks link=topic=7813.msg203977#msg203977 date=1485435846]<br />But the players loved it anyway?<br />&quot;MissingNO is a programming quirk, and not a real part of the game. When you get this, your game can perform strangely, and the graphics will often become scrambled. The MissingNO PokÃ©mon is most often found after you perform the Fight Safari Zone PokÃ©mon trick.<br /><br />To fix the scrambled graphics, try releasing the MissingNo PokÃ©mon. If the problem persists, the only solution is to re-start your game. This means erasing your current game and starting a brand new one.&quot;<br />I think they were desperate to get players not to use it for item duping.<br />Also they lied about it being a programming quirk, it was intentional as an error handler.<br />Nintendo.<br />Such anti-glitch.<br />[/quote]<br />Don&#039;t forget the &quot;If starting a new game doesn&#039;t fix the graphics, you have to buy a new cart and trading Pokemon from the old cart to the new one will break the game again&quot; part.<br />[/quote]<br />Where did they say that?<br />[/quote][quote author=ISSOtm link=topic=7813.msg203996#msg203996 date=1485452360]<br />They didn&#039;t say that.<br />[/quote]


subject: Pet peeves
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Post your pet peeves here.<br /><br />A pet peeve is something you find especially annoying to you.<br />


subject: Re: GCL T-shirts
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=naf102 link=topic=7621.msg201576#msg201576 date=1472746817]<br />[quote author=Yeniaul link=topic=7621.msg201573#msg201573 date=1472746174]<br />[quote author=naf102 link=topic=7621.msg201572#msg201572 date=1472746070]<br />I would say Missingno too because It&#039;s the most well known glitch Pokemon in the series, if not the best known glitch in the series. I know people haven&#039;t even played a Gen 1 game that knows what Missingno is.<br />[/quote]<br />Oh wait, 80% of the Internet still thinks Missingno. is bad. Because Nintendo&#039;s full of s**t and they believed them.<br />[/quote]&quot;Missingno can corrupt your save file and the only way to fix it is to release it&quot; What kind of s**t is this? I had my Missingno on my Pokemon Red cart for years and it works perfectly.<br />[/quote]<br />He&#039;s so badass he learns water gun.<br />TWICE.


subject: Re: Which starters are your favorites?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shatteredClockworks
icon: xx
body:
  [quote author=ISSOtm link=topic=7805.msg203995#msg203995 date=1485452333]<br />[quote author=Yeniaul link=topic=7805.msg203990#msg203990 date=1485449807]<br />[quote author=ISSOtm link=topic=7805.msg203984#msg203984 date=1485448933]<br />[quote author=shatteredClockworks link=topic=7805.msg203966#msg203966 date=1485410924]<br />[quote author=Torchickens link=topic=7805.msg203964#msg203964 date=1485409393]<br />[quote author=Missing? NO! link=topic=7805.msg203953#msg203953 date=1485401618]<br />I&#039;m very biased towards the Gen III starters because they were my first starter Pokemon. Though, I did like the Umbreon and Espeon that the game gives you as starters in Pokemon Colosseum.<br />[/quote]<br /><br />I see, cool! Ahh, same. I forgot about those and Eevee is one of my favourite starters because it&#039;s grown on me as one of my favourite PokÃ©mon.<br />[/quote]<br />Eevee as a starter? Ive heard of it in one of the games but, haven&#039;t played it.<br />[/quote]<br />It&#039;s the starter in PokÃ©mon Yellow.<br /><br />[size=4pt]Although it doesn&#039;t end up being [i]your[/i] starter[/size] :P<br />[/quote]<br />Y&#039;know, the starter you cannot have!<br />[/quote]<br />Implicit ROM hack challenge accepted !<br /><br />&quot;PokÃ©mon Yellow - The One Where Blue Gets The Pikachu Edition&quot;<br />&quot;Blue isn&#039;t a douchebag anymore ! [size=4pt]...for thirty seconds ![/size]&quot;<br />[/quote]<br />I would fuckin explode if someone actually made that.<br />


subject: Re: Which starters are your favorites?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  The Gen 7 line, if we&#039;re talking about the entire lines, but if just one, then Cyndaquil.<br />Why the Gen 7 line you ask?<br />a)Litten is a cat, me *insert a heart emote here* cats.<br />b)Dedicueye looks like f*cking Edgelord (I want to name all Rowlets I hatch &quot;Edgelord&quot;).<br />c)Incineroar is a f*cking macho cat.<br />Also, Swampert was my first PokÃ©mon I leveled up to level 100.


subject: Re: Which starters are your favorites?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7805.msg204004#msg204004 date=1485454101]<br />The Gen 7 line, if we&#039;re talking about the entire lines, but if just one, then Cyndaquil.<br />Why the Gen 7 line you ask?<br />a)Litten is a cat, me *insert a heart emote here* cats.<br />b)Dedicueye looks like f*cking Edgelord (I want to name all Rowlets I hatch &quot;Edgelord&quot;).<br />c)Incineroar is a f*cking macho cat.<br />[/quote]<br />I picked litten too.<br />#TeamLittenForLife<br />


subject: Re: Which starters are your favorites?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7805.msg204005#msg204005 date=1485454183]<br />[quote author=Charmy link=topic=7805.msg204004#msg204004 date=1485454101]<br />The Gen 7 line, if we&#039;re talking about the entire lines, but if just one, then Cyndaquil.<br />Why the Gen 7 line you ask?<br />a)Litten is a cat, me *insert a heart emote here* cats.<br />b)Dedicueye looks like f*cking Edgelord (I want to name all Rowlets I hatch &quot;Edgelord&quot;).<br />c)Incineroar is a f*cking macho cat.<br />[/quote]<br />I picked litten too.<br />#TeamLittenForLife<br /><br />[/quote]<br />It&#039;s level 75 or so by now. Still less than Nebby (around 85-90).<br />I&#039;m already done on Sun, you know... 100% on the PokÃ©dex.


subject: Re: New sig, oh yeah!
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [quote author=Abwayax link=topic=43.msg348#msg348 date=1142266782]<br />[quote author=ACE91 link=topic=43.msg346#msg346 date=1142266690]<br />No, I think she meant that the sig image was &quot;just like her.&quot; She&#039;s nuts about Suicune, which is why she chose that as her screenname...<br />[/quote]<br />Then why is her avatar a Rapidash? XD<br />[/quote]<br />Nevermind, she changed it to a great &quot;wolf.gif&quot;.


subject: Re: Which starters are your favorites?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7805.msg204006#msg204006 date=1485454286]<br />[quote author=shatteredClockworks link=topic=7805.msg204005#msg204005 date=1485454183]<br />[quote author=Charmy link=topic=7805.msg204004#msg204004 date=1485454101]<br />The Gen 7 line, if we&#039;re talking about the entire lines, but if just one, then Cyndaquil.<br />Why the Gen 7 line you ask?<br />a)Litten is a cat, me *insert a heart emote here* cats.<br />b)Dedicueye looks like f*cking Edgelord (I want to name all Rowlets I hatch &quot;Edgelord&quot;).<br />c)Incineroar is a f*cking macho cat.<br />[/quote]<br />I picked litten too.<br />#TeamLittenForLife<br /><br />[/quote]<br />It&#039;s level 75 or so by now. Still less than Nebby (around 85-90).<br />I&#039;m already done on Sun, you know... 100% on the PokÃ©dex.<br />[/quote]<br />Lmao Nebby.<br />It&#039;s funny how a girl like LILLIE had a legendary pokemon in a fuckin bag the entire time.


subject: Re: Which starters are your favorites?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7805.msg204008#msg204008 date=1485454400]<br />[quote author=Charmy link=topic=7805.msg204006#msg204006 date=1485454286]<br />[quote author=shatteredClockworks link=topic=7805.msg204005#msg204005 date=1485454183]<br />[quote author=Charmy link=topic=7805.msg204004#msg204004 date=1485454101]<br />The Gen 7 line, if we&#039;re talking about the entire lines, but if just one, then Cyndaquil.<br />Why the Gen 7 line you ask?<br />a)Litten is a cat, me *insert a heart emote here* cats.<br />b)Dedicueye looks like f*cking Edgelord (I want to name all Rowlets I hatch &quot;Edgelord&quot;).<br />c)Incineroar is a f*cking macho cat.<br />[/quote]<br />I picked litten too.<br />#TeamLittenForLife<br /><br />[/quote]<br />It&#039;s level 75 or so by now. Still less than Nebby (around 85-90).<br />I&#039;m already done on Sun, you know... 100% on the PokÃ©dex.<br />[/quote]<br />Lmao Nebby.<br />It&#039;s funny how a girl like LILLIE had a legendary pokemon in a fuckin bag the entire time.<br />[/quote]<br />Still doesn&#039;t compare to my 100% legit shiny 6IV lvl100 Umbreon. :) <br />I just asked for a normal one goddamn it.<br />I also got a shiny Cloyster, almost 5IV. BRB GOTTA GRIND (level 88 so far).<br />Anyway, let&#039;s go back into the topic.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [url=https://youtu.be/VOpMfNEg1jE?t=1m17s]https://youtu.be/VOpMfNEg1jE?t=1m17s[/url]<br />OBEY ME PIKACHU!!!<br />OBEY!!!!


subject: Re: If i save with a corruption caused by 8f, I can start new save /w no problems?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, only PokÃ©mon would carry over, sadly, as the SRAM glitch doesn&#039;t affect items, just your current party.<br />Also, did you check your name\ID and your Charmander&#039;s OT\ID? Did they match yours?


subject: Re: Should I buy Blue or Yellow on 3DS VC?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=shatteredClockworks link=topic=7778.msg203898#msg203898 date=1485369599]<br />[quote author=Charmy link=topic=7778.msg203881#msg203881 date=1485362980]<br />[quote author=shatteredClockworks link=topic=7778.msg203844#msg203844 date=1485322804]<br />I&#039;d advise blue, in my opinion,&nbsp; at least. Yellow fixed some glitches exclusive to R/B. And if you&#039;re looking for glitches,&nbsp; you&#039;re gonna find less in yellow.<br /> ;)<br />But the thats just what I&#039;m saying.<br />[/quote]<br />But Yellow has &quot;PikaWalk&quot;...<br />[/quote]<br />It does, but the Pikachu in yellow is pretty pointless tbh.<br />Being the only one you get in the game.<br />Or at least without trades.<br />[/quote]<br />But hey! Easy ACE!


subject: Re: Time Capsule exploit typing oddity
poster_name: OLDEN
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7807.msg203981#msg203981 date=1485447860]<br />To answer your question, yes, Gens I and II store the types in the PokÃ©mon data structure, mostly for efficiency purposes (the game has to do loads of calculations during battle time, and getting data from ROM takes a ton of time).<br /><br />So yeah, basically the PokÃ©mon kept the data your previous PokÃ©mon had.<br />To capture one and not view its Dex entry, you need to have a certain PokÃ©mon already registered as &quot;seen&quot; in the PokÃ©dex. Marking PokÃ©mon #41 in the PokÃ©dex as &quot;seen&quot; should prevent the Dex entry from popping upon capture. You can then use any glitch or GameShark to capture it !<br /><br />I might be wrong, and the Dex entry might still pop up, and if it does, tell me here, I&#039;ll figure out how to safely get one.<br />[/quote]<br /><br />It&#039;s not the #205 dex entry that freezes the game, though, but the encounter itself. The game freezes before I can actually use any moves or items. (Could be the invalid sprite.) Besides, PokÃ©mon #41 is Zubat, which is common and definitely registered as seen in my dex, so that&#039;s not the problem.<br /><br />Is there a way to restore the original typings of the glitch PokÃ©mon I have?


subject: Re: Time Capsule exploit typing oddity
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes. You can change/restore the original typings of PokÃ©mon 1 with this code:<br /><br />This code will change the effective in-battle typing but the old type will still be displayed on the PokÃ©mon&#039;s summary screen. Type IDs can be found [url=https://github.com/pret/pokered/blob/master/constants/type_constants.asm]here[/url].<br /><br /><br />You will need:<br /><br />Lemonade x (type 1&#039;s ID)<br />Awakening x (type 2&#039;s ID)<br />Carbos x 209<br />X Accuracy x 112 (x111 in Yellow)<br />Water Stone x 121<br />PokÃ© Ball x 119<br />TM01 x (any)<br /><br />[code]<br />ld a, xx<br />ld c, yy<br />ld h, d1<br />ld l, 70<br />ld (hli),a<br />ld a,c<br />inc b<br />ld (hl),a<br />ret<br />[/code]<br /><br />For&nbsp; ã‚¥ (C1) the values you need are 141 (hex:8D) and 132 (hex:84). It turns out its type is just a glitch type called Normal/Ground, Electric-type moves still hit it and Fighting-type moves may still be 1x effective.&nbsp; If you use IDs for x00 and x04 however you should get actual Normal/Ground effectiveness.<br /><br />I hope this helps! :)


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=jfb1337 link=topic=7770.msg204015#msg204015 date=1485461350]<br />Will an Arceus caught by this method trigger the HGSS event?<br />[/quote]<br /><br />I think there&#039;s no reason it shouldn&#039;t do as I remember using a hacked Hall of Origin Arceus to access it again after accessing it once with a legit non Hall of Origin event Arceus. Not fully sure though.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Unused Trainer
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Unused Trainer
icon: xx
body:
  Next test: transfer level 128 and level 132 Pokemon to the Pokemon Bank&nbsp; (for example level 128&nbsp; Golbat and level 132 Mewtwo) and waiting what is happening!


subject: Re: If i save with a corruption caused by 8f, I can start new save /w no problems?
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7792.msg204012#msg204012 date=1485457060]<br />Well, only PokÃ©mon would carry over, sadly, as the SRAM glitch doesn&#039;t affect items, just your current party.<br />Also, did you check your name\ID and your Charmander&#039;s OT\ID? Did they match yours?<br />[/quote]<br />They did<br />


subject: Re: R/B/Y HoF
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Newo link=topic=514.msg6696#msg6696 date=1159118463]<br />It doesn&#039;t....It starts at 190..... It is still 65 hall of fames<br /><br />It supposedly glitches without a glitch pokemon at 70 and starts making pokemon up for you....Like if you use the cheat<br />[/quote]<br />Are you Newo Glitch Empire?


subject: Re: A new GCL fad
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: shatteredClockworks
icon: xx
body:
  [quote author=Yeniaul link=topic=7632.msg201765#msg201765 date=1473118644]<br />Anyone who knows me IRL knows I resist anything popular until either I die or get sick of resisting. So... no. Not until you convert me will it be a &quot;fad&quot;. &gt;:D<br />[/quote]<br /><br />Same.<br />I do exactly what you just described.


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [quote author=Torchickens link=topic=7770.msg204017#msg204017 date=1485462063]<br />[quote author=jfb1337 link=topic=7770.msg204015#msg204015 date=1485461350]<br />Will an Arceus caught by this method trigger the HGSS event?<br />[/quote]<br /><br />I think there&#039;s no reason it shouldn&#039;t do as I remember using a hacked Hall of Origin Arceus to access it again after accessing it once with a legit non Hall of Origin event Arceus. Not fully sure though.<br />[/quote]It WILL trigger the event, even if you already did the event and let you choose one of the 2 that you didn&#039;t choose already. You will also get special text, so yeah. Go for it.


subject: RAWR
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  Where shall I begin?<br />People using the scroll bar when the wheel is available, people that try to tell me I&#039;m wrong while I&#039;m fixing their tech, school censorship (nothing Tor can&#039;t handle), schools employing 15-yr olds as &quot;network managers&quot; when they have no idea what they&#039;re doing, people that say they want to fight but then backing off claiming &quot;it wouldn&#039;t be worth it, I&#039;d knock you out in one hit because you&#039;re a nerd&quot;, people that say they&#039;re a tech then expect the Three Finger Salute to fix ALL THE PROBLEMS!, people that expect *ix to be a carbon copy of Windows, just for free, people that think they&#039;re *ahem* 7H3 1337357 0F H4X0RZ */ahem* because they can open a Command Prompt, even if its use eludes them, the list goes on and on and FUCKING ON LEARN HOW TO USE TECHNOLOGY BEFORE YOU TRY ANYTHING BEYOND END-USER COMPREHENSION<br />ARRRRRRRGH<br /><br />...sorry, I kinda lost it there...


subject: Re: Remember when nintendo tried demonizing Missingno.?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7813.msg203999#msg203999 date=1485452902]<br />[quote author=shatteredClockworks link=topic=7813.msg203998#msg203998 date=1485452771]<br />[quote author=Yeniaul link=topic=7813.msg203989#msg203989 date=1485449660]<br />[quote author=shatteredClockworks link=topic=7813.msg203977#msg203977 date=1485435846]<br />But the players loved it anyway?<br />&quot;MissingNO is a programming quirk, and not a real part of the game. When you get this, your game can perform strangely, and the graphics will often become scrambled. The MissingNO PokÃ©mon is most often found after you perform the Fight Safari Zone PokÃ©mon trick.<br /><br />To fix the scrambled graphics, try releasing the MissingNo PokÃ©mon. If the problem persists, the only solution is to re-start your game. This means erasing your current game and starting a brand new one.&quot;<br />I think they were desperate to get players not to use it for item duping.<br />Also they lied about it being a programming quirk, it was intentional as an error handler.<br />Nintendo.<br />Such anti-glitch.<br />[/quote]<br />Don&#039;t forget the &quot;If starting a new game doesn&#039;t fix the graphics, you have to buy a new cart and trading Pokemon from the old cart to the new one will break the game again&quot; part.<br />[/quote]<br />Where did they say that?<br />[/quote][quote author=ISSOtm link=topic=7813.msg203996#msg203996 date=1485452360]<br />They didn&#039;t say that.<br />[/quote]<br />[/quote]<br />Oh, but they did in a conference somewhere idontremember


subject: Re: RAWR
poster_name: shatteredClockworks
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7816.msg204025#msg204025 date=1485474343]<br />Where shall I begin?<br />People using the scroll bar when the wheel is available, people that try to tell me I&#039;m wrong while I&#039;m fixing their tech, school censorship (nothing Tor can&#039;t handle), schools employing 15-yr olds as &quot;network managers&quot; when they have no idea what they&#039;re doing, people that say they want to fight but then backing off claiming &quot;it wouldn&#039;t be worth it, I&#039;d knock you out in one hit because you&#039;re a nerd&quot;, people that say they&#039;re a tech then expect the Three Finger Salute to fix ALL THE PROBLEMS!, people that expect *ix to be a carbon copy of Windows, just for free, people that think they&#039;re *ahem* 7H3 1337357 0F H4X0RZ */ahem* because they can open a Command Prompt, even if its use eludes them, the list goes on and on and FUCKING ON LEARN HOW TO USE TECHNOLOGY BEFORE YOU TRY ANYTHING BEYOND END-USER COMPREHENSION<br />ARRRRRRRGH<br /><br />...sorry, I kinda lost it there...<br />[/quote]<br />Boi I don&#039;t blame ya.<br />I always lose it when talking about pet peeves.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: Raven Freak
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Unused Trainer link=topic=7799.msg204019#msg204019 date=1485466725]<br />Next test: transfer level 128 and level 132 Pokemon to the Pokemon Bank&nbsp; (for example level 128&nbsp; Golbat and level 132 Mewtwo) and waiting what is happening!<br />[/quote]<br />They&#039;ll just be reverted back to level 100, as I confirmed earlier. :P I transferred a level 151 Snorlax (since my in game name is AXEL???) to Pokemon Bank, and it just reverted back to level 100.


subject: Re: PokÃ©mon Bank Generation I transfer experiments
poster_name: SgvSth
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Just to ask, has anyone tried to transfer 21-30 PokÃ©mon in either the English or Japanese version of PokÃ© Transfer?&nbsp;  I see that the test with 255 Spearow didn&#039;t work, but I was curious based on how the Japanese games work.


subject: Re: Obtaining Arceus via the Void Glitch
poster_name: Deku-Kitty
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Deku-Kitty
icon: xx
body:
  For years they said it was impossible... But the glitch community found a way.<br /><br />[s]I decided to try this on my old copy of Pearl, but every time I reach the point where you&#039;re supposed to load into the Hall of Origin and hit retire my game refuses to load it, thus I&#039;m stuck in the mystery zone. Every other step has worked fine including triggering Oak&#039;s conversation and starting Pal Park mode, and I&#039;m pretty dang sure I&#039;ve done every step correctly, I wrote down each one and checked it off as I went and was meticulous about not messing up steps. So I don&#039;t know if my copy of the game isn&#039;t cooperating or if I&#039;m just an idiot.[/s]<br /><br />Edit: Got it this time. Not sure what I did wrong before.<br /><br />Edit 2: I transferred my Arceus to SoulSilver, and I was unable to access the event. I&#039;m assuming it is because that the location obtained is Mystery Zone, and not the Hall of Origin.<br /><br />But anyway, in a half attempt to vainly try and somehow find the Hall of Origin and half to make my long void trek worth it, I decided to just explore the void and see what events I could trigger with the Retire option.<br /><br />First Attempt:<br />- Found a Jubilife City, but Retire did nothing so it was probably a phantom. Or whatever you call that.<br /> - Entered an area that I don&#039;t remember, I could have sworn it was a Route but it was probably the Fight area since Retire activated Barry&#039;s (Or in my case, Sonic&#039;s) Fight area pre battle text. I guess he didn&#039;t actually want to fight though, because the game froze after the text finished.<br /><br />Second Attempt:<br />- Entered Jubilife TV, Retire activated the Lotto script. Funnily enough the Lotto matched the Staravia I had in my party as an emergency flier, and I got a PP up.<br />- The area claimed to be Jubilife city but it was the Jubilife Pokemart. Retire triggered the &quot;Potions are what I need the most!&quot; text. This happened twice.<br />- Another Jubilife City, this time the game decided that it did not need Potions because the game froze upon hitting Retire.<br /><br />Honestly if it wasn&#039;t such a pain to get to this point I&#039;d go all over the void to see what scripts I could trigger with Retire. I may not be able to get Arceus, but no one is going to stop me from having fun in this endless twilight zone!


